Artworks Data Table


« Previous: Person Table


« First ‹ Previous 1 6 14 15 16 17 18 21 Next › Last »
Title Artist Name Exhibition Creation Year Image Artist Statement Technical Info Process Info Collaborators Sponsors Category Medium Size Website Keywords
  • Portraits in 8 Bits or Less
  • Patrick Lichty
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • When originally conceiving the translation of low-resolution digital photography to a physical form, I wanted to consider the historical precedents to the Cartesian image grid. The most logical of these is the Byzantine mosaic, which is a close ancestor of the digital bitmap. Although not rectilinear in the case of the Byzantine, the use of colored ready-made pieces of media to create a larger whole has a rich artistic tradition and is seen in arts and crafts from collage to needlepoint. This technique is a perfect match for low-resolution imaging and physical representations. However, the images in question were allowed to abstract themselves to a resolution of 8×8 pixels, where only the most basic elements of composition and form would remain. In this way, these seminal works in ceramic digital imaging would explore the aesthetics of translation from the digital to the physical and reassign the role of the portraiture to an abstracted composition.

  • These wall sculptures are translations into ceramic of portraits created from low-resolution images from my Casio Wristcam. The source images, already at a low 120×120 pixel x 256 grayscale resolution, were allowed to degrade to a sub-iconic resolution of 8×8 pixels and flattened to a two-bitplane depth (four grayscales). These images were then recreated using specially ordered tiles to match the tonal
    values in the images.

  • 3D & Sculpture
  • Ceramic
  • 40 inches x 40 inches, 9 pieces 12 inches x 12 inches each
  • Windosill
  • Patrick Smith
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Smith: Windosill 3
  • Equal parts puzzle game, physics toy, and living picture-book, Windosill invites you to explore a dream-like world of eleven beautifully-constructed environments.

  • Interactive & Monitor-Based
  • http://windosill.com/online/
  • Spector Report
  • Patterson Wood Partners
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx.
    Software: Aldus PageMaker 4.0, Quark Xpress, Aldus Freehand.

  • Design
  • Newsletter
  • 18.25 x 28
  • The Trained Particles Circus
  • Patxi Araujo
  • 2018
  • The Trained Particles Circus proposes an improbable, precarious and potentially dangerous meeting place caged between the real and the virtual. It’s embodied in the relationship between a synthetic biomechanics and an automaton, recreating the figure of the circus artist, the puppet with its own life or the fantastic animal. And it places us as spectators to a contemporary spectacle of hybrid and augmented subjects that weaves light and shadow, fake and magic, virtual and physical reality, machine and organism.

    Inside a cage there is something that needs to be locked up, because of its danger, its weirdness. -or maybe it’s better to say that something would like to protect himself from our threat. The particles are linked through a complex synthetic web which appears to have a life -or a non-life, insofar we refer to it as an autonomous synthetic creature or as a digital puppet. As an organism that develops adaptively in a medium governed by its own physical and generative laws, it turns out to be disturbingly organic. But its digital genesis places it in a world not restricted to a natural environment, but to native digital evolutions or even to speculative theoretical approaches.

    The particles unfold dissected by software as particles-light and as particles-shadow. Separately, they have no shadow and the shadow has nothing that produces it. If nothing without shadow is real, what has it would be welcomed into the realm of the real. Even if it’s inside a cage. Just as an experiment arranges its elements to trigger a certain reaction, the Circus disposes its scene-sets to generate its magic: a light-object floating over its own shadow.

    The particles constitute a precious object, subtle and fragile, mutant and ephemeral. Its image and movement respond to the ideality of the bodiless bits in the perfect abstraction of the code, where there is no friction, no noise, no wear. It’s the non-place of a Pepper´s ghost and the no-time of the machine. However, this virtual space-time co-inhabits with an automaton whose mechanical essence reveals it related to another different physics. It is the physics of engine noise, the friction of its articulated mechanisms, the wear of time, the exhaustion of work and the possibility of error and collapse. Its movement accompanies the elegant particles, scratching them without touching them, seeming to sew and undo the tangle of the synthetic fabric from its mechanical nature. And although both systems are fed with the same data and share the illusion of a real encounter, they are separated by an invisible border.

    Their dialogue is the work.

  • Performance and Installation
  • http://patxiaraujo.com/portfolio/the-trained-particles-circus-2/
  • Information Superhighway
  • Paul Badger
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Badger Information SuperHighway
  • Bumper stickers have always been one of my favorite forms of public art. Perhaps sensing that the road to the mall may be all that is left of our public space, Americans choose to respond to the endless commercial messages we receive with our own messages to the public. And we hold nothing back. Whether collecting the most toys, getting to heaven, or fighting for the child, the choice, the life, or the power, we are putting our personal gospel on the road. The pet peeves, politics, humor, and humorlessness stuck to our bumpers provide a view into our collective uncon­scious, exposing anxieties about class and race and a longing for transcendence in an environment that often offers nothing but end­less vistas of advertising and con­sumerism.

    Which is not to claim that bumper stickers often live up to their poten­tial. Consumers express themselves primarily in the selection of prepackaged statements of blind­ing obviousness. Individuality, paradoxically, becomes an act of choosing someone else’s words, and often, words that are already cliché. The act of sticking a currently popular quotation on one’s auto­mobile simultaneously asserts individuality and claims member­ship in a smaller group. This same analysis, of course, applies to any consumer product and should not be lost on new car buyers, many of whom, I notice, loathe bumper stickers.

    I have chosen as my project the anagramatic decoding of the phrase “Information Super­highway.” It seems appropriate to try to merge the current mythology of the information superhighway onto the real superhighway, an artifact of an earlier era also invested with techno-utopian expectations. The interstate highway system now seems both more popular and more benign than contemporaneous artifacts like nuclear power, the cold war, and television. Residents of cities, however, can attest to the inter­state’s role in dividing communi­ties, facilitating social control, fuel­ing suburban sprawl and environ­mental degradation.

    Creating anagrams illustrates some essential differences in the ways humans and computers handle computational tasks. On one hand, the phrases in my bumper stickers may be seen as absolutely mean­ingless, having been produced by a computer that rearranges letters and searches lists at blinding speed but without any understanding of nouns, verbs, or adjectives. Humans, on the other hand, can­not match the precision or speed of the computer’s search, yet they easily negotiate a complex matrix of ambiguous and indefinite meanings that function simultaneously on many levels.

    The actual procedure involves let­ting the computer quickly (or autonomously) produce huge files of anagrams and then manually attempting to parse likely combina­tions of words in what is analogous to writing poetry in a very cramped space. Writing may be the wrong term here, because the combina­tions already exist and one really only “discovers” them. I like to think that the forces responsible for promoting the phrase “Information Superhighway” were also respond­ing, only subliminally, to alternate readings like “pure highway fort somnia” and “why aspirin if mega­ton hour.” I take a perverse enjoy­ment in this search for esonant phrases, although it is often mind numbing, inhuman activity. This leads me to empathize, I hope, with workers in white-collar sweatshops who enter and process the mean­ingless data that control flows of money, goods, and power, and with the real code breakers at the National Security Agency whose top-secret/black-budget snooping on just about everyone shows no sign of abating anytime soon.¹

    There is also a delight in considering the recontextualization of the messages as they travel from the algorithmic, math-rich environ­ment at SIGGRAPH to the salt- and rust-covered bumpers of the Midwest; the multilingual bumpers of San Diego, San Antonio, and Miami; or the fully depreciated bumpers of temporary workers ply­ing the streets of soulless silicon gold rush burbs in tech town USA.

    ¹ For a discussion of the use of anagrams in cryptography see David Kahn, The Codebreakers: The Story of Secret Writing, New York: MacMillan, 1967. For a dated but still fascinating account of what is reputed to be the largest computer center on earth, see James Bamford, The Puzzle Palace: A Report on America’s Most Secret Agency, Boston: Houghton Mifflin, 1982.

  • Interactive & Monitor-Based
  • anagrams and communication
  • Firerim
  • Paul Berger
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Berger Firerim
  • 2D & Wall-Hung
  • inkjet print
  • 24 x 30"
  • Mathguy
  • Paul Berger
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Berger Mathguy
  • 2D & Wall-Hung
  • inkjet print
  • 24 x 30"
  • 4^16
  • Paul Brown
  • SIGGRAPH 2006: Intersections
  • 2006 Brown 4^16
  • 4^16 continues a program of work that I began in the 1960s. Around that time, under the influence of the European Systems Art movement, I began to think of the artwork as a generative process (for example, a series of instructions) that manifested it self in some tangible form. In 1968, I discovered computers and programming, and since 1974 these have been my primary working methodologies.

    Most of my time-based work over this period has used cellular automata to drive a permutative system based on tiling symmetry. These works often have vast internal spaces (4A16 is capable of generating 4,294,967,296 images), and the cellular automaton provides a mechanism for exploring this variety in a non-linear and non-repetitive way.

    The work also explores aspects of human cognition and, in particular, the ability to perceive and then interpret patterns in both structured and random visual data.

  • The image is composed of 16 tiles that can each be placed on one of four orientations, and the title of the work reflects this simplicity. In this implementation (and there are several; the work is essentially still in progress) the cellular automaton works on a system of “favourite” neighbors for which there is no perfect relationship.

    The work was originally made using Macromedia Director, but more recently it was recreated using Processing by Casey Reas and Ben Fry. In this latter instantiation, it is a lot more flexible, and I am able to work through new ideas and variations more easily.

  • 2D & Wall-Hung
  • Realtime, onscreen art
  • Drawing
  • Paul Brown
  • SIGGRAPH 1986: Painting in Light
  • 1974
  • Image Not Available
  • Installation
  • Plotter
  • My Gasket
  • Paul Brown
  • SIGGRAPH 1999: technOasis
  • 1998
  • My Gasket is one of the latest in a series of prints that combines an interest in cellular automata and their relationship to tiling and symmetry systems with the exceptional quality of printing that can be obtained with high-resolution ink jet printers. Each tile is permutated according to some simple system of rules to create a vector (line) graphic image that is imported into a raster graphics package for further image processing.

    Rather than being constructed or designed, these works “evolve.” They envision a time when computational processes will create artworks without the need for human intervention.

  • 2D & Wall-Hung
  • Iris Print on Arches Paper
  • 69cm x 62cm
  • evolution, iris print, and symmetry
  • Sculpture Simulation
  • Paul Brown
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • 1983 Brown Sculpture Simulation
  • 2D & Wall-Hung
  • Photograph of raster image
  • Swimming Pool
  • Paul Brown
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Brown Swimming Pool
  • Swimming Pool was created from simple tiling elements that are permutated together. Each tile is a cell in an automaton which develops over time according to some simple rules. The resulting image was a vector graphic, or line artwork, that was subjected to a number of continuous tone raster graphics filters to create the coloured and textured surface that composes the final print.

    Rather than being constructed or designed, these works “evolve.” I look forward to a future where computational processes like the ones I build will themselves make artworks without the need for human intervention. The creation of such processes is something that has always fascinated me. Swimming Pool is just one route marker from the journey so far.

  • Pasi Ihalainen
  • 2D & Wall-Hung
  • Iris print on Deckle edge Arches Watercolour paper
  • 22" x 32"
  • iris print and graphic
  • Untitled
  • Paul Elia
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Elia: Untitled
  • I create sculptures in glass, bronze, and aluminum. While visiting a friend, I noticed a strange machine humming away in the middle of his office. I had never seen anything like this before. It was a rapid prototyper “printing” a 3D model. I was captivated and fascinated. Before my eyes, the image on a computer screen was being made into a solid. While my friend was using the machine for a prototype automotive part, I instantly saw a place in the art world for this technology. I researched, then purchased solid modeling software and took a course in 3D modeling.

    The theme of this untitled piece is that of an eye seeing fire and water interact. fire is represented by a flame (the ends), and water is represented by a wave (the top). The eye is represented by eyelids looking upward (the base). After drawing sketches on paper, I drew the shapes on my computer. After all the elements were drawn in wireframe, I changed the splines and curves into a solid. I was fascinated to see how the computer seamlessly blended the three elements together. Where the wave rolled down, the flame became compressed, and where the eyelids widened so did the flame. It was magical!

    The “solid” was exported to an STL (stereolithography) file, and the sculpture took form when it was made into an ABS piece. Once the prototype was made, I used wax and plaster to make molds for casting. I have produced this sculpture in glass, bronze, and aluminum.

    This form of artwork is a fusion of old and new. Created with technology, it is a mesh of thousands of odd triangles on the screen (an art form unto itself), yet it utilizes the age-old method of lost wax and plaster to become a reality.

    The result is an organic sculpture that magnetically beckons those who pass by to reach out and touch it.

  • 3D & Sculpture
  • 9.75 in x 6 in x 7 in
  • abstract, elemental, and technology
  • The Sky Oracle: Immersive Flowchart Representation for the Annexation of Tibet
  • Paul Fishwick, Julie Henderson, Elinore Fresh, Rasha Kamhawi, Amy Jo Coffey, and Benjamin Hamilton
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • The Sky Oracle on the University of Florida’s Second China Island in Second Life applies an interactive, immersive aesthetic to the representation ofstructured information in the form of a control-flow diagram (a representation of both information and software). The diagram captures two different time periods in the history of Tibetan annexation, with a two-way branch flow indicating two different perspectives labeled Chinese vs. US. An example of aesthetic computing, this “walk-through” flowchart presents a novel approach for interacting with behavioral information by combining a sense of audio, and visual presence to explore the concept of cognitive dissonance.

    What are the effects of interacting with software in this way? Can flow charts be effective in presentation of complex news stories or public affairs issues? We are in the planning stages of a human-subject experiment along the lines of a channel study where modes of information delivery are compared and contrasted to see what benefits emerge from each form of representation.

  • Interactive & Monitor-Based
  • Dome with VW
  • Paul Heckbert
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Heckbert: Dome with VW
  • 2D & Wall-Hung
  • Photograph: Polaroid
  • 6 x 9"
  • Eye Planes
  • Paul Heckbert
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Heckbert: Eye Planes
  • 2D & Wall-Hung
  • Photograph: Polaroid
  • 8 x 9"
  • untitled (surface)
  • Paul Heckbert
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph: Polaroid
  • 9 x 9"
  • alt'ai
  • Paul Heinicker, Lukáš Likavčan, and Qiao Lin
  • 2019
  • alt’ai is an agent-based simulation inspired by aesthetics, culture and environmental conditions of Altai mountain region on borders between Russia, Kazakhstan, China and Mongolia.

    It is set into scenario of remote automated landscape populated by AI-powered sentient machines, where biological species, technologies and environments interact to produce unforeseeable visual outputs.

    alt’ai deals with a question of designing future machine-to-machine authentication protocols, that are based on use of images encoding agent behaviour.

  • Interactive & Monitor-Based
  • http://altai.id/
  • Ignotus the Mage
  • Paul Hertz
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Hertz Ignotus the Mage
  • Ignotus the Mage combines and extends a series of earlier works in which samples of digitized faces and spoken names provide the raw material for an interactive installation. It brings together various processes that have long informed my work: induction of the audience into the creative process, pattern-making games,intermedia composition, remixing as a metaphor for memory, and collaborative interaction.

    In Ignotus the Mage, a performance serves to gather the raw material for an interactive multimedia installation. The artist performs as the Mage, a dysfunctional fortuneteller who sits at a table and interprets the patterns that participants create with his homemade binary punch cards. In exchange for his services, he records the face and spoken name of each participant. The names, faces and patterns inhabit the interactive installation, a table with embedded sensors that control projected video and spatialized sound.

    A topological transformation of the Mage’s patterns yields graphs that can be interpreted as generative structures for musical or multimedia events. Here they control the selection and remixing of vowel, consonant, or syllabic sounds from the spoken names and the collaging of different faces. The captured material from each successive installation becomes a jumbled but evocative “collective portrait” of the group that participated. The faces and voices fragment and recombine, yet we may still detect individual qualities and the traces of a specific time and place. Left alone, the installation quietly sifts through its material. When visitors arrive, it wakes up and triggers rhythmically collaged sounds and images in response to their interaction. With a little patience, they can learn to make whole faces and names emerge from the fragmentary display: rising from the waters of memory, for a fleeting moment of union, a face joins a name.

  • The homemade binary punch cards with patterns on their faces implement an algorithm for generating Latin squares of different geometric tiles. The holes and slots in the cards are used to sort them. The artist developed the cards in the late 1970s and later created several computer programs to mimic them. The cards allowed him to let other people compose his paintings for him. Out of gratitude, he offered to interpret the cards for them. The interactive multimedia installation uses a generative system for controlling audio and visual events. The system uses directed graphs that result from a topological transform of the patterns generated by the punch cards. The application that drives the installation traces the graphs with multiple “agents” to derive multimedia events. Participants can control the choices that agents make at different vertices of the graph. The recorded voices used as audio material are analyzed and controlled with digital signal-processing software. The images are fragmented and composited using alpha channels derived from rule-based colorings of the patterns.

  • Dan Zellner and Leif Krinkle
  • Performance and Installation
  • Still image from installation
  • 10' x 8' x 8'
  • Orai/Kalos
  • Paul Hertz
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Orai/Kalos (from the Japanese orai – comings and goings, traffic, communication and the Greek kalos – fair, beautiful) presents images and audio in an interactive computer-driven installation that continually varies its content and composition. Orai/Kalos is an intermedia work, where sound and image events are driven by the same under­lying structures, and an interactive work, where each visitor generates new configurations. The installation uses a circular table as a projection surface to display a computer-generated image. The table is equipped with embedded sensors. Visitors wave wands over the sensors to control the installation. Sound is emitted from stereo speakers beneath the table. Visual events consist of samples of natural and synthetic patterns. The patterns shift size, position, and rotation in overlapping layers, sometimes revealing hidden images. Sound events consist of natural and synthetic sounds. The sounds shift duration, pitch, and timbre using granular synthesis, a technique that uses overlapping layers
    of short samples to produce a “cloud” of sound. Orai/Kalos is not “synesthetic art,” where specific visual and audio events correspond. Rather, its sound and image events are generated by encoded structures that are “transcoded” from one sensory modality to another. As an interactive work, Orai/Kalos requires social interaction to reveal
    some of its hidden aspects: one person alone cannot reach all the sensors, and some events can only be triggered by three wands. In the installation, images and sounds of nature mix with images and sounds of human cities and technology. Reduced to patterns, natural and synthetic sounds and images blend hypnotically; however, when visitors begin to interact with the display, images and sounds sampled from communications media emerge. Topical and possibly distressing content displaces the soothing kaleidoscopic display, but participants may take compensatory pleasure in their apparent power to control events. Orai/Kalos attempts to examine how communications technologies are mixing geographical locations and persons together into new constellations. It is easy to be hypnotized by the speed and momentum of these changes, by the transformation of the world into patterns of information. Fortunately, our state of technological distraction is continually interrupted by events, large and small. Will our dearest
    desire be to return to distraction, or will we waken enough to construct a more just world?

  • Orai/Kalos is presented as a stand-alone Macromedia Director projector file and a group of MaxMSP files. When the files are opened and the projector is launched, animated “agents” appear over a continuously shifting display of pattern samples. The agents’ position governs the average position from which a sound buffer is read to create a spatialized granular-synthesis “cloud.” Agents move between “nodes” superimposed on the images. Users can control the agents’ paths by touching the nodes with magnetic wands, triggering sensors embedded in the display surface. Different combinations of nodes generate specific behaviors in the display and the agents: new images and sounds arrive; their size, number and symmetry change; the speed of the agents and hence of events changes; the sound becomes sparse or dense, etc. Image changes correspond to sound changes in subtle but audible ways. Although I use it to contrast soothing patterns with disturbing media imagery, Orai/Kalos can use any sounds and patterns. Now in its first revision, the application permits a designer to replace the current image and sound files. Although designed to use numeric input from sensors, Orai/Kalos can be controlled with a mouse or over a network. A tool in the Director file can be used to assign transition probabilities to govern the sequencing of images, permitting a degree
    of compositional control. Granular synthesis parameters for the sounds can also be altered.

  • Installation
  • Interactive multimedia installation (table, sensors, video projector, audio, computer)
  • 10-foot square floor area, 18-foot vertical space for downward projection
  • The Recordatori Series: Prairie
  • Paul Hertz
  • SIGGRAPH 1999: technOasis
  • 1999
  • “Prairie” comes from a recent series of compositions developed from algorithmically generated tiling patterns. In their surface appearance, the compositions imitate traditional arts such as quilting, weaving, and ceramics. Through careful choice of compositional rules, the artist creates pattern modules that recall natural patterns such as the dispersion of plant species across a meadow.

    The artist began working with these tiling patterns over 20 years ago in Spain, where he developed the theoretical basis for the current series through an abstract, mathematical shorthand for representing the patterns and the rules that govern them. The patterns were used for paintings, theatrical games, and parametric spaces for musical compositions. Using a computer to manage the possibilities for image production and intermedia composition which would have been practically impossible to explore manually.

    The series title, Recordatori (Catalonian for “memorial”), suggests that patterns act as memory cues, preserving and regenerating experience. Although in a sense the generative process itself is the artwork, the artist also attempts to evoke the role of traditional arts in carrying memory forward and the simple satisfaction we experience in the play of pattern and color.

  • 2D & Wall-Hung
  • Iris Giclee prints
  • 36 inches x 36 inches x .05 inches
  • algorithm, giclee print, iris print, and pattern
  • Time Cycle
  • Paul Hertz
  • SIGGRAPH 2001: n-space
  • 2001
  • Two ideas underpin the work I have done over the last 20 years: the simultaneous composition of visual and sound events, and the participation of other people in my creative process, In my precyber days, I worked with theatrical performers and musicians, Now computers and networks let me control streams of sounds and images, and involve other people in the process of creating art. Not so long ago, I found a third concern: the rupture of purely formal art by elements that expose cultural conflicts, Some of my early computer work focused directly on issues of censorship and colonialism, In my “Deadpan” series of 1996-97, I began to bring this socially critical impulse into the formal realm of my earlier work by developing compositional techniques that turn abstract elements into frames for representational or symbolic elements. Considering that the geometric tiling patterns I use in many of my compositions originated as abstracted frames (a rectangular hole inside a rectangle), this seems oddly appropriate.

    The work which I am presenting in SIGGRAPH 2001, “Time Cycle,” is based on the geometric tiling patterns which I have been working on for many years, It presents one of the basic “pattern modules” which make up my larger compositions, I call these modules “ignosquares,” Each ignosquare is a 4 x 4 array of rectangular tiles, where each tile is composed of five different geometric shapes in four different configurations, The same configuration is never repeated in any row, column, or quadrant of the module.

    Early on, I invented various games with cards that allowed other people to generate “ignosquares” and receive something in return – for example, a fortune told by a dysfunctional mage, or the opportunity to post their opinions to a graffiti board, The “ignosquares” would be incorporated into my paintings, Later I developed a suite of computer applications for producing large graphical compositions from “ignosquares,” The latest applications implement elements of artificial life programming, Rectangular arrays of many modules such as the one used for “Time Cycle” combine into larger compositions, with rules for coloration and creation of new shapes by merging polygons, New forms emerge as a result of this generative process, The properties of the new forms can then be used to determine the fitness of modules to survive or reproduce.

    The tiling patterns and the isomorphic graphs that can be derived from them have also emerged as a compositional system for producing visual and auditory art from a common set of structures – an “intermedia art,” to use Dick Higgins’s term, “Time Cycle,” shows how coloration and texture rules can affect a single module, and shows part of the derived graph for the module, “Time Cycle” was used as the basis for a lecture I delivered at the Intersens conference in Marseille, France, in November 2000, and will be used again as the basis for a different presentation in a panel on “Digital lntermedia Art” at SIGGRAPH 2001. At Intersens, the four colors used in the composition corresponded to four different topics, and the graph traced the order in which I skipped from topic to topic, shuffling topics together in a way in which I hoped would allow ideas to rub up against one another and produce some interesting frictions, A hypertext version online provides more complex navigational possibilities.

    The icons used in “Time Cycle” represent yet another layer of composition within the modules, There are twelve different icons, In the parametric spaces I use for musical compositions derived from the “ignosquares”; these correspond to the twelve tones of Western avant-garde music Here they potentially represent different aspects of society – commerce, war, crime, education, etc. Or maybe they don’t mean anything at all. In many respects, my work is less about a concrete suite of symbolic functions than it is about the impulse to create symbolic systems (polymorphous, dense, and overdetermined) as a fundamental aspect of being human,

  • 2D & Wall-Hung
  • Somerset velvet paper
  • 36 inches x 42 inches
  • geometric and pattern
  • Mural
  • Paul Jablonka
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Data General Eclipse, Ramtek display, Dunn camera

  • 2D & Wall-Hung
  • Cibachrome print
  • 20 x 24 in.
  • cibachrome print, pattern, and repetition
  • Apparition
  • Paul L. Stout
  • SIGGRAPH 2014: Acting in Translation
  • 2013
  • 2014 Paul Stout, Apparition
  • The formation of our cultural perceptions in the West in the last several centuries has been the product of a growing adoration of and reliance on science and technology. From the mechanical clock to the steam engine to the silicon chip, our culture has employed its dominant technologies as the fundamental, if not transcendental, laws of nature, laws that are, in a word, mechanistic. This perception has limitations, which become apparent when we attempt to reproduce portions of nature, particularly in cultural production of the hyper-real.

    My conceptual interest is in the interaction of technology, nature, and culture, and how we as a society use tangible technological explanations to describe the natural world. My work is informed and inspired by extensive research in the history of technology, the history of natural history, and the cultural studies tying these subjects together.

    The subject of translation is present in these works; they are conceptually about translation from the natural world to mechanical simulation, finally to electronic simulation. The Apparition artworks are based around ideas of natural processes envisioned as elaborate machines. These constructed devices were meant to build natural systems using technological metaphors, a didactic display of industry and natural history. They translate unseen and intangible events and actions into a quantified counting, which is displayed on a mechanical counter in the base of the sculptures.

    These sculptures use a combination of analog and digital electronic components; all are built around a programmed microcontroller connected to either a mechanical or video system. The low-level technology used is meant to reflect the simple organisms depicted in the upper dioramas of the sculptures.

  • 3D & Sculpture
  • Venfleur
  • Paul Lempke
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Lempke Venfleur
  • Hardware: Targa 16, Howtek Scanner, Matrix QCR & 286 PC
    Software: Lumena 16

  • 2D & Wall-Hung
  • photo
  • 20" x 16" in.
  • Venuse Mosaic
  • Paul Lempke
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Lempke Venuse Mosaic
  • Hardware: Targa 16, Howtek Scanner, Matrix QCR & 286 PC
    Software: Lumena 16

  • 2D & Wall-Hung
  • photo
  • 24" x 20" in.
  • Chorus
  • Paul Magee
  • SIGGRAPH 2008: Slow Art
  • 2008
  • Chorus continuously reinterprets and sings through the structure of the first passage of St. John’s Gospel. Using the phonetic structure of this text as a template, the program assigns a random consonant to each consonant position and a random vowel to each vowel position. Pauses between words and at the end of sentences are preserved. Assigning each of the three speakers a separate channel and a separate note – F, C#, and G – the computer then sings its new construction of consonants and vowels. Once finished, it loops back to the beginning of the code and starts the whole process again.

    My thanks to the soprano, Lucetta Johnson.

  • Installation
  • The Andean Pavilion
  • Paul Rosero Contreras
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Paul Rosera Contreras, The Andean Pavilion
  • The Andean Pavilion (2015/2017) is a video installation composed of a series of fictional videos and 3D-printed sculptures, which are the material outcome of the seismic activity in four active volcanoes in the highlands of Ecuador and the Galápagos Islands. This project is part of an experimental inquiry speculating on the possibility of emergent relations between the environment, humans, and technology in settings that are heavily defined by natural phenomena.

    By means of vibration sensors, volcanic activity was recorded with sound devices and converted into computational 3D models using custom software. The result is a series of hybrid objects created at the intersection of different worlds: geologically inspired artifacts that not only complicate the relations between life and matter, but also expand the notion of in-situ intervention and translation of natural forces into physical matter.

    In the Andean highlands of Ecuador, three active volcanoes have been registered: the Cotopaxi, during its first eruption after 138 years of inactivity; the Tungurahua, which has been continually ejecting ash for 17 years; and the Cayambe, recently active after 230 dormant years. In the Galápagos Islands, the Sierra Negra volcano on Isabela Island was recorded at the site of a fumarolic sulfur mine. The Andean Pavilion is, therefore, the reenactment of a momentary encounter between a volcano, a human, and a machine—an encounter that seeks to open up possibilities of interaction and understanding of our surroundings by exposing situations where the human-environmental dynamics are constantly redefined.

  • 3D & Sculpture
  • Unheimlich
  • Paul Sermon, Steve Dixon, Mathias Fuchs, and Andrea Zapp
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Sermon Dixon Fuchs Zapp Unheimlich
  • Unheimlich is a performance installation for multiple users, linking and visually compositing audience members with live performers in the United Kingdom.

    It’s 1 am in London, but two enigmatic sisters have stayed up late to see you, and to (telematically) greet you with a kiss as you step into their space, in real time, thousands of miles away. Stand back in the darkness and watch the events unfold, or step onto the illuminated blue carpet to meet and talk to the two siblings, and participate in their eccentric games, secret rituals, and compelling conversations.

    Spanning a six-hour time difference, audience participants in Boston are invited into the virtual world of two actors in London. Once on the blue mat, you are visually merged with them on the screens around the space, where you can talk to them, dance with them, ask them questions, or just “hold hands.” Metamorphosing graphical back­grounds surround you, from fantastical computer-game landscapes to mundane English sitting rooms, depending on whether the sisters decide to take you on cliff-hanging adventures, or to offer you some tea.

  • Unheimlich takes Freud’s concept of the uncanny as “unheimlich” (at once familiar, homelike, but also strange, alien, and uncomfortable) as its starting point. This drama uses broadband internet videocon­ferencing to connect audiences and performers in geographically remote locations. Via a system of live chroma-keying, the distant actors are composited within the same telepresent image and share the same stage. Computer-generated backgrounds and virtual environments are determined live and initiate imaginative dialogue and improvisation among the participants and actors.

    The camera image from London is sent to Boston via an H.323 Internet video-conference connection. This image is received in Boston and chroma-keyed with another camera image and an additional computer background scene. The combined video image, consisting of the computer-generated background, the Boston audience mid-ground, and the London performer fore­ground, is then presented on video screens around the blue-box stage in Boston. In order to increase the quality and speed of the system, the return image to London is sent without the original foreground layer, which is then added locally when it is received.

  • Unheimlich is financially assisted by the Arts Council of England.

  • Performance
  • Telematic videoconference performance
  • Telematic Vision
  • Paul Sermon
  • SIGGRAPH 1998: Touchware
  • 1993/1994/1995
  • 1993/1994/1995 Sermon Telematic Vision
  • Two identical blue sofas are located in remote locations. In front of each sofa stands a video monitor and camera. The camera images are relayed between the sites via an ISDN line, chroma-keyed together, and displayed on monitors in front of each sofa simultaneously. Viewers in both locations assume the function of the installation and sit down to watch television, to experience a live image of themselves sitting on a sofa next to a telepresent person. They start to explore the space and understand they are now in complete physical control of a telepresent body that can interact with the other user. The more intimate and sophisticated the interaction becomes, the further they enter into the telematic space. The division between the remote telepresent body and the actual physical body disappears, leaving only one body that exists in and between both locations.

    Assisted by the semiology of the sofa and the scenario of the television, consciousness is extended and resides within the interaction of the user. Telematic Vision is a vacant space of potentiality. It is nothing without the presence of the users who create their own television program by becoming voyeurs of their own spectacle.

    Telematic Vision was originally produced at the ZKM Center for Art and Media Technology Karlsruhe, whilst Paul Sermon worked as an artist in residence at the ZKM Institute for Visual Media under the Directorship of Jeffrey Shaw. Telematic Vision premiered at the ZKM Multimediale 3 in October 1993 in Karlsruhe, Germany.

    Special thanks to the ZKM Institute for Visual Media for supporting the presentation of this project.

  • Installation and Interactive & Monitor-Based
  • Telepresence Interactive Installation
  • 3.4' x 16.7' x 11.7'
  • communication, interactive installation, and virtual space
  • biomes
  • Vicky Isley and Paul Smith
  • SIGGRAPH 2006: Intersections
  • 2006 boredomresearch biomes
  • Vicky Isley and Paul Smith, collaborating as boredomresearch, build observable phenomena of intrigue and beauty, using techniques similar to those used by scientists to understand the natural world. In their systems, the sensation or illusion of life is their key interest rather than a desire to recreate life itself.

    The biome works were developed after extensive research into com­putational models used in the study of artificial life. The artists’ desire is to implement these techniques in a way that explores properties present in natural systems. They are interested in the diversity of form and pattern that appear in natural systems, and how a similar diversity can be produced using simple rules.

    In the biome works, the bodies that inhabit their space appear as both machine and organism. boredomresearch often think of these artifacts as biological timepieces built with the production values of early watchmakers whose skills were translated to the creation of automata (mechanical life like forms driven by cogs). Here these intricacies of engineering are translated to the computer with the tiny cogs and chains replaced by computational mechanisms.

    Since 2003, boredomresearch have been developing the relationship between their computational work and the viewer. The biomes are presented in the form of an object where the screen is visible through a circular lens that has a foreshortening effect, bringing the image surface level with the surrounding frame to subtlely but profoundly change the viewing experience. In this form, the work is experienced intimately because only a few people can view a biome at one time.

  • A biome’s small circular window looks in on a vast sealed universe in which you see a number of intricately patterned bodies going about their business. Observing at length, you see an almost unlimited di­versity of form, colour, and pattern, as these creature-like machines enter and leave the viewable area.

    The biome machines generate their own markings using a pattern generator based on simple rules. Each biome is running the same software, but since the machines are generative, each system evolves differently. The patterns have been slowly increasing in com­plexity since they were launched in April 2005. This visual complexity is augmented by a component of the program that acts like a virus, seeking out machines lacking complexity and forcing them to reload their pattern generator.

    Each machine has a library of vocal calls that accompany certain behaviours or interactions with other machines. These are only heard when the machine is near the viewable area. One machine in par­ticular sometimes makes a dramatic appearance, flashing a bright light on a protrusion similar to that of a lantern fish. The flashes are accompanied by the sound of an explosive electrical discharge, and many other machines react defensively.

  • 2D & Wall-Hung
  • Computational time-based image
  • 22" x 22" x 6"
  • randomSeed 001
  • Vicky Isley and Paul Smith
  • SIGGRAPH 2006: Intersections
  • 2006 boredomresearch random Seed
  • The randomSeed works were developed after extensive research into computational models used in the study of artificial life. In part, this was undertaken during boredomresearch’s residency at Artsway in the New Forest, United Kingdom (2002-2003). During this time, the artists deconstructed the process of building computational pro­gram-dependent artworks. Reversing the normal trend of translating physical properties into electronic form, boredomresearch de-digi­tised their artistic practice, converting programmed works into a paper-based form. This led to an interest in computational models that predated electronic computing. In particular, the artists were fascinated by cellular automata. Despite the fact that it is now pre­dominantly being created on computers, this technique for modelling artificial life was originally executed on graph paper and allegedly conceived using broken plates on the tiled floor of its inventor’s (John Conway) kitchen. This drew the artists’ attention to the high level of visual complexity that can be achieved from the repeated execution of very simple rules, and they developed an extensive range of cel­lular automata-based rules and systems before finally arriving at the ones implemented in randomSeed.

    It is all too easy to simply think of space as the stuff we move around in and time as duration. For boredomresearch, the interesting quality of cellular automata is the incredibly intricate patterns revealed as a product of their space-time continuum. Viewed as a static image, time is no longer the perception of change but something more beautiful. In randomSeed, the image represents a record of the machine’s movements and can also be thought of in this way.

    boredomresearch are interested in how they can’t predict the images created as the machines respond to their environment. The main attraction in building this work is observing the different outcomes of the innumerable permutations that are outside of the artists’ aes­thetic control.

  • In randomSeed, tiny creature-like objects can be observed busily moving about in encapsulated worlds, like “workers” in an ant’s nest. boredomresearch have created simple movement instructions for their “workers” (which they refer to as machine heads). They march out from the centre of their world, leaving movement traces by changing pixel colour.

    The audience finds itself absorbed by the intricate and beautiful images the machine heads make by following simple rules. Eventu­ally, the machine heads fill their world with different coloured pixels and can no longer move in straight lines. Their behaviour changes as their environment becomes increasingly complex. Finally, their world takes on a textured appearance similar to granite.

    By slightly varying the machine-head instructions within different systems, randomSeeds can create a huge range of diverse images. In one randomSeed system, machine heads leaving the circle return to the opposite side; in the other system, they are placed back in the center. After running both these systems for a couple of months, you can appreciate the subtle differences in how the images develop. But however many times a system is relaunched, the artists still find themselves surprised by the beauty and intricacy of the images.

  • 2D & Wall-Hung
  • Computational image
  • 22" x 22"
  • Red Landscape
  • Paul Stewart
  • SIGGRAPH 1987: Art Show
  • 1987 Stewart Red Landscape
  • Hdw: Macintosh Plus Thunderscan
    Sftw: Macpaint/Easy 30

  • 2D & Wall-Hung
  • Intaglio
  • 24.5" x 34.5"
  • Items 1-2,000
  • Paul Vanouse
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Vanouse Items 1-2000
  • Items 1-2,000 is an interactive multimedia installation with a performative component. The work collapses Western medicine’s fracturing of the body with industrial itemization techniques into a strange rationalization apparatus. A live human specimen is half submerged in a block of wax in a manner reminiscent of how biological specimens are fixed in a “microtome” (a machine that cuts specimens into thin slices). A sheet of glass hangs several inches above the figure. Bar codes affixed to this glass correspond to internal organ locations of the figure underneath.

    Participants interact with the coded form as anatomy students would a cadaver. A stainless steel bar code scanner is employed much like a scalpel, slicing horizontally across the figure to reveal the body’s interior on video monitors in the installation space. However, the more familiar uses of bar codes and scanning procedures, for example, groceries and books, are not lost, and this surgical role blurs with that of the cashier, commodifying and extracting value through denial of the body as whole. Certain scans access recollections of my own experience as a student in the anatomy morgue. These interleaved video clips, in their attempt to discover a point of empathy with the subject, address the de-humanization of the corpse as it is de-constructed and subsequently re-configured through dissection.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 3' x 3' x 6.5'
  • interactive installation and multimedia
  • Luminous Presence
  • Paula Dawson
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • For many years I have been working toward enabling dialogue between real and holographic (virtual) people. In this work, I’m interested in bringing together elements of the way science fiction films have represented holographic characters and some ancient artistic means of depicting legends and stories of people made from, or surrounded by light, such as ghosts and angels who talk to and influence real people. Consequently, the figures in my hologram are not intended to look like real people. They are designed to look like real holograms! It seems to me that thanks to imaginative directors, script writers, and talented special-effects and CG artists in the film industry, the visual language of luminous transparency of holographic characters is now synonymous with the “real” holographic, autonomous presence of another person. Though my holographic characters are static, animation of light and darkness lends a highly
    charged sense of communication similar to that described in The Dawn by Richard Jefferies.

  • To create a hologram from CG data, the virtual camera from which the scene is recorded must mimic the positions of the viewer’s eyes. Therefore, the camera used for the final render is NOT a creative choice. To work around this problem, each of the figures in the scene were individually adjusted in scale to mimic a filmic lens look. The CG scene incorporated data from two real sources, laser scans (Konica
    Minolta Vivid 9i/ Raindrop Geomagic Studio software) of human models (Georgie Dawson and Lexie Hamilton) and photographs of an 18-foot x 6-foot aluminium tessera and pastel drawing. The scene was modeled in Maya using architectural references from Borromini, then textured in Photoshop using reference images of historic gilded mosaics and my own drawings. Procedural shaders were applied to the scan data to give the lined effects of the figures. Particles of varying size and orientation were used to articulate the volume of virtual space surrounding the static figures with a dynamic light field. Finally, 2,057 frames were rendered. From this animation sequence, hundreds of micro-holograms were exposed with six RGB pulsed laser beams. The photofilm was
    chemically processed, dried, and laminated to black plastic.
    This research was supported under the Australian Research Council’s Discovery funding scheme (project number DP0452144).

  • 2D & Wall-Hung
  • Reflection hologram
  • 44.5 inches x 66.25 inches
  • Dynamic Spaces
  • Pauline Oliveros
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Musical performance usually takes place in a static, unchanging space. The acoustics of the
    space are coupled with the instruments and/or voices to create the sound of the music, which
    has always posed a challenge regardless of genre. For example, the right balance of reverberation is needed to ensure both clarity of the performance and perceptual fusion of the musical instruments. This project explores the relationships within an acoustic and electronic performing ensemble for improvised music in virtual environments with deliberately varying characteristics. Variations in acoustics provide a new dynamic parameter of music in addition to harmony, melody, and rhythm. The performance is enhanced by dynamic visual elements with interwoven artistic images and views of the performers in a shared virtual space. In implementating a live, co-located music-performance space, a central question is: How can we capture the aura of a remote environment and bring it back to life during a concert? Although our work incorporates reproduction of recorded spaces as well as real-time creation of virtual spaces, the concept of reanimating previously experienced venues goes well beyond the physical reproduction of the space and enforces creation of an abstract but functional audio/visual environment.

  • The Tintinnabulate Ensemble performs improvised music with traditional and non-traditional
    acoustic instruments. Live electronics play a central role in the concept of Tintinnabulate. The ensemble uses two software environments to create functional virtual acoustic spaces that are projected by up to 24 loudspeaker channels. Pauline Oliveros conceived of the Expanded Instrument System (EIS) in the 1960s as an interactive electronic sound-processing environment designed for improvising musicians. ViMiC is a computer-generated concert space based on an array of virtual microphones, with adjustable directivity patterns and axis orientations. The design allows creation of sound imagery similar to that associated with standard sound-recording practice and goes beyond pure recreation of physical acoustic spaces.

  • Curtis Bahn, Jonas Braasch, Chris Chafe, Tomie Hahn, Soundwire Ensemble, Tintinnabulate Ensemble, Dan Valente, and Bart Woodstrup
  • Performance
  • Co-located performance, improvised contemporary music, visual arts
  • Aluminum Wheel Modeling
  • PDA Engineering and C. Hayden Hamilton
  • SIGGRAPH 1984: CAD Show
  • 1984 PDA: Aluminum Wheel Modeling 5
  • In the process of designing the automobile wheel shown in this sequence of illustrations, the designer used lines and areas as primitive forms to construct solid elements. These elements were combined to create more complex solids. Negative solids were created as “tools” for fashioning holes. Note also, that lines that would be hidden from view in a solid object are removed, a relatively easy thing for solid modeling software to do. These hidden lines can be visible if the user wishes.

    Modeling Performance
    Weight, strength, and other material properties can be associated with a geometric model of an object so that performance characteristics can be predicted. Finite-element modeling and analysis are used to simulate the performance of mechanical components under load, and to indicate how they would deform or fail. Designs can be optimized much more efficiently in this manner, before prototypes are built.

  • Equipment:
    Digital Equipment Corp.
    VAX 11/780 Computer
    Raster Technologies Model
    One/25 Display Processor

  • Solid Modeling

    Solid models are complete representations of objects. An object’s volume, center of gravity, and other material properties can be calculated.

  • Design
  • 3D model
  • A Wooden Face
  • Pedro Meyer
  • SIGGRAPH 2007: Global Eyes
  • 2006
  • ZoneZero, a web site dedicated to photography, is one of the most visited photography sites on the internet, with more than 114 million page views in the last three years. During the more than 10 years that it has been online, it has generated a community of photographers, art critics, and people throughout the world who are interested in photography as a cultural and artistic manifestation. Its name attempts to be a metaphor for the adventure it is to make images that go from analog to digital. Altogether, ZoneZero hosts the work of more than 250 photographers in the Gallery section and more than 1,500 in the Portfolio section. It has become an important reference in educational institutions that teach photography, and it has played a crucial role in the de-centralization of photography, creating a showcase for the work of talented photographers outside traditional cultural centers such as New York, Paris, and London. ZoneZero exhibitions are in a sense a library, a collection of stories, available at all times since the work stays permanently online and always finds a new audience. The images tell stories of loss (of a loved one, of land for which we fought, of ideals or of the world as we once knew it). They also tell stories of love, of everyday and family life, disease and pain, and great joy and empowerment.

  • We have never believed that the technical aspect of photography is what matters, but the content of the story it tells. Although technology plays an important role in our exhibitions, we prefer the stories to speak for themselves.

  • Interactive & Monitor-Based
  • Sequence #8
  • Pedro Murteira
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Murteira: Sequence #8
  • I am a concept-comics artist who moved recently to the Bay Area. Presently, I have a series of images that incorporate both traditional methods and digital, based on poems by different authors. My work revolves around the relationships between human archetypes and their interaction with organic and onirical spaces, organized by numerical structures. I graduated from Central St. Martins College of Art & Design, London, UK with MA in scenography. My work has been represented in several international competitions and shows in Italy, the United States, Spain, and Portugal.

  • 2D & Wall-Hung
  • 11 in x 14 in
  • organic and poetry
  • Scan/Look/Express
  • Peggy Weil
  • SIGGRAPH 1989: Art Show
  • 1981
  • 1981 Weil Scan Look Express
  • Howard Eglowstein and Architecture Machine Group
  • Installation and Interactive & Monitor-Based
  • interactive installation
  • Looking
  • Penny Feuerstein
  • SIGGRAPH 1999: technOasis
  • 1998
  • A subconscious eye looks at pendulum-like measurements. Texture brushes, made of scanned, found objects such as a rock and a piece of steel create the image, and the print’s texture evolves from disparate images that combine until they are unrecognizable. The whole image repeats in the iris of the eye.

    Digital tools allow the artist to transcend, integrate different levels of awareness, and reflect ideas of existence as a continuum.

  • 2D & Wall-Hung
  • Iris Print
  • 20 inches x 30 inches x 2 inches
  • abstract, digital painting, and iris print
  • untitled
  • Penny Feuerstein
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Feuerstein untitled
  • Conflicts and dualities created between culture and the free-flowing spirit are the forces that drive my artwork. On one level, I am referring to life patterns I create under the influence of technology. On a deeper level, I am referring to a transcendence. David Salle said in a 1997 issue of Art In America, “one of the impulses in new art is the desire to get outside the self and the desire to transcend one’s place.” I use the computer to transcend, to portray different levels of awareness: the interior spiritual, natural, and the exterior cultural. What can bring such complexities to the table can also be very calming because it can also be ultra-focused.

    Using the computer is a fluid way of expressing these dualities. My landscapes and still-lifes are created using common textures: the sole of a gym shoe, a window, or cement. I integrate my current artwork with many works I’ve done in the past. Using the computer to work backward and forward, I juxtapose disparate elements, creating an impossible coherence. Interestingly, what separates the elements also joins them.

  • 2D & Wall-Hung
  • Iris print
  • 30" x 40"
  • computer art, culture, iris print, and technology
  • Afga Compugraphic Macintosh-Based Systems
  • Pentagram
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh llx and llcx, Agfa 9800 (output).
    Software: Adobe Illustrator, Quark Xpress.

  • Design
  • Brochure
  • 8.5 x 11
  • Design and Advertising into the 90s
  • Pentagram
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIx.
    Software: Adobe Illustrator.

  • Design
  • Poster
  • 36 x 22
  • Hotel Hankyu International
  • Pentagram
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx.
    Software: Adobe Illustrator.

  • Design
  • Logotype System
  • Various dimensions
  • NY Art Directors Club 1991 International Exhibition
  • Pentagram
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Apple Macintosh llcx, Compugraphic 9000 PS Max and Crossfield Separation System (output).
    Software: Adobe Illustrator, Quark Xpress.

  • Design
  • Poster
  • 35.5 x 24
  • Setting a Course for Leadership in Global Telecommunications
  • Pentagram
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, llcx, Crossfield (output).
    Software: Adobe Illustrator, Adobe Photoshop, SuperPaint, Quark Xpress.

  • Design
  • Illustration
  • 10.5 x 9
  • Art Under Contract (Ender User License Agreement)
  • Perry A. Hoberman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Each time we begin to install a new piece of software, a familiar window pops up. It contains an interminable text, densely packed with
    legalese and jargon. Its meaning is arcane, very nearly unintelligible, but that doesn’t matter; few of us will ever actually read one of these texts. The End User License Agreement, or EULA, functions as a kind of ritual; ostensibly we are being given a choice to “Accept” or
    “Decline,” but in fact we have no choice at all. We’ve already purchased the software, and our only choice is to submit to whatever regime is contained in the EULA, or forego installing our already-paid for software and come to terms with the fact that we’ve wasted our hard-earned cash. In the arena of intellectual property, the EULA makes sure that we all know who holds the whip hand: any rights we thought we might have had melt away under its relentless bombast. EULAs often contain proscriptions against criticizing, customizing, or even removing the software once installed; they give vendors free reign to alter and reconfigure your computer; and they demand acquiescence to any and all possible future addendums and changes. EULAs are at heart megalomaniac, corrupt, and drunk with their own power. But the bad faith in which I click “Accept,” agreeing to things I would never otherwise agree to, has no bearing under the law. In fact, EULAs serve their multiple masters well; the vendor retains all rights, but the end user avoids any inconvenience that the act of giving up these rights might otherwise entail. Just one click, and it’s over. Not a bad racket. But why should software vendors have all the fun? The concept of enforced preemptive agreement can easily be extended to other realms of cultural production. We no longer need to take chances with unconstrained aesthetic experience. Art Under Contract is the first artwork that requires its viewers to accept a stringent EULA before they can view the work. This EULA, while more succinct than most, is no less reasonable a document. And, although it is difficult to quantify aesthetic experience, this EULA proves that it is indeed possible. The artwork itself is contained within a secure metal box mounted on the wall next to the EULA. Once a viewer has indicated acceptance of the EULA by pressing the “Accept” button on the provided touch screen, a small automated viewing aperture opens, allowing the artwork to be seen by a single, contractually bound viewer. An ultrasound sensor ensures that, if the contractually bound viewer leaves before time is up, the aperture will snap shut, preventing any contract-free aesthetic experience. The artwork itself cannot even be described without breaking the terms of the EULA, incidently restoring an element of mystery to the art experience. We look forward to the day when all experience is subject to convenient, instantaneous agreements that preemptively clear up any and all ambiguities in our daily lives. Art Under Contract is a first small step toward this world .

  • Interactive & Monitor-Based
  • Steel box, servo motors, touch screen, LCD screen, computer software and hardware, ultrasound sensor
  • Approximately 6 feet x 3 feet x 6 feet
  • Detour (Traveling Light)
  • Perry A. Hoberman
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Hoberman Exhaust & Heat Haze
  • 3D & Sculpture
  • Sculpture with stereo viewers
  • 60 x 24 x 30"
  • Exhaust & Heat Haze
  • Perry A. Hoberman
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Hoberman Detour (Traveling Light)
  • 3D & Sculpture
  • Sculpture with stereo viewers
  • 60 x 24 x 30 inches
  • Faraday's Garden
  • Perry A. Hoberman
  • SIGGRAPH 1993: Machine Culture
  • In Faraday’s Garden, participants walk through a landscape of innumerable household and office appliances, power tools, projectors, radios, phonographs, and various other personal comfort devices. The floor of the room is carpeted with switch matting, a pressure-sensitive covering designed for home security systems.

    The machines wait silently, ready to be activated at any moment by the footfalls of the public. When stepped upon, the switch matting triggers the various machines and appliances, creating a kind of force field of noise and activity around each viewer. Participants can control the machines’ performance by their path through the room. As the number of participants increases, the general level of cacophony rises, creating a wildly complex symphony of machines of machines, sounds and projections.

    The switch matting is broken up into a path of 96 separate input patches, with each being fed to a computer, which determines which of 96 relays (each controlling one or more appliances) are affected. Through software, the dynamics of the piece can be modified based on factors ranging from the number of participants to the time of day. The behavior of the machines can change to reflect the participants’ presence, speed, or movement.

    Faraday’s Garden is conceived as a kind of technology garden. It is named after Michael Faraday, the great 19th century scientist, who was (among other things) the inventor of the first electric motor.

    The machines and accessories (such as tapes, films, slides, and records) are collected primarily from thrift stores and flea markets. Since they span most of the 20th century (ranging from the Great Depression to the ultra-contemporary), movement  around the room also functions as a kind of time travel.

    Household appliances are coveted and exploited when new, then discarded and forgotten when obsolete. We maintain a kind of amnesia about these machines, as each is replaced by newer, more efficient models. So Faraday’s Garden is an unruly, untended place, forgotten and overgrown. All wires and switches are left exposed, creating an intense environment of electrical current.

    Interaction in Faraday’s Garden fluctuates between a sense of complete and effortless control of technology (since you don’t even have to lift a finger), to the lingering and disturbing feeling that these machines are somehow … alive, sensing and responding to your presence.

  • Interactive & Monitor-Based
  • My Life In Spam One Day (December 11, 2002)
  • Perry A. Hoberman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The series My Life in Spam consists of various attempts to creatively visualize the ever-increasing onslaught of unsolicited email messages
    commonly known as spam. Since I began archiving my own spam in 1998, I have amassed a collection of more than 50,000 useless, often offensive messages. T he rate of spam has been increasing at a faster rate than computer processing power (defined by Moore’s Law as doubling every 18 months), at least tripling (on average) each year. I now receive more spam in a hour than I received in a month in 1998, and at the current rate of increase, I expect to be receiving about a thousand a day by the end of 2006. While each individual spam message is essentially anonymous and impersonal, the aggregate functions as some kind of degraded, degenerate depiction of me, and thus these works are some species of self-portrait: the artist as a sex-obsessed, Viagra-craving, mortgage-hungry cretin who can’t spell. The prints in My Life in Spam consist of superimposed images of every spam messge that I have received over a given period of time. Depending on the dates and the length of time represented in each print (usually a day, week, or month), the images range from faint lines of partially legible text to intricate washes of intense color. If the volume of spam is low, the result is a kind of recombinant cutup of multiple sales pitches. As the rate of spam increases, the individual messages melt together into dense gradients of color. Thus, each print functions as a visualization, but also as an attempt to transform an utterly debased form of communication into something attractive, even beautiful. Other works in the series include projections in which each message is projected for one thirtieth of a second (too fast to read but nonetheless more time than any of the messages deserve), audio works (in which multiple spams are simultaneously read aloud using text-to-speech software) and sculptures, in which the volume of the object reflects the total volume of spam received .

  • 2D & Wall-Hung
  • Digital Lightjet print
  • 26 inches x 32 inches
  • My Life In Spam One Week (November 1-30, 1998)
  • Perry A. Hoberman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The series My Life in Spam consists of various attempts to creatively visualize the ever-increasing onslaught of unsolicited email messages
    commonly known as spam. Since I began archiving my own spam in 1998, I have amassed a collection of more than 50,000 useless, often offensive messages. T he rate of spam has been increasing at a faster rate than computer processing power (defined by Moore’s Law as doubling every 18 months), at least tripling (on average) each year. I now receive more spam in a hour than I received in a month in 1998, and at the current rate of increase, I expect to be receiving about a thousand a day by the end of 2006. While each individual spam message is essentially anonymous and impersonal, the aggregate functions as some kind of degraded, degenerate depiction of me, and thus these works are some species of self-portrait: the artist as a sex-obsessed, Viagra-craving, mortgage-hungry cretin who can’t spell. The prints in My Life in Spam consist of superimposed images of every spam messge that I have received over a given period of time. Depending on the dates and the length of time represented in each print (usually a day, week, or month), the images range from faint lines of partially legible text to intricate washes of intense color. If the volume of spam is low, the result is a kind of recombinant cutup of multiple sales pitches. As the rate of spam increases, the individual messages melt together into dense gradients of color. Thus, each print functions as a visualization, but also as an attempt to transform an utterly debased form of communication into something attractive, even beautiful. Other works in the series include projections in which each message is projected for one thirtieth of a second (too fast to read but nonetheless more time than any of the messages deserve), audio works (in which multiple spams are simultaneously read aloud using text-to-speech software) and sculptures, in which the volume of the object reflects the total volume of spam received .

  • 2D & Wall-Hung
  • Digital Lightjet print
  • 26 inches x 32 inches
  • Handkoloriete Computerzeichnungen
  • Peter Beyls
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Installation
  • Hand-colored plotter drawing
  • untitled
  • Peter Beyls
  • SIGGRAPH 1988: Art Show
  • 1985
  • 1988 Beyls Untitled
  • Hardware: HP9000
    Software: P. Beyls

  • 2D & Wall-Hung
  • ink on paper
  • 40 cm x 30 cm
  • The Cat and the Coup
  • Peter Brinson and Kurosh ValaNejad
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Brinson, ValaNejad: The Cat and the Coup 3
  • The Cat and the Coup is a documentary videogame in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran. During the summer of 1953, the CIA engineered a coup to bring about his downfall. As a player, you coax Mossadegh back through significant events of his life by knocking objects off of shelves, scattering his papers, jumping on his lap and scratching him.

  • Augmented Reality/Virtual Reality
  • http://www.thecatandthecoup.com/
  • Plasm: A Fish Sample
  • Peter Broadwell and Rob Myers
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Rob Myers Plasm Fish Sample
  • A real-world living room setting, complete with sofa, coffee table, potted palm, and fishing magazines, features a virtual aquarium populated with two species of artificial life forms. An object-based behavior system controls reproduction, predation, and a host of other unexpected activities.

  • Hardware: Silicon Graphics Iris 2400

    Software: Homebrew object-oriented constructs in “C” under UNIX

  • Robin Schaufler
  • Silicon Graphics Computer Systems, Inc.

  • Installation
  • Interactive environment
  • 6 x 10 feet
  • http://www.plasm.com/plasmOverview
  • artificial life
  • Plasm: A Fish Sample
  • Peter Broadwell and Rob Myers
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 1985 Rob Myers Plasm Fish Sample
  • A real-world living room setting, complete with sofa, coffee table, potted palm, and fishing magazines, features a virtual aquarium populated with two species of artificial life forms. An object-based behavior system controls reproduction, predation, and a host of other unexpected activities.

  • Hardware: Silicon Graphics Iris 2400

    Software: Homebrew object-oriented constructs in “C” under Unix

  • Robin Schaufler
  • Silicon Graphics Computer Systems, Inc.

  • Installation
  • Interactive environment
  • 6 x 10 feet
  • http://www.plasm.com/plasmOverview
  • artificial life
  • A_B_peace & terror etc. The computational aesthetics of love & hate
  • Peter Crnokrak
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • A_B_peace & terror etc. The computational aesthetics of love & hate blends world politics with the aesthetics of computational data to create a powerful, pertinent, and spellbinding view of the modern world. As an intriguing collection of data, A_B_peace & terror etc. reveals the quantitative contribution each of the 192 member states of the United Nations has made toward peace and terror in the world. It is a functional information-design piece that uses computational aesthetic principles to compare complex and socially relevant data derived from researchers working in the field of geopolitics. The dual-sided overlay of the two graphs allow for a direct visual comparison of the peace and terror measures. The functional nature of the poster becomes poignantly relevant when one makes detailed comparison among nations. Many of the results are quite surprising and stand in contrast to prevailing norms of collective national perception.

  • The project is a dual-sided poster where the A_ side displays measures of peace, while the B_ side, measures of terror. For each of the A_B_ measures, the graph is divided into 3 rings : 3 separate indexes for peace and 3 separate indexes for terror.

  • 2D & Wall-Hung
  • http://www.petercrnokrak.com/a_b_-peace-terror-etc/
  • What Need Angel
  • Peter Crnokrak
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Crnokrak: What Need Angel
  • Peter’s work often focuses on the use of scientific technologies in novel ways to reveal hidden phenomena and processes. Coupled with the appropriation of technological hardware, projects are also dependent on statistical analysis to reveal dependencies and intimate relationships in nature.

    What Need Angel is a synesthetic transcription of the brainwave response of a five year old boy while listening to music. The project aims to develop a systematic methodology that allows for primal biological experiences to be visualized to facilitate the understanding of the emotional responses to stimuli.

    The computational video uses dynamic particle animation segments that are woven together to form a seamless, though at times jarring, reflection of the music listening experience. Particle behaviors such as size, speed, colour and direction of movement are all determined by the user’s passive brainwave responses to music stimuli.

    The project was accomplished using a commercially available electroencephalograph headset that measures qualitative and quantitative changes in neural activity when a stimulus is experienced. The first session involved the recording of EEG responses to music in a darkened room (with no visuals). In a second session entirely devoid of music, the boy was exposed to a continuous array of visual stimuli such as solid colors, gradient colors and variably animated geometric shapes – with increasing complexity in order to build the components of a visualization system that elicit the same neural response as that to music. The neural responses to the visual arrays that matched the EEG audio responses were used to devise an architecture for the visual transcription of the music listening experience. The key to the piece was devising a visual system who’s form and compositional dynamics matched the response to music.

  • Music by Burial : Loner, Kindred, Hiders and Come Down To Us.

    Media Used: After Effects, Processing, Systat, Mathematica.

  • Animation & Video
  • 2:35 min.
  • D is for Dog
  • Peter E. Oppenheimer
  • SIGGRAPH 1987: Art Show
  • 1987 Oppenheimer D is for Dog2
  • The prevailing aesthetic in 3-D computer graphics involves expression through geometry and formula. One of the goals of the presented work is to break away from these constraints. 2-D hand-drawn curves are used to describe 3-D models. This results in more expressive and less symmetrical forms. Realism is a tool, not a goal.

  • Hdw: VAX 11/780/Ikonas/E&S MPS
    Sftw: DORK/N.Y.I.T.3D

  • 2D & Wall-Hung
  • 11" x 14"
  • Views from My Window
  • Peter E. Oppenheimer
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Peter E. Oppenheimer Views from My Window
  • Hardware: VAX 11/780
    Software: NYIT 3D Graphics System

  • 2D & Wall-Hung
  • Photographic print
  • 16 x 20 in.
  • Views from My Window II
  • Peter E. Oppenheimer
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: VAX 11/780, Dicomed film recorder
    Software: NYIT 3D Graphics System

  • Installation
  • Print
  • 16 x 20 in. with 3D viewer
  • Computer-Generated Photo
  • Peter Feldstein
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • n.d.
  • n.d. Feldstein Computer Generated Photo
  • 2D & Wall-Hung
  • prints
  • 10 x 10'
  • La Faim (Hunger)
  • Peter Foldes
  • SIGGRAPH 1986: A Retrospective
  • 1974
  • Animation & Video
  • 11.5 minutes
  • falling water
  • Peter Hardie
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This work is based on a visual reaction to waterfalls. The intent is to realise the sensations evoked by fast-moving white water enclosed within a dark environment of rock and trees: the movement and intertwining patterns of water, the water’s shape, and the passage defined by the underlying rock structure. The image is primarily monochrome, reflecting the lack of any strong colours within the water. The play of light reaching the water is weak and changeable. The environment of rock and trees was a secondary influence compared with the water and has been negated in the image, because the waterfall defines the underlying structure. The focus is on the interaction of the water movement and pattern and the light and dark of the scene. This series of images is evolving from the initial reactive studies of the falls to developing the structure of the image, the vertical line, the black and white, the textural variations, and the strong abstract statements the images are beginning to make.

  • The scene consists of models of the underlying rock structure over which the water flows. These models are not directly
    visible, being black in colour. The waterfall is simulated using a particle system. The primary tool used in the making of the sequence was Softimage XSI. The workflow entails:
    Creating the particle emitter and its settings (rate, spread, and speed). Creating the particle type and its characteristics (colour, transparency, size, mass, shade, shadowing, and noise). Particular use was made of the Perlin noise function. The basic 2D particle shader was used for both efficiency and versatility. Creating obstacles and natural forces. A number of hidden obstacles were used to control the water flow. Using motion blur on the particles to simulate the falling water surface. Creating lighting to simulate the dappled light reaching the water surface.

  • 2D & Wall-Hung
  • Inkjet print on aluminium
  • 40 inches x 33 inches
  • Light On Water
  • Peter Hardie
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • In these short animated sequences, the primary intent is realising the sensations evoked by the play of light on water. T he colours and shapes generated by the movement of waves and ripples, the changing su ace of reflections, the light bouncing o the water’s surface.

    The works explore the area between realism, exploring the tools now available in a 3D computer animation system for these purposes, and abstraction, looking at the aspects of colour, form, and movement.

  • The prima tool used in making “Light on Water” was So image XSI. It was used to:
    • Construct the scenes.
    • Colour and texture the scenes using procedural displacement,
    transparency, and colour textures.
    • Create material prope ies such as the reflectance of the water surface.
    • Light the scenes, including generation of caustic light off the water surfaces.
    • Composite separate layers of images together.
    • Render the final images for the animation sequences.
    Adobe Photoshop was used to paint houses, trees, boats, and sky images for the reflections.
    The work was produced on a Dell PC. The sparkles in the “Sparkle Sea” sequence used the Glimmer Shader developed by Andy Hayes at Bournemouth University.

  • Animation & Video
  • Art & Design
  • Length 3:20
  • Sparkle Sea
  • Peter Hardie
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • These works are based on a visual investigation of the sensation of light and reflection on water, consisting of short, computer-animated sequences. These have been designed to be shown on plasma screens as slowly moving artworks. The primary intent is in realising the sensations evoked by the play of light on water. The colours and shapes generated by the movement of waves and ripples, the changing surface of reflections, the light bouncing off the water surface. The sensation of light on water generated by specific rivers and seas at different times of the year. The work explores the area between realism, exploring the tools now available in a 30 computer-animation system for these purposes, and abstraction, looking at the aspects of colour, form, and movement. The view is presented straight on to produce a flat perspective in line with the picture surface. The work is influenced by a number of artists, primarily Monet and Bridget Riley.

  • The primary tool used in making the Sparkle Sea image was the
    Softimage:XSI V3.0 three-dimensional animation system. The
    sparkles were produced using the Glimmer output shader for XSI developed by Andy Hayes at Bournemouth University.
    • The scene consists of a grid for the water surface and a small semi-sphere for a final gathering reflector.
    • The grid (water surface) has waves and a number of fractal
    displacements applied to it to simulate waves and wavelets.
    • The grid (water surface) is lit by an infinite light source and final gathering was applied using a small semi-sphere as the source.
    • A specular pass, with the Glimmer’output shader applied, was added to the final image using the Softimage:XSI compositor to simulate the reflection of the specular light emitting from the wavelets.
    The image was output on an inkjet printer using archival pigment inks on etching paper. The work was produced on a Dell PC.

  • Animation & Video
  • Computer animation
  • 32 inches x 28 inches
  • UpDown Fall
  • Peter Hardie
  • SIGGRAPH 2006: Intersections
  • 2006 Hardie UpDown Fall
  • The work is based on a visual reaction to waterfalls in Ingleton, Yorkshire, England. The sensation is essentially that of fast moving white water enclosed within a dark environment of rock and trees. Attributes of interest are the movement and intertwining patterns of water, and the water’s shape and passage defined by the underlying rock structure, seen or unseen.

    The images are primarily monochrome, reflecting the lack of any strong colours within the water, other than a yellowish peat staining. The play of light reaching the water is weak and changeable. The en­vironment of rocks and trees was a secondary influence compared with the water and has been negated in the image, the waterfall defining the underlying structure.

    The camera pans up the waterfall in the left side of the image and down the waterfall on the right side of the image. The focus is on the interaction of the water movement and the pattern and spaces between.

  • The scene consists of models of the underlying rock structure over which the waterfall flows. These models are not directly visible, being black in colour.

    The waterfall is simulated using a particle system. The workflow entailed creating the particle emitter and its settings (rate, spread, and speed), and creating the particle type and its characteristics (colour, transparency, size, mass, shader, shadowing, and noise). Particular use was made of the Perlin noise function. The basic 20 particle shader was used for both efficiency and versatility. The work also involved creating obstacles and natural forces. A number of hid­den obstacles were used to control the water flow. Then the waterfall was lit with spotlights, and a camera pan was defined from the lower to the upper falls and the upper to the lower falls. Finally, the two camera sequences (up the falls, down the falls) were rendered and composited into a final sequence.

    The primary software tool was Softimage XSI V4.0.

  • Animation & Video
  • 3D computer animation
  • 44" x 24"
  • Yellow Boat
  • Peter Hardie
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The work is one from a series based on a visual investigation of the sensation of light and reflection on water. The series consists of computer, generated prints and computer, animated sequences. The primary intent is in realising the sensations evoked by the play of light on water. The colours and shapes generated by the movement of waves and ripples, the changing surface of reflections, the light bouncing of the water surface. The sensation of light on water generated by, specific rivers and seas at differing times of the year. The work explores the area between realism, exploring the tools now available in a 30 computer animation system for these purposes, and abstraction , looking at the aspects of colour, form and movement. The view is presented straight on to produce a flat perspective in line with the picture surface. The work is influenced by a number of ar.tists, primarily Monet and Bridget Riley.

  • The primary tool used in making the Yellow Boat image was
    the Softimage:XSI V3.0, three-dimensional animation system.
    Additionally, Adobe Photoshop was used to paint the sky image
    for reflection.
    • The scene consists of a grid for the water surface, a modeled boat, a semi-sphere for the sky, and a grid for generation of the caustics.
    • The grid (water surface) has waves and a number of fractal
    displacements applied to it to simulate waves and ripples.
    • The grid (water surface) receives caustics.
    • The semi-sphere (sky) has a painted image texture mapped to it to simulate a sky with light cloud.
    • The modelled boat has two colours applied and receives caustics.
    • The grid (caustics generator) has waves and a number of fractal displacements applied to if , and it transmits caustics onto the boat and water surfaces.
    • The scene is lit by three lights: one for the whole scene, one for the boat and one for the caustics generation utilising one million photons.
    The image was output on an inkjet printer using archival pigment inks on etching paper. The work was produced on a Dell PC.

  • 2D & Wall-Hung
  • Computer-generated print
  • 32 inches x 28 inches
  • Untitled
  • Peter Hildebrandt
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: IBM AT/Tektronix Stereoscopic Shutter
    Sftw: By artist

  • Installation
  • Interactive Stereoscopic Display
  • Intervals
  • Peter Horvath
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Formally, I see myself as a participant and investigator in the realm of new media art as it exists on the web. In its binary aspect , the web mirrors the process of choice-making by which we navigate our environments, making it an ideal medium to discuss issues relating to the realm of subjective experience. Conceptually, my work derives from and revolves around my unchanging curiosity about the nature of
    identity and consciousness. To me, identity is related to and generated by what belongs to the spectrum of one’s history: subjective or objective, microscopic or macroscopic, private, familial, and sociopolitical. Through my work, I attempt to address the difference between conscious and subconscious identity and drives. In the frontier world of web technology I have found a medium that encompasses and expands the lush, pluralistic, and multi-layered qualities of my previous Dada-inspired photomontage work. Freed from the restricting two-dimensional context by technological advances, I engage in fragmented narratives and sub-narratives that form and reform as multiple windows open and close. I orchestrate layers of history, including journal entries, sketches, written records, video, photographs, music, voice, and general sound loops, resulting in a atmospheric investigation into states of being.Intervals explores a series of characters whose investigation of self and identity unfold and elide through a sequence of cinematic interludes. Hovering through an amorphous landscape, we begin by observing the mirror images of four animated figures. At once seductive and elusive, these portraits successively expose their most intimate selves through accounts of lost innocence, fear of the unknown, masculine ritual, and the mystery of love. Here identify is subject to slippages, distortions, and filmic alter egos that mimic and echo their subjects’ memory.

  • Interactive & Monitor-Based
  • Web-based art
  • Hermetically Sealed
  • Peter Leighton
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Leighton: Hermetically Sealed
  • In our haste to claim the future, we deny the present moment only to find its tattered remnants later emerging from the shadows in a series of endless loops of endings and beginnings scrawled onto the walls of primitive caves encoded into the structures of digital files’ alphas and omegas and the artist within each of us locked in the eternal struggle to draw meaningful connections between ourselves and the Great Mystery beckoning to us just beyond the edges of the paint.

  • 2D & Wall-Hung
  • 24 in x 18 in
  • connection and digital imagery
  • One Hand Clapping
  • Peter Leighton
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Leighton: One Hand Clapping
  • In our haste to claim the future, we deny the present moment only to find its tattered remnants later emerging from the shadows in a series of endless loops of endings and beginnings scrawled onto the walls of primitive caves encoded into the structures of digital files’ alphas and omegas and the artist within each of us locked in the eternal struggle to draw meaningful connections between ourselves and the Great Mystery beckoning to us just beyond the edges of the paint.

  • 2D & Wall-Hung
  • 18 in x 24 in
  • connection and digital imagery
  • ItSpace
  • Peter Michael Traub
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • In the first version of ItSpace (2007), artist Peter Traub subverted the convention of the online social network by creating nine profile pages on the web site MySpace that featured everyday objects from his house. Each page had a photo of an object, a description, and, most importantly, a one-minute piece of music composed of recordings of the object being struck and resonated in various ways. The objects were “friends” with each other, and visitors to the site were invited to create new ItSpace pages to friend the existing ones. In the physical version of ItSpace, the original nine objects are brought partly back into the physical world through photographs affixed to backing boards. Each photo board has a push-button embedded in the featured object. When a visitor presses the button, it triggers a one- to two-minute remix of the object’s sounds in real time. No two remixes are the same, and visitors may press multiple buttons and combine objects to create a collage. From an interface perspective, the interactive possibilities are limited by the push-button switches – similar to how interaction and control on a site like Facebook or MySpace is limited within the tightly controlled confines of the commercial social network. In both the online and physical versions of ItSpace, Traub says, “I want visitors to learn something about me that could not fit into the limiting format of a personal profile. Instead, they encounter a collection of objects from where I live and listen to how I treat those objects musically and aesthetically. ItSpace traces connections, imagined and real, between me and these objects in my home, telling the viewer/listener about the space in which I live in a way that language cannot convey.”

  • 2D & Wall-Hung
  • photographs, backing board, music
  • Data Stones
  • Peter Nelson
  • SIGGRAPH Asia 2018: Forcefields
  • 2018
  • I have appropriated big data processing tools to turn my electronic footprint into abstract, poetic noise. I use statistics from my online conversations to drive procedurally generated stones. I offer these Data Stones as reflections on mass data collection, as well as sites of projection and speculation on random noise.

  • 2D & Wall-Hung
  • Direct Feed
  • Peter Patchen
  • SIGGRAPH 1999: technOasis
  • 1998
  • Thwak! When a proto-human struck a stone against another to fashion a tool 2.5 million years ago, our physical, cultural, and technical evolutions were fused forever. Today’s technology functions as it does because of who we are, and, ultimately, our culture becomes its operating system. The recontextualized current and prehistoric images and symbols in the series Instinctive Technology explore the relationship between our cultural and technological heritage. This work is a direct reference to the human experience of becoming a part of a visual history, much like the ancients returning to a single place to add imagery to that of their ancestors.

  • 2D & Wall-Hung
  • Iris Print
  • 15 inches x 32.5 inches
  • culture, iris print, and technology
  • Injection Point
  • Peter Patchen
  • SIGGRAPH 1999: technOasis
  • 1998
  • Thwak! When a proto-human struck a stone against another to fashion a tool 2.5 million years ago, our physical, cultural, and technical evolutions were fused forever. Today’s technology functions as it does because of who we are, and, ultimately, our culture becomes its operating system. The recontextualized current and prehistoric images and symbols in the series Instinctive Technology explore the relationship between our cultural and technological heritage. This work is a direct reference to the human experience of becoming a part of a visual history, much like the ancients returning to a single place to add imagery to that of their ancestors.

  • 2D & Wall-Hung
  • Iris Print
  • 15 inches x 32.5 inches
  • culture, iris print, and technology
  • Listening to the past
  • Peter Patchen
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Patchen Listening
  • 2D & Wall-Hung
  • Computer, wood, plaster, acrylic, laser printer - Triptych
  • 6 x 6 x 1.5 inches (each)
  • Unbounded Ingress
  • Peter Patchen
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Computer, wood, plaster, acrylic, laser printer
  • 9.75 x 11.25 x 1.75 inches
  • BLUE- 2004
  • Peter Petersen
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • So far, music has been for the ear. This animation is music for the eye. It is a synesthetic experience, like viewing the arboreal lights.

    Basically, it is an animated painting. No “sto .” But something to be stared at right from the beginning and then to the very end. But an example of something, and I hope I have many colleagues still in the same domain, showing their works on the wall and on even bigger screens. In the future and for our convenience, we will be able to choose a book, a CD with music, or a DVD like this one.

  • Animation & Video
  • Animation
  • Length 5:00
  • The Hunt for Butterflies
  • Peter Schmitt
  • SIGGRAPH 2015: Hybrid Craft
  • 2006-2010
  • 2015 Schmitt, The Hunt for Butterflies
  • This work uses CAD, CNC machine tools, wood, plastic, metal, electronics, and mechanics to “explore the question of how computational methods, machine tools, and fabrication resources can be used outside the paradigm of application, function, purpose, and profit… What would a machine look like and how would it move if it is made as an artistic expression in a culturally relevant context rather than a purely economic one?”

  • 3D & Sculpture
  • CAD, CNC machine tools, wood, plastic, metal, electronics, and mechanics
  • The Gold Triptych-Artifacts from an Alien Religious Site, Chaos (left panel)
  • Peter Schröder
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Connection Machine System 2, Matrix film recorder.
    Software: Artificial Evolution software by Karl Sims.

  • 2D & Wall-Hung
  • Photographic print
  • 30 x 37.5
  • Shift 31
  • Peter Struycken
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Animation & Video
  • 1 minute (excerpt)
  • Bob
  • Peter Voci
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Voci Bob
  • Hardware: DEC Micro PDP-11, Iris 3024 printer
    Software: Images II + (C.G.L.)

  • 2D & Wall-Hung
  • ink jet print panels
  • 59" x 48" in.
  • Displayscape
  • Peter Voci
  • SIGGRAPH 1987: Art Show
  • Voci: Displayscape
  • Hdw: DEC Micro-PDP 11
    Sftw: CGL

  • 2D & Wall-Hung
  • 48" x 61"
  • Marilyn
  • Peter Voci
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Voci Marilyn
  • Hardware: DEC Micro PDP-11, Iris 3024 printer
    Software: Images II + (C.G.L.)

  • 2D & Wall-Hung
  • ink jet print panels
  • 20" x 17" in.
  • Photomask #2
  • Peter Voci
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Print
  • 20 x 30 inches
  • Photomask #4
  • Peter Voci
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Print
  • 20 x 30 inches
  • Random Face Generator
  • Peter Voci
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: DEC Micro PDP-11
    Software: Images II+

  • Animation & Video
  • VHS videotape
  • 3'00"
  • A Desert Network: Lake Tahoe to Pyramid Lake
  • Peter Whittenberger
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • A Desert Network: Lake Tahoe to Pyramid Lake uses the hydrologic cycle of the Great Basin to consider the critical influence of water on all landscapes. Specifically, the work focuses on the water way of Lake Tahoe to Pyramid Lake, through the Truckee River. I see this hydrologic cycle as a metaphorical local network that supports all native life, regardless of time or species. The water serves as the data stream that supports the local network. I’m using the metaphor of a local network and a hydrologic cycle to represent the interconnected nature of water to all life.

  • Animation & Video
  • http://www.peterwhittenberger.com/desertNetwork.html
  • Conglomerate Distortions
  • Peter Williams and Sala Wong
  • SIGGRAPH Asia 2015: Life on Earth
  • 2015
  • 2015 Williams, Wong: Conglomerate
  • Conglomerate Distortions is a series of immersive, stereoscopic animations that utilize collaged omnidirectional photography and sound to explore how we recalibrate ourselves to globalized, conglomerate realities, and how the notion of “immediate surroundings” is changing in the age of augmented reality and locative media.

    This project’s presentation at SIGGRAPH Asia 2015 is supported in part by the School of Art and Design, Indiana University Bloomington and the Department of Art and Design, Indiana State University.

  • Animation & Video
  • Wandering World
  • Peter Williams and Sala Wong
  • SIGGRAPH Asia 2017: Mind-Body Dualism
  • 2017 Williams, Wong: Wandering World
  • Wandering World is an interactive installation that utilizes responsive sound, stereoscopic and multichannel projection mapping, three-dimensional, 360-degree animation and helium balloons with whirling images of flowers in suspended states of bloom, representing a desperate and self-defeating attempt at obliterating our perpetual states of distraction.

  • Installation and Interactive & Monitor-Based
  • Post Global Warming Survival Kit
  • Petko Dourmana
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2008
  • Post Global Warming Survival Kit is a low-light, infrared installation set in a post-apocalyptic world where a nuclear winter condition has been created as a radical solution to the problems of global warming and climate catastrophe. Viewers are initially confronted with a space seemingly empty except for a lone dwelling. Only after using the night vision devices provided are viewers able to perceive the desolate coastal landscape displayed as an infrared video projection. In this world, the sun’s life-giving rays are unable to reach the surface of the Earth, resulting in permanent twilight. Without the aid of technological augmentation, we would be blind. In the dwelling, viewers are charged with watching the sea. Survival aids and communications technology have been provided. The suggestion is that this coastal outpost is one of many.

  • Installation
  • infrared video projection, mixed media
  • Rebirth of the VooDoo Child
  • Petra Evers
  • SIGGRAPH 2001: n-space
  • 2001
  • This image is based on an explosion of rolling heads and growing sea anemones.

    Randomness made a universe, a sense of beauty, and an awareness of time.

    This image is created with a 3D software program. Nothing has been scanned, no photography captured from our world has been used. The light and depth of this image are important elements to give this computer-generated work the weight and the vibrating warmth of the classic art forms in an otherwise cold and synthetic media.

  • 2D & Wall-Hung
  • Colorscan printing paper
  • 3D image, nature, and time
  • Uzume
  • Petra Gemeinboeck, Roland Blach, and Nicolai Kirisits
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Gemeinboeck: Uzume
  • Uzume (“whirling”) is named after a Japanese Shinto goddess who lured the sun goddess Amaterasu out of the cave where she was hiding. The interplay between Uzume‘s immediate response and willful behavior shapes the relationship between the visitor’s self and the virtual “other.” Yet the dialogue with the strange, whirling opposite also shows its ambiguous nature. Uzume thus explores issues of identification, reflection, and control in relation to immersive computer-controlled systems.

    In Uzume, a sensitively responsive, dynamic environment surrounds and immerses visitors, unfolding the communicative nature of an abstract virtual entity. Because visitors are not able to control their surroundings, they need to develop a playful dialogue in order to get acquainted with the opposite. The interface becomes more or less opaque. Engaging and exploring, visitors repeatedly cross the otherwise transparent borderline between their play and the underlying control system.

    Uzume bridges past and present as the abstract structure grows in relation to time and space, and is drawn purely by sequences of spatial transitions. Its unpredictable gestures evolve based on spatial representations of the temporal behavior of nonlinear chaotic systems, so called “strange attractors.” Moving within the physical projection space and gesturing with their arms, visitors are able to traverse and explore the various states of the system. All of these configurations develop irreversibly and shape an individually actualized, unique moment. Both, the visitor and the whirling opposite are embedded in a viscous fluid-like force field that becomes subtly transformed by the physical presence of the visitor. Uzume‘s sonic response, shaped by spatially moving sounds, develops individually modulated, tenuous passages along the traces of the visitor’s movements.

    Uzume‘s world is bound to its physical projection space; there is no navigation. As visitors move physically around the projection, they affect Uzume‘s current state. There’s an almost tangible quality to this projected virtual world, in that the underlying, invisible fluid-like “medium” sensitively responds to every movement and viscously transforms the visible surroundings.

    The technological possibilities and limitations of the immersive, real-time stereo projection system of the CAVE, as well as its effect on human perception become an integral component of Uzume‘s realization. The most interesting quality of this system is the integration of its inhabitant in the evolving progress. The “observing” (tracking and processing) capability of the computer-controlled system permits the viewer to be “present” and involved. Due to the system’s attentive and responsive qualities, the dialogue between the visitor and the environment inherently evolves in a state of mutual influence.

  • The whirling appearance of Uzume is based on the idea of a space that grows and changes dynamically over time, and is “drawn” purely by movement.

    Participants are challenged to “communicate” with their movements and thus motivate their opposite to respond. It is fascinating to observe what a “lively” character the unpredictable behavior (of the chaotic system) can assume.

    After Aristotle, the dialectic of matter and space appears in the movement. Movement is the material aspect of time, and there is no time without a subject. The material aspect of time thus also determines a formal aspect.

    Oliver Sacks describes chaos as referring to systems that are extremely sensitive to the smallest, partly infinitely small, modifications in their initial conditions, and the status of such systems quickly becomes unpredictable.

    Michael Heim’s interpretation of the ancient Greek term “prosopon” (face facing another face) describes two faces that make up a mutual relationship, in that one face reacts to the other, and the other face reacts to the other’s reaction. The relationship then creates a third state of being that lives on independently.

    Heinz von Foerster says in “Wahrnehmen wahrnehmen” (perceiving perception) that it is the variation of what we perceive, generated by movements, that enables us to experience three-dimensionality.

    In “Medien-Zeit-Raum” (media-time-space), Goetz Grossklaus states that time becomes the actual medium of each computer-generated simulation. Cybernetic space (cyberspace), the space of action and movement, is nothing more than a time field.

    Metaphoric spaces of virtual environments are not technologically constructed, but rather shaped by the memories, emotions, and social context of their inhabitants.

    In 1964, Stanislaw Lem described the “phantomatic machine” and stated that the phantomatic effect can be considered “art with feedback” that enables the former recipient to become an active participant, a hero.

  • Installation and Interactive & Monitor-Based
  • virtual environment
  • abstract, reflection, and virtual environment
  • Hylozoic Soil
  • Philip Beesley
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2009
  • Hylozoic Soil is a visually arresting and complex installation. Quivering to life as viewers enter into its midst, this beguiling piece is made up of a network of micro-controllers, proximity sensors and shape-memory alloy actuators. Hylozoic Soil offers layers of intriguing individual and group behaviors. Building upon simple motions embedded within individual elements, turbu-lent wave-like reactions are produced. Using its tendrils, fronds and bladders to lure visitors into its seemingly fragile web of laser-cut acrylic matrices, this work blurs the distinctions between organism and environment. Inspired by the physical behaviors and mechanisms of coral reefs, this artificial assembly evokes natural forces to simulate life. As the title suggests, matter and life are deemed inseparable in this work, which plays on the botanical and philosophical implica-tions of rhizomatic structures. Operating at the intersections of architecture, design, electronics, engineering, informatics and art, Hylozoic Soil is a visceral experience exploring the nuanced relationship between the biological and the artificial.

  • Installation
  • micro-controllers, proximity sensors and shape-memory alloy actuators
  • Untitled #3
  • Philip Casamayor
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Iris print
  • 17 x 11 inches
  • At the Iron Skillet
  • Philip Field
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Field: At the Iron Skillet
  • I consider the computer print to be one of the great technological advancements in the long history of traditional printmaking. Many of my prints, such as She Who Rides The Lion, start out as part of my “daily diary”‘ a simple pencil drawing done each night on a 4-inch-by-6-inch index card. Most of them include a red creature called Wrathhuesos, which represents my wife, and a Bear figure that represents myself. There are an additional eight to 10 characters that make up my “family.” The best of them are scanned into the computer, and the artistic development and decision making takes place within the context of Painter and Photoshop, and the opportunities and serendipity of the digital world. I use a Wacom drawing tablet to “paint” and develop them, and print on an Epson 1520 color inkjet printer.

  • 2D & Wall-Hung
  • 16 in x 20 in
  • digital painting, digital print, and life
  • Dialing Home
  • Philip Field
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Field: Dialing Home
  • I consider the computer print to be one of the great technological advancements in the long history of traditional printmaking. Many of my prints, such as She Who Rides The Lion, start out as part of my “daily diary”‘ a simple pencil drawing done each night on a 4-inch-by-6-inch index card. Most of them include a red creature called Wrathhuesos, which represents my wife, and a Bear figure that represents myself. There are an additional eight to 10 characters that make up my “family.” The best of them are scanned into the computer, and the artistic development and decision making takes place within the context of Painter and Photoshop, and the opportunities and serendipity of the digital world. I use a Wacom drawing tablet to “paint” and develop them, and print on an Epson 1520 color inkjet printer.

  • 2D & Wall-Hung
  • 16 in x 20 in
  • digital painting, digital print, and life
  • She Who Rides the Lion
  • Philip Field
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Field: She Who Rides the Lion
  • I consider the computer print to be one of the great technological advancements in the long history of traditional printmaking. Many of my prints, such as She Who Rides The Lion, start out as part of my “daily diary”‘ a simple pencil drawing done each night on a 4-inch-by-6-inch index card. Most of them include a red creature called Wrathhuesos, which represents my wife, and a Bear figure that represents myself. There are an additional eight to 10 characters that make up my “family.” The best of them are scanned into the computer, and the artistic development and decision making takes place within the context of Painter and Photoshop, and the opportunities and serendipity of the digital world. I use a Wacom drawing tablet to “paint” and develop them, and print on an Epson 1520 color inkjet printer.

  • 2D & Wall-Hung
  • 16 in x 20 in
  • digital painting, digital print, and life
  • Spring Cleaning
  • Philip Field
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Field: Spring Cleaning
  • I consider the computer print to be one of the great technological advancements in the long history of traditional printmaking. Many of my prints, such as She Who Rides The Lion, start out as part of my “daily diary” a simple pencil drawing done each night on a 4-inch-by-6-inch index card. Most of them include a red creature called Wrathhuesos, which represents my wife, and a Bear figure that represents myself. There are an additional eight to 10 characters that make up my “family”. The best of them are scanned into the computer, and the artistic development and decision making takes place within the context of Painter and Photoshop, and the opportunities and serendipity of the digital world. I use a Wacom drawing tablet to “paint” and develop them, and print on an Epson 1520 color inkjet printer.

  • 2D & Wall-Hung
  • 16 in x 20 in
  • digital painting, digital print, and life
  • IN THE SWEET BYE & BYE SL (a Second Life installation)
  • Philip Mallory Jones
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • IN THE SWEET BYE & BYE SL (a Second Life installation) is a fusion of visual art, literature, and digital media that composes an immersive memoir. It is a dialogue between traditional and contemporary creative and cultural practice, themes, and threads derived from personal and family anecdotes, African-American/Diaspora lore, and allegories that reside deep in the human psyche. It is a continuation of my four decades of art-making and research, and my creative collaborations with poet/novelist Dorothy Mallory Jones, my mother. IN THE SWEET BYE & BYE SL illuminates a process of migration, transformation, and convergence of concepts and designs through technologies and temporal terrains. It is part of a larger project that also includes a real-life gallery installation and a limited-edition portfolio book.
    Developing IN THE SWEET BYE & BYE as an immersive environment in Second Life marks a paradigm shift in vision. It begins my investigation of narrative compositions that are to be read in three dimensions: the XZ plane (normal text reading), the Y plane (reading layers in depth), and the time plane (memory). My process is intentional and intuitive. It derives from the shared language of family and cultural heritage, and the retained secrets of ritual practice. My work is intended to serve the function of the ritual mask, as the membrane interface of the seen and unseen worlds. It is alchemy, a catalyst of transformation, releasing hidden qualities in the mundane.

  • IN THE SWEET BYE & BYE SL is a synthesis of 2D digital paintings and photo/image collage compositions, 3D digital models, animation, video, sound scapes, and text in the immersive, real-time, online environment of Second Life.

  • Interactive & Monitor-Based
  • Immersive, interactive Second Life environment
  • LISSEN HERE!
  • Philip Mallory Jones
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • LISSEN HERE! is an evocation of African-American life and culture. It is a hymn of nuanced harmonies and discords, a blending of voices, some sweet, strong, and leading the way, others rough, off-key, and wandering. “This book began life as a meld of black history and a celebration of black womanhood. It is factual, anecdotal, autobiographical. It is born of remembered snatches of my own, and anybody else’s family lore; of provocative family nicknames; of the knotted, worked-out hands of my grandmother, folded so patiently in her lap. It is the fruit of a lifetime of standing back and watching the relentless energies of a race of stricken people, steadily galvanizing toward liberation. It is listening, always listening, to the cadence, the flow, the pungent getting-to-the-heart of it, that is our speech.” — Dorothy Mallory Jones LISSEN HERE! was composed with several audiences in mind. The first is ourselves, our conversation, a play of words and images that resonate in each of our cores. Our intention was to speak clearly, simply, and without equivocation, to the truths we know. This we could do because of our shared language, experience, and perspective. Though separated by a generation, gender, and the particularities of our lives, we are both of the South Side, and the extended neighborhood that reaches into the Mississippi Delta, Kentucky, the Carolinas, rural Ohio… If we can truly express our selves, then we can also speak to the other audience, those for whom these are not retellings of family lore, heard while eavesdropping on the grownups talking in the kitchen.

  • Artist Book
  • Giclée print portfolio book, 50 pages, limited edition (100)
  • 19 inches x 13 inches
  • 4:3
  • Philip Morton
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Morton 4-3
  • Hardware: Datamax UV-1 computer, Axiom printer
    Software: Zgrass

  • 2D & Wall-Hung
  • Printer drawing
  • 15 x 24 in.
  • printer drawing
  • Aluminum
  • Philip Morton
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Hardware: Datamax UV-1 Zgrass computer, Axiom video printer

  • Animation & Video and Installation
  • Video printer installation
  • 12 x 8 ft.
  • abstract
  • Legs and Linoleum
  • Philip Pearlstein
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Image Not Available
  • Installation
  • Watercolor on paper
  • 30 x 41.5 in
  • Philip Pearlstein Draws the Artist's Model
  • Philip Pearlstein
  • SIGGRAPH 1986: A Retrospective
  • Image Not Available
  • Installation
  • Videotape
  • 86min
  • Ascenser
  • Philip Sanders
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Sanders: Ascenser
  • This panorama series explores culture and consciousness, especially the relationship between preconception, perception, and meaning. These are photographic/painted constructions composed of interrelated images, an extension of painting into four dimensions. They present a dialogue between an individual viewer and external realities, juxtaposing actual-seeming places and things with conceptual, archaeological, and painterly images. Although some parts of the panoramas seem to present a photographic realism, everything has been constructed or revised digitally, with the revisionary process an explicit aspect of the overall process. Meanings are developed in conjunction with viewers’ expectations and responses, creating a resonant framework in which the artist mediates between the external world and the artwork, and the artwork mediates between the artist and the viewer.

    Traditionally, paintings are built up layer by layer, each successive layer superseding and covering what came before. There is a regret for what is lost, an interest in the dynamic permutations of the process, the archaeology of a painting. New technologies enable work that utilizes collage, montage, and vision in motion. With digital image creation, an artist can save multiple stages of the work and composite them together. Extending this temporal process along a spatial axis gives a viewer the ability to explore and recreate this process of creation via a temporal/spatial record of the work.

  • 2D & Wall-Hung
  • 8 in x 28 in each
  • consciousness, culture, and perception
  • HT/TB:(ATCWED): Home Theater/Tower of Babel: (After Tatlin Crick and Watson Étant Donnés)
  • Philip Sanders
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • Interactive & Monitor-Based
  • NYC night/samurai
  • Philip Sanders
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • The Hyperaesthesia and PostHyperaesthesia panoramas explore the relationship among perception, preconception, and meaning. They are constructions of interrelated virtual worlds, individual panoramas that extend painting into four dimensions. These two series present a dialogue between an individual’s internal views and physical or social realities. They juxtapose actual-seeming places and objects with conceptual, archaeological, and painterly images. Although the Hyperaesthesia panoramas seem to present a photographic realism, everything has been constructed or revised with digital techniques; the PostHyperaesthesia series explicitly works with this revisionary process. Extending this temporal process along a spatial axis gives a viewer the ability to explore and recreate the process of creation. The idea is to create a metaphor that acts as a resonant framework that mediates among the external world, the artist, and the viewer.

  • Augmented Reality/Virtual Reality
  • Hyperaesthesia and PostHyperaesthesia: Hyper-3D Paintings in QuickTime VR
  • perception and virtual reality
  • Polloi
  • Philip Sanders
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Polloi is a series of modular prints taken from Koi, an interactive p anoramic painting that investigates the relationship among the perceptual, phenomenal, and conceptual worlds. The panorama is a digital sy nthesis of realistic and abstract imaging from digital painting, video, and photography. It draws on art references as diverse as abstract expressionism, color-field painting, sumi ink painting, magic realism, and surrealism. It is partly derived from a series of digital photos and video taken at the Jacques Marchais Tibetan Museum. The process I used to create each individual image was first to create the OTVR panorama, Koi, and then to use a Quick Time viewer to interactively determine the zoom factor, tilt, and pan of each composition. These individual compositions taken from the original Koi panorama were then saved as individual files and printed using an archival inkjet printer. The Polloi series is modular and scalable. Each installation is selected from a series of compositions chosen in a process that mirrors the way a viewer would explore the original OTVR panorama. The number and size of the individual prints and the arrangement of the grid of prints is variable, dependent upon the specific site chosen and its aesthetic and environmental requirements. I find it aesthetically and conceptually pleasing that the process of composing an installation of prints echoes the process of creating the original panorama. Both processes are digital, although with widely varying resolutions and different, yet modular, picture elements

  • The panorama was composed from digital imaging media, including digital painting, digital photography, and digital video. The image files were then composited in a QTVR authoring program. The final Koi panorama was used to create the many individual compositions that make up the modular and scalable Polloi series. Since Polloi is digital, it does not have a fixed size or resolution, either for the individual
    images or for each installation of a series of prints. Each installation of the work is site specific, determined by various environmental and aesthetic factors. The idea of resolution for each individual print image is standard (how many pixels high and how many pixels wide the image is). The resolution for an entire Pol/oi installation is similar
    conceptually, except that each “pixel” is an individual print. One installation might be composed of a 4 x 4 grid of prints, while the next might be a 16 x 4 grid of prints, and another might be a 32 x 1 grid (or line) of prints.

  • 2D & Wall-Hung
  • Digital images - inkjet prints
  • Studio
  • Philip Sanders
  • SIGGRAPH 2006: Intersections
  • 2006 Sanders Studio
  • Interactive media are the most recent in a long series of technologies affecting culture and art. Artistic expression, communication, and technology have mutually influenced each other’s development since the rise of modern human culture about 30,000 years ago. From prehistoric times until now, artists have used their workshops to develop connections between the production of art, current technology, and cultural communication.

    Studio is a networked interactive piece that combines digital media including Quick Time VR panoramas, digital video, audio, and stills. It is a meditation on relationships among art, culture, and technology that lets viewers interactively explore associations connected with a studio. The piece incorporates a wide range of technology, from painting, construction, and photography through networked virtual spaces. Studio contains references to different types of artistic and technical work, such as rock art, various eras of painting, Dada, Surrealism, and Cubism, as well as contemporary workflows.

    Viewers can navigate QuickTime media from the main system or remote networked computers. These interactions are displayed simultaneously on all logged-in systems. Viewers can pan 360 degrees around a panoramic view, look up and down, and zoom in or out, and follow links to other digital media. The software negotiates differing levels of control between viewers at the primary computer and viewers who are connected across the network.

  • Studio was produced using digital sketching, painting, 2D and 3D imaging, image editing/processing, photography, and video. Authoring consisted of construction of interactive Quick Time media including QTVR panoramas, creation of an interactive user interface, and implementation of network and server technology.

    For networked interactions, Flash is embedded in an HTML file and communicates via XML packets through a server. This triggers JavaScript functions that talk to QuickTime media on each page, resulting in communication among and simultaneous effects on all systems.

  • Rob LaPlaca and Nick Sarnelli
  • Interactive & Monitor-Based
  • Interactive networked digital media
  • Tengami
  • Philip Tossell, Jennifer Schneidereit, and Ryo Agarie
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Tossell: Tengami 4
  • Tengami is an atmospheric point & touch adventure game set inside a Japanese pop-up book. Flip, fold, slide and pull parts of the pop-up book world to solve puzzles and discover secrets.

    Explore the Japan of ancient dark fairy tales in this first of its kind pop-up book adventure.

  • Christiaan Moleman, Riko Agarie, and David Wise
  • Interactive & Monitor-Based
  • https://www.tengami.com/
  • ziggi1
  • Philip Wetton
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • I had been making traditional prints for 30 years when I was introduced to digital imaging. My attitude toward images and image making has been dramatically changed. The possibilities are infinite …

  • Image produced using Adobe Illustrator. Printed on Epson Stylus Pro 7600 with Ultra Chrome inks on Sumerset Velvet.

  • 2D & Wall-Hung
  • Giclee print
  • 23 inches x 24 inches
  • Snail Trail
  • Philipp Artus
  • SIGGRAPH 2012: In Search of the Miraculous
  • 2011
  • The concept for the animation stems from Artus’ reflections on the processes of exponential evolutionary acceleration in different periodic ages, Darwin’s theory of evolution, and the manner in which environment influences our own communication and behavior.

  • Philipp Artus’ snail trail is a 360-degree laser animation loop projected onto a column. The two-minute animation relates the story of a snail which, in response to its environment, keeps evolving new means of locomotion, ultimately inventing the wheel and eventually devolving back to its original form. The projection surface is made from a phosphorescent material creating an afterglow that slowly fades out. As a result of the phosphorescent trails, viewers can simultaneously see what happens, what has happened, and what will happen. This reflection on
    time is elaborated further through the endlessly cycling structure of the work as well as through the recurring pulse of sound and light, which refers to periodic natural phenomena like the tides or the seasons.

  • Animation & Video
  • Laser animation
  • Hildapromenade 4
  • Philipp Engelhardt
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • Philipp Engelhardt’s Hildapromenade 4 installation visualizes the magical “in-between” of a set of photographs from a photo album he found on the street. The piece combines 3D technology and animations with the eight original Polaroid images to allow the spectator to enter the world of the woman shown in the pictures, narrating her story in a new context. Engelhardt uses his own graphical material in combination with the existing images to create his effects. In this way, the images are combined, reconstructed, and repeated so they can be seen in a new context on their own. To the observer, the visible alterations in the pictures are not immediately apparent; the manipulation is seen as the reality which the interface superposes. Engelhardt describes the piece’s impact: “Hildapromenade 4 reflects upon the value of the memories brought together in a photo album. At a time when photographs are increasingly stored on hard drives, and thus seem ever more elusive and intangible, it raises the question of which stories are able to be discovered in such often-unstructured visual material.”

  • Installation
  • 3D technology and animation, Polaroid photos
  • Dream Flight
  • Philippe Bergeron, Daniel Thalman, and Nadia Magnenat-Thalman
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Hardware: CDC Cyber, Tektronix 4027, Gradicon digitizer

  • Animation & Video
  • Film 16 mm, color/sound
  • 14 minutes
  • dreams
  • À tort ou à raison
  • Joris Clerté and Philippe Massonnet
  • SIGGRAPH 2006: Intersections
  • 2006 Clerte Massonnet À tort ou à raison
  • Three people talk around a restaurant table, and what appears to be a static drawing on the table comes alive and begins to sing. Although the animated characters are simple line drawings, they express emotion and help convey the meaning of the song. Á tort ou á raison uses a combination of live action and 2D animation.

  • Animation & Video
  • Art animation
  • 3:02
  • Mnemonic Notations
  • Phillip George and Ralph Wayment
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 George Wayment Mnemonic Notations
  • Mnemonic Notations explores the process of mem­ory inherent in all humans. It responds to the presence of a visitor by altering the form and structure of the environment – in effect creating an entirely new image. The visitor’s choic­es are remembered by the machine, and images travel to a new layer as the participant navigates through the pro­gram. So while the visitor remains in the Mnemonic Notations environment, the interaction between computer and human memory gradually generates new layers.

    The interactive structure of Mnemonic Notations reflects the relationship between man and the land. The overall struc­ture of the routes through the work is based on the early Buddhist doctrine of creation by causes, which describes the circular or spiralling process of birth, growth, death, decay, regeneration, and rebirth. The images in the interactive work are no longer separate, individ­ual works, but links in an end­less circular or spiralling chain. Four of these chains are positioned parallel to each other, and the participant’s spiralling route through the work is determined by the choices made in navigating through the 12 layers of graphics and animations that are linked by the interactive chains. Each layer has been deconstructed into at least eight node-groups, which are separate destina­tions within a layer represented by different interfaces, graph­ics, and animations. While node-groups may look like a single graphic, they are in fact deconstructed into up to 24 individual nodes, each of which is a clickable interactive “hot­spot”. Selecting a node triggers an animation, transformation, or relocation to another.

    The routes through these maze-like node-groups of graphics and animations are structured so as to mimic and explore the processes of mem­ory. Details of a layer are seen clearly, but the image of a whole layer is so reduced in size as to be unclear. Details of future and past layers are clear­ly seen, but the totality of the evolution and devolution of the work is an image that is only fully developed in the participant’s memory. There are distractions, unasked-for intrusions, flashes of new perception as images invert or blend into their future and past forms, curiosity about what details will be revealed, frustra­tion as animations and graph­ics that are meaningful to a participant cannot be revisited without risking moving on to another layer, and a gradual understanding and acceptance of the totality of the work.

    The work is paced to reflect genesis, growth, decay, mem­ory, and imagination rather than technology. It is designed to calm and illuminate rather than excite.

  • Interactive & Monitor-Based
  • virtual environment and memory
  • Headlands Mnenmonic Notations
  • Phillip George
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 George Headlands Mnenmonic Notations
  • Installation and 2D & Wall-Hung
  • Installation view
  • Mnemonic Notations
  • Phillip George
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 George Mnemonic
  • TEXT BY GEORGE ALEXANDER

    MEMORY

    Can you remember what memory was? When your head was your hardware. A writhing sea of neurons kept constantly busy inventing what happened. You kept the past alive-images and words in your brain, on a island called In the Beginning or Once Upon a Time. On it you kept track of everything that existed. You knew maybe a hundred names of family and friends and the powerful. Beyond the island was wilderness no telling what creatures lived there, between reality and imagination. Fascinating and terrifying. Now the faces in the memory bank are public personalities, familiar strangers: people in Reebok ads, veejays and deejays, game-show hosts, the sons and daughters of game-show hosts. On talk shows people talk about others on other talk shows. People hold up placards for applause and you wish you could be there laughing along with them all on the Steve Vizard show. Nostalgia for the present in a culture of permanent playback. There is no there there.

    HISTORY

    Dragged along by the current of time what a hullabaloo of history what shrieks, blood, kettledrums: homes flattened, statues toppled and empty ornaments curling in intense heat, melted telephones, the charred stumps of date palms, ledger pages flapping in the wind. The weightless narratives and heavy weapons that make up history, our history. Pages swirl into heaps there’s Paul the tentmaker of Tarsus spreading Christendom, and before that Pax Romana, and before that on that Meditteranean littoral, the cutting edge of the Fertile.

    Crescent, Saladin the Kurd met the Crusaders, who were thrown back on Famagusta in Cyprus and later had swarthy Othello for governor. When any educated European would study Maimonides, Ibn Arabi, or Averroes. When Baghdad was Rome. Ottoman and Venetian architectures overlay the traces of Macedonian Greek and Caliphate Arab. Phoenicia, Petra, Baalbek, Gaza, Jerusalem, Alexandria, Damascus, Aleppo the birthplaces of primitive schismatic Christianity.

    Before that the Palace of Knossos, and before that animal muzzles rowing impassively beneath a sea of peat. In the beginning there was no word. Two thousand million years to form lips, to give me these stubby, grubby fingers with which to write: HOMO (soi disant) SAPIENS.

    Then writing: stelae, cuneiform rolls, papyri, books. Then maps, diagrams, architectural blueprints, geometric formulas.

    Cultures-Celtic, Greek, Tantric working overtime for millenia to sustain by ritual and rote a collection of data that would have fit comfortably on a couple of CD-ROM discs.

    TOTAL RECALL

    Today the tools of global integration the satellite media net, the multinational corporation have created a genre of art style called technological sublime. It brings together wireheads, lit profs, psychologists, visual artists, slippery post-structuralists, SF writers, liquid architects, creative types on military payrolls, and cyberslackers. The mystic urge for total awareness and information control is as old as the Memory Theatres of Ramon Lull and Giordano Bruno. These were charts, systematized wheels of all available knowledge, celestial and terrestrial, run by mathematics. Now this urge is being actualized in Internet that sprawling octopus of millions of computers swapping documents, providing data services, sharing bulletin boards; also MUDS (Multi-user dimensions) where role playing Daggers and Dungeons are as allegorical as Dante’s Divine Comedy (1300), and allow users to explore as pace with a specific and expandable cartography: caverns, forests, sleazy bars.

  • Ralph Wayment
  • Installation
  • Installation
  • 3 x 5 meters
  • mnemonicon 23
  • Phillip George
  • SIGGRAPH 2006: Intersections
  • 2006 George mnemonicon 23
  • The most recent work in this series explores the idea of memory floating in a constructed tide of mnemonic icons. The memories dis­solve and reappear as synaptic links are formed and fade with time.

    Mnemonic notations, as those with long memories have noted, has been evolving for years. The artist has continuously reworked and modified this single computer file, fixing it from time to time for exhi­bition at the annual SIGGRAPH conference and various art exhibi­tions around the world.

  • Conceptually, mnemonicon is derived from a file first generated in 1990. mnemonicon 23 is one of the most recent derivatives of this work.

  • 2D & Wall-Hung
  • C-type print
  • Moving Towards the Event Horizon
  • Phillip George
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 George Moving Toward the Event Horizon
  • Moving Towards the Event Horizon is a continuum. This work, like its ancestors, has evolved in an organic manner. The work has moved, mutated, cloned, and condensed the works that have come before.

    Issues referenced within the work highlight several concepts: the universe containing reversible and irreversible processes, biological/geological structure, the corporeal, diverse belief systems, and self-generating matter that is inherently dynamic, active, and relational. Together, these concepts can be viewed as manifestations of potential environmental scenarios in relation to theoretical new physics.

    The work plays with multiple views of the subject. The mutated fish have slightly different perspectives and lighting conditions – Cubism meets quantum mechanics. Each fish is seen as a gateway into another dimension/space. It should be noted that this image and its subjects also exist as a nonlinear interactive CD-ROM.

    Doubling or cloning is seen as the final stage in the history of the modeling of the body – the body destined to serial propagation, a cybernetic prosthesis altering the whole and eventually replacing it What was, what is the original has transformed, and the image is seen as just another point in time.

  • 2D & Wall-Hung
  • Electrostatic print on canvas
  • 50" x 142"
  • electrostatic print
  • Poetics of Migration #1 & #2
  • Phillip George
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • 2004 George Poetics of Migration #1
  • Poetics of Migration is derived from a theoretical framework based around the notion of the porous coastline. This metaphor was seen to act like a film plane in a camera, but a film plane that is operating in slow-motion image capture, recording evidence of what has passed by, sponge-like, absorbing and documenting the record of past histories and then displaying them within the landscape. The landscape was established as a recorder of a history. It was, in a way, the antithesis to the nature of photography, of photography’s instant method of recording the ephemeral moment – that decisive moment. The decisive moment was abandoned for the slow-motion sedimentary accumulation, disintegration, and rearticulation into the tidal fossil records, which made up the evidence within the documentation of the site. The ephemeral moment became tattooed into the rock instead of an inscription on paper. The instant became handmade. Here in this metaphorical space, the coastal aperture is seen as a porous membrane that fluctuates, and mediates incoming and outgoing ideas and influences as powerfully and as irrepressibly as the coastal tide. The porous coastal plane is seen to be a time traveller. It sits still. Our human-scaled idea of passing may be called time, but time, in this space, stays where it is. We are the ones who pass by. It is the landscape that records us.

    The space is an antipodean space where, instead of the land becoming the subject of the document, the land documents us. Poetics of Migration then attempts to excavate palimpsest like a document from this archaeological meditation, adding layers to translation, adding complexity and richness to language and culture. Poetics of Migration address parallel concerns of contemporary image making but also the cultural geo-political hegemony of our time. In response to these concerns, Poetics of Migration attempts to understand movements in other cultures and civilisations and tries to understand them in their own terms, in relation to their own histories, their own traditions and inspirations.

  • The Poetics of Migration images are composites made up of layer upon layer of images collected from around the world over the past 13 years. For example, the images titled Poetics of Migration # 2 include imagery from Bondi Beach, Sydney; Beijing; and Palmyra, southeast Syria. The images were scanned at very high resolution and electronically processed into a final 20 artwork.

  • 2D & Wall-Hung
  • Metallic laser ctype print
  • 70 centimeters x 180 centimeters
  • Tangent @ 23 Fire
  • Phillip George
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 George Tangent
  • Mnemonic Notations 1990-1997

    The original “Mnemonic Notations” series of images was developed from one computer file that has been continuously modified in an intuitive manner. At various stages, the computer file has been down-loaded and displayed as an artifact for the spectator.

    The ongoing process that constitutes this work emerges from a reflection on the correspondences between mind, memory, our experience of the land, and the social constructions of religions and philosophies that have a major impact on humanity’s perceptions of the world and consequently on the way that it is remembered.

    I am currently working on a body of work that includes the use of seahorses. This work has developed from the “Mnemonic” suite of images. I am interested in the ambiguity and the outright strangeness of these creatures, in that the male becomes pregnant and carries the young in a brood pouch. Seahorses also mate for life, and when one is caught without the other, the captured one will not breed.

    These images can be interpreted in many ways, but one that amuses me is that they represent the ultimate in political correctness – pregnant males! Here in these images, the Yogini with serpentine female energy manifests from the stomach of the male seahorse: a Tantric manifestation of many possible worlds embodied in the one time and incarnation. The works can be seen as artifacts secured from an imposing archaeological site of the future: a form of mutant androgynous specimen evolving out of memory into a theoretical future. They come with their baggage in tow.

    This new work is seen as running in “Tangent” to the older “Mnemonic Notations” body of works, but in the new work, the parallel processing that is under way at the time of writing is underlined by the process of the practice. The images are created and produced as two-dimensional images on canvas, and at the same time are moved into a QuickTime VR interactive environment for use in immersive environmental works.

  • 2D & Wall-Hung
  • mixed media on canvas
  • 130 cm X 100 cm
  • mixed media and perception
  • Tangent @ 23 X
  • Phillip George
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 George Tangent
  • Mnemonic Notations 1990-1997

    The original “Mnemonic Notations” series of images was developed from one computer file that has been continuously modified in an intuitive manner. At various stages, the computer file has been down-loaded and displayed as an artifact for the spectator.

    The ongoing process that constitutes this work emerges from a reflection on the correspondences between mind, memory, our experience of the land, and the social constructions of religions and philosophies that have a major impact on humanity’s perceptions of the world and consequently on the way that it is remembered.

    I am currently working on a body of work that includes the use of seahorses. This work has developed from the “Mnemonic” suite of images. I am interested in the ambiguity and the outright strangeness of these creatures, in that the male becomes pregnant and carries the young in a brood pouch. Seahorses also mate for life, and when one is caught without the other, the captured one will not breed.

    These images can be interpreted in many ways, but one that amuses me is that they represent the ultimate in political correctness – pregnant males! Here in these images, the Yogini with serpentine female energy manifests from the stomach of the male seahorse: a Tantric manifestation of many possible worlds embodied in the one time and incarnation. The works can be seen as artifacts secured from an imposing archaeological site of the future: a form of mutant androgynous specimen evolving out of memory into a theoretical future. They come with their baggage in tow.

    This new work is seen as running in “Tangent” to the older “Mnemonic Notations” body of works, but in the new work, the parallel processing that is under way at the time of writing is underlined by the process of the practice. The images are created and produced as two-dimensional images on canvas, and at the same time are moved into a QuickTime VR interactive environment for use in immersive environmental works.

  • 2D & Wall-Hung
  • mixed media on canvas
  • 130 cm X 100 cm
  • mixed media and perception
  • Waterworks
  • Phillip George
  • SIGGRAPH 2001: n-space
  • 2000
  • The “Waterworks” image exhibited in this years SIGGRAPH “N Space” Art show is from a file started in 1990. There have been several descendants of the file previously exhibited at SIGGRAPH art shows. They have taken many forms, including installations, interactive installations, and various types of prints:

    “Touch ware” SIGGRAPH 98 Art show, Orlando Florida – work title “Towards the Event Horizon”; “Ongoings” retrospective SIGGRAPH 97 Art show, Los Angeles – work title “Tangent @23”; “The Bridge” SIGGRAPH 96 Art Show, New Orleans – work title “Mnemonicon 4”; “Art Show” SIGGRAPH 95 Los Angeles – work title “Mnemonic Notations” interactive CD-ROM; and SIGGRAPH Art Show McCormick Place, Chicago – work title “Headland Mnemonic Notations.”

    This ongoing format of file modification has served to frame particular interests of mine pertinent to the time of modifying the file/image: the visual diary.

    The “Waterworks” image draws upon a developing interest in the fluidity of memory. And the water-like quality of memory in “Waterworks.” The mnemonic detritus washes up towards the top side of the image bobbing around, some detritus rising to the surface and some sinking out of vision and memory. Forming a dam at the top of the image are the roof tops of the Forbidden City, captured from Tiennamin Square New Years Eve 2000, another addition to the diary.

    An apparition appears on the rocks of a coastline. The coastline images literally take the idea of the mind’s double take. On the rocks, icons appear, washed up either in the distant past or perhaps just for a moment in the present; only just discernible on the rocks leading us to question the reality of what we might see, or in-fact if we have seen; validating the reality of the image surface are questioned.

    There are layers of influence and layered ways of perception at work within the image. Notions of the digital as fiction arise, documentation as illusion, illusion as document, and ultimately illusion as history. Is illusion the future of history in a digital age? Or has history always been an illusion?

    Other issues surface, from within the work: Australia as a majority coastal society, living on the edge of a vast, hot and largely empty space. The edge of the Australian continent is seen to act like a sponge absorbing the latest arrivals. Flung upon the beach, wave after wave, tide upon tide, visitors find a foothold, collect themselves, leave a marking, and blend into the grains of the coastline, icons and artifacts left embedded into the rock, monuments to a passing.

    These pasts push other histories through the coastline mutating past to present. Time as sedimentation is documented and sedimentation of time documented.

    This work arrives from out of the south pacific it is work geographically placed at the intersection of land and water in an area of transition. Here the water is navigated with just the same familiarity as land, there a pathways sign posts steams within streams all fluidly interacting. The interface of vision, the multiple methodologies of mapping the world are under investigation here. What is it that we use to reliably negotiate a fluid space?

  • 2D & Wall-Hung
  • C Type Color Print,
  • 64 cm x 150 cm
  • c-print and memory
  • Whitewater
  • Phillip George
  • SIGGRAPH 2001: n-space
  • 2000
  • The “Waterworks” image exhibited in this years SIGGRAPH “N Space” Art show is from a file started in 1990. There have been several descendants of the file previously exhibited at SIGGRAPH art shows. They have taken many forms, including installations, interactive installations, and various types of prints:

    “Touch ware” SIGGRAPH 98 Art show, Orlando Florida – work title “Towards the Event Horizon”; “Ongoings” retrospective SIGGRAPH 97 Art show, Los Angeles – work title “Tangent @23”; “The Bridge” SIGGRAPH 96 Art Show, New Orleans – work title “Mnemonicon 4”; “Art Show” SIGGRAPH 95 Los Angeles – work title “Mnemonic Notations” interactive CD-ROM; and SIGGRAPH Art Show McCormick Place, Chicago – work title “Headland Mnemonic Notations.”

    This ongoing format of file modification has served to frame particular interests of mine pertinent to the time of modifying the file/image: the visual diary.

    The “Waterworks” image draws upon a developing interest in the fluidity of memory. And the water-like quality of memory in “Waterworks.” The mnemonic detritus washes up towards the top side of the image bobbing around, some detritus rising to the surface and some sinking out of vision and memory. Forming a dam at the top of the image are the roof tops of the Forbidden City, captured from Tiennamin Square New Years Eve 2000, another addition to the diary.

    An apparition appears on the rocks of a coastline. The coastline images literally take the idea of the mind’s double take. On the rocks, icons appear, washed up either in the distant past or perhaps just for a moment in the present; only just discernible on the rocks leading us to question the reality of what we might see, or in-fact if we have seen; validating the reality of the image surface are questioned.

    There are layers of influence and layered ways of perception at work within the image. Notions of the digital as fiction arise, documentation as illusion, illusion as document, and ultimately illusion as history. Is illusion the future of history in a digital age? Or has history always been an illusion?

    Other issues surface, from within the work: Australia as a majority coastal society, living on the edge of a vast, hot and largely empty space. The edge of the Australian continent is seen to act like a sponge absorbing the latest arrivals. Flung upon the beach, wave after wave, tide upon tide, visitors find a foothold, collect themselves, leave a marking, and blend into the grains of the coastline, icons and artifacts left embedded into the rock, monuments to a passing.

    These pasts push other histories through the coastline mutating past to present. Time as sedimentation is documented and sedimentation of time documented.

    This work arrives from out of the south pacific it is work geographically placed at the intersection of land and water in an area of transition. Here the water is navigated with just the same familiarity as land, there a pathways sign posts steams within streams all fluidly interacting. The interface of vision, the multiple methodologies of mapping the world are under investigation here. What is it that we use to reliably negotiate a fluid space?

  • 2D & Wall-Hung
  • C Type Color Print
  • 110 cm x 145 cm
  • c-print and perception
  • Dr. Woodsmith's Lament of Shiducious Odd
  • Phillip Timper
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Timper: Dr. Woodsmith's Lament of Shiducious Odd
  • “The artist’s regret of his youthful folly.”

    I work to bring dreams to life.

  • 2D & Wall-Hung
  • 18 in x 24 in
  • dreams and surrealism
  • The Royal Dezzer
  • Phillip Timper
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Timper: The Royal Dezzer
  • “A cruel tyrant’s demented delusion.”

    I work to bring dreams to life.

  • 2D & Wall-Hung
  • 18 in x 24 in
  • dreams and surrealism
  • Tony de Peltrie
  • Pierre Lachapelle, Pierre Robidoux, Philippe Bergeron, and Daniel Langlois
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Animation & Video
  • 8 minutes
  • Die Zeitstucke (Timeworks)
  • Piotr Szyhalski
  • SIGGRAPH 2001: n-space
  • 2000
  • Die Zeitstucke explores the idea of human experience as the pivotal point in our perception of time. In this body of work, the user is invited not only to experience time in different ways, but to engage in its manipulation. This tampering with time occurs in a variety of manners: from unintentional loss of a few seconds here, to deliberate and absolute halt of the flow for minutes there, from attentive search for meaning in passing time to violent hurtling up and down the visible timeline, from desperate attempts to work against the relentlessness of time to quiet acceptance of the shifting physical manifestations of it.

    Our understanding of “objective” time takes place largely due to our acceptance of time-measuring devices and the recognition of these objects as nearly synonymous to the idea of time itself. In Die ZeitstUcke, the concept of time functions as a device to reflect on (and quantify?) such elusive themes as memory, faith, knowledge, and mortality.

    Each component of Die ZeitstUcke slowly but methodically evolves, creating a sense of continuous texture that is only fragmentarily experienced by the user. Soft, organic images of the human body combined with sharp grids and the mechanics of numeric display further emphasize the tensions between the subjectivity and the science of time.

    The work combines all three dimensions of memory. As a device, it “remembers” every mousedown that users input during the display and allows retrieval of those records. Unearthing these moments in time creates the illusion of a “journey into the past” and, at the same time, becomes a form of “intelligence” collection, a surveillance procedure.

  • Installation
  • Interactive Installation
  • Die Zeitstücke (Timeworks)
  • Piotr Szyhalski
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Die Zeitstücke explores the idea of human experience as the pivotal point in our perception of time. In this body of work, the user is invited not only to experience time in different ways, but to engage in its manipulation. This tampering with time occurs in a variety of manners: from unintentional loss of a few seconds here, to deliberate and absolute halt of the flow for minutes there, from attentive search for meaning in passing time to violent hurtling up and down the visible timeline, from desperate attempts to work against the relentlessness of time to quiet acceptance of the shifting physical manifestations of it.

    Our understanding of “objective” time takes place largely due to our acceptance of time-measuring devices and the recognition of these objects as nearly synonymous to the idea of time itself. In Die Zeitstücke, the concept of time functions as a device to reflect on (and quantify?) such elusive themes as memory, faith, knowledge, and mortality.

    Each component of Die Zeitstücke slowly but methodically evolves, creating a sense of continuous texture that is only fragmentarily experienced by the user. Soft, organic images of the human body combined with sharp grids and the mechanics of numeric display further emphasize the tensions between the subjectivity and the science of time.

    The work combines all three dimensions of memory. As a device, it “remembers” every mousedown that users input during the display and allows retrieval of those records. Unearthing these moments in time creates the illusion of a “journey into the past” and, at the same time, becomes a form of “intelligence” collection, a surveillance procedure.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • illusion, memory, perception, and time
  • Safety Instructions
  • Pippen Barr
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Barr: Safety Instructions 1
  • Mavis Beacon Teaches Horrible Death In An Air Wreck! See if your fingers are fast enough to save yourself from the many grisly deaths available in the world of air travel. And learn something in the process! Like typing! And how to not die!

  • Interactive & Monitor-Based
  • https://www.pippinbarr.com/2011/08/15/safety-instructions/
  • The Artist is Present
  • Pippen Barr
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Barr: The Artist is Present 1
  • Are games art? This one definitely is! The Artist is Present is a Sierra-style recreation of the famed performance piece of the same name by artist Marina Abramovic at the Museum of Modern Art in New York City. Have the experience only a lucky few have ever had! Stare into Marina Abramovic’s eyes! Make of it what you will! Just like art!

    The Artist Is Present was written in ActionScript 3 using Adobe’s FlashBuilder 4.5 and the excellent Flixel library. The font in The Artist Is Present is Commodore 64 Pixelized by Devin Cook. The game has appeared in the exhibitions The Name of the Game at the Stephen Lawrence Gallery, It’s Art in the Game at Museum Hilversum, Space Invaders at Nikolaj Kunsthal, Up Up Down Down Left Right Left Right B A Start at SPACES, and Pause: Computer Games and Cultural Contingencies at Temporary Gallery.

  • Interactive & Monitor-Based
  • https://www.pippinbarr.com/2011/09/14/the-artist-is-present/
  • The Adventures of Andre and Wally B.
  • Pixar Animation Studios
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 2 minutes
  • Relazioni Emergenti
  • Plancton Art Studio
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • In this artificial life environment, individuals, represented by graphic filaments, are endowed with their own intelligence and character. They can interact, exchange information, and reproduce. Through genetic mutations, the population evolves and progressively develops adaptation. The emerging behavior is rendered as continuously new shapes and graphical patterns.

    The installation consists of one rear-projected screen that represents the artificial life environment. Observers interact with the artwork itself, transmitting “energy and life” to specific zones of the environment. A video camera detects the positions of the observers, and these loca· lions become zones of life germination. Each filament contains a sound message, which is sent to a sound synthesizer. The global result is an environment of parallel sonorities that progressively create coherent sound architectures.

    The main objective of the artwork is to build a metaphor of communication dynamics and “collective messages.” The work is inspired by complexity theory as a new area of interference between art and science. In this paradigm, complex systems of multiple individuals develop global behavioral properties through local chaotic interactions (self-organization).

    The results characterize the expressive elements of “Relazioni Emergenti” as emergent behavior in the sense of aesthetic shapes, either in terms of emergent relations between the artist, the artwork, and the observers, or in terms of concepts that emerge as the artificial-world metaphor produces hypotheses for the real world.

  • Mauro Annunziato and Piero Pierucci
  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • artificial life, communication, evolution, and virtual environment
  • Limbo
  • Playdead
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Playdead: Limbo 1
  • Uncertain of his sister’s fate, a boy enters LIMBO…

  • Interactive & Monitor-Based
  • http://playdead.com/games/limbo/
  • Moxn
  • Poliana Baumgarten
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Baumgarten: Moxn
  • Moxn (pronounced Moon) is a surrealistic art film about the transformation of body, identity and gender. The title refers to the spelling of WOMXN that is a more inclusive, progressive term that sheds light on prejudice and discrimination and institutional barriers womxn face but also includes Trans women and women of color. The video features performances by Candice Nembhard and Janay Stephenson, and the spoken words are the poem “Moxn” written by Azadê Pesmen.

  • Performance and Animation & Video
  • River
  • Polly Chu
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Polly Chu River
  • Hardware: Apple II, HP plotter
    Software: A. Somen

  • Installation
  • Plotter, foil
  • 52 x 2 in
  • Fez
  • Polytron
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Polytron: Fez 1
  • Gomez is a 2D creature living in a 2D world. Or is he? When the existence of a mysterious 3rd dimension is revealed to him, Gomez is sent out on a journey that will take him to the very end of time and space. Use your ability to navigate 3D structures from 4 distinct classic 2D perspectives. Explore a serene and beautiful open-ended world full of secrets, puzzles and hidden treasures. Unearth the mysteries of the past and discover the truth about reality and perception, in this phenomenal puzzle-platformer!

    • Explore a magical 3D world without conflict or enemies, rich with ambiance, a pleasant place to spend time in
    • Go anywhere you please as there is no one path, no right or wrong way to play
    • Rotate your perspective to navigate the complex environments, solve puzzles, and find secrets!
  • Interactive & Monitor-Based
  • http://fezgame.com/
  • Botorikko, Machine Created State
  • Predrag K. Nikolic, Mohd Razali Md Tomari, and Marko Jovanovic
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Nikolic, Tomari, Jovanovic: Botorikko, Machine Created State
  • Summary

    Botorikko is conceptualized as a philosophical discussion between Machiavelli and Sun Tzu artificial intelligent philosophers clones. We are liberating artificial intelligence creative patterns toward autonomous robot’s aesthetical expression. The narrative generated by intelligent agents is “metaphysics of the machines” with unknown meta context, which incontinently augments Human-AI hybrid society.

    Abstract

    The recent development in the machine learning field encounters interesting robots’ creative responses and becoming a challenging artistic medium. They are two possible directions in the future development of robots’ creativity, replicating the human mental processes, or liberating machine creativity itself. At the SIGGRAPH Asia, we would like to present the artwork Botorikko, Machine Created State conceptualized with the intention to point on Post-Algorithmic Society where we are going to lose control over technology by been obsessed with the idea of using it to serves humanity. In our aesthetical approach, we incline to the 21st-century avant-garde conceptual tradition. We intend to draw parallels between Dadaism and machine-made content and encompass technological singularity and Dadaism into one, Singularity Dadaism, as a humanless paradigm of uncontrollable creative practice closely related to AI aesthetic and machine abstraction phenomena.

    Creativity and the act of creating art are some of the greatest challenges the new generation of artificial intelligence models are exposed. Nevertheless, by creating AI agents to achieve and exceed the performances of humans, we need to accept the evolution of their creativity too. Hence, there are two possible directions toward the future development of robots’ creativity, either to replicate the mental processes characteristic for humans or liberate machine creativity and leave them to evolve their own creative practices.

    In the artistic origination of the artwork Botorikko, Machine Created State, the appearance and generated dialogues between Machiavelli and Sun Tzu artificial intelligence clones resembles Aristotle’s Mimesis as human’s natural love of imitation and the pleasure in recognizing likenesses and Dadaistic ideas linked to strong social criticism against anti- progressive thinking. We are trying to shift AI as a creative medium beyond traditional artistic approaches and interpretations, and possibly to accept it as co-creative rather than only assistive in the age of AI and Post-Algorithmic Society.

    The artworks Botorikko, Machine Created State does not have any pretensions to be classified as artwork but rather “anti-art” as it tends to challenge artificial intelligence creativity, contemporary aesthetic, cultural and social changes as a result of mutual interaction between people and technology. In our artistic approach, we are liberating and explore artificial intelligence creative patterns and expression by using a combination of neural networks, robot – robot interactions, and sentiment analysis. By making artificial intelligence agents autonomous, we are shifting AI as a creative medium beyond traditional artistic approaches and interpretations. The medium as such is not anymore in complete control of an artist. It is divided between humans and robots and their mutual contribution to final creation, like in a technological singularity vision of the future society. The narrative generated by machines in the artworks is something or nothing as the context is unknown. Furthermore, if the grammar is the “metaphysics of the people” (Nietzsche) than with the discussions generated by the AI clones in the Botorikko installation are “metaphysics of the machines.” Machines are liberating language by deconstructing semantics and human logic. The created sentences and words are a result of calculations and algorithms as well as a still unknown level of achieved abstraction by machines and can be addressed to genuine AI aesthetic and be compared in certain instances with the Dadaistic or absurd poetry creative practice.

    In our artwork, we are trying to point on the future of Post-Algorithmic Society (SIGGRAPH Asia Gallery Call) where we are going to lose control over technology by been obsessed with the idea of using it to serves humanity. The society where some of the fundamental questions related to ethics, morals, culture, empathy, and human abstraction will be given to machines for free interpretation, unpredictable feedbacks, and meta meanings.

  • Botorikko, Machine Created State interactive installation is conceptualized as a philosophical discussion between Machiavelli and Sun Tzu AI philosophers clones. The artwork is made of two bicycle construction modified to carry two computer monitors and two pseudo-robot manikin figures. The visitors can listen over the speakers and see on the computer monitors real-time dialogue between the machines. The artificial intelligence clones are challenged to interpret philosophical standpoints from Machiavelli’s “The Prince” and Sun Tzu’s “The Art of War”, related to politics, diplomacy, strategy, and wars. The robots are using algorithms and given the freedom to create authentic content we consider as the foundation for the first Machine Created State. Furthermore, we are involving sentiment as a new element involved in AI creative practice. Movement of the monitors follows the sentiments in the content created by the clones and mimics six basic emotions; anger, happy, sad, fear, surprise, disgust. Accordingly, the movement becomes an expressive tool in the hands of intelligent agents and is an essential part of the artwork. Visitors can interact with the installation by pedaling bicycles which will automatically start absurd “mechanical” sword fight between Machiavelli and Sun Tzu manikin figures look robots with mounted computer monitors heads, placed at the front part of the bicycles. This link between visitors and robots develops interaction on the Human-Robot-Robot level which tends to become a genuine social phenomenon of our and future time. We are influenced by Dadaistic and theatre of absurd artistic practice, when using the metaphor of sword fighting, pedaling based interaction and old-machines that look like bicycle should lead visitors to deeper immersion into artwork context and exceed meanings beyond obvious. Artificial Intelligence Clones Philosophers are created by using four independent recurrent neural networks (RNN), designed to generate a sequence of words based on the input sequence. The training was done with the selected publications and books of Nietzsche, Aristotle, Machiavelli, and Sun Tzu. The conversation was initiated by picking a random quote from a book of a few complete sentences, and from that point output of one network was used as input to the other to maintain a conversation. Every 30 minutes, a context switch is made by picking another quote from a book to alter the course of conversation. In the artwork Botorikko, Machine Created State, we add movement as a performative element. The generated movements are a result of machine sentiment analysis applied to its own text, and as such, part of an act of AI creation.

  • Unlike the use of AI as a medium to support or imitate human creativity and behavioural patterns, we intend to liberate and explore its creative patterns through the robot – robot interactions. Our focus on computational aesthetic rather than the quality of the content itself judged upon rational criteria and characteristics. Through the dialogue between our AI Philosopher Clones such as Machiavelli and Sun Tzu in the installation “Botorikko, Machine Created State”, we combined Aristotle’s Mimesis as human’s natural love of imitation and the pleasure in recognizing likenesses and Dadaistic ideas linked to strong social criticism against anti-progressive thinking, Finally, if the grammar is the “metaphysics of the people,” (Nietzsche} then discussions in the “Botorikko, Machine Created State” are “metaphysics of the machines.” The content generated by machines in the artworks is something or nothing as the context is unknown. As such, it must be examined more closely from different aesthetical and creative perspectives to exceed the meanings beyond the obvious.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • Robosophy Philosophy: Übermensch and Magnanimous
  • Predrag K. Nikolic, Sasa Arsovski, and Adrian David Cheok
  • SIGGRAPH Asia 2017: Mind-Body Dualism
  • 2017 Nikolic, Arsovski, Cheok: Robosophy Philosophy
  • In the project Robosophy Philosophy (Meeting Points: Übermensch and Magnanimous) robot are mixing words of Aristotle and Nietzsche (and their words are everybody words) based on calculations and algorithms. If grammar is the “metaphysics of the people,” as Nietzsche claimed, then discussions in the installation is “metaphysics of the machines” and as such ant-words or anarchistic grammar. It is a vision of transfer of knowledge in the future and present criticism of society and technoculture which is allowing brutal destruction of human context replaced with artificial and superficial. Key technical novelty presented in Installation Robosophy Philosophy is the combination of chatbot technologies and Recurrent Neural Network (RNN) models that will enable reinforcement learning in order to create artificial conversational agents who will achieve human level performance. The fact, that things can communicate with each other and with the humans enables unsupervised learning and reinforcement learning and knowledge multiplying opportunities.

  • Installation
  • NEWYORKEXITNEWYORK
  • Priam Givord and Martin Lenclos
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Givord, Lenclos: WallStreet
  • NEWYORKEXITNEWYORK is an ideal version of a “city,” infinitely extending and ever growing. It is a true and unpredictable surfing experience for a not-too-far-in-the-future Internet. It creates a personal space-and-time relationship, different and original for each participant. Each will be able to say: “I’ve been there, really…and I’m going back!”

    After living in New York, we wished to create a piece that would retrieve memories of our personal experience while at the same time allowing participants to create their own experiences, and revisit their own forgotten memories.

  • NEWYORKEXITNEWYORK is a virtual environment in three dimensions built from over 6,000 photographs and videos taken during three weeks in New York City. With a joystick controller, users can freely surf the Village, Wall Street, and Times Square projected on a big screen, and partake in the thrill of defying laws of gravity, diving in and out of space and time. Users take part in, and observe, a new interpretation of urban patterns like traffic, noise, colors, lights, signs, materials, and streetlife. Materials in a picture refer to lost sensations such as touching and hearing, marks of space and time. Their emotional states allow the observers to project themselves into the picture.

    A great deal of the work consists of keeping and even enhancing the “realness” of a texture through compression and the display qualities of the 3D graphic engine. Construction of the 3D universe occurs mostly in real time in a proprietary software called Virtools DEV 2.0 (www.virtools.com). Textures are added on the spot and placed dynamically to form the landscape. Some shapes that require complex polygons are modeled elsewhere and integrated later for texturing into DEV 2.0. After the universe is built, animations and a joystick controller are programmed in DEV 2.0 to bring life to the installation.

  • The system reconstructs a composite universe of New York from 27,000 objects. The material is structured in a database that is accessible with a picture browser. The materials and textures are extracted from the photos and processed through graphic software, compressed, and sized for 3D modeling. There is no color filtering or any similar modification that alters the original picture. The point is to extract the essential “real vibration” in the picture (the true colors and patterns taken in the precise time and space conditions of the photographs) and preserve it.

    The sketches and samples of process steps show the essential use of planes and transparencies to build and animate objects, everything from cars to people and buildings.

  • Interactive & Monitor-Based
  • virtual environment
  • memory, photography, and virtual environment
  • Lipton 100th Anniversary Tea Tin
  • Primo Angeli Inc.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh.
    Software: SuperMac PixelPaint Professional, Adobe Illustrator.

  • Design
  • Package
  • 5.125 x 4.5 x 4.5
  • Virtual and Real: KD n and Light
  • Przemyslaw Moskal
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • My principal interest is to create artworks that incorporate visual, audio, and interaction design aspects with elements of surprise or randomness. I treat programming languages and computer hardware as means of expressing myself and of exploring technical possibili­ ties. The design of interaction is especially important to me, because it evokes a physical and intellectual reaction from viewers, engaging them in a creative dialog with my artwork. This dialog sets a stage to confront my own ideas with those of viewers. It often transforms my artwork into creations beyond my own expectations, empowering viewers’ own creative capabilities.

  • Virtual & Real: K-Dron and Light is the first project from my new series, Virtual & Real. It was inspired by Janusz Kapusta’s K-Dron shape and its luminous properties when stimulated by light. The project connects the viewer with a virtual space through interaction of a mouse and a virtual light in a three-dimensional, digital environment composed of K-Dron walls. The combinations of K-Drons and light evoke unique, mosaic-like images, which, as they leave traces of color, create an ever-changing, spontaneous, and abstract blend of two- and three-dimensional compositions.
    Instructions
    Your mouse is directly connected to a virtual light and sound in the world of K-Drons. Slowly move the mouse left and right to change the position of the light and move it quickly to trigger various anima­ tions and patterns of the K-Dron walls. Technical requirements: at least 32MB 3D graphics card, Pentium 4 processor, and Shockwave player.
    This project was made possible in part by grants from the New York State Council on the Arts and the Lower Manhattan Cultural Council.
    Sound by Edward Tang

  • Interactive & Monitor-Based
  • Public Domain Kiosk Project
  • Public Domain Inc.
  • SIGGRAPH 1993: Machine Culture
  • The word “virtual” has been so overused that it is difficult to use the term without flinching, and yet, despite its rise to the status of premier buzzword of the nineties, it continues to suggest a certain relationship between conscious­ness and electronic space that is rich and descriptive. Just beneath the thin, slick, corporate gloss of the term’s trendiness is a volatile zone of fractures containing a leaky matrix of nested meanings including, but not limited to: artificiality, simulation, representa­tion, mimesis, prosthesis, multi­dimensionality, multiplicity, hyper­ness, velocity, otherness, the mechanical, the machinic, high technology, and, by extension, digitalization, fractal scaling, trans­positionality, and networking.

    A close reading of this complex sys­tem of semiotic leakages reveals a thoroughly mapped but unstable fault where the realms of the human and the machine are continually collapsing into each other. It is precisely along this fault line, on the “new edge” of the cultural domain, that a stepped-up conflation of separate consciousnesses is occurring that is becoming an ever more sexed, violent, hallucinogenic, media-dependent, shared mindscape. This evolving collective consciousness is characterized by a radical obsession with the reflected traces of the trans­formation of the human into the cy­borg; the transformation’s inscription as recycled mythologies animates a ka­leidoscope of transient tattoos constantly re-writing shifting patterns (with neon intensity as the latest true color), hypermedia updates to the textual/cultural body. These are a new suit(e) of tribal scarrings worn in real­time and written in mutable signs on an electronic skin whose surface is an active projection screen for drifting, montaged morphs.

    It could be argued that humans have always been cyborgs, and that it is only the naming of the awareness of this condition that is new. Humans have always co-developed with the tools of technology creating a feedback loop that, perhaps from the very begin­ning, was erasing the difference be­tween humans and machines through increasingly sophisticated machine­body-metaphors, and later machine­mind-metaphors. The tool, as such, has a long history as an add-on, a bodily peripheral, a prosthesis—and, with the invention of writing, as an internal­ized machine/apparatus.

    As this process continues, it is most easily evidenced in recent develop­ments of devices constructed as attach­ments to the body, and redesigned to be incorporated via implantation or nerve/machine integration (e.g., arti­ficial hearts, prosthetic limbs, hearing aids, etc.) The history of human depen­dence on mechanical devices for sur­vival and maintenance of the indi­vidual body exemplifies the more gen­eral dependency of society on technol­ogy. Given the direction of technologies of the future such as nanotechnology, artificial intelligence,artificial life, bio­chips, and synthetic neurons, the body’s rate of absorption of the ma­chine will only quicken.

    How will the cyborg organize relative to the “virtual”? Can the idea of virtual organization be read fractally as a scaled phenomenon representative of new cultural formations within e-space?

    The interactive work presented by Public Domain, Inc. frames these ques­tions by deconstructing its own prin­ciples of institutional formation, and attempting to design effective meta­phors that simultaneously describe, il­lustrate, and demonstrate a model of interpretation of virtuality. The recog­nition of the centrality of the phenom­enon of collapse to the never-ending reconstruction of meaning is taken as license for the use of a collaged fluxus of poetic images, texts, and sounds that askew conclusiveness in favor of dreams and dada. Implicit in this ap­proach is a high valuation of noise, chaos, anarchy, nonhierarchalization, improvisation, conflict, discontinuity, experimentation, invention, and wild speculation uninhibited by any need to make sense. Ironically, it probably will anyway. If not now, then later.

    Public Domain, Inc. (PD) is a 501 (c)3 non-profit organization whose stated mission is to explore the interface be­tween art, technology, and theory. To that end, Public Domain is presently engaged in five projects with complementary agendas that supplement each other to create a system of interdependent activi­ties. They are: 1) Perforations, 2) Working Papers, 3) The Kiosk Project, 4) Video Pro­duction, and 5) Networking.

    1) Perforations is a quarterly jour­nal/media kit. Each issue develops dif­ferent themes of contemporary life as they relate to technology. Topics are generally broadly defined in order to accommodate approaches to the mate­rial that are experimental, creative, and informed by multiple perspectives.

    2) Working Papers is a series of pre­sentations devoted to the various crises of legitimation, representation, and communication that constitute the con­temporary scene of modernity and post­modernity. Participants come from a wide variety of disciplines, cross-disci­plines and multi-disciplines including art, philosophy, literature, poetry, literary criticism, computer science, architecture, video art, film, and music.

    3) Upon completion, the Kiosk Project will be a series of interactive, hypermedia stations situated in pub­lic areas that will provide artists work­ing in electronic media with an exhi­bition venue other than the traditional gallery or museum.

    4) Video Production: Public Do­main is actively planning to videotape and broadcast Working Papers on pub­lic access cable television.

    5) With the recent donation of a Sun server to Public Domain, the group is able to provide Internet access to both its own members as well as des­ignated representatives of other non­profit arts organizations. PD’s existence as an Internet node has greatly facili­tated interaction between members, provided a means of contact with par­ticipants in Working Papers, and al­lowed artists and theorists from around the world to contribute to Per­forations, and to remain in communi­cation with PD. The Internet has be­come the infrastructure necessary for Public Domain’s on-going design as a virtual organization.

  • Installation and Interactive & Monitor-Based
  • Installation
  • air
  • Qiao Lin
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Trained as a traditional Chinese painter, I have adopted the principle of “expressing the spirit through form.” Along with painting, I have studied Chinese philosophy and researched Buddhist art. During the past few years, I have traveled to Dunhuang and Tibet to study their art and attempt to understand their spirit, both visually and philosophically. These themes in art and lyrical composition have served as the foundation for my work as a new-media artist. My artworks explore the conceptual resonance between contemporary and ancient mythologies of energy. Digital images create an environment that suggests, metaphorically, that the medium can reach beyond the physical world into a realm where matter slips effortlessly into energy, reproducing a world in which breathing is synonymous with peace and beauty.

  • Large-scale prints were created with paint, digital photography, and computer manipulation. The complete process included painting on rice paper, scanning the paintings into a computer, adding elements shot from a digital camera, and then layering and shaping these elements in Photoshop using a Macintosh G5.

  • 2D & Wall-Hung
  • Digital print
  • 25 inches x 38.6 inches x 1 inch
  • Core
  • Qiao Lin
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Trained as a traditional Chinese painter, I have adopted the principle of “expressing the spirit through form.” Along with painting, I have studied Chinese philosophy and researched Buddhist art. During the past few years, I have traveled to Dunhuang and Tibet to study their art and attempt to understand their spirit, both visually and philosophically. These themes in art and lyrical composition have served as the foundation for my work as a new-media artist. My artworks explore the conceptual resonance between contemporary and ancient mythologies of energy. Digital images create an environment that suggests, metaphorically, that the medium can reach beyond the physical world into a realm where matter slips effortlessly into energy, reproducing a world in which breathing is synonymous with peace and beauty.

  • Large-scale prints were created with paint, digital photography, and computer manipulation. The complete process included painting on rice paper, scanning the paintings into a computer, adding elements shot from a digital camera, and then layering and shaping these elements in Photoshop using a Macintosh G5

  • 2D & Wall-Hung
  • Digital print
  • 35 inches x 35 inches x 1 inch
  • Prelude
  • Qiao Lin
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Qian Li Prelude
  • This video, inspired by a dream, is the life story of two humanized dots discovering love and hardship in today’s society. The piece intends to evoke personal memories that are emotionally tied to the viewer’s own experiences. The visuals are strongly influenced by traditional Chinese brush painting. The rising and falling life of the dots is synchronized with the music, with the intent that they empower one another. The piece mixes classical music with cutting-edge technology to create a deeply unique experience.

    Trained as a traditional Chinese painter, I have adopted the principle of “expressing the spirit through form.” Along with painting, I have studied Chinese philosophy and researched Buddhist art. During the past few years, I have traveled to Dunhuang and Tibet to study their art and attempt to understand their spirit, both visually and philosophically. These themes in art and lyrical composition have served as the foundation for my work as a new media artist.

  • Animation & Video
  • A Digital Window for Watching Snow Scenes
  • Qinglian Guo
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This work was inspired by the traditional Japanese Yukimi Syoji screen commonly used in rural houses. Yukimi means watching a snow scene, and Syoji means paper door. On a Yukimi Syoji, paper is replaced by transparent glass so people can view snow scenes. I am deeply impressed with this enjoyable way of spending time. When I started producing this installation, the first thing I did was make a covering box like a Yukimi Shoji to hide computer devices. Next, I created three types of snow scenes by programming with OpenGL and C++. I created snowflakes in four-dimensional hexagons, letting them move and rotate in four-dimensional space, and projected the snow scene to three-dimensions. Second, I created a scene of snowflakes in the form of alphabets. I set a slow falling speed so that people could read the alphabets and even solve a word puzzle. Third, I made a snow scene in which everything (for example, snowflakes, trees, and houses) was shown in wireframe. These floating wireframe snowflakes present a novel and particular sense. In addition, I created a virtual cloudy glass and put it in front of the snow scene. When people touch the panel and move their fingers, a transparent stroke appears on the virtual glass. Through the stroke, people can see the falling snowflakes. With time, the stroke disappears, and the glass becomes cloudy again.

  • A series of 3D animations of snow scenes was created based on an original design by programming and coding with Open3D and C++. Snowflakes can be formed in alphabets, polyhedrons, or four-dimensional hexagons. All of them are 3D modeled, based on calculated
    coordinates, and composed of semi-transparent polygons. Snowflake movement is controllable through parameters such as falling speed, floating vectors, and rotations.

  • Yiwei He
  • Installation
  • Let’s Chat Like This
  • Qinyuan Liu
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Liu: Let’s Chat Like This
  • Summary

    Let’s Chat Like This is an interactive system that allows two people to observe each others’ moods through interacting with a shared interactively generated image. The moving image changes according to the two people’s facial expressions.

    Abstract

    Let’s Chat Like This is an interactive system that allows two people to observe each others’ moods through interacting with a shared interactively generated image. The moving image changes according to the two people’s facial expressions. ​Different from traditional ways of communication, Let’s Chat Like This focuses more on the emotional aspect of communication. It​ shows a visualization of the complexity of human emotion and boosts people’s emotional communication in a creative no-verbal way. When experiencing this work, people’s emotions are bound together with the same moving image they see. The moving image changes depending on their moods. They will be aware of their current moods as well as the other’s, the intimacy and empathy between them will be increased.

    This is not only a “social distancing” art installation that helps us connect emotionally during the COVID-19 pandemic, but also my hypothesis of what future emotional communication will be like. I hope this artwork can evoke deep thinking and maybe cheer people up in this challenging time.

  • I built the 3D visual elements in Maya and Zbrush, and then imported them to ​Unity​ to connect them to the face data captured from ​Zoom​ meetings. The data is analyzed by the facial expression recognition program in ​Processing​.

  • Interactive & Monitor-Based
  • Dusk of Shattered Icons
  • Quintin Gonzalez
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • “It was curious to think that the sky was the same for everybody, in Eurasia or Eastasia as well as here. And the people under the sky were also very much the same – everywhere, all over the world, hundreds or thousands of millions of people just like this, people ignorant of one another’s existence, held apart by walls of hatred and lies, and yet almost exactly the same – people who had never learned to think but were storing up in their hearts and bellies and muse/es the power that would one day overturn the world. ” -George Orwell, 1984 Metamorphosis of identity is the topic I have chosen to speak of through these works. This series of portraits delves into the everchanging and ever-evolving face of the human condition. What one deems as individual identity is not so much a fixed thing, but rather it is that which animates the day to day experiences of life. The triumphs, failures, hopes, and struggles of existence find their fervid expressions in those countless facades of profound inner change. These many guises loom as foreboding dramatic vignettes that have been blurred into a single transfixed moment that simultaneously signifies the passing of time. Yet it is in the pondering of days past that the tethers of an uncertain fate become lifted, allowing a true face to be revealed as an unveiled meaning. This revealed intent captures that ephemeral design growing as an emerging catalyst for the many guises of transformation. These works touch upon those facades that are donned in an age of oppressive struggle and are somber witnesses to an era when individual reformation ultimately functions as an act of assimilation and self-preservation. Uniformity becomes a forlorn and final means to shield that internal essence of the sacred at the center of one’s core being. It is the inner self and spirit that remains most dear as an untouched unique voice. In time, this faint utterance becomes a resounding roar for those moments when men and women look defiantly into a black tempest of persecution, prejudice, and brutality and walk that blighted path toward a destiny of compassion, dignity and hope.

  • These works incorporate an extensive use of Curious Labs Poser 4, Corel Painter 8, and Adobe Photoshop 7. In my work, manipulation of formal issues and use of digital imaging software are completely intertwined. This studio practice allows for imagery that utilizes digital media to execute the most complex visual structure I can create. This technical description outlines both the design and methodology
    of my work. I begin by developing my portraits in Curious Labs Poser 4 based on a vague visual idea of what I might wish to convey. At this point the figure, is in its most basic state, and the primary choices about color, shape, line, and composition are made. I then advance to create a
    more complex manipulation of the form and design of my concept. At this point, the image is converted to a tiff file and opened in Corel Painter 8. This process is best described as pushing from the general toward the specific. The aspects of this working method are inexact and come from a series of trials and errors. However, this method of working and reworking carries my work to a realization of clarity and
    precision. The awkward beginning of accidents in my image development is crucial because this forms the structure and foundation of a finalized piece. Also, as the appearance of what I wish to convey evolves, the true form and intent of the image emerges. After a series of daunting in-studio defeats, a decisive stage of image development may take
    place. I then open the work in Adobe Photoshop 7, where now I am ready to form the conclusion of a particular work. This comes about as a process of making all the elements of the image unclouded. There is a point in my work when I strive for a kind of visual eloquence. Here, I endeavor to create the most visually lucid composition I can possibly make. This is a moment in my work when the last emphatic concept is chosen and depicted. It comes about through rigor and
    experimentation and it is the point in my work when I have nothing more to add.

  • 2D & Wall-Hung
  • Digital Print
  • 32 inches x 42 Inches
  • Ghost of Time
  • Quintin Gonzalez
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Gonzalez: Ghost of Time
  • The narrative image in my work represents the marking of surface kinetics to create an impression of movement on the picture surface. The governing issue in my work is the analytic configuration of visual substance. I have done this through the rigorous building and development of an extensive vocabulary of traditional and electronic formal elements. This allows for an abstract art that uses repetition of both traditional and electronic forms to create vibrating compositional manipulations, designs, and distorted depictions of perspective. In turn, it forms motion on a two-dimensional pictorial space by deceiving the eye with a succession of visual puzzles.

    I seek a visual symmetry where an image’s explicit order may be created to unify vast and complementary elements of ever-evolving metamorphic structures. Multi-dimensional balance is the evoking of design that links technology to the mystical, thus the sacred. This imbues the visual arts with a means to be unfolded in a complete and ethereal way. These works emanate from both technological content and the natural world. This is the expression of an idea that is a physical manifestation from an internal response to existence. In these images, I have touched upon an art-making process that is as much talismanic as analytic. It is the relationship and exchange between artist, media, and tenet that creates the dynamics for individuality and vision.

    The expression of structure and narrative entails a rigorous commitment to the most actual depiction of what my art is when it exists within the temper of technology’s influence. The interaction of the computer with artistic expression represents the impact of the computer on aesthetics. This interplay between the analytical engine, traditional image making, and the poetic fuses the machine to the creation of beauty. I find the idea of digital aesthetics to be a unique and vibrant demonstration of the purpose of technology redefined. This new meaning of digital technology’s function is one where the machine serves an esoteric, spiritual, and often irrational purpose. This topic in my work ultimately represents interplay between the role of the artist and the role of the machine, a theme that also denotes an investigation into the question: “From where can aesthetics originate?”

  • 2D & Wall-Hung
  • 27 in x 31 in
  • movement, narrative, and repetition
  • The Mist of Spider City
  • Quintin Gonzalez
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • “It was curious to think that the sky was the same for everybody, in Eurasia or Eastasia as well as here. And the people under the sky were also very much the same – everywhere, all over the world, hundreds or thousands of millions of people just like this, people ignorant of one another’s existence, held apart by walls of hatred and lies, and yet almost exactly the same – people who had never learned to think but were storing up in their hearts and bellies and muse/es the power that would one day overturn the world. ” -George Orwell, 1984 Metamorphosis of identity is the topic I have chosen to speak of through these works. This series of portraits delves into the everchanging and ever-evolving face of the human condition. What one deems as individual identity is not so much a fixed thing, but rather it is that which animates the day to day experiences of life. The triumphs, failures, hopes, and struggles of existence find their fervid expressions in those countless facades of profound inner change. These many guises loom as foreboding dramatic vignettes that have been blurred into a single transfixed moment that simultaneously signifies the passing of time. Yet it is in the pondering of days past that the tethers of an uncertain fate become lifted, allowing a true face to be revealed as an unveiled meaning. This revealed intent captures that ephemeral design growing as an emerging catalyst for the many guises of transformation. These works touch upon those facades that are donned in an age of oppressive struggle and are somber witnesses to an era when individual reformation ultimately functions as an act of assimilation and self-preservation. Uniformity becomes a forlorn and final means to shield that internal essence of the sacred at the center of one’s core being. It is the inner self and spirit that remains most dear as an untouched unique voice. In time, this faint utterance becomes a resounding roar for those moments when men and women look defiantly into a black tempest of persecution, prejudice, and brutality and walk that blighted path toward a destiny of compassion, dignity and hope.

  • These works incorporate an extensive use of Curious Labs Poser 4, Corel Painter 8, and Adobe Photoshop 7. In my work, manipulation of formal issues and use of digital imaging software are completely intertwined. This studio practice allows for imagery that utilizes digital media to execute the most complex visual structure I can create. This technical description outlines both the design and methodology
    of my work. I begin by developing my portraits in Curious Labs Poser 4 based on a vague visual idea of what I might wish to convey. At this point the figure, is in its most basic state, and the primary choices about color, shape, line, and composition are made. I then advance to create a
    more complex manipulation of the form and design of my concept. At this point, the image is converted to a tiff file and opened in Corel Painter 8. This process is best described as pushing from the general toward the specific. The aspects of this working method are inexact and come from a series of trials and errors. However, this method of working and reworking carries my work to a realization of clarity and
    precision. The awkward beginning of accidents in my image development is crucial because this forms the structure and foundation of a finalized piece. Also, as the appearance of what I wish to convey evolves, the true form and intent of the image emerges. After a series of daunting in-studio defeats, a decisive stage of image development may take
    place. I then open the work in Adobe Photoshop 7, where now I am ready to form the conclusion of a particular work. This comes about as a process of making all the elements of the image unclouded. There is a point in my work when I strive for a kind of visual eloquence. Here, I endeavor to create the most visually lucid composition I can possibly make. This is a moment in my work when the last emphatic concept is chosen and depicted. It comes about through rigor and
    experimentation and it is the point in my work when I have nothing more to add.

  • 2D & Wall-Hung
  • Digital print
  • 32 inches x 42 inches
  • maang (message stick)
  • r e a
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • r e a is a new-media artist who works in photography, digital media, moving images, and creative environments. She is a descendent from the Gamilaraay/Wailwan people, born in Coonabarabran, New South Wales, and now living in Sydney. She has a MSc in Digital Imaging and Design from the Centre for Advanced Digital Applications (CADA), New York University (2004); MA (Visual Arts) Australian National University,
    Canberra (2000); and a Bachelor of Fine Arts (Visual Arts) from the College of Fine Arts, University of New South Wales (1994). In 2006, she received a New Media Arts Fellowship from the Australia Council for the Arts, which allowed her to return to New York City to participate in the Live-I Workshops presented by Troika Ranch Contemporary Dance Company. Her new video triptych, maang, was shown in the Auckland Triennial – Turbulence 2007. In maang, r e a has directed her attention away from her own inland home. The setting is La Pérouse, a coastal site on the southern shore of Sydney at Botany Bay. Named after the French navigator who landed there on 26 January 1788, La Pérouse is a place of immense significance for Indigenous Australians. In 1855, La Pérouse became an Aboriginal reserve that even today has a large Indigenous population, many of whom comprise part of the broader Indigenous diaspora from regional Australia to the cities. One needs to probe beneath maang’s sheer visual beauty and its poetic lyricism to find a way into the work’s deeper concerns, particularly the tumultuous impact of colonization on Indigenous Australians, which is still distorting identities and destroying languages.

    Importantly, maang is not only about loss of land and language, and the turbulent times following colonization, but also about the possibility of renaissance, revitalization, and regeneration of people, land, language, and culture. As r e a observes: “I lost access to my mother tongue as a result of colonization. My great grandparents from both parents’ sides spoke their own languages. From my grandparents’ generation through to my generation we did not learn to speak our language fluently.”

  • Christine Nicholls, Gail Kelly, Stephen Jones, and Peter Oldham
  • Interactive & Monitor-Based
  • A three-channel video with sound on DVD triptych (10 min-loop)
  • Cages
  • R/Greenberg Associates
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIfx, Silicon Graphics Iris, Sun 4.
    Software: Adobe Photoshop, IM Renderer. Notes: The 3D models were created with IM Renderer, and all images composited with Adobe Photoshop.

  • Design
  • Illustration
  • 17.625 x 23.625
  • Sharpvision
  • R/Greenberg Associates
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Pixar, Silicon Graphics Iris, Sun 4, Apple Macintosh II, LTV drum film recorder.
    Software: Meshwarp, IM Renderer (in­house), Electronic Dark Room (EDR), Adobe Photoshop.

  • Design
  • Illustration
  • 11 x 8.5
  • The Celtic Knife Design Using CNC Techniques
  • Rab Gordon
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015 Gordon, The Celtic Knife Design
  • Examples of the creative use of CAD, computer-aided manufacturing (CAM), and CNC in the non-industrial setting of bespoke knifemaking. The project incorporates traditional Celtic craft values with digital technology through specialist software (CNC Toolkit), machines, and methods developed by the knifemaker.

  • 3D & Sculpture
  • Air Hugs
  • Rachel Dickey
  • 2019
  • The Air Hugs installation is a responsive environment activated by the color red, which receives, tracks, and moves with the passerby causing the actuated material to produce a calculated gentle breathing, contractions of rustling sounds, and fields of reflection and light. When the large-scale inflatable lungs fill with air, they encase and enclose the space around the body, offering a deliberate, delicate, and gracious hug. Rekindling the architects’ experimental side, the Air Hugs installation treats the gallery as a petri dish for combining space and computation to cultivate contemporary forms of experience. It explores the spatial effects of the large-scale pneumatically actuated lungs controlled with real-time computing and image recognition techniques.

    Reasonable yet absurd, the title draws from the use of air as a primary material and the hug as the convergence of two systems of difference affectionately in an embrace. To conceive of an architecture of air requires a fundamental shift in its structural and atmospheric frames from fixed to flexible, hard to soft, static to dynamic, dense to empty. The hug, however, offers an immediate awareness of one’s body and other bodies, and of the space between, or lack thereof, recalibrating human scale and enhancing social interactions. Combined air and hugs offer an otherness, which excites our present temporal existence and moves beyond the rigidity that most often structure our built environments. This exhibition lines the gallery unapologetically with softness much like the lining of architecture with the hanging of curtains, placement of carpets, and wrapping of foams around furniture in order to modify a local environment. It does not simply stand in the empty space, but instead fills it with potential, reaching and gesturing outward yearning for reciprocation. The Air Hugs installation asks, how can we find humanity in certain forms (perhaps even forms beginning before language and culture) and reintroduce those forms as means of integrating responsivity and feedback in architecture? How might design and technology provide us with newfound intimacies with ourselves, each other, and the world around us?

  • Installation
  • Awakened Silence
  • Rachel Dickey
  • 2019
  • During the past three years (2016-2018), there have been 41 reported mass shootings in the United States alone. With 24 hour rolling news, urgent broadcast alerts, and constant access to media at our finger tips, we are able to witness the bytes and bits of the trauma of these events on our screens. As a result researchers believe “we may have reached an historic point in human evolution, where the digital world we have created has begun to outpace our neurons’ processing abilities. The result is that our data-numbed brains increasingly say ‘whatever’ to the world’s troubles. The trauma we witness on our screens — and the indignation that it should spark — goes unprocessed as our minds seek refuge in simpler things”. In fact, researchers at the USC have found that media overload reduces compassion, empathy, moral reasoning and tolerance.

    With this in mind along with the ever growing rise of the death toll by crazed gunman, Awakened Silence is a response to these incidents. It is a project that memorializes the lives lost and tries to avoid the desensitization and lack of empathy caused by media overload, by reminding us of all the families who could not reach to their loved one’s in the midst of these horrific events. As police, firefighters and paramedics, appear on the scene after a mass shooting, they report the nightmarish sound of “incessant chirping, bleating and incongruously cheerful boom box beats of victims’ cell phones” [4]. It leaves responders with an incessant reminder of the friends and family trying to reach the victims. This constant ringing also “short-circuits their psychological defenses” [5] and disturbingly many responders say it stays with them, explaining they cannot get the sound out their ears.

    This is a performance composed of hundreds of cell phones awakening after a 24-hour period of silence. The project attempts to use conflict as a creative tool and point out the numbing effects produced by excess saturation to media by putting the audience in place of the first responders. The intent is not only to recreate the experience of the incessant ringing, but also to evocatively create an awareness of technological fixation and subvert its effects. The resulting recorded videos have been compiled into a projected performance of darkness and silence gradually awakened by a crescendo of light and sound. It concludes again with silence, a reminder that at some point the phones stopped ringing, as families and friends, realize what has occurred that the receiver of their messages and calls is no longer there to answer.

  • Performance
  • Projected performance
  • http://racheldickey.com/awakened-silence
  • Abstract Conversations
  • Rachel Gellman
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • City/Texture
  • Rachel Gellman
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Installation
  • Photograph of raster image
  • Dance Variations 3
  • Rachel Gellman
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Composite photograph
  • Figures
  • Rachel Gellman
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Rachel Gellman Figures
  • Hardware: IBM PC , Scion frame buffer
    Software: Time Arts-Easel

  • 2D & Wall-Hung
  • Wool rug
  • 6 ft 7.5 in x 8 ft 6.5 in
  • The Evolution of Silence
  • Rachele Riley
  • SIGGRAPH 2016: Data Materialities
  • 2013
  • 2014 Rachele Riley, The Evolution of Silence
  • My research is motivated by a concern for how violence is represented, aestheticized and reconciled within culture. In self-directed projects that embrace both the methodical and the expressive, I create revealing, exploratory and participatory experiences and develop a variety of narrative approaches to addressing complexity. I focus on the ways that art and design critically shape our interpretations and promote understanding.

    My current work, The Evolution of Silence, addresses the damage brought about by several decades of nuclear testing at the Nevada Test Site. The web-based archive translates fragments of archival data into an exploratory engagement with the 828 individual detonations. Providing access to this restricted desert landscape, layers of the project offer historical perspective on the cultural view of the bomb and on the human toll of war. Examining the impact of events and their dynamics, I create critical interactive experiences whereby the viewer actively dismantles the aggregate image of war and confronts the scale of violence that has taken place.

  • The Evolution of Silence addresses the scale of damage brought about by 41 years of nuclear testing at the Nevada Test Site. The web-based archive presents a non-linear map and interpretation of the area’s destruction and an opportunity to explore this restricted desert landscape.

    The project translates official government data of nuclear testing into artistic, reflective experience and presents an imaging of a landscape symbolic of war’s aftermath and silence. In mapping the location of the 828 individual detonations that occurred in Yucca Flat alone, I focus on the “before and after” of transformation and on the traces that remain.

  • Internet Art
  • Memorium Triptych
  • Raffals Estate
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • Raffals Estate: Memorium Triptych
  • 2D & Wall-Hung
  • Inkjet print
  • 7.5 x 9.6 inches (each panel of triptych)
  • FRONT
  • Ralph Borland, Jessica Findley, and Margot Jacobs
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 BorlandFindleyJacobs: FRONT
  • Millefiore_Effect explores the nature of human interaction, investigating and exposing social behavior and communicative codes through their interactive installations and objects. In FRONT, two humans don ceremonial conflict-suits that inflate in response to their shouts and growls. The victim and the aggressor experience a distortion of body that affects both themselves and the other simultaneously. A dialogue is established. Internal conflicts become external via body transmutation.

    Both aggressive and defensive inflation systems work to distort and manipulate the body of the wearer; armpit sacs push the arms up away from the body; neck sacs push the head up and obscure vision. The suits are not just an expression of the wearer’s actions, but also action upon them, so the suits read as both a ceremonial expression of conflict, and as a physical manifestation of the consequences of rage, aggression, and submission.

    When the suits have been publicly exhibited, they have elicited a very active response from wearers. They create a space in which people perform playful aggression and domination/submission actions. The suits make emotion, intent, and response visible through the more overt, corporeal mechanisms that some creatures have retained, and the human body has largely lost. They draw attention and make analogies to what physical expression humans have left: shouting, gesturing, cowering and blushing.

  • FRONT is comprised of two inflatable plastic suits worn by two participants within a small arena. Each suit has two systems of air sacs, one for aggressive movements, and the other for defensive responses. The level of participants’ voices controls the inflation of their own aggressive sacs and the defensive sacs of the other person.

    The suits are made of thin polythene plastic sewn into sacs of varying sizes and shapes, making up a suit that straps onto the upper body. Hacked hairdryers pump air into and out of the inflatable sacs in the suit through plastic pipes.

    A small microphone in the neck of each suit sends an audio signal to a computer, which uses Geoff Smith’s GetSoundInlevelXtra for Director to monitor the volume of the sound coming from each participant. When the volume exceeds a certain level, Director sends a serial communication to a microprocessor that controls a motormind on each fan. The motorminds normally keep the fans sucking air out of the suits, but they reverse the fans to pump air into the appropriate sacs when triggered by the microprocessor to do so.

  • Millefiore_Effect met in the Interactive Telecommunications Program at New York University. Interest in each other’s work led to work on a project together. Our varied backgrounds inform our work: Borland studied sculpture, Jacobs industrial design, and Findley performance. We were all interested in creating work that uses interactive devices and environments to elicit and facilitate emotional responses and communication between people.

    FRONT developed from the idea of creating something wearable that would change in response to the wearer. We thought of analogies to certain animals that have the means for very physical expression of their internal state. We set out not to dress the user as an animal, but to create a similar means of expression.

    Inflatables interested us, so that was an obvious choice. We experimented with gluing and sealing plastic until we found that under the positive inflation sewing was sufficient. It also created interesting “drawings” across our suits. Hairdryers worked perfectly as fans (thanks Ad lib).

    We all work with sound and found it to be a sufficient analogy for emotions that are more difficult to track. We do have plans for variations that monitor other body processes.

    We liked the idea of a pair of suits in a symbiotic relationship, so we created the self-contained FRONT. We are busy working on FRONT 2, in which the suits are networked to each other from separate, remote locations. Millefiore_Effect: taking it to the next level…2002.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • conflict, human body, and humanity
  • Untitled
  • Ralph Hocking
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Hocking Untitled
  • Hardware: Cromemco Z2, Cat 100 frame buffer, NEC PC 8023 printer
    Software: David Jones

  • 2D & Wall-Hung
  • printer drawing
  • 4 x 4 in.
  • printer drawing
  • Composition with 42 Tones
  • Ralph Turner
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Turner: Composition with 42 Tones
  • 2D & Wall-Hung
  • Felt pen & pencil
  • 20 x 20"
  • Synthetic Hexagon 3 Tones
  • Ralph Turner
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Turner: Synthetic Hexagon with 3 Tones
  • 2D & Wall-Hung
  • Felt pen & pencil
  • 20 x 20"
  • Knoxville World's Fair Exhibition
  • Ramirez and Woods Inc.
  • SIGGRAPH 1984: CAD Show
  • 1984 Ramirez and Woods Inc: Konxville
  • Interactive video disk and personal computers were used at the 1982 Knoxville World’s Fair in Tennessee to create a powerful and attractive system that was both instructive and engaging.

    This system was designed to be a highly personal, elastic, non-linear presentation of information. It was interactive, responding to and allowing its users to pursue areas of specific interest while bypassing familiar or boring information. At the same time, the system made full use of its powers, employing images – both still and moving – text, and sound.

    The subject of the system was energy, and it was covered from every conceivable angle: the sources and uses of energy; definitions of energy terms; and different expert views on energy issues.

    Thirty-three thousand visitors passed through the exhibit each day, using a total of 42 different interactive video screens that offered immediate access to the visitor’s specific area of interest.

    A user had only to touch a word or symbol on the screen to indicate an interest in more detailed information. The corresponding information would immediately appear, called up for display from its storage place on one of the system’s video disks.

    Touch-Sensitive Display Screen
    Touch can be registered on the television screen because a grid of invisible infra-red light is cast across the screen by lights bordering the screen. When the screen is touched, the grid is broken, signaling precisely where the area of interest lies.

    Video Disks
    A video disk holds 54,000 images on one side. The interactive disk players use laser to play the disk instead of the more conventional stylus. A computer acts as an intermediary between the disk player and the interactive video screen. The computer registers the area of the screen touched by the user, and instructs the disk player to go to the place on the disk where the appropriate information is stored, and to “play” it.

  • Equipment:
    30 Apple II Computers
    50 Sony LDP1000 videodisk players
    50 Sony PVM19 color monitors
    25 Elographics Touch Sensors

  • Exhibition

    Exhibitions require the design and presentation of information in time and three-dimensional space. The viewer’s movement and experience is shaped and structured by the design of the exhibition. Exhibitions can be categorized as both entertainment and education.

    While exhibitions have often included real-time demonstrations and viewer participation, to put effective static or dynamic information into a three-­dimensional exhibition is awkward and expensive. Computers coupled with video, touch-sensitive displays, and video disks provide a wide range of more individualized access and choice of information to a larger number of people.

  • Albert H. Woods, Thomas Nicholson, Daniel Pelavin, Susan Nicholson, and Steven Gregory
  • Design and Interactive & Monitor-Based
  • exhibition and information
  • The Light Stuff
  • Randy Bradley
  • SIGGRAPH 1987: Art Show
  • 1987 Bradley The Light Stuff
  • Multiple crystaline refractions done by ray tracing superquadric primitives ….

  • Hdw: DG MV/10000/E&S PS300/Raster Tech 1/380/DUNN 635
    Sftw: Clockworks

  • 2D & Wall-Hung
  • 11" x 14"
  • Brilliance
  • Randy Roberts
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Roberts: Brilliance
  • Animation & Video
  • 1 minute
  • Free Range Appliances in a Light Dill Sauce
  • Rania Ho
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Free Range Appliances in a Light Dill Sauce is an exploration of anthropomorphic qualities inherent in household gadgets and an irreverent look at the meaning of “smart” appliances. Kitchen appliances are liberated from their mundane existences and taught motor skills so they can fully realize their suppressed ambulatory desires.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • Each appliance: 1 foot x 1.5 feet x 1 foot
  • interactive installation and sculpture
  • Sensitive Research
  • Ranjit Bhatnagar
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Bhatnagar: Sensitive Research
  • I am fascinated by antique scientific instruments. Sometimes, that fascination goes too far, and I am compelled to eviscerate them. Sensitive Research is part of a series of pieces combining natural materials with technological artifacts.

    The preserved lemon inside Sensitive Research spins and strobes in response to various environmental factors, including, most importantly, the settings of the two front-panel knobs, which are quite pleasant to tweak.

  • 3D & Sculpture
  • 5 in x 6 in x 3 in
  • history and technology
  • Venus and Mars
  • Ray Eales
  • SIGGRAPH 1992: Art Show
  • Venus and Mars is a sort of homage to the 1960’s and 1970’s so-called Avant-Garde film (all done in software, of course).

  • Hardware: Silicon Graphics workstation, Sharp JX 100 Scanner, Amiga 2500
    Software: Alias, Vista Pro, Art Department Pro, Design Paint

  • Animation & Video
  • 2:13
  • Max...
  • Ray Lauzzana
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Lauzzana: Max...
  • 2D & Wall-Hung
  • Serigraph
  • 30 x 22"
  • So the Proposal is to Use Only Specialists
  • Ray Lauzzana
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Lauzzana: So the Proposal is to Use Only Specialists
  • 2D & Wall-Hung
  • Serigraph
  • 30 x 22"
  • The Smaller Is Subtracted from the Larger
  • Ray Lauzzana
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Lauzzana:The Smaller is Subtracted from the Larger
  • 2D & Wall-Hung
  • Serigraph
  • 30 x 22"
  • The Chair of Final Remorse
  • Raymond St. Arnaud
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 St. Arnaud: The Chair of Final Remorse
  • Raymond St. Arnaud’s first means of artistic expression was photography, and photography continues to be the basis for all his work. For his personal visual statements, he has used photographic images to produce photographs, paintings, drawings, and prints. Currently, he is using his photographs as a source for computer-manipulated/altered images and prints. He outputs his images with an Epson 3000 printer using a Lyson archival dye set on archival art paper.

    The basis of his personal imagery can be described as photographing a found object or a found incident. One of the methods he uses to change images may be thought of as recursive or self-referential. The image is altered by using information from the image, not only as the source for the image, but also as the modifying parameter. Other modifications include: altered color and tone values, and enhancement or suppression of detail.

    These images are from a new series called As Seen On TV, in which the photographic images are modified to resemble a symbolic TV screen.

  • 2D & Wall-Hung
  • 28 in x 21 in
  • image manipulation and photography
  • Remote Control Device
  • RCA Corporation
  • SIGGRAPH 1984: CAD Show
  • 984 RCA Corporation: Remote Control Device
  • The model of an object in the computer’s memory can be used to shape a real and tangible model from wood, plastic, or metal through numerically-controlled (N/C) machining techniques. Prototype molds for this remote control device were made just as readily They were realized in a fraction of the time that would have been required to make them by conventional means. It was thus practical to make many prototypes for more thorough testing in the time normally required to make only one. Overall development time for the product was thus shortened dramatically.

  • Equipment:
    Computervision
    CADDS 4 CAD System
    Hillyer 4-Axis N/C Milling Machine

  • Solid Modeling

    Solid models are complete representations of objects. An object’s volume, center of gravity, and other material properties can be calculated.

  • Richard Bourgerie, Steve Schultz, Ted Smith, Mike Squillace, Paul Gunn, Jim Carins, Gary Stevens, Jim Lynn, and Kevin Larr
  • Design
  • Festival of Festivals 1990
  • Reactor Art + Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIfx, Scitex (output).
    Software: Adobe Illustrator 88, Letrastudio, VIP.

  • Design
  • Poster
  • 36 x 24.5
  • Fun With Computers
  • Reactor Art + Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIfx, ScanMan Scanner, Scitex (output)
    Software: Adobe Illustrator 88, Letrastudio, VIP

  • Design
  • Poster
  • 27 x 19.5
  • Kick
  • Rebecca Allen and Robert McDermott
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Allen, McDermott: Kick
  • 2D & Wall-Hung
  • Polaroid
  • 11.5" x 9"
  • Catherine Wheel
  • Rebecca Allen
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Animation & Video
  • 2.25 minutes
  • Steps
  • Rebecca Allen
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Animation & Video
  • 2.25 minutes
  • Swimmer
  • Rebecca Allen
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • Animation & Video
  • 0.25 minutes
  • The Bush Soul
  • Rebecca Allen
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Allen The Bush Soul
  • The Bush Soul is an interactive art work that explores the role of avatars in a world of artificial life. In a virtual world, the avatar becomes our other body. But what part of “us” is in our avatar?

    Certain West Africans believe that a person has more than one soul, and that there is a certain type of soul, called the “bush soul,” that dwells with­in a wild animal of the bush. A per­son’s bush soul resides in an animal, though that animal also has a life of its own.

    An avatar can serve as a place for the bush soul, following the guidance of the person attached to it, but “alive” with its own set of behaviors. In this work, every object in the environment, including the avatar, is instilled with some form of artificial life.

    Relationships can be formed between all elements. Activities and events emerge depending on relationships and interactions: nonlinear, experimen­tal performances, narratives, and music.

    The Bush Soul experiments with forms of communication that rely on symbolic gestures and movements. With a focus on the “life” of the virtual environment, this work examines the role of artificial life and human pres­ence in an art form that includes the interactive experience.

  • Installation and Interactive & Monitor-Based
  • Interactive installation with 3D virtual environments
  • 4' x 8'
  • communication, interactive installation, and virtual environment
  • Agitato
  • Rebecca Ruige Xu and Sean Hongsheng Zhai
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2015
  • Project Agitato attempts to represent evolving musical information within a single image frame, in the hope of capturing the subjective and perceptual qualities of time as expressed in music. The title of the project, named from the music term agitato, depicts the restless agitated style of the music. Each image in this series is generated based on a musical passage from Nicolas Scherzinger’s inter-sax-tive. For any given moment in time, spectrum of the music’s frequencies is analyzed and used as the input to construct visual elements with various characteristics. As the music progress, the visual elements accumulate and are composed into a single image reflecting the music material within a defined duration of time, allowing viewers to perceive the movement of music from a single viewpoint, rather than as a linear experience of time.

  • Nicolas Scherzinger
  • 2D & Wall-Hung
  • http://rebeccaxu.com/
  • Out of Statistics: Beyond Legal
  • Rebecca Ruige Xu and Sean Hongsheng Zhai
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • With an aesthetic approach, Out of Statistics: Beyond Legal produces a series of abstract drawings based on US crime statistics as archival-ink digital prints on rice paper. Each image represents the crime status in one of the states, with the seven most significant crime-conviction statistics of each state embedded.

    In order to bring a fine-art quality and a natural, hand-drawn feel into the data visualization, the artists developed an algorithm based on their experience and analysis of experimental drawings. The algorithm was implemented using Python programming and SVG (Scalable Vector Graphics). As demonstrated in the legend of this work, each type of crime is mapped to a unique drawing stroke. Images are then created using these patterns, following a set of composition rules defined by the artists. The visual style of the project is influenced by Minimalism and traditional Asian art. Rice paper was chosen as the medium because its delicate texture and translucent quality can add grace to the images.

    The images can be viewed and judged solely as abstract artworks and still serve the function of visualization. Decoding the embedded information would then become an optional and additional interesting experience that viewers may potentially find rewarding. An observant viewer may discover that the interplay of black and white reflects the density of unlawful incidents in a particular state. Darker areas of the image represent places with more crimes.

    This project attempts to raise awareness of the current social conditions in each US state. Paradoxically, it visualizes crime-related data as elegant compositions and visually pleasing images. In this way, it questions the impact of data visualization on human perception of information.

  • Design
  • http://floatingcube.org/beyondlegal/
  • Visualizing Federal Spending
  • Rebecca Ruige Xu and Sean Hongsheng Zhai
  • SIGGRAPH 2013: XYZN: Scale
  • 2012
  • In this project we explore an aesthetics-oriented approach to visualizing federal spending in the United States as 3D compositions in a photorealistic style. Using procedural modeling with Python programming and Maya API, an organic flow of intermingled geometrical units is formed to represent the profile of federal spending for each state, loosely resembling the idea of money flow. The total amount of spending is scaled to a per capita basis to make different states comparable, while the overall surface area or volume occupied by each type of geometrical pattern represents its associated spending data.

    With data provided by the Transactional Records Access Clearinghouse at Syracuse University, we analyzed federal spending by agencies and then mapped this data to distinguishable geometric patterns. Often, the shapes hint at what they represent: for example, leaf shapes for agriculture, spikes for military-related spending, cubes for housing, and torus (life buoys) for education. Unsurprisingly, top spending categories like social security and health and human services, seen as floating ribbon shapes, are dominant attributes for most states.

    To create an aesthetically sophisticated but not overwhelming presentation of the data set, we further fine-tuned the per capita scales while maintaining the interrelation among different types of spending. Photorealistic rendering produces shadings with vivid nuances, endowing the geometries with a tangible quality and enhancing the sense of volume. The complicity of the output reflects the intricate nature of the subject and allows more exploratory freedom for viewers to observe and then make their own sense of the embedded information. We also hope this project will stimulate further research on the topic of federal spending.

  • 2D & Wall-Hung
  • Both Arms Brooch
  • Rebecca Strzelec
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Strzelec: Both Arms Brooch
  • My recent work is a continuing investigation of the ways in which wearable objects interact with the surface of the body. It consists of a series of brooches, pieces of jewelry that are worn on or around the chest. Using a variety of medical adhesives and wound-treatment devices, I create brooches that adhere directly to the skin. The adhesives provide an armature that accepts and supports the objects I create via CAD and rapid prototyping. My involvement with the computer as a medium has allowed me the freedom to design objects that I could not create by traditional means. Every aspect of each piece is created and conceptualized within the virtual building environment of a CAD application. I also re-create the medical devices, to scale, within this environment so I can build directly onto them. This virtual “fit test” allows me to create unique, fluid transitions from the adhesive to the brooch. When the brooch has been completed within the CAD application, it is realized tangibly through the use of rapid-prototyping technologies. My recent self-adhering brooch series is built using fused-deposition modeling, an additive process that builds ABS plastic layer by layer.

    The relationship between my brooches and the body is one of an echo. Through form-language and material choice, I reiterate the shape and surface of bone, muscle, and ligament. I wish to communicate a growth or appendage that has developed from beneath the skin. While drawing inspiration from the female body, it is my intention to create hybrid organic forms that resist direct identification. Eliminating the traditional need of clothing as the attaching surface, I ask the viewer/wearer to see the brooch in the context of the naked female form. When worn, a dramatic tension is created as brooches are placed intimately on the skin, adhering and adapting to the surfaces of the body.

  • 3D & Sculpture
  • Fused Deposition Modeled ABS Plastic and Medical Adhesive
  • 2.5 in x 3 in x 1.5 in
  • brooch and human body
  • Split Brooch
  • Rebecca Strzelec
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Split Brooch is a piece about losing part of oneself in the absence of another. When, through conscience decision making, people no longer play an integral role in our lives there is an acute sense of void within daily activity. Split Brooch represents that crack in the everyday and the re-growth of the new that builds in its emptiness. My recent work is a continuing investigation of the ways wearable objects interact with body surfaces. While I have investigated different types of wearable objects, my current work consists of brooches. Using a variety of medical adhesives and wound-treatment devices, I create brooches that are applied directly to the skin. The adhesives provide an armature that accepts and supports the objects I create via CAD and rapid prototyping. While drawing inspiration from the female body, as well as other forms seen in nature, it is my intention to create hybrid organic forms that resist direct identification. Eliminating clothing as the attaching surface, I ask the viewer/wearer to see the brooch in the context of the naked female form, as well as let go of their preconceived notions of what jewelry is or needs to be. This new relationship challenges societal views of adorning oneself both through the placement of the object and the value of the material. Through my work, I redefine what can be considered jewelry and, more importantly, which jewelry can be considered art. I believe that art should exist to inform the viewer. When these brootches are worn, they create a dramatic tension, because they are placed intimately on the skin, adhering and adapting to the surface of the body.

  • My involvement with the computer as a medium has allowed me
    the freedom to design objects that I could not create by traditional means. This involvement in technology has given me the opportunity to embrace various fields outside of art and craft. Every aspect of each piece is created and conceptualized within the virtual building environment of a CAD application. I also recreate the medical devices, to scale, within this environment so I can build directly onto them. This virtual “fit test” allows me to create unique fluid transitions from the adhesive to the brooch. When the brooch has been completed within the CAD application, it is realized tangibly through the use of rapid prototyping technologies. My recent self-adhering brooch series is built using fused deposition modeling, an additive process that
    builds ABS plastic layer by layer. For the first time, I am taking advantage of color prototypes. My recent work has departed from the default “white” material and is now composed of a brilliant primary red.

  • 3D & Sculpture
  • FDM ABS plastic, medical adhesive
  • 5.2 inches x 5.1 inches x 4. 7 inches
  • Written Brooch
  • Rebecca Strzelec
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Written Brooch is about vacillation. It is based on a leaf I observed that was caught by its stem on the carpet of a front porch dusted with snow. As the wind blew, the leaf revolved around itself, drawing where it had been and where it was going over and over again. This piece refers to the decision-making process and how changing one’s mind often creates a cyclical pattern of events. My recent work is a continuing investigation of the ways wearable objects interact with body surfaces. While I have investigated different types of wearable objects, my current work consists of brooches. Using a variety of medical adhesives and wound-treatment devices, I create brooches that are applied directly to the skin. The adhesives provide an armature that accepts and supports the objects I create via CAD and rapid prototyping. While drawing inspiration from the female body, as well as other forms seen in nature, it is my intention to create hybrid organic forms that resist direct identification. Eliminating clothing as the attaching surface, I ask the viewer/wearer to see the brooch in the context of the naked female form, as well as let go of their preconceived notions of what jewelry is or needs to be. This new relationship challenges societal views of adorning oneself both through the placement of the object and the value of the material. Through my work, I redefine what can be considered jewelry and, more importantly, which jewelry can be considered art. I believe that art should exist to inform the viewer. When these brootches are worn, they create a dramatic tension, because they are placed intimately on the skin, adhering and adapting to the surface of the body.

  • My involvement with the computer as a medium has allowed me
    the freedom to design objects that I could not create by traditional means. This involvement in technology has given me the opportunity to embrace various fields outside of art and craft. Every aspect of each piece is created and conceptualized within the virtual building environment of a CAD application. I also recreate the medical devices, to scale, within this environment so I can build directly onto them. This virtual “fit test” allows me to create unique fluid transitions from the adhesive to the brooch. When the brooch has been completed within the CAD application, it is realized tangibly through the use of rapid prototyping technologies. My recent self-adhering brooch series is built using fused deposition modeling, an additive process that builds ABS plastic layer by layer. For the first time, I am taking advantage of color prototypes. My recent work has departed from the default “white” material and is now composed of a brilliant primary red.

  • 3D & Sculpture
  • FDM ABS plastic, medical adhesive
  • 5.2 inches x 4.5 inches x 4. 7 inches
  • Calendar Clock
  • Reed Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, IIci, IIfx.
    Software: Aldus Freehand, Aldus PageMaker.

  • Design
  • Calendar
  • 4 x 9
  • Lilliput
  • Reetta Neittaanmäki and Jari Suominen
  • SIGGRAPH Asia 2011: FANTAsia
  • Neittaanmäki, Suominen: Lilliput
  • Lilliput is a digital peep show installation inspired by Edison’s Kinetoscope and other early motion picture devices. Lilliput is a little man who lives in a room built into a wooden box. When he wakes up in his bed he is surprised to find out he is under surveillance. The spectator can watch animated 3D characters through the peepholes on top of the box. The animation loop is 2.5 minutes long and it shows Lilliput’s room from above. Big staring eyes are peeping at the character from the window and doors and he gets annoyed when he can’t get rid of them. In the end the spectator becomes one of the peeping eyes that disturbs Lilliput’s life. The unlucky little man continues his life under surveillance endlessly. The form of the installation and the design of animation gives an impression of a magic box. Lilliput’s voice, footsteps and other sounds can be heard when one approaches the installation. A vibrating speaker also gives spectator also a haptic experience. The box has a lock indicating that there’s a secret inside. The installation goes back to the early roots of moving images by offering a small scale spectacle for one viewer at a time. The theme of the work is peeping and its different forms in our society, such as reality television and surveillance cameras. It doesn’t give any straight answers about the theme but rather gives the viewer freedom in his or her own interpretations.

  • Installation
  • Machine Hallucinations - Latent Study II
  • Refik Anadol
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Anadol: Machine Hallucinations
  • My body of work addresses the challenges, and the possibilities, that ubiquitous computing has imposed on human kind, and what it means to be a human in the age of machine intelligence. My aim is to explore how the perception and experience of time and space are radically changing now that machines dominate our everyday lives. As a spatial thinker, I am intrigued by the ways in which the digital age and machine intelligence allow for a new aesthetic technique to create enriched immersive environments that offer a dynamic perception of space. I view machine intelligence not only as a new medium, but as a partner, allowing us to re-examine not merely our external realities, but rather an alternative process to which we attribute artistic consciousness. These ideas are especially interesting in relation to this year’s Siggraph theme. Both in relationship to deep dreaming (histories) as well as deep dreaming (futures), Machine Hallucinations – LatentStudy II aims to explore the past as well as potential ways of perceiving architecture and photographic memory through machine learning. By applying machine intelligence to photographic datasets I am able to explore common themes, a new cinematic medium, collective histories, and posit possible future trends.

  • Visions Of America: Amériques
  • Refik Anadol
  • SIGGRAPH Asia 2015: Life on Earth
  • 2014
  • 2015 Anadol: Visions of America
  • The Los Angeles Philharmonic’s multimedia presentation of Edgard Varèse’s Amériques launched the new in/SIGHT series at Walt Disney Concert Hall. The presentation of Amériques was led by conductor laureate Esa-pekka Salonen and accompanied by Refik Anadol’s site-specific architectural video installation, which was developed to illuminate and enhance the Varèse’s composition and to activate the architecture of Walt Disney Concert Hall.

  • Installation and Performance