Artworks Data Table


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Title Artist Name Exhibition Creation Year Image Artist Statement Technical Info Process Info Collaborators Sponsors Category Medium Size Website Keywords
  • Church on Fifth Avenue
  • Jim Campbell
  • SIGGRAPH 2005: Threading Time
  • The works in this series explore the relationship between information and meaning in the context of reduced or compressed levels of information. More specifically, the works ask the question: What is the smallest amount of information needed for a specific moving image to to be rendered legible or comprehensible?

  • These works incorporate custom electronics driving LEDs with 256 gray levels. FPGAs are used to control the image, and flash memories are used to store the image. Each work is created by taking a conventional NTSC video image and passing it through an extreme low-pass filter before the image is subsampled .

  • Interactive & Monitor-Based
  • custom electronics
  • Motion and Rest #5
  • Jim Campbell
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The works in this series explore the relationship between information and meaning in the context of reduced or compressed levels of information. More specifically, the works ask the question: What is the smallest amount of information needed for a specific moving image to be rendered legible or comprehensible?

  • These works incorporate custom electronics driving LEDs with 256 gray levels. FPGAs are used to control the image, and flash memories are used to store the image. Each work is created by taking a conventional NTSC video image and passing it through an extreme low-pass filter before the image is subsampled .

  • Interactive & Monitor-Based
  • custom electronics
  • Portrait of a Portrait of Claude Shannon
  • Jim Campbell
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The works in this series explore the relationship between information and meaning in the context of reduced or compressed levels of information. More specifically, the works ask the question: What is the smallest amount of information needed for a specific moving image to to be rendered legible or comprehensible?

  • These works incorporate custom electronics driving LEDs with 256 gray levels. FPGAs are used to control the image, and flash memories are used to store the image. Each work is created by taking a conventional NTSC video image and passing it through an extreme low-pass filter before the image is subsampled .

  • Interactive & Monitor-Based
  • custom electronics
  • Portrait of a Portrait of Harry Nyquist
  • Jim Campbell
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The works in this series explore the relationship between information and meaning in the context of reduced or compressed levels of information. More specifically, the works ask the question: What is the smallest amount of information needed for a specific moving image to be rendered legible or comprehensible?

  • These works incorporate custom electronics driving LEDs with 256 gray levels. FPGAs are used to control the image, and flash memories are used to store the image. Each work is created by taking a conventional NTSC video image and passing it through an extreme low-pass filter before the image is subsampled .

  • Interactive & Monitor-Based
  • custom electronics
  • 3-D Whitehouse
  • Jim Dixon and Karen Schneider
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Dixon Schneider 3-D Whitehouse
  • Hardware: Ridge, Raster Tech framebuffers
    Software: P.D.I.

  • 2D & Wall-Hung
  • photo pairs, stereoscopic slides
  • 14" x 11" in.
  • Dangerous Illusions
  • Jim Gibson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • Installation
  • Amiga microcomputer
  • Inexplicable Synthetic Persona
  • Jim Gibson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • Installation
  • Amiga microcomputer
  • Voodoo Mojo
  • Jim Gibson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • Installation
  • Amiga microcomputer
  • untitled #2
  • Jim Hoffman
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph
  • 14 x 16"
  • untitled #4
  • Jim Hoffman
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph
  • 14 x 16"
  • untitled #5
  • Jim Hoffman
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph
  • 14 x 16"
  • Untitled (Poly-patterned Planet)
  • Jim Hoffman
  • SIGGRAPH 1986: Universal Spheres
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • NAFTA Stock Puppets
  • Jim Mason
  • SIGGRAPH 2001: n-space
  • 2001
  • The “NAFTA Stock Puppets” are an Internet-driven kinetic installation that tracks the movements of global stock markets with seven larger-than-life marionette puppets. Using a real-time data stream, a network of PC laptops, and a complex electro-mechanical control system, the installation reanimates the abstract machinations of global financial markets as an absurdist carnival puppet show.

    Unfortunately, the script for this puppet show remains a bit hazy. One moment, we might find the NASDAQ puppet soaring 20 feet into the air, consumed with the latest IPO elation. The next moment, without apparent reason or warning, the Nikkei puppet might fall to the ground, crumpling into a fetal posture of weakness and desperation. From the opening to the closing bell, the puppets continue to rise and fall in serendipitous synchronicity with the “arbitrary” movements of the G-7 market indices.

    In front of the puppet towers you will find a “Blackjack-style” trading table, staffed by a tuxedo-clad dealer. Feeling bullish on Germany? Step up to the trading table and place your “bet” on the Germany circle. No money please, just the random ephemera you happen to have with you – keys to unknown locks, photos of ex-lovers, business cards from clients you’d rather forget, or other random ephemera you’ve collected around SIGGRAPH. If the corresponding puppet goes up, choose your prize from the pile of profit in the trading pit. If the puppet goes down, you lose your “bet” and build the pile of profit for the next day trader.

    The Puppet installation is a gentle commentary on our society’s near pathological infatuation with global stock markets in this era of the “new economy.” At the same time, it is also a serious experiment to map the complex information stream of financial data onto dynamic objects in the physical world. Our intention is to re-embody this information ecology in a manner that reveals some of the character and patterning encoded in the fragments of the data stream. And during the process, we hope to also laugh a bit at the arbitrary control this data stream holds over many of our emotional lives and reckonings of self-worth.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • data, kinetic installation, and real-time
  • Bits & Pieces #1
  • Jim McLean
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 McLean Bits & Pieces No 1
  • Hardware: Commodore 64, Star Gemini printer
    Software: Flexidraw

  • 2D & Wall-Hung
  • silkscreens
  • 5" x 5.25" in.
  • Bits & Pieces #2
  • Jim McLean
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 McLean Bits & Pieces No 2
  • Hardware: Commodore 64, Star Gemini printer
    Software: Flexidraw

  • 2D & Wall-Hung
  • silkscreens
  • 5" x 5.25" in.
  • Once Over Sprightly
  • Jim McLean
  • SIGGRAPH 1989: Art Show
  • 1988
  • McLean: Once Over Sprightly
  • 2D & Wall-Hung
  • Serigraph
  • 10 x 13 in
  • The Sprite Fantastic #4
  • Jim McLean
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 McLean The Sprite Fantastic
  • 2D & Wall-Hung
  • serigraph
  • 15 x 21"
  • Is it really Over?
  • Jim Rose
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Rose Is It Really Over
  • This image reflects my doubts and fears regarding not only the threat of nuclear world destruction but also passive acceptance of a new and friendly relationship with Russia and other ex-communist countries. As a member of the baby boomer generation, I have been concerned for most of my life about the threat of total destruction. Now the slate is clean. Why would I accept such a notion quickly and respectfully when the people who created the fear also created the solution?

    The child in the center is my son, Jimmy, and the older man to the right is my father. They symbolize the passing of time. I also illustrate the ongoing existence of humanity with the subtle image of a prehistoric cave drawing and the hard shape of a pocket watch, a wedding gift. I am reminded of war with images I photographed in 1969 in a Vietnamese orphanage. I still ask myself: “Is it really over?”

  • 2D & Wall-Hung
  • Giclee Print on Summerset Velvet
  • 11" x 14"
  • giclee print and photography
  • Living Canvas
  • Jimmy Chim
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • An abstract animation produced by a collaboration of a digital a ist, choreographers, and musicians in New York and Italy. The animation is purely about motions and emotions.

    To create the animation, I animated a dance performance of two
    CG characters in Maya based on choreography by Harumi Terayama and ldan Sharabi from the Juilliard School. The dance movements were then captured by numerous particles through simulation. These particles were used to animate some NURBS curves through MEL scripts. Finally, the NURBS curves were rendered using Maya Paint Effects.

    The original music for string quartet and tabla was composed and produced by John Maida in Italy.

    “Life is a canvas, and we are our own paint brush to paint who we are. Every painting is unique, and it is upon us to paint what we like on our own canvas.”

  • Animation & Video
  • Experimental Animation
  • Length 4:18 minutes
  • Visual Genealogy: Mr. PARK, Myrang-Hwarok Clan
  • Jin Wan Park and Gyuwan Choe
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • A human life is not generated spontaneously; our existence is a random combination of hazy vestiges of our ancestors. The idea behind this artwork is to compress half a millennium of data about people’s lives into a single computer-generated image. Visual Genealogy shows the family tree of Mr. Park (Myrang clan, hwarok party) and reveals the cognitive meanings of a complex dataset (in this case, the data are life and death).

    Information visualization is an interdisciplinary field that combines topics such as computer graphics and user-interface design into a cognitively plausible way of presenting information to enhance understanding. The Korean family tree, called a Jokbo, provides a unique theme for visualization study. In addition to the usual problems of information visualization, it requires display of a large database (sometimes containing over a million records). This artwork can be seen as a successful application of techniques for intuitive understanding of large datasets.

    The brightest node in this family tree, right in the center of the image, is one of Mr. Park’s ancestors who lived about 500 years ago. And Mr. Park himself is located at the very bottom of the picture. His grandfather and 20 generations of other descendants may never have read the Biblical sentence: “I will surely bless you and make your descendants as numerous as the stars in the sky and as the sand on the seashore.” But the ancestor at the root of this family tree would surely be glad to know that 27,404 sons and grandsons (stars) sharing his surname lived after him in his world.

    A preliminary form of this artwork was shown in the SIGGRAPH 2007 Art Gallery. Since then, the visualization has been completely re-programmed with more data.

  • Design
  • Understand_V.T.S.
  • Jing Ting Lai
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Lai: Understand_V.T.S.
  • Summary

    Understand_V.T.S is an interactive sensory substitution installation, conducting the experiment in which the possibility of the cooperation between our brain and artificial algorithms are assessed. Control the vision extension robot wanders about the surroundings for you. Eventually, your brain will manage to recognize surroundings signals.

    Abstract

    Understand_V.T.S is an interactive sensory substitution installation, which is carried out through the creation of new neurons in charge of tactile sensory in brains, serves as an approach to data physicalization.

    Is there any other way for us to understand this world?

    In this piece of work, it conducts the experiment in which the possibility of the cooperation between natural and artificial algorithms are assessed. That is, it tries out how well our brains(natural) work with AI (man-made).

    The feature of neuroplasticity allows our senses to perceive the world in various ways in which we might see not with our eyes, but with skins or listen not through our ears, but through taste buds, to name but a few.

    General skin vision relies on brain parsing pieces of information and shaping cognitions thereafter.

    In this respect, Lai Jiun Ting introduced an object recognition system — YOLO v3 You Only Look One to it, converting the results given by YOLO 3 into Braille reading system to thigh skin, and the other side converting tactile image(pixel) to motor on users’ back directly, that’s how the installation’s system — V.T.S.HAOS (Vision to Touch Sensory Human and Artificial Operate System ) work.

    Besides, with the motor stimulating the skins, the experiment mentioned above in which we aim to test the collaboration between brains and AI is thus carried out. The system run by machine learning and human brains can generate a new neural network to identify words, texts, and pixels.

  • Understand_V.T.S is a sensory substitution installation for us to perceive the world.

    Let me give a brief description of this work’s mechanism: You can control the robot wanders about the surroundings of you. The signals its left eye receive will translates the result of Ai object detect to Braille and deliver it to your leg; while its right eye converts the signal received into a tactile image to your back.

    So eventually your brain will manage to comprehend the meaning of these signals.unlock a new tactile cognition.

    In this respect, I introduced an object recognition system — YOLO v3 You Only Look Oneto it, converting the results given by YOLO 3 into Braille reading system to thigh skin, and the other side converting pixel to motor on back directly.

    Besides, with the motor stimulating the skins, the experiment mentioned above in which we aim to test the collaboration between brains and AI is thus carried out. The system run by machine learning and human brains can generate a new neural network to identify words, texts, and pixels.

    You might be wondering why I was like “meditating” in the video when experiencing through the device. It was because meditations have been serving as a way of connecting one’s body mind and spirit for more than 3000 years in the orient.

    As for the wheel spinning behind me, it symbolizes the “Halo”, a common interreligious embodiment of the utter integrity of one’s spirit and body.

    The Game Controller, which controls the small robot, uses meditation gestures to imply the relationship between reality and virtual games

    It took me 3 hours to recognize the numbers 1 to 10 as well as my own appearance through this very device.

    The fact that both algorithms: the artificial one performed by the device and the natural one by the brain, cooperate perfectly well on Me is just as impressive as it is cutting-edge.

    As an experiment of a new mode of art, it provides different sensory perspectives and sends us into the unchartered territory of artistic experience. Despite the fact that the ways we perceive art are still somewhat limited, with a modest amount of learning it will know no bounds.

  • For the field of art, I reckon the technique of sensory substitution could be a major breakthrough in human enhancement. With this technique, it became possible for us to experience any data like never before, meaning every work of art that ever existed, everything on earth could be re-perceived as long as it can be digitalized. Developing sensors that perceive what our senses couldn’t approach, explore and get to know the world and even, to destroy the political relationship of the sensory system with this very technique. Scientifically speaking, our brains are still the most powerful processor.

    I tried to introduce the results detected and obtained by AI to human bodies, expanding our maximum range of perception and thus we’ll be able to receive some critical information in the form of the Braille alphabets and tactile image. On top of that, the largest organ of our body — skins, open more gateways for information to be taken in, which allows us to directly perceive the meaning of the information, making it an intriguing and practical wearable AI human augmentation.

    This work is just a beginning. I aim at developing multiple sensory points of view so that we can re-recognize the different possible faces of the world and re-savor art with different perspectives of the sensors and look at the world with a critical eye thereafter. Cybernetic human augmentation makes technology prevail over our bodies on their own. Its prevalence reveals the fact that humans are at risk of losing their freedom, meaning we might no longer have the control over our own source of signals.

    However, if we attach wearable AI augmentation to our body which is removable rather than implantable, we can still, take it off and stop the input of messages. This is the very reason why I’m promoting and developing this technology: we still have the right to say no.

    Before I finish my compulsory military service, I received an invitation from the Art and Emerging Technology at Tsinghua University. But I want to complete the military service first and give myself an opportunity to think about my life. After my service is over, I give spent two months doing art and tried my best to utilize machine learning related technology I learned during my time in the military service, discovering my own potential and drew inspiration from designing and making stuffs. At that point, I completed my first personal artwork and at the same time understand my characteristics as an artist. In the state of making works wholeheartedly, I completely forgot to apply for the postgraduate school at Tsinghua University. 

    However, even though I didn’t make it to Tsinghua University, I was very proud of myself that I have been performing with all my heart then. And my hard work paid off when I received the opportunity to participate in SIGGRAPH Asia. On top of that, I even got to take part in the follow-up recruitment of artists from Taiwan Industrial Technology Research Institute to compete with the predecessors of well-known artists in Taiwan and I successfully stood out as one of the winners, who gets the ticket to create their own works in the institute.

  • Electronic/Robotic Object, Installation, and Interactive & Monitor-Based
  • Eternity (Ch’an Mind, Zen Mind Series)
  • Jing Zhou
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The Ch’an Mind, Zen Mind series reflects my spiritual experience about Ch’an, known as Zen. It expresses my present perception and intuition toward the ultimate reality. My images form a visual communication that interacts in several collective dialogues. These dialogues are between eternity and transience, oneness and variety, existence and emptiness. As a Chinese artist living in the Western world, I am aware of art and philosophy from both cultures. Developing a personal visual language that expresses universal ideas, I create artworks for the sake of my own spirit, for color and arrangement in each image, and for making visible the concepts that gave birth to the images. I want my viewers to look at my images through magical windows into a deep, secondary space. Creating artwork requires me to realize my true nature, which gives me a new perspective on life. It has also challenged me to constantly solve visual problems, learn new techniques, and explore the splendid human heritage. Beyond various techniques and conceptions, the process of creating and making art has enchanted me. At the core of my art is an attempt to attain moments of transcendence, to reach artless-art, emptiness, self-unconsciousness, and selfforgetfulness. In other words, artistic creation is a process of expressing my true nature via “being” human.

  • Although the final digital files were created in Adobe Photoshop, traditional media were involved for preparing raw materials before digital manipulation: printmaking,
    photography, painting, drawing, and natural textures.

  • 2D & Wall-Hung
  • Digital mixed media on archival paper
  • 20 inches x 24 inches x 1.5 inches
  • Infinity
  • Jing Zhou
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Jing Zhou, Ch'an Mind, Zen Mind, Infinity
  • Everything we see is changing and losing its balance moment by moment. This is where beauty exists: when one has a calm mind, when behind the endless change a background of perfect harmony is revealed. Infinity (top) reflects that in the realm of Ch’an, infinite and constant change performs against a background of perfect tranquility, which also indicates that change and evolution are the key ingredients of infinite beauty in our lives. Navigating across the sky, the birds are symbols of change. The mighty, serene mountains convey the idea of perfect harmony. Connected by many white circles and lines that originate from the ancient Chinese numeric system, the space, interchanging forms, limitless time, distance in between, and countless elements address the conception of infinity in this image.

    Compared to other images in my Ch’an Mind, Zen Mind series, Purity (bottom) has less symbolic meaning, but more sensuous and emotional inspiration. The calmness and serenity of this image is rooted in memories of my own pilgrimage to Buddhist temples. My choice of a Chinese painting of the lotus, abstract brush works of sitting figures, and even the use of colors was intuitive. While creating, many of my decisions are not rational deductions; I simply try to capture what I sense and feel at that moment.

    As a Chinese artist living in the western world, I am aware of art and philosophy from both cultures. I create artworks for the sake of my own spirit, for color and arrangement in each image, and for making visible the concepts that gave birth to the images. I want my viewers to look at my images through magical windows into a deep, secondary space, enriched by my spiritual experience.

    My artistic images form a visual communication that interacts in several collective dialogues. These dialogues are between eternity and transience, oneness and variety, existence and emptiness. At the core of my art is an attempt to attain moments of transcendence, to reach artless-art, emptiness, self-unconsciousness, and self-forgetfulness. In other words, artistic creation is a process of expressing my true nature via “being” human.

  • 2D & Wall-Hung
  • Jiang Jian: Mother of Wounded Warriors and Refugee Children
  • Jing Zhou
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Zhou, Jiang, Jian: Mother of Wounded Warriors and Refugee Children
  • The Jiang Jian website is the first visual presentation of a growing project that touches on multiple fields of studies such as history, women’s movement, storytelling, information design, visual narrative, interaction design, and web development. This project unveils the forgotten story of an extraordinary woman Jiang Jian (蒋鉴)—the “Chinese Nightingale,” “Mother of Wounded Warriors,” and “Mother of Refugee Children”—who passed away at age 38 during the Second Sino-Japanese War (1937-1945). Through her evocative story, the project sheds light upon the Mothers’ Movement in China, a major achievement of the Chinese Women’s Movement in the first half of the 20th century.

    Ms. Jiang was from an affluent family. Instead of living a comfortable life, she became a nurse, educator, activist, and philanthropist during the war. She volunteered to serve the wounded warriors in military hospitals and established a refugee school for children. In addition to actively engaging in community development and charity programs, she set up a local Women’s Association. After years of assiduous work, she dedicated her life entirely for the wounded warriors and refugee children in wartime. Meanwhile, from 1938 to 1946, 30,000 refugee children were saved and educated in over 60 Relief Schools throughout China, Hong Kong, and Southeast Asia organized by the Chinese Wartime Refugee Children’s Relief and Education Association (中国战时儿童保育会) supported mainly by donations.  After WWII, unfortunately, the Chinese Mothers’ Movement has been overlooked and their voices attenuated due to the Chinese Civil War followed by decades of political turmoil and unrest. As of today, no studies in English are hitherto available. This project was initiated to share the story of Jiang Jian—a heroine of the Chinese Mothers’ Movement, which would deepen our understanding of common human experiences and stimulate social change for generations to come.

  • Internet Art
  • Life is a Verb: The Book of Spoken Wisdom
  • Jing Zhou
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2012
  • Maverick writer Charlotte Perkins Gilman once wrote that “life is a verb, not a noun.” It is a sentiment echoed in this interactive audio sculptural book. Life takes action, mindfulness, and intention. All these come from within. At a time when the notion of life is located in an uncertain and ever-changing environment, while we are occupied by everyday trivia and surrounded by a fast speed society, wouldn’t the wisdom of the ages bring us inner peace and wonder, and nurture our internal lives?

    Inspired by Passage Meditation (the method of meditating on a text passage) and painter René Magritte, this project merges a book (the symbolic form of knowledge) with a tissue box (a daily mundane object). This hybrid book creates a new meaning and function: to inspire and deliver wisdom words for daily life. Combining digital and analog techniques, this project transforms a traditional printed book into an interactive audio sculptural book, which meets the exhibition theme “Altered Books: Digital Interventions”.

    More than 200 proverbs collected from history were recorded by four voice artists, from Socrates to Einstein, from Lao-tzu to Eleanor Roosevelt, from Dalai Lama to Emily Dickinson. When a page is pulled away from the book, the motion sensor inside the book actives an MP3 player, which releases the audio proverbs for 20 seconds. On the pages are printed witty proverbs for gallery display. A LED placed on the book front cover indicates the on or off state of the MP3 player installed inside the book (when the player is on, the LED light is on).

  • Artist Book
  • book/paper, acrylic, vinyl, Arduino, motion sensor, MP3 player, light dependent resistor, speakers, and LEDs.
  • Living Mandala
  • Jing Zhou
  • DAC Online Exhibition 2018: Designing Knowledge
  • 2018 Zhou: Living Mandala 1
  • “Living Mandala” is an exploration into uncharted territories of the human soul sculpted by our present time. This interactive revolving graphical system visualizes our perceptions of life (microcosm) and the universe (macrocosm), our connections to ancient mythology, -cosmology, and cultural heritage, and the relationships among humankind, science, technology, and nature in a globalized society. Merging rich historical, cultural, and scientific imagery and symbols with real-time data and sound, this living organism alters every moment responding to the movement, light, sound, and temperature of its surroundings. Built with Processing, an open source programming language and environment including real time data and scientific imagery, this project consists of three layers with complex graphics and symbols: 36 ancient mandalas and cosmological circular imagery collected from 16 cultures, 15 graphics representing human studies and perceptions of the world and the universe, and nine nature icons.

  • Animation & Video and Interactive & Monitor-Based
  • Purity
  • Jing Zhou
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Jing Zhou, Ch'an Mind, Zen Mind Purity
  • Everything we see is changing and losing its balance moment by moment. This is where beauty exists: when one has a calm mind, when behind the endless change a background of perfect harmony is revealed. Infinity (top) reflects that in the realm of Ch’an, infinite and constant change performs against a background of perfect tranquility, which also indicates that change and evolution are the key ingredients of infinite beauty in our lives. Navigating across the sky, the birds are symbols of change. The mighty, serene mountains convey the idea of perfect harmony. Connected by many white circles and lines that originate from the ancient Chinese numeric system, the space, interchanging forms, limitless time, distance in between, and countless elements address the conception of infinity in this image.

    Compared to other images in my Ch’an Mind, Zen Mind series, Purity (bottom) has less symbolic meaning, but more sensuous and emotional inspiration. The calmness and serenity of this image is rooted in memories of my own pilgrimage to Buddhist temples. My choice of a Chinese painting of the lotus, abstract brush works of sitting figures, and even the use of colors was intuitive. While creating, many of my decisions are not rational deductions; I simply try to capture what I sense and feel at that moment.

    As a Chinese artist living in the western world, I am aware of art and philosophy from both cultures. I create artworks for the sake of my own spirit, for color and arrangement in each image, and for making visible the concepts that gave birth to the images. I want my viewers to look at my images through magical windows into a deep, secondary space, enriched by my spiritual experience.

    My artistic images form a visual communication that interacts in several collective dialogues. These dialogues are between eternity and transience, oneness and variety, existence and emptiness. At the core of my art is an attempt to attain moments of transcendence, to reach artless-art, emptiness, self-unconsciousness, and self-forgetfulness. In other words, artistic creation is a process of expressing my true nature via “being” human.

  • 2D & Wall-Hung
  • Through the Aleph: A Glimpse of the World in Real Time
  • Jing Zhou
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2016
  • Through the Aleph is a net art project offering an unprecedented visual and interactive experience where many places on Earth and in space can be seen simultaneously in an instant. It visualizes the diversity of human civilizations (microcosm) and the unity of humanity without borders in the ever-changing universe (macrocosm); it draws the connections between individuals and the global environment, Earth and outer space, eternity and time, and art and science. With an unexpected approach to surveillance cameras and global networks this meditative web project uses live data to create an abstract landscape in an open source environment. It not only embraces the dream of peace on Earth but also explores the bond between humankind and nature through time and space in the present moment.

    *The project title was inspired by two great literary works—”The Aleph” and “Through the Looking-Glass.” Perhaps the computer screen is our modern day looking-glass, and we are all Alice as we peer through our screens at an alternate reality.

  • Interactive & Monitor-Based
  • http://www.jingzhoustudio.net/projects/through_aleph/2019dec02.html
  • Light Strings: Kinesthetic immersive environment
  • Jinsil Hwaryoung Seo and Greg Corness
  • SIGGRAPH Asia 2012: Echo
  • 2012 Seo, Corness Light Strings
  • Light Strings is an interactive immersive installation that consists of thousands of fiber optics and a computer mediated virtual agents system that responds to the participant’s movement (Ambient, Exploration, Play, Meditation modes). The fiber optic environment creates a floating 3D light surface that emits interactive lights. Participants and multimedia agents co-exist and meet in Light Strings through touching and using their whole bodies. Full freedom of physical body movement, creating relations to the physical installation and a virtual world is a critical condition of Light Strings.

  • Installation
  • Fiber Optic interactive installation
  • S>HE<R
  • Jiyun Jung
  • SIGGRAPH Asia 2015: Life on Earth
  • 2015
  • 2015 Jung: SHER
  • Since women shed long dresses and other constraints, women’s legs have become symbols of female sexual strength, a weapon against male dominance; thus, S>HE<R is about feminine power, as well as gender ambiguity, voyeurism, narcissistic conciliation and psychological and socio-cultural identification, which demands answers to questions about roles and identities of gender in the patriarchal culture and in societies across the globe.

  • Installation
  • Orchid
  • JoAnn Gillerman and James Gillerman
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Installation
  • Aurora computer graphics system
  • Five Responses to the Political Condition Now
  • JoAnn Gillerman
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Gillerman Five Responses 01
  • James Gillerman
  • Animation & Video
  • Video, color/sound
  • 13 minutes
  • history
  • Pentagon
  • JoAnn Gillerman
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Gillerman Pentagon 02
  • James Gillerman
  • Animation & Video
  • Video, color/sound
  • 1 min.
  • abstract
  • Untitled
  • JoAnn Gillerman
  • SIGGRAPH 1987: Art Show
  • 1987 Gillerman Untitled1
  • Hdw: Aurora 125/Amiga 1000
    Sftw: Aurora/Deluxe Paint/Deluxe Video

  • Installation
  • Slide Presentation
  • Ferns
  • Joan Everds
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Everds: Ferns
  • I strive to achieve a sense of classic elegance in my digital work. My dramatic, monochrome, high-contrast images focus on still life. I concentrate on familiar themes, and much of my subject matter can be found in my home. I feel that by limiting my work to black and white, I can present an image with added impact, precision, and clarity.

  • 2D & Wall-Hung
  • 12.5 in x 15.5 in
  • digital imagery and monochrome
  • Pears
  • Joan Everds
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Everds: Pears
  • I strive to achieve a sense of classic elegance in my digital work. My dramatic, monochrome, high-contrast images focus on still life. I concentrate on familiar themes, and much of my subject matter can be found in my home. I feel that by limiting my work to black and white, I can present an image with added impact, precision, and clarity.

  • 2D & Wall-Hung
  • 12.5 in x 15.5 in
  • digital imagery and monochrome
  • Double Lunar Dogs
  • Joan Jonas
  • SIGGRAPH 1985: Art Show
  • 1984
  • Hardware: ADO/Quante!
    Software: System

  • Animation & Video
  • 25:00
  • White Knight in Armour as Usual. .
  • Joan Shafran
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Perkin-Elmer 3220 CPU, Xerox 6500 Versatec plotter

  • 2D & Wall-Hung
  • Color Xerox plotter drawing
  • 5 x 7 ft
  • plotter drawing
  • . . . . on becoming
  • Joan Truckenbrod
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Installation
  • Photograph of raster image
  • Construction E5
  • Joan Truckenbrod
  • SIGGRAPH 1998: Touchware
  • 1975
  • 1975 Truckenbrod Construction E5
  • In my early work, I created a sense of presence of invisible forces in nature. For me, these forces in nature are metaphors for the interpersonal dynamics between people. I created algorithmic images, using mathematical descriptions of phenomena such as light reflecting off of irregular surfaces, that embodied these dynamic forces. In these drawings, environmental phenomena that we sense, like the wind, were visualized and given a physical presence. Algorithmic patterns were also created on fabric using heat-transfer xerography. This mapping of environmental behaviors onto cloth propelled this algorithmic representation back into the natural world.

  • 2D & Wall-Hung
  • Plotter drawing
  • 10" x 10"
  • algorithm and plotter drawing
  • Lattice Vibrations
  • Joan Truckenbrod
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Hardware: Apple II+, Syntec PGS-III
    Software: J. Truckenbrod

  • 2D & Wall-Hung
  • Cibachrome prints (three)
  • 11 x 14 in.
  • Phase Transition
  • Joan Truckenbrod
  • SIGGRAPH 1987: Art Show
  • 1987 Truckenbrod Phase Transition
  • Hdw: IBM AT/Targa
    Sftw: Tips

  • 2D & Wall-Hung
  • Photo
  • 16" x 20"
  • Phase Transitions
  • Joan Truckenbrod
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • The fluid images in my tapestries reflect a sensitive integration of visual and cognitive ideas. The vibrating kinetics of these patterning systems are created by the dynamically interacting layers of visual images. These layers of images are representations of the manner in which we view the natural world. In reality there are many layers of information/images which are imperceptible due to the limits of our visual faculties. These invisible layers of natural phenomena are abstracted into mathematical formulas by scientists. I have created a conceptual “lens” with which I am visualizing these phenomena, and weaving the visual layers into amorphous networks. The seemingly porous color transitions in one of these layers absorbs portions of other layers to create a translucent atmosphere and a natural ambiguity. As these tapestries respond to air currents in the natural environment, the flowing patterns derived from nature are projected back into the natural world.

  • Hardware: Tektronix 4027 & 4051

  • 2D & Wall-Hung
  • 3M Scanamural
  • 5 x 7 ft
  • abstract and repetition
  • relativistic observer
  • Joan Truckenbrod
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • resonance
  • Joan Truckenbrod
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Tapestry #1
  • Joan Truckenbrod
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Scanamural on canvas
  • 5' x 6'
  • Tapestry #2
  • Joan Truckenbrod
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Scanamural on canvas
  • 5' x 6'
  • Torn Touch
  • Joan Truckenbrod
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Truckenbrod Torn Touch
  • This interactive installation brings the architecture of the human body into the virtual ecology. My objective is to re-materialize the digitized experience by creating a community ritual. Participants are given large gold pins and asked to pin a personal item onto cloth that is caught in the rusty barbed wire in an old fence. As viewers approach the cloth, they step on a path in front of the fence that triggers computer movies. This is a look inside at the hand struggling with the net through digital processing. Images are triggered on one of three monitors as the viewer moves along the path. The monitors are in black cages, so the viewer cannot touch the images – the can’t touch, don’t touch of cyberspace. The cloth becomes laden with treasures as participants share the ritual of depositing personal items on the cloth.

  • Installation and Interactive & Monitor-Based
  • Lambda print
  • 24" x 44"
  • lambda print and interactive installation
  • Wave Lattice
  • Joan Truckenbrod
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Installation
  • Digital painting, sepia photograph
  • 30 in x 24 in
  • Edit the Distances
  • Joana Chicau
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • In the Theatre of Re_Sources you are welcome to enter and explore the main stage and the backstage.

    #Backstage
    A landscape of scores or a “scorescape” for the performance piece Edit Distances, written in web programming languages, such as JavaScript, inter-weaved with choreographic thought and imagination.

    #Main Stage
    Where you will find a recording of“Edit the distances” a live coding piece enacted in a special webstage: @maps/space/ moon/.. The web browser serves as MainStage for a series of a actions written in Javascript and triggered by the performer and coder Joana Chicau.

    In computation linguistics “Edit distance” is a string metric operation, the edit distance between two words is “the minimum number of single-character edits (insertions, deletions or substitutions) required to change one word into the other.” [more information at: en.wikipedia.org/wiki/Edit_distance]. This piece explores the distance between words and its meaning, the space and the text, objects and functions, language, technique and imagination … [see full score: on the backstage].

    This piece is part of an on going research project which investigates notations systems from various somatic practices, and explores the different {performative} outcomes cross media and how conditions change through affective interfac(ing) of bodies and technologies. Read more: https://jobcb.github.io.

  • Interactive & Monitor-Based
  • https://jobcb.github.io/
  • Clone Baby
  • JoAnn Gillerman
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Gillerman Clone Baby
  • Video/Music: Viper Optics — JoAnn Gillerman, James Gillerman, Jim Whiteaker
    Hardware: Aurora Paint System, Sandin image processor

  • Animation & Video
  • Color/stereo
  • 3:31 min.
  • repetition
  • Orchid
  • JoAnn Gillerman
  • SIGGRAPH 1985: Art Show
  • 1985
  • Hardware: Aurora 100 Videographics System
    Software: Aurora

  • Animation & Video
  • 2:00
  • SKORPIONS: Kinetic Electronic Garments
  • Joanna Maria Berzowska and Di Mainstone
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Berzowska Mainstone Skorpions
  • SKORPIONS are a collection of kinetic electronic garments that use the shape-memory alloy Nitinol to move and change on the body in slow, organic motions. They have anthropomorphic qualities and can be imagined as parasites that inhabit the skin of the host. They breathe and pulse, controlled by their own internal programming. They are living behavioral kinetic sculptures that exploit characteristics such as control, anticipation, and unpredictability.

    SKORPIONS integrate electronic fabrics, soft electronic circuits, specially designed circuit boards, Nitinol, mechanical actuators such as magnets, and traditional textile construction technique. The cut of the pattern, the seams, and other construction details become an important component of engineering design. SKORPIONS are not interactive: their programming does not respond to sensor data. SKORPIONS shift and modulate personal and social space by imposing physical constraints on the body. They alter behavior, by hiding or revealing hidden layers, inviting others inside the protective shells of fabric, by erecting breathable walls, or tearing themselves open to divulge hidden secrets.

  • Funded by The Canada Council for the Arts.

  • 3D & Sculpture
  • Krakow: a woven story of memory and erasure
  • Joanna Maria Berzowska
  • SIGGRAPH 2006: Intersections
  • 2006 Berzowska Krakow a Woven Story of Memory and Erasure
  • Active materials (physical materials that have the ability to change over time and be controlled electronically) introduce many exciting opportunities for art and design, but also present many new chal­lenges. These challenges are not only conceptual (how to imagine animated, interactive artifacts that have unexpected reactions or be­haviors), but also political, ethical, social, environmental, and cultural.

    At the same time, with contemporary advances in potential memory capacity, we need to ask what are the design and creative capacities of memory rich materials and forms. What models of memory and mind are used in designing technologies that remember? How does our current generation of electronic textile and wearable computing technologies allow us to build memories? And, most importantly, how do we include the need, capacity, and desire to forget?

    At XS Labs, we develop electronic textiles that are extra soft and react in unusual ways to our bodies and our environments. We are particularly interested in the development of non-emissive, textile-­based display technologies. We develop textile substrates that integrate conductive yarns, control electronics, and various active materials such as thermochromic inks or the shape-memory alloy Nitinol in order to build non-emissive, multi-pixel, fully addressable textile displays. These displays are created using traditional textile manufacturing techniques: spinning conductive yarns, weaving, embroidering, sewing, and printing with inks.

  • Krakow, a woven story of memory and erasure deploys a simple technology for non-emissive, color-change textiles. It functions as a woven animated display, constructed with conductive yarns and thermochromic inks together with custom electronics components. Some of the figures in the weaving are overprinted with inks that change from black and pink to transparent and back again. Like our memories of them, the people in the weaving disappear over time.

    Thermochromic inks have the ability to change color in response to a change in temperature, without emitting light. This is ideal for constructing visually animated textile-based substrates, since non-emissive surfaces are conceptually closer to the tradition of weaving and textile printing.

    Conductive yarns are woven together with insulating yarns to con­struct a fabric substrate that is overprinted with areas of thermo­chromic ink. Control electronics send power to different areas of the electronic textile to generate resistive heat. This allows for the creation of dynamic designs on the textile. Visual properties are de­termined by the pattern and physical configuration of the conductive yarns and thermochromic inks integrated into its surface.

    Krakow, a woven story of memory and erasure is woven on a Jacquard loom, which can create complicated weave structures, including double and triple weaves. On a Jacquard loom, complex and irregular patterns can be produced, because each warp yarn is individually addressable.

  • Christine Keller
  • 2D & Wall-Hung
  • Electronic animated textile
  • 4' x 7'
  • Digits
  • Joanna Bonder
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2013
  • 2013 Bonder: Digits
  • A video that refers to the symbolism of ten numbers. Numbers themselves are an abstract concept, however they have hidden symbolic content when they relate to something particular. Long before the appearance of writing, a gesture symbol was used as an expression of communication. In order to explain a concept – symbolic thinking was applied. In order to explain different phenomena, activities or objects, each social group decided on a set of signs understandable for them, consequently there are numerous culturally differentiated areas all over the world. Achieving this visual effect was possible by designing an algorithm which later was automated by computer.

  • Animation & Video
  • Video
  • 5:36 min.
  • Computational Expressionism
  • Joanna Maria Berzowska
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://joey.www.media.mit.edu/people/joey/x/index.html
  • computer graphics, interactive, and website
  • Māori Ways of Speaking
  • Joanne Marras Tate and Vaughan Rapatahana
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Tate, Rapatahana: MaCC84ori Ways of Speaking
  • Joanne Marras Tate is a multimedia producer and scholar. Her interests are in environmental communication, science communication, visual communication, emerging media, agnotology, marine sciences, conservation, and education. She is a doctoral student within the Community and Social Interaction area in the Department of Communication at the University of Colorado Boulder. Her background is in Marine Biology and Psychobiology.

  • Animation & Video
  • American Design
  • Joanne P. Culver
  • SIGGRAPH 1983: Art Show
  • Hardware: Bally Arcade computer
    Software: Scribble Game

  • Animation & Video
  • Color/Ch 1
  • 3:05 min.
  • Ascent
  • Joanne P. Culver
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Culver Ascent
  • Hardware: PDP 11/45, Vector General Display, Sandin image processor
    Software: GRASS

  • 2D & Wall-Hung
  • C print
  • 16 x 20
  • c-print
  • Cancelled Life
  • Joanne P. Culver
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photographs of laser images
  • Dancer
  • Joanne P. Culver
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of laser images
  • Frozen Sun Cones
  • Joanne P. Culver
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Hardware: PDP 11/45, Vector General display, Sandin Image Processor

  • 2D & Wall-Hung
  • Ektachrome prints
  • 18 x 20 in.
  • ektachrome print
  • Next Wave
  • Joanne P. Culver
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Culver: Next Wave
  • 2D & Wall-Hung
  • Ink on paper
  • 18 x 15"
  • Oranges
  • Joanne P. Culver
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Culver Oranges
  • Hardware: DEC/Sandin Image Processor
    Software: J. Culver

  • 2D & Wall-Hung
  • Print
  • 19 x 20 in.
  • 2D print
  • Reversed Neon
  • Joanne P. Culver
  • SIGGRAPH 1987: Art Show
  • 1987 Culver Reversed Neon
  • Wait for me, this’ll only take a minute ….

  • Hdw: Macron Beam/Warp Laser Projector
    Sftw: FORTH-Right

  • Animation & Video
  • Video
  • 2:30 min.
  • Structured Next
  • Joanne P. Culver
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Culver: Structured Next
  • 2D & Wall-Hung
  • Ink on paper
  • 18 x 15"
  • Cactupus
  • Joanne Tolkoff
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Inflori Illumini
  • Jocelyn Kolb
  • SIGGRAPH Asia 2009: Adaptation
  • Kolb: Inflori Illumini
  • Before pursuing visual arts, I trained as a dancer. I found I was drawn to body adornment because there seemed to be a seamless transition between positioning the body to achieve beauty and creation of an external element that supplements human form. This engagement with the body breathes life into an object, elevating it into an extension of a living being. I create forms I find beautiful and combine them in accordance with my aesthetic, which is inseparably connected to my experiences, generation, and environment. I take into consideration that my work is intended to be worn, and the size and shape of the human form dictates scale and functionality.
    Mathematical organization derived from natural forms has always inspired me. I began working with computer-aided design and 3D printing to create my work. I found that CAD allowed me to create organic but precise forms. After my work is modeled on a computer it is produced by a machine that prints in 3D or builds the pieces layer by layer, an additive process that has always reminded me of the growth of tree rings. Recently, I have been looking at natural elements such as shells, spider webs, and whirlpools, and combining them into a hybrid form.
    In my work, I discuss the idea of using current technologies and evolving materials to create forms inspired by natural forms that have existed for centuries. I explore similarities I see among nature, the body, and technology: function, mechanics, adaptation, beauty.

  • 2D & Wall-Hung
  • Disembodied Voices
  • Jody Zellen
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Jody Zellen is an artist living in Los Angeles, California. She works in many media simultaneously, making photographs, installations, net art, public art, and artists’ books that explore the subject of the urban environment. Recent exhibitions include: Futuresonic 04, Manchester; Images Festival, Toronto, 2004; Downtown Digital, Pace Digital Gallery, New York, 2003; Day Job, New Langton Arts, San Francisco, 2002; the Bienal de São Paulo Paulo, 2002; Urban Festival, Zagreb, 2002; FILE:2001 Electronic Language International Festival; Artfuture2000, Taipei; International Biennial of Architecture, Florence; and Net_Condition, ZKM, 1999. Her web site, Ghost City (http://www.ghostcity.com), begun in 1997, is an ever-changing, poetic meditation on the city. In addition to Ghost City, her other web projects include Random Paths (http://www.randompaths.com) and Visual Chaos (http://www.visualchaos.org). A recent project, Crowds and Power, was the October 2002 portal for the Whitney Museum’s artport.

    Disembodied Voices, her latest project, is a meditation on the nature of public space. It is a visual representation of how different bodies communicate across space, using cell phones as a metaphor for the new translocal of connected, disembodied voices, linked across space invisibly – forming an unseen network of wanderers, always within reach yet nowhere in sight. We now have private conversa­tions in public, and in so doing, these conversations, or at least half of them, become public events, a half-dialogue that no longer knows such a thing as privacy. As the line between public and private con­tinues to blur, intimate transactions have become audible to anyone within earshot. Where we are, in a sense, no longer matters, since we are always connected.

    This site illustrates the collision of the personal/private and public space. Cell-phone users, increasingly oblivious to their surroundings, remain undaunted by the fact that to anyone nearby, they appear to be carrying on animated monologues, stopping, gesturing, and often yelling into empty space, behaving similarly to the street person who they surely would go out of their way to avoid. With the introduction of new technologies into the urban environment, the lines between the sane and the insane are becoming blurred, as we all participate in conversations with invisible friends who no one can see or hear, adding to the chaos, confusion, and intricacy of life in the city.

  • Interactive & Monitor-Based
  • Net art
  • http://www.disembodiedvoices.com/
  • Ghost City
  • Jody Zellen
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.ghostcity.com/
  • computer graphics, interactive, and website
  • Talking Walls
  • Jody Zellen
  • SIGGRAPH 2006: Intersections
  • 2006 Zellen Talking Walls
  • In my work, I push the boundaries of various media. I explore archi­tectural spaces as well as digital spaces, making projects that are both site-specific and unexpected. My work juxtaposes images of old and new cities, reflecting a sense of nostalgia for the past con­trasted with wonder about the future. The works mirror the experi­ence of navigating a charged metropolitan area.

    A walk through the city becomes a vehicle for a meditation on space, time, and human interaction. I am interested in the patterns, struc­ture, and design of the urban environment. Rather than document the cities I see, I employ media-generated representations of con­temporary and historic cities as raw material for aesthetic and social explorations. Using these appropriated images and texts, I make individual photo collages, multi-media installations, public artworks, artist’s books, and net art projects.

  • This web-based project uses Quick Time and Flash to create the sounds and sites of the city.

  • Internet Art
  • Web-based art
  • The Unemployed
  • Jody Zellen
  • SIGGRAPH Asia 2012: Echo
  • “The Unemployed” is an interactive installation that visualizes world-wide unemployment. Using data culled from online sources that list unemployment rates by country, “The Unemployed” represents the jobless as animated figures who inhabit a generic cityscape. The number of monthly unemployed varies from country to country ranging from a few thousand in sparsely populated places to many millions in places like the United States, India, and China. The software randomly cycles through approximately 200 countries, drawing the number of unemployed as aimless wanderers. If the country has a large number of unemployed, there are enough figures to fill and move with numerous silhouettes. If the country has minimal unemployment the silhouette is only partially filled.

  • Installation
  • Interactive Installation
  • Visual Chaos
  • Jody Zellen
  • SIGGRAPH 2001: n-space
  • 2001
  • “Visual Chaos” is a short Web work that explores the idea of chaos on the Web. In “Visual Chaos” I created a number of moving windows, as well as windows that appeared in specific places on the screen. I wanted there to be a screen filled with little windows, all doing their own thing. I also used a clickable list to create a poem. Each word is a link that opens a new window. You can read the poem a number of ways. Contained within “Visual Chaos” are a number of flash movies that use historical images of Los Angeles as source material, adding current images and texts as animations to explore the relationship between the past and the present, as well as the ancient, the modern, and the future city.

    “Visual Chaos” uses the space of the Web as a sculptural space, allowing viewers to interact with animated graphics to delve deeper and deeper into an imaginary city. The images are culled from various print media sources. The texts are either found passages from urban theory or specifically written poetic musings on the city. The site explores ideas relating to an abstracted idea of the city. The images depict shadows and bodies. It explores the ideas of being swallowed by the city. In “Visual Chaos” I explore grids as a metaphor for the many different paths one can journey down in the modern metropolis. One of the things I am interested in is to counter the use of the Web solely as a source of information.

  • Internet Art
  • Web Site
  • http://www.visualchaos.org/
  • computer graphics, history, and poetry
  • The Arch
  • Joe Nalven
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Nalven: The Arch
  • Joe Nalven composites images that seek to draw out the extraordinary in form, color, theme, or composition. He traps and forms realities in a variety of styles: representational, conceptual, traditional, modern, surreal, abstract, impressionistic, or whatever category a viewer might imagine. He looks beyond ideologies that claim that one way of visualizing reality is better than any other way.

    Ultimately, each image stands on its own. So, too, digital images stand alongside images derived with more traditional technologies. With both the older and newer technologies, the artist’s image-making leaps forth. Did the artist succeed? Look at the image, experience the image. Ignore the artist’s name, the medium, and whether the “original” is on a single piece of canvas or on a hard drive.

    For Nalven, the dialogue should focus on the question: Does the image work? Then, if you are still interested, ask those other questions to get at the craft and the commercial value of the image. But recognize these as separate inquiries.

  • 2D & Wall-Hung
  • 16 in x 20 in
  • color and digital imagery
  • World Identity Cards
  • Joe Nalven
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Migration has always been part of the human condition. With the advent of written language, we could be identified: identity cards or passports. The next step to evolving a transnational identity, while acknowledging the need for public recognition of the individual as opposed to anonymity, may be a world identity card. These exemplars are drawn from my ethnographic research, photographic explorations, and mixed-media experimentation, and then recomposited as a digital composition. One might assume that the human condition presents a consistent framework for understanding one another. Yet, at the same time, we recognize the influence of different cultures, family and peers, social class, access to media, and a host of particularities. Into this mix of the common and the particular comes the artist with a question: how to make sense of this “blooming, buzzing confusion.” I seek to extract the quirkiness of this human condition. At the photographic level, I am mindful that there are millions of pictures snapped every day, so what makes one particular picture different beyond the fact of my taking it? Digital photography permits realtime monitoring of the flow of events, people, and things – an opportunity to capture the moment more readily with the dialogue between photographer and captured images, an ability to edit within the camera and, time and opportunity permitting, to retake the picture. There is much quirkiness to capture, even as a photorealistic image. Then there is the second adventure of many digital artists, who are perfecting their style of commenting on those seemingly “real” photographs and transforming them into a “more real” sense of what the artist saw in that moment. This two-fold adventure (and at times a three-fold adventure, when the artist adds new substrates) is my pathway into image intensification. The end goal of this intensification is to portray the ineffable. One might liken this seeking to the “that thou art” (the Ultimate Reality in Hindu tradition). The image speaks for itself and for me. The translation into text is but a shadow of that vision.

    So look, see, and enjoy.

  • I frequently work in multiple processes, including photographic capture of textures and typical subject matter with a photographic attentiveness. In this series of images, I imported a variety of photographic imagery (some of which were taken in the 1970s in Cali, Colombia during my research, while others are more current photographs) and a Mercatur map image, and recomposited them in Photoshop. An extensive array of images resulted from image intensification with filters, digital painting, blending layer modes, and color manipulation. Recompositing also included cut-and-paste techniques that I used as a collage artist when working in collage/ montage modes. More recently, I have been experimenting with presentation of the final image, whether facemounted on plexiglass (as here) or laminated onto brushed aluminum. One of the layers in these pieces was a Jackson Pollock-style painting created by using a controlled-splashing technique of patinas on brushed aluminum and baked in the sun. The resulting images (on the metal surfaces) were then photographed and montaged into the evolving World Identity Cards.

  • 2D & Wall-Hung
  • Digital composition, montage, printed on archival paper and face-mounted on plexiglass
  • 8 inches x 10 inches x 1/8 inch
  • Hello Plugs
  • Joe Pasquale
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Pasquale Hello Plugs
  • Hardware: IBM 4341, PDP 11/34
    Software: DEI’s Visions System

  • 2D & Wall-Hung
  • C print
  • 20 x 24 in.
  • c-print
  • Collapse:Focus
  • Joe Reinsel
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Reinsel Collapse Focus
  • In Collapse:Focus, Reinsel uses accessible tools to translate ideas to the audience. Using a video phone and self-made software, he gathers samples from his immediate surroundings as source material for the creation of the work. Combining original media, including video and sound, he gives form and substance to his vision. Transcending emotion and reality, his work questions the linkages of interpersonal relationships through allegory and real-time samplings of the environment. He sees this material as “raw bits” and uses them to form new systems and patterns from things that may be recognizable to the audience but in no way represent the item that they remember.

  • Technology in this piece consists of a laptop computer that Reinsel uses as an instrument to manipulate and perform the video and sound during the presentation. Source material is gathered with a video phone, which captures video and still images that are used in the piece. Also, during the performance, Reinsel uses a small web camera connected to the laptop. This live video source is combined with the previously captured video and images during the performance.

  • Performance
  • Live mediated video and sound performance
  • Medallions
  • Joe Takayama
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • Medallions is comprised of a series of 3D-printed wall plaques featuring algorithmic ornate medallions. Each medallion was generated procedurally with the Processing language. This project is an attempt at translation from traditional ornamentation to modern algorithmic fabrication by using a combination of the procedural approach of Computer Generated Imagery (CGI) and the rapidly expanding field of 3D printing technology.

  • 3D & Sculpture
  • 3D Print
  • MICROCOSM
  • Joe Takayama
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Looking through a microscope, we find the micro cosmos where many curious things exist: snowflakes, pollen, germs, and so on. Microbes such as freshwater algae are very interesting. Although their geometric cell structure is very simple, they reveal a variety of artistic forms. This work is an attempt to use original software to represent a micro world. Square metaballs (meta-cubes) were used as the main algorithm for modeling the algae-like objects.

  • Animation & Video
  • Art & Design
  • Length 2:59
  • Solar Wind
  • Joe Takayama
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Takayama: Solar Wind
  • A collection of sequences created using probability theory and two-dimensional metaballs. For the purpose of controlling the elements (motions, colors, sizes, and speeds) behavior patterns were defined using Markov chain, and random numbers were applied to thousands of individual metaballs.

  • Animation & Video
  • Animation
  • motion and sequence
  • WATERDROPS
  • Joe Takayama
  • SIGGRAPH 2005: Threading Time
  • 2005
  • WATERDROPS is an abstract animation on the theme of formless water. All scenes were generated using original software. 20 metaball was used as the main algorithm, and random numbers were applied to each metaball .

  • Animation & Video
  • Animation
  • 1:00 minutes
  • C5
  • Joel A. Slayton
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Slayton C5
  • A site specific experiment in social interactions: disruption, innovation, evolution, subversion.

    C5= [disruption/information analysis (strategy 2E)]
    if…(coordinated entanglement) mesh, Mt+;

    C5 performs, or rather acts out, through choreographed demonstrations involving radio-controlled surveillance probes – a means to infiltrate, disrupt, view, map, and record human interactions. An extensive Web site supports remote audience interaction, event analysis, live telepresence, and an exhaustive public relations campaign mirroring the dynamics of corporate culture. For C5, strategy and theory are information products, surveillance technology is a marketing vehicle, and the shaping of corporate identity is art.

    Members of the C5 team engineer miniature radio-controlled surveillance probes for collection of wireless transmitted audio/video and data involving SIGGRAPH 98 programs, events, people, architectural spaces, and social environments. The C5 demonstration team performs choreographed information stunts, infiltrations, and site/event specific surveillance maneuvers throughout the conference.

    C5 is an “information product.” The C5 Web site is devoted exclusively to establishing C5‘s corporate identity through constructed cyborgian personas of team members and presents live demonstrations, event documentations and analysis. Interaction over the Web site offers remote viewers an opportunity to interact directly with the members of C5, suggest specific activities, acquire information about C5 products and services, and download artifacts.

  • Steve Durie, Geri Wittig, Jack Toolin, Bruce Gardner, Vernonic Rameriz, Eddo Stern, Ben Eakins, Ann-Marie Schleiner, Lisa Jevbratt, Jan Ekenberg, and Kristin Cully
  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • evolution, interactive installation, and website
  • JS2537
  • Joel A. Slayton
  • SIGGRAPH 1986: Painting in Light
  • 1982
  • Installation
  • Photograph of raster image
  • JSDD2
  • Joel A. Slayton
  • SIGGRAPH 1986: Painting in Light
  • 1982
  • Installation
  • Photograph of raster image
  • LJ3
  • Joel A. Slayton
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: VAX 11/780, Grinnell frame buffer
    Software: IPEX

  • 2D & Wall-Hung
  • Print
  • 40 x 60 in
  • Mdogs*2
  • Joel A. Slayton
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • 1982 Slayton MDogs*2
  • Hardware: Perkin-Elmer 3220 CPU

  • 2D & Wall-Hung
  • Polaroid print
  • 22 x 36 1/2 in.
  • photography and polaroid
  • Untitled
  • Joel A. Slayton
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • 1982 Slayton Untitled
  • Hardware: Perkin-Elmer 3220 CPU

  • 2D & Wall-Hung
  • Polaroid print
  • 10 1/2 x 12 5/8 in.
  • polaroid
  • Aeolian Traces
  • Joel Yuzhi Ong
  • 2019
  • Aeolian Traces is an immersive installation that utilizes a hybridization of data harvesting, physical installation, algorithmic composition and spatial sound. Presented through a combination of a multi-channel sound diffusion system and an 8-channel ventilator (DC motor fan) setup, the piece creates wind currents in a gallery space triggered by human migration data. A screen displays the project’s informational content, visualizing migration data as suspensions of nodes in three dimensional space, and displays connections between each node as they come into close proximity with each other.

    To establish an ephemeral sense of movement around and about the visitor, the ventilators are synced with sounds of wind, where visitors to the space are able to simultaneously feel and listen to them. On the screen, each node represents a percentage of the migrant population from a particular country, geo-located and set in motion towards their documented destinations. Sound, image and wind are profoundly connected- the directionality of migration mapped to the movement of all three elements within the Ambisonic sphere. Spoken narratives in native languages are also introduced in the piece as whispers that reveal themselves as they passage from one location to another.

  • Installation
  • http://www.arkfrequencies.com/aeoliantraces/
  • samplinglong
  • Joerg Niehage
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2009
  • samplingplong features a projected mouse cursor interacting in physical space, generating miniature sound compositions with pleasurable arrangements from the everyday soundtrack of the digital age.

    samplingplong is an interface consisting of physical objects-electronic junk, plastic toys, compressed air valves, pneumatically operated components, coiling cables and wires-arranged on a tablecloth. These objects are turned into interactive instruments via a computer-controlled device. An improvised ensemble evolves, eliciting by means of mouse-over and mouse-dick short miniature compositions of dense rhythmic clicks, hisses, whirs, hums, and crackles. The result is a tapestry of sound bursting forth from the floral-like web of cables and tubes. The installation can be experienced by rolling the projected mouse-cursor over the improvised instruments, causing small sound events which allow the user to play spontaneous improvisations. Clicking these objects starts short programs of loop-like compositions-small “techno-compositions en miniature,” rhythmic patterns of analog (or real) sounds, physical low-tech simulations of electronic, digital music. All represent an ironic comment on interactivity.

  • Installation
  • African Heart
  • Johann Jascha
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Jascha African Heart
  • 2D & Wall-Hung
  • mixed media
  • 19.67 x 29.5"
  • Franz
  • Johann Jascha
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Jascha Franz
  • 2D & Wall-Hung
  • mixed media
  • 30 x 20"
  • Innersoul
  • Johann Jascha
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Jascha Innersoul
  • 2D & Wall-Hung
  • mixed media
  • 19.67 x 29.5"
  • Line Brain
  • Johann Jascha
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Jascha Line Brain
  • 2D & Wall-Hung
  • mixed media
  • 19.67 x 29.5"
  • De Vez En Cuando
  • Johanna Reich
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • My video shows a young woman boxing toward the camera and a man and woman speaking. They are both saying the same thing, but in different languages: “The wind doesn’t change, bit by bit I learned, the wind doesn’t change.” Gradually, the black-and-white image acquires colored spots, evidence of an invisible fight. A poetic fight. I combined modern technical effects with an old-fashioned monochrome film style to create a particular mood. This manipulation of colors and style challenges the viewer’s perception.

  • The video consists of two versions of images: coloured and monochrome. Different masks let the coloured video appear
    as stains in the beginning and in the end. Every frame of the coloured video is arranged using several edited layers. The
    coloured stains surface in conjuction with the sound: while the sound of beating is audible, the coloured stains appear on
    the woman’s face.

  • Interactive & Monitor-Based
  • Video, experimental
  • The Kids
  • Johanne Daoust
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Johanne Daoust The Kids
  • Hardware: Norpak IPS2, Videotex Page Creation System
    Software: 699 Telidon

  • 2D & Wall-Hung
  • Cibachrome print
  • 11 x 14 in.
  • Point Nemo | Sea [Sic]
  • Johannes DeYoung and Jack Vees
  • SIGGRAPH Asia 2020: Untitled & Untied
  • DeYoung, Vees: Point Nemo | Sea [Sic]
  • Summary

    Point Nemo | Sea [Sic] draws inspiration from Théodore Géricault’s painting, “The Raft of Medusa” (1818-19). Situated at a sublime intersect of sea and sky, this work represents a meditation on human desire — the poetics that drive human exploration and the urgencies that underly human migration.

    Abstract

    Point Nemo is the name of the Oceanic pole of inaccessibility. The nearest terrestrial human life is located approximately 1,000 miles away; often, the nearest humans are located in space, approximately 250 miles away, aboard the International Space Station.

    The composition of this work draws inspiration from Théodore Géricault’s painting, “The Raft of Medusa” (1818-19). Situated at a sublime intersect of sea and sky, this work represents a meditation on human desire — the poetics that drive human exploration and the urgencies that underly human migration.

  • Point Nemo | Sea [Sic] is designed for the SIGGRAPH Asia 2020 Open Projection Mapping program. The work was created using a combination of 3D/2D computer animation techniques, with custom shaders developed for Pixar Renderman in Autodesk Maya. Randomized algorithmic frame sequencing was achieved using a custom Processing script. This work is designed for projection mapping via the SIGGRAPH Asia 2020 custom projection mapping template.

  • The title of this work refers to a geographic point of inaccessibility.  Point Nemo is the name of the Oceanic pole of isolation, a remote vector in the middle of the Pacific Ocean.  Points of inaccessibility are known for their geographic remoteness, being points most distant from any continental land mass.  In fact, the nearest humans to these points at any given time may be located in space, aboard the International Space Station.  Oceanic exploration is an abiding interest in many of the works that Jack and I have created, whether collaboratively or individually.  For instance, Jack and I previously collaborated on another project, The Raft, inspired by Thor Heyerdahl’s Kon Tiki expedition, which might have seeded some ideas for this project.  To my mind, the exploration narrative is emblematic of greater social and psychological drivers.  In this project, there’s a sense of foreboding and fragmentation that’s emotionally resonant in our current socio-political moment.

    We began collaborating a few years ago, and the work we did on The Raft relating to Thor Heyerdahl’s research set a good pattern for us.  There are many different modes of one artist interacting with another.  For us, it is clear that not only do we appreciate each other’s work, but the collaborative process is one of mutual exploration. I think it is also a beneficial situation when each component allows the others to be what they will, and not have to function as inter-textual highlighter. Any facet can have clear points of reference, but when they all begin to do that in unison, I feel that it “boxes-in” the potentialities of any given artwork. I think it is coherent without being “stuck,” and at the same time able to fly without flying apart.

  • Animation & Video
  • Comet Impregnation of the Star Man
  • John Ashley Bellamy
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Cosmic Metamorphosis
  • John Ashley Bellamy
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Image Shattering Re-entry of the Star Man
  • John Ashley Bellamy
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Ghoti
  • John C. Donkin, William Kolomyjec, and Anne Seidman
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Cherry Cola
  • John C. Donkin
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: VAX 11/780, Sun Microworkstation, Custom frame buffer
    Software: Cranston/Csuri Proprietary

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • Cathach
  • John Caputo
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Caputo Cathach
  • My aims as an artist tend to cluster around several core categories, none of which are either self-contained or mutually exclusive. These cores may be thought of as hypotheses rather than as theories, for my overriding view of existence relates to its flux (the constancy of change) and mystery (the essential unknowable.)

    One core concerns a desire to produce works which cannot be read at a single level or in a single encounter. There should be a richness and complexity which invites and/or urges the viewer to absorb the work through the senses and let it react over time with the full range of our dimensions as human beings to process experience.

    Another core concerns the desire to make the process of making the images both an integral and organic union with the piece being made. There should be an inevitability about this union which goes beyond issues like ego, fashion, habit; the extraneous. My own preference at this point is to go in and preconceiving conventional stereotypes concerning them.

    A third core concerns both the poignancy and the multiple readings that can be obtained within images of identifiable objects. Whether present as a result of a more surface oriented “cultural memory” or a more deeply rooted human one, the results of recognizable “as an object” and “as an object within a specific context”, opens up virtually limitless opportunity for purposeful exchange.

    A fourth core concerns the potential for direct communication utilizing non-objective an/or abstract forms. In this sense communication goes beyond the transfer of specific information to include dispositions towards modes of organizing (a broader concept than traditional formalism) as well as the psychological import of associative forms.

  • Artist Book
  • Color laser-printed book
  • 8.5 x 11 x .375 inches
  • 25 Palmer
  • John Chakeres
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • I’ve always treated the content of my photographs and digital images as found objects. Photographic film’s ability to record objects with high definition and fidelity has always attracted me. With the camera, I come across a natural scene and record it with great clarity. It is, in essence, a found object or objects, if you will. With digital imaging, I have the ability to bring into the computer pieces of old artworks (history) and collected objects (touchstones), which I can then layer and collage to create new works of art with the same clarity and fidelity as my photographs. One could say it gives me the ability to appropriate or sample myself.

  • 2D & Wall-Hung
  • Iris Print
  • 24 inches x 36 inches
  • digital imagery, iris print, and photography
  • Signing
  • John F. Sherman
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Sherman Signing
  • 2D & Wall-Hung
  • Linotronic print on wood
  • 4 x 6'
  • Final Wisdom I
  • John Fillwalk
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2010
  • Final Wisdom I is an interactive installation where participants shape their experience with a work of visual and sonic poetry by means of gesture, touch, and proximity. The work is engaged through an interactive software framework that provides an interface to the physical world through objects reacting to touch, sound, and pressure, presenting viewers with a shifting environment of media as they navigate and shape their experience with a work of spatialized poetry. Final Wisdom I is the work of artists Hans Breder and John Fillwalk, with poetry by Donald Kuspit, music by Carlos Cuellar Brown, and programmer Jesse Allison.

    As an intermedia artist, John Fillwalk actively investigates emerging technologies that inform his work in a variety of media, including video installation, virtual art, and interactive forms. His perspective is rooted in the traditions of painting, cinematography, and sculpture, with a particular interest in spatialized works that can immerse and engage a viewer within an experience. Fillwalk positions his work to act as both a threshold and mediator between tangible and implied space, creating a conduit for the transformative extension of experience, and to pursue the realization of forms, sounds and images that afford interaction at its most fundamental level. In working with technology, he values the synergy of collaboration and regularly works with other artists and scientists on projects that could not be realized otherwise. Electronic media extend the range of traditional processes by establishing a palette of time, motion, interactivity, and extensions of presence. The ephemeral qualities of electronic and intermedia works, by their very nature, are inherently transformative, and the significance of the tangible becomes fleeting, shifting emphasis away from the object and toward the experience.

  • Installation
  • Intercere #11
  • John Fillwalk
  • SIGGRAPH 2001: n-space
  • 2000
  • These works are from a series of digital prints entitled “Intercere.” I have developed this series entirely in a digital environment from origin to output. They are created using painting, imaging, and proofing software and a graphics tablet. For output, I work in a calibrated Giclee printing process, utilizing archival inks and papers.

    Conceptually, I position the work to act as a threshold between physical and implied space, dealing with notions of the potential transformative nature of the image. Approachable, accommodating space becomes increasingly more interior and condensed. Providing the viewer opportunities for re-orientation in the experience of the work has other implications as they activate, discover, and uncover subtleties of the experience.

    I find that the ephemeral nature of electronic art can transcend the traditional modes and expectations of art making. The importance of the tangible object becomes more fleeting, placing emphasis on the experience.

    Digital work not only extends the range of the traditional fine arts, but also establishes a new palette of time, interaction, and virtuality. The electronic arts by their very nature are inherently dynamic and transformative, creating a context for collaboration and inter-connectivity, not just of technologies, but of traditional studio areas themselves.

  • 2D & Wall-Hung
  • Digital painting; Giclee digital print; archival inks and paper
  • 24 inches x 30 inches
  • digital imagery, digital painting, and giclee print
  • Intercere #17
  • John Fillwalk
  • SIGGRAPH 2001: n-space
  • 2000
  • These works are from a series of digital prints entitled “Intercere.” I have developed this series entirely in a digital environment from origin to output. They are created using painting, imaging, and proofing software and a graphics tablet. For output, I work in a calibrated Giclee printing process, utilizing archival inks and papers.

    Conceptually, I position the work to act as a threshold between physical and implied space, dealing with notions of the potential transformative nature of the image. Approachable, accommodating space becomes increasingly more interior and condensed. Providing the viewer opportunities for re-orientation in the experience of the work has other implications as they activate, discover, and uncover subtleties of the experience.

    I find that the ephemeral nature of electronic art can transcend the traditional modes and expectations of art making. The importance of the tangible object becomes more fleeting, placing emphasis on the experience.

    Digital work not only extends the range of the traditional fine arts, but also establishes a new palette of time, interaction, and virtuality. The electronic arts by their very nature are inherently dynamic and transformative, creating a context for collaboration and inter-connectivity, not just of technologies, but of traditional studio areas themselves.

  • 2D & Wall-Hung
  • Digital painting; Giclee digital print; archival inks and paper
  • 26 inches x 30 inches
  • digital imagery, digital painting, and giclee print
  • Plains Studies I and II
  • John Fillwalk
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Fillwalk: Plain Study I
  • Plains Study I and Plains Study II are from a series of digital prints on canvas dealing with the superimposition of the constructed environment on the landscape. These prints are created using digital imaging, painting, and proofing software. For output, I work in a calibrated fine-art, large-format printing environment, utilizing archival pigment-based inks and specially coated fine-art canvas.

    As an intermedia artist, I approach exploration of new forms from a position grounded in experimentation among media, disciplines, and processes. I investigate and evaluate emerging technologies that inform my approach to working in a variety of media, including video installation, single-channel video, sound art, 30 animation, video sculpture, digital imaging, interactive, and net-based work. In developing new concepts and forms, I draw on intersections between Eastern philosophies and Western science, and juxtapositions between built and natural constructs.

    Conceptually, I position my work to act as a mediator between physical and implied space, charging the transformative nature of a composition. Expansive, accommodating space becomes increasingly interior and condensed, providing an environment for reorientation within a work. I am particularly interested in realizing the potential of form and image that affords interaction at its most fundamental level. As an intermedia artist, I have also come to value the synergy of collaboration and have worked closely with composers, scientists, architects, and engineers on a variety of large-scale projects.

    New media extend the range of the traditional studio by establishing a palette of time, motion, interactivity, and virtuality. I find that the ephemeral nature of electronic and intermedia work transcends the traditional modes and expectations of art. The significance of the tangible becomes fleeting, shifting emphasis from the object to the experience. Electronic and time-based works, by their very nature, are inherently transformative, creating a shifting context between what is known and what has yet to be explored.

  • 2D & Wall-Hung
  • digital print and landscape
  • Watchful Portrat (Caroline)
  • John Gerrard
  • SIGGRAPH 2005: Threading Time
  • 2005
  • John Gerrard’s varied works investigate the emotional possibilities of digital technologies. He creates pieces that question our identities, our relationships with each other, and how we interact with our physical environment. His sculptures and images frequently focus on the new temporal and experiential possibilities of real-time 30, gaming engines, and photo-type virtual objects that he characterizes as sculptural photographs. These works hinge on a number of key possibilities. Foremost among these are the new temporal and experiential parameters surrounding self-generating artworks containing virtual objects to which instructions in the form of code can be sent. The artist is interested in the possibility that these pieces need never end nor ever be the same. This interest in new temporal possibilities surfaces in works such as Saddening Portrait (Florian), in which a young man saddens in real time as he completes an action in 100 years time. This piece specifically sets out to exist outside of the parameters of most of our life spans. In removing the ability of the audience to possess the work completely, the artist attempts to create an echo of a tragic loss in his own life. Watchful Portrait (Caroline), the work presented at SIGGRAPH 2005, exists as a benign digital sentry that tracks the position of the sun at all times. In this relationship to the sun, which is the source of energy for our existence, the piece attempts to contextualise the human presence on earth in a broad manner: we are but a tiny part of the universal picture, both physically and in time .

  • To facilitate the new experiential and temporal aspects of these works, the artist is developing custom “sealed system” devices containing a PC and screen in Corian plastic frames. It is important that these devices be seamlessly installed with a particular emphasis on the domestic sphere. This strategy opens new possibilities for digital artworks to exist outside the institutional and academic environments in which they have been developed.

  • Installation
  • 2 PCs, 2 LCD screens, custom Corian plastic frame and support, 2 turn sensors, custom electronics
  • qfix.861
  • John Jay Miller
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • R. 1
  • John Jay Miller
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: VAX 11/780
    Software: Scene Assembler and other

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • srobb.2
  • John Jay Miller
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Radiosity Ellipses with Depth of Field
  • John Kahrs
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Iris print
  • 15 x 24 inches
  • The City
  • John King, J. Gregory MacDonald, and Dorothy M. Gordon
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.artistical.org/html/jk001.htmI
  • computer graphics, interactive, and website
  • Convolution by Wild System
  • John McCormick and Adam Nash
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • In Convolution by Wild System, a robot and humans communicate using neural networks to co-create an evolving responsive immersive virtual environment. 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 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.

  • Performance
  • Eve of Dust
  • John McCormick, Steph Hutchison, and Adam Nash
  • SIGGRAPH Asia 2018: Forcefields
  • 2018
  • Eve of Dust is a collaborative performance and installation between a human and a robot. The artwork draws on both the possibilities and anxieties arising from the collaboration between humans and emerging intelligent systems personified in the robot. The human and robot collaborate to co-create an ever changing artwork.

  • Installation and Performance
  • Installation & performance
  • Flow
  • John McGhee, Steven Faux, and Graeme Houston
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Mcghee, Faux, Houston: Flow
  • Stroke survivors directly link stroke education with their ability to access appropriate treatments and reduce their risk of future strokes. However, with such a diverse population a universal mode of delivering education must be sought. This work places the artist at the heart of educating patients and carers about their disease by developing a technical process of delivering 3D computed tomography (CT) patient stroke data on the Virtual Reality (VR) platform. VR has already been proven as an efficacious rehabilitation tool for this population but its use in education has not yet been established. This work is being piloted in a new collaboration between the Art & Design Faculty at the University of New South Wales, Australia and the Stroke Rehabilitation Service at St Vincent’s Hospital in Sydney. Importantly, this paper places the artist’s at the centre of the process – from developing the concept, to prototyping and creating the final visual aesthetic.

    Elliot Mishler cautions against the ‘unremarkable interview’ and the ‘voice of medicine’ that so oftenprevail in the consultation room. The purpose of this collaborative work is to allow stroke patients to see their own visualised clinical data, with the guidance of the clinical professional, on a HD screen and immersive VR platforms. It reunites the patient with their personal recovery story.

    This complements what Foucault terms the ‘medical gaze’ where medical imaging separates our body from the individual. Contemporary medical imaging modalities such as CT and Magnetic Resonance Imaging (MRI) allow greater reductive understanding but sever the link to the person. The intention of this work is to generate arts-led 3D computer visualisations from CT and MRI data. The aim of project is to reconnect this of body and mind through alternative aesthetic.

  • Media Used: 3D CGI – Osirix, Maya and Nuke

  • Animation & Video
  • 3:05 min.
  • Integrity: structure and surface
  • John McGhee
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • These images explore my own interest in beauty, structure, and harmony within the human vascular system, in particular the flow of blood through the human kidney. Medical technologies such as magnetic resonance imaging (MRI) allow clinicians to see ever deeper into our body spaces for the purpose of diagnosis. However, interpretation is restricted to the eye of the trained specialist in a clinical or scientific environment. In this work, 3D computer visualisation techniques were used to create a hybrid image that bridges scientific medical data and artistic imaginative vision to create a new aesthetic. These images were created as part of an ongoing collaboration with the Department of Clinical Radiology at Ninewells Hospital, Dundee, Scotland. My artwork has focused on the visualisation of the human vascular system and methods of emotion-based interpretation of MRI scan data. The reasoning behind these particular images was to expose and communicate the fragility of the human kidney. The intention was to suggest an internal jewel-like quality to anatomy, highlighting an inner space otherwise hidden from the human eye. My goal was to produce an image with a degree of sensibility in an attempt to bring the patient closer to the nature and beauty of inner human structure, and also as a means of penetrating the complexity of arterial disease.

  • The starting point for the creation of these images is MRI data. In the first instance, DICOM-image-slice data were exported from a Siemens Avanto MRI scanner located in
    Ninewells Hospital. These cross-sectional slices are acquired during an angiogram procedure performed on a patient being scanned for a vascular condition known as renal artery stenosis. This diagnostic scan involves a contrast agent being injected into the vascular system during the scan procedure. From the DICOM files, the data are imported into a medical 3D reconstruction package (Materialise Mimics) and, through a process of thresholding and segmentation, an ISO surface is extracted. After it is cleaned up, the 3D geometry
    is imported into AutoDesk Maya 7, and the anatomy is creatively interpreted with the addition of shaders, lighting, and rendering.

  • 2D & Wall-Hung
  • 30 inches x 40 inches x 1 inch
  • LIPS
  • John Paul
  • SIGGRAPH 1992: Art Show
  • Our beloved leader George Bush reveals his true self and continues to give forth words of wisdom claiming to have seen Elvis. 3D animation combined with 2D PhotoShop work. Continuous loop with varying audio.

  • Hardware: AT&T Pixel Machine, Mac II
    Software: Raylib, PhotoShop, Custom software

  • Animation & Video
  • 0:20
  • Fresnel Proposition (five plots)
  • John Pearson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 11 x 8.5 in
  • Further Reconstruct #9
  • John Pearson
  • SIGGRAPH 1987: Art Show
  • 1987 Pearson Further Reconstruct #9
  • Hdw: AT&T PC6300/TARGA/HP Pltr
    Sftw: J. Cocula

  • 3D & Sculpture
  • Relief Sculpture
  • 74" x 44" x 7"
  • O H B Proposal #1
  • John Pearson
  • SIGGRAPH 1986: A Retrospective
  • 1984-5
  • Image Not Available
  • 3D & Sculpture
  • Acrylic on board
  • 22 x 36 x 3 in
  • Reflections #12
  • John Pearson
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 John Pearson Reflections 12
  • Hardware: Comtal Vision II
    Software: Technical assistance – David Gold; Directed by Ed Angel; Assisted by John Brayer

  • 2D & Wall-Hung
  • Pastel, Charcoal, Conte, Pencil
  • 50 x 38 in
  • Remembrances #5
  • John Pearson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 2D & Wall-Hung
  • Acrylic on shaped canvas
  • 74 x 93"
  • Untitled (Full Moon)
  • John Ridgeway
  • SIGGRAPH 1986: Universal Spheres
  • 1984
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • One Cow
  • John Roy
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Roy: One Cow
  • 2D & Wall-Hung
  • Photograph
  • 12 x 16"
  • Ten Cows
  • John Roy
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Roy: Ten Cows
  • 2D & Wall-Hung
  • Photographs
  • 18 x 30"
  • Early Light
  • John S. Banks
  • SIGGRAPH 2001: n-space
  • 2001
  • “Early Light” is part two of a three part series dealing with times of day and the seasons. The idea is to create a living manuscript of the impressions and memories of different seasons and how they unfold. Set in the morning hours, the work progresses from the end of winter through spring. The work is inspired by experiences of landscape as sensed internally and spiritually. These are interpretations of nature as emerging from consciousness and shifting in character. The source scenes are constructed from multiple photographs and video footage. The stills are animated through mattes of generated light, wind, and noise.

  • Animation & Video
  • Animation
  • memory, nature, and time
  • Manuscript #3
  • John S. Banks
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Banks Manuscript No 3
  • Hardware: Lazerus 432, Sandin Image Processor
    Software: Lazerus Lumena 32

  • 2D & Wall-Hung
  • photo
  • 20" x 16" in.
  • Manuscript 27
  • John S. Banks
  • SIGGRAPH 1989: Art Show
  • 1988
  • Banks: Manuscript 27
  • 2D & Wall-Hung
  • Photograph
  • 20 x 24 in
  • Manuscript 42
  • John S. Banks
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Apple Macintosh IIcx, slide scanner, Vista graphics card, Thunderbox, Wacom tablet, PC-compatible.
    Software: Adobe Photoshop (Macintosh), Lumena (PC), VIP (Visual Image Processing).

  • 2D & Wall-Hung
  • Ink jet printout
  • 23 x 24
  • Mountain Portal
  • John S. Banks
  • SIGGRAPH 1999: technOasis
  • 1998
  • Part of an ongoing exploration of creating “sacred sites,” featuring portals of various types that use textures and colors to focus the space or hint at further locations.

  • 2D & Wall-Hung
  • Lambda Photograph
  • 30 inches x 22 inches
  • digital imagery and lambda photograph
  • Nocturn
  • John S. Banks
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Image Not Available
  • Nocturn is a series of memories of night places. These scenes, from a larger work in progress, are idealized versions of remembered events. The images are from travels in Thailand, Moorea, and Europe.

    The animation composites are derived mostly from still images, manipulated in Photoshop, and animated with After Effects. The work grows organically, each scene based on the previous image.

  • Animation & Video
  • Animation
  • animation, memory, and organic
  • Sunwall
  • John S. Banks
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Banks Sunwall
  • 2D & Wall-Hung
  • IRIS print
  • 20 x 24"
  • Untitled 10
  • John S. Banks
  • SIGGRAPH 1997: Ongoings
  • 1995
  • John Banks Untitled 10
  • The work is a theory of the world (not to imply a complete one). Its purpose is to rejoice in a sense of wonder and mystery, to see beyond the seen into the suspected, to hint of the mystery felt during the journey. Some experiences want altars, others visions, yet others remembrances. These are representative of stages of a story comprised of episodic events, peak moments, and places of discovery.

    These images are my attempt at visualizing and clarifying a sense of dis­covery. By discovery, I mean finding something beyond what was known or expected. I feel this discovery at places that seem to suggest a story – a story I don’t really know. In these images, I am not trying to express an actual story but rather to visualize some of the various states that may be experienced on a “journey.” Doorways, paths, altars, and windows are the central elements within the context of a “site,” which is the spark.

    The work is derived from a photograph of a site. I try to create a visually compelling environment where there are multiple places to go. I try to clarify what the image may suggest by amplifying or reducing values and textures. Then I work outward from the focal point, and either collage in associated pieces of drawings or photographs, or odd compositional motion with blur and distortion filters. Finally, lighting or tonal effects ore added to the entire piece to further delineate the forms or to homogenize disparate elements. The sources are all my own photographs or drawings.

  • 2D & Wall-Hung
  • Iris print
  • 20" x 24"
  • iris print and visualization
  • Utah Portal
  • John S. Banks
  • SIGGRAPH 1997: Ongoings
  • 1994
  • The work is a theory of the world (not to imply a complete one). Its purpose is to rejoice in a sense of wonder and mystery, to see beyond the seen into the suspected, to hint of the mystery felt during the journey. Some experiences want altars, others visions, yet others remembrances. These are representative of stages of a story comprised of episodic events, peak moments, and places of discovery.

    These images are my attempt at visualizing and clarifying a sense of dis­covery. By discovery, I mean finding something beyond what was known or expected. I feel this discovery at places that seem to suggest a story – a story I don’t really know. In these images, I am not trying to express an actual story but rather to visualize some of the various states that may be experienced on a “journey.” Doorways, paths, altars, and windows are the central elements within the context of a “site,” which is the spark.

    The work is derived from a photograph of a site. I try to create a visually compelling environment where there are multiple places to go. I try to clarify what the image may suggest by amplifying or reducing values and textures. Then I work outward from the focal point, and either collage in associated pieces of drawings or photographs, or odd compositional motion with blur and distortion filters. Finally, lighting or tonal effects ore added to the entire piece to further delineate the forms or to homogenize disparate elements. The sources are all my own photographs or drawings.

  • 2D & Wall-Hung
  • Iris print
  • 20" x 15"
  • iris print and visualization
  • Waterfall Portal
  • John S. Banks
  • SIGGRAPH 1999: technOasis
  • 1997
  • Part of an ongoing exploration of creating “sacred sites,” featuring portals of various types that use textures and colors to focus the space or hint at further locations.

  • 2D & Wall-Hung
  • Lambda Photograph
  • 21 inches x 30 inches
  • digital imagery and lambda photograph
  • little one
  • John Slepian
  • SIGGRAPH 2006: Intersections
  • 2006 Slepian little one
  • In little_one, viewers engage with a 3D-rendered virtual creature by lifting its padded LCD monitor and holding it as one would hold an infant, cradling it in their arms and gazing down at it. Though amorphous and repulsive, the creature on screen nonetheless elicits feelings of empathy through its lifelike sounds and motions. little_one responds much as an infant would, crying and grasping when tipped or shaken, its heavy head falling in the direction of gravity. If held gently, it “coos” happily.

    My goal is to investigate what it is that makes us feel connected to other living beings. Through the use of 3D computer graphics and interactive programming, I have created a series of works depicting forms that seem to be living, or derived from living beings. These virtual objects are clearly fictitious, yet they can inspire empathy, dis­gust, and fascination. They are intended to elicit an awareness of the dis-junctions that can occur between one’s emotional and intellectual reactions, and provoke the viewer to consider the process through which we come to identify with the objects of our gaze.

    In little_one, this exploration is pursued with even greater intensity. No experience is more intimate than holding an infant. Clearly, the creature on the screen is artificial, yet it is hard to resist the desire to nurture it. Is it the haptic interface or the kinesthetic knowledge that is called into play, thus lowering our intellectual guard? Or is it that its situation connects us to feelings of helplessness that we’ve all had before? Technically, little_one is relatively simple. But when viewers pick up the piece and implicitly suspend their disbelief (if only for a few moments), little_one feels like a fragile being in their care.

  • little_one is an interactive, computer-based sculpture. In it, a 3D animated and rendered “creature” moves and makes sounds in real time depending on how its LCD monitor housing is being held. The piece uses a variety of sensors (an accelerometer/inclinometer, an IR motion detector and a pressure switch), the outputs of which are digitized via an infusionsystems iCubeX and transmitted via MIDI to an interactive multimedia application authored in Macromedia Director. In the application, this input is processed to determine the presence of a viewer, whether the piece has been picked up, and subsequently, the position of the monitor housing. Playback of a variety of video clips (including a Quicklime VR, which is used for the continuous two-axis movement) is then determined by sensor input. The application also keeps track of the position of the housing over time.

  • Interactive & Monitor-Based
  • Computer-based interactive sculpture
  • 3' x 4' x 4'
  • Smokers #4
  • John Stamos
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Stamos Smoker #4
  • 2D & Wall-Hung
  • photograph
  • 20 x 24"
  • Curtain
  • John Sturgeon
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Sturgeon Curtain
  • 2D & Wall-Hung
  • photograph
  • 16 x 20"
  • Face Mask
  • John Sturgeon
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Sturgeon Face Mask
  • 2D & Wall-Hung
  • photograph
  • 16 x 20"
  • Head Wand
  • John Sturgeon
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Sturgeon Head Wand
  • 2D & Wall-Hung
  • photograph
  • 16 x 20"
  • Hauntings
  • John Tonkin
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Tonkin: Hauntings
  • Summary

    Hauntings is a mixed reality portrait of Australian writer Francesca da Rimini. Hauntings uses virtual and augmented reality technologies to create a series of portraits of da Rimini and her writing. These stories are autobiographical and explore cultural diaspora and cross-generational family histories.

    Abstract

    Hauntings is a portrait of Australian writer Francesca da Rimini. Francesca was a member of cyberfeminist collective VNS Matrix. Hauntings uses mixed reality technologies to create a series of portraits of Francesca reading her writing. Her stories are autobiographical and explore cultural diaspora and cross-generational family histories. They act as spells and incantations and often draw from algorithmic writing techniques.

    The XR encounters seeks to recreate the experience of listening to da Rimini’s writing. These both share a deliberate tension of wanting to make sense of the world but also embracing fragmentation and a breakdown of meaning and a falling apart of the image. They both seek to call forth less mainstream perspectives of reality. The visuals are influenced by the Tonkin’s ongoing explorations into embodied perception and the relationship between the movements of a viewer and the active bringing forth of a world.

    I’ve been working with 3D technologies since 1985. This work is the first that I have made that takes the work into mixed realities. I’m interested in the multiple creative possibilities of XR and for this project I have explored a more fragmented portraiture.

    My recent work has explore embodied perception – how vision is an active process that is directed by the movements of the body. This work extends these investigations into mixed reality.

  • The work is designed to work both as AR and VR using WebXR technologies.

    The works re-configure themselves depending on the capabilities of the browser and the presence of any attached VR systems.

    This work was originally designed as a VR work but because of the COVID-19 situation I have reconfigured it to work online and to work with AR as well as VR. I’m using an opaque version of AR that feels somewhat closer to VR.

  • Augmented Reality/Virtual Reality
  • http://johnt.org/hauntings/
  • still life
  • John Walker
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Walker Still
  • HARDWARE/SOFTWARE
    SGI, Wavefront, Eddie, Unreal Renderer

  • Animation & Video
  • Animation
  • 1:10 minutes
  • Arabesque
  • John Whitney
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Animation & Video
  • 6.75 minutes
  • Permutations
  • John Whitney
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • Animation & Video
  • 7.5 minutes
  • RuShi
  • John Wong
  • SIGGRAPH 2019: Proliferating Possibilities: Speculative Futures in Art and Design
  • 2018
  • 2019 Wong RuShi
  • Big Data is the new superstition now!

    It is a piece of contemplative immersive installation art, where in using the ancient Chinese metaphysic algorithm, “BaZi”. Yet take out all the Extra cultural signs & materialistic interpretations, remain only the “Basic”, ie the 5 elements (gold/ wood/ water/ fire/ earth). Participants type in their date & time of birth, the fortune-telling algorithm turns out showing only the Unique ones’ flow of colors. We can see no prediction of life from this machine, but only time & changes.

    “What do you want to know?”, both data scientist or fortune-teller have the ability to turn the world of uncertainty into quantified numerical existence, then giving us an answer with future prediction. Big data seems inevitably becoming our new religion. If So, what is information? And what are the emotions? Interesting though, we want to be in control, but from BaZi to predictive analytics, we allow ourselves to believe in something that we don’t understand how it works. And so, you Would say it is knowledge or superstition? “What do you want to be?”, intelligent algorithm or you can answer this question better? I am part of the data therefore I am? Where exactly humanity will go?

    “AS” (RuShi) (2018) , IS at The First Work of fan / letter (Immersion / Decentralization) series. “Superstition” in Chinese means superstition. Playing on the double meaning, ” fan” means “lost” and “trust” Means “belief & trust”. So, extending the meaning to immersive-ness, and new trust, from the idea of ​​decentralization. fans/the beliefs of new cultures and human behavior of mixed realities & new identities in the computer age.

  • Installation
  • Immersive installation art
  • https://www.johnwong.asia/rushi
  • Refinement
  • John-Dan Key
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Key: Refinement
  • I paint to make the world a better, more beautiful place. Specifically, I paint to show the beauty of interrelation. I juxtapose line and shape to relate them strongly with one another, to forge the separate elements into a dynamic, inter-working whole.

    I build each painting to mold a certain feeling, to create a certain energy. It is an energy of pressure, of potential, a latent energy like a compressed spring or the excitement of a crowd. I choose the lines I draw and the shapes I paint in order to produce and heighten this energy.

    As someone who has always stood apart, observing the world as though from the outside, I sense strongly the ties that exist between the members of humankind md the cosmos in which they dwell. I choose to draw out and accentuate these relationships in my work, in symbolic form. My hope is that someday I may so completely portray these relationships that by merely painting I will bind people closer to others and to the world around them.

  • 2D & Wall-Hung
  • 34 in x 42 in
  • http://artkaleidoscopic.com/
  • digital painting, energy, and geometric
  • The Meaning of Pi
  • John-Dan Key
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Key: The Meaning of Pi
  • I paint to make the world a better, more beautiful place. Specifically, I paint to show the beauty of interrelation. I juxtapose line and shape to relate them strongly with one another, to forge the separate elements into a dynamic, inter-working whole.

    I build each painting to mold a certain feeling, to create a certain energy. It is an energy of pressure, of potential, a latent energy like a compressed spring or the excitement of a crowd. I choose the lines I draw and the shapes I paint in order to produce and heighten this energy.

    As someone who has always stood apart, observing the world as though from the outside, I sense strongly the ties that exist between the members of humankind md the cosmos in which they dwell. I choose to draw out and accentuate these relationships in my work, in symbolic form. My hope is that someday I may so completely portray these relationships that by merely painting I will bind people closer to others and to the world around them.

  • 2D & Wall-Hung
  • 34 in x 42 in
  • http://artkaleidoscopic.com/
  • digital painting, energy, and geometric
  • Under Construction
  • John-Dan Key
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Key: Under Construction
  • I paint to make the world a better, more beautiful place. Specifically, I paint to show the beauty of interrelation. I juxtapose line and shape to relate them strongly with one another, to forge the separate elements into a dynamic, inter-working whole.

    I build each painting to mold a certain feeling, to create a certain energy. It is an energy of pressure, of potential, a latent energy like a compressed spring or the excitement of a crowd. I choose the lines I draw and the shapes I paint in order to produce and heighten this energy.

    As someone who has always stood apart, observing the world as though from the outside, I sense strongly the ties that exist between the members of humankind md the cosmos in which they dwell. I choose to draw out and accentuate these relationships in my work, in symbolic form. My hope is that someday I may so completely portray these relationships that by merely painting I will bind people closer to others and to the world around them.

  • 2D & Wall-Hung
  • 34 in x 42 in
  • http://artkaleidoscopic.com/
  • digital painting, energy, and geometric
  • Everytime
  • Johnie Hugh Horn
  • SIGGRAPH 1983: Art Show
  • 1983 Horn Everytime
  • Hardware: Datamax UV-1 computer, video digitizer
    Software: Zgrass
    Sound: Domen Music, Meredith Monk

  • Animation & Video
  • B & W/Stereo
  • 9:56 min.
  • Notations
  • Johnson Liew, Jie-Jun Zhu, Sheng-Chieh Wang, and Jia-Ying Chou
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • Notations is an interactive musical installation, enabling viewers to instantly compose music and produce clefs on a projection screen. To initiate the interaction, the viewer touches strings, triggering the projection of musical notations. Simultaneously, one of the screens displays an interactive animation. The idea of using music sheet design came from Gregorian Chants, referring to the musical scores used in the mid-5th century Western Europe. Today, as part of the technological generation, the Digital surrounds us in all aspects of our lives, including music. The objective in Notations is to use interactivity to explore the conversion of the digital signal back to the original source of musical notations, expressing the digital aesthetics of interactive technology art and collaborative creation, and imbuing digital kinetic instruments with enhanced cultural and musical qualities.

  • Pey-Chwen Lin and Chia-Hsiang Lee
  • Interactive & Monitor-Based
  • Projector, tube, acrylic, LED light, max / MSP, arduino, 3-D printing
  • Life Journey
  • Jon Berge
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Berge Life Journey
  • Life Journey is an interactive installation that confronts visi­tors with the confinement imposed by a wheelchair. The piece contrasts the immobility of the visitor, sitting motionless in a chair (which is attached to the floor) with the illusion of high-speed travel, created by visual projections on both sides of the user. Accompanying the visuals are sounds of highway traffic and the force of simu­lated wind.

    The media employed to create the installation include a video component, a motorized wheelchair, and other mechan­ical and electrical elements. To explore the installation, a visitor enters a dark space with a single illuminated wheelchair in the center. As the visitor sits in the chair, the wheels begin to spin, and video projectors suspended from the ceiling on either side of the chair are activated, as is an industrial fan located directly in front of the chair. The projected visual images consist of 70-mile­per-hour traffic, accompanied by appropriate sounds. This vicarious “journey” continues as long as the visitor remains seated. The environment simulates the sensation of whirling through the wind like an automobile.

    Life Journey gives the visitor the ability to move virtually from one space to another with the understanding that individuals who live with a wheelchair have limited mobility in parts of their bodies. While the visitor remains seated, the wheelchair becomes a contradiction of motion. This juxtaposition of mobility with immobility heightens the awareness of the loss of control that one feels when confined.

  • Installation and Interactive & Monitor-Based
  • interactive installation, motion, and virtual environment
  • Fifty Sisters
  • Jon McCormack
  • SIGGRAPH Asia 2019: Deep Dreaming
  • McCormack: Fifty Sisters
  • Fifty Sisters is comprised of fifty computer synthesised plant-forms, algorithmically “grown” from computer code using artificial evolution and generative grammars. Each plant-like form is derived from the primitive graphic elements of oil company logos. The title of the work refers to the original “Seven Sisters” – a cartel of seven oil companies that dominated the global petrochemical industry and Middle East oil production from the mid-1940s until the oil crisis of the 1970s. Oil has shaped our civilisation and driven its unprecedented growth over the last century. We have been seduced by oil and its bi-products as they are now used across almost every aspect of human endeavour, providing fuels, fertilisers, feedstocks, plastics, medicines and more. But oil has also changed the environment, evident from the petrochemical haze that hangs over many a modern metropolis, the environmental damage of major oil spills, and the looming spectre of the global climate crisis. With worldwide demand for oil now at 93 million barrels per day, humanity’s appetite for oil is unrelenting. Oil companies regularly report many of the all-time largest annual earnings in corporate history. This 3-screen triptych of the work presents each form sequentially as a slow, evolving mediation on nature, technology and human consumption. 3 x 4k synchronised video displays, stereo speakers, 30mins

  • Animation & Video
  • Turbulence: An Interactive Installation Exploring Artificial Life
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 McCormack Turbulence
  • “Who dwells in a realm,
    magical and barren,
    Without a before, and after,
    or a when …
    To be forever;
    but never to have been.”
    From “The Enigmas”
    Jorge Luis Borges

    “By the middle of this century, mankind had acquired the power to extinguish life on Earth. By the middle of the next century, he will be able to create it. Of the two it is difficult to say which places the greater burden of responsibility on our shoulders.”
    From “Artificial Life”
    Chris Langton

    Turbulence is a menagerie of computer-synthesised forms based on the new science and philosophies of artificial life — the formation of life-like forms and processes from materials other than those found in nature. The work looks at poetic relationships between logic and purpose, and their relation to fundamental arguments about vitalism, destiny, and human consciousness.

    Using “genetic” algorithms to produce artificial life forms whose shape, form, and behaviour repre­sent “algorithmic ecosystems,” Turbulence develops and exam­ines abstractions of life-like processes. Such processes are manufactured from a determinis­tic set of instructions applied mil­lions of times by the digital com­puter. These synthetics are con­textualised within the categorisa­tion and classification of life by biological science. In many ways, the work is a type of futuristic natural history museum — a docu­ment of a type of life that exists only within the abstract space that becomes visible with the syn­ergetic combination of mind and machine. Everything develops in a space somewhere between com­position and adventure, between chance and destiny, between intent and invention.

    The installation operates within an enclosed space and is decorat­ed to (in some ways) resemble a natural history museum from the previous century. There are two main components inside the space: an interactive multi media program and a projected anima­tion from a video laserdisc con­trolled via a small touch-screen interface.

    Viewers enter an enclosed, dark­ened space. Along the walls are specimen jars that contain pre­served examples of organic bio­logical life: flowers, insects, organs, photographs of people, the components of living organ­isms. Many of these objects relate in some way to the video sequences on the disc. The jars are dimly illuminated internally. The overall impression created by the space is that of a strange nat­ural history museum.

    Farther along the entrance pas­sage is a screen which runs the informational multimedia compo­nent of the work. Here, users can interactively evolve their own simple 3D organisms and learn about the processes and concepts of artificial life and its relation to the work on the disc. Sections also contain associated explanatory text, giving background infor­mation on the organisms, facts about reproduction, possible observations, and reactions. At this point, the user is introduced to the “logical” components of the work. What lies beyond is a poet­ic interpretation of these ideas.

    Turning a corner, the viewer enters a dark space with a small plinth facing a projection screen. The plinth contains a touch screen, which controls the display of high-quality video segments from a laserdisc. Words and images float and spiral on the touch screen. Touching a word usually displays a section of ani­mation on the projection screen. Collections of animated segments are grouped both thematically and by imaginary “species,” linked by their genetic relatives. It is important to remember that all the organisms are fictions, evolved by a software program during production of the project.

    There is no start or end to the work, but as the user progresses with the interaction the software “learns” which areas the user is exploring and responds with inter-related options (i.e. the work tries to adapt to the per­sonality and whims of the user). The nature of the interactivity allows different users to begin and end at any point within the work and quickly establish where they are within the structure.

    Apart from its conceptual and thematic ideas, the presentation style is highly theatrical in nature. As has often occurred throughout the history of science, there is an apparent conflict between what is scientifically defined and what is undefinable within the conscious­ness of the individual. Science keeps coming up with ways to disprove our beliefs. The further down this spiral we travel, the less “human” we become.

    The notion that a type of “life” can be synthesised by a machine and the potential of this current research has many important repercussions for our own evolu­tion and our understanding of what life is. Despite all the “how,” paradoxically, science has got no closer to a “why.” These are the key issues that are examined here. Questions are not looked at from the purely mechanical or scientific view — the underlying context is the conflict between the logical view of life as the summation of discrete processes and the actuality of human consciousness.

  • Installation
  • Interactive Installation
  • #86b.1
  • Jon Meyer
  • SIGGRAPH 2005: Threading Time
  • 2005
  • These two images are part of an ongoing series of multiperspective collages I started in 2001. To construct the collages, I start by taking dozens of digital photographs of an environment. Then I use perspective warps to map the images to a nearly orthographic projection. Finally, I position the
    warped images in a three-dimensional computer model. The results are presented both as screen-based computer installations and as still images. In the installations, I show the models rotating in real
    time but disable the hardware depth buffer, further collapsing the image plane.My intention is to create spaces that simultaneously evoke the real, the imaginary, and the virtual (imediated reality), without letting the viewer settle on any one reading. The images and installations emphasize the co-existence and co-dependence of these three
    modes of experience. The work is inspired by Lorie Novak’s multiple-exposure images and by David Hockney’s Polaroid montages.

  • 2D & Wall-Hung
  • Digital C print
  • 30 inches x 24 inches
  • #86b.13
  • Jon Meyer
  • SIGGRAPH 2005: Threading Time
  • 2005
  • These two images are part of an ongoing series of multiperspective collages I started in 2001. To construct the collages, I start by taking dozens of digital photographs of an environment. Then I use perspective warps to map the images to a nearly orthographic projection. Finally, I position the
    warped images in a three-dimensional computer model. The results are presented both as screen-based computer installations and as still images. In the installations, I show the models rotating in real
    time but disable the hardware depth buffer, further collapsing the image plane.My intention is to create spaces that simultaneously evoke the real, the imaginary, and the virtual (imediated reality), without letting the viewer settle on any one reading. The images and installations emphasize the co-existence and co-dependence of these three
    modes of experience. The work is inspired by Lorie Novak’s multiple-exposure images and by David Hockney’s Polaroid montages.

  • Interactive & Monitor-Based
  • Screen-based installation
  • Fields of Stone and Pixels
  • Jon W. Sharer
  • SIGGRAPH 1988: Art Show
  • 1988 Sharer Fields of Stones and Pixels
  • Hardware: Cubicomp, Imaging Tech, AT&T, Matrix
    Software: Cubicomp, PC Vision, lumena, True Color

  • 2D & Wall-Hung
  • CG Photos (3)
  • 20" x 17"
  • What the Eye Cannot See
  • Jon W. Sharer
  • SIGGRAPH 1987: Art Show
  • 1987 Sharer What the Eye Cannot See
  • Hdw: Cubicomp/lmaging Technology
    Sftw: Cubicomp/Lumena

  • 2D & Wall-Hung
  • Photo
  • 8" x 10"
  • The Intimacy Machine
  • Jonathan Bachrach
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Jonathan Bachrach Intimacy Machine
  • We live in a world of increased separation caused by fast-paced, high-technology lifestyles. Looking into another person’s eyes, also known as eye contact, is a powerful means of forming connection, intimacy, and trust. Unfortunately, it is emotionally difficult to achieve. Eye contact arouses strong emotions, so typical eye contact lasts three seconds at a stretch. Breaking eye contact reduces stress levels, but also, sadly, reduces intimacy. The Intimacy Machine mediates intimacy, allowing people to overcome their normal social boundaries. The machine is a reciprocal high-technology peep show where eye contact is routed through a computer. In particular, it provides an indirect mechanism for people standing in close proximity to each other to stare at each other directly in the eyes, a feat that otherwise proves tremendously difficult for humans. Whereas telesex offers a way for people far away to feel close, the intimacy machine makes it possible for people who are close to feel distant.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • Warmth Through the Night
  • Jonathan Elliot
  • SIGGRAPH Asia 2009: Adaptation
  • Elliott: Warmth Through the Night
  • I investigate and utilize the imagery and symbolism of technological ideology and mythology, and how these images and symbols reinforce a sense of dominance over the environment and the rest of humanity. In recent work, I have forced together elements of this imagery with images of their unacceptable consequences. These are skeptical paintings, depicting mounds of old and obsolete computers and televisions rupturing the crisp, wire-frame façade of virtualesque scenes. Computers and televisions (these amalgams of plastic, heavy metals, and other toxic wastes, these transmitters of fantasy, ideology, identity, and creators of virtual worlds) are depicted as accumulating waste in the process of becoming toxic nightmares. Seen in the act of transmission, their screens flicker on and off to display scenes of pride and shame, glory and disgust, myth tainted with visions of what we wish to ignore or conceal about ourselves and our history.

  • 2D & Wall-Hung
  • Natalie
  • Jonathan Wilkinson
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Jonathan Wilkinson has worked in the creative industries for 15 years. His focus for the last 12 months has been channelled into development of an interactive panoramic video technique. His love of travel, cinema, and sound combined with his relatively recent discovery of virtual reality technology has offered him the inspiration and tools to pursue his new way of working. Inspired by the captivating cinematic experiences of times gone by, his experimental work recreates the entertainment value of the “big screen,” while placing the user at the intersection of both viewer and director, transforming traditional filmmaking into a personal experience, and uniting both art and technology to broaden the concept of creativity. These pieces comprise four ultra-high-resolution, interactive 360- degree panoramic video art pieces for intimate screen viewings. Viewers can interact with the images, pan 360 degrees, and explore the subtleties of each environment. Each piece is designed to pro the flexibility of interactive viewing, using manual controls, or passric
    viewing through an auto-pan facility. For the viewer, this is a multisensory experience that combines directional sound with seamless stitched high-resolution imagery. Viewers may linger over each of the four pieces, exploring details and revisiting scenes, or skip through them as they would through the pages of a magazine. Directional sound enhances the experience of intimacy, immediacy, and immersion, and allows the viewers to relocate themselves within the scene .

  • Animation & Video
  • Interactive Panoramic Video Sequences
  • Braid
  • Jonathon Blow
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Blow: Braid 1
  • Braid is a puzzle-platformer, drawn in a painterly style, where you can manipulate the flow of time in strange and unusual ways. From a house in the city, journey to a series of worlds and solve puzzles to rescue an abducted princess. In each world, you have a different power to affect the way time behaves, and it is time’s strangeness that creates the puzzles. The time behaviors include: the ability to rewind, objects that are immune to being rewound, time that is tied to space, parallel realities, time dilation, and perhaps more.

    Braid treats your time and attention as precious; there is no filler in this game. Every puzzle shows you something new and interesting about the game world.

  • Interactive & Monitor-Based
  • http://braid-game.com/
  • The Witness
  • Jonathon Blow
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Blow: The Witness 1
  • Explore a mysterious island full of puzzles; discover who built the island and what you are doing there in the first place.

  • Interactive & Monitor-Based
  • http://the-witness.net/
  • A Letter Across The Stars
  • JongKuk Won
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Won: A Letter Across The Stars
  • Summary

    An audiovisual installation of radio signal observation data to Search for Extra-Terrestrial Intelligence (SETI), 2-channel projection mapping and 16-channel surround sound system, 160min Selected for ACT Showcase: Art & Science  hosted by Asia Culture Center, exhibited at ACT Studio in Asia Culture Center.

    Abstract

    From the moment mankind began observing the night sky, there is one question that has been in my mind for a very long time. As our attempts to find answers to these questions continued and progressed, we learned more about the universe and humanity.

    What is left of us now? The SETI(Search for Extra-Terrestrial Intelligence) project, which seeks to find evidence of civilization outside the earth by discovering artificial radio signals from space, has continued to this day with the development of radio astronomy.

    Breakthrough Listen, which aims to observe one million stars and one hundred galactic centers, is a radio wave exploration project that represents this modern SETI, and has been constantly updating new observational data from 2017 to the present. In particular, some of the data are recorded unique radio signals of unknown cause. This work is the realization of real-time audio-visualization of data containing this unique signal with 2-channel projection mapping and 16- channel surround speakers.

    The work creates a cosmic experience that waits for the unknown signal hidden in it by making the audience sense the radio signals from outer space with light and sound. Through this cosmic experience, the audience will be able to reconsider the possibility of an unknown being, so that we can look back at ourselves from a cosmic point of view that all humanity is ultimately one.

    The journey to find extraterrestrial intelligence is the same as the journey to find the answer to the question about humanity. Now that the value of humanity and life goes beyond Earth, we have a time to ask the question that humanity has long held in mind. “Are we the only intelligent life in this universe?”

  • Beam projection mapping on the front screen and the bottom using two laser beam projectors with 5000~7000 ansi

    4-inch active speakers are arranged at regular intervals on the edge of the floor to realize surround sound.(Minimum 4 units ~ Maximum 16 units)

    Two beam projectors (HDMI) and an audio interface(USB) with 16 channel outputs can be connected to one computer

    The ideal space size is 10x5x10m (front screen size: 10mx5m, floor space size: 10x10m), but it can be flexibly changed or reduced depending on the exhibition space situation.

    Equipment specifications and units of speakers also can be flexibly changed or reduced depending on the exhibition space situation.

  • Installation, Sound Art, and Animation & Video
  • Fold Loud
  • Joo Youn Paek
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Joo Youn Paek Fold Loud
  • Fold Loud connects ancient traditions and modern technology by combining origami, vocal sound, and interactive technology. It involves folding origami shapes that produce soothing harmonic vocal sounds. Each fold is assigned to a different vocal sound so that combinations of folds create harmonies. Users can fold multiple Fold Loud sheets together to produce a chorus of voices. Open circuits made out of conductive fabric are visibly stitched onto the sheets of paper, which creates a meta-technological aesthetic. When the sheets are folded along crease lines, a circuit is closed like a switch. Thus, the interface guides participants to use repetitive delicate hand gestures such as flipping, pushing, and creasing. Fold Loud invites users to slow down and reflect on their physical senses by crafting paper into both geometric origami objects and harmonic music.

  • Interactive & Monitor-Based
  • A Hundred Unfolded Sighs
  • Joohyun Pyune
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Human beings have inexplicable emotions that are full of complexity with many layers inside. My works represent the world’s duality and uncertainty, but also express my desire to be free from the fear of an unknown future, where we can only accept life as it comes. Self-images are layered in my work in different colors, but they are not important individually; they are part of a whole. Each piece is connected, layered, and flows together. In this way, I take part in a process of nurturing, which forms a basic component of our shared quest for the value of our existence. The idea of uninterrupted continuity is of major significance in my recent works. Since I grew up in an extremely conservative environment, complete with rigid sets of rules and demands, I tend to feel uncomfortable with framed or blocked space. This tendency to openness is also related to my concern with cosmo-centric philosophy, as opposed to egocentricbased ideas. When I process a work of dye sublimation, ambiguous memories, unclear thoughts, and forgotten moments are magnified and brought into the present. The procedure of magnification and assemblage of the particles from the past has been performed and visualized in the form of digital printing. Dye sublimation opened up new horizons in my creative practice. This technology not only keeps the flexibility and transparency of the material’s character, where I often find spiritual quality, unconsciousness, and unawareness, rather than just feminine appeal, but it also helps me find the emerging point with digital printing and physical hands-on control for the final piece. The physical qualities of fabrics are maintained even after multiple application of digital processing on the fabric. Fabric flows, moves, and breathes, and, as an art medium, it’s very presence in space draws in and engages the viewer to partake in the translation of the image.

  • I take digital photographs that make me think and move my thoughts from the present to the past. I transfer the photos to my computer, where I explore, express, and transform the images through digital manipulation. After I complete the images and magnify them through the Postershop Rip program, the images are printed on special coated paper and are ready for heat transfer onto fabric. When enough heat is provided, the surface opens up the pores of the polymer, and the vaporized ink is absorbed into the medium. When the temperature cools, the pore is closed and becomes a part of the polymer. This process is called dye sublimation. Dye sublimation is similar to traditional lithography, in terms of image capturing. Since the image has to go through many steps, unlike inkjet printing, dye sublimation has not only much more flexibility to change or modify the images in process, but also unknown promises offered by experimental heat transfer. Wonderful textures are intentionally and
    unintentionally created during heat transfer of the images.

  • 3D & Sculpture
  • Dye-sublimation/digital printing on fabric
  • 68 inches x 38 feet x 6 inches
  • Blue Faith
  • Joohyun Pyune
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • My work is about encompassing the general human emotions that are multi-layered in all of us. By submerging beyond the emotions of the heart, I come into contact with an inexplicable feeling of melancholy, and my works quietly speak for me through the layering of gossamer fabrics. Also, my experience of Western and Eastern cultures, from Buddhism to Existentialism, from traditional to modern, helps me to realize the differences and to uncover the galvanizing connections among them. With the amazing flexibility of computer graphics, I share my thoughts, even contributing to some of the burdens we carry, like the weight that Sisyphus keeps pushing uphill. My challenge as an artist is not to make momentary visual entertainment but to create another way of sharing our deeper soul on a spiritual level.

  • Dye sublimation similar to traditional printmaking is used to capture and present the image. Since they are processed via heat transfer, digital images become friendlier and less manipulated by computers and printers, whereas the final images are intentionally and unintentionally created by the artist’s physical intervention. The unique and rich textures in these digital images were created in repeated experimental heat transfer processes.

  • 2D & Wall-Hung
  • Dye-sublimation prints on layered fabrics and real branches inside layered fabrics
  • 60 inches x 36 inches x 5 inches
  • Hanging Memory
  • Joohyun Pyune
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Pyune: Hanging Memory
  • I create art as a way to contemplate life. Life contains love, separation, joy, sorrow, passion, and grief. My works embrace the human being’s multiple layers of emotions. The works are elegies that I compose on fabric, where the qualities of flexibility and transparency are resonant with the sentiment.

    Dye sublimation is a perfect solution to mirror complicated feelings on fabrics with multiple layers. Using digital technology is as natural as using conventional materials like paint or sketching ink for me.

    When combining digital outcomes with natural media, I find a certain synergy of beauty. It is also similar to the fusing process between oriental and western culture. So, in some of my works, a piece of bamboo hangs in front of a human shadow, or a tree hangs surrounded by a tunnel of transparent fabric, or behind it. This tendency to employ the natural object, as well as accidental digital inaccuracy, is, to a degree, influenced by Taoism and naturalism from my cultural background. My works are layers of emotions formed through digital transformation. I hope that viewers experience their own emotional layers among mine and their own to them.

  • 3D & Sculpture
  • 160 in x 89 in x 60 in
  • emotion and life
  • Labyrinth
  • Joohyun Pyune
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Making Labyrinth led me to process existentialist ideas from the West and Buddhist traditions from the East, and to begin to accept the pattern of life. By embracing both modes of thinking, I seek out the
    cycle of nature, understand universal loneliness through making art, and share my investigations with others. In this way, I take part in a process of nurturing that forms a basic component of our shared
    quest for the value of existence. Computer technologies and digital processes allow me tremendous freedom to create images of multi-layered unconsciousness.The physical quality, flexibility, and transparency of fabrics are maintained and accelerated when images are placed on them. Fabric
    flows, it moves and breathes, and, as an art medium, its very presence in space draws in and engages the viewer to partake in the translation of images.

  • 3D & Sculpture
  • Dye sublimation/digital printing on fabric
  • 5 feet x 5 feet x 2 feet
  • Empathy Wall
  • Joon Seok Moon
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Moon: Empathy Wall
  • Summary

    When two audiences enter each room, press a button, and talk to the microphone about a given topic, a brush image that expresses emotions analyzed through AI algorithms appears on the wall. At this time, the images of the two audiences are mixed and expressed on a single screen.

    Abstract

    When human-to-human communication is applied to technology-to-human communication, can it create the same ’empathy’? Empathy Wall sought to create ’empathy’ by promoting human-to-human communication through technology. In conclusion, we want to extend this to the empathy and familiarity between technology and human beings. In other words, through an art piece called Empathy Wall, we are trying to extend human-to-human empathy to the formation of human-to-technical empathy. The two audiences who experience the work at the same time cannot see each other because of the screen wall between them. However, you can infer and empathize with each other by looking at the color images that are perceived by each person’s speech. In the process of convergence of technology and art, this “observant” and “user” will be able to communicate and empathize in a new way, and furthermore, naturally feel trust and familiarity with technology. Also, Empathy Wall is an interactive work that you can enjoy together, not an individual’s experience of looking at the work in front of the work. Through these processes, I believe that positive emotions that the audience can have after experiencing the work of depicting and expressing empathy as interactive art can also be applied to technology.

    Empathy is one of the most important feelings for humans. Human beings may feel empathy between humans and humans, but there may be other cases where they empathize with other objects. I think this empathy is not a real human emotion, but we wanted to think about empathy for other subjects, not for this human being. The feeling of empathy for humans is a very important point of view from the perspective of feeling and understanding emotions from the other side’s point of view. This empathy is mainly created between humans and humans, but humans sometimes empathize and feel empathy for objects other than humans. It can be thought that as the distance between man and man in modern society becomes distant, and there are more cases of close contact between man and non-human objects in proportion to that, there can also be feelings of empathy between man and machine. Between humans and machines, I would like to think about what process human beings go through when they have a feeling of empathy for machines, and whether they can be said to be the same feeling of empathy that arises between humans and humans.

  • Two artificial intelligence technologies were used in the work: voice language recognition and natural language processing. When the audience speaks to the microphone, the voice language recognition system changes the voice language to text, analyzes the texture with the emotion analysis algorithm among the natural language processing algorithms, analyzes the feelings of positivity and negation, and returns the results in numbers. Brush line images with the Kandinsky theory of returned numeric data are displayed on the screen as a result of angles and colors matching the resulting numeric data. The screen shows the combined images of the two people’s emotional analysis results.

  • Interactive & Monitor-Based
  • Butterfly
  • Joon Y. Lee
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Lee: Butterfly
  • A little girl is leaning against a wall. She looks depressed. Suddenly, a butterfly flies by. It lands on a wild flower. She is interested. The butterfly takes off and flies around the girl. She slowly raises her hand and extends a finger. The butterfly lands on her finger. She smiles. Then the butterfly flies away. She follows it. It lands on a wild flower. She slowly walks toward the flower. She is almost there. She takes a step forward. Click. She steps on a landmine.

  • All 3D works and compositing were done in Maya and AfterEffects

  • Animation & Video
  • 3D animation and nature
  • Particle Daydreams
  • Joon Y. Sung and Neal Williams
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Sung, Williams: Particle Daydreams
  • My work is identified as a certain way of documenting an individual point-of-view, metaphor and image of thought derived from a sequence of diverse visual phenomena that I encounter at various occasions in daily life. In this work, minute particles produced by a cup of buckwheat tea flew up in a line like a flock of ephemeral mayfly. I was genuinely absorbed in the phenomenon and found it creates a beauty of movement and a visual catharsis.

  • Software: Adobe Premiere/ iPhone 4s, iMac

  • Animation & Video
  • Video
  • 3:48 min.
  • Hello, Shadow !
  • Joon Yong Moon
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Moon: Hello, Shadow !
  • Hello, Shadow! is an installation art implementing mixed reality using shadows. Users move a lighting device to observe the shadows’ shapes generated by computer graphics, then get to understand the virtual world embedded in the shadows. At the boundary between imagination and reality, shadows evoke unique fantasy and poetic emotion.

  • Installation and Interactive & Monitor-Based
  • BirthMark: An Artificial Viewer For Appreciation Of Digital Surrogates Of Art
  • Jooyoung Oh
  • SIGGRAPH Asia 2020: Untitled & Untied
  • BirthMark: An Artificial Viewer For Appreciation Of Digital Surrogates Of Art
  • Summary

    The work BirthMark deals with an artificial intelligence (A.I.) that has the capacity of appreciating works of art. BirthMark questions how a computational approach reveals the process of consciousness and to what extent the subjectivity of the “image” is in the boundary of individual experience.

    Abstract

    BirthMark proposes an artificial intelligence model of an audience to evaluate and anticipate the audience reaction to media art. In BirthMark, human cognitive process of appreciating artwork is defined in three stages: “camouflage,” “solution” and “insight.” In other words, understanding the intention (solution) from hidden images (camouflage) and realizing its meaning (insight). Watching the archive video clips featuring different works by 16 artists, the A.I. in BirthMark tries to appreciate works of art in a similar way to humans. YOLO-9000, an object detection system, tracks objects in the images of the works, while ACT-R, a cognitive architecture designed to mimic the structure of the brain, reads and perceives them. The A.I.’s process of recognizing works is shown in the video and the keywords of the works found in this process appear on a small screen. At the same time, an old slide projector shows what the A.I. understands semantically about the artists’ interpretations of their own work.

    The A.I.’s cognitive process seems to be similar to the human act of appreciating art at a glance. But in reality, the keywords that it accurately analyzes from the images are only 2 to 5 out of 300 words. The more abstract the work is, the worse the A.I’s intelligibility gets. As the “birthmark” in a short story of the same title by Nathaniel Hawthorne represents, BirthMark implies that there is a realm of humans that can be hardly explained through scientific methodology.

    Since the 1980s, artistic works that make use of electronic media have been subsumed under the term “(new) media art.” Media art is distinct from other types of visual art in that they all have a fundamental aspect in common, their organization in time, and they are referred to as “time-based art.” Encouraging the audience interaction with the production, contemporary media art has new and continuously varying digital forms in which artists can convey their messages. However, the attempt to overcome the formal static installation often ends up in a ‘not-well-functioning-in-real-time’ work. In other cases, artworks are often seen as an eye-catcher with numerous high-end technology and spectacular visual effects. This proposal aims to question the current art scene, specifi-cally those who use the tools of interactivity as their main goal for experiencing the work. BirthMark proposes an artificial intelligence (AI) virtual model that appreciates the interactive media artwork and how well it conveys the artist’s intention. This proposal opens a discussion of whether the aesthetic elements can be broken down into measurable units as an extent to the information theory. It also questions whether the effect of the art can really be simulated by AI. Utilizing the earliest symbolic AI model, known as Adaptive Control of Thought-Rational (ACT-R), this work revisits the attempt to represent the human mind in the physical universe. This proposal reviews a multi-stage experience with AI, assuming the audience mind can be represented as a model. It also assumes that the viewer’s way of appreciating an artwork can be artificially reproduced. Sometimes, the writers’ intentions can interfere with the transmission of the message of the work or cause difficulties in the immersion of aesthetic experience.

  • The most difficult part of the work was to visualize the AI’s vision and audience’s vision at the same time. I had only conceptual idea of matching Ai and human vision at the same time, then Later, I decided to use eyetracker for and trace the eyegaze and the AI vision at the same time in the video frame.

  • Electronic/Robotic Object
  • Blind Landing, Aversion AI
  • Jooyoung Oh
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Oh: Blind Landing, Aversion AI
  • Summary

    Blind Landing is composed of a helmet that tracks brain waves and eye movements, and AI software that analyzes the Youtube video frames. The work show how algorithmically promoted contents affect viewer and induce them to recover from their trusting and blind submission to the social network’s algorithms of appreciation.

    Abstract

    Blind Landing is composed of a helmet that tracks brain waves and eye movements, and AI software that analyzes the Youtube video frames. The work show how visual stimuli from algorithmically promoted contents affect viewer’s behavior pattern, and induce the viewer to recover from their trusting and blind submission to the social network’s algorithms of appreciation. To participate in the work, the audience is asked to put a helmet on. Then the viewer is subjected to the vision of one of the most appreciated online videos. Laterally, the screen shows the same videos analyzed by artificial intelligence software, which also colors the parts of the video that have been most seen by the viewer.

    Blind Landing captures the user’s data and shows how predictable they are. Two systems were independently implemented for this purpose: 1) AI model that predicts and simulates gaze; 2) Custom built software that acquires real user data in real time and compares it withthe previous prediction model. The workutilize participants’ EEG brain signals to generate the attended scene while the YouTube appreciation. For easy wear, EEG hat was sawed inside the 70’s Pilot helmet. To allow 360 degree of freedom, hanger was installed with iron pivot on the ceiling.

    The aim of the work could therefore be to induce the viewer to recover from their trusting and blind submission to the social network’s algorithms of appreciation, showing this cynical and perverse possible retaliation with wide eyes.

    We live in a virtual world, where much of what our gaze falls upon in everyday life is, in fact, not real. More specifically, most of what we see is content mediated by screens: smartphones, l aptops, TVs, electronic billboards, and so on. These images are shown in real time and edited to catch viewers’ attention. To make matters worse, many internet platforms and social networking services depend upon capturing people’s attention, interest, and , ultimately, their time. Consequently, to hold future customers attention, content is shortened enough to capture the focus of bored users in an endless ‘now’. YouTube clearly demonstrates this trend with its advertisements and clips. Such designed image s can be defined as ‘explicit stimuli’. As we spend more time with these images, we replace the value of reality with screen reality. Explicit stimuli are often repeated and highlighted.

    Perhaps contemporary human beings feel a sense of security when they crawl inside their screens, attracted to their own preferences, without even noticing the world the systems that attracted to their own preferences, without even noticing the world the systems that are guiding are guiding their preferences.their preferences. The work Blind Landing makes a significant contribution by proposing a method of appropriating.

    The work Blind Landing makes a significant contribution by proposing a method of appropriating technology at a technology at a neural level. work present participants to reflect on how our mind prefers to be neural level. work present participants to reflect on how our mind prefers to be subjugated to communicative capitalism, submitting the mind to flooding perceptual stimuli, subjugated to communicative capitalism, submitting the mind to flooding perceptual stimuli, destroying all subjectivity.destroying all subjectivity.

  • For the technical side, raw EEG brain signals were preprocessed with g.HIsys to remove noise, and then proper features such as gamma power were extracted. A state of the art machine learning model (e.g. convolutional neural network) was adopted as a classification model. Secondly, for the simulation of virtual viewer, Adaptive Control of Thought Rational (ACT-R) architecture, was used. The vision model was presented with five YouTube video clips as test stimuli. Then, the model was programmed to see each object in the movie with object detection(YOLO – 9000). As a result, the participant’s gaze and attentional level data was displayed alongside the AI viewer with a gradient scale consisting of five shades of red, based on the priority of prediction. In the work, five similar contents recommended by the algorithm were simulated in advance for ease of interaction. This allowed the audience to interact with the work simply by seeing the work as a video appreciation and checking how predictable his gaze was. This was to make participant realize what restrictive conditions was hidden under the convenient social network algorithm system.

  • Blind Landing is composed of technical metaphor and literature. A helmet symbolizes both history of technique and a meaning of ‘pilot tester’ which also well function as a real EEG device, sinked with eye tracker. Also, AI software that analyzes the Youtube video frames work behind the system to show exact result of the each participant’s gaze. The work implies the meaning of the work and show how algorithmically promoted contents affect viewer in realtime.

    Visualizing the concept of the work and induce participant to realize that they were under the effect of 3rd party online platform was the biggest challenge. I used most viewed youtube clips to show how algorithmically promoted contents affect viewer and induce them to recover from their trusting and blind submission to the social network’s algorithms of appreciation. This was my own experience too. I started found out that youtube clips become more relevant each time I watch a video there. Then, I realized that many internet platforms and social networking services depend upon capturing people’s attention, interest, and , ultimately, their time. Consequently, to hold future customers attention, content is shortened enough to capture the focus of bored users in an endless ‘now’. YouTube clearly demonstrates this trend with its advertisements and clips.Perhaps contemporary human beings feel a sense of security when they crawl inside their screens, attracted to their own preferences, without even noticing the world the systems that attracted to their own preferences.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • The Hit
  • Jordi Moragues
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • HARDWARE/SOFTWARE
    Silicon Graphics, Explore TDI, Wavefront

  • Animation & Video
  • Animation
  • Imago
  • Joreg
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Imago is a piece for a solo vocalist about multimedial representation and reproduction. The singer is reduced to face and voice and stylized as a triptych: in the middle, the real head of the singer is flanked left and right by three-dimensional representations of him. The singer relinquishes himself to the point of self-abnegation. Digital machines dismantle, transform, and duplicate his voice and ultimately merge it in its frequency domain with other sounds. The recursive relationship between voice and machine leads to successive dissolution of the difference between analog and digital sound sources for the
    listener and the singer. Although the singer remains outwardly the creator and authority in
    charge of the acoustic events, the purported expansion and enrichment of the vocalized expression ultimately turns into manipulation and estrangement. This process of representation, reproduction, and estrangement is continued on the visual level. The digital portraits of the singer begin to develop lives of their own. They cease functioning in accordance with the norms of self-representation. Under the influence of the music, they undergo changes and deformation, raising the suspicion that the deformations represent the singer’s actual situation, which is to say his loss of control.

  • The task was to duplicate the head of a live performer and animate its facial gestures in real time. We wanted to be as realistic as possible but also find ways to extend and finally abstract the expressions of the real protagonist. The animation is controlled by a joystick and various parameters extracted from a live soundscape. On the other hand, the sound is generated from prepared beats that are transformed by the singer’s voice and spacialized to a multichannel audio setup surrounding the audience. Audio programming is done using software like kyma and max/msp. For the animations, the performer’s head was digitized using a 3D scanner, which produced a high-resolution but partly buggy mesh. Instead of cleaning this mesh, it was easier to build a mesh from scratch and align the vertices to the shape of the scanned mesh. For the texture, photographs were taken around the head and stitched together. Normal maps and ambient occlusion maps were generated and used in a pixel shader during lighting calculation. Animation is done using 16 morph targets of the head in different shapes. For maximum flexibility during performance, all morph targets were put into one large vertex buffer. A custom vertex shader was then used to animate between any of the shapes in real time. Programming is done with our custom software called vvvv (vvvv.org), a multipurpose toolkit and graphical programming language for real-time video
    synthesis.

  • Michael Höpfel, Dietmar Bruckmayr, Michael Strohmann, Diane Preyer, and Lars Oeschler
  • Performance
  • Leif Codices
  • Jorn Ebner
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Leif Codices consists of two sections: 1. “Landscape” takes the viewer through a sequence of online animations that employ fragmented browser display and user activation as their main formal features. Landscape is understood in terms both personal and political. T he Pollen Station window hides a sequence of pollen windows (I understand pollen as analogous to minute invisible emotional units). The Go window activates the Propaganda Panorama, which refers to the construction of reality with a view to the recent war. 2. “Library,” by contrast, is a mere container for a series of artist eBooks: Pollen Connection Point, Border Patrol, Party Turnstile, Conflict Mountain, O[clk]tober, Road Works, and Equilibrium Panel. With the exception of O[clk]tober (an online diary of images collected from web sites that are daily updated and linked to news sites across the world), these books are available for download and off-line viewing. Their often complex structures merge abstract form and literal images in an idiosyncratic investigation into possible meanings of landscape, from the personally obscure to the politically obvious. Both eBooks and the online structure share formal aspects, and, in some cases, also imagery. One is reflecting on the other. The eBooks can be owned by the user; the structure is available only online. The work is a mainly self-contained structure. Only its links from the Ocktober HTML-eBook provide a connection to the everyday world presented through the internet. This work was made possible through an AHRB Research Fellowship at Newcastle University.

  • The online structure is best viewed on Internet Explorer 5+ and requires a Flash 5 plug-in. It works best with a fast connection.
    The eBooks require Acrobat Reader 5+. Except for two of the
    eBooks, they are for Macintosh only. Acrobat Reader for Windows does not open the sub-books in new windows as the Macintosh Reader does. Each book is a small application in itself.
    The work was conceived as a sculptural online work in which the small windows are placed like objects in a space. It uses Javascripted windows in conjunction with Flash animation. There are three different versions to accommodate three different screen sizes. For its graphical appearance, “Landscape” is intentionally making use of the browser’s
    capability to use several display windows at the same time in
    order to show its possibilities compared to video art. It is also an alternative proposition for use of the usual browser interface.
    The eBooks are both linear and non-linear structures: the user can simply use the arrow-buttons on the keyboard to browse through the books or discover hidden links within the pages. Pollen Connection Point, Border Patrol, Party Turnstile, and Road Works also contain sub-books and parallel books for the user to discover, whereas Conflict Mountain and Equilibrium Panel only have one image sequence. Each work employs PDF technology with Javascript to create a new form of electronic book (or book in general), that can also be printed out as a picture series. Each, with the exception of
    O[clk]tober, is a self-contained, computer-based work of art.
    O[clk]tober displays images in small individual browser windows that provide links to the contemporary world of news information: the main source of literal imagery throughout Leif Codices.

  • Interactive & Monitor-Based
  • Leonardo Log
  • Jorn Ebner
  • SIGGRAPH 2006: Intersections
  • 2006 Ebner Leonardo Log
  • Leonardo Log is a browser-based application consisting of two components: a Hub and a Log. Upon start-up, visitors have to construct the application: first, the Exit window (which closes Leonardo Log at any time), then the Log, and finally a node within the Hub.

    From the Hub, six animation sequences start, and they transmit text to the Log. This final “poem” can be sent as an email message from the Log and will consequently be available for further textual changes or simple archiving.

    The texts refer to six existential situations. They describe the following imaginary objects, which could inspire stability or instability in fluid or static moments: Fluidity Simulator, Mourning Carton, Pleasure Fountain, Quarrel Staff, Spurt Connection, and Think Container. The animations contain abstract and figurative image sequences: associative drawings that occasionally move across several windows.

    Visitors have to discover links; the navigation is hidden in drawing elements. Each animation has a different structure. Some elements have to be moved, some must be clicked on, some are simply looked at. Users can send the resulting log book via email and use it as a further reference point amidst existential confusion.

  • Leonardo Log works with Javascript windows that visually communicate with each other. From the main image sequence, smaller windows open up with extensions to the sequence. The intention was to develop a distinct visual structure that would only be possible in a browser. Each image sequence is positioned in relation to the Javascript windows and in relation to the screen, so that the work is not located in the browser alone but in the monitor or screen of the viewer.

    Leonardo Log was funded through an AHRB Research Fellowship. It is part of a series of works that began with Leonardo Log (Klanglandschaft), a sound work directed by Horst Konietzny that was performed and installed at iCamp Neues Theater, München,in 2002.

  • Oliver Böhm
  • Internet Art
  • Web art
  • Navigator
  • Jorn Ebner
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Jorn Ebner Navigator
  • Navigator is a Flash-based CD-ROM with circuitous navigation of environments, both real and representational, as its theme.

    At the end of each figurative, abstract, or photographic animation sequence, users must make choices without knowing where they are about to be led. The Flash animations contain abstract and figurative imagery combined with digital photography. Each animation depicts a navigation of an environment. The imagery is based on children’s drawings and digital photographs that have been redrawn and animated by the artist. Users navigate with a series of buttons that lead to randomly called sequences. At the end of each animation, the buttons oscillate and need to be discovered.

    The actions in Navigator parallel the random nature of real-life decision making.

  • Animation & Video
  • Flash-based CD-ROM
  • The Expansion
  • Jozef Jankovič
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Josef Jankovic The Expansion
  • Hardware: PDP 11/34, Tektronix 611 display
    Software: Custom Fortran, Algol and Basic

  • Imrich Bertok
  • 2D & Wall-Hung
  • Serigraph
  • 27 x 32 in
  • Mother_Protect_Me
  • Joselyn McDonald
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • DAC2020 McDonald: Mother Protect Me
  • Mother_Protect_Me is a series of explorations incorporating natural elements, primarily flowers, into makeup and hair creations to undermine the effectiveness of facial recognition technologies. This work, a YouTube anti-facial recognition flower makeup tutorial and photo series, seeks to leverage traditionally (western) feminine practices of makeup application and hairstyling to push back against the encroachment of facial recognition-based mass surveillance. Due to concerns over the increased use of facial recognition algorithms to target diverse bodies, from average citizens to protestors, to women-identifying as sex workers, I have been considering accessible and expressive tools to undermine these systems. The consideration of creative makeup as an avenue for undermining facial recognition systems were inspired by the CV Dazzle project and the recent surge in popularity of avant-garde makeup stylings found on YouTube and Instagram. I find the concept of traditionally feminine rituals and practices (in the west), such as the application of makeup, being used as defense measures against tools that have been used to disproportionately target women as an exciting critical design and research space.

    Facial recognition algorithms work by looking for standard facial features – eyes, noses, mouths, and gradients along the hair and chin line. By disrupting the algorithm’s ability to establish relationships between core data points, you can undermine the ability of governments and technology companies to identify your face without your consent. I use flora in the Mother_Protect_Me floral makeup photo series consciously. Here, nature is a provocation, representing the feminine/mother nature/retaliation against the artificial/remembrance of our use of nature as shelter and protection. When applied strategically around the face and over facial features, the flora serves as a shield from Big Brother. In the Mother_Protect_Me video tutorial, I leverage the stylings and format of a YouTube makeup tutorial. I aim to promote dialogue regarding mass surveillance and the erosion of civil liberties from technology companies and governmental entities. I ask that viewers remember the Mother and let her protect you.

  • Animation & Video
  • Edge of Intention
  • Joseph Bates, James Altucher, Alexander Hauptman, Mark Kantrowitz, A. Bryan Loyall, Koichi Murakami, Paul Olbrich, Zoran Popovic, W. Scott Reilly, Phoebe Sengers, William Welch, Paul Weyhrauch, and Andrew Witkin
  • SIGGRAPH 1993: Machine Culture
  • Computing and art are becoming increasingly intertwined. Clear evidence of this appears regularly in the film industry, the music industry, and in exhibits such as this one. Artificial intelligence (Al) technologies and fundamental Al research have an essential role to play in this convergence, especially in the domain of interactive art.

    A work of interactive art creates and responds to details of the interaction that the artist could not precisely anticipate when the work was constructed. The more sophisticated the interactivity, the more responsible the work is for carrying out the artist’s intent. This means the artist must strive to create an active entity with a sense of aesthetics and of meaning with the ability to understand and respond to human reactions.

    In constructing these subtle, behaving entities, traditional technical concerns of Al arise. These include how to transfer knowledge into the machine, how to represent that knowledge, and how to process it in ways usually attributed only to humans.

    The work shown here is an attempt to create Al-based art. It is intended to be an emotionally compelling glimpse of how new kinds of machines ultimately may affect our ethics and our culture.

    This work appears as a real-time, animated, simulated world displayed on a monitor. The 3D space, presented from a fixed point of view, contains three creatures that interact with each other and with a fourth usercontrolled creature.

    Each creature is an autonomous entity that seems to perceive its environment, act in response to those perceptions, tries to achieve its desires, react emotionally to events that occur, and form simple relationships with other creatures. Each creature has a distinct personality. The behavior of the creatures is not random, but it is not easily predictable either.

    We call these creatures “woggles.” The particular creatures are named “Bear” (blue), “Wolf” (red), and “Shrimp” (orange), to suggest their personalities. The woggles are autonomous. They “live” in their space and interact with each other whether a human is present or not. However, a human can enter the world, controlling a fourth woggle using a two-button mouse.

    The primary physical repertoire of the woggles is to jump, slide, change body shape, move the eyes, and change eye shape. Two varieties of action have special social significance.

    The first, called “hey,” is to stretch the body upward for a moment while looking at a particular creature. This may be interpreted as a greeting, as simply  acknowledging a creature, or as expressing sympathy. It may also be a request to play “follow the leader,” an agreement to play that game, or a request to finish playing the game. Creatures try to determine the intended meaning in context.

    The second action of special significance is called “in your face.” The creature looks at another while pulling in its chest and expanding sideways. This makes the first creature look larger in the field of view of the second, and it is generally interpreted as a threatening behavior. Threats are quite effective in getting the attention of other creatures, but more subtle interaction and relationships are available using “hey.”

    The user woggle (purple), is treated by the others exactly as they treat each other. Using the mouse, the user can jump, slide, control the eyes, hey, and threaten. Aggressive users will generally provoke fear, anger, sadness, and dislike. Attentive, gentle users will generally comfort, please, play with, and make friends with the other woggles.

    Emotion terms have technical analogs within the minds of the woggles, and thus we are simultaneously speaking technically and subjectively. Our artistic concern is whether the technical capabilities of the woggles clearly convey these subjective internal states, and whether this then creates appropriate emotional and intellectual responses in the human participants.

    The woggle’s world is modeled as a surface defined over a rectangle. The surface is painted, for human viewers, but the woggles see only its shape. In addition, they see the position, body configuration, and actions of other creatures. Each woggle body is controlled by a personality written in Tok, an architecture for the mind that integrates reactivity, goal-directed behavior, and emotion.

    Each Tok mind maintains a tree of top-level goals and the subgoals they engender. The goals and subgoals are used to organize a collection of reactive mechanisms. There is no complete internal model of the world, but there are small, partial models built through selective sensing processes. Goal success, failure, prospective failure, and judgments that other creatures caused these situations give rise to happiness, sadness, fear, gratitude, and anger in varying degrees. Gratitude and anger affect the longer-term relationship of liking or disliking the creature causing the emotion. The emotional state indirectly modulates the creature’s choice of goals and reactions.

    The woggles are a result of collaboration between the Oz project and the Graphics and Animation research group at Carnegie Mellon University. Together, we are 13 faculty, graduate students, and staff, studying artificial intelligence, graphics, robotics, speech, drama, writing, and animation. One of our goals is to provide technology to let artists build dramatic interactive worlds.

    A key feature of interactive story worlds, as in traditional stories, is the presence of rich characters. In interactive media these characters must be autonomous agents, not simply collections of narrative and dialogue. However, unlike traditional Al agents, which are intended to exhibit intelligence, these agents primarily must exhibit desires (goals), emotional reactions, and social relationships. Our approach is to build creatures that combine ideas from cognitive science with traditional hand animation techniques. We are concerned with controlling action, reaction, eyes, inter-character distance, and anticipation, from the creature’s own internal mental state. This is an example of our notion of Al-based arts.

    As this kind of work progresses, and the artistic and technical quality of simulated creatures improves, people interacting with these creatures may begin to feel the bite of philosophical questions that arise in Al research. If Al achieves its grand objectives, the issue of how one judges the presence of thought and feeling in unfamiliar (mechanical) creatures will become an important practical concern.

    This work is intended to help raise these concerns before they arrive in our society in full force. We have attempted to apply known technology under artistic direction to build suitably confusing creatures, and thus perhaps raise these issues in personal, emotionally powerful ways. A sign of success for us is when our visitors sometime ask,”What happens when you turn them off?”

    Production Systems Technology of Pittsburgh very graciously provided use and support of their RAL rulebased programming system. Their assistance is gratefully acknowledged.

  • Interactive & Monitor-Based
  • Boolean Image Video Sculpture
  • Joseph Farbrook
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2010
  • Text is a technology. All technology is inevitably destined to become obsolete, superseded by an update. As electronic reading devices become mainstream, books will be displaced to the shelves of the antiquated, alongside VHS and cassette tapes. As the text medium is shifting from static pages to moving image screens, text absorbs the attributes of the medium, becoming motion-text and image-text. The medium is intertwined with computation, so text images are influenced by Boolean logic. Letter-symbols, no longer a transparent substrate of verbal communication, become iconic image elements representing the marriage of human and machine thinking.

  • Artist Book
  • 3D Display screen, hard bound book, metal, Adobe After Effects
  • Lineographs
  • Joseph Farbrook
  • SIGGRAPH 2014: Acting in Translation
  • 2013
  • 2014 Joseph Farbrook, Lineographs
  • After having tried on the lives of actor, musician, writer, and technician, I began looking for something that combined and required all of my past experiences, so that I would not have wasted a single minute. As it turns out, digital art has developed into a field and a medium that embraces everything. Not that it replaces other creative forms, but it seamlessly translates them into a highly flexible medium.

    Since entering the field of the digital, I have been exploring ways to create work that might carry the same weight and emotional impact as traditional art forms. This presents an ongoing challenge, as mechanical processes generally tend to produce a mechanical aesthetic that is hard to relate to on a visceral level.

    This latest series of lineographs translates the essence and aesthetic of pen-and-ink drawing as well as the gestural movement of human body and mind. The lineographs represent both the frozen potential of static imagery and the empathetic attraction of moving pictures, switching from one to the other with only a touch.

  • Translating the essence of artistic gesture and motion, the Lineograph series is created on electronic ink displays (similar to the original Kindle screen), emitting no light, mimicking the aesthetic of ink drawing, however with movement.

  • 2D & Wall-Hung
  • Strata-Caster
  • Joseph Farbrook
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2008
  • Strata-Caster is an online virtual art installation, created on a private island in Second Life (secondlife.com). Viewers travel by way of a wheelchair, while being made acutely aware of their physical and virtual status, and are invited to re-examine this position in life in relation to all others (both physical and virtual).

    Scarcely a generation ago, moving image screens were restricted to television and cinema, with content almost exclusively generated by corporations and conglomerates that dictated the form and aesthetic of what should and should not be seen by the masses. Content was restricted almost entirely to news and entertainment, and limited in scope to what could be sold as a commodity.

    At present, technological advances have given moving image screens an explosion of new forms and possibilities with regard to content. Considering the hours we spend staring into screens, it could be argued that we are seeing an ever-greater part of our lives mediated by this device. Virtual reality has quietly emerged on this side of the screen and embedded itself into our psyches. The collective imagination is, to an ever-greater extent, being co-opted and aligned to the operational workings of this new prosthetic. It is now a critical time for artists to temper this overwhelming involvement and offer insights into this reality, complete with new paradigms of perception, new ways of seeing into-and through-the ubiquitous screen.

    Strata-Caster is an installation that explores the topography of power, prestige, and position. It exists in the virtual world of Second Life, a place populated by approximately 50,000 people at any given moment. Although virtual and infinite, it continues to mirror the physical world, complete with representations of prestige and exclusivity. Even without the limitations of the physical, why are borders and separation still prized so highly? Emry into this installation is by wheelchair, an unfamiliar interface to the limitless expanse of virtual space, but one that continuously calls attention to limitation and position.

  • Installation
  • Eternal Braid
  • Joseph Heller
  • SIGGRAPH 1986: A Retrospective
  • 1983
  • 2D & Wall-Hung
  • Plotter drawing
  • 40 X 28"
  • Deltoid ... A Drinking Man
  • Joseph J. Banchero Jr.
  • SIGGRAPH 1988: Art Show
  • 1988 Banchero Deltoid ... A Drinking Man
  • Hardware: Apollo DN 3000, DN 660, Ridge
    Software: Proprietary in house tools

  • Animation & Video
  • animation
  • 1:00
  • Le Café de L'Abattoir
  • Joseph Lefevre
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • Installation
  • large slide projector installation
  • 550 x 200 x 150 cm
  • Elegy: GTA USA Gun Homicides
  • Joseph P. DeLappe
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • Elegy: GTA USA Gun Homicides is an online project live streaming a modded version of GTA as a self playing data visualization system. The project reenacts daily the total number of USA gun homicides since January 1st, 2018. The project works from a daily update of total 2018 gun homicides as scraped from the Gun Violence Archive online. Gun homicide totals since January 1st are revised daily on this website which are then fed directly into the project – starting at 0 each midnight, each day the new total body count since January 1st is reenacted in it’s totality and so on. Each night, at midnight central time, the project resets and starts anew.

    As of September 11th, 2018, there were 10,174 gun homicides in the United States – by the end of 2018 this number will likely reach close to 15,000.

    Elegy, a self-playing version of GTA reenacts these deaths as seen from a slow backward tracking shot meandering through the gamespace to record the action in real-time. The project is being live streamed on Twitch.tv. The work is accompanied by a looping soundtrack, of the first radio recording of “God Bless America” as sung by Kate Smith in 1938. 2018 is the 100th anniversary of the composing of this song by Irving Berlin.

    The work is a pilot project to explore data visualization using computer gaming. The intention is to run the project 24/7 for the next year until July 4th, 2019.

  • Animation & Video
  • http://www.delappe.net/play/elegy-gta-usa-gun-homicides/
  • Masturbatory Interactant
  • Joseph P. DeLappe
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 DeLappe Masturbatory Interactant 2
  • Masturbatory lnteractant is a computer-interactive electro­mechanica I installation that is the ultimate realization of several years of conceptualiza­tion and creative interest in critically examining the human/ machine interface. The work is a synthesis of concepts and processes related to post­modernism, feminism, neo­-Luddism, and art history. The installation is directly influenced by Marcel Duchamp’s seminal work of mechanized eroticism: The Bride Stripped Bare by Her Bachelors, Even (The Large Glass), 1915-23.

    Masturbatory lnteractant incor­porates a bar-code-activated Macintosh computer, an LCD video projector, and kinetic electromechanical sculptural elements. Duchamp’s bride has become an inflatable female party doll, painted white and continuously suspended inside a transparent enclosure by the air flow of three 20″ cooling fans. The floating female form acts as a projection surface for randomly selected computer-­based visual information — essentially a hyperkinetic image stream primarily consisting of a combination of short, provoca­tive QuickTime video segments of digitized close-ups of a nude male figure conducting self-­erotic actions, 3D computer ani­mations of the “bachelors” from Duchamp’s piece, text, and audio.

    The imagery is selected ran­domly through an automated interactive process. The “choco­late grinder” from Duchamp’s piece has become a kinetic sculpture whose tapered drums are covered with bar codes, slowly rotating around the cen­tral axis. All the while, the bar­code scanner, a pen-like device mounted on an extending and retracting armature, randomly scans the bar codes. The scanned bar codes send predefined commands to a Macintosh computer mounted above the grinder, which chooses image segments from a Macromedia Director-based multimedia pro­gram. The selected images are then projected onto the floating body by an LCD video projector, the third element of the “chocolate grinder” mechanism, attached at the top of the structure.

    This installation creates an absurd incident, in which the visitor, the so-called “empowered” user of interactive machines, becomes a passive, voyeuristic spectator of a device whose sole purpose is to interact with itself; hence the title, Masturbatory lnteractant. This piece critically investigates male sexuality, technological hegemony, and multimedia hyperbole through humor, high-tech absurdity, and non-participatory computer interaction.

    The doll, a pathetic idealization of the female form designed for pure male fantasy and control, becomes an active matrix for the critical exposure of male power and desire. The intent is to transform what might be a purely insulting object into a metaphorical carrier of feminist ideas. The actual structure of the female body form, mass-produced from primitive sections of cut and assembled vinyl, suggests connections to the design of 3D-modeled virtual bodies in cybersex fantasies. The automated selec­tion and projection of imagery, combined with the frenetically moving projection surface, creates a viewing experience that is difficult to grasp for more than a fleeting instant. The non­linear, digitally-processed image flow creates a temporal, fluid, and ultimately post-modern experience of randomly chosen visual information.

    In part, the piece serves as a critique of contemporary high technology, particularly through the use of an intention­ally non-interactive bar code process by which the piece functions, creating an incident for the consideration of information, consumption, access, privilege, and power in the information age.

  • Interactive & Monitor-Based
  • non-interactive and technology
  • The Continuum: Husband & Wife Starting To Look Like Each Other
  • Joseph P. DeLappe
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 DeLappe Continuum
  • This images is from the series Legacies which represents a return in my work to addressing themes of personal significance and image/family history. The impetus behind this series was the death by suicide of my Hungarian born, Jewish grandmother, Eva, in the spring of 1992. Her death pushed me to consider the complex inter generational relations which are indicative of our family’s history. The images represent attempts to visually reconcile and connect with relatives both past and present. I have created a symbolic reality for the consideration of personal histories.

    The Continuum: Husband and Wife Starting to Look Like Each Other specifically incorporates images related to a 1989 visit to Budapest which I took with Laurie, now my spouse. In the background of this piece are several images, including: the church where my Grandmother was wed (she married a Gentile), where during our visit I proposed marriage; our twin daughters, Sarah and Eva, born during the year after our return; the road to our family farm, imaged during our visit and from a 1930’s era photograph taken by my Grandmother. This image is a testament to the continuity of love, history and place.

  • 2D & Wall-Hung
  • Digital photo/Iris ink-jet print
  • 18 x 24 inches
  • Psychogeographical Studies
  • Joseph Rabie
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This ongoing work explores the “genus loci” of inhabited cityscapes and natural landscapes. It uses the technique of “interactive photography,” defined as “photographs which are not only sensitive to light, but are also sensitive to the beholder’s scrutiny.” It explores the dynamic, interactive innovations made possible by the encounter between digital photography and computer algorithms, and represents a new paradigm outside the realm of film-based photography, which has as its finality a static, printed work. Genus loci, or “sense of place,” defines the profound attributes that give the perception of different sites their character and identity. This is the raw material for psychogeographical work on urban or natural landscapes. I have always used whatever means of representation are available (drawing, photography, writing, even sand) to apprehend the form, narrative, and emotion within the orchestration each place conceals. The practice of interactive photography (making a picture multiple and malleable) enables me to explore a new territory of expression. Programming allows a picture to develop its own dynamic discourse, via the poetic dialogue that an interactive relationship instigates within the observer. Instead of being a passive spectator “over the photographer’s shoulder,” the computer allows the viewer to play an active, immersive role within the content and meaning of the picture. Interactive pictures challenge the inert nature of the photographed scene: by recomposing the fragmentary instants of sucessive views, time and space are deconstructed, disordered, and reassembled in accordance with the observer’s probing. The meaning of the picture is transformed by unexpected juxtapositions and permutations that destabilise the photographic reproduction of reality. The absolute fraternizes with the arbitrary, where the initial, objective photographic recording becomes a zone permeable to irrational artifices privy to the territory of the mind. The photographic “now,” that instant of shutter release, has always represented a certain tyranny. Why this moment and not another? The same applies to space: though it contains infinite possibilities, any particular moment may only be occupied by a single, unique artifact. Or illuminated in a single, particular way. Using interactive photography, space and time conglomerate within an armature of simultaneity. The techniques put in play, using algorithmic routines to confound a succession of “nows” within a single picture, allow a greater understanding of the genus loci and our relationship to it.

  • The arrival of the computer and digital imagery represents
    a profound moment. But if digital photography simply replicates or augments what has been done previously on film,
    an enormous opportunity for creative, conceptual, intellectual possibilities is ignored. The replacement of the darkroom by Photoshop and similar applications brings ease and quality, but also artistic possibilities (for example, renewal of the collage genre). Nonetheless, the final objective, a single printed or projected photographic picture does not differ from what came before. The objective of this work is to utilise the originality of the computer as a display engine, capable of using algorithmic procedures for user-impelled, dynamic image processing “on the fly.” Programming allows one to construct a picture with an internal, procedural narrative that adds a new dimension of
    meaning and poetry, transcending that which exists within the
    individual component images.

  • Interactive & Monitor-Based
  • Interactive, digital photography
  • Urban Diary
  • Joseph Squier
  • SIGGRAPH 1998: Touchware
  • 1998 Squier Urban Diary
  • This artwork is an interactive art website.  The given link is no longer active.

  • www.art.uiuc.edu/ludgate/the/place/urban_diary/intro.html

  • Internet Art
  • hypermedia and interface
  • Four-Four
  • Josepha Haveman
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Atari/Gemini printer
    Software: Graphic Master

  • 2D & Wall-Hung
  • Silkscreen
  • 20 x 25 in
  • Stillife 8
  • Josepha Haveman
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 1985 Haveman Still life 8
  • 2D & Wall-Hung
  • Inkjet print
  • 10 x 12"
  • Abyss
  • Josephine Starrs
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Starrs Abyss
  • 2D & Wall-Hung
  • Photographic print
  • 39 x 39"
  • The Dance
  • Joyce Hertzson
  • SIGGRAPH 1999: technOasis
  • 1993
  • These “electronic paintings” use video artifacts to embody personal and human-technology relationships. The “output” returns from the electronic environment of computer monitors and television screens to traditional art materials and processes, questioning the very substance of art. The visual contrast between the paintings that appear to be computer generated and those with electronic output where the technology is virtually transparent, expands the relationships among human beings, art, and technology.

    The artist’s current work, totally electronic in input, development, and output explores relationships with life, love, and art history. The images in the series were output to a Versatec electrostatic printer, permitting life-size scale and lamination of thin paper. The prints are flexible, so they can move around curved surfaces and adapt to a range of new environments.

  • 2D & Wall-Hung
  • Versatec Electrostatic Print
  • 60 inches x 27 inches
  • electrostatic print, history, and technology
  • Computer, My Daughter and I
  • Jozef Jankovič and Imrich Bertok
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • 1980 Jankovic Bertok Computer, My Daughter and I
  • 2D & Wall-Hung
  • Serigraph
  • 25.5 x 19.5"