Art Talks & Sketches (sorted by Author)
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Title: Mantra
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Project Mantra is digital panorama video that represents hyper-realistic landscape with collapse of human interaction expressed through movement and code generated visual images. This videos deal with perception, especially with aesthetic Korean traditional dances and the way recreate the landscape through software and simulation. In reviving and re-contextualizing traditional into digital scenes and contemporaneity, to directly combine a culturally deeply embedded art form with the tools of digitalization, and dominates the contemporary culture leading to a new art form. A traditional dance called Seungmu, which performs a human desire to overcome his suffering, presents dynamic and yet delicate movements, and its encounter with computer codes creates randomly but meticulously calculated images – a beauty created by human and images made by machine. Inside of endless communication between them, a new experiential form of vision and sound will be developed and provided.
Title: Telematic and Telepresence Installations
Author(s):
Exhibition: SIGGRAPH 1996: The Bridge
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
My work with telecommunications started in 1985, when I created a virtual gallery that could be accessed via the videotext system. Since 1989, I have been working with Ed Bennett on the Ornitorrinco project of telepresence installations. The basic structure of these installations is comprised of a wireless telerobot, regular phone lines (both for vision and remote control), and remote spaces. Viewers become participants as they transport themselves to the remote body and navigate the remote space freely by pressing the keys on a familiar telephone.
View Full Paper: [View PDF]Title: Illusion: you can hear, but you can't see.
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
ILLUSION explores the relationship between the body, mind, and machine by taking advantage of the brain-computer interface. It detects whether your consciousness has visual stimuli to produces cadenced sound, an exterior manifestation of the performer’s internal state. When you close your eyes, you can see the world imaged by sounds.
Title: 7x7
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
We live surrounded by displays such as TV, smartphone, computer. These bitmap displays consist of pixels arranged in a two-dimensional plane. 7×7 was created by re-arranging these pixels multidimensionally. This display consists of 49 pixels, and these pixels do not overlap in the front, at the back, up, down, left or right. Therefore, each pixel is able to represent all six directions. By using these 49 pixels, 7×7 expresses “Iroha,” which is an old Japanese pangram that expresses one of the aesthetics called “Mujo (impermanence and ever changing)”.
Title: One-Stroke
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
A character is a two-dimensional symbol. Also, it is a static image. But we cannot write a character without moving our bodies and spending time. Thus, character potentially has a time axis. In order to reveal this time axis, the device called “Mojigen” was created. Mojigen writes alphabets in the air by the trajectory of the coil springs operated by eight robot arms. By
changing the point of view, we can notice that a character has a time axis with dynamic moves.
Title: Hive
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
With HIVE, we intended to explore the idea of a sonic intelligence: learning, experiencing, reacting, and finally, “thinking” in sound. Can we model such a system? A system with a body whose morphology is based on picking up and sending sound signals, a system who can learn from its environment and evolve in its response, a pseudo ‘being’ that traces our sonic foot-print and projects our sonic reflection. Created via fusing aspects of sculptural form, spatial sound, interactive methods, and machine learning, HIVE is an art installation that explores the relationship between sound, space, body, and communication.
Title: Narrative's Impact on Quality of Experience in Digital Storytelling
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Our ways of telling stories have evolved along with advances in technology. This has led to the emergence of digital storytelling, emphasizing multimodality and interactivity. This project explores narrative influences on Quality of Experience of users in digital stories. This is done by creating and implementing a location driven digital story presented to the user by an augmented reality application made in Unity on a mobile device. This narrative system has then been evaluated by 30 people who have participated in a subjective evaluation. The results show that the narrative setup results in a richer, livelier and more engaging experience.
Title: Dynamic3: Interactive Physics and Physicality In Three Dimensions
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
We lose the joy of pliability in our interactions with the computer when we get lost in a cacophony of visual iconic references. There is no grace. Dynamic3 emphasizes the subtleties of interaction. Not what is seen, but what is felt. A physics-based computational model and a fluid physical interface amplify the expression.
View Full Paper: [View PDF]Title: Sympathist
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Sympathist attempts to explore scenery as imagined by our brains. In the installation of this bizarre illusion, the unique data and variables of brain waves cause changes in illusions, where brain activity is visualized like cyberspace. The digital age has made cyberspace possible. We devote most of our time into cyberspace to exchange information and knowledge with other people. The prevalence of mobile devices and virtual reality headsets demonstrates that we are getting closer to this illusory space. These thoughts directly influence our brain waves. The civilization which we are so proud of has instead led humanity increasingly further away from the environment. Our five senses, originally meant to accept natural frequencies, have been allured by uncoordinated artificial and digital frequencies, to the extent that we are forgetting our original feelings. People have fallen into the endless loop of cyberspace without realizing it.
Title: Instababy Generator
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
This artwork is an installation that expresses the future in which users can manufacture designer’s babies themselves. You can design, customize and manufacture your baby with your favorite gene on your laptop. A 3D printed child appears from the display, and the child’s face created based on the visitor’s face.
Title: Smile
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Smile is a mixed-media installation consisting of a screen in a black box, mounted on the wall. When an interactor smiles, drone-footage of the ruins of Gaza fades in. If the interactor stops smiling, the video stops. It only plays when the interactor widely smiles at it.
Title: Technophobia
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Technophobia is a collection of original multimedia art in an interactive exhibition. In addition to the original multimedia artwork, the CD-ROM includes a studio visit with each artist.
View Full Paper: [View PDF]Title: Numb
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Numb, shaped as an exaggerated eyeball, follows you and reflects the blinks of yours. It makes you become aware of your own blinking and sensitive to your own sensation. Numb illustrates how we build relationship with technology through senses, and how we become sensitive to ourselves by and with technology.
Title: Ink Fall
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Ink・Fall is a digital installation of ink painting of waterfall.
From ancient times, China has a traditional of using ink to draw waterfall paintings. And the core concept of mountain and water paintings is never about accuracy or beauty of a moment. It is about the flowing atmosphere that make Chinese paintings unique. This installation, uses thousands of lines and hundreds of thousands of ink particles, to paint ink paintings on screen. Though expression methods have also changed dramatically in this digital age, what I want to show and communicate is almost the same as the ancient artists do in this piece. When fingers
touch the painting(screen), ink streams will be separated by fingers, particles are also blasted, but the flow of ink continues. At the same time, the sound of koto rises and fused into the background music of birds and water flows harmoniously
Title: Notations
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
For the work, CYCLE, viewers can pluck the interactive kinetic instrument to instantly compose music and produce clefs on the projection screen. The clefs on the screen appropriate from the ancient clefs used in Gregorian Chants of the 15th century. Composed of these ancient clefs and tabs, each note is presented through squares, belonging to unaccompanied monophonic music clefs. The interactive mechanical instrument creates clefs using Arduino, Adafruit, Processing, Max/MSP, Bluetooth, LED, 3D printing, acrylic, and metal tubes, enabling viewers to instantly play the instrument on-site and create various clefs. The music generated is instantly converted into the correct clefs, which are projected onto the screen. When there are no viewers present, it will automatically play and present the sounds and clefs previously created by viewers, expressing the digital aesthetics of interactive technology art and collaborative creation, and imbuing digital kinetic instruments with more cultural and musical qualities.
Title: Langjiao - Beinan Road
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
In Syuhai, where I grew up, there is an old trail that connects the “Puyuma to Longkiau”. My hometown and the area surrounding it is home to a large population of indigenous people, and their ancestral spirit is the hundred-pace pit viper. Therefore, I used a 360 degree camera to capture the the left and right sides of the trail, and converted the image to simulate a half-human, half-snake perspective. With these images, I invite viewers to put on the VR device, and together enter the imaginary world of a hundred-pace pit viper traversing this ancient trail. This work also discusses the human perspective, where we use our eyes to see the world in front of us, whereas the sounds we hear with our ears come from the two sides of us. In this work, viewers can switch from the human perspective to see the world from two sides through the eyes of the hundred-pace viper, and experience the wonder of the merging of your auditory and visual perception.
This psychological landscape created using the VR device not only takes us back along the path once taken by the ancestral spirit of the indigenous people, it also allows us to experience the blending of the real and virtual world.
Title: izzy bombus and the story of flight
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
izzy bombus and the story of flight is a prototype CD-ROM consisting of an animated story with associated games and educational activities for children ages four through seven. Izzy, a young bumblebee, discovers that according to the laws of aerodynamics, the bumblebee cannot fly. Dismayed but undeterred, izzy collects implements from a kitchen drawer to build a flying machine and asks her viewers for help with the construction. With izzy in the cockpit, the viewer pushes the launch button, the countdown begins, the smoke swirls … lift-off!
View Full Paper: [View PDF]Title: Abstract Reality
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Abstract Reality is an interactive installation that creates 3D geometric art as an abstract expression of physical human bodies. The application takes viewers physical features and their relation to the physical space as inputs to generate and place basic geometric forms in a virtual 3D space. Each geometric shape, virtual position and orientation, and color are affected by individual viewer’s physical positions, movements, and dominant colors. The overall structure of the geometric shapes is controlled by a modified Voronoi diagram, a computational geometric algorithm, to explore novel aesthetics.
Title: Light Storm PLUS
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
In the analogue world, electronic signals are based on waveforms. Transmissions of sound waves, light waves, and water waves, all use waveforms to transmit vital information directly related to energy distribution, making waveforms an integral part of our daily lives. The art work Light Storm PLUS uses power generated by waveforms to control the motor of a high-speed rotation device transmitting electroluminescent (EL) cold light. The artwork replicates the shape of wave forms in the real world, thus the light waveforms fluctuate with same rhythm as they do in the analog world. Through interacting with the artwork, people sense that their bodies are key to the transmission of data, as they become active components in the feedback loop, but also become part of the mechanism of transmission.
Title: Art Talks Invited Speaker - Beyond Algorithmic Genericism
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
With the recent renewed interest in art generated by Artificial Intelligence (AI), it is timely to re-explore the body of knowledge and critique around art made by algorithms. Since computers were first adopted as art machines a number of enduring criticisms have reoccured over the decades, often with different names, but ultimately similar conceptual foundations. Essentially they relate to issues of authorship (who is the author when an “intelligent” machine is involved in the art making process?), autonomy (how much of the decision making and creative judgment is absolved to the machine?), authenticity (can creative acts or outputs made by machines ever be authentic?) and intention (is it right to think of machines as artists?). As AI technologies are increasingly fetishised by technologists and artists, a renewed debate around these criticisms has reemerged. In this talk I want to specifically address the issue of algorithmic genericism: how can algorithmic art practices escape the spectre of being generic to the algorithm itself? How can a practice be informed to recognise the issues of authorship, autonomy, authenticity and intention and move beyond algorithmic genericism?
Title: Convolution by Wild System
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
A child-sized robot sits immersed in a full-room projection of an evolving audiovisual virtual environment. The robot ‘talks’ to the virtual environment, telling of its impressions and what it would like to see and hear. People come and go, talking with the robot about the virtual environment, and showing it pictures on their phones. The robot learns these impressions and talks of them to the virtual environment, which evolves in response. Convolution by Wild System is a unique artwork where a robot collaborates with humans to create an ever-evolving immersive audiovisual virtual environment. The resulting artwork dissolves the boundaries between computational and physical phenomena, displaying an aesthetic that is a real hybrid of the physical and the digital, of human and machine learning, of natural and artificial intelligence, and of real and synthetic
Title: CharActor
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
The personality of living things is beautiful. Is it possible to have a personality in the digital world? CharActor is a video work that produces animation by recognizing shader programs as genes and by changing the mathematical expression itself using evolutionary computation.
Title: Meros
Author(s):
Exhibition: SIGGRAPH 2008: Slow Art
Writing Type: Sketch / Art Talk
Title: Luminescent Tentacles
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
The Luminescent Tentacles is an interactive art that is inspired by waving tentacles of sea anemones under the sea. The 256 shape-memory alloy actuators react to hand movement and the top of the actuator softly glows like a bioluminescent organism. Each actuator is actuated by three shape-memory alloy wires. The actuator can bend in six directions by the combination of three currents. The control application interacts with fluid dynamics to realize a kinetic representation like a water ripple. The sound reaction to hand movement creates music. The Luminescent Tentacles provides a comfortable interaction like interacting with sea anemones.
Title: Wonderland
Author(s):
Exhibition: SIGGRAPH 2008: Slow Art
Writing Type: Sketch / Art Talk
Title: Robosophy Philosophy: Übermensch and Magnanimous
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
In the project Robosophy Philosophy (Meeting Points: Übermensch and Magnanimous) robot are mixing words of Aristotle and Nietzsche (and their words are everybody words) based on calculations and algorithms. If grammar is the “metaphysics of the people,” as Nietzsche claimed, then discussions in the installation is “metaphysics of the machines” and as such ant-words or anarchistic grammar. It is a vision of transfer of knowledge in the future and present criticism of society and technoculture which is allowing brutal destruction of human context replaced with artificial and superficial. Key technical novelty presented in Installation Robosophy Philosophy is the combination of chatbot technologies and Recurrent Neural Network (RNN) models that will enable reinforcement learning in order to create artificial conversational agents who will achieve human level performance. The fact, that things can communicate with each other and with the humans enables unsupervised learning and reinforcement learning and knowledge multiplying opportunities.
Title: “Rebooting Memories”: Creating “Flow” and Inheriting Memories from Colorized Photographs
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
We explain the creation of “flow” in social media and real spaces using AI technology to colorize black-and-white stock photographs from digital archives and other locations. When visualizing the colors that the photographs should have had, the impressions of “freezing” in black-and-white photographs are “rebooted,” and viewers can more easily imagine the events depicted. This bridges the psychological gap between past events and modern daily life, sparking conversations. The “flow” generated here causes the emergence of lively communication and increases the value of information. This method can help to pass precious materials and memories of past events into the future.
Title: Illusions/Delusions
Author(s):
Exhibition: SIGGRAPH 1996: The Bridge
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
This presentation describes the author’s use of stereoscopic computer imaging procedures to construct artworks that explore the viewer’s relationship to virtual/pictorial space.
View Full Paper: [View PDF]Title: The Unbearable Lightness and Heaviness of Being
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
In the sculptural installation, “The Unbearable Lightness and Heaviness of Being”, rapid prototyping machines were used to print the 3D forms; these sculptures are installed in unique formations with other natural materials. This work contains conceptual and formal contradictions. Conceptually, it embodies an existence of opposing forces – depicting organisms in flight, but rooted. Structurally, the natural and synthetic are fused; fragile, intricate forms made of plastic and advanced digital technologies are juxtaposed with organic matter
Title: Tactile Microcosm of ALife
Author(s):
Exhibition: SIGGRAPH Asia 2019: Deep Dreaming
Writing Type: Sketch / Art Talk
Abstract/Summary/Introduction:
Tactile Microcosm of ALife offers interaction with artificial organisms, whereby the user can enjoy playing with fish-like organisms through aerial imaging and haptic feedback. The holographic organisms float in water in a petri dish, and the user can feel a forcefield of the vital of the organisms via force feedback.
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