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
  • Lucy Petrovich
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Lucy Petrovic Untitled
  • Hardware: Datamax UV-1, Sandin Image Processor
    Software: Zgrass-T. DeFanti

  • 2D & Wall-Hung
  • Print
  • 24 x 20 in.
  • Oreille remplie de plumes
  • Luis Nieto
  • SIGGRAPH 2006: Intersections
  • 2006 Nieto Oreille remplie de plumes
  • An animation about beauty and hysteria in relation to food as unsat­isfied pleasure. With original music by the director, it explores con­temporary love, in a lovely post-modern triangle. Nobody is satisfied.

  • Hardware and Software

    PC, Adobe After Effects, Adobe Photoshop, 3ds Max, Protools.

  • Animation & Video
  • Art animation
  • 2:32
  • The Synthetic Cameraman
  • Lukasz Mirocha
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Mirocha: The Synthetic Cameraman
  • Summary

    The artwork explores the potential of creating hybrid and processual representations of dynamic virtual environments with procedurally-generated aesthetics and cinematography that transgresses the established conventions of visual media such as synthetic photorealism, offering a glimpse into the future media based on programmable and machine-generated visuals and media genres.

    Abstract

    The Synthetic Cameraman is an installation using a high-definition screen connected to a computer workstation. The setup is running a full-screen, real-time, 3D graphics simulation that critically challenges the notions of remediation, processuality, linearity, and creative agency in computer-generated virtual environments. The application is rendering a virtual scene depicting a volcanic mountain landscape. The central element of a fairly flat and barren caldera surface is a violently erupting volcanic cone with pyroclastic flow and rocks of different sizes being expelled as molten lava rivers are traveling down the slope forming a lava lake at the foot of the cone. The visual aspect of the phenomenon is enhanced by deep sounds of rumbling earth and rocks hitting the bottom of the caldera, falling down the slope, and the sounds of howling wind. The control over individual elements in the scene has been given over to the algorithms. The weather conditions, eruption, and the virtual camera settings – its dynamic framing and movement – are procedurally generated in real-time. Every few seconds, a new virtual camera is created with settings chosen from a wide variety of values. The range of possible values is beyond the capabilities of physical cameras, which makes every virtual camera a hypermediated representational apparatus, producing partially abstract and fluid visuals. The algorithms are also controlling the parameters of various post-processing effects that are procedurally applied to the camera feed. All of these processes are taking place in real-time, therefore every second of the experience is conceived through a unique entanglement of settings and parameters directing both the eruption and its representation. Each second of the simulation as perceived by the viewer is a one-time event, that constitutes this ever-lasting visual spectacle.

    The main goal behind creating the artwork was to challenge the pervasiveness of carefully recreated (remediated) lens- based aesthetics and photorealism used as a conventional representational style used in several media types that use today’s computer graphics, e.g. video games, CG animations, etc. As a result, a deconstructive and speculative approach has been taken towards synthetic photorealism. The Synthetic Cameraman is expanding the representational spectrum of photorealistic, real-time computer graphics by generating a hypermediated and dynamic camera-based visual representation of the scene in real-time. The volcanic environment was chosen as a subject for the simulation in order to emphasize the structural and ontological unpredictability of both the phenomenon and the models of its representation as they unfold – an already dynamic and uncontrollable volcanic eruption is visualized by an equally dynamic and procedural camera system. The results of algorithmic agency in The Synthetic Cameraman reveal the creative potential of real-time computer graphics and today’s real-time content creation tools (e.g. general-purpose game engines), that allow us to design new types of visual content based on various aesthetic and formal styles and conventions. This trend will only accelerate thanks to advancements in machine learning techniques with systems like GANs and CANs that can produce images situated within a broad representational spectrum of computer graphics – from producing new types of image hybrids and aesthetics to mimicking historical artistic styles, generating perfect copies of paintings that have been fundamental for Western culture. Importantly, the artwork, by offering a unique visual experience virtually every second, illustrates how programmable real-time computer graphics bring us closer to processual and variable media culture based on untitled and particularly untied, ever-evolving media hybrids, bringing new visual experiences and allowing for new means of creative expression.

  • The core component of the installation is a full-screen Windows 10 software application. At a physical level, the artwork is composed of two main elements: a graphics workstation (e.g. a PC laptop/tower: 4-core CPU, 8GB GPU RAM, 16 GB RAM, 128 SSD) connected to a display device (e.g. a large FHD TV screen, 60” +) and the connecting cables, with the screen being the audience-facing device. The TV should be preferably mounted on a VESA or equivalent rolling stand, or be mounted on the wall, depending on the general setup/design of the exhibition venue. Preferred mounting height: 1.20- 1.50 m. The piece should be set up and tested in about 2-3 hours. The setup is mainly about connecting all the devices together, running the software application, and making sure that the performance and output meet the design goals. A minimum 3-gang extension power cable is required to power the installation, its length depends on the venue setup, but is estimated at minimum 3 m.

  • Although it is challenging to discuss the artwork in separation from my theoretical research, I’d like to emphasize that it demonstrates the creative potential of real-time 3D graphics in exploring new aesthetic conventions and media genres emerging out of the unique affordances of computer-designed visuals: programmability, processuality, hybridity. This potential has become more accessible to non-expert parties thanks to new software suites such as general-purpose game engines or web-based design frameworks. Additionally, The Synthetic Cameraman illustrates how established or media-specific aesthetic conventions such as photorealism or the languages of cinematography can be questioned, rethought and in combination with affordances of computer graphics, put to creative use across media to design new types of experiences.

    I have studied and explored the artistic potential of real-time 3D graphics and general-purpose game engines by creating a positive feedback loop in which the theoretical study was constantly supplied with new findings originating from my hands-on interactions with the medium as its user. The Synthetic Cameraman is one of several artworks that emerged based on the same virtual volcanic environment. The other artworks include a VR experience and a real-time CG animation. The artworks were designed with the aim to explore the boundaries of a particular camera-based representation model that is unique for a specific media genre, which drastically changes how the virtual environment is depicted and experienced in each artwork. It is worth mentioning that I come from theory-oriented research communities and I don’t have a formal computer science/design education, therefore, the development of the artwork presented a steep learning curve. From one side, I had to learn how to communicate my ideas not only with natural language but also using artistic techniques and visual communication. From the other, l also had to figure out how to align my ideas and artistic goals with concrete affordances of computer systems at hand, solving scripting, 3D design as well as challenges and issues related to the development pipelines. Working on all the aspects of The Synthetic Cameraman has been a demanding process, however, it also provided a tremendous chance for self-development.

  • Augmented Reality/Virtual Reality
  • Ornamental
  • Luke Demarest
  • SIGGRAPH 2020: Think Beyond
  • 2019
  • Demarest: Ornamental
  • In a reflection on data materialism in the digital age, “Ornamental” creates an emergent system of generative visualizations from live EEG brain data scanned in the gallery. This work was produced during an artist residency with the Victoria and Albert Museum and Goldsmiths, Department of Computing.

    Extended Summary:

    In 1948, Claude Shannon’s A Mathematical Theory of Information laid the groundwork for the digital age. It defined the term information, introduced the unit bit, and revolutionized how we communicate. Shannon’s work gives us physical parameters to define an often perceivably abstract entity: information. It’s a seemingly strange and wonderful truth in the digital age that information is physical- where you are often lead to believe that information lives in the ether of clouds. In a reflection on data materialism in the digital age, Ornamental creates an emergent system of generative visualizations from live EEG brain data scanned in the gallery. The brain scanning EEG reader serves as a symbolic data-extracting channel from one’s mind. More specifically, the extraction of an idea in it most raw and often incomplete form on a noisy information channel. The idea takes the form of binary trees or L-systems that are the fundamental data structure of mapping analog signals to digital encodings. The scanned ideas mutate the binary trees as initial seed data for a thought that is in a constant state of mutation and flux. It is easy to classify an idea as a finalized stagnant thing, but Ornamental plays with the possibility of seeing cognitive ideas as temporal physical living entities, transferring form from brain to keystroke to pixel to paper to iris to brain, from host to host to host. This work was produced during an artist residency with the Victoria & Albert Museum and Goldsmiths, Department of Computing.

  • Electronic/Robotic Object
  • Human Brains, EEG Headset, 2 Monitors, Processing computer code.
  • 2 meter X 2 meters X 1 meter
  • http://www.demare.st/ornamental.html
  • In This Unfolding
  • Luke Maninov Hammond
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Hammond: In This Unfolding 1
  • Through the use of silversmithing techniques I translate scientific and philosophical ideas into delicate and intricate forms. By carving and manipulating wax I transfer the dynamic processes observed in nature at the macro and micro scale into precious metal. Further experimentation in surface colouration and stone setting techniques allows me to bring these objects to life. Through this approach, my works experiment with the phenomena of biophillia to generate immediate connection with the viewer whilst simultaneously encouraging reflection on what lies below the surface of our beings.

    Informed by neuroscientific discoveries in the areas of consciousness and perception, my work seeks to connect these new ideas with themes of spirituality. We exist in an era where advanced imaging technology is providing a window to directly observe the neuronal activity which creates our sense of consciousness. These advancements, and their implications, serve as a key area of exploration in my artistic practice. As with my work in biomedical imaging, the objects I create are intended to make the invisible visible, both in anatomical form and the broader concepts they represent.

    The works presented in this submission are handmade silver sculptures of neural form set with precious stones including sapphires, rubies, topaz and amethyst. Made for the exhibition In This Unfolding, they explore the philosophical concept of ‘coming out of the world’ as opposed to ‘coming into the world’. Mirrored forms from the micro to macro are used to convey the repetition of this story across scale and time and illustrate the changing states of consciousness from birth to death.

  • Media Used: Sterling silver, sapphires, topaz, gold vermeil, patina

  • 3D & Sculpture
  • China Doll
  • Luz Bueno
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Medieval Figures
  • Luz Bueno
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Bueno Medieval Figures
  • 2D & Wall-Hung
  • photograph
  • 30 x 40"
  • Woman Running Under the Moon
  • Luz Bueno
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Gestures IV
  • Lyn Bishop
  • SIGGRAPH 2001: n-space
  • 2000
  • The “Gestures” series represents the balance between opposites. Through the use of the traditional feminine art of body painting, the strong gestural hand motions, and modern technology, this diptych speaks to the male and the female, the yin and the yang of our own expressions.

    “Gestures IV” and “Gestures V” embody a message of hope that each indigenous culture may enter the increasingly homogenized 21st century with its unique cultural blueprint in tact. In the race towards economic and technological advancement and the quest for globalization, we run the risk of sacrificing cultural diversity. These pieces reflect my wish that technology be used as a means to preserve and celebrate cultural diversity rather than destroy it. My art reflects my desire to preserve the gentle balance between honoring cultural traditions, and embracing the future and all that it brings.

    In my art, I begin by traveling throughout the world, where I find intrigue in the human cultural elements encountered. The simple, unsophisticated and organic details catch my attention. Each place and culture reveals its beauty to me in its everyday traditions. Capturing the unexpected interplay between color, texture, and imagery is at the heart of my work. By blending art, culture, and technology, I aspire to honor and show reverence for traditional cultures while dancing in step with modern technology.

  • 2D & Wall-Hung
  • Framed and matted digital fine art prints, presented in diptych format
  • 24 inches x 34 inches
  • balance, culture, motion, and technology
  • Gestures V
  • Lyn Bishop
  • SIGGRAPH 2001: n-space
  • 2000
  • The “Gestures” series represents the balance between opposites. Through the use of the traditional feminine art of body painting, the strong gestural hand motions, and modern technology, this diptych speaks to the male and the female, the yin and the yang of our own expressions.

    “Gestures IV” and “Gestures V” embody a message of hope that each indigenous culture may enter the increasingly homogenized 21st century with its unique cultural blueprint in tact. In the race towards economic and technological advancement and the quest for globalization, we run the risk of sacrificing cultural diversity. These pieces reflect my wish that technology be used as a means to preserve and celebrate cultural diversity rather than destroy it. My art reflects my desire to preserve the gentle balance between honoring cultural traditions, and embracing the future and all that it brings.

    In my art, I begin by traveling throughout the world, where I find intrigue in the human cultural elements encountered. The simple, unsophisticated and organic details catch my attention. Each place and culture reveals its beauty to me in its everyday traditions. Capturing the unexpected interplay between color, texture, and imagery is at the heart of my work. By blending art, culture, and technology, I aspire to honor and show reverence for traditional cultures while dancing in step with modern technology.

  • 2D & Wall-Hung
  • Framed and matted digital fine art prints, presented in diptych format
  • 24 inches x 34 inches
  • balance, culture, motion, and technology
  • If Dreams Could Talk
  • Lyn Bishop
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • If Dreams Could Talk is a collaborative project that looks at the concepts of dreams and specifically the dissociated images and impressions that quickly fade upon waking.The journey is the integral inspiration that propels my art. Traveling throughout the world, I look for the simple, unsophisticated, and organic details that define the beauty of human culture. I am always intrigued by the differing human elements and visual stimulation that I encounter. Often the creative process is singular and individual, but when the work becomes collaborative, the resulting imagery becomes more than the sum of its parts. The artistic journey begins with a feeling or thought that is communicated between the collaborators until the work takes on its own personality. Finding the unexpected interplay between imagery, cultural similarities/differences, and personality is what drives me in this process. I continue to learn and explore the diversity of each element, letting the muse take me further on the creative journey. As we race toward economic and technological advancement in our quest for globalization, we run the risk of sacrificing cultural diversity. My art reflects my desire to preserve the gentle balance between honoring cultural traditions and embracing the future and all that it brings. By combining art, culture, and technology in this way, I weave images and experiences into work that speaks to the diversity in the world. Making art grants access to worlds that may be sacred, forbidden, enchanting, or threatening. It allows us to see worlds that we may never fully engage otherwise.

  • Using common consumer electronics (iSight,iChat, FTP, computer, and printer) the SIGGRAPH 2006 Guerilla Studio collaborated with Srishti School of Art, Design and Technology (K. Nadig, P. Mukhopadhyay, P. Agarwala, P. Kaul, R. Pande, R. Kakde, S. Gupta), Adobe Design and Achievement Award winners (S. Powilat, M. Vogel, A. Wang), and fellow Guerillas (K. Beal, L. Danque, P. Zimmerman) to create an edition of pigment prints and handmade books. The working process began with collaborators uploading personal source material to a shared directory of images. Each artist chose an unfamiliar image to begin a new work of art. Each morning at 9:00 Boston time (7:30 pm in Bangalore), the teams connected via iSight to share artwork and discuss strategies for completing the project. On Saturday, the teams tested the internet connection. On Sunday, they reviewed the project and brainstormed ideas. Monday and
    Tuesday were dedicated to image creation. On Wednesday, the German collaborators designed the cover and interior. The book was printed overnight and then hand-assembled by a team of volunteers in the Guerilla Studio on Thursday morning. The project served as a powerful connection across cultures. New communication technologies enable us to collaborate in ways
    never before imagined. By reaching beyond borders and time zones, we gain greater cultural awareness, which leads to a better understanding of the beautifully diverse world we live in.

  • Artist Book
  • pigment prints, accordion book
  • Pigment prints; 20 inches x 20 inches, Accordion book; 6 inches x 6 inches x 1 inch
  • Arcade
  • Lyn Blumenthal and Carol Ann Klonarides
  • SIGGRAPH 1985: Art Show
  • 1984
  • Hardware: ADO, Quantel DYE & Paintbox, ESS2 – Bosch, Sandin Image Processor
    Software: System

  • E. Paschke
  • Animation & Video
  • 9:30
  • Fashion To Die For
  • Lynn Estomin
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2015
  • 2015 Estomin: Fashion To Die For
  • Spinning spools of colors and thread, flowing ribbons of fabric and people, frantic movement of garment workers and machines, fearful searching of rescue workers and family members, set to Ritsu Katsumata’s haunting score, create a sound and image indictment the global textile industry’s violations of human rights. In 1911 the Triangle Shirtwaist fire (in New York City) claimed the lives of 146 garment workers and shocked the nation. Over a hundred years later, the Rana Plaza building collapse in Bangladesh claimed the lives of 1,129 people, injured 2,515 and shocked the world. American corporations, including Walmart, The Gap, Target and Macy’s, continue to refuse to sign a legally binding accord (signed by 70+ European companies) to pay for safety improvements in the factories in Bangladesh where their clothing is produced.

  • Software: Adobe Photoshop, Final Cut Pro, Pro Tools / Canon EOS REBEL, Electric Violin and Synthesizer.

  • Ritsu Katsumata
  • Animation & Video
  • Video
  • 5:38 min.
  • Life Squared
  • Lynn Hershman
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • For over three decades, in performance, photography, installations, artificial intelligence agents, artifacts, web presences, and movies, Lynn Hershman’s work has dealt with what it is to live in a world of mediated, surveilled, documented, translated, manipulated, transformed identities, corporealities, and presences. Ninety boxes of the remains of much of this work now lie in an archive at Stanford University: papers, photographs, tapes, movies, sound recordings. Their relationship, as documents, to Lynn’s body of work is in question. Life Squared is an experience in an online world, a prosthetic world of avatars, their buildings and goods. It raises all sorts of questions about contemporary experience – real, synthetic, mediated, technology assisted. What is it to recollect in this contemporary world of mediated and multiple presences? What about the prospect of even greater (bio-info-technological) intervention in our sense of self? Will your clone know you? Will your downloaded memories convey the experience of what was? Indeed, with our identities today distributed through all manner of records and documents, our sense of self maintained by all manner of goods, technologies, and media, did you ever know who you were?

  • Life Squared is about building an experience in an online world. How is a work of art such as a transient installation in a hotel room to be curated by a museum? How is an experience that takes no particular material form to be documented? Memory and document, memory practices and material archives, how they revolve around characters and architectures, stories, scenarios, and game play. In this important relationship between “new media” and senses of self (under this matter of memory and document), our argument is that digital worlds, games, online chat rooms, and forums like Second Life are not “virtual” worlds, but are precisely “life to the second power” – augmentations, mixed realities (as are memory practices), enriched encounters. More prosaically and technically, we are exploring a 3D interface for this archival encounter that challenges the metaphoric basis of current machine/user interfaces. For a couple of decades, the human-computer interface has been commonly presented as a metaphor: a desktop, with documents, files, trash cans. We are building instead a mixed reality, and it is arguably not an interface with a machine at all, but an extension, a prosthesis, an augmentation of experience,
    of self.

  • Henry Lowood and Michael Shanks
  • Interactive & Monitor-Based
  • Room of One's Own
  • Lynn Hershman
  • SIGGRAPH 1993: Machine Culture
  • Room of One’s Own is a computer-based installation in which the viewer initiates operation simply by “looking inside.” The viewer voyeur’s eye movements trigger the video and computer action. Constructed to reference early “peep shows” as well as feminist concerns about the construction of female identity, the viewer/voyeur is required to peer into a small specially constructed bedroom scene. A tiny video camera digitizes the eye movements and sends the signal to the computer, which causes the videodisk to access proper segments.

    This piece is not only about voyeurism but also about how one responds to being looked at. Several objects are situated in the tiny bedroom, including a bed, telephone, table, and television. Modular video segments are accessed as each is looked at. A Room of One’s Own is also designed to respond to the viewer’s physical presence via audio sensors placed beneath the mat upon which the viewer stands. Sound and words enter the environment and, like sirens, invite response. The image of the viewer’s eyes are inserted into a small television set in the tiny room, making the viewer/voyeur a ‘virtual’ part of the scene being viewed.

  • Installation and Interactive & Monitor-Based
  • A Certain Uncertainty
  • Lynn Pocock
  • SIGGRAPH 1992: Art Show
  • Hardware: Amiga 500
    Software: Artist’s personal software

  • Animation & Video
  • 3:40
  • Linger: Things Left Behind
  • Lynn Pocock
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Pocock Linger
  • Throughout life, we build, we save, we destroy and we let go. As we live an as we look towards the future, we are often not conscious of that which we leave behind. Linger: Things Left Behind is a series of monotypes that explores the things that get left behind during life’s process. The imagery presents an intimate look at things which have gotten left behind, ranging from a 17th century Spanish castillo to the toys and dreams of childhood. The series began with a collection of photographs which were digitized and then modified to emphasize their emotional content. The images were printed directly onto plates and then transferred to paper.

  • 2D & Wall-Hung
  • Monotype, ink on paper
  • 17 x 23 inches
  • Pages From a Diary: Leaving
  • Lynn Pocock
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Pocock Pages from the Diary Leaving
  • Pages From a Diary is a series of digital monotypes that explores personal thoughts in the form of a visual diary. The imagery presents an intimate look at the places and events that create a person. The juxtaposition of visual elements conveys the emotional content of our everyday lives, expressing an interpretation of the way things were.

    The series began with a collection of photographs, drawings, and objects, which were digitized and then digitally modified and reconstructed to emphasize their emotional content. The images were printed directly onto plates and then transferred to paper; the transfer process was done entirely by hand. The ink was pressed into the paper by “touching” the printing plate.

    The resulting images are soft, beckoning one to touch their surface. Hands, a reoccurring theme throughout the series, are used to reinforce the touch of the process, the touch of the surface, and the expressiveness of touch.

  • 2D & Wall-Hung
  • Digital Monotype Print
  • 8" x 17"
  • digital print and monotype print
  • JCH Calendar
  • M plus M Incorporated
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx.
    Software: Adobe Illustrator.

  • Design
  • Calendar
  • 19.5 x 33.75
  • Windowseat Lounge
  • Maaike Evers and Mike Simonian
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Designed for both public and private spaces, Windowseat Lounge is a comfortable refuge from the hustle and bustle of lobbies, airports, or busy home environments. The wrap-around design creates a sub-architectural room-withina-room. A swiveling base provides full control over the framed perspective, allowing you to pan 360 degrees to take in the environment or block it out.

  • Windowseat Lounge was designed using 3D CAD. During the design process, multiple test prototypes were created with laser-cut plywood sections to check ergonomics, comfort, and
    design. Once the design was refined on the computer,foam masters were milled from the 3D files
    using a CNC mill. The foam masters were used to create the molds. A fiberglass shell was created from the mold, then upholstered.

  • Installation
  • An Exercise in Utilities
  • Macworld Magazine
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh.
    Software: SuperMac PixelPaint Professional.

  • Design
  • Illustration
  • 11 x 8.5
  • Data Safety
  • Macworld Magazine
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh.
    Software: Aldus Freehand.

  • Design
  • Illustration
  • 11 x 8.5
  • 98102
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Gleeson: 98102
  • 2D & Wall-Hung
  • Laser Print/Mixed Media
  • 22 in x 35 in
  • Artist's Garden
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 22" X 36" X 6"
  • 1996 Gleeson Garden
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    “Artist’s Garden” captures a bar-coded leaf in an oversized specimen box with wheels and tail lights. The piece, which is meant to hang crookedly on the wall, deals with the uneasy relationship of humans to the natural environment.

  • 3D & Sculpture
  • laser print/mixed media
  • 1996
  • 3D object and nature
  • Blind Man's Bluff
  • Madge Gleeson
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Gleeson Blind Man's Bluff
  • Installation and 2D & Wall-Hung
  • Installation of laser printouts
  • 84 x 108"
  • Endangered Species
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1995
  • 1995 Gleeson Endangered
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    In “Endangered Species,” real leaves are displayed in glassine envelopes, each sequentially bar coded. All of the plants are common­-place, suggesting that everything is endangered.

     

  • 3D & Sculpture
  • mixed media
  • 48" X 48"
  • mixed media and nature
  • Endangered Species
  • Madge Gleeson
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Gleeson Frequent Flyer
  • 3D & Sculpture
  • 3D object, sculpture, and nature
  • Facing Pages
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Gleeson: Facing Pages
  • 2D & Wall-Hung
  • Laser Print/Mixed Media
  • 50 in x 80 in x 6 in and 24 in x 38 in x 6 in
  • First Things First
  • Madge Gleeson
  • SIGGRAPH 1994: Art and Design Show
  • 1992
  • 2D & Wall-Hung
  • Mixed media
  • 22 x 22 inches
  • Frequent Flyer
  • Madge Gleeson
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Gleeson Endangered Species
  • 3D & Sculpture
  • 3D object, sculpture, and nature
  • Frequent Flyer II
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Gleeson: Frequent Flyer II
  • 2D & Wall-Hung
  • Laser Print/Mixed Media
  • 30 in x 30 in
  • Golden Parachute
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Gleeson Golden
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    “Golden Parachute” is also about money, power, and the environment.

     

  • 3D & Sculpture
  • laser print/mixed media
  • 23" X 25"
  • 3D object and nature
  • High Flyer
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Gleeson High
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    “High Flyer” is imprinted with a tracking bar code, implying an exchange between sender and receiver, and also suggesting the potential scarcity of the commonplace. This piece is environmental in theme.

     

  • 3D & Sculpture
  • laser print/mixed media
  • 22" x 35"
  • 3D object, mixed media, and nature
  • Illuminated Manuscript
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Gleeson: Illuminated Manuscript
  • 2D & Wall-Hung
  • Laser Print/Mixed Media
  • 23 in x 36 in x 4 in
  • Mirror, Mirror
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Gleeson Mirror
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    “Mirror, Mirror” is about letting go of privacy, one seemingly innocent question at a time.

     

  • 3D & Sculpture
  • laser print/mixed media
  • 30" X 30" X 5"
  • 3D object and mixed media
  • My MeMart
  • Madge Gleeson
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.users.interport.net/~mgIeeson
  • computer graphics, interactive, and website
  • None of Your Business
  • Madge Gleeson
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Thermal print
  • 24 x 35 inches
  • Replica
  • Madge Gleeson
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Gleeson Replica
  • Replica is a spoof on the notion of authenticity in the digital environment. In this work, the contemporary still life of edible and fake pears nested in a plastic bag is directly captured in larger-than-life detail by the scanner. The humble plastic pear, which is one of the “sitters” for the piece, is almost forgotten as an intruder in the picture plane of the smallest frame. In the printed output, both edible and plastic pears are strikingly similar in visual appeal, and both are branded with stickers. Two modified eye-like quotation marks are used to add the artist’s brand to the still life and thereby to claim and append the content and history of still life to the piece. Lights mounted to the top of the larger image mock a form of museum display associated with value. They also reinforce the microscopic examination of subject. The smaller image is symbolically dependent on the larger for its illumination, just as all three elements are physically linked by hardware.

  • 3D & Sculpture
  • Mixed media
  • 48" x 65" x 8"
  • 3D object and mixed media
  • Road Warrior
  • Madge Gleeson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Gleeson Road
  • I am extremely interested in the role of new technology in shaping our cultural environment. The computer is both the means and indirectly the content of many of my pieces. If Dick and Jane are still out there, they would be quite shaken by the information society that we are creating. I struggle with the social issues raised by all of this but at the same time am fascinated by the new possibilities. As artists before us have been buffeted by fin de siècle psychology, we are certainly tasting the fin de millennium.

    Most of these pieces involve a scanned object that has been enhanced and then greatly enlarged. Despite their hyperreal texture, the black and white fictionalizes them. Most are printed on mylar, which is transparent or frosted and then displayed over wood veneer, formica, aluminum foil, and other materials. Hardware is repurposed from the local scrap metal yard, and the framing material is custom made by a furnace contractor. There is on intended slurring of the real and artificial, of the digital and tactile.

    “Road Warrior” uses a motorcycle metaphor, including tail reflectors and a mud flap. The maple spinners are going nowhere unless someone gives them a lift. The meaning and value are, of course, altered by the predicament.

     

  • 3D & Sculpture
  • laser print/mixed media
  • 22" X 25" X 10"
  • 3D object, mixed media, and nature
  • Rocking Circle C
  • Madge Gleeson
  • SIGGRAPH 2006: Intersections
  • 2006 Gleeson Rocking Circle C
  • This piece is from a series of works created around the theme of open source as applied to nature and culture. In this piece, the copyright symbol is prominently displayed on the surrogate leaf. The title draws a connection to cattle branding; the copyright brand in a similar way constrains the free movement of the leaf and defines the basis of its valuation.

    The series examines the associated ideas of ownership, authorship, and branding of nature using botanical subject matter as surrogates to investigate human intervention in nature. It supposes a legal sys­tem built around protecting and promoting privatization of our natural endowment in its many meanings. The work is presented with a pseudo-scientific voice, in specimen-box frames showcasing images with falsely objective microscopic detail. The viewer is pushed into the role of principle investigator.

    The work is fake nature branded with the signs and symbols of com­mercially recognized systems of valuation. Subtexts of the work are authenticity and privacy. The work investigates the myriad questions surrounding the notion of what should belong to the “commons” and what should not; it might be seen as a variant on the issues raised by the “creative commons” movement.

  • The medium of this work is defined as digital artifact, instead of the generic term, mixed media. Each piece consists of a printed image and a more sculptural presentation concept. The images themselves are collages created through scans of physical objects composited as layers from multiple data sources. In short, they are typically fictional, and no camera is used. They are output as paintjet prints on archival paper.

    Once printed, the image is incorporated into a specimen-box presentation format with sculptural elements conceptually tied to the image. Digital artifact as medium description suggest the contradiction of dual genesis, dependent on both the digital and the analog. It is an artifact in the anthropological sense (made by humans) and artifact in the electronic sense. In the end, they are not exactly photos, not exactly prints, not completely digital, and not exactly sculpture. They are digital artifacts.

  • 2D & Wall-Hung
  • Digital artifact
  • 32" x 28"
  • Thin Slice of Life
  • Madge Gleeson
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Thermal print
  • 22 x 30 inches
  • Musical Jacket
  • Maggie Orth, J.R. Smith, E.R. Post, J.A. Strickon, and E.B. Cooper
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Orth Smith Post Strickon Cooper Musical Jacket
  • The Musical Jacket is the first “wearable” hyper-instrument developed at the MIT Media Lab under the direction of composer Tod Machover. As an interactive instrument, it allows players with very little musical experience to play not only different individual notes, but also to manipulate and control entire rhythmic tunes. As a computational object, it demonstrates how familiar objects can be transformed through microprocessor technology and new electronic materials. It also demonstrates how the function of such objects, both socially and practically, can be transformed through such technology.

    The jacket incorporates an original, embroidered fabric keypad, a sewn conducting fabric bus, a battery pack, a pair of commercial speakers and an original miniature MIDI synthesizer pin. The entirely new keypad is embroidered from a resistive thread and uses a capacitive sensing technique to recognize touch. When the fabric keypad is touched, it communicates through the fabric bus to the MIDI synthesizer, which generates notes. The synthesizer sends audio to the speakers over the fabric bus. The embroidered keypad and fabric bus allow elimination of most of the wires, connectors, and plastic insets that would make the jacket stiff, heavy and uncomfortable.

  • 3D & Sculpture
  • Electronic textiles
  • 30" x 30" x 6"
  • electronic textiles and interactive
  • Firefly Dress and Necklace
  • Maggie Orth
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Orth Firefly Dress and Necklace
  • Creators of computational art are beginning to dream of changing not only the software inside computers, but also of changing the physical form and place of computers in the world. Such artistic practice has usually been limited to reshaping a plastic shell, or perhaps covering it with wood or fur. But for computers to truly transform from mundane office machines, creators of computational objects must (as architects do with buildings) control, understand, and influence the electronic materials from which such devices are constructed.

    The Firefly Dress uses unusual electronic materials to radically change the form and image of computational devices. The dress and necklace use conductive fabric, beads, and Velcro to distribute power throughout the dress. As the wearer moves, LED’s attached to fuzzy conductive pads, (the electrical contacts) brush lightly against the conductive fabric layers, creating a dynamic lighting effect. The necklace (having no power supply of its own) creates dynamic light effects in multicolored LEDs when its conducting beads and tassels brush against the surface of the dress. These brush-like connections distribute power without hard connectors and wires, allowing the dress to flow and move with the motions of the wearer.

  • 3D & Sculpture
  • Electronic costume
  • electronic costume and computational art
  • Demonstration of the MAGI Process for Computer Generated Films
  • MAGI and Bob Goldstein
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • Image Not Available
  • Animation & Video
  • 2 minutes (excerpt)
  • Demo
  • MAGI and Synthavision
  • SIGGRAPH 1986: A Retrospective
  • 1972
  • MAGI: Demo
  • Animation & Video
  • 6 minutes
  • TRON: Light Cycles and Tanks
  • MAGI and Synthavision
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Animation & Video
  • 4.5 minutes
  • Wild Thing
  • MAGI
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Image Not Available
  • Animation & Video
  • 0.75 minutes
  • Autopoiesis Memesis
  • Maja Cerar and Liubo Borissov
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Autopoiesis is a work that imagines realities and is, in part, a humorous document of the discussions between the two authors about the beginning of the universe. It tackles the idea of existing in more than one place at a single time and coping with a duplicate of oneself. It is also an exploration of degrees of and limits to comprehending relationships between cause and effect, mass and vacuum, and is played out in a dialogue between a physical figure and its virtual (projected) manifestation, in which both of them constantly move and change without evolving. One can see the lines projected on the screen as the reality created by force and matter acting on stage, which in itself is an illusion orchestrated by the performers. Autopoiesis is followed and complemented by Mimesis, a more serious exploration of the ancient tension between imperfect reality and ideal form as furthered by art’s mimicry. Two-dimensional representation is challenged in a quest both rational and irrational to tap into the essence of the eternal. In contrast to Autopoiesis, which is performed in complete darkness, Mimesis is enacted in full light, to make palpable the physical challenge of the material.

  • For Autopoiesis, the violinist wears a uniquely designed set of glowing electro-luminescent wires in a dark space. A video camera is trained on the violinist, and a computer tracks her movements. As she moves, the computer uses her location data to process the sound of the violin and the moving image of her figure. These computer-generated materials are then projected back into the performance space via loudspeakers and a large video screen located onstage behind the violinist. For Mimesis, the violinist is well illuminated and the general lighting evokes daylight to the extent this is possible without obstructing the video projection.

  • Performance
  • Live, amplified violin with electronic music accompaniment, choreographed movement in darkness with electroluminescent wires, projected live video processing
  • The OrDoll
  • Makoto Satoh
  • SIGGRAPH 1999: technOasis
  • 1998
  • In this new-style music box, users experience dynamic 3D scenes as well as music. Dancing dolls make sounds when they touch the floating triangle objects (“music pieces”). The music pieces and dolls correspond to the pins and teeth of the music box.

  • Interactive & Monitor-Based
  • Computer Display
  • 3000mm x 3000mm x 3000mm
  • 3D image, computer display, and music
  • landscape_1
  • Man Chi-Wah
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • 2D & Wall-Hung
  • SelfPortrait
  • Man Chi-Wah
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2D & Wall-Hung
  • 12" x 55"
  • selfPortrait 10v3
  • Man Chi-Wah
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2D & Wall-Hung
  • 36" x 49"
  • selfPortrait_tripyth
  • Man Chi-Wah
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2D & Wall-Hung
  • 36" x 88"
  • Real-time Art System
  • Manfred Knemeyer, James Shaffer, and Charles A. Csuri
  • SIGGRAPH 1986: A Retrospective
  • 1969
  • Image Not Available
  • Animation & Video
  • 1.75 minutes (excerpt)
  • Half Planes
  • Manfred Mohr
  • SIGGRAPH 1998: Touchware
  • 1996
  • 1996 Mohr Half Planes
  • In my artistic development, I did not have the typical constructivist background. I was an action painter and jazz musician. Through a development of consciousness, I detached myself from spontaneous expressions and turned in the mid 1960s, to a more systematic and, therefore, geometric expression. It was mainly the writings of the German philosopher Max Bense and the French composer Pierre Barbaud that radically changed my thinking, pointing to a rational construction of art.

    Since 1973, I have been concentrating on fracturing the symmetry of a cube (including since 1978, n-dimensional hypercubes), using the structure of the cube as a “system” and “alphabet”. The disturbance or disintegration of symmetry is the basic generator of new constructions and relationships. The computer became a physical and intellectual extension in the process of creating my art. I write computer algorithms: rules that calculate and then generate the work, which could not be realized in any other way. It is not necessarily the system or the logic I want to present in my work, but the visual invention that results from it. My artistic goal is reached when a finished work can visually dissociate itself from its logical content and convincingly stand as an independent abstract entity.

    Over the past two decades I have had many solo and group shows in galleries and museums worldwide. In 1994, the first comprehensive monograph on my work was published by Waser-Verlag (ISBN 3-908080-39-8) in Zuumlrich.

  • 3D & Sculpture
  • Construction
  • 60.5" x 40"
  • abstract, algorithm, and geometric
  • P-021-Band Structure
  • Manfred Mohr
  • SIGGRAPH 1998: Touchware
  • 1969-1970
  • 1969-70 Mohr P-021-Band Structure
  • In my artistic development, I did not have the typical constructivist background. I was an action painter and jazz musician. Through a development of consciousness, I detached myself from spontaneous expressions and turned in the mid 1960s, to a more systematic and, therefore, geometric expression. It was mainly the writings of the German philosopher Max Bense and the French composer Pierre Barbaud that radically changed my thinking, pointing to a rational construction of art.

    Since 1973, I have been concentrating on fracturing the symmetry of a cube (including since 1978, n-dimensional hypercubes), using the structure of the cube as a “system” and “alphabet”. The disturbance or disintegration of symmetry is the basic generator of new constructions and relationships. The computer became a physical and intellectual extension in the process of creating my art. I write computer algorithms: rules that calculate and then generate the work, which could not be realized in any other way. It is not necessarily the system or the logic I want to present in my work, but the visual invention that results from it. My artistic goal is reached when a finished work can visually dissociate itself from its logical content and convincingly stand as an independent abstract entity.

    Over the past two decades I have had many solo and group shows in galleries and museums worldwide. In 1994, the first comprehensive monograph on my work was published by Waser-Verlag (ISBN 3-908080-39-8) in Zuumlrich.

  • 2D & Wall-Hung
  • Ink on paper
  • 19.5" x 19.5"
  • abstract, algorithm, and geometric
  • P-155 Cubic Limit
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1974-6
  • 2D & Wall-Hung
  • Serigraph
  • 27.5 x 27.5"
  • P-161 Cubic Limit
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1973
  • 2D & Wall-Hung
  • Plotter
  • 38.5 x 153 in
  • P-200 /2009/ 2015 /2016/ 2020 Cubic Limit II (series)
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1977-80
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 12.25 x 12.25 in
  • P-21 Band-Structures
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1969
  • 2D & Wall-Hung
  • Plotter
  • 22 x 22 in
  • P-26 /2 Inversion Logique
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1969
  • 2D & Wall-Hung
  • Plotter drawing
  • 22 x 18.5"
  • P-306 Divisibility I
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1980-3
  • 2D & Wall-Hung
  • Acrylic on canvas and wood
  • 40 x 44"
  • P-361-C
  • Manfred Mohr
  • SIGGRAPH 1985: Art Show
  • 1984-5
  • 1984-85 Manfred Mohr P-361-C
  • Hardware: PDP 11/23, Alphamerics plotter
    Software: M. Mohr

  • 2D & Wall-Hung
  • Acrylic on canvas
  • 24 x 24 in
  • P-370-1
  • Manfred Mohr
  • SIGGRAPH 1985: Art Show
  • 1984-85
  • 1984 Manfred Mohr P 370
  • Hardware: PDP 11/23, Alphamerics plotter
    Software: M. Mohr

  • 2D & Wall-Hung
  • Acrylic on canvas
  • 24 x 24 in
  • P-370-G
  • Manfred Mohr
  • SIGGRAPH 1985: Art Show
  • 1984-85
  • Image Not Available
  • Hardware: PDP 11/23, Alphamerics plotter
    Software: M. Mohr

  • 2D & Wall-Hung
  • Acrylic on canvas
  • 24 x 24 in
  • P-370-J
  • Manfred Mohr
  • SIGGRAPH 1985: Art Show
  • 1984-85
  • Image Not Available
  • Hardware: PDP 11/23, Alphamerics plotter
    Software: M. Mohr

  • 2D & Wall-Hung
  • Acrylic on canvas
  • 24 x 24 in
  • P-370-P Divisibility II
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 1985 Mohr P-370 P Divisibility II
  • 2D & Wall-Hung
  • Plotter drawing
  • 24 x 24"
  • P-417-E
  • Manfred Mohr
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Mohr P-417-E
  • 2D & Wall-Hung
  • ink on paper (plotter drawing), series of 6
  • 8 x 8" each
  • P-52 Quark-Lines
  • Manfred Mohr
  • SIGGRAPH 1986: A Retrospective
  • 1970
  • 2D & Wall-Hung
  • Plotter
  • 22 x 22 in
  • Predictive Cities
  • Manu Luksch
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Luksch: Predictive Cities
  • The video Predictive Cities emerged out of a period of workshops, papers, and online tools published here http://predictive.cityabc.xyz The shaping of the urban space – most recently implemented in the form of “smart city” technologies – has been and still is the domain of men – bringing with them a narrow set of priorities such as acceleration, predictability and profitability. My work renders a different image of this latest urban transformation – one of a hollow city, vulnerable and calling for agency. For the creation of the urban scans, we mapped neighborhoods of Dakar, Senegal, with a 4K cam mounted on a drone. I wanted to develop a visual metaphor, that could support the work’s exploration of the loss of autonomy in a hyper-networked and surveilled world (or smart city), where transparency is not necessarily the base for accountability but the vulnerability experienced by glass citizens. Hence, the choice to work with point clouds, composed of uncountable points – data points – but much harder to post-produce than 3D mesh models. We used Perl to create a code that would allow me to affect the point clouds, as a further metaphor for the data-driven manipulation of public urban space.

    As a female artist and filmmaker working in the intersection of art, data politics and surveillance, my work has continuously contributed a critical voice to the rapid developments in the name of technology-led progress. We live in an age of unprecedented quantification – never before have cities, and our lives, been subject to so much probing, measurement, and analysis, enabling a shift towards automation and machine learning. Multi-sensory, hyperconnected, algorithmic systems are bringing sweeping changes to the urban fabric, and all our daily lives. Recognizing the urgent need for a new visual language to represent the contemporary, data-driven ‘predictive city’, I have developed a hybrid method using photogrammetry, volumetric filmmaking, and code-based manipulation. Through its auratic and poetic use of computational imaging technologies, the moving image piece questions the limitations and errors of algorithmic representations.

  • Animation & Video
  • Aneila 1974 - Aneya 1974 - Aneda 1975
  • Manuel Barbadillo
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Image Not Available
  • Photographs of studies for paintings

  • 2D & Wall-Hung
  • Photographic print
  • 7 x 7 in
  • Cuadro Numero 192, 168
  • Manuel Barbadillo
  • SIGGRAPH 1986: A Retrospective
  • circa 1969
  • Image Not Available
  • 2D & Wall-Hung
  • Alphanumeric prints
  • 11 x 15" each
  • Metaplasmos, 6M5
  • Manuel Barbadillo
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Plotter
  • 22 x 9.5 in
  • Untitled
  • Manuel Barbadillo
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • 1975 Barbadillo Photograph
  • 2D & Wall-Hung
  • Photograph of painting
  • Realidade Real
  • Manuel K. Santos
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • Image Not Available
  • HARDWARE/SOFTWARE
    TDI Explore, Photostyler, SGI, PC 486, Wavefront, 3D Studio, Corel Draw, Photopaint

  • Miguel Azeguime, José André, Fernando Margarido, and Pedro Castanheira
  • Animation & Video
  • Animation
  • 3:45 minutes
  • The Universal Whistling Machine
  • Jt Rinker
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The Universal Whistling Machine (UWM) is an installation that ponders the phenomenon of whistling as a universal mode of communication, common to digital machines, humans, and many animals. It senses the presence of living, moving creatures in its vicinity and attracts them with a signature whistle. Given a response whistle, UWM counters with its own composition, based on a time-frequency analysis of the original. UWM is an inquiry into automation of an underexposed area of lowbandwidth expression, whistling; direct and immediate; code and content in one. Whistling is admiration, secret code, and protest. Emmet Till, a young man of color, was lynched in 1955 after “wolfwhistling” in the presence of a white woman. Intuitively understood, whistling is transcultural communication below the radar of social etiquette. So much can be expressed by minute alterations of airflow in the mouth. Tongue, throat, lips, and cheeks funnel air into a pressured cocktail of sound energies we use to argue, debate, and sing. But the richness of human language has proven exceedingly difficult to analyze and synthesize, and spoken languages with large vocabularies and multiple speakers still defy the very best speech-recognition systems. A humble machine, UWM deals with a subset of the language problem. Whistling is a communication primitive in most human languages. It is a kind of time travel to a less-articulated state. Inhabitants of Gomera, one of the Canary Islands, use a whistling language, el Silbo Gomera, to communicate from hilltop to hilltop. Their high-power whistles carry farther than the spoken word. We share whistling and song with many animals. Mammals and birds also carry the means for whistling. Just as we carry physical remnants of our bodily evolution in us, we carry the capacity for whistling also. UWM is a statement of affection for the machine, but it is also a critique of the directions we have embarked on. The grand goals of artificial intelligence remain elusive. Maybe we can find peace with machines on more subtle levels. Details are available at: www.buffalo.edu/-mrbohlen/uwm.html

  • UWM is programmed in C++ and PD (pure data) under a win32
    operating system. It runs on PCs with ieee1394 and audio inputs. People passing by are sensed via a low cost, FireWire-enabled CCD camera/sensor. Sound capture occurs through a noise-reducing microphone array and a standard audio card. Signal sampling occurs at 44.1 kHz. UWM recognizes when people are approaching, invitesthem to whistle, analyzes the response, and reacts in kind when
    appropriate. UWM’s whistle synthesizer is based on the basic spectral characteristics of a human whistle. Most human whistles exhibit a fundamental frequency with very few harmonics (often only one or two) as well as a band of high-frequency noise. UWM’s own whistle is created through a process of subtractive synthesis. UWM uses noise as a
    signal generator for the whistle synthesizer. The noise is passed through a pair of filters in series. The first is a one-pole, high-pass filter with a roll- off frequency of 600 Hz. The second filter is a bandpass filter, which passes a sinusoid at a specified center frequency and attenuates all other frequencies. The center frequency is the pitch for the whistle, and the “Q” (quality factor or bandwidth) of the
    filter is set proportional to the center frequency. Whistle resynthesis and transformation occur in response to input.
    The data captured from the pitch tracker are used to mimic or transform the input whistle in order to initiate a dialog with a person. Raw data collected by the pitch tracker is smoothed out by high-threshold gates on pitch and low-threshold gates on amplitude data. UWM is capable of several transformations. An up-transposition or down-transformation is created by adding a fixed pitch interval to the pitch data. This results in a response whistle that is either higher or lower than the input whistle. Contours of the input whistle can also be mapped and increased, decreased or inverted to give a semblance of the whistle with varied pitch transformations. Time transformations are created by making the data-reading rate different than the data-capture rate. This creates responses that are slower or faster but independent of pitch and amplitude. Tempo rubato can be
    imitated by randomly changing, within a given range, the time interval between each index of the pitch and amplitude arrays, thus speeding up some portions of the response whistle while slowing down other portions.

  • 3D & Sculpture
  • Machine vision and audio signal processing
  • 11 inches x 8 inches x 9 inches
  • Loops
  • Marc Downie, Paul Kaiser, and Shelley Eshkar
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 DownieKaiserEshker: Loops
  • This digital portrait of Merce Cunningham is derived from a recording of Loops, his solo dance for hands and fingers. The motion-captured joints have become nodes in a network that sets them into fluctuating relationships with one another, at times suggesting the hands underlying them, but more often depicting complex cat’s-cradle variations. Driven by fragments of Cunningham’s motion, the piece seeks to develop a portrait around the uncanny absence of its subject.

    The motion of the hands is rebuilt by a colony of synthetic creatures modeled using techniques from artificial intelligence. This visual network is rendered in a series of related styles, reminiscent of hand-drawing, but all with a motion and odd attentiveness quite different from drawing, evoking primitive biological or atomic worlds. These visual worlds are combined with an unsynchronized looping narrative by Cunningham (reading from his diary) and music by Takehisa Kosugi. The piece unfolds across a number of time scales. Things change with almost every frame of animation and moments that occur perhaps only once a day.

  • The Loops system runs in real time and generates itself afresh each time it is run. The original motion-captured material drives the movement of 42 small autonomous creatures. These complex creatures probabilistically make decisions concerning their appearance, the quality of their movement, and their structural connections to other points in the hands. The goal was to create a system (and an artistic process) that was complex enough to surprise us often, but controllable enough to let us take advantage of those surprise discoveries.

    The architecture is open and networked; a number of visualizations and custom applications running on separate machines were used in the creative process. These span a spectrum from additional interactive graphical applications to offline analyses and simulations to a command language based on the “python” programming language.

    The custom graphics, behavior, and motor system run on high-end consumer hardware, typically dual-processor Pentium III. Simple computer-vision software runs on a separate machine. The graphics system uses Microsoft DirectX S’s interfaces to run on Nvidia GeForce3 hardware, exploiting the programmable vertex and pixel-shading language support found in these products. The behavior architecture is almost entirely written in the Java programming language. Both the behavior and motor systems used here are adaptations of the Synthetic Characters Group’s “C4” architecture.

  • Driving the “point creatures” that make up Loops is a behavioral “script.” This 10-minute script (which is looped throughout the piece) does not dictate what behaviors these creatures perform, but it does modify “behavioral tendencies” and opportunities for adaptation.

    The creation of Loops, therefore, consisted of two main tasks. First, a vocabulary of visual styles, behaviors, ways of connecting the points and motion qualities to be created. Second, the script, an excerpt of which is shown here, was assembled. Both of these two tasks were achieved collaboratively and interactively. While a version of the Loops system was running, the artists manipulated the rendering, visualized the behavior, and modified the stored vocabulary of the point creatures in real time using a network of computers synchronized to the main behavior system.

  • 2D & Wall-Hung
  • digital portrait
  • digital portrait, motion-capture, and real-time
  • Experiments on Intelligent Form
  • Marc Downie
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Downie: ExperimentsonIntelligentForm
  • This work shows three pieces from an investigation into “intelligent form.” For a number of years now, I have been looking at the problem of creating autonomous virtual creatures that interact, move, and learn in real time. Central to these problems are a number of conceptual difficulties in how such simple artificial intelligences represent their “bodies” and the movements that they can perform. This work takes investigations on body representations far away from typical computer graphics techniques, and very different from the now traditional and reassuringly familiar representations of triangles, meshes, skeletons, and key-frames.

    In this work, we use simple forms: a square, a single curve, and a family of curves. The representations in this work encode learned knowledge about form against which other forms can be evaluated, animated, perturbed, and grown. These knowledge structures are deliberately incomplete, and the potential for mistakes in such representations is clear and important. We are not concerned here with the optimality of a result, or the robustness of an algorithm, but with the expressive power of a process, its mistakes, its adaptations.

    The presented artworks collect a number of images from three of these experiments. Each panel explores a representation that connects generation and analysis, and each collection is laid out to suggest its journey or an unfolding process.

  • This work draws upon and expands upon research conducted in the Synthetic Characters Group and the MIT Media Lab, in particular their design of graphics and animation (or “motor”) systems for synthetic characters. But its points of departure are minute details of processes that would otherwise be hidden or unnoticed and have, to date, never been shown.

    The images were generated by custom-written code taken from this research effort-an effort conducted almost entirely in the Java programming language. Unlike everything else shown by this group, this work was not generated in real time but rather, giving prominence to explorative depth rather than speed, using high-resolution, off-line rendering techniques.

    All source graphical material where needed (for Angular Morphogenesis and Curve Dictionary) came from scanned hand-drawn lines.

  • The term “process,” of course, becomes immediately ambiguous in any work that in itself uses algorithmic processes. Furthermore, the term is especially muddled when its stated research goals center on the very autonomy of these processes. Such algorithmic work is perpetually unfinished, constantly changing and adapting, and particularly resistant to mediation. Any traditionally “finished” artifact that arises during this process is only a fleeting attempt to visualize, contain, or understand potentials and aspects of these processes.

    on being square
    The “training” procedure encodes radial relationships between the material that goes into building a form. Angular information about which point should go where is deliberately lost, leaving us with an incomplete representation. This piece directly and exhaustively visualizes the mistakes that a particular incomplete and broken representation may make. It shows evaluations of a structure “trained” on a simple square that generates potential fields for form growth. This work comes directly from looking at the problems of creating a form representation suitable for use by an artificial intelligence, one that must be able to generate form and movement, and analyze and evaluate its own movement-combined with a playful rejection of traditional computer-graphical triangles and transforms. The enumeration of all unique images given the rotational and reflective symmetries of the square takes exactly 50 images.

    Angular Morphogenesis
    This representation and sequence of images includes what on being square rejects; angular information and general organic growth. Here we do not limit the piece to an investigation of a square or the demonstration of process to an enumeration. Instead, in this work, we grow new material and define new movements based on our potential field representation. The sequence of images becomes a story of a circular figure created from an initial single point. The growing form almost succeeds in becoming a straight line-partly through indecision about which way to curl-before wrapping around to create a circular figure.

    Curve Dictionary
    In building interactive intelligences, one is often involved in creating communication between independent behaviors. For a “creature” concerned with visual form, what is an appropriate “language” and, once considered a language, what linguistic operations can be conducted within it? The final piece in this collection is concerned with a more direct exploration of “example-based” representations. These representations are populated by hand-drawn curves forming the material that is manipulated.

    But there are two complementary parts to my “process.” The processes created and visualized in this work fit into an ongoing research agenda, which is an ongoing investigative process in itself. The research agenda is that of the Synthetic Characters Group and the MIT Media Lab, in which I try to work on both large frameworks and small ideas. My large frameworks are the architectures that create complex graphical creatures (exhibited at previous SIGGRAPH conferences), but there are smaller pieces that fill parts of these frameworks or use elements of them as points of departure.

    For small is, in many respects, an easy route for digital art, with our canvases often characterized as vast uncharted expanses that almost seem to demand a quick sketch, a playful experiment, a bold exploration. And in many respects what is presented here is small-a small study of poorly understood algorithmic processes. But such processes have been used (and hidden) inside larger works, and larger works have encouraged and nourished these small ideas. This fluidity between the design and implementation of large architectures and focused work on small ideas is important for the process behind this work and important for digital art (in particular interactive works) in general, as it moves beyond smaller, playful experimentation into larger and inherently more collaborative works.

  • 2D & Wall-Hung
  • coding, experiment, and movement
  • Music Creatures
  • Marc Downie
  • SIGGRAPH 2001: n-space
  • 2000
  • This interactive installation consists of musical creatures – autonomous, virtually embodied characters living within a sonic environment. The movement of their graphical bodies produces music and reflects their understanding of the sounds that they hear. In this installation, computer animation and music are synthesized through the creatures’ animal-inspired artificial intelligences.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 10 feet x 8 feet
  • artificial intelligence, computer graphics, music, and virtual environment
  • Entry 1
  • Marc J. Barr
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Barr: Entry 1
  • I’ve been working with computer technology and industrial types of processes with traditional art methods and materials since the mid-1980s. In this piece, the basic forms were drawn with the aid of a computer and various software applications (Photoshop, Illustrator, and Maya) and then output and used as guides for cutting various-sized clay slabs. The 20 surfaces were derived from photographic images that were digitized, manipulated, and then screen-printed onto the slabs, using a ceramic slip (similar in composition to printers’ acrylic inks). The textural or relief surfaces were created with the aid of a laser engraver that uses images for burning into rubber and polymer sheets. These sheets were then pressed into the wet clay slabs.

  • 3D & Sculpture
  • 30 in x 12 in
  • mixed media and technology
  • 10.000 moving cities - same but different, VR
  • Marc Lee, Antonio Kleber Zea Cobo, Florian Faion, and Jesús Muñoz Morcillo
  • DAC Online Exhibition 2018: Designing Knowledge
  • 2018 Lee, Cobo, Faion, Morcillo: Moving Cities 1
  • 10.000 Moving Cities – Same but Different deals with urbanization and globalization in the digital age. The user moves through visual worlds posted publicly by others on social networks such as YouTube, Flickr or Twitter. Here these personal impressions are streamed in real time like windows to our changing world. The viewer participates in the social movements of our time and makes a virtual journey into a constantly new image and sound collages in which one experiences local, cultural and linguistic differences and similarities. In virtual space, this information is visualized on cubes that rise at different heights to become a kind of skyline. The work deals with how our cities are continuously changing and increasingly resemble one. This results in more and more non-places/places of lost places in the sense of Marc Augé’s book and essay Non-Places, which could exist all over the world without any true local identity (mostly anonymous transition zones such as motorways, hotel rooms or airports).

    Credits: Marc Lee in collaboration with the Intelligent Sensor-Actuator-Systems Laboratory (ISAS) and the ZAK | Centre for Cultural and General Studies at the Karlsruhe Institute of Technology (KIT) and the ZKM | Center for Art and Media Karlsruhe. The telepresence system used is a result of the interdisciplinary project e-Installation for the virtualization of media art.

  • Augmented Reality/Virtual Reality
  • Milpa Polímera
  • Marcela Armas and Arcángelo Constantini
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Marcela Armas and Arcangelo Constantini, Milpa Polimera
  • Milpa Polímera (Polymer Cornfield) (2013) is a 3D open-source printer modified to function as a tractor that plows seeds made out of polylactic acid (PLA), a thermoplastic biopolymer made from corn. The printer-tractor is fixed by an axis to a closed cycle in which the machine is only able to perform a single repetitive and absurd task: print artificial corn seeds and sow them into the soil.

    Like the never-ending loop in which this tractor-printer operates, the work is a manifestation of a series of contradictory relations between the natural and the artificial, as well as other conflicting narratives of patents, open-source technologies, and free knowledge.

    The machine was constructed using the first generation of MakerBot, an open-code 3D printer developed by a community of enthusiasts who selflessly supported the advancement of this technology. Nevertheless, soon after it achieved enormous success, MakerBot Industries terminated its open-code printer production and entered the patent market. At the same time, the PLA used as the machine’s main production material is a thermoplastic obtained from cornstarch, processed by a genetically modified bacteria. The corn used to produce this polymer is itself transgenic patented, which paradoxically contradicts the very origins of corn: a seed domesticated about 10,000 years ago by a collective civilization whose cosmogony and culture saw it as a shared source of life.

    The Milpa Polímera tractor is trapped inside a perverse cycle whose logic is strictly economic and market-driven, planting infertile seeds that are unable to germinate. Thus it exposes the system behind the control of life and knowledge, which radically negates the origins of corn and the original milpa crop-growing system.

  • Performance
  • Flare
  • Marci Javril
  • SIGGRAPH 1987: Art Show
  • Hdw: E. Tannenbaum’s Chromachron
    Sftw: By E. Tannenbaum

  • Installation
  • Silk Scarf
  • 60" x 13"
  • Falling Apart
  • Marcos Martins
  • SIGGRAPH 1992: Art Show
  • Combining photography with computer-rendered images, Falling Apart wants to challenge people’s trust in their own perceptions. Photography has traditionally been seen as the most accurate medium of representing reality. Computer rendering of images is now the most perfect medium to simulate reality. By mixing representation and simulation, this film creates contrasting levels of illusion in order to raise questions about the truthfulness or falseness of what is being shown. Falling Apart wants to show how much our perception can be manipulated.

  • Hardware: SGI Personal IRIS 4D/35, Mavica 2000 (still video camera), Macintosh IIfx
    Software: TDI, Photoshop

  • CNPQ Grant (Brazilian Government)

  • Animation & Video
  • 1:38
  • Habitat Perspectives
  • Marcos Weskamp
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The idea behind Habitat Perspectives is visualizing spatio-temporaly the places we inhabit. Viewers can follow the participants live, post­ ing imagery to this application from the road through GPS-enabled mobile devices. The goal is to conceptualise how the perception of the city differs from participant to participant, depending on their everyday habits. In the beginning, a black background will predomi­ nate in the application, but as pa icipants post more and more con­ tent, a map of the city, and the map of each of the participants “places” will slowly emerge.

  • Pa icipants post GPS-coded pictures from cell phones The images are plotted in a web application, slowly building the participant’s particular view of the city.
    Technical requirement: Macromedia Flash Player 6 or higher.

  • Interactive & Monitor-Based
  • Only Eyes
  • Margaret "Maggie" Rawlings
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Rawlings Only Eyes
  • Hardware: UV-1 Datamax computer
    Software: Zgrass

  • Animation & Video
  • Color/Stereo
  • 2:51 min.
  • Mobile Heart Health
  • Margaret Morris
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Mobile Heart Health, an exploratory research project, applies biosensing and mobile feedback to preventive cardiology. Cardiovascular disease, the leading cause of death in the U.S., demands innovative approaches to prevention. This project targets psychological risk factors such as stress and conflict with mobile feedback. Practices that facilitate self regulation – such as cognitive behavioral therapy, biofeedback, mindfulness, and yoga – are transferred from rarefied clinical and teaching settings into the flow of daily life. The mobile therapies appear when they are most needed, as determined by individuals’ physiological and subjective stress signals. A key design challenge was translating interpersonal healing practices, such as psychotherapy dialogues, into brief experiential interactions with a mobile device. Ethnography, participatory design, and secondary research inspired a visual language, framework, and portfolio of mobile therapies. Heating and cooling dynamics emerged as central visual metaphors for autonomic imbalance and the subjective experience of anger. A spectrum of fire stages, from an unlit match to forest-fire aftermath, represent the user’s immediate state and tailor the therapeutic intervention accordingly. The intent is to help people “catch the flicker before the flame” – that is, to recognize early signs of stress and modulate their emotional and physical reactions. The visual appeal of these elements may allow people to acknowledge their attraction to states and behaviors that are damaging over time. The fire-and-water-based imagery was also selected for its crosscultural resonance. This system integrates typically disparate healing practices: psychotherapeutic techniques, individualized coping strategies, and complementary approaches of mindfulness meditation, yoga, and Ayurvedic medicine. Mobile-therapy concepts range from animated breathing exercises and cognitive reappraisal tools to mood-determined music and imagery selections. Concept feedback has been gathered in the US and India. The full platform of monitoring and therapeutic feedback is in development for trials.

  • Mobile therapies respond to moment-to-moment variability in
    physiology, subjective self-assessment, and context. Physiological stress is indicated by a wireless cardiovascular sensor that detects deviations from an individual’s baseline ECG. Subjective assessment occurs through touch-screen adaptations of clinical scales such as the “mood map.” Contextual changes associated with stress are detected by location-sensing, calendaring applications, and experience-sampling methods. Variability in these triggers allows the system to determine the stage of stress and appropriate flow of mobile therapies. Flexible software permits highly configurable, personalized mobile-therapy protocols. The system is currently running on
    a smart phone.

  • Stefanie Danhope-Smith, Dominic D’Andrea, Bill DeLeeuw, Michael Labhard, Farzin Guilak, JM Vanthong, Larry Jamner, Richard Sloan, and Ethan Gorenstein
  • Installation
  • Metaphorical representations of emotional and cardiovascular health states displayed on mobile phones.
  • Liquid Meditation
  • Margaret Watson
  • SIGGRAPH 1999: technOasis
  • 1997
  • Within Liquid Meditation, an immersant encounters abstract water reflections in a unique architecture that expresses a narrative philosophy. As the immersant journeys through the structure, meditative experiences within the reflections foretell the upcoming revelation. Conclusion of the narrative is based on individual navigational choices within the virtual experience.

    As a philosophical narrative, this virtual experience is representative of growth in life. Various elements in the narrative structure express a scenario symbolic of attaining awareness. In virtual reality, abstract concepts can be visualized and reality can be re-experienced from a first-hand perspective. Through experience with these concepts in a virtual world, immersants could potentially achieve renewed awareness of their existence in reality.

  • Erik Butkus
  • Augmented Reality/Virtual Reality
  • CAVE Virtual Reality Installation
  • 10 feet x 10 feet x 10 feet
  • abstract and virtual environment
  • Self Portrait
  • Margie Wilson
  • SIGGRAPH 1987: Art Show
  • 1987 Wilson Self Portrait
  • Hdw: IBM PC AT/EGA/ICB
    Sftw: In-house

  • 2D & Wall-Hung
  • 2" x 2"
  • Beautiful World
  • Margo Chase Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh llci.
    Software: Adobe Illustrator 3.0, Adobe Photoshop.

  • Design
  • Type design
  • 14.75 x 11
  • Escape Club
  • Margo Chase Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh llci.
    Software: Adobe Illustrator 3.0, Quark Xpress.

  • Design
  • CD cover
  • 12.25 x 12.125
  • Azimuth I
  • Margot Lovejoy
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Margot Lovejoy AzimuthI
  • Hardware: IBM 3380
    Software: System

  • 2D & Wall-Hung
  • Serigraphs (one of two)
  • 30 x 40 in
  • Azimuth II
  • Margot Lovejoy
  • SIGGRAPH 1985: Art Show
  • 1983
  • Image Not Available
  • Hardware: IBM 3380
    Software: System

  • 2D & Wall-Hung
  • Serigraph (Two of Two)
  • 30 x 40 in
  • Azimuth XX Series
  • Margot Lovejoy
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Installation
  • Projection
  • 12 x 16 ft
  • Cloud Book
  • Margot Lovejoy
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Lovejoy CloudBook
  • Hardware: IBM 370, Amdahl line printer output

  • Artist Book
  • color xerox
  • 9 1/4 x 9 1/4 in.
  • color xerox
  • Cosmic Code 2
  • Margot Lovejoy
  • SIGGRAPH 1983: Art Show
  • 1982
  • Hardware: IBM 370, Amdahl line printer output

  • 2D & Wall-Hung
  • Mixed media
  • 14 x 18 in.
  • mixed media
  • Flux 1
  • Margot Lovejoy
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Lovejoy Flux 1
  • Hardware: IBM 370, Amdahl line printer output

  • 2D & Wall-Hung
  • Screenprint
  • 20 x 30 in.
  • screenprint
  • See The Beautiful Sea #65, #60, book
  • Margot Lovejoy
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • My print Permutations III was inspired by my interest in sea and cloud forms. It grew out of a series I began two years ago called: See the Beautiful Sea where I experimented with different ways of viewing the reality of the same seascape. In one experiment, I reconstructed the image using dot patterns in various ways. I am fascinated with opportunities to take apart reality, to explore its abstract underlying patterns, and to reconstruct these abstractions into a real scene. All of this has led me to further explore computer-generated images of the earth seen from weather satellites. Each of the symbols used by the computer represents information about different heights and depths of rain clouds over certain areas of the earth. These patterns are an amusing reality because in abstract printouts they reveal information about the real world which lies beneath.

    Permutations III is one of a series of three prints which show a progression of shifting weather satellite computer shapes and colors slowly metamorphosing. The brilliant color rectangles are the moving lights of human places for below the radio patterns of clouds – as though they are seen from a great distance. The mood is lyrical to evoke a sense of memory and mystery.

  • Hardware: Amdahl computer, line printer output

  • Artist Book
  • Intaglio prints, book
  • Intaglio prints: 25 x 19 1/2, 23 x 32 1/2 in., book: 4 1/2 x 6 in.
  • abstract, intaglio print, and nature
  • Plant Sense
  • María Castellanos and Alberto Valverde
  • 2019
  • Plant Sense is a project focused in research about how we can create a body interface that allows us to feel the plants in our whole body. We propose to build a wearable device that allows us to connect ourselves with plants, and allow us to forge new bonds human-plant. A new way to feel plants, through our skin, a much more intimate an emotional way.

    During the last years we have been focused in environmental and plants approach in our art works. We have been developing a sensor to measure electrical changes in plants. And thanks to an algorithm we realise that we can measure this changes.

    However we only visualized the state of the plant in our previous projects. Now we would like to go ahead and develop a new stage. We would like to develop a second skin able to communicate plant-human. A second skin that allows us to feel the plants senses in our own body.

  • Interactive & Monitor-Based
  • Dust
  • Mária Júdová and Andrej Boleslavský
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2016
  • Dust is an immersive, virtual reality experience that aims to transform the way people see and experience contemporary dance. It is an innovative project exploring new forms of engaging the audience and creating the narratives through the creative partnership between performing arts and new media. The piece is inspired the fact that every element on Earth was formed at the heart of a stardust, so our bodies were. Drawing inspiration from these eternal particles being part of our bodies just for incredibly short moment, as well as the motif of the unthinkable world expressed by book of philosophy In the Dust Of This Planet by Eugene Thacker, Dust seeks to re-imagine our perception of body, space and time with the use of digital technologies.

    It immerses the audience in a virtual reality environment created by volumetric capturing. The audience uses virtual reality (VR) headsets to place themselves in the immediate presence of the dancer and within a unique visual and aural scenario. The resulting effect is exhilarating, allowing the audience to experience the work from different perspectives and within the space where the dance is happening. Dust is an installation for room-scale VR accompanied by an interactive WebVR website. The website version of the experience was made with Three.js and our custom tool-sets for recording and converting the volumetric video stream.

    The dancers in Dust are Soňa Ferienčíková and Roman Zotov. Dust has been produced by Carmen Salas with the support of the Arts Council of England and Slovak Arts Council.

  • Augmented Reality/Virtual Reality
  • WebVR
  • http://vrdust.org.uk/
  • WebVR and dance
  • Synchronous Objects for One Flat Thing, reproduced
  • Maria Palazzi, Norah Zuniga Shaw, and William Forsythe
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • Synchronous Objects for One Flat Thing, reproduced is an interactive screen-based work developed by The Ohio State University’s Advanced Computing Center for the Arts and Design and the Department of Dance in collaboration with renowned choreographer William Forsythe. Pivoting on Forsythe’s masterwork of visual complexity, One Flat Thing, reproduced (OFTr), the Synchronous Objects project seeks to enrich cross-disciplinary investigation and creativity by revealing deep structures of choreographic thinking through a vivid collection of information objects in the form of 3D computer animation, annotation, and interactive graphics.

    Though dance is notoriously difficult to capture and document, Forsythe challenged our research group to develop a new kind of generative dance “literature” to stimulate the exchange of ideas and innovation in a wide range of disciplines. His choreography in OFTr is particularly exciting to analyze, due to the challenges it poses for visualizing a high density of interdependent relationships distributed across a network of 17 dancers navigating a landscape of a 20-table grid and resulting in a contrapuntal dance composition.

    Co-creative directors Maria Palazzi and Norah Zuniga Shaw gathered a multidisciplinary team of researchers from architecture, cognitive science, computer science, dance, design, geography, philosophy, and statistics to apply and cross-pollinate their disciplinary visualization methodologies in examining Forsythe’s strategies. The research involved extensive work with The Forsythe Company to systematically analyze the material and systems of exchange that make up OFTr. As we parsed the dance into its hundreds of component parts, we were challenged to determine means of quantifying these data, using them to drive concrete and abstract interpretations, transformations, derivations, and interactive creative tools.

    This work underscores the profound possibilities in collaborations between major artists and interdisciplinary research teams using innovative and interpretive information-visualization methods in making meaningful visual literatures that have relevance in contemporary society.

  • Alva Noe, Andrew Calhoun, Anna Reed, Ashley Thorndike, Benjamin Schroeder, Matthew Lewis, Beth Albright, Michael Andereck, Sucheta Bhatawadekar, Hyowon Ban, Jane Drozd, Joshua Fry, Melissa Quintaniha, Lily Skove, Mary Twohig, Ola Ahlqvist, Peter Chan, Noel Cressie, Stephen Turk, Jill Johnson, Christopher Roman, Elizabeth Waterhouse, Scott deLahunta, and Patrick Haggard
  • Interactive & Monitor-Based
  • https://synchronousobjects.osu.edu/
  • Dialogos
  • Maria Wiener
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • In Greek, “Dialogos” means dialogue. Drawing inspiration from the experiments currently taking place at the Massachusetts Institute of Technology in relation to technologies that can generate holographic video images, “Dialogos” is a “pilot” for future live performances. It demonstrates the kind of dialogue that could exist between performers and projections, between the real and the virtual, between performers and holograms. It represents a live performance of a duet for a live pe ormer and his projected kinetic hologram.

    In “Dialogos,” the performer can pass through the projection, and the projected figure can pass through the live performer and the transparent projected surfaces and dance on stage with him. Therefore “Dialogos” manifests a marriage between dance and technology in the future, in which both figures are celebrating as if they are performing a ritual.

    “Dialogos” is a collaborative project among a performer, two model designers, a composer, and a director/digital choreographer. It was formed from motion-capture data, using Vicon 8 transferred to 3d studio max.

    “Dialogos” has received a Certificate of Merit at INTERCOM he International Communications Film and Video Competition), a division of the Chicago International Film Festival, under the Category of Special Achievement for Computer Animation in 2003.

  • Director: Maria Wiener

    Producer: University of Lethbridge

    Movement Source: William Smith

    Music Composition: Nikolaj Bjerre

    Digital Representation: Kristy Sorgard, Ghassan Zabaneh

    Digital Choreography, Camera, and Direction: Maria Wiener

  • Animation & Video
  • Experimental Animation
  • Length 4:08
  • The Gnarly Landpiper (with custom pipes)
  • Marian Schiavo
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Schiavo The Gnarly Landpiper
  • Hardware: AT clone, Targa 16
    Software: Tips, Lumena

  • 3D & Sculpture
  • light box
  • 20" x 16" x 5" in.
  • Headless Women and Other Events: Tours for Public Art
  • Mariana Morais
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Morais: Headless Women and Other Events Tours for Public Art
  • Headless Women and Other Events: Tours for the Public Art is an art project that examines permanent public art in cities and creates a new mapping device for it through the lens of 21st Century women. The permanent public artworks placed in many cities commonly follows an essentialist model of representation, perpetuating both past and present narratives that insist on the objectification of women. By integrating this theme into the virtual environment of social networks, following the recent flow of feminist movements, and through a reflection on the representations of the feminine in public art, the mapping the device of Headless Women in Public Art problematizes how these historical objects still affect passers-by day to day living. The map Headless Women in Public Art, in a digital, paper and fabric versions also spatialize new narratives distributed in three pedestrian tours – Headless Women, Women and Monuments and Art and Public. These pedestrian tours that can be found at the website https://headlesswomeninpublic.art inviting participants to take part in a project that aims to influence a diversification of women’s histories in the public space, to provide an exchange of ideas on gender and citizenship relations in Porto, and stimulate a broader understanding of the interrelations between the concepts of public art and the city today.

    Headless Women in Public Art was created out of the need for a flexible tool, allowing various types of approaches and results as a way of successively broadening the dialogues about the concept of public and feminine art. The creation of the digital platform allowed me to program a more flexible and aggregating “window” on public art and gender identity, which are in constant transformation. The digital format allows a wider range of information and therefore interaction with a wider audience. Furthermore, it makes possible future collaboration between users in different parts of the world by building a collaborative database on women’s representation and participation in public art.

  • Internet Art
  • e'scapes
  • Mariela Cádiz, Kent Clelland, and Denis Lelong
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • e*scapes is a live audio/visual performance that reflects on an electronic vision of nature. Taking live cinema to a new level, the Cádiz/Clelland/Lelong trio performs live electronic music to live remixed footage and vice versa. Kent Clelland (aka LapCore) combines contemporary dance music structures and sounds with traditional electro-acoustic music techniques to create a recombinant computer music journey that is dynamic, ever-evolving, and potentially fragile. Mariela Cádiz and Denis Lelong use excerpts from nature documentaries and take the images out of their scientific and pedagogical context to process and remix them in a real-time, musically inspired flow. By deconstructing the common use of nature documentary footage and exploring its cinematic qualities, their live mixing thrives on mesmerizing, forceful, and unexpected relationships. Since both music and video are being performed live in conjunction with one another, it is no longer possible to tell if the music is inspiring the video or the video is inspiring the music. The result is a feedback-driven, multi-sensorial exploration into future-stained natural habitats.

  • The Cádiz/Clelland/Lelong trio considers their collaborational technique that of fusing together different ideas, perspectives, and audio/visual real-time techniques. They refer to this as a “confusion.” Confusing a large collection of both commercial and home-brew software, hardware controllers, intranet communication, and human-response feedback, the artists create audio/visual narratives by interpreting their source materials from the natural world around us. Clips from nature documentaries and scientific research video clips are processed, edited, and remixed live in direct response “to” as well as in direct response “from” the development of the musical composition, which is also being created live. The instruments played on stage are constructed from computers running software such as Max/MSP/Jitter, Reaktor, and Spektral Delay, and using protocols such as MIDI and OSC to
    coordinate computers and hardware controllers. In the trio’s live performances, control signals are shared between the musical workstation and the visual workstation, creating an artistic feedback level supplementary to the natural sensory-reflex feedback already being shared among the performers and ensuring that each performance is unique. The ability of the artists to communicate onstage and interpret through their respective instruments in order to generate real-time live cinema blurs the boundary between technology and the art of creating an entertaining performance on the fly.

  • Performance
  • Octópodos Sisíficos
  • Mariela Yeregui and Miguel Grassi
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2010
  • 2017 Mariela Yeregui and Miguel Grassi, Octopodos Sisiticos
  • Developed by the Artes Electrónicas group at the Universidad Nacional de Tres de Febrero in Argentina, directed by Mariela Yeregui, Octópodos Sisíficos (Sisyphean Octopods) (2010) is an installation comprised of six mobile robots that carry LCD screens displaying endoscopic videos with images that resemble internal body organs.

    The robots move erratically, without any purpose but to reveal their own technological animality; they display a corporeal behavior that is both artificial and organic, material and phenomenological, exposing their own absurd existence as “living” artificial objects. Forced to repeatedly carry their own physical and virtual bodies, the robots’ task might be considered a useless effort; or, on the contrary, in transporting themselves, perhaps their labor grants the machines an ontological dimension by humanizing them. Like Sisyphus, condemned to perform a laborious and futile task ad eternum, these mytho-technological beings were created to carry an image of themselves and, with that, to define their own fate and identity.

  • Installation
  • I'm Running As Fast As I Can
  • Marilyn Abers
  • SIGGRAPH 1987: Art Show
  • 1987 Abers Running
  • Hdw: DEC 11/23/Aurora F B
    Sftw: Aurora

  • Animation & Video
  • Video
  • 3:00 min.
  • The Pool
  • Marilyn Abers
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Abers The Pool
  • Hardware/Software: GENIGRAPHICS

  • 2D & Wall-Hung
  • C print
  • 11 x 14 in.
  • c-print
  • Cosmos
  • Marilyn Eitzen-Jones
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Marilyn Eitzen Jones Cosmos
  • Hardware: Commodore 64, Supersketch graphics tablet
    Software: Graphics Master

  • 2D & Wall-Hung
  • collage, photo and watercolor
  • 23 x 30 in
  • Reflections
  • Marilyn Eitzen-Jones
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Mixed media on acrylic
  • 3.5 x 3.5 ft
  • U.S. Naval Signal Flag Narratives - A, D, N, and R
  • Marilyn Nelson
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Nelson: U.S. Naval Signal Flag Narratives A, D, N, and R
  • The series U.S. Naval Signal Flag Narratives consists of 26 editions of serigraphs. Imagery consists of photographs and handmade and computer-aided drawings and paintings, working with Photoshop, Illustrator, and FreeHand. The confluence of computer processes with serigraphy provides a contrast between digital and analog media. The use of digital technologies in my work allows manipulation of photographs and precise drawing of diagrams. It allows me to print color separations of photo-based work, which are then translated directly to the screen. The physical working process of screen printing, although difficult, is important to me. I hand pull all of my prints, one color at a time. My prints may have as few as eight colors, or as many as 17. My meticulous attention to craftsmanship at the computer and with my printmaking is an integral part of the content of each print.

    Maritime flags are used to communicate while maintaining radio silence, transmitting messages by hoisting an alphabet flag on a halyard. When hoisted alone, each flag voices an individual message. Each print in this series contains the image of one flag and its written meaning. Included are my interpretations of the flag’s message. My narrative intent is not to render concepts through realism, nor is it to literally illustrate each flag’s definition. What’s important to me are the patterns of effects that sustain a cohesive connection of my stories and create metaphoric associations with the viewer.

    Memories seem to be more lyrical than literal. The process of revisiting one’s history is natural and allows one to adapt to possibilities in the future. When I began this series, I thought the imagery to be only about family relationships and personal memories of growing up within the culture of the Navy. I soon realized that, in addition, my concepts represent experiences shared by thousands of service families. The military constitutes a separate and distinctly different subculture from civilian America. The government develops, maintains, and staffs its own resources to support the member families as they attempt to cope with the stresses and demands of the military lifestyle. These care-taking resources create a closely knit community that exercises a powerful shaping influence on the children. These prints examine a wide scope of influences and connect my memories to my present.

  • 2D & Wall-Hung
  • 32 in x 24 in each
  • communication, narrative, and serigraphy
  • CRT Scenes
  • Marilyn Ono
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: IBM PC, Dunn film recorder
    Software: Time Arts-Easel

  • Animation & Video
  • 5:00
  • Cocoon
  • Marilyn Waligore
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Using digital processes, I re-present objects associated with the domestic sphere in the context of the electronic age. My images combine tools and personal objects that are found in the home, and in some cases belong in a laboratory. With the aid of digital technology, I aim to remove the hierarchical distinctions associated with higher and lower forms of technology. I attempt to muddy the separation between women’s work, especially menial labor, and the rest of cultural achievement. Menial, unseen, uncompensated work is often central to daily life, and is performed in the home (cleaning, cooking, and care-giving). By extension, there is a culture connected to women’s activities that is also denied importance. The history of the witch, including tales of subversions of domestic activity, has provided a point of departure. The myths of the witch parallel those of Dedaelus and Icarus, through references to science, magic, immortality, and defiance of the laws of nature. I am drawn to stories of attempts to overcome human physical limitations. With the advent of the laboratory research of the 21st century, controversies of our time often circle around decisions over sustaining or terminating human life, which encourage reflection on myths of immortality.

    Still life often references the messiness of our humanity, through a documentation of domestic activities such as eating and drinking what Norman Bryson calls “the small-scale, trivial, forgettable acts of bodily survival and self maintenance.”1 The rendering of intimate close spaces reinforces this connection back to the physical presence of the viewer, placing the body at the center. Still life has the potential to acknowledge the anonymity of daily life while also providing a vehicle for the allegories generated by the vanitas, a tradition approach to still life that references human mortality and rejection of worldly possessions. The products of a diverse range of our collective activities can now be stored as digital code. Simultaneously, we acknowledge the cultural aspects of physical labor and personal ritual. At times, we may express a longing for abandoned rituals practiced in the recent past. Embedded in my working methods lies my ambivalence about shifting technologies as I exchange one set of processes for another. intimate images hold the viewer close and encourage reflection :r commonplace rituals. We rarely question our selection of the daily electronic tasks we now embrace or consider those manual processes we have discarded.2005

  • 2D & Wall-Hung
  • Gelatin silver print
  • 22 inches x 16 inches
  • Contamination
  • Marilyn Waligore
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Using digital processes, I re-present objects associated with the domestic sphere in the context of the electronic age. My images combine tools and personal objects that are found in the home, and in some cases belong in a laboratory. With the aid of digital technology, I aim to remove the hierarchical distinctions associated with higher and lower forms of technology. I attempt to muddy the separation between women’s work, especially menial labor, and the rest of cultural achievement. Menial, unseen, uncompensated work is often central to daily life, and is performed in the home (cleaning, cooking, and care-giving). By extension, there is a culture connected to women’s activities that is also denied importance. The history of the witch, including tales of subversions of domestic activity, has provided a point of departure. The myths of the witch parallel those of Dedaelus and Icarus, through references to science, magic, immortality, and defiance of the laws of nature. I am drawn to stories of attempts to overcome human physical limitations. With the advent of the laboratory research of the 21st century, controversies of our time often circle around decisions over sustaining or terminating human life, which encourage reflection on myths of immortality.

    Still life often references the messiness of our humanity, through a documentation of domestic activities such as eating and drinking what Norman Bryson calls “the small-scale, trivial, forgettable acts of bodily survival and self maintenance.”1 The rendering of intimate close spaces reinforces this connection back to the physical presence of the viewer, placing the body at the center. Still life has the potential to acknowledge the anonymity of daily life while also providing a vehicle for the allegories generated by the vanitas, a tradition approach to still life that references human mortality and rejection of worldly possessions. The products of a diverse range of our collective activities can now be stored as digital code. Simultaneously, we acknowledge the cultural aspects of physical labor and personal ritual. At times, we may express a longing for abandoned rituals practiced in the recent past. Embedded in my working methods lies my ambivalence about shifting technologies as I exchange one set of processes for another. intimate images hold the viewer close and encourage reflection :r commonplace rituals. We rarely question our selection of the daily electronic tasks we now embrace or consider those manual processes we have discarded.

  • 2D & Wall-Hung
  • Gelatin silver print
  • Nagasaki
  • Marilyn Waligore
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.utdallas.edu/~waligore/nagashok/naga.html
  • computer graphics, interactive, and website
  • Sugar Jar
  • Marilyn Waligore
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Using digital processes, I re-present objects associated with the domestic sphere in the context of the electronic age. My images combine tools and personal objects that are found in the home, and in some cases belong in a laboratory. With the aid of digital technology, I aim to remove the hierarchical distinctions associated with higher and lower forms of technology. I attempt to muddy the separation between women’s work, especially menial labor, and the rest of cultural achievement. Menial, unseen, uncompensated work is often central to daily life, and is performed in the home (cleaning, cooking, and care-giving). By extension, there is a culture connected to women’s activities that is also denied importance. The history of the witch, including tales of subversions of domestic activity, has provided a point of departure. The myths of the witch parallel those of Dedaelus and Icarus, through references to science, magic, immortality, and defiance of the laws of nature. I am drawn to stories of attempts to overcome human physical limitations. With the advent of the laboratory research of the 21st century, controversies of our time often circle around decisions over sustaining or terminating human life, which encourage reflection on myths of immortality.

    Still life often references the messiness of our humanity, through a documentation of domestic activities such as eating and drinking what Norman Bryson calls “the small-scale, trivial, forgettable acts of bodily survival and self maintenance.”1 The rendering of intimate close spaces reinforces this connection back to the physical presence of the viewer, placing the body at the center. Still life has the potential to acknowledge the anonymity of daily life while also providing a vehicle for the allegories generated by the vanitas, a tradition approach to still life that references human mortality and rejection of worldly possessions. The products of a diverse range of our collective activities can now be stored as digital code. Simultaneously, we acknowledge the cultural aspects of physical labor and personal ritual. At times, we may express a longing for abandoned rituals practiced in the recent past. Embedded in my working methods lies my ambivalence about shifting technologies as I exchange one set of processes for another. intimate images hold the viewer close and encourage reflection :r commonplace rituals. We rarely question our selection of the daily electronic tasks we now embrace or consider those manual processes we have discarded.2005

  • 2D & Wall-Hung
  • Gelatin silver print
  • 16 inches x 22 inches
  • Tsunami Waterbed
  • Marilynne Ramsey
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Printer drawing
  • Slurb
  • Marina Zurkow
  • SIGGRAPH Asia 2009: Adaptation
  • Zurkow: Slurb
  • Slurb, a word that collapses “slum” and “suburb”, encapsulates a dreamy ode to the rise of slime, a watery future in which jellyfish have dominion. The animated, carnivalesque tailgate party loops and stutters like a vinyl record stuck in a groove.
    There is a long history of satirical illustration, epitomized by J.J. Grandville in the 19th century, in which animal-headed humans are deployed in troubling social narratives. Slurb is that kind of cartoon. Facts related to the ocean’s radical changes in acidity and oxygen levels form the backbone of the animation. Overfishing, dumping, and warming ocean currents have already triggered a reversion toward a primordial sea in areas larger than the state of Texas.
    Slurb’s surface is inspired by fictions, like J.G. Ballard’s prescient 1962 novel Drowned World, in which inhabitants of a flooded world feel the tug of the sun and dream of a return to their amniotic past.

  • Animation & Video
  • Untitled
  • Marion Tregartha
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • Artist Book
  • Untitled
  • Marion Tregartha
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • Artist Book
  • Adoration of Gas Tank
  • Marjan Moghaddam
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • In the Adorations series, computer-generated 3D female humanoids explore the pictorial space of classical painting, seeking their origins as representational and Euclidean visual constructs. As basic homunculi with their own inherent fractal and procedural dermal pigmentation, they return our mesmerism of screen-based artificial realities with adorations of their own evolutionary origins in machines and cultural artifacts that defined our shift towards Post Humanism.

    In Adoration of Gas Tank, the tank is loosely based on the gas tank of a 1967 Triumph Bonneville motorcycle, one of my favorite bikes. It sat on my lap, and occasionally on the table, as I modeled it on the computer. When I finished, I held the gas tank in my arms. It felt comfortable and nice to embrace. Another post-humanist, machine-based extension of our bodies, the digital entity finds and adores … Faster Pussycat…

    The print-based images are entirely computer-generated and make no use of scanned elements. The scenes consist of computer-generated 30 virtual environments, with high-density geometry, that are rendered at high resolutions for output to archival digital C-prints (200MB per image). The entities and their associative “space” are mapped with high-resolution fractals and procedurals that define the self-similar patterns of their non-material informatics realm. The digital C-prints are cold-press mounted on anodized aluminum, matted, and framed with acid free materials and plexiglass.

     

  • 2D & Wall-Hung
  • 3D CGI output to archival digital C-print (luminage process output to Fuji crystal archive paper)
  • 40 inches x 32 inches x 4 millimeters
  • 3D image, c-print, history, and virtual environment
  • Adoration of Telephone: Speak To Me
  • Marjan Moghaddam
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Moghaddam: Adoration of Telephone: Speak to Me
  • Adoration of Telephone: Speak To Me is from the Digital Entities series, a collection of computer-generated print and time-based-media fine arts projects by New York City-based digital artist Marjan Moghaddam. The series explores visual forms for non-material and non-corporeal identities. In the Adorations, computer-generated 3D females are reconfigured into the pictorial space of classical painting, seeking their origins as representational and Euclidean visual constructs.

    The digital entities are paired with the technologies they originated out of as part of a constructed futurist mythology. As female parthenogenetic entities, or non-material maternal entities, they are modeled as basic and primitive humuncli with their own inherent fractal dermal pigmentation. They return our mesmerism of screen-based artificial realities with adorations of their own evolutionary origins in machines and technological cultural artifacts that defined our shift towards post humanism.

    For much of the 20th century, the telephone came to extend the reach of the human voice and ear across great expanses. As an early post-humanist extension of the body, the telephone continues to present the “space” of remote conversa­tion, an alternate space as valid and essential as physical space. Today this “space” extends to cover remote conversation with individuals and data as part of ubiquitous computing. Remarkably, the true test of AI sentience in our world also consists of a remote conversation in the Turing test. In the constructed mythology of this series, the digital entity invites us to a conversation.

  • The print-based images consist of computer-generated 3D virtual environments, with high-density geometry, that are rendered at high resolutions for output to archival digital C-prints. The series makes no use of scanned elements or visual components that originate outside of the computer as part of investigating the unique and “original” aesthetics of the computer.

    As digital sculpture, the entities and their associative “space” are mapped with high-resolution fractals and procedural textures that define the self-similar patterns of their non-material informatics realm. The pixel-rich resolution and miniature aesthetic of the prints surpass that of film in further exploring the technological possibilities of resolution for “virtual photographs” of digital bodies in digital space.

  • 2D & Wall-Hung
  • Computer-generated 3D modeling, rendering, and fractals output to Archival Digital C-Print, Laser Matrix process
  • 36 in x 40 in
  • history, technology, and time
  • Why Water Always Scares Me
  • Marjorie David
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 David Why Water Always Scares Me
  • These works explore some of the rough edges of relationships in which such issues as control, fear, self-determination, and identity collide. Beneath the surface decorum, darker forces are at play. The controlled environment may be a trap; the beast is within. “Water” also concerns the struggle with beastly forces. Conflicting needs and desires, fears and wishes, roles and identities, and the testing of boundaries threaten to unbalance the relationship of mother and child.

  • 2D & Wall-Hung
  • Digital collage, iris ink-jet print on watercolor paper, deckle edge
  • 16" x 20"
  • collage and iris print
  • Wolf
  • Marjorie David
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 David Wolf
  • These works explore some of the rough edges of relationships in which such issues as control, fear, self-determination, and identity collide. Beneath the surface decorum, darker forces are at play. The controlled environment may be a trap; the beast is within. “Water” also concerns the struggle with beastly forces. Conflicting needs and desires, fears and wishes, roles and identities, and the testing of boundaries threaten to unbalance the relationship of mother and child.

  • 2D & Wall-Hung
  • Digital collage, iris ink-jet print on watercolor paper, deckle edge
  • 16" x 20" on 17" x 22" paper
  • collage and iris print
  • FILMTEXT
  • Mark Amerika, John Vega, Chad Mossholder, and Jeff Williams
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Amerika, Vega, Mossholder, Williams: FILMTEXTScene01
  • As art becomes less elitist and more cybernetic in its behavior and cultural performance, it takes on rhetoric’s early role as persuasive critique of everyday life. As a result of this movement out of art elitism and back into everyday life, art itself becomes integrated into the workings of everyday life by situating itself in corporations, universities, governments and, more importantly, the fluid vistas of the vast electrosphere where all of these “cultures” collide and mix.

    By trying to fully immerse ourselves in these colliding “cultures,” we hope to explore the interrelationship between digital narrative and rhetoric using what has become the in-progress language of the World Wide Web and its strategic positioning in the new media economy.

  • Our team of collaborators worked with a variety of tools such as digital video cameras, digital cameras, portable digital audio recording devices, 30 and Web animation programs, computer graphics software, HTML and text editors, audio editing software, and stereo microphones. The images captured for the piece were shot on remote locations including the Haleakala desert landscape. This required portable yet reliable and powerful technology as well. A small sampling of the technology used includes a Powerbook G3, a Sony TRV-900 DV camcorder, a Nikon 990 Coolpix Digital Camera, Simpletext, Photoshop, Flash, Vegas, Acid Loops, QuarkXPress, and Acrobat.

    The most significant technology used in the creative process associated with our collaborative FILMTEXT project was decidedly non-instrumental: the social network itself. As with all of my previous Web-based projects, FILMTEXT grew organically from a seed concept that essentially asked: “What is the difference among a work of digital video art, a film, an interactive animation, an audio ebook, and an online novel and an expanded concept of cinema?” Working on the WWW confuses genres and makes problematic the creative process in terms of practice, theory, and notions of authorship. All of the artists who contribute to FILMTEXT as an ongoing work in progress all use current hardware and software platforms to manifest their desired digital effects, but the artwork itself, once published/ exhibited on the Internet, becomes something bigger than any of the constituent artists could have ever expected. This inevitably leads us to question the role of technology even further.

  • FILMTEXT is a digital narrative for cross-media platforms including Flash animation, MP3 soundtracks, experimental artist ebook, and live net performance.

    Created in the tradition of filmmakers such as Vertov, Godard, and Marker, FILMTEXT attempts to translate cinematic language into more multi-linear navigational forms associated with emergent new media genres such as net art, hypertext, and motion-graphic pictures.

    FILMTEXT integrates my digital film/video art, digital photography, writing, animation, and sound art into a unique online work of interactive cinema. The work also comes equipped with an MP3 concept album and a conceptual art ebook.

    As with many works of digital art, FILMTEXT initiates three separate, yet interconnected, artistic unfoldings: image, sound, text.

    The project is currently being developed at the University of Colorado’s TECHNE practice-based research initiative under the direction of Mark Amerika. TECHNE focuses on the evolving forms of digital narrative, multi-media performance, and network installation, while paying particular attention to the research and development of hybridized forms of Internet art that challenge conventional exhibition contexts.

  • Animation & Video and Interactive & Monitor-Based
  • digital narrative
  • digital video, digital photography, and multimedia
  • GRAMMATRON 1.0
  • Mark Amerika
  • SIGGRAPH 1998: Touchware
  • 1998 Amerika GRAMMARTRON 1.0
  • This artwork is an interactive art website.  Please follow the provided link to view.

  • Internet Art
  • http://www.grammatron.com/
  • hypermedia and virtual environment
  • PHON:E:ME
  • Mark Amerika
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Using the m.o. “surf, sample, manipulate,” PHON:E:ME remixes sounds and texts to create an original composition that blurs the borders among spoken, written, and sculpted artistic forms. It is part oral narrative, part experimental sound collage, and part written hypertext.

  • Internet Art
  • http://phoneme.walkerart.org/
  • multimedia, sound, and website
  • 24-Hour Turnaround
  • Mark Anderson Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh llcx, Linotronic L-300 (output).
    Software: Quark Xpress, Adobe Illustrator, Aldus Freehand, Apple MacDraw.

  • Design
  • Poster
  • 20 x 15
  • Set Type in Your Sleep
  • Mark Anderson Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx, Linotronic L-300 (output).
    Software: Quark Xpress, Adobe Illustrator, Aldus Freehand, Apple MacDraw.

  • Design
  • Poster
  • 20 x 15
  • Type on Wheels
  • Mark Anderson Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh llcx, Linotronic L-300 (output).
    Software: Quark Xpress, Adobe Illustrator, Aldus Freehand, Apple MacDraw.

  • Design
  • Poster
  • 20 x 15
  • Pocket Visualization
  • Mark Bajuk
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Bajuk Pocket Visualization
  • Mysoon Rizk
  • 2D & Wall-Hung
  • acrylic on wood with magnets, suede case with zipper and metal plate
  • 6 x 4 x 0.75"
  • Singularity
  • Mark Ballora
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Ballora Singularity
  • The music I most admire embodies mythos as the Greeks meant it. Contrary to our current parlance, in which the word “myth” means “something untrue,” mythos seeks to tap into powerful truths about our world.

    Singularity grew out of extended reflection that came to me after reading Stephen Hawking’s descriptions of black holes. I was taken with his descriptions of how they absorb and recycle the universe’s matter and I started comparing black holes to mythical traditions that explore the nature of birth, death, and rebirth; added to the mix was the tension inherent in the human character between the need for peace and freedom on the one hand, and the need for structure and companionship on the other. The piece attempts to come to a mythic understanding of how these forces may interact. The use of live audio processing is meant to take the sounds of a virtuoso flute performance and broaden it, suggesting a broader perceptual scope than the immediately tangible, a presence in the context of a reality that contains the physical/earth plus much more.

  • A flute microphone delivers an audio signal of the performance into an audio converter, which digitizes the signal and allows the computer to manipulate the signal. The software synthesis pro­gram SuperCollider (www.audiosynth.com) has been programmed to apply a set of preset “states” to the audio that are activated by simple keystrokes on the computer keyboard. A variety of process­ing is done to the flute, adding echoes, reverberation, or distortion. A looping function sends audio to a buffer and plays it repeatedly. The software also produces algorithmically generated electroacoustic textures. Thus, the sound of the flute performance is expanded and placed in a variety of sonic contexts. The 43-tone Just scale devised by Harry Partch is explored in many of the textures, with its qualita­tive subtleties complementing the ethereal nature of much of the audio processing.

  • Agatha Jui-Chih Wang
  • Performance
  • Interactive music for performer and computer
  • Biophilia
  • Mark Cypher
  • SIGGRAPH 2006: Intersections
  • 2006 Cypher Biophilia
  • Biophilia enables participants to interact with and generate organic forms based on distortion of their shadows. Coined in 1984 by sociobiologist Edward 0. Wilson, “biophilia” refers to the need of living things to connect with others, even those of different species. Biophilia attempts to absorb and synthesize users and their contexts, producing unpredictable patterns of propagation and hybridity.

    A number of myths and metaphors are used to describe the origin of picture making, most of which involve shadows. Plato’s cave allegory describes how our understanding of the world through vision is not necessarily the same as what is physically visible. Within Biophilia, participants and their shadows are synthesized into a larger cultural picture of self and place yet reduced to a derivative echo containing both “resemblance and menace.” The shadow resembles the participant, a virtual manifestation of the relationship the user has with the screen, at once reduced to a two-dimensional image that menacingly begins to merge with other organisms in the same screen space without consent nor care for the sovereignty of the user’s concept of self and space.

    Within Biophilia, the relationships between inside and outside can also be expressed between computer code and interiority, known and unknown. Code sits beneath the surface and can be auto-poetic and capable of self-organization, producing scary unknown emergent properties. The coding process produces these self-organizing properties in the darkness of the machine, eluding attempts to construct clean boundaries between known and unknown.

    Likewise, Biophilia creates hybrid forms, which emerge through the complex interaction between theory and practice, matter and representation, where what matters is not necessarily human.

  • When users walk into the screen space, they generate a shadow.

    A video camera in conjunction with a computer running custom ­built computer-vision drivers processes the image so that shapes can be tracked and converted to a three-dimensional virtual space. Three-dimensional plant forms are generated within the shadows being tracked via the camera. When another person enters the same space, the plant forms growing from the second shadow try to merge and combine, thus connecting the two users via the screen.

  • Installation
  • Art installation, camera tracking with game engine
  • 10' x 15' x 20'
  • aesthetics
  • A Little Bird Told Me
  • Mark Dearing
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Apartment Dwellers
  • Mark Dearing
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Mark Dearing Apartment Dwellers
  • Hardware: Digital Graphics Systems Cat 1600-31
    Sohware: Cat Pallette

  • 2D & Wall-Hung
  • Print
  • 16 x 20 in.
  • The Young Officer
  • Mark Dearing
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Chaotic Escape
  • Mark J. Stock
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2006
  • 2006 Stock: Chaotic Escape 1
  • My work relies heavily on science and technology to explore the intersection of the seemingly-opposing paradigms of physical and virtual worlds, of fluid and solid, matter and information, and life and algorithm. The complex, intertwined relationships among these are clearly exposed when attempting to teach a digital computer how to recreate physical phenomena. Inherent to this task is the development of numerical methods which solve the equations of physics with a minimum of arithmetic while not allowing the ever-present minuscule errors from ruining the whole effort. If a specific method has been validated against real, physical phenomena, then is becomes a very useful tool for peering into the undetectable. The ephemeral can then be made timeless, the fluid solid, matter represented as information, and a physical moment exposed to virtual exploration.

    Chaotic Escape is a series of images of a specific fluid phenomenon called a Rayleigh-Taylor Instability. This arises when two fluids of differing densities find themselves separated vertically in a gravitational field, with the lower-density fluid beneath the higher-density fluid. In these computer simulations, a front-tracking vortex method of my own design is used to evolve an initially-spherical interface between two fluids under the influence of radial gravity. The fluid in the middle attempts to escape the burden of its enveloping matrix, and does so by exploiting tiny, random perturbations along the interface, giving rise to large-scale motions (much like the numerical error we seek to control), which then dominate the evolution of the system. Changing the simulation’s initial parameters generates the family of delicate forms seen in this series.

    Citation: M. Stock (2006). A Regularized Inviscid Vortex Sheet Method for Three Dimensional Flows With Density Interfaces (dissertation). University of Michigan, Ann Arbor.

  • Media Used: All custom software and computational methods from my own research.

  • 2D & Wall-Hung
  • Dynamo
  • Mark J. Stock
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • What attributes come to mind when you think of a tree, a mountain, a river, a cloud, or the sun? It is likely that your thoughts are the same as those of your ancestors, or of cultures living beyond the reach of modern technology. The shapes of natural things such as these compose a language of symbols that is less reliant on cultural context than the written or spoken word. We recognize these shapes because we are immersed in a world that obeys physical laws, each of which manifests in predictable ways, and in doing so recreates familiar objects and patterns. The applicability of physical law to every place humans have lived makes these experiences common, allowing the symbolic language to bridge culture and geography. One of my goals for Dynamo was to use computational science to depict a dynamism that is pervasive and uncontrollable yet confined. The research code that created the shapes in Dynamo works very much like a flocking algorithm, in which every particle is constantly affected by every other particle, though with physically motivated interaction rules. The combined action of magnetism, temperature, and convection (which, conveniently, are all amenable to the same computational methods) creates within the sun the dynamo effect. These intertwined forces result in amazingly complex fluid behavior. This image pays homage to the chaotic and powerful mass of hydrogen and helium at the center of our solar system that has historically provided enough predictability and mystery to both soothe and stimulate humankind’s desire for knowledge.

  • Digital technology was integral to every aspect of production of Dynamo. Once the idea was created, but before any geometry
    was defined, a detailed computational fluid-dynamics simulation was run. This calculation involved tracking the evolution of vortex particles within a closed spherical volume according to the rules of fluid dynamics. After the simulation parameters were iteratively refined and the flowfield was initialized, a subprogram processed the locations and strengths of all of the vortex particles, and
    traced curves through space according to the same rules that moved the vortexes. Once the proper environment was designed
    and lighting fixtures set, the entire scene was passed to the rendering software. The full-size image was created with Radiance, one of the few scientifically validated lighting simulators. Radiance uses a hybrid radiosity algorithm to closely approximate the actual physical light transport and inter-reflection throughout the complex scene. Radiance numerically followed hundreds of billions of light rays in
    order to create the image. The resulting high-dynamic-range image was print-optimized and exported to a Lightjet printer, which exposes photographic paper with laser light at a resolution of several thousand pixels per inch.

  • 2D & Wall-Hung
  • Lightjet digital print
  • 30 inches x 30 inches x 1 inch
  • Four Mountains
  • Mark J. Stock
  • SIGGRAPH 2013: XYZN: Scale
  • 2013
  • Four Mountains consists of tiny, rapid-prototyped models of four tall stratovolcanoes in the US Pacific Northwest, each isolated, framed, and arranged on the gallery wall to scale, viewed from above, from the point of view of a god (or an astronaut). It draws attention to not only the mountains’ detailed, crisp forms, but also to the empty spaces in between.

    Contrast the attention given to the peaks with the empty spaces between them. The featureless gallery walls are a placeholder for ordinary landscape. This plane has no characteristic scale save that imposed by the mountains. The frames make a prison-like separation between the zones that reinforces their unequal standing. Sculpture is being reinvented by rapid-prototyping (30 printers) and alternative manufacturing techniques. The accurate mountain models in this work would not have been possible without several key pieces of computational geometry and image-processing technology, including LiOAR-acquired data from the US Geological Survey, 30 printing systems, and a number of pieces of custom and open-source software.

    This project is a departure from my usual work, but does not stray far from my roots of using computational authorship to investigate natural phenomena from vantage points freed from the constraints of our beings. Much of my work leverages computational-physics software to generate alternate spatiotemporal realities, generally featuring fluid dynamics. But unlike physical fluid flows, the structure of which is normally observed indirectly, mountains are so massive and seemingly timeless that their visual forms are etched indelibly into our minds, and to see them any other way requires us to do something extraordinary. The act of miniaturization short-circuits this relationship. What was far away and dramatically steep is now just a corrugated sheet of laser-sintered nylon. What was once unattainable now fits in a pocket. By transforming the subject from its physical reality into the digital realm, we are able to manipulate it, free of the limitations of mass and energy, and thus break our traditional relationship with it.

  • 2D & Wall-Hung
  • MESO
  • Mark J. Stock
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Stock: MESO
  • MESO is a realtime, ultra-high definition video installation. It randomly cycles through thousands of images of digital landscape data covering the majority of North America. Each image is a direct translation of digital elevation data into map form, where white represents the highest surface elevation in the area, and black the lowest. No other information is included or implied. In removing all of the usual context from these images of the Earth’s landscape, we reveal patterns and forms inherent in the land, but normally hidden from view.

    The title “MESO” stands for “meso-scale”, or “in between scales.” The data in this work are in between two scales that viewers find familiar: the global scale, such as the shapes of continents and nations; and the local, micro-scale, such as a person’s town or neighborhood. The time scales involved their formation, as well, are short compared to global tectonics, but long compared to landslides and construction. The middle scales had been too far removed and too many in number to be part of a common language of landscape. But the recent technological emergence of powerful sensors, supercomputers, large-scale data storage, and global networking finally allows exploration of these meso-scales, not just in geomorphology, but in all areas of science. This work aims to methodically reveal the myriad shapes and patterns of the Earth’s surface at these intermediate scales.

    This work uses 1-arcsecond digital elevation data from the US Geologic Survey, processed by the open-source packages GDAL and NetPBM and the artist’s own scripts.

  • Media Used: Digital video.

  • Installation
  • Video Installation
  • Smoke Water Fire
  • Mark J. Stock
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Smoke Water Fire Mark Stock
  • Smoke Water Fire is a digital animation of a deforming blob of fluid that has been slowed down and stripped of environmental context in order to explore the shape of ephemeral media. The animation addresses several interrelated themes: context and speed, commonality of the equations of physics, and ephemerality of fluid media. It does this through its use of scale-free computational fluid physics, abstract digital representations, and projected moving pictures. Because of its purely computational nature, Smoke Water Fire removes any context of material or physical scale and leaves the viewer with little more than the dynamics of the shape itself.

  • Animation & Video
  • Refinery #53, Mesh #3 Iso
  • Mark J. Stock
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Stock: Refinery#53
  • The universe is rich with competing forces whose confluence creates the spatial and temporal patterns and shapes that we, as humans, experience every day. Any given force or effect (gravity, erosion, viscosity) operates over many scales of time and space, but is typically dominant over a smaller range. The bounds of this range are where alternative forces’ influences become considerable. The characteristics of the pattern or behavior resulting from each dominant force are different, and at the length and time scales where two dominant forces overlap, new patterns will emerge.

    I use computer simulation of natural and artificial phenomena to visualize patterns created from either the isolation of a particular dominant force or the interplay between co-dominant forces. An advantage of working with computer models for these physical systems is the availability of data for any component of the system: effectors or inerts can be made visible and temporal, spatial dimensions can be swapped, and non-physical projections of the data can be created. New patterns can be explored by nearly any combination of forces or projections. The aim of my work is creative exploration of this space.

    A paradox of real and unreal natures exists in Mesh #3 Iso. The image is a photometrically accurate computer rendering of a specific scene. The scene is composed of cylinders assembled into a structure that could not possibly support itself if manufactured. Each visually solid cylinder represents the mathematical “vortex core” of a small packet of air. The arrangement of these vortex cores is the result of a computational fluid-dynamic simulation of the self-evolution of vortexes in free space. The initial conditions that resulted in this shape were completely arbitrary and unrealistic. The superposition of these real and unreal elements pulls the viewer’s perceptions in opposite directions.

    In the future, when personal entertainment relies on fooling a viewer with scenes of natural and constructed objects and behavior, the lines between nature’s actual behavior and a computer’s simulation will be gone. The laws of physics used to calculate visually realistic images will be mutable, even irrelevant.

  • The algorithm used to create the subject in Mesh #3 Iso is called a vortex method. The rotations that make up a turbulent flow can be described by a collection of small vortex elements, represented in this method by short segments. Each vortex element influences air near it to rotate around it. The summation of the effects of all of these vortex elements creates a complicated flowfield that we recognized as turbulence. The computer simulation marches forward in time, updating the position of the mesh at regular time intervals. The mesh of vortex lines is periodically written to a file in the form of a long list of cylinder descriptions.

    Test renders were made of several interesting-looking “frames” in this time sequence. The frame that worked best was one that exhibited enough wall interaction while retaining some remnant of the initial symmetry. An isometric view was chosen to reveal the sharp boundaries of the virtual box enclosing the flow.

    The scene in Refinery #53 was far simpler to design, though more attention to detail was required during the piece’s execution. Custom software was written to fill a Cartesian grid space with continuous and non-overlapping pipe segments. Parameters to the program were varied and output visualized until a scene with sufficient visual density was created. The cylindrical viewpoint and high resolution warranted a detailed and time-consuming pseudo-radiosity calculation in the rendering stage.

    All of my rendering is done with Radiance because it incorporates a lighting model that can quickly and accurately calculate the effect of light inter-reflection throughout the scene. This, more than clever light placement or excessive texture mapping, allows an image to instill a sense of realism.

    Once the scene has been described, Radiance compiles it into an octree, which is then used to speed up intersection tests in the ray-tracing routine. During rendering, results from the inter-reflection calculation are cached in a separate file. This aids in view selection by reducing the turnaround time for preview renders.

    Programs included with Radiance were used to downsample the final rendered image and reduce the intrinsic high-dynamic-range image for print.

  • 2D & Wall-Hung
  • lightjet prints on photographic paper
  • lightjet print, nature, and pattern
  • Turbulance_Infinite_P21C
  • Mark J. Stock
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Stock: Turbulance_Infinite_P21C
  • I enjoy using computer simulations of natural and artificial phenomena to visualize patterns created from either the isolation of a particular dominant force or the interplay between co-dominant forces. An advantage of working with computer models for these physical systems is the availability of data for any component of the system: effectors or inerts can be made visible, temporal; spatial dimensions can be swapped; and non-physical projections of data can be created. New patterns can be explored by nearly any combination of forces or projections. The aim of my work is the creative exploration of this space.

    In these pieces, I attempt to illustrate the unseen depth and complexity of fluid turbulence and the difficulty in recreating its effects on a computer. Though it is an essential physical phenomenon, humans are surprisingly ill-equipped to visualize the structure or grasp the sheer ubiquity of turbulence. My choice to instantiate the transient vortex cores as solid cylinders is an attempt to understand their structure as well as to conceptualize their depth. Creating a feeling of depth and realism requires not only a computationally intensive inter-reflection calculation, but also extreme detail, using not textures, but real geometry.

    In these simulations, turbulence is represented by segments of a long line, each segment representing the mathematical “vortex core” of a local packet of fluid. In this way, a turbulent flow can be represented more compactly by its vorticity, and not its velocity. The motions that evolve these vortex lines are a product of computer simulations of vorticity dynamics. In vorticity dynamics, each segment of each vortex line induces motion in every other segment in the simulation. The schemes designed to make this sort of calculation computationally tractable are called vortex methods.

    Ultimately, each image is a photometrically accurate computer rendering of a tangle of these vortex lines. Special oversampling and filtering operations are performed in order to create the most detailed image possible. This image is then output to a Lightjet digital printer, which exposes photographic paper with a laser after internally upsampling the image to 4,000 dpi.

  • 2D & Wall-Hung
  • 48 in x 24 in
  • pattern and rendering
  • Junk Food
  • Mark Knox
  • SIGGRAPH 1999: technOasis
  • 1999
  • This stop-action animation is an experiment with the fundamental techniques of stop-action. Instead of capturing real objects with a camera, a single scan into Adobe Photoshop 4.0 was separated so that all objects were on unique layers, where they could be moved, enhanced, and distorted independently. Using “high tech” to perform “low tech” animation has many advantages, including: a constant light and image source, motion blur filtering, and the ability to move objects together or independently at will. The score was captured and edited on Studio Vision Pro 3.5. Post-production tool: Adobe Premiere 4.0.

  • Animation & Video
  • Animation
  • 3D image, animation, and computer graphics
  • A Flinching Mind
  • Mark Korn
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • With each piece that I create, I go through a healing process and grow further in health and happiness. With greater happiness, I have greater passion, and with greater passion that fire inside of me glows brighter.

  • 2D & Wall-Hung
  • Digital printout
  • 21 inches x 26 inches x 3 inches
  • digital print, emotion, and human body
  • Female Gape #3
  • Mark Koven
  • SIGGRAPH 2006: Intersections
  • 2006 Koven Female Gape #3
  • Employing tactical media, I work to create situations where the viewer is unknowingly shifted from observer to participant. Inclusion of individuals and assimilation of the audience are meant to create both a personal and group experience where distance between art and audience is physically as well as metaphorically diminished. Additionally, viewer immersion is meant to affect perspective and desta­bilize preconceived expectations of social mores, political structure, and power. Using media ranging from photography to sound, film and video, sculpture, and installation, my work envelops the viewer into an experiential space where interaction becomes unavoidable. The result often removes participants’ control. They are forced to make choices: the people in the know are put in positions of power and forced to choose among helping others, doing nothing, or taking advantage of their positions. Content often incorporates concepts of world events in combination with aspects of human interaction rang­ing from family, politics, and religion to simple daily activities such as eating, working, and playing. By incorporating time-based media, sound, and performance, I examine the nuances of human reaction, communication, experience, and memory.

    This series is intended to create both a voluntary and involuntary interaction on the part of the viewer. The voluntary aspect usually takes the form of swaying, bobbing, and walking back and forth in front of the piece in attempts to animate it, while the involuntary aspect of the interaction becomes, for example, capturing a viewer’s yawn.

  • Employing 3D animated lenticular photography, this piece utilizes computer software to register and interlace sequential stills. Once the multiple images, numbering anywhere from four to 60, have been processed, they are output using inkjet printing. These are than adhered to a sheet of multiple lenses to create the 3D and animated effect. The final assembly is laminated to the convex aluminum sheet.

  • Animation & Video
  • 3D animated lenticular photography on aluminum
  • 70" x 43" x 10"
  • Day Dreams: Scenes from a Nightmare
  • Mark Lindquist
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Mark Linquist Day Dreams
  • Hardware: PDP 11/34, Lexidata frame buffer, Dicomed film recorder
    Software: Custom C- G. Miller

  • 2D & Wall-Hung
  • Print
  • 16 x 24 in
  • Daydreams
  • Mark Lindquist
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: DEC 11/34, Lexidata frame buffer, Dicomed film recorder
    Software: “C” – G. Miller

  • K. Sebek
  • Animation & Video
  • 6:30
  • Porno Movie E
  • Mark Lindquist
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Lindquist Porno Movie E
  • Hardware: IBM 4341, PDP 11/34
    Software: DEI’s Video Palette

  • 2D & Wall-Hung
  • C print
  • 16 x 20 in.
  • c-print
  • Surfer
  • Mark Lindquist
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Cibachrome
  • 12 x 16"
  • Vættir
  • Mark Lundin and Edan Kwan
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Lundin, Kwan: Vættir
  • Situated at the edge of the Vatnajökull National Park lies one of Icelands most breathtaking natural landscapes, an ice lagoon formed by melting neighbouring glaciers as they gradually recede under global warming. During the winter months the lagoon freezes beneath the glaciers forming immense cave systems that capture and refract light within as the glaciers tower overhead. The constant monumental forces within the glaciers mean the caves are always in motion, collapsing and expanding, creating a dynamic and ever changing environment.

    Vættir is an ongoing project to explore the dynamic spaces of the natural and built environment. Using photogrammetry and scan data we create abstractions of physical spaces, placing users within a surreal representation that highlights the intrinsic properties of the space.

  • Augmented Reality/Virtual Reality
  • Floating 1
  • Mark Marcin
  • SIGGRAPH 1999: technOasis
  • 1998
  • These works are about artifice, about making places that are imagined or invented. Ambiguity of scale can be unsettling. These landscapes are really innerscapes, where the viewer senses a world that is enticing yet uncomfortable. The images reflect turmoil, yet the turmoil attracts attention.

  • 2D & Wall-Hung
  • Ink Jet Print
  • 11 X 17
  • imagination and ink jet print
  • Inbetween 1
  • Mark Marcin
  • SIGGRAPH 1999: technOasis
  • 1997
  • These works are about artifice, about making places that are imagined or invented. Ambiguity of scale can be unsettling. These landscapes are really innerscapes, where the viewer senses a world that is enticing yet uncomfortable. The images reflect turmoil, yet the turmoil attracts attention.

  • 2D & Wall-Hung
  • Ink Jet Print
  • 11 X 17
  • imagination and ink jet print
  • EVOLUTION
  • Masashi Nishimura
  • SIGGRAPH 2006: Intersections
  • 2006 Nishimura EVOLUTION
  • It is well known that the law that made form appears in plants. It is a manifestation of the locus of growth and proof that life is present. It is the result of continuing evolution since life first appeared on earth, and it attracts other living things.

    This work imitates and becomes part of the law of nature. Its essence is obtained from natural objects, but it creates nature artificially. It is a flower created from O and 1 that can be seen only on the screen and on paper. It is an imaginary plant. In nature, this plant does not exist and cannot exist.

  • I create the form that I used for this image by describing procedures to transform using a vertex constituting a curve and a sphere, and applying it. I find a direction and size, length, the number of thorns that grow from a coordinate of a vertex of form. The form decided the textures and colors. Lighting became the artificial expression instead of textures like a plant.

  • 2D & Wall-Hung
  • Algorithmic image
  • 23.386" x 16.535"
  • Echo Kite
  • Mark Millstein
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The design of kite forms is born from my inclination for combining the disciplines of digital imaging, printmaking, and sculpture. I employ digital tools to appropriate, composite, and manipulate elements of photography, drawing, and synthetic images, which are applied onto natural-fiber paper using wide-format inkjet printers. Design variables and elements are also derived from historic Chinese, Japanese, and German kite design. Older technologies such as woodworking, knotting, and paper folding help complete the manifestation of each object, which originates only as a technological virtual vision. The forms are partly influenced by the structures and rigging of fishing vessels in my home city, New Bedford. The surface designs are
    created for both close and distant viewing from layered photographic elements of natural and industrial forms, and textures are selected and altered primarily for overall color effect. The shapes of the kites and individual sails are drawn to create an asymmetrical yet emblematic implied relationship with flight and wind. I print on a
    small variety of Japanese papers that I pre-coat to improve the surface reception of ink. I typically design in series, where each group of two or three share a common structure in evolution. Light and
    shadow may also play a role in displays. Ultimately, the alliance of digital design, quality paper, and sculpture becomes the medium that I am able to express myself best with, as I am able to draw directly on a variety of old and new technologies
    including photography, three-dimensional design, and printmaking.

  • 3D & Sculpture
  • Inkjet on paper, mixed media
  • 54 inches x 16 inches
  • Frequency Kites
  • Mark Millstein
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Millstein: Frequency Kites
  • Kite forms interest me because of the way that image and structure integrate to become objects loaded with many preconceptions. Kites are passive constructions interpreted as living, flying beings. The inherent animated life and idea of play implied by kites distinguishes them as a medium that is multi-dimensional and time-based.

    I think of the surface design of these kite forms as reflections. In an imagined state of suspension, floating over the earth at different distances, the aerial view becomes the macro view. Facets of the kite surface reflect different magnifications and colors as they might appear when affected by the rush of wind and sun. These kites are collectors, and the images are grabbed in a rush across space, and into and out of the trees.

    The interesting partnership of digital design with Japanese paper and the activity of folding and gluing, cutting, and bending manifest themselves as a strange but fulfilling technique. The contemplative quality of kite design and construction counters the multi-tasked fusion of editing and visual shrewdness with a finite lyrical resolve.

  • 3D & Sculpture
  • 18 in x 23 in each
  • form and reflection
  • Kite Form: Chrome Bowl
  • Mark Millstein
  • SIGGRAPH 2006: Intersections
  • 2006 Millstein Kite Form Chrome Bowl
  • These kite forms are from a continuing series that uses warping and distortion to explore symmetry, form, and (more recently) photo­graphic illusion. In this recent set, I am trying to broaden my use of collected photographs as material for surface design. Images are accrued from objects and materials set up in a familiar environment.

    I am also interested in the growing fusion of new technology with traditional materials. The form of each kite is developed by manipu­lating and morphing a version of a more traditional shape, which is built and placed in imaginary space. With software tools, it is broken into sails, then tilted, inflated, and skewed as if it were affected by flight and wind. The frozen form itself speaks of a three-dimensional depth, and it is wrapped with imagery that suggests additional per­spectives on volume, construction, or reflection, for example.

    At close range, it is easier to see the inherent dichotomy of image and surface. The images are detailed and sharp. The primitive paper is rough and fibrous. Additional surface reflection, line, and gesture are imposed by the content of the material. Furthermore, the practice of breaking out of the frame and across adventurous materials always inspires further investigations of space, form, and realistic manipulation.

  • These kite forms are inkjet prints on paper. Images are digital pho­tographs of gathered and set-up objects. The camera is a Canon EOS Rebel XT. The computer is a PowerBook G4. Image design and editing software is Adobe Photoshop CS2. The printer is an Epson Stylus Pro 4000 with Ultrachrome pigmented inks. The paper is Japanese kinwashi pre-coated with Ink-Aid Type II, and it is backed and supported with pigment-dyed matchstick bamboo.

  • 3D & Sculpture
  • 2D imaging, inkjet print on kinwashi, bamboo
  • 46" x 44"
  • Kite Form: Laminate
  • Mark Millstein
  • SIGGRAPH 2006: Intersections
  • 2006 Millstein Kite Form Laminate
  • These kite forms are from a continuing series that uses warping and distortion to explore symmetry, form, and (more recently) photo­graphic illusion. In this recent set, I am trying to broaden my use of collected photographs as material for surface design. Images are accrued from objects and materials set up in a familiar environment.

    I am also interested in the growing fusion of new technology with traditional materials. The form of each kite is developed by manipu­lating and morphing a version of a more traditional shape, which is built and placed in imaginary space. With software tools, it is broken into sails, then tilted, inflated, and skewed as if it were affected by flight and wind. The frozen form itself speaks of a three-dimensional depth, and it is wrapped with imagery that suggests additional per­spectives on volume, construction, or reflection, for example.

    At close range, it is easier to see the inherent dichotomy of image and surface. The images are detailed and sharp. The primitive paper is rough and fibrous. Additional surface reflection, line, and gesture are imposed by the content of the material. Furthermore, the practice of breaking out of the frame and across adventurous materials always inspires further investigations of space, form, and realistic manipulation.

  • These kite forms are inkjet prints on paper. Images are digital pho­tographs of gathered and set-up objects. The camera is a Canon EOS Rebel XT. The computer is a PowerBook G4. Image design and editing software is Adobe Photoshop CS2. The printer is an Epson Stylus Pro 4000 with Ultrachrome pigmented inks. The paper is Japanese kinwashi pre-coated with Ink-Aid Type II, and it is backed and supported with pigment-dyed matchstick bamboo.

  • 3D & Sculpture
  • 2D imaging, inkjet print on kinwashi, bamboo
  • 58" x 36"
  • Lichen Kite
  • Mark Millstein
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The design of kite forms is born from my inclination for combining the disciplines of digital imaging, printmaking, and sculpture. I employ digital tools to appropriate, composite, and manipulate elements of photography, drawing, and synthetic images, which are applied onto natural-fiber paper using wide-format inkjet printers. Design variables and elements are also derived from historic Chinese, Japanese, and German kite design. Older technologies such as woodworking, knotting, and paper folding help complete the manifestation of each object, which originates only as a technological virtual vision. The forms are partly influenced by the structures and rigging of fishing vessels in my home city, New Bedford. The surface designs are
    created for both close and distant viewing from layered photographic elements of natural and industrial forms, and textures are selected and altered primarily for overall color effect. The shapes of the kites and individual sails are drawn to create an asymmetrical yet emblematic implied relationship with flight and wind. I print on a
    small variety of Japanese papers that I pre-coat to improve the surface reception of ink. I typically design in series, where each group of two or three share a common structure in evolution. Light and
    shadow may also play a role in displays. Ultimately, the alliance of digital design, quality paper, and sculpture becomes the medium that I am able to express myself best with, as I am able to draw directly on a variety of old and new technologies
    including photography, three-dimensional design, and printmaking.

  • 3D & Sculpture
  • Inkjet on paper, mixed media
  • 54 inches x 16 inches
  • Reach Kite
  • Mark Millstein
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The design of kite forms is born from my inclination for combining the disciplines of digital imaging, printmaking, and sculpture. I employ digital tools to appropriate, composite, and manipulate elements of photography, drawing, and synthetic images, which are applied onto natural-fiber paper using wide-format inkjet printers. Design variables and elements are also derived from historic Chinese, Japanese, and German kite design. Older technologies such as woodworking, knotting, and paper folding help complete the manifestation of each object, which originates only as a technological virtual vision. The forms are partly influenced by the structures and rigging of fishing vessels in my home city, New Bedford. The surface designs are
    created for both close and distant viewing from layered photographic elements of natural and industrial forms, and textures are selected and altered primarily for overall color effect. The shapes of the kites and individual sails are drawn to create an asymmetrical yet emblematic implied relationship with flight and wind. I print on a
    small variety of Japanese papers that I pre-coat to improve the surface reception of ink. I typically design in series, where each group of two or three share a common structure in evolution. Light and
    shadow may also play a role in displays. Ultimately, the alliance of digital design, quality paper, and sculpture becomes the medium that I am able to express myself best with, as I am able to draw directly on a variety of old and new technologies
    including photography, three-dimensional design, and printmaking.

  • 3D & Sculpture
  • Inkjet on paper, mixed media
  • 54 inches x 16 inches
  • Spill
  • Mark Millstein
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • C-print
  • 10 x 10 inches
  • Tall Sumac Kite
  • Mark Millstein
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • These kites combine digital imagery with traditional construction techniques. The surface design combines elements of photography, drawing, and painting. The composition influences the shape and division of the whole kite. Finished airworthy kites are constructed from ink-jet printed paper, bamboo, and string.

  • 3D & Sculpture
  • Ink-jet print
  • 59 inches x 25 inches x 4 inches
  • digital imagery, ink jet print, and kite
  • Breathing Room
  • Mark Neumann
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: Amiga 500, Symbolics 3650
    Software: S-Paint

  • Animation & Video
  • 3/4" videotape
  • 1'30"
  • untitled
  • Mark Resch and Gordon Greene
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Resch Greene Untitled
  • Hardware: Data General, E & S PS 300, MAC, IBM AT, Linotronic L-1W
    Software: C, Clockworks, Proprietary, PostScript

  • Installation
  • Barrier-Strip Digigram
  • 14" x 11" x 6" in.
  • Want #1 (continuous)
  • Mark Scheeff
  • SIGGRAPH 2006: Intersections
  • 2006 Scheeff Want #1 (continuous)
  • If we look closely, we find that it is the nature of our minds to bring forth an endless stream of wanting (for love, health, possessions, security, etc.). Want #1 (continuous) is a mirror of this persistent mental process.

    To explore our collective desire for love and sex in particular, Want #1 (continuous) harvests information from an online database of current personal ads. Every 12 seconds, it selects an ad, prints the body of that ad onto a small slip of paper and lets it flutter, fall, and/or fly into an ever-growing pile on the floor. Typically, each slip of paper turns in different directions and moves with different speeds, depending on the length of the ad. Ads pile up over the days that the piece runs and visitors are encouraged to interact with this pile however they see fit. Although the piece does periodically check for new ads, it does not print them in “real time” but rather meters them out at an even, unceasing pace.

  • Want #1 (continuous) combines a thermal receipt printer and a com­puter taking data from the internet to render “wanting” for the viewer. This is a computer and internet enabled work where viewers see only small slips of paper falling from the ceiling.

  • Installation
  • Art installation
  • 10' x 12' x 12'
  • Tactical Sound Garden Toolkit
  • Mark Shepard
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This project is an open-source software platform for cultivating virtual “sound gardens” in contemporary cities. It draws on the culture of urban community gardening to posit a participatory platform for new spatial practices and social interactions within technologically mediated environments. Addressing the impact of mobile audio devices like the iPod, the project explores gradients of privacy and publicity in contemporary urban public space. The TSG Toolkit enables anyone living within dense 802.11 wireless (WiFi) “hot zones” to install a virtual “sound garden” for public use. Using a WiFi-enabled mobile device, participants “plant” sounds (or “prune” those planted by others) within a positional audio environment. These plantings are mapped onto the coordinates of a physical location, overlaying a publicly constructed
    soundscape onto a specific urban space. Wearing headphones connected to a WiFi-enabled device, participants drift though virtual sound gardens as they move through the city. Where the presence of 802.11 access nodes is minimal, gardens simply consist of plantings along a sidewalk. Where node density is greater, gardens could assume the scale of a neighborhood. In cities where wireless networks are ubiquitous, gardens could extend throughout the entire city.

  • The TSG Toolkit is a parasitic technology. It feeds on the propagation of WiFi access points in urban environments as a free, ready-made, locative infrastructure. WiFi access points used to determine the location of a participant may be open or encrypted, and need not be “owned” by those deploying the system. As the hardware component of the infrastructure is tied to the propagation of WiFi networks, the extent of the gardens is cast in a parasitical relationship to that of a specific wireless protocol. For location-based services, the project builds on Placelab (www.placelab.org), an open source, privacy-observant location system developed by Intel Research, Seattle. The system samples WiFi node signal strengths over the geographical limits of a specific location and stores them in a database. Placelab-enabled devices compare signal samples taken within a given location with the database of radiometric signatures and, through a process of triangulation, calculate the geographical position of the participant. This positioning information is fed to a listener object within a 3D sound engine running on the mobile device, which then outputs a real-time audio mix based on the position of the participant within the physical location.

  • Fiona Murphy, Achint Thomas, Viral Modi, Ajeya Krishnamurthy, Aaron Flynt, and Matthew Jording
  • Installation
  • Peak
  • Mark Snitily
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • Animation & Video
  • 1.5 minutes
  • Green Streamlines
  • Mark J. Stock
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Green Streamlines depicts flow paths through fluid turbulence. All of us spend our entire lives swimming in oceans of air or water and surrounded at every moment by these invisible, rapidly fluttering paths. They allow hummingbirds to fly, they churn the clouds, and they shape the ocean currents, yet their beauty sadly remains hidden from view. One theme prevalent in Green Streamlines and much of my visual work is the reduction of complex physical phenomena into their constituent parts and the subsequent exploration of those parts. In scientists’ language, I eliminate terms in the equations and search for beauty in those limited spaces. This is especially easy with computers, because a simulation that included all of the known terms or phenomena would be computationally intractable. Nature, however, blends them together effortlessly, to be disentangled by clever experimentalists. As a simulationist,
    I have the easy job.

  • Digital Technology was integral to every aspect of production of both Dynamo and Green Streamlines. Once the conceptual design was complete, a collection of random vortex particles
    (representing small parcels of fluid with roughly constant rotation) was created to fill the space. Custom software processed the locations and strengths of these vortex particles. The proper environment and lighting were then designed, and the entire scene was passed to the rendering software. The full-size image was created with Radiance, one of the few scientifically validated lighting simulators.
    Radiance uses a hybrid radiosity algorithm to closely approximate the actual physical light transport and interreflection throughout the complex scene. Radiance numerically followed tens of billions of light rays in order to create this image. The resulting high-dynamic-range image was print-optimized and exported to a Lightjet printer, which exposes photographic paper with laser light at a resolution of several thousand pixels per inch.

  • 2D & Wall-Hung
  • Lightjet digital print
  • 30 inches x 30 inches x 1 inch
  • Open House
  • Mark J. Stock
  • SIGGRAPH 2006: Intersections
  • 2006 Stock Open House
  • Even though digital technologies, and computers especially, are capable of expanding the range of what we can experience into the unreal, it remains a worthy goal of computing to recreate what is most intuitive and familiar to a person’s perceptions. It is no coinci­dence that what nature does most effortlessly, in every detail and without fail, is most elusive to computer scientists.

    Science seems to have always had a hand in creating art, whether it is dictating the proper mix of dyes or stacking the layers of an emul­sion, but never before has the brush of science been so capable as it is with today’s tools for scientific computation.

    The aim in much of my work is to combine the realism of these tools with otherwise completely fabricated data and have them fight it out. The goal in Open House was to create a landscape so foreign as to be nearly repulsive, but so real as to invite continued exploration.

    Additionally, I wanted to use geometry to portray the dirty numerical underside of computational science: large problems being broken up into incredibly many pathologically simple problems. Taken as a whole, the many little solutions blend into the perception of a com­plete, smooth solution.

    The fluid-dynamic calculation in Open House is of an unstable system on the verge of flipping-putting what is above beneath and what is beneath above. The fingers that reach into the space above are the harbingers of a total reversal. The interface that we see will soon be upside-down.

  • The underlying geometry in Open House is the result of a Rayleigh ­Taylor instability, a fluid-dynamic phenomenon in which an unstable layer between fluids of differing densities is distorted under accelera­tion. The shape was calculated with a new computational fluid-dy­namics method that was the result of several years of the artist’s dissertation research. Even with the improved efficiency of new algorithms, hundreds of billions of calculations were required to advance the simulation to the time shown.

    The open cubes that grow over the landscape are positioned ran­domly around the centers and aligned with the edges of each of the triangular elements on the computational surface.

    After an appropriate sun position and sky color distribution were set, the entire scene was passed to the rendering software. The final image was rendered at 24,000 by 24,000 pixels by Radiance, a scientifically validated lighting simulator and pseudo-radiosity ray­tracer. Radiance traced more than 10 billion rays over two weeks to compute the light inter-reflection throughout the scene.

    The high-dynamic-range rendered image was print-optimized and exported to a Lightjet printer, which exposes photographic paper at high resolution with laser light.

  • 2D & Wall-Hung
  • 3D modeled image
  • 24" x 24"
  • Red streamlines
  • Mark J. Stock
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Natural scenes contain complex patterns formed by interaction of a large number of forces acting over time and upon a great canvas. These forces can have an important and direct influence on the scene (for example, sunlight, tree branching, or waves on a lake), or they can have a subtle or indirect influence, much like atmospheric turbulence, nutrient diffusion in the soil, or the combined actions of insects and small animals. When these varied forces interact, they create structures and patterns in sight and sound that are more complicated than any single force could itself create. From this interplay of great numbers of forces come the sensations that are the cornerstone of humans’ perception of beauty. The aim of my work is to untangle this convolution by separating the underlying forces and processes from their earthly manifestations. Only when studied individually or in small numbers can their own influence on our perceptions be revealed. Landscape photographers attempt this when they isolate features such as sand dunes, slot canyons, or leaf piles in their images. Computers have opened the door to even deeper exploration, allowing us to separate and recombine the multiple forces involved in those, and other, scenes. Exploration of these minimal sets of elementary co-acting forces creates images that resemble no naturally occurring scene, yet still evoke a feeling of familiarity or a perception of beauty. Red streamlines investigates the essential character of wavy, rotation-dominated flow. Low-speed fluid motion (the kind with which we are innately familiar) can be described most compactly by its rotational component. The influence that the rotationality has on the flow drops off in relation to the distance squared, much like many other important processes in nature. Thus , shapes common to wavy flows can be seen not only in air and water, but in landforms as well. A common element in most of my work is the interreflection of light throughout a scene, and this piece is no exception. Including this effect in an image gives virtual objects context and ties different parts of a scene together. Computing this interplay of light and shadow is no small task, but it lends believability to a scene, no matter how unphysical the objects in it may be. If the viewer can focus on the object itself, and not be distracted by its artificiality, communicating its form and shape is most effective.

  • As with all of my work, computers assisted or wholly performed the many steps involved in the creation of Red streamlines. The image itself is of 1,000 streamlines in a fluid-like flow. Their paths are determined by tracking particles as they move through a field full of vortex
    blobs, each imparting a motion to the particles. A fast algorithm was used to sum the individual influences and compute the paths. The Radiance Synthetic Imaging System rendered the final scene at a very high resolution and used an under-sampled global illumination method to calculate the effects of light interreflection.

  • 2D & Wall-Hung
  • Lightjet digital print
  • 30 inches x 30 inches
  • Ribbons I and II
  • Mark Story
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Story: Ribbons I and II
  • Ribbons I and II

    Translucent ribbons of color in spiraling motion forming into a nautilus of concentrated energy.

    A simple NURBs curve, twisted onto itself to form an enclosed space, copied, rotated, translated, and animated to form a spiraling nautilus.

  • Applications: Houdini, Mantra, RenderMan

    Platform: SGI

  • 2D & Wall-Hung
  • 26 in x 14 in
  • abstract and motion
  • The Ring Series - Space Rings
  • Mark Story
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Story: The Ring Series - Space Rings
  • The Ring Series: Inter-Dimensional Interference Patterns

    Space Rings – electromagnetic/gravitational context:
    fractional Brownian motion and turbulence functions, procedural shaders for reactions in electromagnetic and gravity well context, “magnetic flux.” Profile curve extruded into rings, copied, scaled, rotated, and animated.

  • Applications: Houdini, RenderMan, Blue Moon Rendering Tools

    Platform: SGI

  • 2D & Wall-Hung
  • 46 in x 12 in
  • abstract and motion
  • Face Scan 3
  • Mark Thornton-Dibb
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Mark Thornton-Dibb Face Scan 3
  • Hardware: Dicomed D80 lmaginator
    Software: System

  • 2D & Wall-Hung
  • Print
  • 16 x 21 in
  • StarryNight
  • Mark Tribe
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Tribe: StarryNight
  • This is a digital C-print from StarryNight (rhizome.org/starrynight), a net art project that serves as an interface to the text archive on the Rhizome.org web site. Rhizome.org is an online platform for the global new-media art community. It has thousands of members in dozens of countries. The Rhizome text archive contains over 2,000 articles written by hundreds of Rhizome members since 1996.

    Each of the stars on StarryNight corresponds to one of the texts in the archive. The brightness of each star is determined by the number of times the corresponding text has been read. Each time someone reads a text, the corresponding star gets a bit brighter. So the brightest stars represent the most popular texts.

    Clicking on a star triggers a special pop-up menu. You can either click “read message,” which causes the corresponding text to pop up on screen, or select a keyword associated with that text, which draws a map linking together all of the stars sharing that keyword into a constellation.

    You can use these constellations to find other related texts, and in doing so, follow your interests through the vast array of ideas and information in the archive.

    Anyone can create a star by signing up as a Rhizome.org member and contributing
    an announcement, comment, review, interview, or other text to the archive. And by using StarryNight, you increase the brightness of the stars corresponding to the texts you read, leaving a visible trace of your activity (intensities are updated daily, so results are not immediate).

    StarryNight depends on two pieces of original software: a set of Perl scripts that sort texts by keyword and record their individual hits and a Java applet that filters this information to draw stars and constellations. To access StarryNight, you need Internet Explorer 4.x or higher on Windows or Navigator 4.5 or higher on Macintosh.

    StarryNight is both a mirror and a map. On the one hand, it offers a reflection of the Rhizome.org community’s reading habits. It is up to you to decide whether to click on a bright, popular star, or a dim one that represents a text that fewer people have read. On the other hand, it acts as a navigational interface by connecting similar stars/texts into constellations regardless of their brightness.

  • 2D & Wall-Hung
  • 20 in x 24 in
  • c-print, interactive, and text
  • Water Columns
  • Mark Weston
  • SIGGRAPH 2013: XYZN: Scale
  • 2012
  • Water Columns consists of three extremely lightweight, passively actuated kinetic sculptures chat cake advantage of the relative tendency of wood to absorb moisture from the atmosphere to create passive engines for actuation of a long array of bi-laminate filaments. The sculptures change shape over the course of the day as relative humidity rises and falls with the ambient temperature.

    This project iterates error. It is evident in natural systems that specific situations demand specific solutions. These solutions do not emerge in perfection, bur instead derive from eons of accidents. Similarly, the iterative nature of digital design allows us to rapidly create and discard innumerable virtual notions in an almost time-lapse analog of biological evolution. We can instantly amass manifold errors, find the singular best mistake, and repeat it forever unto perfection. In the massive potential scale of these deliberate derailments hides an equally massive potential for making nonsense, and therein lies the knuckleball.

    Perfecting the forced error with computers requires an art that can balance knowledge and technique against measured carelessness, with a willingness to repeatedly miss central goals until fresh opportunities re-form at the fringes. As the contemporary practice of architecture continually seeks such fresh economies in computer modeling and digital fabrication, it becomes possible to produce a modern architecture that leverages these techniques to reintroduce handmade material quality to the stark modernist conception of space-making. This new material saturation cannot, however, be allowed to stagnate into decadence; the ecological problems stemming from our messy habitation of earth force us to acknowledge that too much is at stake. This suggests, therefore, a process that foresees the creation of buildings that possess a saturated material character by virtue of the use of performative, intelligent materials that blur the boundary between beauty and pragmatism.

    From these ideals emerges a multi-disciplinary practice, combining experimental materials, digital fabrication, and physical computing with traditional notions of making in order to generate interactive and complex physical environments. The goal of Water Columns is to re-situate architecture between art, construction, environment, and activism, where work is conceived in a constant, non-linear interplay between hand-making, computer modeling, computer simulation, and CNC tooling.

  • 3D & Sculpture
  • 18G90
  • Mark Wilson
  • SIGGRAPH 1992: Art Show
  • 1990
  • 1990 Wilson 18G90
  • 2D & Wall-Hung
  • Plotter drawing
  • 36 x 96"
  • 4 A 90
  • Mark Wilson
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Wilson 4 A 90
  • 2D & Wall-Hung
  • acrylic on canvas
  • 72 x 72"
  • Long Skew B
  • Mark Wilson
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Plotter drawing
  • 20 x 96"
  • NAC L4
  • Mark Wilson
  • SIGGRAPH 1987: Art Show
  • 1987 Wilson NAC L4
  • Hdw: IBM PC/Tektronix 4663 pltr
    Sftw: By artist

  • 2D & Wall-Hung
  • Drawing
  • 19" x 24"
  • Skew A
  • Mark Wilson
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Wilson Skew A
  • Hardware: IBM personal computer, Tektronix 4663 plotter
    Software: by the artist

  • 2D & Wall-Hung
  • Plotter drawing
  • 20 x 38 in.
  • plotter drawing
  • Skew B
  • Mark Wilson
  • SIGGRAPH 1983: Art Show
  • 1983
  • Image Not Available
  • Hardware: IBM personal computer, Tektronix 4663 plotter
    Software: by the artist

  • 2D & Wall-Hung
  • Plotter drawing
  • 20 x 38 in.
  • plotter drawing
  • SKEW E9
  • Mark Wilson
  • SIGGRAPH 1998: Touchware
  • 1983
  • 1983 Wilson SKEW E9
  • Prior to 1980, my work as an abstract painter was involved with complex geometric imagery. In 1980, I bought a Tl 99/4A home computer and had a marvelous time learning to write simple programs in BASIC. Then, as now, output devices had questionable archival qualities. However, a pen plotter using proper inks and paper, could make lovely – and permanent – drawings.

    My software was constantly evolving in a trial and error process, and I hit on a technique of mapping pixels onto a planar surface. Unlike the prevailing concern in the computer graphics community with realistic 3D images, my interests lay in abstraction, intricacy, and textures. These visual preoccupations were nurtured by the interactive process of making images while constantly tinkering with my software.

    SKEW E9 was plotted in 1983 using the original IBM PC with a Color Graphics Adapter and a Tektronix 4663 pen plotter.

    To illustrate the continuity – or, perhaps the obstinacy – of my visual notions, the recent work comes from a 1997 edition of laser prints called Vectors:Textures.

  • 2D & Wall-Hung
  • Color plot on paper
  • 20" x 38"
  • abstract and plotter drawing
  • Skew-B12
  • Mark Wilson
  • SIGGRAPH 1985: Art Show
  • 1985
  • Wilson: Skew B12
  • Hardware: IBM PCjr., Tektronix 4663 plotter
    Software: M. Wilson

  • 2D & Wall-Hung
  • Ink on paper
  • 20 x 60 in
  • STL D26
  • Mark Wilson
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Wilson STIL D26
  • 2D & Wall-Hung
  • acrylic on canvas
  • 40 x 120"
  • Untitled
  • Mark Wilson
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • 2D & Wall-Hung
  • Acrylic on linen
  • 72 x 72"
  • Vectors:Textures
  • Mark Wilson
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Wilson Vectors Textures
  • Prior to 1980, my work as an abstract painter was involved with complex geometric imagery. In 1980, I bought a Tl 99/4A home computer and had a marvelous time learning to write simple programs in BASIC. Then, as now, output devices had questionable archival qualities. However, a pen plotter using proper inks and paper, could make lovely – and permanent – drawings.

    My software was constantly evolving in a trial and error process, and I hit on a technique of mapping pixels onto a planar surface. Unlike the prevailing concern in the computer graphics community with realistic 3D images, my interests lay in abstraction, intricacy, and textures. These visual preoccupations were nurtured by the interactive process of making images while constantly tinkering with my software.

    SKEW E9 was plotted in 1983 using the original IBM PC with a Color Graphics Adapter and a Tektronix 4663 pen plotter.

    To illustrate the continuity – or, perhaps the obstinacy – of my visual notions, the recent work comes from a 1997 edition of laser prints called Vectors:Textures.

  • 2D & Wall-Hung
  • Laser print
  • 11" x 17"
  • abstract and plotter drawing
  • DEFENDEX-ESPGX
  • Mark-David Hosale and John Thompson
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The DEFENDEX-ESPGX combines real-time audio and video synthesis processing with physical interaction. The challenge in developing this work was providing a meaningful interface that connects the virtual and physical. The context of the DEFENDEX-ESPGX, 1950s technology, affects how users interact with the medium. The device evokes a past era in which technologies were seemingly simpler and less abstract. This nostalgia is compelling and draws users to interact with the device. Users understand how to use the controls even though they are not aware of the virtual system behind the interface. Because of this, the continuum between the physical and the virtual becomes transparent. Unlike conventional technologies where interaction with the device is predictable, the DEFENDEX-ESPGX may usurp the users’ expectations. The device may have compelling nostalgic value, but is interwoven with modern technology. The combination transforms the device to something alien. It leaves its familiar context and becomes foreign. The message is redefined through this contradictory medium. Parallels between past and current technologies and the eras they represent resolve this contradiction. These parallels are reflected in the content fed back to the user by the virtual system. The content is not meant to be pedantic or convey a particular message, but it draws on nostalgic references to encourage implied comparisons between the fearful culture of the Cold War and the culture of fear associated with the current War on Terror. The device also performs surveillance functions. It grabs control data and content from an external video camera and microphone. The control data are derived from motion-detection and audio information, while the content can be displayed with or without processing. This provides the system with two modes of interaction: active and passive. Users who interact with the system directly through the DEFENDEX-ESPGX are active users. The subjects of surveillance within the system are passive users. This means that the system encompasses more than the DEFENDEX-ESPGX itself, but also the entire space in which it is contained (the sensor space). Active users control the surveillance device while being watched at the same time. In order to watch, you must be watched.Physically, the DEFENDEX-ESPGX is a stand-alone unit approximate five feet tall, with a surveillance camera mounted above and a microphone attached. It has a data feedback panel, three master faders, and several switches and knobs. At head height, a monitor provides a visual interface. Speakers are mounted to the sides of the DEFENDEX-ESPGX , where they deliver stereo sound. Haptic feedback is provided via vibrating motors located within the DEFENDEXESPGX.

  • 3D & Sculpture
  • Interactive art sculpture
  • 22 inches x 62.25 inches x 40.625 inches
  • Ratte-1
  • Markus Riebe
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Riebe Ratte-1
  • 2D & Wall-Hung
  • Aersonic print (computer airbrush)
  • 190 x 190 cm
  • Maratropa
  • Marpi
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2017
  • Maratropa by Marpi is an extensive data art project, visualizing any Twitter account as an abstract city. The structure in the middle, with shape and size dependent on the growth of each following, symbolizes religious like objectification, while everything around is based on “followers.” The abstraction of Twitter networks creates a unique visualization of the social platforms interconnectedness.
  • Augmented Reality/Virtual Reality
  • WebVR
  • https://maratropa.com/
  • Mass Migrations
  • Marpi
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2017
  • Mass Migrations is a generative, interactive VR installation. Originally started as an infinite, procedurally generated environment, this version of the project lets people build their own creatures/robots, interact with them and set them free. The experience is best with 2 users each with their own Vive remote. Creations can be downloaded as 3D OBJ files or 2D JPEGs.
  • Augmented Reality/Virtual Reality
  • WebVR
  • https://massmigrations.com/
  • Worlds. Marpi x Archan Nair
  • Marpi
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Marpi: Worlds Marpi x Archan Nair
  • An ongoing collaboration between San Francisco based creative coder Marpi and Archan Nair, a digital artist from New Delhi, India. An exploration of Archan’s worlds, extended in Virtual Reality into a creative, generative landscape. A VR triptych, 3 different world, 3 different interactions.

  • Augmented Reality/Virtual Reality
  • Coup
  • Marsha J. McDevitt
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 McDevitt Coup
  • 2D & Wall-Hung
  • Backlighted transparency
  • 20 x 24"
  • Mornings
  • Marsha J. McDevitt
  • SIGGRAPH 1989: Art Show
  • 1989
  • McDevitt: Mornings
  • 2D & Wall-Hung
  • photograph
  • 16 x 20"
  • Sundays
  • Marsha J. McDevitt
  • SIGGRAPH 1985: Art Show
  • 1985
  • McDevitt: Sundays
  • Hardware: VAX 11/780, Evans & Sutherland PS300, Custom-built frame buffer
    Software: Cranston/Csuri proprietary

  • 2D & Wall-Hung
  • Photographic print
  • 16 x 20 in.
  • Triangles I Have Known
  • Marsha J. McDevitt
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Sun 4/110, Parallex Frame Buffer, Solitaire Film Recorder.
    Software: Ohio State University/ACCAD custom software.

  • 2D & Wall-Hung
  • Photographic print
  • 20 x 24
  • Computer Orchestrated Light, Glass and Metal Sculptures
  • Marsha Nygaard
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Marsha Nygaard Orchestrated Light
  • Hardware: Commodore 64
    Software: Custom – C. Charboneau

  • C. Charboneau and K. Herrick
  • Installation
  • Light (LEDs, lasers and neon), aluminum and glass (colored, clear and dichroic)
  • Please, Touch Me ...
  • Marta Guitart
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 1993 Guitart Please
  • The computer is more than an object. It can also be seen as an icon and a metaphor suggesting new ways of thinking about our­selves and our environment. Computers raise questions about what it means to be human.

    Cybernetic systems consist of an entire array of machines and apparatuses that exhibit computa­tional power. Such systems con­tain a quotient of (albeit limited) intelligence. They are all “cyber­netic” in the sense that they are self-regulating systems within pre­defined limits.

    The interactive installation “Please Touch Me … ” consists of seven Macintosh computers installed in a dark room. Each machine stands on a wooden cuboid, playing a computer-generated animation of a heart shape. These hearts move rhythmically, shrinking and expanding according to a human breathing sound, which is different in each computer.

    The viewer establishes some kind of relationship (interacts) with the machines by approaching them individually and touching their “touch screens.” The computers respond to being touched by changing the rhythm and intensity of the breathing. These qualities represent the idea that comput­ers have a condition associated to them, so they can express pas­sion, anger, and all sorts of differ­ent human feelings. The response changes depending on who is interacting with the computer, and when the interaction occurs. With its own “personality,” each machine responds differently from the others.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • Ascension, Scorpion
  • Marte Newcombe, Greg Shirah, Antje Kharchi, and Nancy Palmer
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 NewcombeShirahKharchiPalmer: Ascension
  • The idea behind Ascension and Scorpion sprang from an exhibition proposal called “Art From Science.” I have been working with satellite imagery over the past four years in my job as a visualization artist at NASA Godard Space Flight Center. I wanted to incorporate both the satellite images and the scientific diagrams associated with them, as well as my art made outside of this context. I invited three other artists to participate in a collaborative process for the exhibition. Their role was to contribute their own art. I worked with the scientific images and artwork contributed by my collaborators as a starting point to the compositions.

    The challenge was to integrate very diverse media into something that would be a unified whole. In Ascension, I really had no preconceived idea as to where the elements I was working with would take me. As the composition progressed, I began to see things forming that gave me new ideas to pursue, such as the ambiguity of scale and the interplay between abstraction and reality.

    In Scorpion, my initial idea was to juxtapose two disparate elements: desert and ice. I began by using images of the Sahara and Siberia, to which I added a series of mathematically created images by Greg Shirah. The idea began to evolve that both desert and ice were hostile elements for survival, which was reinforced by the addition of Shirah’s surrealistic and alien-looking artwork.

  • I use a Macintosh G4 computer, and the files were created in Photoshop. The prints were printed on an HP 3500CP inkjet printer.

  • 2D & Wall-Hung
  • inkjet prints, HP 3500C
  • 18 x 42 inches
  • abstract, ink jet print, and science
  • Cover
  • Marte Newcombe and Greg Shirah
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Newcombe, Shirah: Cover
  • By working as collaborators, artists and scientists can make art that communicates our shared interests. Digital imaging provides the perfect vehicle for such collaborations, because of the speed that the medium allows. This collaboration entails using scientific data prepared by Greg Shirah and other NASA scientists and artwork done by both participants and using these sources as the basis for a visual dialogue between the artists. The work is passed on electronically as each person adds and subtracts from the ongoing work. The integrity of the original image is no longer of importance. The final objective is to create something original and challenging from data that are in themselves already original and in many cases of great beauty. The challenge as artists is not to make more pretty pictures but to attempt to communicate another way of seeing.

    Greg and I are colleagues at NASA Goddard’s Scientific Visualization Studio and have both been working with satellite data for a number of years. Two years ago, we decided to start using these satellite images with our own artwork and to collaborate in creating new pieces that included our own artwork along with the satellite images. My background is as a sculptor, printmaker, and digital artist, and Greg’s is as an animator, computer scientist, and digital artist. The collaborations involved scanning a number of sculptures, in my case, and Greg created mathematically based objects. The mathematically based elements are curves based on parametric equations that have been rail-extruded and/or rendered using metaball techniques.

  • 2D & Wall-Hung
  • collaboration, digital imagery, and science
  • Entrance
  • Marte Newcombe and Greg Shirah
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Newcombe, Shirah: Entrance
  • By working as collaborators, artists and scientists can make art that communicates our shared interests. Digital imaging provides the perfect vehicle for such collaborations, because of the speed that the medium allows. This collaboration entails using scientific data prepared by Greg Shirah and other NASA scientists and artwork done by both participants and using these sources as the basis for a visual dialogue between the artists. The work is passed on electronically as each person adds and subtracts from the ongoing work. The integrity of the original image is no longer of importance. The final objective is to create something original and challenging from data that are in themselves already original and in many cases of great beauty. The challenge as artists is not to make more pretty pictures but to attempt to communicate another way of seeing.

    Greg and I are colleagues at NASA Goddard’s Scientific Visualization Studio and have both been working with satellite data for a number of years. Two years ago, we decided to start using these satellite images with our own artwork and to collaborate in creating new pieces that included our own artwork along with the satellite images. My background is as a sculptor, printmaker, and digital artist, and Greg’s is as an animator, computer scientist, and digital artist. The collaborations involved scanning a number of sculptures, in my case, and Greg created mathematically based objects. The mathematically based elements are curves based on parametric equations that have been rail-extruded and/or rendered using metaball techniques.

  • 2D & Wall-Hung
  • collaboration, digital imagery, and science
  • undefined