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
  • Untitled
  • Kent Rollins
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • n.d.
  • n.d. Rollins Untitled
  • 2D & Wall-Hung
  • IRIS print on litho paper
  • 30 x 30"
  • Inner Mind Architecture
  • Kenta Nakagawa
  • SIGGRAPH Asia 2015: Life on Earth
  • 2013
  • 2015 Nakagawa: Inner Mind Architecture
  • Inner Mind Architecture is a space live performance that uses video, multilayered structured screens, light, haze, sound-fields in the architecture and wind machine. This virtual architecture Performance was made and presented in St. Gertrud Church in Cologne December 2013 Version 1.0 (built by architect Gottfreid Böhm in 1965). (Update Version2.0 Arsenale Venezia Italy)

    I created the new virtual space in architecture that uses six elements. Inner mind architecture is a virtual architecture with time axis and it is an amplifier of mind using six elements in the Church. My artistic-concept is the expanded generative architecture.

  • Animation & Video and Performance
  • Voice
  • Kerry John Andrews
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Voice is simply about the reflexive nature of language seen through echo and reverberation. Computer-generated surface patterns are interspersed with photographs and a sound-wave form. These visual interpretations of experience are augmented by an audio element that plays with details of sound and silence as well as movement. In a sense, the sound is meant to give a longer duration to the reading of the image. Conversely, the sound is divided by silences, creating a tension to the duration. In Voice, I have aimed to explore some of the ideas expressed by psychologist Paul Fitts in the following quote, where he points out the different temporalities of sight and hearing: Each sense modality has certain inherent advantages and disadvantages for the detection and analysis of different kinds of information. Audition is more nearly a continuous sense than vision; vision is basically selective and intermittent. As a consequence, audition is well adapted for the detection of warning stimuli that may arise at any moment from one of a variety of sources, whereas vision is well suited to the selection of and concentration on particular stimuli to the exclusion of others. Paul Fitts, Engineering Psychology and Equipment Design, in Handbook of Experimental Psychology, New York and London: John Wiley & Sons, Inc., 19512004

  • Several of the series of digital prints I have made over the past eight years have been designed for different kinds of output, as this is one of the possibilities inherent to the computer as a creative medium. Voice has two versions, one for lightboxes (duratrans) and another as two photographic prints. Both versions have an audio element for CD player and headphones. The sound element of this piece is based on a recording of birdsong that was taken apart using various sound-editing programmes. Essentially, the material was deconstructed and magnified so that the single voice became an orchestra of tones, sliding scales, and percussive sounds. Other sounds were generated from the computer to include artifacts of the process (the voice of the medium). The images were constructed in a drawing programme and contain digitally generated sections/layers as well as imported photographic images, text, drawn objects and imported sound-programme graphics. These elements are layered as interactive transparencies and constructed into divided sections, creating an image that aims to be both continuous and discontinuous.

  • 2D & Wall-Hung
  • Digital print
  • 30 inches x 54 inches
  • Altered Code
  • Kerry Kirkpatrick
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • With technology and the web playing such a key role in the function of human society, how might this affect humans as a species? Far into the future, with the help of advanced technology, will people evolve or transcend into amorphous beings that travel and communicate through electrical lines and electronic devices? What will happen to the earth when we become so attached to technology that we abandon the environment that allows us to exist?

    This image was created using a combination of 3D Modeling, Digital Photography, and Digital Imaging/Painting. Slit-scanning was a method that was used for creating the wavering aesthetic in the environment. Slit-Scanning is a photography technique in which images are captured by a scanning device. This method was extremely important in conveying the idea that this environment is being directly impacted by technology and these futuristic beings.

    This world I created has objects from the past that no longer are used in this futuristic world and are simply left for the radiated plants to grow over. While the beings are somewhat trapped in technology, plants are attempting to take over although their genetic code has been altered drastically by the state of the environment. This image is a warning that we must come to reality before it is too late for us and our environment.

  • 2D & Wall-Hung
  • 3D model, digital photograph, digital image/painting
  • http://www.kerrykirkpatrick.net/
  • Crest
  • Kerry Strand
  • SIGGRAPH 1986: A Retrospective
  • 1972
  • 2D & Wall-Hung
  • Serigraph
  • 16 x 21 in
  • Kolam
  • Ketki Dhanesha, Shashikala Sathyamurthy, Samir Bellare, and Pallavi Naik
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • Kolam is a traditional Indian art form, executed by women, in which drawings are made at the entrances of the home. Known as Kolam in the south and Rangoli in the north, the drawings can be associated with the beginning of a celebration, an honor to a deity or other religious event, or simply to commemorate the beginning of a new day.

    Kolams are symmetric geometric patterns. Drawing them implies following precise procedures. Dots (pulli) are drawn first, and then straight lines or continuous curves (neli) are drawn around the dots to make the desired patterns. Different designs could be drawn with the same set of dots.

    The tradition and craft for drawing these algorithmic patterns is passed from mothers to daughters and has been for centuries. In South India, Kolams are created with rice flour. Colored powder is used in North India to draw Rangoli. Beyond being a way for women to display their drawing skills, this daily ritual is a representation of the women’s agency and gender role in Indian society, in addition to being a means for personal expression.

    Through these ephemeral yet cyclical drawings, it is the women who invite and “communicate” with the outside world and the deities. Kolams, in essence, are a sort of painted prayer. Many women dedicate their Kolams to Lakshmi, the pan-Indian goddess of prosperity, fertility, and protection of the home. These drawings are also signs of invitation to the women’s homes and symbols to prevent evil spirits from entering. Besides functioning as decoration, Kolams also serve as food source for ants and other insects thus inculcating a habit of caring for other lives.

    The month of Margazhi (15 December – 15 January) is considered special for those interested in the art of Kolams. Early in the morning during Margazhi, the ground in front of the houses is cleaned and neighbors compete to draw the largest and most beautiful Kolam. It is common in India to hold these competitions throughout the year.

    Kolam designs have found their way into contemporary art and design forms such as clothing and jewelry, and they continue to be an integral part of the Indian culture. The generative aspect of Kolam creation has been researched by architects, computer scientists, and others.

  • Design
  • Rice flour
  • Immersive Music Painter
  • Kevin Carpentier
  • SIGGRAPH Asia 2011: FANTAsia
  • Carpentier: Immersive Music Painter
  • The body has a four dimensional structure in space and in time. That is why it can act as an instrument. We imagine an installation in which movements and postures of the hand are translated into sound. However, we thought that it wouldn’t be enough for the performer to merely hear the sound of his body: we wanted to provide him a visual trace of his hand in space. The performer can move freely inside the body-made composition but he can also interact with past traces of himself to induce new effects on current sounds. There are three main virtual instruments a performer can create: a light trail that loops automatically; strings the performer will draw and pluck; drums constituted by pairs of balls that collide.

  • Installation
  • Interface
  • Kevin Geiger, Moon Hwa Seun, and Theo Waddell
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Geiger Hwa Seun Waddell Interface
  • InterFace is a work that seeks to examine the role of percep­tion on three primary fronts (Art, Education, and Science) by establishing metaphorical environments or settings, each of which is representative of one of these three categories.

    The Art environment consists of a large rock with a face carved into its front, which swings pendulum-like from a crude wooden structure in the middle of a dark cavern. The Education environment is comprised of a blackboard that sits next to a paddle on a shelf in a small, paneled room. On the surface of the board is a chalk drawing of a face, which mutely address­es the viewer. The Science environment is portrayed by a dated video unit with a flicker­ing face on its screen. A spinning rotor causes the entire monitor to wobble slightly.

    Each environment represents one of the three major phases in human communications: carving, writing, and electron­ics. The nature of the settings also provides a tongue-in-­cheek commentary on the less flattering aspects of these fields: the Art environment is portrayed as primitive and isolated. The Education envi­ronment appears restrictive and ominous. And the Science environment is “buggy” and obsolete.

    Each of the three settings in InterFace is accompanied by a series of images and dates that bear significance in the history of perception for that particular field. The images and textual passages are interspersed among footage of the environments to create a cyclical montage with no clear beginning or ending, only a continual evolution and retrenchment. Through the medium of computer graphics, InterFace seeks to integrate the very fields it portrays with its own combination of Art, Education, and Science.

  • Animation & Video
  • communication, perception, and virtual environment
  • Smoke and Mirrors I
  • Kevin Geiger
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Cibachrome
  • 16 x 20 inches
  • Untitled (Translucency Illusion)
  • Kevin Hunter
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • All In Your Mind
  • Kevin Mack
  • SIGGRAPH 1999: technOasis
  • 1999
  • An abstract digital painting is modulated with volumetric noise functions and mapped to various parameters such as density, color, and texture. The painting is the seed for creation of complex 3D realities.

    The artist creates abstract worlds of sufficient complexity and realism that viewers perceive representational content where none exists, like seeing faces and objects in clouds. The process of experimentation; discovery; and choosing views, color, and value relationships is based on personal aesthetic, which has no conceptual basis. The image was created using Houdini 3D animation and Amazon paint software.

  • 2D & Wall-Hung
  • StereoJet
  • 16 inches x 22 inches x 1 inch
  • abstract and digital painting
  • Divine Instruments of Technology
  • Kevin Mack
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Mack Neurosymphonic Self Reflection fig2
  • My work is an exploration of the sublime beauty of infinity, complexity, perception, and consciousness. I have a passionate fascination for the powerful visions that inspire this exploration.

    By creating imagery that exists at the threshold of recognition, I seek to invoke the unconscious imagination of the viewer and inspire a personal experience of awe and mystery. I endeavor to provide a purely aesthetic escape from worldly meanings, messages, and agendas. The content and meaning of my art are derived from each viewer’s own psyche. This perceptual phenomenon causes a shift in consciousness that can quiet our normal mental chatter and still the mind.

    I’ve developed and refined my process over many years. Digital paintings and 3D animations are transformed using 3D math functions to create evolving abstract dimensional objects and spaces of vast complexity. From within these spaces, I compose high-resolution images and animations. My process integrates intuition and intellect, deliberate design and random happen-stance, realism and abstraction, humanity and technology, painting and math, science and mysticism.

    Abstract Dimensionalism describes the inspiration, the style, and the process.

  • 2D & Wall-Hung
  • Neurosymphonic Self Reflection
  • Kevin Mack
  • SIGGRAPH 2008: Slow Art
  • 2008
  • My work is an exploration of the sublime beauty of infinity, complexity, perception, and consciousness. I have a passionate fascination for the powerful visions that inspire this exploration.

    By creating imagery that exists at the threshold of recognition, I seek to invoke the unconscious imagination of the viewer and inspire a personal experience of awe and mystery. I endeavor to provide a purely aesthetic escape from worldly meanings, messages, and agendas. The content and meaning of my art are derived from each viewer’s own psyche. This perceptual phenomenon causes a shift in consciousness that can quiet our normal mental chatter and still the mind.

    I’ve developed and refined my process over many years. Digital paintings and 3D animations are transformed using 3D math functions to create evolving abstract dimensional objects and spaces of vast complexity. From within these spaces, I compose high-resolution images and animations. My process integrates intuition and intellect, deliberate design and random happen-stance, realism and abstraction, humanity and technology, painting and math, science and mysticism.

    Abstract Dimensionalism describes the inspiration, the style, and the process.

  • 2D & Wall-Hung
  • Blue Glass
  • Kevin Suffern
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Photographic print
  • 40 x 60 centimeters
  • Nebula
  • Kevin Suffern
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Suffern: Nebula
  • I have been writing ray tracers for 10 years for use in teaching, research, and computer art. In my artwork, I try to create images of great fractal complexity from the simplest possible scenes. Nebula was created by ray tracing a single hollow black sphere with a mirror on its inner surface, and with the normals altered by a random bump map.

    I placed the camera and a number of coloured lights inside the sphere and ray traced their reflections by allowing the rays to bounce 8-10 times off the inner surface. The bump map caused the rays to be reflected in random directions at each bounce, creating a chaotic system of light rays within the sphere. The images consist of the specular highlights of the lights, and their reflections, on the inner surface of the sphere. Because order often arises out of chaos, the resulting images are not completely random, but instead have a structure to them. Nebula reminds me of the wispy and filamentary structure of planetary or interstellar nebulae. Other images I have done this way remind me of clouds and a comet’s impact.

    Nebula was not planned in the sense that I had any vision of what it would look like. I usually have no idea what the images will look like before they are ray traced. I do, however, know when an image looks interesting or promising, and I then refine it by adjusting any of the approximately 80 parameters that define the scene. On average, an image will take about two weeks of experimenting before I am happy with it.

    My images are printed with a LightJet printer on archival photographic paper.

  • 2D & Wall-Hung
  • 95 cm x 65 cm
  • ray tracing and science
  • Coronado
  • Kian-Peng Ong
  • SIGGRAPH Asia 2012: Echo
  • 2012 Ong Coronado
  • Coronado is a Sound / Sculpture art work characterized by the interplay of the analog and digital sound sources which layers over one another, exploring the idea of a loop that creates a unique interpretation of a sea scape. The center of the installation is an ocean drum controlled with mechanical arms that creates and simulates the sound of sea waves. Finally, the sound from this sculpture is fed into the computer and reprocessed, and bounced across different speakers surrounding the installation.

  • 3D & Sculpture and Sound Art
  • Sound Sculpture
  • Coronado
  • Kian-Peng Ong
  • SIGGRAPH 2012: In Search of the Miraculous
  • 2012
  • Coronado is a six-channel sound installation in which an ocean drum is controlled by autonomous mechanical arms, creating a feedback loop that bounces sound waves and produces a spatial interpretation of the beach’s soundscape. A sense of wonder and awe is at the heart of Coronado, which was inspired by the artist’s personal encounter with the Coronado beach in California, where he found beauty appearing and disappearing in all directions. Kian-Peng Ong (a.k.a. Bin) works across a range of media that include software, electronics, sound, and video. For the past five years, he has been using new media as a means to question and transcode human perception and understanding of the environment and the problems associated with it. Kian-Peng Ong’s works are very often a result of his personal experiences and encounters with the world.

  • Installation and Sound Art
  • (A)I Feel
  • Kiattiyot Panichprecha, Witaya Junma, and Isarun Chamveha
  • SIGGRAPH Asia 2017: Mind-Body Dualism
  • 2017 Panichprecha, Junma, Chamveha: (A)I FEEL
  • (A)I FEEL is a project to demonstrate how machines learn human emotions by creating a teaching & learning process between humans and machine to analyze human drawing and visualize the drawing in an intuitive and exciting way.

  • Installation
  • Don't Drop the Package
  • Kim Bauer, Michael DiComo, Daniel Leung, and Jacquelyn A. Martino
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 1993 Bauer DiComo Leung Martino Package
  • Drawing on icons from pop cul­ture, this interactive work is inspired by cultist obsessions with religion in our present-day world. At strategic points in this round­-the-globe adventure, the viewer must make choices between actions that may be perceived as good or evil. The true path results in divine salvation, while the false path leads to sure damnation.

  • Installation
  • Interactive Installation
  • The Charmed Horizon
  • Kim Stringfellow
  • SIGGRAPH 1999: technOasis
  • 1999
  • Internet Art
  • Website
  • http://www.kimstringfellow.com/charm.html
  • computer graphics, interactive, and website
  • Shared Skies (13 global skies)
  • Kim V. Abeles
  • SIGGRAPH 2013: XYZN: Scale
  • 2012
  • Shared Skies is a series of digital prints and sculpture using photographs of skies collected from four sources: my own journeys, artists who participate as they travel worldwide, international friends through social media, and some purchased from photographers through stock photo sites.

    The work speaks to the connections among global, local, and personal. As people look toward the sky each morning, through the day and night, the sky speaks to their personal and local concerns. In a global sense, we observe the effects of our environmental decisions and find community through a seamless sky.

    Shared Skies began as a permanent, large-scale artwork that I am creating for the new Anderson-Munger YMCA in Los Angeles. As part of the process to consider the implications of the idea, I started by making digital prints with groupings of 13 skies each. These are being produced by Sundog Multiples, a print atelier at the University of North Dakota. Each sky is identified with the location and the name of the photographer. For this ongoing series, there are currently hundreds of sky photographs from 38 countries and all the continents.

    The project would not be possible without the networking that the internet provides. These skies can be requested and sent by anyone with a camera and access to a computer (public or private). The sky as a metaphor can be felt and understood by all.

  • 2D & Wall-Hung
  • Closed Concealments
  • Kimberly Burleigh
  • SIGGRAPH 2001: n-space
  • 1999
  • This work utilizes sophisticated technology to emulate an early experimental, low-tech photographic procedure – photograms. Forms derived from terrorist equipment are used in place of the everyday objects used in early photograms. This not only creates more evocative images, it also invites a connection between photograms and X-ray surveillance technology.

    These photograms are counterfeit. Real photograms are created through a simple photographic process in which solid or translucent objects are placed over light sensitive paper. The paper is then exposed and processed, resulting in images which look like negative silhouettes and shadows. In making these counterfeit photograms I have devised an integration of this early experimental photographic process and computer graphics. My intent is to produce a plausible reality through artificial means. In Strata Studiopro, a 3D modeling computer program, I construct a digital or virtual model that – if it existed – could produce a real photogram. I create 3D objects, assign properties to these objects (e.g., transparency, reflectivity, etc.), arrange these objects over a surface, and cast lights over the whole arrangement. I then isolate the objects’ shadows that fall on the surface and invert the image of this into a negative image using Photoshop. The final image is inkjet printed with Quad Tone Black inks and an Epson printer on archival paper.

  • 2D & Wall-Hung
  • Quad Tone Black inks and an Epson printer on archival paper
  • 9 inches x 12 inches
  • computer graphics, ink jet print, and photogram
  • Digital Jewelry Explorations
  • Kimberly Voigt
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Digital Jewelry Explorations is a collection of arm pieces and neck pieces that explore the aesthetic beauty of unique 3D wearable objects and challenge traditional adornment issues. My motivation stems from my passion for and fascination with the human body: primarily, how 3D forms can accentuate, define, and interact with our bodies.

    I’m also intrigued by the primal need to define who and what we are through the intimacy of personal adornment, and how I as an artist can bring “real” meaning back into this ritualistic experience. I’m striving to create a formal visual language that speaks about the integral aspects of the environment of creation, the process of production, and the modalities of wearable art in a sophisticated, technologically driven society.

    From concept to production, this body of work is a manifestation of my desire to integrate my creative investigations with state-of-the-art technology, specifically CAD/CAM/RP technologies. Through my work, I hope to reach a new audience of individuals, who embrace the age-old desire of personal adornment but are willing to experiment with and redefine the parameters of what personal adornment will mean to human beings in the 21st century.

  • 2D & Wall-Hung and 3D & Sculpture
  • 3D tangible objects & 2D prints
  • 12 inches x 16 inches x 5 inches
  • 3D object, 2D print, human body, and jewelry
  • Simplexity 01
  • Kin-Ming Wong
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Wong: Simplexity 01
  • Summary

    Simplexity 01 is a piece of computational media artwork that explores how organic visual complexities emerge through the application of simple algorithmic procedures.

    Abstract

    Simplexity 01 is a selection from an on-going experimental project which explores how unexpected visual complexities emerge from massive scaling of simple algorithmic procedures. For this particular work, the artist appropriated a simple space filling algorithm into a generative medium for creating unseen imaginary structures. The main quality that identifies this work is its semi-organic appearance as a whole, and the artist sees the emergence of this look as a direct result of the scale of space that the algorithm is allowed to explore.

  • Simplexity 01 is a photorealistic rendering of an unseen semi-organic structure that was generated by applying a simple space filling algorithm in a massive 3D space. This procedural structure, a seemingly impossible one to pre-visualise mentally was co-created by myself and the machine through an iterated creative process.

    The process involves iterative code tuning and algorithmic experiments which put the computer and myself together as close creative partners. My expectations are iteratively informed or navigated by the visual results computed in each iteration, and the new parameters and algorithmic change I made define the next rendering.

    The main technical challenge involved in this project centers on the issue of memory efficiency because of the enormous geometrical elements involved. The paths of the structure are pre-computed as a memory efficient logical representation, and the geometries are created during render time. The code used the RenderMan Interface calls to define the geometries and other rendering options. The image was rendered using an obsolete version of 3Delight.

  • 2D & Wall-Hung
  • Untitled (Spheres and Machine Part)
  • Kirk Hoaglund
  • SIGGRAPH 1986: Universal Spheres
  • 1984
  • Image Not Available
  • 2D & Wall-Hung
  • Echo Locations
  • Kirk Woolford and Carlos Guedes
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Woolford & Guedes Echo Locations
  • The Echo Locations project is a series of site-specific installations utilizing motion sensing to invite observers to slow down, give the site their attention, and be still long enough for ghostly images to form of how people have moved through the site in the past. The project builds on motion capture, particle systems, and slow interaction techniques developed for Will.0.w1sp. However, whereas the Will.0.w1sp characters move through motion sequences captured in a studio, Echo Locations makes a stronger link to specific locations by capturing motion in “real life.” The characters recreated by the particle software become similar to ghosts – repeating movements that once occurred in the location. Only when visitors to the site are still and quiet do the projections reform and return to their movements.

    The intention of the piece is to use interaction to make visitors reflect on their personal impact on an environment as they move through a location, and to hint at its history. The installation uses sound in an attempt to awaken curiosity and invite visitors to various locations. The audio environment mixes samples recorded onsite together with simple melodies to create echoes of past inhabitants. If visitors to the site are calm and still, these sounds are played out very melodically, but if visitors move around or make noise of their own, the sound from the particle flows becomes very sharp, with aggressive scratches and hisses. Just as the motion of the particle dancers evokes the site’s past history, so does the audio environment.

  • Installation
  • The Electronic Cafe International
  • Kit Galloway and Sherrie Rabinowitz
  • SIGGRAPH 1992: Art Show
  • 1992
  • The Electronic Cafe International (ECI) of Santa Monica, California is in operation at SIGGRAPH ’92, providing a forum for tele-interactive art. Through ISDN networks, voice lines, and videophone, SIGGRAPH ’92 is connected to mobile ECI at Dokumenta 9 in Kassel, Germany and La Cite’ s (Paris’) Man and Communication exhibit. Both of these events are simultaneous with SIGGRAPH ’92. They are geared toward mass audiences and feature compressed video transmissions of performances taking place at the two sites, remote control of environmental conditions, collaborative painting, and other uses of the network.

    Additional connections exist to Japan and the rest of eastern and western Europe, including Bulgaria. During performances in France and Germany, those sites act as hubs linking participants to the SIGGRAPH site. Chicago acts as a hub for still imagery ( from the US, and participants in Chicago are connected to all other sites around the US and the world.

  • Interactive & Monitor-Based
  • Series - Does Appropriation Count? 1
  • Kit Monroe
  • SIGGRAPH 1989: Art Show
  • 1989
  • Monroe: Does Appropriation Count?
  • 2D & Wall-Hung
  • Ink Jet Print
  • 24 x 30 in
  • Linz (series)
  • Klaus Basset and Willi Plöchl
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Alphanumeric prints
  • 12 x 22 in
  • Gegenläufiger Rhythmus mit einem Zeichen in 8 verschiedenen Längen
  • Klaus Basset
  • SIGGRAPH 1986: A Retrospective
  • 1967
  • Image Not Available
  • 2D & Wall-Hung
  • Tempera on paper
  • 5.5 x 19.5 in
  • Layers and Steps 1
  • Klaus Basset
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Alphanumeric print
  • 12 X 12"
  • Osliper Fächer
  • Klaus Basset
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • 2D & Wall-Hung
  • Alphanumberic print
  • 12 X 12"
  • Symmetrische Durchdringung gerader und ungerader Reihen
  • Klaus Basset
  • SIGGRAPH 1986: A Retrospective
  • 1963
  • 1963 Basset Symmetrische
  • 2D & Wall-Hung
  • Drawing
  • 6 X 6"
  • Mt. Fuji
  • Ko Nakajima
  • SIGGRAPH 1985: Art Show
  • 1985
  • Hardware: ACME II, DVE, Ampex ADO, DMO
    Software: System

  • Animation & Video
  • 10:00
  • Chang-Tei System
  • Koh Sueda
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • As media technology develops and globalization continues, information technology is gradually becoming society’s infrastructure. Demands for speed and efficiency have permeated our daily interactions. It is important that we live our daily lives at all times and in all places. Perhaps there is a way to go beyond information exchange and restore the pleasure of communication as an expression of consideration towards others. We have always used non-everyday events like festivals, parties, and ceremonies to balance out our busy everyday lives. The Chang-Tei System introduces non-everyday communication into digital communication, as a way to make IT society more fulfilling.
    • Communication Grill: Through continuous chatting, participants enjoy grilled meat.
    • Communication Tea House: Conversation among those within the tea room is projected on the hanging scroll, making the water boil so everyone can enjoy a cup of tea. In the cafe
    version, people sit around a table at an internet cafe and chat to boil a pot of water.
    • Communication Buffet: Activate the appliance through chatting at the buffet, and you get popcorn. One of the really interesting aspects of this work is how it illuminates the Japanese approach to technology. How should humans interact with the machine? An important message in this work is: “The machines have to be understood as a kind of culture” (Gerfried Stocker, Artistic Director, ARS Electronica).

  • This Chang-Tei System supports communication between unknown users who stimulate action in real space. It provides space where the feeling of sharing, eating, and chatting
    drifts.

  • Installation
  • Exhale
  • Kooj Chuhan
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Exhale: local streets, global waters, bloodstained papers. This is an electronic publication covering five years of video, music, and electronic art engaging with asylum and migration in a new world order, by virtual migrants. It includes a DVD of short films and artist interviews. In the DVD-ROM section, there are two interactive works: Keith Piper’s Local-Stranger and an interactive audio remix version of What If I’m Not Real. From 2001 to 2006, virtual migrants engaged with UK artists and communities intent on reconstructing the polemical landscape and varying experiences of asylum in a globalised post-9/11 world. In doing so, we blurred various boundaries of established art practices and steered well away from the dominant, patronising, and sometimes sensational depictions of migrant people as victims or ogres. Using moving image, video, interactive multimedia, photography, audio, music, installation, and collaborative practice, the key methodology of many of these works looks at ways of colliding personal/community testimony and documentary realism with poetic imagination and art, while retaining an intimacy between the personal and the epic.

  • The various Exhale works use differing technical methodologies, yet in approach and process
    I was keen to maintain an immediacy with the subject matter that is common within the documentary genres which the works draw from. The use of video with simple key effects and
    layered imagery allowed some films to be completed from concept to final edit in just a few days. On the other hand, with pieces such as Piper’s “Stranger” and the collaborative “What If I’m Not Real”, even though the post-production phase was lengthy, including interactive work in Director,the works still maintain an immediacy at the stage of footage acquisition that comes through in the final work. The software included Premiere, After Effects, Photoshop, Sound Forge, Logic, and Director, but throughout the process, the aim was to avoid a sense of over-manipulation.

  • Keith Piper, Tang Lin, Aidan Jolly, Jilah Bakhshayesh, Miselo Kunda, and Hafiza Mohamed
  • Performance
  • What If I'm Not Real
  • Kooj Chuhan
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Three masked figures on rafts at sea appear on each of three screens arranged as a circular triptych: an official, a migrant parent, and a child. The anxious official denies the parent access to safe land and community while engaging in lucrative military games. The conclusion poses an inevitable consequence of current conflicts. In the absence of dialogue, the installation uses poetic devices to depict asylum in the new world order, and each repeat loop of the work has a different soundtrack, suggesting alternative meanings for the same reality. The double-edged uses of blood (symbolizing both life and death) and water (allowing respite from land conflict yet denying longer residence) are strongly influenced by the equality-of-opposites concept common in China. During a two-year development period, the collaborating artists, who come from wide ranging global geographies, collectively discussed aesthetic and social issues to create a work that can be understood through many layers, that is sensitive yet brutally powerful, and that connects with a broad cultural experience.

  • What If I’m Not Real involved shooting carefully scripted and rehearsed footage on location
    using digital video and photography. I used Adobe Premiere and After Effects with Canopus
    filters and keys to create film grading and tonal colour effects and give it a rough, slightly harsh, and alienating look. The music tracks were configured to represent the audio character of each of the three screens along with an ambient atmosphere, resulting in four-channel playback on discretely and spatially positioned speakers. This establishes the audio
    landscape for the work. The music and audio were produced by Aidan Jolly using Apple Logic. The music changes with each repeat of the visual cycle to create four different impressions of the narrative, and occasional live music perfomances add to this re-interpretation.The use of sharks-tooth gauze suspended between bamboo batons for the screens was critical to the final look because it allows the screens to be seen through each other. It creates a rough-hewn look and provides continuity with the simple, hand-made feel of the costumes – a sense of cultures in which hand-made stuff is still a key part of the developing economy. The rocks beneath the old TV below add to the washed-ashore feel.

  • Tang Lin, Aidan Jolly, Jilah Bakhshayesh, Miselo Kunda, and Hafiza Mohamed
  • Performance
  • Ambient Camera: Who released the shutter?
  • Kotaro Abe and Yasuaki Kakehi
  • SIGGRAPH Asia 2013: Art Gallery
  • Ambient Camera: Who released the shutter? is a compilation of short videos made of photographs that were taken with a camera controlled by a Geiger counter. In this work,the camera releases the shutter whenever the Geiger counter detects radiation. Thus, these photographs are taken not by a person’s will but by an environmental factor. We have made several short movies by arranging these photographs in particular methods. Ambient Camera: What released the shutter? includes three types of movies. The first movie simply shows the photographs at a consistent frame rate, similar to a slideshow. The more frequent radiation is detected, the smoother the movie will be. In the second movie each photograph is shown according to the interval when the radiation was detected. We can sense the amount of radiation as the pictures change in an irregular rate every few seconds. The third movie is an alignment of photographs that were taken during the same appointed time, but in different locations. From this movie we can compare how often radiation is detected among different locations. Immediately after the Great East Japan Earthquake and Fukushima Daiichi Nuclear accident that occurred on March 11th, 2011, there was an abrupt increase in awareness of radiation around the world. While time has passed since the incidences, people still cope with this “Invisible radiation” in different ways: some try to face it, some try to avoid it and others have simply forgotten about it. This work is a scene of our daily lives that has been recorded by radiation, is an indication of how we deal with radiation and may also be a reminder of radiation itself.

  • Installation
  • Isadora Type Family
  • Kris Holmes and Charles Bigelow
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • These are letters from a digital alphabet designed for cathode ray tube typesetting applications. They were especially designed and adapted to the digital raster. ISADORA is a connected roundhand script which utilizes the oblique raster to achieve the spirit of pointed-pen handwriting in digital form.

  • Hardware: Siemens R-30 computer, Aristo digitizer, Digiset 400T photo typesetter
    Software: Ikarus by Dr. Karow

  • 2D & Wall-Hung
  • B&W photograph
  • 24 x 20 in.
  • type
  • Cave
  • Kris Layng and Thomas Meduri
  • 2018
  • Cave is a coming-of-age story told through cutting edge Parallux technology, featuring a fully immersive holographic VR experience that can be shared by many audience members at once.

  • Animation & Video and Augmented Reality/Virtual Reality
  • Holographic VR, animation
  • Magic Lining
  • Kristi Kuusk and MagicShoes
  • 2019
  • Interactive & Monitor-Based
  • Oh!m1gas: biomieticstridulationenvironment
  • Kuai Shen Auson
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • Oh!migas: biomimetic stridulation environment is an installation-based exploration of a socially responsible art form, drawing on sustainable organic materials (in this case, a live ant colony) and stimulating interspecific interactions. As artist Kuai Shen Auson first observed at home in Ecuador, ants represent a natural superorganism which stands our due to its emergent social structure and self-organization. They generate bottom-up structures in order to solve problems by means of a complex network of local interactions. Kuai Shen explores the social similarities and differences between humans and ants through four key areas: cybernetics, autopoiesis, self-organization, and emergence. In this piece, the activity of an ant colony is observed, archiving the ants’ movements and sounds inside a digital matrix. A pair of turntables constantly reacts to the changes that emerge from the colony (e.g., recruiting units for defense, task allocation when rebuilding the nest, organizing the harvesting of vegetation), thus spinning vinyl records that produce scratching sounds similar to the original stridulations of some ants. Leafcutter ants use the stridulatory organ, human DJ’s use the turntable: a reactive soundscape, which reveals the connection between scratching as an aesthetic expression created by human culture, and the stridulation phenomena of leafcutter ants as a modulation mechanism for communication. Kuai Shen believes we can learn from the way the ants construct their miniature ecosystems. Like them, we can apply an experimental design approach based on organic architecture, where sounds and physical interaction, instead of divided living spaces, promote and consolidate the interaction of life.

  • Installation
  • Hide-and-Seek
  • Kumiko Kushiyama and Shinji Sasada
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Hide-and-Seek is a future interactive dining table. Viewers walk around a dining table carrying a portable television. On one channel, they find hidden images that mix real and virtual spaces.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • interactive environment and mixed reality
  • Fur-Fly
  • Kumiko Kushiyama
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2008
  • Fur-Fly is in an interactive tactile display composed of individual pieces of faux fur. It explores the borders between the analog and the digital. This artwork uses real-time, sensor-driven computer technology to animate and transform visual effects projected onto the soft surface and to control the movement of the components in response to the user. Playing with the notion of images in a cloud form, the projected display and soft tufts of fur occasionally resolve into recognizable pictures. The warmth, softness, and accessibility of the display surface encourage interaction. Fur-Fly seamlessly integrates art, design, and entertainment with practical techno-logical developments. It proposes a tactile approach to human-computer interface design. While playfully presented, the research and technology that underpin Fur-Fly have wide-ranging applications for multi-modal interaction design and assistive technologies.

  • Shinji Sasada and Soichiro Takeyama
  • Interactive & Monitor-Based
  • faux fur, various software, animation, projector
  • Tactile Cloud Landscape
  • Kumiko Kushiyama
  • SIGGRAPH Asia 2008: Synthesis
  • This simulation of a natural landscape is a tactile artwork that interactively expresses images and movements of clouds. Images and tactile sensations incorporating the soft movements of clouds interact simultaneously to create a tactile display that reacts to human contact. This work could be used as a universal display for the disabled and for various other forms of global communications.

  • Interactive & Monitor-Based
  • Thermoesthesia
  • Kumiko Kushiyama
  • SIGGRAPH 2006: Intersections
  • 2006 Kushiyama Thermoesthesia
  • This new temperature display technology is designed to support touch expression in the emerging computing-ubiquitous, informa­tion-intensive society. When a person touches the soft interface in an architectural environment, the system reveals information that is helpful in everyday activities.

  • The basic concept of the project is to add actual thermal proper- ties, such as cool or warm, to each part of the images projected on a screen. We used 24 Peltier modules for the thermal display. Each module consists of stacked two 40 mm x 40 mm Peltier devices. The upper surface of each module, which is touched by users, is cooled or warmed by switching the current of the Peltier modules with a PC and electric switching circuits. The thermal display range of the device is from 5 to 45 degrees C.

    Furthermore, the photo-sensor based touch-panel system uses infrared LEDs, installed 2 mm above the screen, to detect hand posi­tions. This system allows users to interact with the images that have thermal properties.

    The real-time interactive program was developed using C and the openGL library. Nakaya diagram was utilized to generate various forms of snow crystals, in accordance with air temperature and humidity.

  • Momoko Inose, Rie Yokomatsu, Kinya Fujita, Toshiie Kitazawa, Mototsugu Tamura, and Shinji Sasada
  • Installation
  • Interactive art object, original thermal sense display
  • 27" x 39" x 31.5"
  • Touch the drop
  • Kumiko Kushiyama
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • This work is a new type of interactive mixed-reality sculpture. Viewers can feel a picture with a touch-screen display that we developed to convey a unique sense of touch. The display’s jeffy-touch technology provides an interface that viewers touch to manipulate a drop of water. Our interest is in creating an imaginably artificial, mixed-media
    environment that exists between real life and virtual space.

  • Touch the drop consists of three components: image generation, movement of a drop of water to generate an image of a drop of water, and a sound-feedback system. The system captures an image from a from touch screen in real time and extracts a position and shape, then narrows down the information required to generate a drop of water and transmits a message to the image-generation component. This component shapes generation of the drop of water and animates it in real time. The shape-generation algorithm for the water drop uses a meta-ball-generation algorithm to generate the drop’s shape and behavior. The system also uses MIDI data to generate sounds that correspond to the displayed events.

  • Interactive & Monitor-Based
  • Original touch-screen display, PC
  • 400 milimeters x 400 milimeters x 1000 milimeters
  • Transparent Blue
  • Kumiko Kushiyama
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Transparent Blue is a new type of interactive visual communication that combines art, virtual reality, and architecture. On the cold surface of a touch-screen table, users draw images by hand and experience the estrangement between humans and nature before they regain peaceful unity with the worldIn the future, We hope this system will be used by many people and will become a tool that enhances architectural environments and communication. We presented interactive works in the Art Gallery at SIGGRAPH 2000, 2003 and 2004.

  • Interactive & Monitor-Based
  • Touchscreen interactive program
  • Waves_H
  • Kumiko Kushiyama
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kushiyama: Waves_H
  • This work is a new type of a interactive sculpture. Viewers can create a ripple by interacting with the large touch-screen display and enjoy personal fusion with virtual water.

  • Atsushi Morimoto
  • 3D & Sculpture and Interactive & Monitor-Based
  • 1,300 mm x 900 mm x 1,800 mm
  • human-computer interaction and nature
  • Flight
  • Kurt Bakken
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Bakken: Flight
  • As a young artist, I was fascinated with taking a variety of subjects out of context and using them to create new visual realities. If the handling of these disparate pieces was done well, I could make the fantastic appear possible. I learned to airbrush and used this technique to make this synthesis happen. As time went on, imagery became less important to me. I began to focus on the intricacies of the patterns and textures I could create. This seemed like the right path until, in the early 1990s, I began working on the computer.

    My biggest concern with making computer art has been the final form of the finished pieces. Looking at the prints I made, I asked myself what was missing? “Light!” I had been painting with light on the computer. After some investigation, transparencies seemed to be the ticket. To properly illuminate the images, I began building light boxes that not only displayed the transparencies, but also complemented them. People ask me: “Why don’t you just show your work on a monitor?” To me, getting the image out of the computer is akin to getting the vision out of my head. It’s not real until it’s an object.

  • My most recent effort, Flight, was done using Photoshop and Painter. Scanned pencil sketches are often the foundation layers for my work. After that, I rely on the tools in Photoshop to build much of the image. Sometimes, I’ll have upwards of a hundred layers per finished piece. In Photoshop, it is not unusual for me to run a layer through several filters and other functions so many times, so rapidly, that days later I have no idea exactly how I got a specific result. Painter is also a very useful program. I use it for creating textures, and the image hose produces some interesting visual effects. This particular piece was limited to those two programs. However, I often use Poser or LightWave if I need 3D for an image.

    After finishing the image, I flatten the layers and save it as a TIFF file. A service bureau prints my image using the LAMBDA process, which performs direct digital imaging to Kodak continuous-tone photographic material. This material is then developed using standard photographic chemical procedures. The end result is a transparency ready to be put into a lightbox I create for it.

  • Actually the genesis for this piece began a decade ago when I was searching for new paths in abstraction. I wanted to experiment with more free-form methods of application in my painting, however, I had specific figurative imagery I wanted to explore. Along with these pursuits, I also wanted the ability to make objects appear to overlap and at the same time be transparent, so I could show all of one object even though it was covered up by another object. Using acrylic paint on canvas, I found that what went on inside the silhouettes became independent of the meaning assigned to the shapes themselves. The Big Roundup was an explosion of these concepts. By the time I painted Pheromones (toward the end of the series), my emphasis toward transparency gave way to a heightened focus on making the textures inside the shapes more bold.

    Midway through 2001, my interest in this abstract work was reawakened. I began messing around with the idea of “flying silhouettes,” in this early prototype.

    After my initial digital scribblings, I decided to put down a foundation for a finished piece. I began by blocking in a basic layout. I knew the final piece would be fairly busy, so I wanted to start with some simple geometric shapes to build upon. I chose three interlocking circles. Interlocking circles have become a common motif in my work. Next, I began to “hang” objects on them to see how they would interact. I was looking for positive and negative space relationships and overall flow – making the figures “dance” together.

    The piece was about flight, so I decided that it needed a sky background. However, it should be a synthetic digital sky. This gave rise to the “cloud” tiles. Also, I used the circle motif to color the sky. Using the primaries for the circles and secondaries for the overlaps, I created a rainbow metaphor.

    I brought in the first figure, and created two textures to use inside the silhouette. I split the figure at edge of the circle. I wasn’t satisfied with one of the textures, so I ran it through several filters and inverted it.

    This figure and the next two are anchors for this piece. Even though they a re overlapped or underlapped, they are the prime focus of the image. Knowing this, I put special emphasis on the textures filling them. In this case, why I chose the shower floor tiles and beetles is beyond me. Creepy, huh?

    I especially like this silhouette because it breaks the edge of the red circle in several places. The purple pipe texture is derivative of elements in Pheromones. I changed the purple with the hue controls. You can see where I used the selection of a subordinate figure to underlap the yellow figure’s midsection with blue.

    I wanted the center figure to create a spiraling vertigo effect. I used the random line texture to fill the silhouette. However, I sent the image through several filters and inverted it so many times, the texture was lost except for the color. You can also see hints of the biplane showing through.

    I added two more figures. The figure on the right was fairly straightforward. The figure on the left went through many layers of changes including offsetting the left arm.

    For the plane silhouette, I only used one texture. However, I duplicated this object into many layers, sandwiching them over and under the figure layers. I then modulated their hue and transparency before using the figure’s inverted selections to cut them out.

    At this point I put in the eyeballs, spheres and bubbles. Their purpose is twofold. First, they occupy dead areas in the picture plane. Second, they form “triangulations of sight” that keep the viewers’ eyes moving. I learned this little trick from some clever dead guys from the Renaissance.

    OK, I had flying women, an airplane, balls, bubbles, birds…..hmm no birds. Gotta have birds. Also, I like hot wings. One flaming wing please.

    After some reflection, I still felt that there was too much background showing. I decided to go ahead and add the two large bird shapes I had put in the original sketch. After much massaging, adding textures, clearing textures, erasing and tweaking layer transparencies, I had the piece just about finished.

    One of the challenges in computer art is knowing when to quit. With conventional materials, the painting will often tell you when you’re over the line. In this piece, the question arose, “Should I squeeze in one more flying naked lady?” Why not? You can never have too many of them.

    Remember the circles I spoke of-the ones that were the geometric bedrock of this piece? Yeah, well neither did I. So, I reinforced them with a few strategically placed arcs. Finally, layer by grueling layer I went back and tweaked the shadows…and that made all the difference.

    Now it was time to take my file to a service bureau. I prefer to make large transparencies out of my images and build light boxes to show them. I have seen many computer pieces reduced to color prints. They always look kind of dead to me. What we are doing is painting with light. Every stroke we make or function we do emits a new and different quality of light on the screen. Why, after working on an image for weeks or months, would you drain the life out of it by turning it into an opaque print?

  • 2D & Wall-Hung
  • computer art (light box)
  • 30 x 48 inches
  • computer art, digital painting, and layers
  • Red Dress
  • Kurt Fleischer
  • SIGGRAPH 1987: Art Show
  • 1987 Fleischer Red Dress
  • … a sheet of deformable material was described. The sheet’s parameters were set so that it was only slightly stretchy, but was able to bend easily. This closely approximates some types of cloth.

  • Hdw: Symbolics 3670
    Sftw: By artist

  • 2D & Wall-Hung
  • 11" x 14"
  • Spike
  • Kurt Fleischer
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Fleischer Spike
  • David Laidlaw, Bena Currin, Cindy Ball, Eric Winfree, Mark Montague, and Alan Barr
  • 3D & Sculpture
  • Computer image on 35mm film Cibachrome
  • 10 x 10 inches
  • Ear-Rings
  • Kurt Lumpkins
  • SIGGRAPH 1987: Art Show
  • 1987 Lumpkins Ear-Rings2
  • I feel computer-generated images walk hand in hand with those produced classically. These images are not a contradiction, but an alternative which gives an artist the chance to grow.

  • Hdw: Wasatch PC 1024/Matrix QCR
    Sftw: Wasatch PC

  • 2D & Wall-Hung
  • Photo
  • 16" x 20"
  • Intersections
  • Kyle Riedel
  • SIGGRAPH 2001: n-space
  • 2000
  • This life-size image is from a series of synthetic architectural interior spaces entitled “Intersections.” Space is as much a virtual or psychological construction as it is a physical reality. The use of computer technology is used to heighten the psychological read of the space while the spaces are charged with artifacts from everyday experience, traditional structures, a shadow, a drawer. These items are arranged in a way to suggest possible narratives, which the viewer will project into the space using their own memories. This process of the projection of our narratives into a virtual space leads to a sense of dislocation and the uncanny.

  • 2D & Wall-Hung
  • 3D modeled still
  • 6 feet x 8 feet
  • 3D image and virtual space
  • PLANTEXT
  • Kyung Chul Lee, Eun Young Lee, Joon Seok Moon, Ji Hun Jung, Hye Yun Park, Hyun Jean Lee, and Seung Ah Lee
  • SIGGRAPH Asia 2020: Untitled & Untied
  • K. Lee, E. Lee, Moon, Jung, Park, H. Lee, S. Lee: PLANTEXT
  • Summary

    What would happen if plants can talk, see, and sense as humans do? Based on the imagination, we create an artistic interpretation of the humanization of plants with modern technology to arouse people to think about plants as a dynamic living being.

    Abstract

    We create an artistic interpretation of the humanization of plants with modern technology to arouse people to think about plants as a living being. We imagine what would happen if plants can talk, see, and sense as humans do. Base on the imagination, we give each plant a character and exaggerate plants’ sensory by adding electronic devices with text to speech (TTS) synthesis and physics-based visual processing.

    The cultural and historical backgrounds of plants come out by all different synthesized human voices. Since all plants have different backgrounds, we use five different people’s voices to make an artificial voice using deep learning network. In the voice, its inherent historical contents related between the plant and human culture comes out, and people can understand the story of plants with a human being. Additionally, we embody a vision of the plants by applying image processing of a captured image from a miniaturized camera that is affixed to the leaf. Since human vision is a reaction to light, we imagined plants can see the surrounding environment through their leaves where most of this photosynthesis of light-plant interaction occurs. Based on the physics, we modeled light propagation from surrounding objects to the surface of a leaf to granum which takes charge of photosynthesis of plant. By capturing the surface image of plant leaf by microscope and reflect them into image processing, we visualize the sight of plants. At the same time, the plant’s electrical signal is measured through electrode connecting to a miniaturized computer (raspberry pi), and its audio-visual output is distorted if the plant is touched depending on the electric potential. Our visual – audio output may enable users to think about plants as a dynamic living being and thus makes user to more deeply understand the plants’ context.

    Nowadays, people grow plants anywhere even inside buildings and get comfort from the existence of plants. People are usually thought of plant as static objects, but they do move and do behave to their surrounding environment in real-time; it just too slow. Also, plants have existed for thousands of years with human beings. As a result, plant ecology and even its biological evolutions are closely related to human culture. However, since their reaction and their communication method differs far from ours, people hard to understand its biological and ecological backgrounds from seeing plants’ appearance.

    Our work is a bio-interactive installation project that aims that what we cannot see does not mean it does not exist; we exaggeratedly express plants’ sensory with modern technology so that users can think about the plant as a living being. Combining speech synthesis and physics-based image processing with a single-board computer, researchers that have all different backgrounds – electronic engineering, computer science, media-art, and visual art – could design a biology- computer hybrid installation.

    Interestingly, from the tone and pitch of the synthetic voice to the dynamic range of measured electric potential to visual output, the responses of five plants are all different. From these differences, users may feel the diversity of a plant species. Furthermore, with the TTS synthesis system, users can hear the synthetic human voice. But if listen carefully, they can recognize that voices are not from a human. With this error, our work may enable the user to feel homogeneous yet disorder property of living being. From the diversity and the error comes out from modern technology, we think our work is suitable for Siggraph Asia 2020 themed of “post-algorithm”

  • Text to Speech (TTS) Synthesis

    – In this project, we used Google’s Tacotron 1 which is an end-to-end TTS synthesis system based on a sequence-to- sequence model with attention mechanism. We implemented a TTS system using speech data from a Korean female speaker who has been pre-trained as a single speaker. The data used for learning is the corpus of 691 Korean sentences composed of 7 to 10 words and the wav sound source data recorded for the sentences. The Adobe Audition program was used to connect the synthesized voices derived from the learning results to a single sound source file.

    Physics-based Visual Processing

    – Based on the wave optics in physics, we modeled light propagation from surrounding objects to the surface of a leaf to granum which takes charge of photosynthesis in plants leaf. Much research has demonstrated that the surface structures of leaves look like multiple microlenses array to effectively gather light energy to the granum and all of the plants have all different surface structures. By capturing the image of the plants’ surface structures with a microscope and by reflecting them into image processing, we visualize the sight of plants. Using the shift-invariance of the imaging system, incidental light field to granum can be modeled as a convolution between the impulse response of the microlens array structures of the leaf (point spread function, PSF) and the object scene. By applying, this physics into visual processing computed by a single-board computer, multiple blurred images are formed at every single frame and are displayed through a monitor near the plant.

    Electric Potential Measurements of Plants

    – We measure the electric potential of plants by connecting the electrode to plants. This electric potential is transmitted to the raspberry pi. Using these signals, we modulate and distort the visual-audio outputs depending on the electric potential.

  • Installation, Interactive & Monitor-Based, and Sound Art
  • Untitled (Polygon Fantastic Planet)
  • L. Nackman
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Untitled
  • Lance Williams
  • SIGGRAPH 1986: Universal Spheres
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Casting Curved Shadows on Curved Surfaces
  • Lance Williams
  • SIGGRAPH 1986: Universal Spheres
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Giaconda
  • Lance Williams
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Serpent
  • Lance Williams
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Shore
  • Lance Williams
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Installation
  • Photograph of raster image
  • Air India
  • Landor Associates
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II.
    Software: Dyna Perspective, Studio 8.

  • Design
  • Furniture rendering
  • 8 x 10
  • Building As Sign
  • Landor Associates
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIfx with 300 Mb Hard drive, RasterOps 19″ Color Monitor with 24 bit Videocard, Sharp flatbed scanner, 35 mm BarneyScan, Relax external cartridge drive with 44 Mb removable cartridges

  • Design
  • Architectural visualization
  • 8.5 x 11
  • Hyatt Hotels Corporate Identity Program
  • Landor Associates
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIx, Apple Macintosh IIci, Apple Macintosh SE. Software: Adobe Illustrator, Quark Xpress, Microsoft Word.

  • Design
  • Standards manual
  • 11 x 14
  • Decaying Infrastructure
  • Lane Hall
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Hall Decaying Infrastructure
  • 2D & Wall-Hung and Artist Book
  • book format, computer printing and collage
  • 6 x 12 x 0.5"
  • Traveller
  • Lane Hall
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Hall Traveller
  • 2D & Wall-Hung and Artist Book
  • book format, multiple print techniques: computer, lithography, woodcut, etching
  • 14 x 17 x 0.5"
  • Woodland Goiter Series: Mosshead, Spirochete, Waterbug
  • Lane Hall
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Hall Mosshead
  • Lisa A. Moline
  • 2D & Wall-Hung
  • Woodcut, computer, and Japanese paper - triptych
  • 3 prints: 60 x 40 inches each
  • Calculated Movements
  • Larry Cuba
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Larry Cuba Calculated Movements
  • Hardware: Datamax UV-1
    Software: Zgrass-T. DeFanti

  • Animation & Video
  • 6:00
  • Calculated Movements
  • Larry Cuba
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Animation & Video
  • 6.5 minutes
  • Two Space
  • Larry Cuba
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Animation & Video
  • 7.5 minutes
  • Untitled
  • Larry Gelberg
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Hardware: Terak 8600 computer

  • 2D & Wall-Hung
  • Ektachrome print
  • 20 x 30 1/2 in.
  • ektachrome print and pattern
  • HAME
  • Laura Beloff and Markus Decker
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • The installation consists of two sculptural objects in space, stereographic video projected on these objects, interactive jackets, and audio. The topic of the piece deals with hysteria and boredom.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • 4 meters x 7 meters x 6 meters
  • digital video, emotion, sculpture, and sound
  • Digital Bear
  • Laura Hewitt
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Hewitt: Digital Bear
  • Digital Bear was created in response to my experience of describing bowhunting for bear in Arctic Alaska to non-hunting friends in New York City by email, complete with digital images. I was uncomfortable with the way the powerful, primal, and organic richness of my experiences was sanitized by digitalization; how hygienic, safe, and downright banal it became via email. This led to creating several pieces that combine the primal and electronic worlds.

  • 3D & Sculpture
  • 11 in x 7 in
  • nature and visualization
  • The Last Word
  • Laura Nova
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Laughing, crying, kissing, blowing, arguing, apologizing are only some of the human actions and dramatic gestures that I explore to create my art. Exploring sculpture, installation, and performance, my work is inspired by universal emotions like sadness, happiness, desire, anger, and remorse. “The Last Word” is typical of my work in that it engages the viewer in a real and unmediated experience, bringing unsuspecting rituals of life under the lens of art. It reads as a street sign, depicting a “Dear John” voicemail message, exposing an instance of vulnerability through the use of language. At a glance, my work deals with one-liners, puns, and cliche, but it delves deeper, exploring concepts of public and private behavior and how these moments manifest in the everyday. Commonplace elements connect us to these situations that I produce (we know these things, we know their use), yet they surprise us and catch us unaware.

  • Installation
  • Banner-grade PVC
  • 10 feet x 20 feet
  • (R) Doc Series # 1: Our Citizenry Is Ambiguous To The Democracy
  • Laura Rusnak
  • SIGGRAPH 2005: Threading Time
  • 2005
  • I am the child of a pack rat and a neat freak, therefore I hoard, but very specific things. I find myself continually making lists and reorganizing
    my life in an endless cycle of setting “things” in their respective places. I believe there is already an over abundance of accessible information repeatedly begging for my attention. I do not
    feel the need to create more information to add to the barrage, but to collect, recycle, and re-organize existing information, putting it into some “respective” place. In 1976, Bantam Books published The R Document by Irving Wallace. Almost 30 years, later I incidentally discovered a copy in a
    neatly bound Reader’s Digest tucked away at a Goodwill Store near my parents’ home. Although the story is nearly 30 years old, it depicts uncanny similarities to our own current political climate and legislation, such as the Patriot Act. The R Document tells the story of a political conspiracy involving an FBI director, Tynan, who would like to bring about a police state in an effort to control crime, but the proposed 35th Amendment would
    undermine the Bill of Rights. Enter our protagonist, the Attorney General, Christopher Collins.The (R) Doc Series is a group of digital collages that are the basis for a future handmade book. The series employs erasure: the act of erasing, rubbing into, scraping out or removing from existence (m-w.com) as a way of altering the original text, jus as, in many socalled “unclassified” documents, words of concern are blackened out, removing not only content, but also context. Viewers of the documents are then left with the various fragments to piece together
    into their own interpretations. The (R) Doc Series explores removal of randomly selected words to
    create a new, visual rhythmic pattern to the text, transformation of context when words of different levels of importance are obscured or erased, and finally, recycling of a time-worn text from its original linear form into a non-linear aberration.

  • 2D & Wall-Hung
  • Inkjet print
  • 26.5 inches x 12.5 inches
  • (R) Doc Series #6: Absently In Hand, Then Down Again
  • Laura Rusnak
  • SIGGRAPH 2005: Threading Time
  • 2005
  • I am the child of a pack rat and a neat freak, therefore I hoard, but very specific things. I find myself continually making lists and reorganizing
    my life in an endless cycle of setting “things” in their respective places. I believe there is already an over abundance of accessible information repeatedly begging for my attention. I do not
    feel the need to create more information to add to the barrage, but to collect, recycle, and re-organize existing information, putting it into some “respective” place. In 1976, Bantam Books published The R Document by Irving Wallace. Almost 30 years, later I incidentally discovered a copy in a
    neatly bound Reader’s Digest tucked away at a Goodwill Store near my parents’ home. Although the story is nearly 30 years old, it depicts uncanny similarities to our own current political climate and legislation, such as the Patriot Act. The R Document tells the story of a political conspiracy involving an FBI director, Tynan, who would like to bring about a police state in an effort to control crime, but the proposed 35th Amendment would
    undermine the Bill of Rights. Enter our protagonist, the Attorney General, Christopher Collins.The (R) Doc Series is a group of digital collages that are the basis for a future handmade book. The series employs erasure: the act of erasing, rubbing into, scraping out or removing from existence (m-w.com) as a way of altering the original text, jus as, in many socalled “unclassified” documents, words of concern are blackened out, removing not only content, but also context. Viewers of the documents are then left with the various fragments to piece together
    into their own interpretations. The (R) Doc Series explores removal of randomly selected words to
    create a new, visual rhythmic pattern to the text, transformation of context when words of different levels of importance are obscured or erased, and finally, recycling of a time-worn text from its original linear form into a non-linear aberration.

  • 2D & Wall-Hung
  • Inkjet print
  • 26.5 inches x 12.5 inches
  • (R) Doc Series #8: Threatened And Too Scared ...
  • Laura Rusnak
  • SIGGRAPH 2005: Threading Time
  • 2005
  • I am the child of a pack rat and a neat freak, therefore I hoard, but very specific things. I find myself continually making lists and reorganizing
    my life in an endless cycle of setting “things” in their respective places. I believe there is already an over abundance of accessible information repeatedly begging for my attention. I do not
    feel the need to create more information to add to the barrage, but to collect, recycle, and re-organize existing information, putting it into some “respective” place. In 1976, Bantam Books published The R Document by Irving Wallace. Almost 30 years, later I incidentally discovered a copy in a
    neatly bound Reader’s Digest tucked away at a Goodwill Store near my parents’ home. Although the story is nearly 30 years old, it depicts uncanny similarities to our own current political climate and legislation, such as the Patriot Act. The R Document tells the story of a political conspiracy involving an FBI director, Tynan, who would like to bring about a police state in an effort to control crime, but the proposed 35th Amendment would
    undermine the Bill of Rights. Enter our protagonist, the Attorney General, Christopher Collins.The (R) Doc Series is a group of digital collages that are the basis for a future handmade book. The series employs erasure: the act of erasing, rubbing into, scraping out or removing from existence (m-w.com) as a way of altering the original text, jus as, in many socalled “unclassified” documents, words of concern are blackened out, removing not only content, but also context. Viewers of the documents are then left with the various fragments to piece together
    into their own interpretations. The (R) Doc Series explores removal of randomly selected words to
    create a new, visual rhythmic pattern to the text, transformation of context when words of different levels of importance are obscured or erased, and finally, recycling of a time-worn text from its original linear form into a non-linear aberration.

  • 2D & Wall-Hung
  • Inkjet print
  • 26.5 inches x 12.5 inches
  • Lines 1.0
  • Laura Scholl
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 20 x 20"
  • Lines 2.0
  • Laura Scholl
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 20 x 20"
  • Tool for Improved Social Interacting
  • Lauren McCarthy
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2009
  • Tools for Improved Social Interacting is a series of wearable devices-including the Anti-Daydreaming Device, Happiness Hat, and Body Contact Training Suit-that use sensors to condition the behavior of the wearer to better adapt to expected social behaviors. The work explores the potential for technology to shape how we think, feel, and act. It also questions our social expectations, attempting to better understand their function and worth.

    The Happiness Hat trains the wearer to smile more. An enclosed bend sensor attaches to the cheek and measures smile size, affecting an attached servo with metal spike. The smaller the smile of the wearer, the further a spike is driven into the back of their neck. The Body Contact Training Suit requires the wearer to maintain frequent body contact with another person in order to hear normally; if he or she stops touching someone for too long, static noise begins to play through headphones sewn into the hood. A capacitance sensing circuit measures skin-toskin body contact via a metal bracelet sewn into the sleeve. The Anti-Daydreaming Device is a scarf with a heat radiation sensor that detects if the wearer is engaged in conversation with another person. During conversation, the scarf vibrates periodically to remind the wearer to stop daydreaming and pay attention.

    This project, and McCarthy’s work in general, explores the potential for technology to shape our thoughts, feelings, and actions. In what ways can it be used to affect our interactions and relationships, and what does it mean to employ this kind of control? What social expectations do we have of each other, and what is the function and value of those expectations? The wearable devices provide haptic and audio feedback that is imperceptible to all but the wearer, allowing the devices to be fully integrated into everyday life. McCarthy is interested in the invisible influences of technology that can result in perceptible changes and shifts. As technologies that can manipulate our brains continue to be developed, it is essential that we explore the possibilities while considering the effects.

  • Interactive & Monitor-Based
  • Deciphering Archetypes of Human Form
  • Laurence M. Gartel
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Polaroid collage
  • 37 x 33"
  • Dual Personality
  • Laurence M. Gartel
  • SIGGRAPH 1998: Touchware
  • 1979
  • 1979 Gartel Dual Personality
  • At first, I created works using a proprietary system at the Media Study/Buffalo Center in Buffalo, New York in the middle to late 1970s. Experimentation on the system was as much of a challenge as creating aesthetic images. “Media and message” were hard to combine.

    Dual Personality (1979) posed the question of positive and negative, fusing two images from different angles. Color, too, had to be “stripped” in by use of a colorizer unit called the Paik-Abe Colorizer. The input devices only allowed black-and-white input using big television cameras and one-inch reel-to-reel video tape. The resultant image had to be photographed directly off the monitor, as there was no other way to capture the image to print it.

    Recent work continues to be auto-biographical. I create collages, as I am telling stories with my work. These are little vignettes of life. I always take my own photographs and include people who I come in contact with as well as the architecture and culture from the region. Now that the technology is no longer a “wrestling process;’ it is much more content-oriented. The final image is then printed digitally direct onto watercolor paper at 40 inches x 50 inches.

    Millennium Girl, for example, is about my recent travels to Italy, the Italian people, and their history. The “Millennium Girl” herself stands to represent all women of the future, their power and their strength. All great works of art should represent their time, and I hope this work gives future viewers a window of our communicative age at the commencement of the 21st century.

  • 2D & Wall-Hung
  • Cibachrome Print
  • 16" x 20"
  • cibachrome print and photography
  • Millennium Girl
  • Laurence M. Gartel
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Gartel Millenium Girl
  • At first, I created works using a proprietary system at the Media Study/Buffalo Center in Buffalo, New York in the middle to late 1970s. Experimentation on the system was as much of a challenge as creating aesthetic images. “Media and message” were hard to combine.

    Dual Personality (1979) posed the question of positive and negative, fusing two images from different angles. Color, too, had to be “stripped” in by use of a colorizer unit called the Paik-Abe Colorizer. The input devices only allowed black-and-white input using big television cameras and one-inch reel-to-reel video tape. The resultant image had to be photographed directly off the monitor, as there was no other way to capture the image to print it.

    Recent work continues to be auto-biographical. I create collages, as I am telling stories with my work. These are little vignettes of life. I always take my own photographs and include people who I come in contact with as well as the architecture and culture from the region. Now that the technology is no longer a “wrestling process;’ it is much more content-oriented. The final image is then printed digitally direct onto watercolor paper at 40 inches x 50 inches.

    Millennium Girl, for example, is about my recent travels to Italy, the Italian people, and their history. The “Millennium Girl” herself stands to represent all women of the future, their power and their strength. All great works of art should represent their time, and I hope this work gives future viewers a window of our communicative age at the commencement of the 21st century.

  • 2D & Wall-Hung
  • Giclee Print (Edition of 25)
  • 40" x 50"
  • collage, giclee print, and history
  • Moz Ocean
  • Laurence M. Gartel
  • SIGGRAPH 1983: Art Show
  • 1982
  • Hardware: Cromemco Z-80 computer, video synthesizer

  • 2D & Wall-Hung
  • 324 SX70 polaroids
  • 5 x 5 ft.
  • polaroid
  • Paradise Jungle
  • Laurence M. Gartel
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Laurence M Gartel Paradise Jgungle
  • Hardware: Apple, lmagewriter printer
    Software: MacPaint

  • Installation
  • Photostat of B & W printout
  • 40 x 50 in
  • Tik Tak Toe
  • Laurence M. Gartel
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Gartel Tik Tak Toe
  • Hardware/Software: Ampex AVA Paint System

  • 2D & Wall-Hung
  • C print
  • 16 x 20 in.
  • c-print
  • Cyclique
  • Laurent Merot
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • In a theatrical world, a strange puppeteer manipulates two spindly marionettes. But one of them dies…

  • Animation & Video
  • animation and computer graphics
  • Drawing Life, Drawing Blood
  • Lauretta Jones
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Mixed media collage
  • Home Again, Home Again (Higgeldy Jig)
  • Lauretta Jones
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Lauretta Jones Home Again, Home Again
  • Hardware: Apple II+, Number Nine Board
    Software: V-Paint Plus

  • 2D & Wall-Hung
  • Cibachrome and linen cord
  • 16.75 x 12.25 in
  • Off The Bike Into The Spikes
  • Lauretta Jones
  • SIGGRAPH 1987: Art Show
  • 1987 Jones Off the Bike Into Spikes
  • “Off The Bike, Into The Spikes” is a subtle digital translation of the original sketch, perhaps an intermediate step toward the more tactile quality of silkscreen.

  • Hdw: Macintosh/Thunderscan
    Sftw: Thunderscan/Fullpaint

  • 2D & Wall-Hung
  • Laserprint
  • 18" x 24"
  • Sharkey's Day
  • Laurie Anderson and Dean Winkler
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 4.25 minutes
  • Wallpapers IV
  • Leah Buechley
  • SIGGRAPH 2015: Hybrid Craft
  • 2010
  • 2015 Buechley, Wallpapers IV
  • This is part of a series that explores how unique wallpapers—decorative and interactive—can be constructed from thin, flexible electronics. Buechley is a designer, engineer, artist, and educator whose work explores intersections and juxtapositions of “high” and “low” technologies, new and ancient materials, and masculine and feminine making traditions.

  • 2D & Wall-Hung
  • TEMPLE: Time Tapestry
  • Leah Dixon
  • SIGGRAPH 2006: Intersections
  • 2006 Dixon TEMPLE: Time Tapestry
  • As human beings in the 21st century, we all have roots both in bio­logical (planetary) nature and technological {human-created) nature; both spheres shape and affect our lives, individually and collectively. Works like this, which integrate biology and technology, are a corner­stone of my creative work.

    The images in TEMPLE were derived from pictures of plant life, particularly of flowers. This infuses the compositions with a fertile, organic quality and a sense of structural cohesion. The floral images were layered upon themselves using simple mathematical repetitions within a grid to impose a secondary order and to create a unified visual space.

    Through the natural geometry of plants, combined with the math­ematical geometry of the layout and the even spacing of connected elements, it feels whole, as if it contains infinite possibilities but not chaos. The images are simultaneously symbolic and evocative. While they are highly subject to individual interpretation, they ultimately point to a pure dimension of existence which integrates many of our perceived dualities, and so gives a window into the infinite possibili­ties that life holds for all of us.

  • The original long-form video, TEMPLE, was created using original digital photographs that were animated and subsequently (for the purposes of this print and others like it) “de-animated”, or turned into a series of still frames side by side, using Photoshop and After Effects. A simple one-line algorithm using After Effects expres­sions determines some of the essential animation techniques that give TEMPLE and TEMPLE: Time Tapestry their unique visual stamp.

  • 2D & Wall-Hung
  • Large-format digital inkjet
  • 44" x 26"
  • Map.d
  • Leah Siegel
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Siegal Map.d
  • 2D & Wall-Hung
  • Photographic print from a laser print
  • 50 x 40"
  • Bear 71 VR
  • Leanne Allison and Jeremy Mendes
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2016
  • Originally launched in 2012, Bear 71 is an interactive multi-user online experience told from the point of view of an omniscient female grizzly bear―dubbed “Bear 71” by the park rangers who track her. Created by Jeremy Mendes, Leanne Allison and the NFB, Bear 71 explores how we coexist with wildlife in the age of networks, surveillance, and digital information en mass. Developed using open platform WebVR technology for greater accessibility, Bear 71 VR is available in VR using a compatible headset, and can also be viewed as a 2D interactive experience on a traditional monitor. Created in collaboration with Google’s Chrome and VR teams, IDFA DocLab and Sound and Vision, Bear 71 VR has been showcased as a VR installation by the NFB at IDFA Doclab and by Google at the New Frontiers VR Bar at this year’s Sundance Film Festival.

  • Augmented Reality/Virtual Reality
  • WebVR
  • https://bear71vr.nfb.ca/
  • WebVR and documentary
  • Eclipse
  • Lee Arnold
  • SIGGRAPH Asia 2018: Forcefields
  • 2016
  • Eclipse is a one minute continuously looped animation in which overlapping moire patterns create a visual and sonic eclipse. The work intentionally changes depending on the format, scale and streaming limitations, and attempts to address the aesthetics of compression and how technology delimits visual and sonic experience.

  • Animation & Video and Sound Art
  • Animation
  • Here
  • Lee Arnold
  • SIGGRAPH 2005: Threading Time
  • 2005
  • In my recent body of work, I have attempted to create a dialogue between still and moving images through vibrant paintings and digital
    animations. The work consists of both time-based electronic image sequences and paintings that use digital stills as their source. The
    result of this mixing of analog and digital media is a convergence of worlds, both real and imagined, where representation and abstraction
    can intermingle. Movement is suggested as one views a static painting, while a fluid animation slowly breaks up into its discrete parts. Intense colors, simplified shapes, and repeated patterns suggest geometric abstraction and synthesized space. My work brings the fluidity of the imagination to the precision of the digital aesthetic, watching them both change over time .

  • Interactive & Monitor-Based
  • screen-based program
  • Chaotic Robotic Synesthesia
  • Leesa Abahuni and Nicole Abahuni
  • SIGGRAPH 2001: n-space
  • 2000
  • Inspired by the theories of Jean Dauven (“Couleurs”, No. 77, September, 1970, Paris), and fascinated by synesthesia – the producing of a subjective response normally associated with one sense by stimulation of another sense – we have created an environment in which we can investigate a synesthetic experience. Our performance, “Chaotic Robotic Synesthesia,” explores the sharing of the senses; the vibration of music and color through the overall fusing of the minds of machines, artists, and musicians. This performance includes two infrared robots, one programmed platform, seven human musicians, and two human animators. In this performance, the music is propelled by the mixing of the colors and the sharing of the frequencies. The active forging of tactile, aural, and visual perception between humans and in collaboration with technology, asks questions which can yield ways of better understanding, seeing, and hearing natural order.

  • Performance
  • Performance
  • 13 feet x 13 feet
  • music, robot, and synaesthesia
  • Dispersiones
  • Leo Nuñez
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Leo Nunez, Dispersiones
  • Dispersiones (Dispersions) (2012/2017) is a site-specific physical network comprised of a series of interconnected relays that produce an artificial and interactive soundscape. The work appears to be a messy web of hundreds of tangled wires through which sounds travel, following an algorithm of artificial life. Using only the metallic clicking sound of the relays, the network behaves as a complex system of electromagnetic actuators that interact with the viewer.

    Organized in a rhizomatic matrix of lines resembling a convoluted urban city, each individual relay acts as a “living” agent that activates the space and the architecture. Once a viewer’s movement is detected, the system unleashes an infinite flow of sound and light.

    Dispersiones fits into Leo Nuñez’s body of work that uses discarded technological waste along with industrial and raw materials to create laboriously hand-crafted electromechanical interactive installations that speak to the appropriation and adaptation of new technologies within the context of Latin American culture.

  • Installation
  • Nude (Study in Perception)
  • Kenneth C. Knowlton and Leon Harmon
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 2D & Wall-Hung
  • Alphanumeric print
  • original 30 X 144"
  • Ariadne: A Social Art Network
  • Leslie Labowitz Starus and Suzanne Lacy
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Starus, Ariadne: A Social Art Network
  • We are at a time when women are speaking out loud and clear that sexual violence must end. By breaking the silence on all the forms of sexual violence and harassment, a major transition is taking place. How effective social media can change real life violence against women and children is yet to be determined. It is certainly effective, but it is not enough.  A model of cooperation is necessary now more than ever. The website www.againstviolence.art represents activists performance art by Suzanne Lacy and Leslie Labowitz, on violence against women, performed from 1977-1982. It is a visual archive of all the activities including documentation, video, photos, etc. of ARIADNE: A Social Art Network, organizing women in the media, government, activists and artists to work together on public programs, performances, media events, on the subject of rape, incest, domestic violence, etc. The website was created in 2018 by Leslie Labowitz and designed by Carolina Ibarra-Mendoza to introduce the #MeToo generation to early activist work.

    This website certainly contributes to the visibility of the long history of feminist activists and artists who have paved the way for change and contributed to this evolutionary moment. In 2007, Suzanne and Leslie produced an installation called “The Performing Archive” that was made up of all their paper documents from performances from 1977-82 including the ARIADNE archive. That project focused on the intergenerational aspect of diverse young women going through the archives while they were interviewed on video. Likewise, this website is meant to activate this generation while also serving as research material for academics and historians. The fact that this website is free and accessible opens it to distribution channels never before possible, including its use as curriculum material for College and University Art and Media Arts Departments, Gender Studies, and other related field

  • Performance
  • Archive and Website
  • https://www.againstviolence.art/
  • Caves & Flickers
  • Leslie Nobler
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2010
  • Photos/scans of rooftops from Croatia/Serbia and fenced-off decrepit lots in Palestine were superimposed. A regular grid of abstract biological cell-like forms was used to add the notion of life/nature and its structure. A brass charm/medal with a door that depicts a house of prayer was Photoshopped in also. It suggests the idea of praying for and rebuilding peace.

  • Digital image made with Photoshop and Illustrator. It was printed on white plastic and had needlework elements added.

  • 2D & Wall-Hung
  • http://leslienobler.com/#349_Big-Caves%252526Flickers.jpg#portthumbs
  • Don't Say Goodbye (Variation 1)
  • Leslie Nobler
  • SIGGRAPH 2001: n-space
  • 2000
  • This artwork involves personal exploration via digital imaging, manually reworked, using paint, pastel, and other media. Through both the use of mixed media (actual/by hand and virtual) and the content, the work deals with the interplay between realism and abstraction. I try to synthesize a connection, akin to a gateway or portal, between the two. This intent partially explains the key imagery, along with the use of layered collage, and tangible – and virtual – textures.

    The abstracted tactile shapes are collaged with photorealistic and shadowy keys, much like the multiple levels occupying our thoughts simultaneously; the brain processes reality but also imaginary, abstract, or subconscious thoughts. Metaphorically, the key expresses various psychological states. One refers to locking or closing doors, i.e. “saying goodbye” to phases of one’s life. In another, the key signifies protection, keeping oneself safe. While one might be aware of her secured space, on a less rational level, a woman once threatened may still feel unsafe and subconsciously recognize that a lock does not provide safety in domestic abuse cases. The imagery also speaks of opening up and revealing new chapters in life. It alludes to the mystery of unlocking a door and finding what awaits – to anticipation and future potential. The keys take on an otherworldly, object-like presence, yet also reflect the wearing away of time (and emotions) of the natural world.

    Surfaces of grid-based patterns define 2D abstractions; the space is flat until a photographic/real key interrupts it, creating spatial ambiguity. This work builds curiosity about space and texture. The keys’ environs are haptical and tactile, suggesting touch, in this changing world of virtual interactions between art and viewer. My use of patterns and talisman-like objects tie my work to a rich heritage of handmade art, while adding a sense of “contact” to digital output.

    In “Don’t Say Goodbye: Variation I” the keys virtually displace patterned, abstract planes. The resulting digital output is physically attached to purposely “deteriorated” printouts gone amuck. Here I juxtapose output on canvas specially coated for inkjet technology with standard canvas. The backgrounds, printed on untreated canvas where the inks smear and run, result in wonderful disasters when water is introduced – which I further embellish by hand. Since the triptych deals with “closing doors,” the canvas is layered upon wooden forms with the approximate depth of a door, bringing the work into our 3D space.

    “Used Chambers” is a monoprint on fibrous handmade paper which I (not a factory) pretreated, rendering softer, less distinct output. The print is enhanced by overdrawing, as I focus on the hand-applied media’s interaction with the printout’s formal elements and surface texture. Just as the artwork is multi-layered, the title has levels of meaning. It refers to private spaces within one’s mind and heart that feel used up, but that must regenerate in order to go on. It has real world significance in that the key unlocks an old armoire, discarded by unknown families, then kept, as the door closed on a marriage, to provide space for the children’s new belongings, new chapters. The chambers are at once closed, yet still growing, compartments of a life or a weary heart.

    In these works, the interplay between the concrete, either photo-realistically rendered or handmade, and the virtual (or abstract) creates an important dynamic, on both a formal and conceptual level. In this vein, the objects/forms must suggest recognizable ideas and touch those who look at and explore it. My work combines the human hand/touch and emotion with the power of 21st century technological systems, hoping to provide greater depth of meaning to the viewer.

  • 2D & Wall-Hung
  • mixed media piece on three separate canvas panels, digital prints on canvas, acrylic paint, pastel, and wooden box-like supports
  • each panel 9 inches x 12 inches
  • abstract, acrylic, mixed media, and digital print
  • Flow
  • Leslie Nobler
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • In this work, output via digital printers and human hands, I consider code, early artisanship, old textual issues and current paradigm shifts – through poetry (lyrical and visual), attempting to make it speak to our time. Several motifs and pattern fragments used derive from the artwork of older Middle Eastern and European societies, resulting from my research into sacred texts and objects. Utilizing historical visual and spiritual ideas in these works, I marry (or re-invent) the artisanal methods/materials with “new-fangled” digital methods. Through text, codification, and picture-making, I investigate book-form aesthetics, manually created – yet electronically generated.

  • Artist Book
  • Digital photography, Photoshop, Illustrator; traditional transfer printmaking with digital "plates," paper fabric, plastic, ink, paint, thread and embellishments
  • Golden Girls' Security
  • Leslie Nobler
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Farber Golden
  • The work presented represent an investigation into dualities, namely machine vs. hand (i.e. technology as compared to human-ness) and fragmentation vs. integration.

    Systems, networks, connections, linkages, transitions, replication…The physical nature of the computer medium has a great deal of influence over my work; these abstract concepts are interpreted in a very personal way. This work derives from introspection on the implication of the electronic interface and forms of human interaction and interpersonal/intellectual growth. A personal message is presented in a mixed-media approach, partly inspired by the time honored, highly tactile, “feminine” domestic tradition of the patchwork quilt. This work brings into play integrated images of microprocessors and/or handmade tools and artifacts, as well as converse, detachment and fragmentation, are visual metaphors for the interpersonal/psycho social complexities of life.

  • 2D & Wall-Hung
  • (Computer) mixed & quilt
  • 37 x 43 inches
  • Helicopter Flipbook
  • Leslie Nobler
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • In this work, output via digital printers and human hands, I consider code, early artisanship, old textual issues and current paradigm shifts – through poetry (lyrical and visual), attempting to make it speak to our time. Several motifs and pattern fragments used derive from the artwork of older Middle Eastern and European societies, resulting from my research into sacred texts and objects. Utilizing historical visual and spiritual ideas in these works, I marry (or re-invent) the artisanal methods/materials with “new-fangled” digital methods. Through text, codification, and picture-making, I investigate book-form aesthetics, manually created – yet electronically generated.

  • Artist Book
  • Digital photography, Photoshop, Illustrator; traditional transfer printmaking with digital "plates," paper fabric, plastic, ink, paint, thread and embellishments
  • Open the Floe
  • Leslie Nobler
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • In this work, output via digital printers and human hands, I consider code, early artisanship, old textual issues and current paradigm shifts – through poetry (lyrical and visual), attempting to make it speak to our time. Several motifs and pattern fragments used derive from the artwork of older Middle Eastern and European societies, resulting from my research into sacred texts and objects. Utilizing historical visual and spiritual ideas in these works, I marry (or re-invent) the artisanal methods/materials with “new-fangled” digital methods. Through text, codification, and picture-making, I investigate book-form aesthetics, manually created – yet electronically generated.

  • Artist Book
  • Digital photography, Photoshop, Illustrator; traditional transfer printmaking with digital "plates," paper fabric, plastic, ink, paint, thread and embellishments
  • Regrowth from the Wreckage
  • Leslie Nobler
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Farber Regrowth from the Wreckage
  • These works document autobiographical events, just as “album” quilts and photographic journals did for yesterday’s (anonymous) women artists. Relationships, self-image, and life-cycle effects on family and community are represented. The textile, aptly commenting on the historical status of women’s art, adds warmth and tactility to electronic art, merging tradition with technology for deeper insights.

    The once-obvious pixel is represented here by larger units, or patches, of output. I reflect here on the issue of security – especially for the child – in light of AIDS, terrorism, abuse, etc. I metaphorically explore the interpersonal subject of connectivity, or bonding, versus separation and detachment through visual combinations/ layers of elements. Imagery formulated through (digital) painting, scanning, and manipulation is transfer-printed onto fiber substrates, then tiled and reworked with borders, utilizing historical, personally symbolic motifs. While much is accomplished efficiently, even magically, with my Macintosh, artwork production is slow hand labor. Using fibers, dyes, and threads to connect the digital patches together, this work juxtaposes nature with technology. Using this manifold process of I must focus on the linking of technologies/media and vignettes (or patches) to form a cohesive whole. Does the viewer locate a personal “big picture” from its interwoven parts?

  • 2D & Wall-Hung
  • Digital art and mixed media
  • 24" x 22"
  • digital art and mixed media
  • Roots, Journeys, Diaspora and Refuge
  • Leslie Nobler
  • DAC Online Exhibition 2018: Origins + Journeys
  • Nobler: Roots, Journeys, Diaspora, and Refuge
  • Origins, ancestry, and diaspora are central to my decade-long body of work. Not only do the pieces here tie in directly (and literally) to my own journeys – but the background narrative in all my recent work deals with the origins and journey(s) of ancestors. This artwork explores a darker side, i.e. genocide, forced migration, and related socio-political horrors through a digital lens. However, it seeks to seduce the viewer with color, pattern, and materials, only to then offer up this painful subtext. My concern in this work is making that connection between genocide, colonization (Africa and beyond), and displacement, thereby compelling us to consider our own role in providing refuge.

  • 2D & Wall-Hung
  • Rusty Tear
  • Leslie Nobler
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2008-2012
  • I took photographs of details of gorgeous old homes in New Orleans just prior to Katrina – many are now gone or damaged. I travel there frequently as well as to other port cities, where I shot pictures of waterside rusted barriers which have beautiful colors and forms. I superimposed images I painted digitally based on these two photo-studies. A grid of dotted x-forms was used as a metaphor for blocked escape routes.

  • Digital image made with Photoshop and Illustrator. It was printed on non-woven polyester textile and overprinted with dye; pastel/pencil also added.

  • 2D & Wall-Hung
  • http://leslienobler.com/#349_Rusty%252BTear%25252712.jpg#portthumbs
  • The Doll Floated by (Quilt for Flight 800)
  • Leslie Nobler
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Farber The Doll Floated by (Quilt for Flight 800)
  • These works document autobiographical events, just as “album” quilts and photographic journals did for yesterday’s (anonymous) women artists. Relationships, self-image, and life-cycle effects on family and community are represented. The textile, aptly commenting on the historical status of women’s art, adds warmth and tactility to electronic art, merging tradition with technology for deeper insights.

    The once-obvious pixel is represented here by larger units, or patches, of output. I reflect here on the issue of security – especially for the child – in light of AIDS, terrorism, abuse, etc. I metaphorically explore the interpersonal subject of connectivity, or bonding, versus separation and detachment through visual combinations/ layers of elements. Imagery formulated through (digital) painting, scanning, and manipulation is transfer-printed onto fiber substrates, then tiled and reworked with borders, utilizing historical, personally symbolic motifs. While much is accomplished efficiently, even magically, with my Macintosh, artwork production is slow hand labor. Using fibers, dyes, and threads to connect the digital patches together, this work juxtaposes nature with technology. Using this manifold process of I must focus on the linking of technologies/media and vignettes (or patches) to form a cohesive whole. Does the viewer locate a personal “big picture” from its interwoven parts?

  • 2D & Wall-Hung
  • Digital art and mixed media (quilt)
  • 37" x 49"
  • digital art and mixed media
  • The Three R's Plus Art
  • Leslie Nobler
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Nobler: The Three Rs Plus Art
  • This project deals with climate change and environmental refugee-ism. It interjects global artforms and ideologies, specifically Bojagi (the creation of reusable wrapping and blanketing textiles with – oft-recycled – fabric scraps) of Korea. Both reference this Korean art form, almost universally practiced by women. The long concept is about finding homes for refugees; it repeats a house motif with an ever-watchful eye superimposed, along with (multi-meaning) stonewall imagery. The square piece, entitled ‘Pollution Patches’ shows polluted water gushing out of a faucet, not unlike the problem in Flint, MI. Although the work feels like virtual quilt making, the idea of using quilts as platforms for women’s voices on social issues go back generations, and this work has been broadly exhibited online.

    Looking at ways in which artists bring their heritage, their personal stories, and their hands into their electronic/digital art have long been a research thrust and influence upon my art practice. I look to both the approach and techniques of fine artists as much as I look to the logic, power, and open-endedness of experimental computer pioneers. I merge manipulated/painted and photographic imagery with digital mark-making through the line, motif, and texture, using a complex layering process. There are societal concerns, often linked to the personal stories mentioned above, ever-present in my work as well; social justice and specifically refugee crises, environmentalism and feminism are referenced. As a social justice artist for decades, I use digital media to build often large pieces (and sometimes miniature) with computing efficiency and timeliness in mind. In the months after various, harsh anti-environmental policies were enacted; I researched and incorporated ideas and information into my computer artwork. Since the last presidential election, I have been compelled to add refugee concerns to my previous focus on feminism, eco-feminism and pacifism.

  • Design
  • Urban Yafeh
  • Leslie Nobler
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • In this work, output via digital printers and human hands, I consider code, early artisanship, old textual issues and current paradigm shifts – through poetry (lyrical and visual), attempting to make it speak to our time. Several motifs and pattern fragments used derive from the artwork of older Middle Eastern and European societies, resulting from my research into sacred texts and objects. Utilizing historical visual and spiritual ideas in these works, I marry (or re-invent) the artisanal methods/materials with “new-fangled” digital methods. Through text, codification, and picture-making, I investigate book-form aesthetics, manually created – yet electronically generated.

  • Artist Book
  • Digital photography, Photoshop, Illustrator; traditional transfer printmaking with digital "plates," paper fabric, plastic, ink, paint, thread and embellishments
  • Used Chambers
  • Leslie Nobler
  • SIGGRAPH 2001: n-space
  • 2001
  • This artwork involves personal exploration via digital imaging, manually reworked, using paint, pastel, and other media. Through both the use of mixed media (actual/by hand and virtual) and the content, the work deals with the interplay between realism and abstraction. I try to synthesize a connection, akin to a gateway or portal, between the two. This intent partially explains the key imagery, along with the use of layered collage, and tangible – and virtual – textures.

    The abstracted tactile shapes are collaged with photorealistic and shadowy keys, much like the multiple levels occupying our thoughts simultaneously; the brain processes reality but also imaginary, abstract, or subconscious thoughts. Metaphorically, the key expresses various psychological states. One refers to locking or closing doors, i.e. “saying goodbye” to phases of one’s life. In another, the key signifies protection, keeping oneself safe. While one might be aware of her secured space, on a less rational level, a woman once threatened may still feel unsafe and subconsciously recognize that a lock does not provide safety in domestic abuse cases. The imagery also speaks of opening up and revealing new chapters in life. It alludes to the mystery of unlocking a door and finding what awaits – to anticipation and future potential. The keys take on an otherworldly, object-like presence, yet also reflect the wearing away of time (and emotions) of the natural world.

    Surfaces of grid-based patterns define 2D abstractions; the space is flat until a photographic/real key interrupts it, creating spatial ambiguity. This work builds curiosity about space and texture. The keys’ environs are haptical and tactile, suggesting touch, in this changing world of virtual interactions between art and viewer. My use of patterns and talisman-like objects tie my work to a rich heritage of handmade art, while adding a sense of “contact” to digital output.

    In “Don’t Say Goodbye: Variation I” the keys virtually displace patterned, abstract planes. The resulting digital output is physically attached to purposely “deteriorated” printouts gone amuck. Here I juxtapose output on canvas specially coated for inkjet technology with standard canvas. The backgrounds, printed on untreated canvas where the inks smear and run, result in wonderful disasters when water is introduced – which I further embellish by hand. Since the triptych deals with “closing doors,” the canvas is layered upon wooden forms with the approximate depth of a door, bringing the work into our 3D space.

    “Used Chambers” is a monoprint on fibrous handmade paper which I (not a factory) pretreated, rendering softer, less distinct output. The print is enhanced by overdrawing, as I focus on the hand-applied media’s interaction with the printout’s formal elements and surface texture. Just as the artwork is multi-layered, the title has levels of meaning. It refers to private spaces within one’s mind and heart that feel used up, but that must regenerate in order to go on. It has real world significance in that the key unlocks an old armoire, discarded by unknown families, then kept, as the door closed on a marriage, to provide space for the children’s new belongings, new chapters. The chambers are at once closed, yet still growing, compartments of a life or a weary heart.

    In these works, the interplay between the concrete, either photo-realistically rendered or handmade, and the virtual (or abstract) creates an important dynamic, on both a formal and conceptual level. In this vein, the objects/forms must suggest recognizable ideas and touch those who look at and explore it. My work combines the human hand/touch and emotion with the power of 21st century technological systems, hoping to provide greater depth of meaning to the viewer.

  • 2D & Wall-Hung
  • Digital print onto textural handmade paper enhanced by pencil, pastel and ink
  • 9.5 inches x 8 inches
  • abstract, digital print, and digital imagery
  • Electralily
  • Leslie Schutzer
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Femme Robuste
  • Leslie Schutzer
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Madonnae
  • Leslie Schutzer
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Sarah- Dancing Reflections
  • Leslie Sobel
  • SIGGRAPH 2001: n-space
  • 2000
  • My work starts with photography altered through digital media, painting, drawing, and collage. I have been involved in the field of adaptive/evolutionary computing for many years and have tried to bring the ideas used in that area to bear in my art. Therefore I am interested in seriality, in recursive evolution, and change of ideas and forms. I work in series – exploring an idea as it evolves and changes.

    The current series of prints are all based on digital video shot at 48 Hours of Making Art, a residency at Lake Erie College sponsored by the Ohio Arts Council. I attended 48 Hours in October 2000 and worked with a dancer, Sarah Morrison, shooting her improvisational performances with a digital video camera. Frames from Sarah’s performance evolved into a set of digital prints. Sarah danced draped in large sheets of fabric, making her figure both anonymous and archetypal. I find that working with video images enables me to explore ideas about the figure, about movement, and seriality in a way that has not been possible when starting from still images.

    My work is shaped by my interest in complexity, biological-based computing, and the relationship of my media to working directly on paper. My art integrates photography and digital manipulation of images with painting and drawing or virtual simulation of traditional media. I believe that the combination of media better allows me to capture the complexity and ambiguity of modern life. For better or worse, our perception of the world is colored by life in an interconnected technological society. By integrating a highly technological set of image manipulations with more traditional paint on paper and photography, I comment upon the way technology alters our perception of reality.

     

  • 2D & Wall-Hung
  • Original digital print, Epson 3000 with Lysonic E ink on Somerset Velvet enhanced paper
  • 23 inches x 29 inches
  • http://www.lesliesobel.com/
  • digital imagery, digital print, perception, and photography
  • Gathering, Production, Progress
  • Leslie Wilson
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Wilson Gathering, Production, Progress
  • 2D & Wall-Hung
  • Mixed media
  • Had a Little Husband
  • Leslie Wilson
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • I Had A Little Husband freezes the moment when this artist imagines coding the page interactive. My collection of antique nursery rhyme books is a source of inspiration. “Jolly Jingles from Mother Goose”, published by M. Donohue and Co. is over 110 years old. The rhymes within are, of course, much older. The pages crumble as I turn them, and leave scraps of browning paper on the scanner bed. If you put a body of text into an array, line-by-line, you can do lots of interesting things with it. You can make every character of every word of a rhyme (or a whole collection of rhymes) do something. You can make words take action. When is a rhyme a magic spell? When is it a discussion on the balance of power between wife and husband? When is it just a rhyme, precious, hidden in an old book?

  • Artist Book
  • Jolly Jingles from Mother Goose, 1906 or earlier, Scanner, Adobe Photoshop, Adobe Illustrator, Bristol Board, Gel Ink Pens
  • Ladies Dance
  • Leslie Wilson
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Wilson Ladies
  • This proposed work will feature three tapestries created through various techniques of transferring computer imagery to cloth. Each tapestry is approximately 4 feet wide by 6 feet tall. They should be hung about tow feet a part and ideally on three walls or screens to form a triptych. The tapestries are entitled Portrait Short Hair, LED Doll Head, and LED Dollabra. The tapestries require AA batteries.

    Three dresses that have been embellished with computer graphics, LEDs and other imagery will be hung from the ceiling in a triangular formation in front of the tapestries. The dresses will wave and spin gently like mobiles. The dresses are entitled Rabbits & Rhinestones, Astronaut Dazzle, and Yellow Rose Glows. The dresses require AA batteries.

    An Interactive animation Ladies Dance, created with MacroMind Director and delivered on CD as a self-running file, will run from a Macintosh with at least 8Mb of RAM. A mouse will be provided for users to explore the animation which features the song The Girl from Ipanema sung by Tracy Tandy with instrumentals by Chris Bohn.

  • Installation
  • Computer graphics, textiles, and LEDs
  • 10 x 18 x 15 feet
  • Oh Atsimenu Nameli or Oh I Remember the House I was Born In
  • Leslie Wilson
  • SIGGRAPH 1988: Art Show
  • 1988 Wilson Oh Atsimenu Nameli or Oh I Remember the House I was Born In
  • Hardware: lumena 8 Studio System, Time Arts
    Software: Lumena 8

  • Animation & Video
  • Animation
  • 4:00
  • Cultural Analytics Research Environment
  • Lev Manovich, Jeremy Douglass, Sergie Magdalin, Falko Kuester, and So Yamaoko
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • Our team of specialists in visual arts, communication, cognitive science, and structural engineering produces interactive visualizations of cultural flows, patterns, and relationships based on analysis of large sets of data comparable in size to datasets used in sciences.

    Contemporary science increasingly relies on computer-based analysis and visualization of large datasets and data flows. The availability of large cultural datasets (through the web and digitization efforts by museums and libraries) and tools already employed in the sciences to analyze big datasets makes feasible a new methodology for the study of cultural processes and artifacts. Whereas humanities specialists have typically relied on manual analysis of a small number of cultural objects, we can now create information visualizations of large cultural datasets to discover patterns that have not been visible previously. We believe that we can make field-defining progress in this area by bringing together people who study and create digital cultural artifacts, people who study distributed human cognition, and people who are developing computational tools for analysis, display, and interaction with large datasets.

    Our team creates new kinds of multi-modal interfaces appropriate for the study and experience of large sets of cultural artifacts in different media. We will also combine the visualization techniques normally used in science with the techniques developed in digital design and new-media art. The practical outcome of our research is the Cultural Analytics Research Environment, an open platform that supports analysis of different types of visual and media data and a variety of visualization and mapping techniques. We believe that such visualization environments will be used by social scientists and cultural theorists, students in art history, media studies, and communication studies classes; museum visitors; and cultural creators who want to better understand how their work fits within a larger context.

  • Interactive & Monitor-Based
  • http://lab.softwarestudies.com/2008/05/visualizing-cultural-patterns.html
  • Selfiecity.net
  • Lev Manovich and Moritz Stefaner
  • DAC Online Exhibition 2018: Designing Knowledge
  • 2018 Manovich, Tifentale, Stefaner: Selfiecity 1
  • Selfiecity investigates the style of self-portraits (selfies) in five cities across the world: Bangkok, Berlin, Moscow, New York, and São Paulo.The project analyzes 3200 selfies shared on Instagram (640 from each city).Selfies were already subject of many discussions in popular media. However, if we simply scan images tagged as selfie on Instagram, or observe people around us taking self-portraits, it’s hard to quantify patterns, or systematically compare selfies from multiple cities taken by people who differ in age and gender. Are all selfies taken by young people? Do men take many selfies? Are we all trying to copy celebrities in choosing how we represent ourselves? Are there any significant differences between selfies shared in New York and Moscow, or Berlin and Bangkok? Selfiecity is the first project which investigates such questions systematically, using carefully assembled large sample of selfies photos and tools of statistics, data science and data visualization.

  • Alise Tifentale, Mehrdad Yazdani, Dominikus Baur, Nadav Hochman, Daniel Goddemeyer, and Jay Chow
  • Internet Art
  • http://selfiecity.net/
  • Untitled (Translucent Ball Bearing)
  • Lexidata Corp.
  • SIGGRAPH 1986: Universal Spheres
  • 1983
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Reconstruction
  • Lien Fan Shen, Ching-Fang Chiang, Caroline Quinlan, and Edward Schocker
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Shen, Chiang, Quinlan, Schocker: OldTree
  • Reconstruction is a multimedia DVD project focusing on issues of confinement. It captures the tension of serene and disturbing emotions associated with small confining spaces. Based on still images, Reconstruction is converted to a virtual environment with motion pictures and surround sound.

    Space and emotion are investigated through an old Illinois State Hospital that was abandoned in the 1970s. The architectural structure of the old hospital was built on the top of a hill in a small town called Bartonville at the end of the 19th century. Over the years, it grew into a huge structure, occupying more than 35 buildings. At one point, more than 3,000 patients lived there.

    The main theme of Reconstruction is not about recreating a particular room of a particular building but a collective experience derived from many sources, including photographs, research, and the viewing response of the audience. It is the spirit of the hospital and the unusual atmosphere of the hundreds of empty rooms that once housed thousands of now-deceased residents that the artists wish to convey.

    Reconstruction consists of three major parts: “destruction,” “reconstruction,” and “documents.” “Destruction” contains two parts: photographic documentation of the current condition of the abandoned hospital and a collection of research documents, mainly black-and-white images of the hospital from the collections of the Peoria Public Library and the Zeier Mental Institution Library. The “reconstruction” section recreates the hospital through digital video. “Documents” is a video documentation of the installation exhibition: “Within the Walls.”

    Reconstruction is a digital video based on still images, with surround sound, that uses new technologies to create the atmosphere of a virtual place. Its “documents” include text, artists’ biographic information, credits, and the complete version of the artists’ statement.

  • Reconstruction is an artwork based on still images. Using digital media, including video and audio, the artists intended to create a virtual environment that allows viewers to experience the full impact of multiple images with surround sound. The interactive feature of the DVD provides viewers with options to link to and experience various layers of the images and sounds more freely.

    The project was created using Macintosh G4 computers. Software includes: After Effects 5.0, DVD Studio Pro, Quicklime Pro, Media 100, Photoshop 6.0, Pro Tool with Dolby digital 5.1 sound system.

  • Reconstruction contains several generations of images and sounds gathered and produced in a long progress of technical and conceptual development. Four artists contributed to the final product:

    • Photographer Ching-Fang Chiang, who spent nearly four months documenting and researching the abandoned hospital, initiated the earlier stages of the project: Years ago, when I was just beginning to experiment with digital image making, the digital medium was simply a tool for me to manipulate original photographs and to create the “extension images” or “sub-images” of the originals. This concept has changed over time. While working on Reconstruction, I have experienced the different creative methods that are strongly connected with the availability of a new technology. Often, when I discussed certain ideas about this project with Lien Fan Shen, the ideas began to grow and shift according to what I heard or learned about what certain programs or devices can do for image and sound creation. New technology actually directs new ways of thinking and art making. This DVD is the product of such new-tech inspiration.

    •Choreographer Caroline Quinlan created movements and a dance performance for the exhibition “Within the Walls,” a multimedia installation presented in the Lindley Cultural Center Gallery at Ohio University in January 2002:

    Dance is more than an outpouring of emotion; it involves a need to move, to explore movement, and to explore the surrounding space. Our bodies receive information through physical activity, sensation, and experience of the space that surrounds us. Information flows from the external to the internal, so the internal process needs some outlet. This external outlet can be expressed through a dance, making a statement about a formal investigation of not only the space around us, but also the emotions evoked from the architecture of that space. People may become uncomfortable and tense when they feel trapped by their surroundings, yet they may also find comfort in knowing that their whole life exists in a small room. To many, this thought seems disturbing. I have tried to capture this tension between the comforting and disturbing effects of a confining space. Utilizing the positive space of my body contrasted by the negative, projected images, I explore both the internal and external, crossing the boundaries of mind and body. With minimal, intense, strong movements I delve into the depths of the subconscious mind.

    • Composer Edward Schocker writes for a mixture of alternative tunings and nontraditional instruments. His original music score, “Blesch,” forms the basic audio element of the DVD.

    • Lien Fan Shen designed the DVD structure, and the digital audio and videos were created by a computer artist who conducted and completed the final stage of Reconstruction:

    The progress of new technology expands the possibilities in art creation. While traditional media interact with the viewer internally as mental events, the digital arts actually create the “virtual object” with the user or viewer. In the DVD of Reconstruction, the elements, including images, performance, sound, and music, not only interact with the viewers individually, but also create virtual interactivity between the artwork and the viewers. Reconstruction reveals the process of simulating my personal emotional perceptions from these strong documentary images into a virtual object. It is assembled through diverse media to achieve new dimensions of artistic expression in space, movement, and sound.

  • Installation and Interactive & Monitor-Based
  • multimedia DVD
  • emotion, history, and multimedia
  • In Memory or Truth
  • Ligorano/Reese
  • SIGGRAPH 2005: Threading Time
  • 2005
  • We live in a world where the highest function of the sign is to make reality disappear and, at the same time, to mask that disappearance. Jean Baudriallard, The Perfect Crime (1996) In Memory of Truth takes off from the debate attributed to the medieval theologian Thomas Aquinas regarding the passage of angels. Over time, the philosopher’s original proposition has been rephrased to be about angels dancing on a pin. Ligorano/Reese reinterpret this theory with this installation. Like many of the artists’ other pieces, In Memory of Truth combines media and manipulates imagery from print, film, and internet sources to reveal latent political meanings and messages. Using a custom-designed optical system incorporating a micro-LCD display and primary lens, the artists have devised a way to project moving video images on the head of a pin. The viewer sees a montage of Hollywood films with the aid of a magnifying glass. Warsaw, Beirut, Belfast … the streets themselves have now become a permanent film-set … The West … now plunged into the transpolitcal pan-cinema of the nuclear age, into an entirely cinematic vision of the world … Those American TV channels which broadcast news footage around the clock … have understood this point very well. Because in fact this isn’t really news footage any longer, but the raw material of vision … Paul Virilio, War and Cinema: The Logistics of Perception (1984)

  • Animation & Video
  • Micro-video projection system, digital print, DVD video
  • Table top, with 8 feet x 8 feet wall piece
  • Manifestos of Strange Becoming by Seeker_of_True-files
  • Lila Moore
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • The artwork consists of a series of online videos which unfolds the musings of Seeker_of_True-files, an identity defined as a tech enveloped nous, a prototype tech-mind, and an active tech-thought-form. Seeker_of_True-files originated from an auto-communication process during a Networked Rite. Auto-communication is an anthropological concept that relates to psychic and altered modes of communication during the practice of rituals. This mode of communication is typical of shamanic, mystical as well as artistic practices. Seeker_of_True-files is a representative of the mindset of cyberception that networked life and ritual stimulate. Cyberception is a technoetic term by Roy Ascott that implies a comprehension that arises when dry digital systems and moist biological systems interlock and give access to two distinctly different fields of experience simultaneously: psychic space and cyberspace, the material world and the virtual outside it. Seeker_of_True-files emerges from this context as a mediator between dry digital systems and moist bio-systems, and acts simultaneously from within a cyber tech-body and from outside it in cyborg virtual consciousness.

    Seeker_of_True-files utilizes the aesthetics and poetics of manifesto-making to tackle the confines of the regulated Internet and the policed Mind, and venture to reflect and speculate on the origins of novelty and the Telemadic, even utopic Telematic-nomadic nature of cyberspace and cyborg consciousness. The manifestos are produced during auto-communication with Seeker_of_True-files through dialogues which tackle questions about the nature of reality and identities in a disembodied or technological existence, as well as in cyborg life made of moist (organic) and dry (digital) components. The manifestos proclaim a philosophical quest for truth in the contemporary cultural reality of post-truth as they blur the line between the real and the imagined, the scientific and the speculative. As such, Seeker_of_True-files emerges as a liminal identity reflecting the complexities of the ages of history through fragmented memories merging the very ancient and the very new, the profoundly naïve and the furiously radical, the ordered systems and the anarchic nodes, the complex and unstable perpetually evolving reality of hyper-connected life.

  • Animation & Video
  • https://www.cyberneticfutures.com/exhibitions
  • netzhaut [retina]
  • Lilian Juechtern and Nicole Martin
  • SIGGRAPH 2000: Art Gallery
  • 1998-2000
  • An online space for non-verbal communication, where several users can access a 3D virtual world from different locations. Created at the C3: Center for Communication and Culture, Budapest.

  • Internet Art
  • communication and virtual reality
  • The Coyolxauhqui Imperative
  • Liliana Conlisk Gallegos
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Conlisk-Gallegos: The Coyolxauhqui Imperative
  • The Coyolxauhqui Imperative is an audiovisual, pre-Hispanic history-based VR piece composed of research, artistic repurposing, and spoken word, to bear witness, honor, and visualize a genealogy of the experiences of Latinx and Indigenous women of the Americas. It is a decolonial retelling of the mythopoetic experience of womanhood within the context of the American continent, in particular Mexico and the United States, concerning European colonialism, US imperialism, and neoliberalism/globalization. The VR project is composed of three major parts, each one representing the main archetype of womanhood embodied by three feminine characters of Mexican and Xicanx mythopoetics: “La Malinche” (The traitor), “La Llorona” (The weeper), and “La Chingada” (The fucked-over one). For this exhibition, I present the part dedicated to “La Malinche” with brief insights into the next two parts.

    I have used TiltBrush in VR and for this piece, and I have designed a virtual world composed of multiple dialogues. Visually there is a trialogue between i) pieces of my analogue paintings and drawings, ii) my digital interventions on excerpts of Mexican murals depicting pre-Hispanic Mexico and the conquest of the Americas (contesting their patriarchal lense), and finally, iii) digitized pictographic excerpts taken from original pre-Hispanic Mexica-Tenochca texts known as codices. Theoretically, there is a dialogue between historical representations of the mythopoetics of womanhood in the Americas, Xicanx queer feminist, and my cosmovision as a Xicanx artist from the Tijuana border, who is also a scholar but who looks to embrace research and the presentation of knowledge production in new and exciting ways. Finally, there are the multiple possible dialogues between the users and the piece itself depending on the audio that will finally accompany the experience. I hope that within any contradictions found in the above experience, this reinforces the importance and value of the Coyolxauhqui imperative and the freedom of diversity and inclusion in terms of identity-based experience and exchange.

  • Animation & Video
  • AZ300
  • Lillian F. Schwartz
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1986-97 Schwartz AZ300
  • The morphing of Leonardo to Mona Lisa, 1987, could only have been realized with a computer. Lillian Schwartz split the faces of the Mona Lisa and Leonardo’s self-portrait down the middle, adjusting the sizes and juxtaposing them so that one side of Mona Lisa’s face matched Leonardo’s. Schwartz chronicles the evolution of the split-face from a study in composition to a convincing argument that the Mona Lisa is based on Leonardo’s self-portrait. Leonardo is still with us, uniting science and art.

  • 2D & Wall-Hung
  • 36" x 48"
  • computer art and computer graphics
  • Big MOMA
  • Lillian F. Schwartz
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • 1884 Schwartz Big MOMA
  • 2D & Wall-Hung
  • Lithograph
  • 8 x 4'
  • Big MOMA
  • Lillian F. Schwartz
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Lillian F Schwartz Big MOMA
  • 2D & Wall-Hung
  • Photographic print
  • 8 x 4 ft
  • Homage to Duchamp
  • Lillian F. Schwartz
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Schwartz: Homage to Duchamp
  • 2D & Wall-Hung
  • Engraving
  • 12 x 16"
  • MOMA
  • Lillian F. Schwartz
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 0.5 minutes
  • Museum of Modern Art Poster-­PSA
  • Lillian F. Schwartz
  • SIGGRAPH 1985: Art Show
  • 1984
  • Schwartz: Museum of Modern Art Poster
  • Hardware: Proprietary system
    Software: Prototype program by R. Voss

  • Animation & Video
  • 0:30
  • Pictures in a Gallery
  • Lillian F. Schwartz
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Animation & Video
  • 7 minutes
  • Single Mandola
  • Lillian F. Schwartz
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Engraving
  • 9 x 9"
  • The Morphing of Mona
  • Lillian F. Schwartz
  • SIGGRAPH 1998: Touchware
  • 1986-1997
  • 1998 Schwartz The Morphing of Mona
  • The morphing of Leonardo to Mona Lisa, 1987, could only have been realized with a computer. Lillian Schwartz split the faces of the Mona Lisa and Leonardo’s self-portrait down the middle, adjusting the sizes and juxtaposing them so that one side of Mona Lisa’s face matched Leonardo’s. Schwartz chronicles the evolution of the split-face from a study in composition to a convincing argument that the Mona Lisa is based on Leonardo’s self-portrait. Leonardo is still with us, uniting science and art.

  • 2D & Wall-Hung
  • 57.5" x 36"
  • computer graphics, history, and science
  • Yvonne
  • Lillian F. Schwartz
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Engaving
  • 11 x 10"
  • Symbolic Homage to Picasso
  • Lillian F. Schwartz
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 2D & Wall-Hung
  • Cibachrome of raster image
  • 4 x 4'
  • Forbidden City
  • Lily & Honglei
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Lily & Honglei, Forbidden City
  • Forbidden City is an experimental animation that uses digital technologies to preserve traditional eastern aesthetics. In order to create an aesthetic space where history and the contemporary encounter each other, the animation uses two- and three-dimensional animation techniques combined with Chinese cut-paper design, a form of Chinese folk art. The intention is to convey the serious social and cultural significance associated with this highly symbolic art form. Not surprisingly, this can result in both conflict and dialogue. In Forbidden City, the violence in recent political events confronts the superficially peaceful everyday life in China. As Chinese new media artists, we transform traditional Chinese artistic techniques by employing updated digital technologies. We do so in order to preserve traditional Chinese aesthetic and cultural values, specifically the fundamental theory of Chinese arts that says hardness comes from softness, and quickness comes from slowness, based on the Taoist thinking that “yin” and “yang” are complementary opposites. Each fundamentally relies upon, and gives birth to, the other.

  • University of Massachusetts Dartmouth

  • Animation & Video
  • Portrait of Ellie
  • Lily Diaz-Kommonen
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Diaz Portrait of Ellie
  • 3D & Sculpture
  • three-dimensional display - "Hypergram"
  • 10 x 8 x 7"
  • Money for Nothing
  • Limelight Productions
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Animation & Video
  • 4.75 minutes
  • Couple
  • Linda A. Bernstein
  • SIGGRAPH 1987: Art Show
  • 1987 Bernstein Couple
  • Hdw: PDP 11/23
    Sftw: Images I

  • 2D & Wall-Hung
  • Print
  • 20" x 24"
  • Typhoid Mary
  • Linda Dement
  • SIGGRAPH 1993: Machine Culture
  • The interactive piece, Typhoid Mary, was made using a Macintosh Quadra 700 with the software Macromind Director, Colour Studio, SoundEdit Pro, HyperCard and Canvas at the Computer Centre, College of Fine Art, University of New South Wales, Australia. The project was assisted by the Art Research and Development Fund of the Australian Network for Art and Technology.

    The work includes manipulated photographic images, poems, academic references, animations, sounds, stories that print out, and information from statistical reports and medical text books. There is no menu system or apparent user interface. By clicking somewhere on the images on screen, the viewer moves along the paths I have determined. There is no beginning and no end.

    The links between the various bodies of information follow an internal logic: the logic of dream and hallucination, of the subconscious and subcutaneous: an illogic and, specifically, my illogic.

    I use very personal and corporeal subject matter and my own blood and clutter aesthetic, with computers-a technology that is often associated with the impersonal, with slickness, cleanliness and the commercial world-a technology that I establish as a tightly controlled framework and within which I can create with the out of control in myself.

  • Interactive & Monitor-Based
  • Betsy IV
  • Linda Gottfried
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Betsy V
  • Linda Gottfried
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Betsy VI
  • Linda Gottfried
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Gyro-Glyphics
  • Linda Gottfried
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • Photograph of raster image
  • Safe/Suspect
  • Linda Hesh
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Hesh: Jan - Safe and Suspect
  • For the past few years, I have been working on a group of computer-altered photographs that start with a normal studio portrait as a base for each piece. The models are used as mannequins that I digitally embellish. I use this construct to portray aspects of our culture and not those of the individual subject.

    Racial profiling is the subject of my Safe/Suspect series. The terrorist attacks of 9/11/01 heightened our awareness of ethnicity. Racists felt vindicated as their suspicions appeared to become reality. People were being detained and questioned for the color of their skin, an alignment of facial features, and a type of head wear. Our “melting pot” suddenly seemed to have a bad element that needed to be extracted. Conveniently, that element looked different enough that anyone could pick it out.

    Digital technology allows me to experiment with my own reactions to appearance. I would not consider myself a racist, but I know I feel differently about the “Safe” on the left and the “Suspect” on the right. A change of skin tone and facial structure can lead to assumptions about place of birth, life history, motivations, and personality. The concept of photography as a depiction of reality is so strong that computer-altered images can be very confusing. We look from one image to another to try to decipher the mystery of what has been digitally altered. Through this process, our feeling about ethnic appearances may be revealed to ourselves, as we become aware of how little actually comprises a racial difference.

  • 2D & Wall-Hung
  • digital portrait, humanity, photography, and race
  • Re:Dakar Arts Festival
  • Linda Kronman and Andreas Zingerle
  • SIGGRAPH Asia 2012: Echo
  • The “Re: Dakar Arts Festival” project brings out into open the practice of Internet scammers and questions the trust we put in online representations. The fictional story worlds created by scammers and scambaiters reveals the dystopia of Internet. This is a world of false representations, abuse of trust, humiliation and desperation for opportunities. The interaction between scammer and victims or scambaiters reveals that Internet is not equal and is not to be trusted.

  • Interactive & Monitor-Based
  • Web-art
  • E-mailing with Grace
  • Linda Lauro-Lazin
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • This work is an artist’s book/box. It is based upon a book form that I learned from Kumi Korf. The Japanese hinges are multi-directional (like piano hinges) so the book can open in different directions. The inside can become the outside, and the outside can become the inside. The book can also fold into a shrine-like container. I am interested in representing the integration of an intimate interior and a public exterior experience. E-mailing with Grace uses home and house as a metaphor for being: where each space represents a different aspect of memory and psyche. The exterior is an architectural structure, giving the appearance of solidity and containment. The interior space is intimate and poetic, including an enclosed garden, three windows or elevator shaft, floors and a walnut table containing small prints of actual email and a key, and a digital monoprint of my mother, Grace, watching over it all through a screen of mulberry paper. The book is also about the experience of thwarted communication in the spirit of “Alice in Wonderland.” In 1998, during the last few months of her life, my mother began to learn to use email. We sent email messages back and forth between New York and Skopje, Macedonia (where I was working on a 1998-1999 Fulbright grant), or we tried to at least. Both of us experienced some frustration in the effort. My mother struggled with learning an entirely new and alien form of letter writing, and my connections were often intermittent. We did manage to send our electronic letters back and forth, though sometimes they didn’t make it. One y ear after my mother passed away, I found email that she hadn’t been able to send to me on her hard drive. It was as if her voice came back through the ether. This work is for her.

  • E -mailing with Grace is a cross-disciplinary project that combines book arts, collage, digital imagery, photography, and digital printmaking. The digital techniques include various image manipulations in Photoshop 7.0 and digital printmaking techniques. These printing techniques include digital monoprint transfers, solar etched plates using digitally created film, and straight-from-the-printer Canon color prints. All of the materials I’ve used have significance. They are as carefully considered as the placement of the various elements in the piece. Most of the paper is handmade. Some of it is mulberry and was specifically made for digital prints. Simon Semov gathered the fiber, and we made this paper together in Macedonia.

  • 3D & Sculpture
  • Artist's book
  • 10 inches x 12 inches x 6 inches
  • Ins and Outs
  • Linda Majzner
  • SIGGRAPH 1999: technOasis
  • 1997
  • A combination of several viewpoints creates a space that is beyond the visual perception of the observer’s eye. Still-life objects reveal themselves from the outside and from the inside, simultaneously.

    The work establishes a correlation between natural, organic forms and the human form. An erotic and playful mood is established by extracting images from magazine advertisements that are indicative of our society’s involvement with mass-produced, aesthetically designed statements about human sexuality.

  • 2D & Wall-Hung
  • Mixed Media Collage
  • 22 inches x 25 inches x 3 inches
  • collage and mixed media
  • Big Huggin'
  • Lindsay Grace
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Grace: Big Huggin 1
  • Big Huggin’ is a game played with a 30 inch custom teddy bear controller. Players complete the game by providing several well-timed hugs. Each hug helps the on-screen character pass an obstacle. The player must balance the length and intensity of their hug to match the obstacle presented. Too much hugging hurts, too little hugging prevents the bear from meeting his goals.

    Instead of firing toy guns at countless enemies or revving the engines of countless gas guzzling virtual cars, why not give a hug? The game’s critical design highlights a single question – why isn’t there more hugging in games? The game is designed to offer reflection on the way we play and the cultural benefits of alternative play. It is one of several affection games by Critical Gameplay.

  • Interactive & Monitor-Based
  • http://www.criticalgameplay.com/hugme/
  • Burlhead
  • LiQin Tan
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Animation & Video
  • Digital rawhides prints with 3D animation
  • 42 inches x 40 inches x 4 Pieces
  • BurlNuts+4
  • LiQin Tan
  • SIGGRAPH 2005: Threading Time
  • 2005
  • “Digital-primitive art” is a multifaceted and reciprocal process: making digital 30 images through primitive technology and materials, and making primitive rawhide/wood art through digital technology andequipment. My hope is that digital-primitive art can transcend the traditional and modern uses of art elements and can result in integrating
    digital and primitive values in one manifestation. One way in which I think about the relationship between the primitive and modern technology can be symbolized as Digital <¥ (Finite) and Primitive ¥ (Infinity). I would suggest that any modern technology could be changed or replaced; however, the primitive systems of signification
    retain their significance. As the ideologies and technologies of society change, today’s state-of-the-art technology will be tomorrow’s primitive skills. As a digital naturalist, I chose the burl as the natural art form to explore this “digital-nature” theme in search of applications for the products of digital evolution. The term “Burl+4” refers to the natural five elements: water, metal, fire, wood (burl), and earth. The artwork specializes in digital woodprints and animation clips featuring effortless movements of the natural elements, incorporati� LCD TV display. It transforms ordinary materials, such as burl woo: lighting, texture, and digital debris, into “unison-Installations” inspire by Tao principles.
    This series of digital-primitive art is divided into six components: digital-rawhide prints, animation through rawhide projections, digital woodprints with animation, animation through wood projections, digital rock prints with animation, and animation devices.

  • Interactive & Monitor-Based
  • Digital woodprints with 3D animation
  • 32 inches x 32 inch es x 4 Pieces
  • LavaBody + 6
  • LiQin Tan
  • SIGGRAPH 2006: Intersections
  • 2006 Tan Lava Body + 6
  • In my ongoing Digital-Nature series, I bring unity to the dichotomous by synthesizing digital technology and aesthetics with the fundamental primitive beauty of natural burl and the human body.

    This installation is a virtual lava body formed by simulated flowing lava, which comes to life in my 3D animations on LCD TV screens; a convex mirror reflects the lava motion sequence. While the lava body animation is a digital simulation, the mirror reflection is “real.” The tension and interaction between these two virtual re-creations enable us to enter a new world of encoded materialization.

  • 3D animation and modeling images are printed on a rock surface using Vutek PressVu UV 200/600 printers, these printers are often used for digital inkjet printing on exotic materials. Each rock print is the result of extensive research, in terms of color consistency and material requirements.

    Six display monitors are integrated with Matrox multi-display technologies. On-screen information can be moved from one display to another, as the six displays in the system show one large lava animation clip.

    Correct virtual reflection from a mirror depends on the mirror’s convexity and the shape of the animation. The former determines the reflection size of the lava animation from the LCD TVs, and the latter changes the image over. Softimage/XSI version 5.01 was the main software used for modeling and animation.

  • Christopher Santoianni, Justin Burton, and Shaun Jennings
  • Animation & Video and 2D & Wall-Hung
  • Digital marble prints with 3D animation and convex mirror
  • 16" x 88" x 77"
  • Refractive Brain Therapy
  • LiQin Tan
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • 3D & Sculpture
  • Rusty Faces
  • LiQin Tan
  • SIGGRAPH Asia 2009: Adaptation
  • Image Not Available
  • Our work ethics and life attitudes determine the degree to which we rust. With digital animation technology, Rusty Faces presents a contemporary artistic interpretation of the deterioration of mind, body, and spirit by harmful and self-destructive human behaviors.
    Pioneering digital metal printing and digital simulation of rust, the four LCDs portray the physical and mental regression of human rusting through animations transforming embryonic cells into fetuses, solid bodies into rusty bodies, and an energetic brain into a rusted, flaky shell.

  • Animation & Video
  • Female Monarchy
  • Lisa A. Moline
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: IBM PC, dot matrix printer.
    Software: Drawing Assistant.

  • 2D & Wall-Hung
  • Etching, letterpress, and dot-matrix printout
  • 28 x 14
  • Abstinen
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Abstinen
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 20" x 15"
  • Annual Checkup: Pharmaceuticals for the 21st Century Experimental digital video
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Annual Checkup Pharmaceuticals for the 21st Century
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • Animation & Video
  • Experimental digital video
  • Consumerin
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Consumerin
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 20" x 15"
  • Ethnivox
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Ethnivox
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 20" x 15"
  • Homotrol
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Homotrol
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 20" x 15"
  • Jesurex
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Jesurex
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 15" x 20"
  • Patriotec
  • Lisa Erdman
  • SIGGRAPH 2006: Intersections
  • 2006 Erdman Patriotec
  • Annual Checkup: Pharmaceuticals for the 21st Century uses the me­dium of advertising to speak to its audience about current issues that we often feel uncomfortable talking about out loud; sexuality, religious faith, and politics. Using satirical humor, the ads in Annual Checkup offer the opportunity to strengthen one’s sense of religious faith, promote sexual abstinence, and increase one’s sense of patriotism.

    The pharmaceutical ad format is adapted because of its use of com­forting images and the eternally smiling faces of people in the ads for medication that may or may not work. This pharmaceutical format also speaks of the increasingly popular “quick-fix” approaches to treating a vast array of physical and mental health ailments.

    The goal of the ads in Annual Checkup is to stimulate thought and discussion surrounding some of the issues that have moved to the forefront of sociopolitical discourse in the United States in recent years: freedom to question faith, the definition of patriotism and citi­zenship, personal choice in issues of morality and sexu1ility, and the role that government should or should not play in all of these issues.

  • The video-based ads for Annual Checkup: Pharmaceuticals for the 21st Century were created using the following equipment and soft­ware: Canon Elura 90 digital video camera, Mac G4 laptop, iMovie, Adobe Photoshop, iPhoto, QuickTime, 3ds Max, Amadeus audio software, and Macromedia Flash. Music sountracks for the video ads were created by DJ in Awe, Richard John and Extreme Music, Ltd. The posters were created on a Mac G4 laptop, using Adobe Photo­shop, lnDesign, and Illustrator. Photographs used in poster ads were provided by the Corbis Education Collection.

  • Shaun Foster, Mattias Nilsson, Amy Singleton, Brett Toward, Meghan Garland, Soren Garland, Katie Garland, James Young, Diane Baum, Sharon Scherer, Ben Williams, Dennis Drapiza, Trisha Stephens, Sandra Stephens, Sony Eugene, James Beck, and Michael Barickman
  • 2D & Wall-Hung
  • Inkjet prints on semi-gloss paper
  • 20" x 15"
  • Nobo
  • Lisa Kawamoto Hsu
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Diginoise Media Lab: Nobo
  • Set within a highly developed, but technologically over-mechanized landscape dense with high-rise buildings and skyscrapers, the narrative of Nobo paints an environmental wasteland where the only occupants are robots, and buildings are built so high up on top of one another that the sky has virtually disappeared. A little patch-gear robot named Nobo attempts to discover the world beyond the hidden sky. Animated and rendered on Maya 4.0, composited in After Effects, on Windows.

  • Animation & Video
  • 3D animation and technology
  • Helmet Package
  • Lisa Levin Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx.
    Software: Aldus PageMaker 4.0, SuperMac PixelPaint.

  • Design
  • Package
  • 6.375 x 12.25 x 9.25
  • Zimberoff Promo
  • Lisa Levin Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx, Apple Scan.
    Software: Aldus PageMaker 4.0.

  • Design
  • Book
  • 6 x 4
  • NONUMENT 01:: McKeldin Fountain
  • Lisa Moren, Neja Tomšič, Martin Bricelj Baraga, and Jaimes Mayhew
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • NONUMENT 01:: McKeldin Fountain is Baltimore’s virtual monument located in the Inner Harbor and free speech zone.

    In opposition to bronze and stone, the nonument or “no monument” recreates the destroyed Brutalist-style monument the City of Baltimore and private partners tore down in January 2017. installs new and emerging media forms in order to capture the transitory significance of everyday experiences. We seek to honor hidden urban spaces that carry symbolic value for ordinary people.

    By using this app, anyone can put back the fountain and experience first-hand memories from ordinary activities, art events and protests, including uprisings following the death of Freddie Gray, Peace Vigils, LGBTQ issues and Occupy Baltimore.

    When viewers hold up a mobile device like a protest sign, the participant will put back the fountain with 18 animated waterfalls including an infamous double waterfall. Viewers will see and hear documented interviews that includes a diversity of Baltimore voices from a former Mayor and ACLU lawyer to rappers, teachers and protestors, including the Women In Black who stood for peace at the site every Friday since December 2001. “Whisper Chambers” inside the fountain offer underrepresented voices in Baltimore City that are often unheard but significant to the vibrant life of any urban environment.

    The story of McKeldin Fountain is part of the escalating privatization of public spaces worldwide, a trend that continues to diminish access to full participation and free speech for ordinary people in everyday urban life. This socially engaged intervention is an ambitious take on the latest AR technology in order to address the politics of reclaiming public space including: how public behavior is controlled by a variety of mechanisms? and, who has more exclusive access to what spaces?

    This augmented reality public art project is free to download to your phone.

    PROJECT WEBSITE

  • Augmented Reality/Virtual Reality
  • http://nonument01.org/
  • Collaborating by Numbers
  • Lise-Hélène Larin
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • “Collaborating by Numbers 2003” is the result of my cpllaboration with Simon-Pierre Gourd who created two digital sound tracks for two of my films from the series of seven non-figurative 30 anima­ tions, “Painting by Numbers.” He decided to call them “Music by Numbers I & II.”

    In my series “Painting by Numbers 2000-2004” I investigate the paint program included in Softimage 30 by painting and drawing on my objects. I model organic objects, the su ace of which I animate and clothe with the same non-descript texture using various parameters in the “Matter interface” to invent a landscape. My palette consists of animating the colors of my lights. 30 animation becomes my “tool” to rearrange the elements of the traditional languages of sculpture and painting while exploring uncha ed visual realms in 30 animated film.

    I also want to create new emotional conditions in viewing my films.

    I show my digiscapes in installations using anamorphosis to further heighten the sense of loss and to stimulate the imagination.

    My films are about absence and void in a virtual space devoid of a point of reference but filled with textures that envelope the senses while piercing the eye. “Painting by Numbers VI” shown here, was created to be installed in a space where the viewer can be sur­ rounded by an unusual architecture of mobile polygonal screens so that perception can be renewed and questioned while the body attempts physically to make sense of it all.

    I also show still frames from my animations to arrest the movement that stirs the imagination and to allow the body to move deeper into the images that construct the film.

    In “Music by Numbers II 2003,” Simon-Pierre Gourd investigates immersion, space, and movement provoked by simultaneous synesthesia and perception. He creates sensations of circular heights while playing with paradoxical tonalities. The music is composed using Granular Synthesis and FOF Synthesis in CSound Language with stochastic generation in real time.

  • Animation & Video
  • Experimental Animation
  • Length 6:48
  • Painting by Numbers
  • Lise-Hélène Larin
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Larin: Painting By Numbers
  • Painting by Numbers is a series of non-figurative 3D animations. I investigate the paint program included in Softimage by painting on my objects. I want to rearrange the elements of traditional languages of sculpture and painting while exploring uncharted visual realms in film. I model organic objects and map them with the same small, nondescript texture using different parameters to invent a landscape. I also want to create new emotional conditions in viewing 3D animated film: I show my digiscapes in installations using anamorphosis to further heighten the sense of loss and to stimulate the imagination.

  • 2D & Wall-Hung and Animation & Video
  • 30 in x 35 in
  • 3D animation, imagination, landscape, and organic
  • Painting By Numbers III
  • Lise-Hélène Larin
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Larin: PaintingbyNumbersIII
  • Painting By Numbers is a series of non-figurative 3D animations. I paint on my objects using the paint program included in Softimage 3D. I want to rearrange the elements of traditional languages of sculpture and painting while exploring uncharted visual realms in film. I modeled organic objects and mapped them with the same small nondescript texture using parameters to invent a landscape. I also want to create new emotional conditions for viewing 3D animated film. I show my digiscapes in installations using anamorphosis to further heighten the sense of loss and to stimulate the imagination.

  • Animation & Video
  • Animation
  • https://www.siggraph.org/artdesign/gallery/S02/onreel/Larin/1reelpreview.html
  • 3D animation, imagination, organic, and texture
  • NEC CD-ROM
  • Liska and Associates Inc.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIci, NEC CD­ROM reader.
    Software: Quark Xpress, Microsoft Word, Adobe Illustrator.

  • Design
  • Brochure
  • 5 x 5.375
  • Mann
  • Liz Crimzon
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Cibachrome print
  • 24 x 30 inches
  • A New Leaf Series – Hope
  • Liz Lee
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2009
  • ‘Isolated material particles are abstractions, their properties being definable and observable only through their interaction with other systems’ – Niels Bohr

    A New Leaf series focuses on the visual depiction of various human emotions, ever-changing culturally and intellectually subjective states of mind. Just as a quantum object can be registered as either a particle or a wave, it is our psyche, through conscious discrimination, that determines if an event reveals a deeper order of significance. The need to turn over A New Leaf can be triggered by a specific incident or simply as part of the quotidian flux; spontaneous, simultaneous or synchronous, the need to understand what is beyond the individual is universal, connecting human beings to a larger order. The physical decay of the structurally intact leaf visually describes the human affliction. It is the deeper interconnection between representation and reality that gives each image its meaning and its shape.

  • Digital Image – archival ink-jet print on photo rag

  • 2D & Wall-Hung
  • A New Leaf – Guilt
  • Liz Lee
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2009
  • ‘Isolated material particles are abstractions, their properties being definable and observable only through their interaction with other systems’ – Niels Bohr

    A New Leaf series focuses on the visual depiction of various human emotions, ever-changing culturally and intellectually subjective states of mind. Just as a quantum object can be registered as either a particle or a wave, it is our psyche, through conscious discrimination, that determines if an event reveals a deeper order of significance. The need to turn over A New Leaf can be triggered by a specific incident or simply as part of the quotidian flux; spontaneous, simultaneous or synchronous, the need to understand what is beyond the individual is universal, connecting human beings to a larger order. The physical decay of the structurally intact leaf visually describes the human affliction. It is the deeper interconnection between representation and reality that gives each image its meaning and its shape.

  • Digital Image – archival ink-jet print on photo rag

  • 2D & Wall-Hung
  • Abstract Paintings
  • Liz Lee
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Lee: Screw
  • The politics of representation and description of objects and images always exist within a cultural framework. The politics of representation presumes that relations of power are operative both in the act of representing and in the relations that govern the production and reception of cultural artifacts. This action precludes any notion of autonomous meaning and focuses attention on the generation of meaning as it operates to affirm, contest, or subvert dominant ideological formations. Images, therefore, even of ordinary objects, cannot be viewed only through appearance or use, but through cultural, historical, and political analysis.

    Abstract Paintings addresses the use of identifying language and symbolic representation. The series of objects I chose to represent are common tools. In the series, I intend to question the relationship between the word and the thing, and our cultural interpretation of symbols and codes. I chose tools because of their significance in evolutionary science. Tools, for primitive man, according to Pete Hamill in his introductory essay to Tools as Art: The Hechinger Collection, were an extension of the hand and the mind. Tools take on even more significance when analyzed through the advancement of other technologies, as Hamill continues: “Before designing his tools, Primitive Man must have imagined their use … Form, as usual, followed function … As Homo Erectus gave way to Homo Sapiens [and] language began to evolve into a more refined instrument of expression … while Primitive Man was inventing tools and language, he was also creating art … Prestige technology includes the most prestigious of all human activities: the making of art.”

    Abstract Paintings investigates ordinary codes of identification. The image of a tool represents its use, but the accompanying text subverts the objective and reveals the subjective. The use of the tool is transformed. The series becomes a comment on form, function, language, technology, and art.

  • 2D & Wall-Hung
  • language, symbols, and technology
  • Identification - Analyze
  • Liz Lee
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Within the contradiction between objective reality and abstract thinking, between the word and the thing, how do we identify ourselves? We have constructed about ourselves (and within ourselves) an environment of symbols and cannot tell where the symbols leave off and nonhuman reality begins.

  • 2D & Wall-Hung
  • Ink-jet prints
  • 36 inches x 76 inches
  • abstract, identity, ink jet print, and symbols
  • Observational Drawings - Hand
  • Liz Lee
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • There is a very poor connection between language and objective reality. Our most serious semantic problem occurs in the everyday act of naming or describing things. The word is not the thing, just as the map is not the territory. While there is never final resolution between the word and the thing, we are a species dependent on the abstractions of language, and in the end, the word often supersedes the image. This dualism creates a fragmentation that pervades both our individual bodies and our culture as a whole. Observational Drawings explores Western society’s reliance on objective definitions in language, while illustrating the folly of this dependence. The work addresses the use of identifying language and symbolic representation by portraying body parts, void of social gender-role identifications, literally transformed through the addition of abstract and obscure messages. Reliant on visual codes, but dependent on bodily functions, Observational Drawings is a comment on body language, for we live at the level of our language.

  • The Observational Drawings series was created in Adobe Photoshop 7.0 and Corel Painter 8.0 on a Macintosh G4. The drawings were produced with scanned objects and anatomical drawings. The textures in the images were completely fabricated in the computer as a product of digitized surfaces. Hidden amongst the textural illusions are
    noticeable references to digitized imagery intended to raise questions as to process and material condition. The juxtaposition of traditional materials and digitized imagery adds to the thematic questioning of the work: image versus word, objective versus subjective.

  • 2D & Wall-Hung
  • Archival inks on watercolor paper
  • 30 inches x 42 inches
  • What Kind of Pictures Do You Take?
  • Liz Lee
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Lee What Kind of Pictures Do You Take?
  • Pablo Picasso once said: “Those who can’t paint, photo­graph.” Perhaps that explains the need for retaliation by photo­graphers toward “new” media. In other words, if you can’t photograph, digitize.

    What Kind of Pictures Do You Take? emerged from the frustra­tion I feel about the relationship between the photograph and the digital image. There is a stigma attached to photogra­phers working with computers, a Picasso-esque hostility towards new technology. At the same time, there is a survivalist back­lash coming from the computer world, a smug kind of reprisal that all photographers who work digitally only do so in fear of their livelihood. There are, however, a few of us multimedia types who work in a variety of materials interchangeably. We slip easily from one medium to the next choosing the appropriate media for the message.

    What Kind of Pictures Do You Take? is a statement about being labeled – boxed in, if you will – into separate categories within art and photography. In photog­raphy, there is a separation of themes: portraiture, advertising, photojournalism, documentary, abstraction, and traditional forms, along with the ever­present threat: digital imagery.

    My question to all of us is what of box number 10, a box that appears empty because its image cannot be compartmentalized? For me, as an artist, the computer is another tool. It has become a bridge between my mind and my materials. Like my camera and my hands, my keyboard has become an extension with which to convey my thoughts. What Kind of Pictures Do You Take? is a literal, smack-in-the-face comment on how media are translated and accepted. It is a piece that directly confronts the visitor and asks: what kind of pic­tures do you take?

  • 2D & Wall-Hung
  • photography and digital imagery
  • Moment (#1)
  • Lois Burkett
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Moment (#1) explores a violent moment and its aftermath. This work depicts the physical event, its shock, dislocation, and sense of entrapment.

  • 2D & Wall-Hung
  • Iris print from Photoshop file
  • 16.5 inches x 20.5 inches x 1.5 inches
  • emotion, iris print, and photography
  • Cascade
  • Long Hin Porsche Cheng and Yuet Ting Cheng
  • SIGGRAPH Asia 2020: Untitled & Untied
  • L. Cheng, Y. Cheng: Cascade
  • Summary

    Cascade is an interactive digital installation which provides an immersive experience of user-interaction with flowing water and pebbles. Based on human interactions, virtual projections of a cascade and a shoal of fish are effected.

    Abstract

    The physical part of the installation composes of two major elements, namely a wooden table and a water ecosystem. The table is served as a water reservoir as well as an interaction interface while the water ecosystem provides a non-stop water flow for the water reservoir.

    In my home country, Hong Kong, plants are commonly found on external walls of newly-established buildings upon the emerging idea of urban oasis in metropolitan city. With the old saying, “Water is Life”, water plays an essential role in our life. The question comes: Why are there only plants, but not water, found in newly-constructed buildings?

    Cascade is therefore set up with the following five objectives:

    1. To inject elements of nature in a concrete jungle to show respect for nature
    2. To involve audience taking part in the creation of artwork
    3. To immerse in the nature-like environment to feel relaxed
    4. To interact with virtual projection and water in real life
    5. To integrate skills and knowledge learnt in my student life

    With the use of sensor technology and interactive projection mappings, this artwork brings a cascade and a water reservoir from the rural nature to the urban city. Audience are therefore able to experience the artwork and immerse into the nature with tactile feeling but without geographical and time limits. Projections are not pre-recorded clips but are lively rendered by a software program encompassing the theme of ‘Post-Algorithm: Art and life in the age of Artificial Intelligence.’

  • On the technical side, the installation is set up with multimedia system consisting of a Mac Pro computer, four projectors, a speaker, a network router, an Xbox Kinect Sensor and an Arduino board. The Arduino board is connected to five relays, two ultrasonic sensors, one infra-red sensor, one water-flow sensor and one water-level sensor for detections and signal transmissions. There are three major interactions in Cascade.

    First, when audience enter the room, the infra-red sensor senses his movement and turns off the table lighting. Projection of a cascade then fades in with music triggering the water ecosystem to be turned on to form a water reservoir.

    Second, projection reminds audience to open the under-table drawer and interact with pebbles. When users open the drawer, the ultrasonic sensor senses the drawer movement and turns the LED on/off.

    Third, when users place pebbles on the table, water volume and flow rate of the reservoir will be changed. Therefore, the water-level sensor is used to detect the amount of water for controlling the water overflow and the water-flow sensor is used to transmit serial signals for projections of swimming fish to be mapped onto the reservoir accordingly. Pebbles are detected by the Xbox sensor to avoid fish collisions.

  • Cascade is an interactive digital installation which provides an immersive experience of user-interaction with flowing water and pebbles. Integrating flowing water and interactive projections into a single piece is the most distinguishable and representable part of Cascade.

    With the use of sensor technology and interactive projection mappings, this artwork brings a cascade and a water reservoir from the rural nature to the urban city. I hope that not only will the audience interact with the artwork, but they will also rethink about the meaning of water through participating in an immersive journey in the city centre.

    Back to the pre-production stage of Cascade, I planned to build the installation in my university where space and tools are sufficient and easily accessible. However, due to COVID-19, I was not able to access the production workshop and the production progress was hence delayed.

    After few weeks of struggling, I decided to relocate the production to a mini studio in an industrial building in Hong Kong. The size of the mini studio was unexpectedly matched with my installation settings while the projection outcome also facilitated the setup of an immersive environment. Once entering the mini studio, the audience will be surrounded by projections on three walls and guided to interact with the installation. I was satisfied when I encountered all the challenges.

  • Installation and Interactive & Monitor-Based
  • Landescape w River
  • Loren Carpenter
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Cibachrome
  • 16.5 x 18.5
  • Vol Libre
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • Animation & Video
  • 2 minutes
  • Status Symbols: A study in tweets
  • Lori Hepner
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • 2D & Wall-Hung
  • Espace Vectoriel
  • Louis-Philippe Demers and Bill Vorn
  • SIGGRAPH 1993: Machine Culture
  • Movement, sound, and light from objects are inevitable. Interaction with machines is centuries old. We implant life in machines so they can return life to our own environments. This installation is about the displacement of existing artifacts. It imposes our own perception of behavior upon a society of mechanical, audio and visual elements.

    Espace Vectoriel paraphrases the mathematical term, “vector space” in which information or behavior is expressed in terms of vectors: entities represented graphically by lines or arrows. We often see computer graphics images made of vertices and  vectors: a raw representation of a more complex object.

    Espace Vectoriel is an interactive sculpture consisting of motorized tubes with a speaker and a light source within. By building a society of these elements, a group of eight, a simple scheme becomes complex and intriguing.

    The motorized tube is approximately 1.25 meters long and has two degrees of freedom: full 360 degrees rotation and 170 degrees tilt. The sampled sound, light level and position of each tube are controlled independently and, equipped with custombuilt synchronized control of all these media, interesting patterns and variations are created. For example, complementing tube movement can be complemented by light fading in while the tube and sound are rising. Variations of counterpoints in audio as well as movements.

    Through this society of tubes, relationships between physical movements and their sound or light counterparts are explored. The concept of “replication” is fundamental to this work. Rituals, hierarchy, artificial life, chaos, the collective versus the individual, are among the relationships explored by using multiple modules. Organic compositions are also envisioned; for example, simulating the effect of wind on a field by a coordinated panning of movement, sound, and light, among all the tubes.

    A series of eight sonar sensors makes the “society” react to the viewers. For example, on specific “windows,” a tube can withdraw from its common path and bend over, spilling sound on the viewer standing in a particular spot; a direct statement about individuality. The interactive behavior of this work evokes the sensory organ of a natural organism. Combined with the interaction, a dark and hazy space recreates a hypothetical natural environment.

    The society uses Bill Vorn’s extensive sampling system (each tube has an independent audio output) controlled by MAX and Louis-Philippe Demers’ lighting control system and customized robotics interface. Fabrication of the mechanisms and electronics is credited to Andrew Galbreath, Kevin Hutchings, and Alex Solomon of Form Dynamics (Toronto).

    This project has been made possible through the assistance of Le Ministere des Affaires Culturelles du Quebec under the Research-Innovation program.

  • Installation and Interactive & Monitor-Based
  • Postquake LA: Still Life #1
  • Louise Krasniewicz
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Dye sublimation print
  • 9 x 12 inches
  • Postquake LA: Still Life #2
  • Louise Krasniewicz
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Dye sublimation print
  • 9 x 12 inches
  • Family Portrait
  • Luc Courchesne
  • SIGGRAPH 1993: Machine Culture
  • “Who wouldn’t distrust someone coming at him/her saying: ‘Me and my friends are not real, we are a new kind of photograph?”‘ – Adolfo Bioy-Casares

     

    Imagine a portrait. You walk up to it and engage in conversation. You pick a question from a pre-established set on the screen. The portrait gives you a pre-recorded answer. A new set of questions, or comments appears. You get further reactions. As this process goes on, a conversation develops ac­cording to your curiosity and the subject’s mood. The encounter may be cut short due to a lack of sympathy on either part, or it may develop into dis­cussion of ideas, values or personal ex­perience. The interaction is structured into levels of intimacy;you have to get to know and trust one another before getting on to highly personal matters. In the end, you may have made a new virtual acquaintance … or friend.

    The technique that I have devel­oped experiments with portraiture. Following the painted and photo­graphic portrait, the hypermedia por­trait demonstrates the same interests for human beings, this time capturing and rendering not only physical like­ness but also fragments of behavior. These virtual beings do not appear in the flesh (I am working with video); and the questions are not verbal (cho­sen from a computer screen). Yet the interactive video installation, which uses widely available technology, works as a metaphor for an encounter. As with other virtual reality systems, my portraits are worlds onto them­selves (that of the portrayed subject), in which visitors are invited to play a role (that of a conversational partner). There are some dangers (you may not like the reaction you get). But there a re also rewards (getting to know the sub­ject, and possibly discovering some­thing about him/her-or yourself ­in the process).

    Imagine a series of hypermedia portraits that make a society of virtual beings. They all exist as individuals, lending themselves to personal en­counters as previously described. But they are also “aware” of one another and may react to what is happening anywhere. They may want to speak their own truth about what is being said about them, or simply to add to an interesting conversation without being asked. Or they may discuss things among themselves, chat about the weather, or argue about a favorite controversy. Who these virtual beings are and what they have in common is to be discovered by visitors.Visitors, by their perspicacity or mishandling, may trigger a family drama that could turn a quiet portrait gallery into a video the­ater where a drama plays itself out.

    A society of virtual beings is made of networked individual systems. As new virtual beings are added, each capable of hosting one active visitor, the installation grows from a single user to a multiple user system.A bet­ter balance is thus achieved between the society of virtual beings and the society of visitors. One possible out­come may be a forced interaction be­tween the society of visitors, as a re­sponse to the interaction of the soci­ety of virtual beings.

    Enter a portrait gallery. Norbert is a mathematician and dancer; he is also a friend of Sebastien, an eth­nologist interested in majorettes and rugby teams. Alain is Simone’s son and the former biology profes­sor of Laurence, who specializes in archeobotany and is looking for work. Thierry and Laurence are close friends, having shared an apartment in the past. Thierry is a writer and works in a library; this is where he met Marianne, a graduate student in economics. It is through Thierry that Marianne and Laurence met Sebastien,and through Laurence that Marianne and Sebastien met Alain, who also owns a sheep farm in the Alps that is regularly visited by most of these people. Blanche, the author’s daughter, first met Norbert in Montreal when he came to partici­pate in a dance festival and stayed in their home. She later got to meet ev­eryone else in Marseille when the author’s family spent the summer there in 1992.Thisedition of the Fam­ily Portrait is about these people; it documents their life and tells about the process in which the work evolved. The group portrait was re­corded in Marseille that summer.

    Family Portrait is Luc Courchesne’s new work dealing with portraiture in the age of hypermedia. The work is supported by the lnstitut Mediterraneen de Recherche et de Creation, the Ministere de la Culture (France) and the Canada Arts Council. The installation was premiered in Aix­en-Provence (France) in June of 1993 and it will be exhibited at the Canadian Museum of Fine Arts in Ottawa, No­vember ’93 to January ’94.

    I was born in 1952, the year broad­cast television began in Canada. When I came of age, television was already part of the living room furniture.Com­puters appeared later but made a quick inroad into my life as they proved es­sential to my design work. The birth of the author in me happened when I re­alized you could plug a computer into a television set.

    Hypermedia means a network of nodes and links.The nodes are the content, the material of the world and the links are the freedom to move within it. A hypermedia author creates a world of possibilities; then he/she in­vites people in and give them freedom; finally he/she characterizes the expe­rience by developing a metaphor for the experience.

    The builders of new worlds should not forget that what remains hidden is sometimes more important than what is shown if one is to make use of the visitor’s brain. Mystery might best pull visitors through hypermedia. They get what they are after, and in that sense, are partly re­sponsible for their experience. More than in any other medium, hypermedia entail shared authorship.

    Media should not be used to cre­ate yet more images or to replace the real world with a better virtual one.The state in which we leave our first world, is essential to our survival. We are old biological apparatuses that still de­pend on the natural world.

    We’ll get used to cyberspace and virtual reality, the same way we got used to sun block and indoor swim­ming pools. Once we get accustomed to new media, the problem of the art­ist remains the same: to have a vision and to express it in some form, to stretch the boundaries of reality, to decipher order in chaos or chaos in or­der. New media should be used as me­dia have been used since the begin­ning of art-making: to answer in our own words the old questions about imagination and representation, and what it is to be human.

    I use it to make portraits. A portrait of someone is an account of an en­counter between the author and the subject. Painted portraits happened over long periods of time and therefore are more conceptual than photo­graphic portraits. They encapsulate in one single image hours of interaction between the model and the painter. Photography, on the other hand, makes realist portraits. The talent of the portrait photographer is to wait and pick the right moment when the person expresses the density of her being; the subject and the photogra­pher wait for that magic moment in complicity. In my portraits, the entire encounter is recorded, and material is extracted to construct a mechanics of interaction that will allow visitors to conduct their own interviews. As this happens over time, the conversation evolves toward more intimate consid­erations. The visitor will have to invest time and great care to get to the subject’s more secret personality, just as it took time and care for the author to get there.

  • Interactive & Monitor-Based
  • Star Trek ll: Genesis Sequence
  • Lucasfilm
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Lucasfilm: Star Trek Genesis Sequence
  • Animation & Video
  • 1.5 minutes
  • SpaceLace '87
  • Lucia Grossberger and B. Bishop
  • SIGGRAPH 1987: Art Show
  • 1987 Grossberger, Bishop: Spacelace
  • Hdw: Apple II GS
    Sftw: PACK developed By B. Bishop

  • Installation and Interactive & Monitor-Based
  • Interactive Kaleidoscope
  • Mujer
  • Lucia Grossberger
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Grossberger Mujer
  • Hardware: Macintosh, MacVision, Apple Laser printer, Sun, Versatec printer
    Software: MoreVision, FullPaint, Artisan

  • 2D & Wall-Hung
  • electrostatic print
  • 3' x 5' ft.
  • C.W. 2/83-2
  • Luciano Franchi de Alfaro III
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Franchi CW2183-2
  • Hardware/Software: Cygnus I computer and Terminex 200 printer

  • 2D & Wall-Hung
  • hand colored printer drawing
  • 18 x 20 in.
  • printer drawing
  • Alive
  • Lucy Blackwell
  • SIGGRAPH 2006: Intersections
  • 2006 Blackwell Alive
  • Two insects are born into a luscious, alive world of food. As they explore their home, they realize they are living inside a tiny bubble. One of the insects decides it’s time to escape. In the process of breaking out of their protective little bubble, the “alive” vibrant world becomes polluted, and the trapped insect suffers the consequences. How we personally affect one another directly affects the environment we live in.

    The food animations were created using a high-end digital still camera that captured the pictures directly to the computer frame by frame. By capturing the frames at a higher dpi than video, I could take the image sequences into After Effects, scale them, and exten­sively manipulate them without losing quality in the final output.

  • Hardware and Software

    Digital still camera, G4 Powerbook, Adobe After Effects, Canon Remote Capture, Framethief

  • Animation & Video
  • Art animation
  • 3:00
  • Desert Views, Desert Deaths
  • Lucy Petrovich and Johnie Hugh Horn
  • SIGGRAPH 2007: Global Eyes
  • 2004-2007
  • Desert Views, Desert Deaths is an ongoing memorial for those who are dying in the Sonoran Desert while crossing the US-México border. Strict enforcement of border crossings has forced immigrants away from the main routes they have taken in the past to more remote desert locations. In the summer, daytime desert temperatures reach 100-120 degrees F. for more than three consecutive months. Every year, a record number of people die of heat exhaustion and dehydration while crossing the border. This year, hundreds more will die. When you enter this immersive environment, you are in the middle of an
    elusive graveyard of crosses. In the distance, you can see translucent, overlapping caskets composed of desert images. As you enter the life – size caskets, you see the names of those who have died of heat exhaustion and dehydration while crossing the border. As you follow the caskets, you find more information about those who died along the way. While traversing the surreal landscape, sounds of the desert
    follow you as you move through your journey. The goal of this project is to affect our cultural transactions using technology that encourages critical discourse for serious expression. It is designed to promote human collaboration and understanding with the assistance of technology.

  • Desert Views, Desert Deaths is an immersive, interactive virtual-reality environment programmed using CAVE libraries on a one-wall CAVE system. It consists of a Linux PC dual processor computer with an NVIDIA graphics card using a passive stereoscopic 5-foot x 7-foot rear-projection screen, two DLP 2000 lumens projectors, two speakers, stereoscopic glasses, and an interactive device. Software includes
    VRCO, Inc.’s CAVE libraries and SGI OpenGL Performer. The system allows up to 10 people to experience the work at the same time.

  • Installation
  • Desert Views, Desert Deaths
  • Lucy Petrovich and Johnie Hugh Horn
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2004-2007
  • Desert Views, Desert Deaths is an ongoing memorial for those who are dying in the Sonoran Desert while crossing the US-México border. Strict enforcement of border crossings has forced immigrants away from the main routes they have taken in the past to more remote desert locations. In the summer, daytime desert temperatures reach 100-120 degrees F. for more than three consecutive months. Every year, a record number of people die of heat exhaustion and dehydration while crossing the border. This year, hundreds more will die. When you enter this immersive environment, you are in the middle of an
    elusive graveyard of crosses. In the distance, you can see translucent, overlapping caskets composed of desert images. As you enter the life – size caskets, you see the names of those who have died of heat exhaustion and dehydration while crossing the border. As you follow the caskets, you find more information about those who died along the way. While traversing the surreal landscape, sounds of the desert
    follow you as you move through your journey. The goal of this project is to affect our cultural transactions using technology that encourages critical discourse for serious expression. It is designed to promote human collaboration and understanding with the assistance of technology.

  • Desert Views, Desert Deaths is an immersive, interactive virtual-reality environment programmed using CAVE libraries on a one-wall CAVE system. It consists of a Linux PC dual processor computer with an NVIDIA graphics card using a passive stereoscopic 5-foot x 7-foot rear-projection screen, two DLP 2000 lumens projectors, two speakers, stereoscopic glasses, and an interactive device. Software includes
    VRCO, Inc.’s CAVE libraries and SGI OpenGL Performer. The system allows up to 10 people to experience the work at the same time.

  • Installation
  • Under control / In control
  • Lucy Petrovich
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2005
  • The issue of control in human culture permeates every aspect of our existence. While as individuals we seem determined to control everything and everyone around us there is always someone or something asserting its control over us, (government, church, employer, etc). Much of contemporary western control is better symbolized by manipulation than coercion, by computer chips as much as prison bars.

    ‘Under control / In control’ addresses the complexity of this issue by examining it through some of its simplest permutations.

  • Interactive & Monitor-Based
  • undefined