Artworks Data Table


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Title Artist Name Exhibition Creation Year Image Artist Statement Technical Info Process Info Collaborators Sponsors Category Medium Size Website Keywords
  • D-3 untitled Angle
  • Stephen Keltner
  • SIGGRAPH 1992: Art Show
  • n.d.
  • no date Keltner D-3 untitled Angle
  • 3D & Sculpture
  • Sculpture
  • 27 x 64"
  • Untitled (Modular Structure with Spheres)
  • Stephen Todd
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Demon Seed
  • Stephen Wilson
  • SIGGRAPH 1998: Touchware
  • 1987
  • 1987 Wilson Demon Seed
  • Stephen Wilson is a San Francisco author, artist, and professor who explores the cultural implications of new technologies. His interactive installations have been shown internationally in galleries and SIGGRAPH, CHI, NCGA, Ars Electronica, and V2 art shows. His computer mediated art works probe issues such as World Wide Web & telecommunications; artificial intelligence and robotics; hypermedia and the structure of information; synthetic voice; and environmental and body sensing. His works explore the roles of artist as researcher/inventor and commentator on emerging technologies. He won the Prize of Distinction in Ars Electronica’s international competitions for interactive art. He is Head of the Conceptual/Information Ars program at San Francisco State University.

    He has published extensively including articles such as “The Aesthetics and Practice of Designing Interactive Events,” “Interactive Art and Cultural Change,” and “Noise on the Line: Emerging Issues in Telecommunications Art.” He has published three books, Using Computers to Create Art (Prentice Hall, 1986), Multimedia Design with HyperCard (Prentice Hall, 1991), and World Wide Design Guide (Hayden, 1995), which promotes an experimental, culturally aware approach to Web design. He is currently working on a book called Information Arts for MIT Press on the relationship of art to science and technology.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • environments, interactive installation, and technology
  • Imaginary Creature Control Wall
  • Stephen Wilson
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: Apple II/peripherals
    Sftw: Custom

  • Installation
  • Interactive Sculpture
  • 4' x 8'
  • Is Anyone There?
  • Stephen Wilson
  • SIGGRAPH 1992: Art Show
  • 1992 Wilson Is Anyone There
  • For one week a computer telemarketing device made hourly calls to selected pay telephones, engaging whoever answered in conversations about life in the city. This information has been digitally stored. The installation allows viewers to interactively explore the city via a database of these recorded calls and digital, Quicktime movies of life near the phones. It appropriates the often intrusive computer-based telemarketing technology, using it in a new way. The installation challenges the safety of passive art viewership by shifting occasionally into real­time mode and automatically placing live calls to the pay phones, linking the viewer with a real person on the street at the location on the screen.

  • Installation
  • Is Anyone There?
  • Stephen Wilson
  • SIGGRAPH 1998: Touchware
  • 1993
  • 1993 Wilson Is Anyone There
  • Stephen Wilson is a San Francisco author, artist, and professor who explores the cultural implications of new technologies. His interactive installations have been shown internationally in galleries and SIGGRAPH, CHI, NCGA, Ars Electronica, and V2 art shows. His computer mediated art works probe issues such as World Wide Web & telecommunications; artificial intelligence and robotics; hypermedia and the structure of information; synthetic voice; and environmental and body sensing. His works explore the roles of artist as researcher/inventor and commentator on emerging technologies. He won the Prize of Distinction in Ars Electronica’s international competitions for interactive art. He is Head of the Conceptual/Information Ars program at San Francisco State University.

    He has published extensively including articles such as “The Aesthetics and Practice of Designing Interactive Events,” “Interactive Art and Cultural Change,” and “Noise on the Line: Emerging Issues in Telecommunications Art.” He has published three books, Using Computers to Create Art (Prentice Hall, 1986), Multimedia Design with HyperCard (Prentice Hall, 1991), and World Wide Design Guide (Hayden, 1995), which promotes an experimental, culturally aware approach to Web design. He is currently working on a book called Information Arts for MIT Press on the relationship of art to science and technology.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • environments, interactive installation, and technology
  • Parade of Shame
  • Stephen Wilson
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Apple II+, Vynet Telephone, PacTel Telephone System

  • Installation
  • Interactive videotext installation
  • Folk Art Fish Tank
  • Steve Anderson
  • SIGGRAPH 1989: Art Show
  • 1988
  • Anderson: Folk Art Fish Tank
  • Rich Gould and Joan Stavely
  • 3D & Sculpture
  • Sculpture using broken computer terminal
  • 24 x 24 x 36 in
  • Taking Stock
  • Steve Bradley
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Bradley Taking Stock
  • 2D & Wall-Hung
  • Prismacolor thermal printout
  • 11 x 30.75"
  • We Save You More Money
  • Steve Bradley
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Bradley We Save You More Money
  • 2D & Wall-Hung
  • Prismacolor thermal printout
  • 11 x 30.75"
  • American Album
  • Steve Davis
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Davis American Album
  • With this project, I am less concerned with the inherent bias of television and the many talk shows it delivers than I am with the personal needs of individuals to use the medium to make human connections with their national and global communities. Willingly presented in an intimate light, often at the expense of appear­ing weak, offensive, or pathetic, we volunteer to simplify and categorize ourselves in an effort to earn a definable, indexable place within the American social landscape. Television is the mediator of choice. As a mediator, it offers the safety of time and distance between the subject and the rest of the world, facilitating or perhaps demanding the release of personal privacy.

    Conversely, living in public, in unmediated real time and space, we maintain distance and preserve privacy. Personal connection with community is absent. There are no clearly defined labels. Identity and location within our world are open to shifts, conjectures, and ambiguity.

    What was once private (secrets, vulnerabilities, and anger) are now cataloged and pronounced from the highest mountain, while our public selves have reverted to stealth mode.

  • 2D & Wall-Hung
  • identity and photography
  • Close Inspection
  • Steve Davis
  • SIGGRAPH 1992: Art Show
  • n.d.
  • no date Davis Close Inspection
  • 2D & Wall-Hung
  • Photographic print
  • 11 x 44"
  • Blue Cirque
  • Steve Dipaola
  • SIGGRAPH 1987: Art Show
  • 1987 Dipaola Blue Crique
  • The head models were created using a parameterized, three-dimensional head generating system …. Once the head models are rendered, a variety of line enhancing, image filtering and depth buffer techniques were applied to the image.

  • Hdw: VAX 11/785/Ikonas/Dicomed
    Sftw: N.Y.I.T.

  • 2D & Wall-Hung
  • 18" x 30"
  • Argus Portable Televisor, 1898 British
  • Steve Gompf
  • SIGGRAPH 1999: technOasis
  • 1996
  • 3D & Sculpture
  • Mixed Media
  • 10 inches x 13 inches x 7 inches
  • 3D object and mixed media
  • Miniature Televisor, American, 1911
  • Steve Gompf
  • SIGGRAPH 1999: technOasis
  • 1997
  • 3D & Sculpture
  • Mixed Media
  • 12 inches x 5 inches x 7 inches
  • 3D object and mixed media
  • Televisor 1892, Italian
  • Steve Gompf
  • SIGGRAPH 1999: technOasis
  • 1996
  • 3D & Sculpture
  • Mixed Media
  • 18 inches x 12.5 inches x 16.5 inches
  • 3D object and mixed media
  • Televisor 1910 German
  • Steve Gompf
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Steve Gompf Televisor 1910 German
  • There are those who turn on their televisions to see if it is raining just outside the window. Vicariously, many viewers readily accept what they see on television as personal experience. Billions watch television screens religiously for many hours daily. The cathode ray tube has become a glass-faced altar.

  • Courtesy of Televisor Museum International
    teleseum.org

  • 3D & Sculpture
  • Kosovo
  • Steve Guynup
  • SIGGRAPH 2000: Art Gallery
  • 1999
  • This is no game, but rather a careful observation of a deadly serious adventure. “Kosovo” is a futuristic exploration that incorporates both user-defined motion and system-defined animation.

  • Animation & Video and Interactive & Monitor-Based
  • Animation
  • human-computer interaction and movement
  • Cyber Glogger
  • Steve Mann
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Camera phone images and video are used for social interaction. Constant mobile connectivity has become more than just encyclopedic “computer-like” knowledge, but rather is a tool
    for greater understanding of the perspectives of others. P2P, often known as peer-to-peer, has become people-to-people, or “power-to-people,” instead of people-to-computer. Through the Global Eyes of camera phones, a new Globaleyesation results: all-seeing eyes, not in the traditional panoptic sense, but rather the inverse panoptic (SOUSveillance rather
    than SURveillance). SOUSveillance supports selective self-representation, where people choose what they upload. With SOUSveillance, so long as you are alone, you are not being watched or observed. You are only being observed in social situations. SOUSveillance alters the power dynamic of traditionally disenfranchised communities, particularly in the developing world and indigenous communities, to establish a new relationship between the “ruled” and the “rulers.” There is a tension between SOUSveillers and SURveillers, creating a need for a fair balance: Equiveillance. This work examines the evolution of a social norm for image capture and tranmission. Attendees take part in SOUSveillance and negotiate, between phones, when and where image capture is desirable and what images should be shared. The work evolves throughout the duration of the conference, exploring how the community reaches a state of equilibrium: Equiveillance. NGOs often work in hostile environments that undermine existing civilian authorities’ efforts to promote humanitarian agendas. The arms race has become the information race and images the new ammunition. We propose a perpetual
    stalemate in the form of Equiveillance. The accessibility of inexpensive off-the-shelf technology capable of transmitting live video and images brings about the democratic order of the new media militia. Constant connectivity with mobile imaging has applications for citizen journalism in environmentalism, micro-capitalism, and social-justice, empowering many communities by bringing their messages to the world stage.

  • Attendees use their camera phones to participate in exploring the concepts of cooperative SOUSveillence throughout SIGGRAPH 2007. A camera phone program, called Glogger, allows conference attendees to either engage in the taking and sharing of images or prevent it.
    Unlike other programs, Glogger must obey community standards to take or share images. This interaction is distributed, so no one person can stop or censor the process of image capture and sharing. This group interaction creates a mutually agreed upon “sight”-licensing scheme between users. Moreover, the system uses a continuous rather than binary sight-license permission to set image legibility. Sight-licensing provides different levels of image clarity so it may be apparent that someone is in an image, but not apparent who that
    person is. Images are spread wirelessly between phones to be accepted or rejected. The community chooses the images that propagate further. This negotiation process evolves over time, perhaps reaching a state of Equiveillance. Globe-shaped SURveillance domes are re-situated, and attendees are invited to mount them on conference bags to create SOUSveillance eyes.

  • James Fung, Raymond Lo, Chris Aimone, Mir Adnan Ali, and Sadek Ali
  • Performance
  • New Vision
  • Steve Martino
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Steve Martino New Vision
  • Hardware: VAX 11/780, Pyramid Technologies Mainframe, Marc III frame buffer
    Software: Cranston/Csuri proprietary

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • Rembyte
  • Steve Pietzsch
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Self Portrait
  • Steve Pietzsch
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Relics of the Past
  • Steven Bleicher
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The underlying theme of my body of work is Americana. Currently, I’m using the subject matter of great old highways such as Route 66 and the Dixie Highway as a point of departure. So much of American life continues to revolve around our mobility, highways, and their effect on our lives. These themes are essential to my work. The central images in these works are a continuation from earlier work. They are a combination of graphite and digital elements, starting with photographs or sketches from the selected landscape or site. I then couple these images with maps and souvenirs or mementos from the local area. While many of the items have a kitsch quality to them, they are not meant to have a condescending tone, but are really celebrations of our uniquely American zeal for collecting and bringing back souvenirs from our travels and vacations. The items directly relate to the images and maps, adding additional components or layers of meaning to the work. The souvenir elements augment the images, giving a more complete sense of place. In addition, they provide an editorial or narrative component to the work and are also another means for viewers to engage the work. The pieces are displayed in shadowbox frames that are large enough to hold both the two- and three-dimensional elements in a confined and unified space.

    My work is about the persistence of memory. It is about our human need to capture and preserve a space in time, a fleeting moment. After any event, all that remains is the memory.

  • My work starts out with a digital photograph, which is transferred to my desktop computer. I work on the image in Photoshop, first adjusting the levels to create an even tonal range. I then add or subtract parts of the image as needed to develop the formal elements and composition. After I feel I have taken the image as far as I can in Photoshop, I rotate the image, flipping it horizontally to create a mirror image of the work. It’s then printed on a laser printer. The
    print is transferred to hot pressed watercolor paper using toluene. This is very dangerous and requires a carbon filter mask. I then work into the transferred image with graphite, redrawing and adjusting the values. The final step is the addition of the 30 element. It is framed in a specially constructed shadowbox frame.

  • 2D & Wall-Hung
  • Digital image with graphite and mixed media
  • 11 inches x 14 inches
  • Texola
  • Steven Bleicher
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The underlying theme of my body of work is Americana. Currently, I’m using the subject matter of great old highways such as Route 66 and the Dixie Highway as a point of departure. So much of American life continues to revolve around our mobility, highways, and their effect on our lives. These themes are essential to my work. The central images in these works are a continuation from earlier work. They are a combination of graphite and digital elements, starting with photographs or sketches from the selected landscape or site. I then couple these images with maps and souvenirs or mementos from the local area. While many of the items have a kitsch quality to them, they are not meant to have a condescending tone, but are really celebrations of our uniquely American zeal for collecting and bringing back souvenirs from our travels and vacations. The items directly relate to the images and maps, adding additional components or layers of meaning to the work. The souvenir elements augment the images, giving a more complete sense of place. In addition, they provide an editorial or narrative component to the work and are also another means for viewers to engage the work. The pieces are displayed in shadowbox frames that are large enough to hold both the two- and three-dimensional elements in a confined and unified space.

    My work is about the persistence of memory. It is about our human need to capture and preserve a space in time, a fleeting moment. After any event, all that remains is the memory.

  • My work starts out with a digital photograph, which is transferred to my desktop computer. I work on the image in Photoshop, first adjusting the levels to create an even tonal range. I then add or subtract parts of the image as needed to develop the formal elements and composition. After I feel I have taken the image as far as I can in Photoshop, I rotate the image, flipping it horizontally to create a mirror image of the work. It’s then printed on a laser printer. The print is transferred to hot pressed watercolor paper using toluene.
    This is very dangerous and requires a carbon filter mask. I then work into the transferred image with graphite, redrawing and adjusting the values. The final step is the addition of the 30 element. It is framed in a specially constructed shadowbox frame.

  • 2D & Wall-Hung
  • Digital image with graphite and mixed media
  • 11 inches x 14 inches
  • Compu-scape
  • Steven L. Mayes
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Steven L. Mayes Compu-scape
  • Hardware: Tektronix 4027 A
    Software: System

  • 2D & Wall-Hung
  • Photo etching mono-print
  • 18 x 20.5 in
  • Crossroads
  • Steven L. Mayes
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photoetching monoprint
  • Global Pillage
  • Steven M. Herrnstadt
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Herrnstadt Global Pillage
  • 2D & Wall-Hung
  • intaglio
  • 9 x 7"
  • Nova Scotia Rainfall
  • Steven M. Herrnstadt
  • SIGGRAPH 1992: Art Show
  • 1990-1991
  • 1990-1_Herrnstadt Nova Scotia Rainfall
  • 2D & Wall-Hung
  • Intaglio
  • 30 x 22"
  • Phoenix Nov 03
  • Steven M. Herrnstadt
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1989 Herrnstadt Phoenix Nov 03
  • 2D & Wall-Hung
  • intaglio
  • 9 x 7"
  • Phoenix Nov 06
  • Steven M. Herrnstadt
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1989 Herrnstadt Phoenix Nov 06
  • 2D & Wall-Hung
  • intaglio
  • 9 x 7"
  • Gatorman
  • Steven Ramsey
  • SIGGRAPH 2001: n-space
  • 2000
  • All art is about pursuing a personal vision, however epic or individual the scope of that vision may be. How the artwork is done should really be secondary to the success of the work. That being said, every artist asks him or herself what unique qualities the media (digital or otherwise) can do for me that facilitates the vision or content without allowing technique or technology to become the major focus. Keeping this balance of content and technique in mind, I try to develop images that create an interest in my subject beyond the interest in the technology involved, while still retaining the artistry derived from working digitally.

  • 2D & Wall-Hung
  • Photograph
  • 20 inches x 20 inches
  • 3D image and photography
  • KnobHead
  • Steven Ramsey
  • SIGGRAPH 2001: n-space
  • 2001
  • All art is about pursuing a personal vision, however epic or individual the scope of that vision may be. How the artwork is done should really be secondary to the success of the work. That being said, every artist asks him or herself what unique qualities the media (digital or otherwise) can do for me that facilitates the vision or content without allowing technique or technology to become the major focus. Keeping this balance of content and technique in mind, I try to develop images that create an interest in my subject beyond the interest in the technology involved, while still retaining the artistry derived from working digitally.

  • 2D & Wall-Hung
  • Photograph
  • 20 inches x 20 inches
  • 3D image and photography
  • Octoboy
  • Steven Ramsey
  • SIGGRAPH 2001: n-space
  • 2000
  • All art is about pursuing a personal vision, however epic or individual the scope of that vision may be. How the artwork is done should really be secondary to the success of the work. That being said, every artist asks him or herself what unique qualities the media (digital or otherwise) can do for me that facilitates the vision or content without allowing technique or technology to become the major focus. Keeping this balance of content and technique in mind, I try to develop images that create an interest in my subject beyond the interest in the technology involved, while still retaining the artistry derived from working digitally.

  • 2D & Wall-Hung
  • Photograph
  • 20 inches x 20 inches
  • 3D image and photography
  • 3-D Zoetrope
  • Stewart Dickson
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • A Zoetrope is constructed by attaching 60 phases of an object in metamorphosis to a rotating wheel. The “animation” is “frozen” in space via synchronized stroboscopic lighting. The metamorphosis is a torus turning “inside-out” at three points on its surface.

    Costa’s genus 1 three-ended minimal surface is topologically equivalent to a simple torus.

    Thanks to collaborators at the PRISM Center, Arizona State University

  • Software: The Mathematica system for doing mathematics by computer (Wolfram Research, Inc.), Custom software by Stewart Dickson
    Hardware: SGI, Stratasys Genisys Fused, Deposition Modeling (FDM) Machine

  • 3D & Sculpture
  • Kinetic Sculpture
  • 48 inches x 24 inches x 36 inches
  • kinetic sculpture and zoetrope
  • blue worms
  • Stewart McSherry
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 McSherry Blue
  • 2D & Wall-Hung
  • Iris inkjet
  • 34 x 47 inches
  • trans bowl 2A (revisited)
  • Stewart McSherry
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 McSherry trans bowl 2A (revisited)
  • 2D & Wall-Hung
  • Ink-jet printout
  • 30 x 36"
  • Between Worlds
  • Stuart Batchelor
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • Between Worlds is a series of abstracts based on liminal space, both in the aesthetics of the pieces and the interdisciplinary approach taken in their creation. Working between the worlds of digital and physical media to create pieces both vivid and distant, between reality and virtual.

    A memory of a real place, a shadow of the past, these liminal spaces of the mind are reflected in marks on the canvas – being neither wholly 2D shapes nor 3D forms, the viewer transitions from one to the other as they explore the works, mimicking the transient nature of life and their own experience.

    The process involved in this work was itself between worlds – that of digital code and physical oil paint. Produced with C++ open source software openFrameworks, using data from scanned in paint, complex point clouds were generated to run simulations containing more than 1,000,000 particles. These were then used to paint, using both the artist’s hand and the generative simulations to create the final images.

  • 2D & Wall-Hung
  • Print on archival quality Giclée Hahnemühle Pearl paper
  • https://www.sfbatchelor.com/gallery
  • Surrogate Being
  • Su Hyun Nam
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Summary

    Surrogate Being is an interactive virtual environment exploring possibilities of affective relationships between humans and machines for their sustainable coevolution of human and technology. This work negotiates the discrepancy between memories and digital data of a nostalgic place through the process of recreating the artist’s hometown in Korea.

    Abstract

    Surrogate Being is an interactive virtual environment, where I negotiate the discrepancy between memories and digital data of a nostalgic place, my hometown in Korea. Interweaving the heterogeneity of algorithmic digital images and affective memories, this project overcomes the binary opposition of humans and nonhuman and the anthropocentric perspective to investigate technology as a coevolving cognitive being and vital actor in the cognitive network. This project explores our experience and understanding of the world living in the Cognisphere – the globally interconnected cognitive system of humans and machines – and acknowledges nonlinguistic forces and experiential knowledge. Such affective dynamics among planetary cognitive beings are largely unnoticed and overshadowed by seemingly explicit and errorless digital information, and this project opens up interplays between tangible representations on the interface and underlying affects.

    Surrogate Being bridges the gap between my mind and digital technology and invites participants to navigate the mediated landscape with their curiosity. As memories remain indistinct and disintegrated until we recollect, the landscape is destructed and distorted when no participant is engaged. If a participant is approached the fragmented image and stands in front of it, it turns into a navigable landscape. As s/he moves her/his head to look at the other side of the landscape, the virtual camera in the scene changes its direction responding to the participants’ movement – analyzing the image using computer vision. This interaction suggests a potential depth in this digital landscape we can look into, thus the monitor becomes a portal into a mediated digital-memory space. Furthermore, human and technological cognition become indistinguishable in this mediated space, collaboratively generated by affective memories and algorithmic decisions.

  • The virtual environment is created as a mediation of the discrepancy between artist’s memories and digital data of an actual space in Korea. The virtual space, entirely modeled in Autodesk Maya, is navigable as the interactions are designed using Unity Game Engine and Computer Vision. The program analyzes the real-time webcam video of audiences facing the monitor and translates the position of their eyes into the camera position and angle to navigate. When the computer recognizes no audience in front of the camera/monitor, the virtual landscape is algorithmically distorted as a metaphor of the neural phenomenon that our memories are naturally transformed overtime.

  • Surrogate Being bridges the gap between my mind and digital technology and invites participants to navigate and be a part of the process of resolving the conflicting memories. The representation and interaction is a reenactment of the inexplicable experiences of exploring my own memories. In the same way that memories are dispersive and intangible in our cognitive system when not focused, Surrogate Being displays distorted and indistinguishable images when no participant engages in this project. When a participant pays attention and approaches the fragmented image, it turns into a dreamy landscape of a neighborhood and allows the participant to navigate around the virtual environment with their weightless virtual bodies. They can change the direction by moving their head from side to side, and it responds as you look into a box that contains a constant and infinite virtual world. This natural yet surreal interaction is enabled by face-tracking technology in Open CV with a game engine, Unity 3D. In this process, the game engine guides me and facilitates a resolution of heterogeneous modes of cognition – memories.

  • Augmented Reality/Virtual Reality and Interactive & Monitor-Based
  • Unpredictable Creature #1
  • Su Hyun Nam
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Nam: Unpredictable Creature #1
  • Unpredictable Creature #1, is an artificial life, algorithmically created on the basis of the artist’s genetic sequence. Its mutation, caused by real-time data related to the noble biotechnology, CRISPR, highlights the complex network of relations beyond scientific knowledge and questions human’s power on technology, which is a part of natureculture.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • Woven Milieu
  • Su Hyun Nam
  • SIGGRAPH Asia 2012: Echo
  • 2012 Nam Woven Milieu
  • The author spent a year filming trees and took about 500 videos of trees standing in the middle of the city Chicago, then cropped and recreated the videos. Finally, those become one video (1080 X 1920 px) of all different trees in different spaces. The role of trees is redefined from trivial objects to meditative mediations in the city. This video may arouse people’s attention for trees.

  • Animation & Video
  • Video
  • 1080 X 1920
  • Duali
  • Suguru Goto
  • SIGGRAPH Asia 2013: Art Gallery
  • The idea of work is based upon the idea of performance on the context of new media, dance, music, and images, however it doesn’t really belong to any style, in fact. The controllers of gestures and other continuations, such as Wifi and programming are originally developed. Utilizing this, the work explores the extension of the potentialities in the relationship of man and machine. This performance specially exploits the interaction between the body of the performers and the video images and the body of the performers, and the image and architectural/lightning-like image on stage, which can transform in real-time, thanks to his BodySuit.

    This is based upon the concepts of Dualism. None of them are not intended to show superior or inferior, however the both interacts each other, and at last to bring the new different contexts. For example, with its two dancers (which seem to be the opposite characters), it expresses the interaction between the video representation and the real bodies which is presented on scene.

    In European philosophy, this refers to “mind-body” or “mind-matter dualism”, e.g. Cartesian Dualism, and the Asian philosophy talks “physical dualism”, e.g. the Chinese Yin and Yang. For example, the stage of performance is regarded as space – architecture / time – body. The dancers consist of female – male / man – machine, and like these, the work expresses its ideas that seem to conflict each other, but as a matter of fact, these co-exist. The images consist of only white – black, and augmented body – virtual space, the music are sound – noise /expression – abstract, the choreography is meant for rationality – perception / body – machine. One can extent these abstract “dualistic” ideas into the conjunction of geographic and cultural mixtures between Asia and Europe, as well.

  • Performance
  • netBody: Augmented Body and Virtual Body II
  • Suguru Goto
  • SIGGRAPH Asia 2009: Adaptation
  • Goto: netBody: Augmented Body and Virtual Body II
  • This performance links the real world to the online reality of Second Life at the physical level. The bodily movements of a person in the real world control an avatar in Second Life, while an avatar’s movements guide a human being’s movements.
    Second Life is 3D online digital world where flesh-and-blood humans create a unique identities (avatars) to inhabit the digital com-munity. Contact between these realities is usually affected through a monitor, keyboard, and mouse. In this work, the whole body takes part, through technology that makes communication between the two realities two-way and physical. A movement-registering mechanism built into a body suit allows a person’s movements to directly control the behavior of an avatar in Second Life. Conversely, a powered suit contains motors that control the human body like a marionette. It is a robot you can wear, controlled by an avatar.
    With this technology, geography, location, and space no longer hinder physical interaction between bodies. A Second Life avatar becomes a vehicle for physically connecting the individual to society. This could make it possible for people all over the world to share each other’s bodies over the internet. In this project, we do not know exactly who is controlling the powered suit or where they are in the world. Our bodies become a combination of “real” and computer-generated information.
    This performance is presented on the stage in the concert hall at Pacifico Yokohama. A worldwide audience can see or participate in the performance by downloading a customized version of the Second Life Viewer program (suguru.goto.free.fr/), logging in to Second Life (www.secondlife.com), and teleporting to the Second Life venue (suguru.goto.free.fr/).

  • Performance
  • Organic Image
  • Suguru Ishizaki
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 2D & Wall-Hung
  • Serigraph
  • 32 x 32 in
  • Onyx On Torus
  • Sui Morita
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Morita Onyx on Torus
  • 2D & Wall-Hung
  • Ink-jet printout
  • 32 x 40"
  • Intertrans Annual Report
  • Sullivan Perkins
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIx, Radius Gray Scale Dual Page Monitor, LaserWriter IINT, Microtek MSF 300G.
    Software: SuperPaint 2.0, Adobe Illustrator 1.9.3, Quark Xpress.

  • Design
  • Illustrations
  • 11 x 8.5
  • Stone
  • Suma Noji
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Simple Rules Complex Images-Graftals (Invent your own forest)
  • Sumit Das and Seton Coggeshall
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Das Simple Rules Complex Images-Graftals (Invent your own forest)
  • Hardware: Zenith ZW248, Targa M8, joystick
    Software: RT|1, C

  • Interactive & Monitor-Based
  • Interactive Installation
  • Distance Music : Preferred Population Density For The Acoustic Hygiene
  • Sunggun Jang and DongMin Kim
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Jang, Kim: Distance Music : Preferred Population Density For The Acoustic Hygiene
  • Summary

    Distance Music : Preferred Population Density for The Acoustic Hygiene is an interactive ambient music installation. While people watching educational video about public health and hygiene, the music engine will interact with the population density of the installation room, evolving into a warning alarm for social distancing.

    Abstract

    Distance Music : Preferred Population Density for The Acoustic Hygiene is an interactive ambient music installation, which interacts with the number of listeners in the installation. The installation consists of three parts, which is the music engine, sensor, and a video loop. While people watch some archives of vintage government educational videos about social hygiene inside the room, the sensor will measure density of the room and send it to the pre-recorded music engine, which will interact with the data from density sensor, evolving into more intense music as the population density rises. As a result, people will hear unpleasant noise the more they are close to each other. This installation is inspired from ‘social distancing’, a global experience during this ongoing pandemic era, as some of the music engine process represents and simulates ‘distancing alarm’ for social distancing, therefore acts as an experiment of public alarm for social distancing. We believe that the people’s memory with this unprecedented worldwide incident will resonate efficiently with the installation, and a great deal of inspiration as well.

  • The camera sensor will measure the population density of the participants, built with Processing IDE. This sensor module will send information to audio middleware Wwise, which has built-in interactive music engine. There will be four speakers+stands required, a projector, a screen(or wall), and a desktop or laptop PC with a camera.

  • Installation, Interactive & Monitor-Based, and Sound Art
  • LOOP
  • Supinfocom Aries
  • SIGGRAPH 2005: Threading Time
  • 2005
  • A snail takes us into a different universe to the beat of music that interacts with the surronding elements.

  • Animation & Video
  • Animation
  • 8:00 minutes
  • inside
  • Suponwich Somsaman
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: SUN3, SGI Iris 4D 25 TG
    Software: Alias 3.0

  • Animation & Video
  • 3/4" videotape
  • 2'50"
  • Camoflage
  • Suriyachat Singhakowin
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • HARDWARE/SOFTWARE
    Entre 486, Crystal Topas

  • Animation & Video
  • Animation
  • 2:30 minutes
  • Coming Attractions
  • Susan Alexis Collins
  • SIGGRAPH 1992: Art Show
  • Examining the ironies of being a strong, educated woman today, sandwiched between one’s own needs and others’ expectations, this piece is a reflection on modern mating habits and sexual balances of power. In Coming Attractions, moving drawings weave themselves into a time-based collage, “video wallpaper,” which when delayered expose a surprisingly menacing underbelly to our “everyday.” Coming Attractions, as the title suggests, is just a hint at the promise of things to come.

  • Hardware: Amiga 2000
    Software: Deluxe Paint III

  • Commodore Amiga (loan of Amiga 2000)

  • Animation & Video
  • 2:00
  • Going For Goldfish
  • Susan Alexis Collins
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Amiga 2000
    Software: Deluxe Paint III

  • Animation & Video
  • 3/4" videotape
  • 2'00"
  • In Conversation
  • Susan Alexis Collins
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Collins In Conversation
  • In Conversation aims to examine the boundaries and social customs of two distinctly different kinds of public space, the street and the Internet, each with its own established rules of engagement.

    On the street, passersby encounter an animated mouth projected onto the pavement and hear voices triggered by Internet users trying to strike up a conversation. Should anyone choose to reply, a concealed microphone and surveillance camera document and transmit the responses. Through the Web site, Internet users can view the surveillance camera image and sounds. They can type “live” messages, which are converted into speech and broadcast on the street.

    In the gallery, In Conversation is a large-scale “live” installation. The surveillance camera image is relayed to a large projection screen. The conversation between the street user and the net user, together with amplified sounds from the street and an original soundtrack by Tim Clarke, creates a live film noir, unfolding in real time.

    In Conversation introduces two kinds of public space to each other, along with the etiquette that governs them and the people who frequent them. This project is an experimental exploration into how different environments and means of interaction affect not only our willingness to communicate, but the way and manner in which we do so.

  • Installation and Interactive & Monitor-Based
  • Live installation and Web site
  • communication, live installation, and website
  • Flower
  • Susan Brown
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Susan Brown Flower
  • Hardware: CDC855, Nicolet Zeta plotter
    Software: S. Brown

  • 2D & Wall-Hung
  • Plotter print
  • 36 x 31 in
  • Puzzle Piece C17BU
  • Susan Brown
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Susan Brown Puzzle Piece C17BU
  • Hardware: CDC855, Nicolet Zeta plotter
    Software: S. Brown

  • 2D & Wall-Hung
  • Plotter
  • 24 x 20 in.
  • Stretch
  • Susan Brown
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Plotter drawing
  • 28 x 30"
  • Violin 6
  • Susan Brown
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Plotter
  • 20 x 25 in
  • good daughter, bad mother, good mother, bad daughter: catharsis + continuum
  • Susan E. Metros
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Metros Good
  • My mother died suddenly of a heart attack in October of 1993. I worked through my grief by exploring our relationship using my design talents coupled with the tools of interactive multimedia. Like many mothers and daughters, our relationship was volatile in nature and ran the gamut from love to hate. The completed CD-ROM was designed to run in a public environment. My main objective was to challenge the “template formality” of so many CD-ROM titles and successfully employ the medium to artistically and creatively tell a story that evoked emotional response.

    An image of a closed locket (given to me by my mother) is used to as the introductory image to reinforce the concept that the viewer is entering a personal space. This introductory screen leads to a typographic main menu which provides choices between seven sets of polarities that bound our mother/daughter relationship.

    This interactive journey incorporates thirty-five years of my diary and journal entries, my mother and my correspondences, collected quotes, family photos and my uncle’s collection of Super-8 home movies and videos. The “look and feel” of the interface is based on the actual calligraphy from my diaries and journals.

    Graphics include mother/daughter photos, my mother’s death certificate, a 1964 written reply from Ann Landers, the hospital’s personal effects baggy, a letter from a stranger who sat next to me and comforted me on the airplane ride to my mother’s funeral, my mother’s grave marker.

    The Quicktime movies are silent and flicker in an uneven frame, just like the Super-8 movies that they are derived from. They are composed of snippets from an early 1950’s thanksgiving dinner, a beach holiday, my mother and her two sisters hamming it up in the kitchen, my mother holding me when I was newborn, me chasing after my mother up the stairs of a summer cottage.

    Sounds include a baby’s incessant crying, a whisper of “please get well,” a ringing telephone, a heart monitor, my father reciting the Jewish Kaddish prayer for the dead.

    System level button navigation is minimal and screen navigation is freeform and non-linear. Sometimes an action, such as a movie or sound, is triggered by simply moving the mouse over a live area, other times the user must click or drag to engage an action.

  • Interactive & Monitor-Based
  • Interactive computer display
  • Betty's Barn Cow
  • Susan Goldsmith
  • SIGGRAPH 1999: technOasis
  • 1999
  • These cows were observed in a pasture in Lacock, England near the former home and studio of Henry Fox Talbot, where he took his first photograph – where the art of photography was born. The artist saw them through a window in Talbot’s home, climbed a fence to get closer, and photographed them.

    The paintings are about compositing images that inspire collaged portraits about cows in a landscape. The goal was to work with a single image of a cow and in some way change the cow enough so that it was somewhat unreal or surreal.

    Many of the techniques used to create these images are directly related to the artist’s work at Industrial Light & Magic, where she is a 2D painter and rotoscope artist. The techniques include: making articulate mattes, various types of masks, extractions, clean plates, marks that assimilate marks on canvas, and ways to blend colors and edges similar to painting in oils or drawing with pastels. It is this “marriage” of technique and process that makes these digital cow paintings unique.

  • 2D & Wall-Hung
  • Framed C-Print
  • 11 inches x 14 inches
  • digital painting, nature, and photography
  • Cow for Drew
  • Susan Goldsmith
  • SIGGRAPH 1999: technOasis
  • 1999
  • These cows were observed in a pasture in Lacock, England near the former home and studio of Henry Fox Talbot, where he took his first photograph – where the art of photography was born. The artist saw them through a window in Talbot’s home, climbed a fence to get closer, and photographed them.

    The paintings are about compositing images that inspire collaged portraits about cows in a landscape. The goal was to work with a single image of a cow and in some way change the cow enough so that it was somewhat unreal or surreal.

    Many of the techniques used to create these images are directly related to the artist’s work at Industrial Light & Magic, where she is a 2D painter and rotoscope artist. The techniques include: making articulate mattes, various types of masks, extractions, clean plates, marks that assimilate marks on canvas, and ways to blend colors and edges similar to painting in oils or drawing with pastels. It is this “marriage” of technique and process that makes these digital cow paintings unique.

  • 2D & Wall-Hung
  • Framed C-Print
  • 11 inches x 14 inches
  • digital painting, nature, and photography
  • Talbot's Cow
  • Susan Goldsmith
  • SIGGRAPH 1999: technOasis
  • 1999
  • These cows were observed in a pasture in Lacock, England near the former home and studio of Henry Fox Talbot, where he took his first photograph – where the art of photography was born. The artist saw them through a window in Talbot’s home, climbed a fence to get closer, and photographed them.

    The paintings are about compositing images that inspire collaged portraits about cows in a landscape. The goal was to work with a single image of a cow and in some way change the cow enough so that it was somewhat unreal or surreal.

    Many of the techniques used to create these images are directly related to the artist’s work at Industrial Light & Magic, where she is a 2D painter and rotoscope artist. The techniques include: making articulate mattes, various types of masks, extractions, clean plates, marks that assimilate marks on canvas, and ways to blend colors and edges similar to painting in oils or drawing with pastels. It is this “marriage” of technique and process that makes these digital cow paintings unique.

  • 2D & Wall-Hung
  • Framed C-Print
  • 11 inches x 14 inches
  • digital painting, nature, and photography
  • Scarab
  • Susan Hamilton
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Hamilton Scarab
  • Bruce Hamilton
  • 3D & Sculpture
  • sculpture: canvas, cable, stainless steel
  • 50 x 29 x 19"
  • Another man/Another dog
  • Susan Le Van
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Van Another
  • It’s a nice place to visit but I wouldn’t want to spent the night.

  • 2D & Wall-Hung
  • Iris print
  • 11 x 11 inches
  • Pixelated
  • Susan Migliore
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Susan Migliore Pixelated
  • Hardware: Apple MacIntosh
    Software: MacPaint

  • 2D & Wall-Hung
  • Cotton fabric
  • 30 x 30 in
  • Two Triangles
  • Susan Migliore
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Migliore Two Triangles
  • 2D & Wall-Hung
  • fabric construction
  • 24 x 24 x 36" and 18 x 18 x 24" (two pieces)
  • Sunset3
  • Susan Parker
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Parker: Sunset3
  • Sunrise and sunset, like breathing, are constant truths, necessary for survival and immensely uplifting to the soul. To combine these two events with the ocean has been my sanctuary. It is the universe’s finest place of worship; everyone is welcome.

    My images are visual representations of states of being I have experienced while in the presence of such beauty – joy, inspiration, serenity, bliss. Each image has embedded within a secret to unlock: How can I enhance what is already perfect? In the process, it is revealed.

    To be able to take three dimensions and flatten them, merging all layers in an instant, is a humbling exercise. In a moment, all is one again. 2D is a reminder of my temporary stay in this 3D form.

    To record and create is a gift. I am historian and artist. To share that, an even greater privilege.

  • 2D & Wall-Hung
  • 24 in x 36 in
  • emotion, nature, and representational
  • From Stone to Bone
  • Susan Ressler
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware/Software: Kodak Premiere, Targa Board, TIPS.

  • 2D & Wall-Hung
  • Photographic print
  • 24 x 30
  • Man-Manet: To Know, See and Touch
  • Susan Ressler
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Ressler Man-Manet 01
  • Hardware: Targa 16
    Software: Tips

  • 2D & Wall-Hung
  • Ink jet prints, set of 3
  • 30" x 24" in. each
  • Three Way Conversation
  • Susan Sloan
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Sloan: Three Way Conversation
  • The primary content of Three Way Conversation consists of a discussion among three individuals. The fractured conversation was constructed from separate monologues serving to link the portraits, whilst at the same time isolating them in their own space. The work questions the structures of perception, the intrinsic elements in the construction of representation. The aim is to present multiple views simultaneously: a “conventional” one where events unfold linearly, and a “sculptural” one, of the apparatus as a whole, in which each image undergoes structural manipulation. The conventional and the sculptural co-exist within the same screen space. This manipulation or editing has taken place in a three-dimensional virtual space, creating discontinuities, shifts in relationships, and a perplexity about what is being perceived. The perpetual variation in viewpoints introduces a plurality of actions into the work and at the same time unifies them as a sculptural whole. Sharp, exact images are lost and found again like an endless stream of remembering and forgetting.

  • Animation & Video
  • perception and image manipulation
  • Snoot and Muttly
  • Susan Van Baerle and Douglas E. Kingsburg
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 3.5 minutes
  • The Uneven Bars
  • Susan Van Baerle
  • SIGGRAPH 1986: A Retrospective
  • 1983
  • Animation & Video
  • 1 minute
  • Cyvers Viral City
  • Susana Sulic
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Following a temporal flux, we wander from one space to another through cybernetic windows. Like the projection of an
    expanded universe, the forms are regenerated and disintegrated. The whole global world is translated to an algorithm. In a metaphoric way, we introduce the concept of reversibility in the viral sequencial process. Two new worlds, a macroscopic one and an invisible one, take life before our eyes. The values of technology and plasticity are questioned by a different sensitivity. Science becomes a poetic concept: notions of dream and unknown heighten in a phantasmagoric way and produce a poetic and scientific decontextualisation. From the algebraic text on the base, a peculiar dynamic in which the words are changed into images is generated: viruses and pixels melt in a hypothetical city. The spectator travels from the past to the present time and from the present to a virtual space. Therefore, those stories reflect a poetic scientific cosmology. Since the 1980s, I have integrated scientific content, poetry, and technology. The plasticity of the image is my main concern. I also investigate and create sounds to produce “total environmental” works.

  • My objective is to create a kind of generative grammar, by using a grid similar to the one used in biotechnology. In my work, images are considered informational ecosystems; they are generated by the activity and movement of artificial entities.

  • 2D & Wall-Hung
  • Photography
  • 0.40 meters x 0.60 meters
  • V9-U9 A Digital Portfolio
  • Tom Piper and Sushma Bahl
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Nine artists from Britain and nine artists from India, all with widely varied backgrounds and experience, collaborated on this digital research project based at the Cardiff School of Art and Design, University of Wales Institute, Cardiff. The project was initiated by PROOF (V-6), the printmaking research group, during the spring of 2004. The first phase of the project was a series of organization and planning meetings with our Indian partners, Sushma Bahl (formerly Head of Arts and Culture for the British Council, India) and Sunaina Anand (Curator of Art Alive Gallery, New Delhi). Some of the participating artists were working in digital media. Others had little or no experience with computer-based art, but they were interested in exploring the artistic potential of digital media. For the Indian artists, the process of exchange and development of the work is as important as the resulting exhibition of their original collages and high-quality digital prints, which they have specially created for this project. The project’s networking, sharing of artistic concerns, and exchange of ideas and images are important opportunities, which the participating artists value greatly.

  • The “collage original” was considered to be the most creative and efficient way to begin the digital portfolio project. The 18 artists were asked to create collages about “identity” using traditional materials. Then the originals were scanned and proofed via high-quality inkjet machinery in the printmaking studios in Cardiff. Each work is actual size printed on special coated fineart paper using archival inks. The digital prints in this portfolio are editioned in small numbers (no more than 20 of each) plus
    artists proofs.

  • Iwan Parry, Chris Orr, Molly Thomson, Richard Cox, Kivita Nayar, Chris Lloyd, Samit Das, Sue Hunt, Annie Giles Hobbs, Tom Piper, Trupti Patel, Vinnay Sharma, Veer Munshi, Ashok Ahuja, Dale Devereux Barker, and Manish Modi
  • 2D & Wall-Hung
  • Sixteen 12-inch squares in a cluster
  • Tardigotchi
  • SWAMP
  • SIGGRAPH 2012: In Search of the Miraculous
  • 2012
  • This portable sphere playfully references the famous Tamagotchi toy from the 1990s that provoked the artists to ask questions such as: Does simple interaction engender emotional attachment? Can feelings of affection blossom from the ritual of assisting the persistence of a pattern? Does biological life make a difference? A Tardigotchi owner cares for a real and a virtual creature simultaneously. By pushing a button, the virtual pet is fed, this in turn will feed the tardigrade. An owner may also attend to the Tardigotchi online through a social web presence. Sending an email to the virtual character triggers a heating lamp, relaying a momentary signal of warmth to the tardigrade, while prompting the pixilated tardigrade to recline and soak up animated sunrays. Tardigotchi applies a salve to our yearnings for care and nurture through a unique design that symbiotically merges biological and artificial life within a single interface/enclosure. It also serves as a reminder of the special inclination humans have to commune with other animals, perhaps equally with artificial ones. Humans, along with the inhabitants of Tardigotchi, and every other living being, are neighbors subsisting on an incredibly precarious life-sphere known as Earth.

  • Tardigotchi is an artwork featuring two pets: a living organism and an alife avatar. These two disparate beings find themselves the unlikely denizens of a portable computing enclosure. The main body for this enclosure is a brass sphere, housing the avatar in an LED screen and a
    tardigrade within a prepared slide. A tardigrade is a common microorganism measuring half a millimeter in length. The avatar is a caricature of this tardigrade; the avatar’s behavior is partially autonomous, but it also reflects a considerable amount of expression directly from
    the tardigrade’s activities.

  • Interactive & Monitor-Based
  • Brass, electronics
  • Childcraft
  • Sydney Cash
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Cash Childcraft
  • Hardware: IBM 30/90, Benson static plotter
    Software: Cadem

  • Installation
  • optical sculptures
  • 24" x 24" x 4.5 " in.
  • House #2
  • Sydney Cash
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Cash House #2
  • 3D & Sculpture
  • plate glass, silkscreened, constructed form
  • 28 x 36 x 5"
  • House of Virtue
  • Sydney Cash
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Cash House of Virtue
  • 3D & Sculpture
  • plate glass, silkscreened, constructed form
  • 24 x 64 x 9"
  • Sparkle Plenty
  • Sydney Cash
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Cash Sparkle Plenty
  • Hardware: IBM 30/90, Benson static plotter
    Software: Cadem

  • Installation
  • optical sculpture
  • 24" x 24" x 4.5" in.
  • Winken, Blinken & Nod
  • Sydney Cash
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Cash Winken, Blinken & Nod
  • Hardware: IBM 30/90, Benson static plotter
    Software: Cadem

  • Installation
  • optical sculpture
  • 24" x 24" x 4.5" in.
  • Off the Map
  • Sylvain Moreau
  • SIGGRAPH 1992: Art Show
  • Off the Map is an animation completely realized using texture and procedural mapping. The only model used is a set of 3 squares. All of what you see happens on the surfaces of these squares. Off the Map is a 4-dimensional painting.

  • Hardware: Silicon Graphics IRIS
    Software: Alias

  • Animation & Video
  • 0:34
  • Horribile Pictu 1
  • Szacsva y Pal
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Pal: Horribile Pictu 1
  • Horribile Pictu is a project dealing with Hungarian politics. Since the parlamentary elections of 2010 Hungary has an autocratic government which spends considerable money on the construction of their image, kind of a rosy picture about Hungary’s glorious days enjoyed by its citizens under its government’s rule. The image of Hungarian reality is also expressed through photographes accompanied by English captions published day by they on a website dedicated to reach international audiences. The website’s name is “Hungary Matters” and each picture is called “Photo of the Day”.

    The video submitted, called “Horribile Pictu 1” is the first of a series which are born out of my desire to correct some of these pictures. “Horribile Pictu 1” not only wears the traces of the picture captioned: “Representatives of Austria, Hungary and Slovakia mark anniversary of Iron Curtain fall in Sopron”, but it actually shows how those traces are made.

  • Animation & Video
  • Video
  • 5:09 min.
  • Assorted Animation
  • T. Beier, A. Chin, Richard Chuang, R. Cohen, Glen Entis, S. Folz, Rich Gould, J. Palrang, C. Rosendahl, D. Venhaus, and J. Ward
  • SIGGRAPH 1986: A Retrospective
  • 1983-5
  • Image Not Available
  • Animation & Video
  • 4.5 minutes
  • Computer Alphabets
  • Tadashi Sato
  • SIGGRAPH 1987: Art Show
  • 1987 Sato Computer Alphabets
  • By expressing the image in the mind on the display in real-time, inspiration comes to stay on the picture.

  • Hdw: NEC PC-9801
    Sftw: Graphics/3-D Graphics

  • 2D & Wall-Hung
  • Photo
  • 1038 mm. x 728 mm. (2)
  • Meditation
  • Taehee Kim
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • My body of work presents the concept of transcendence and spirituality in Eastern philosophy. It encompasses Eastern principles and spiritual meaning, showing parallels between the spiritual and the physical plane. My Buddhist experiences significantly influence my work because they have a strong emotional, spiritual, and intellectual effect on my life. Viewers may not receive my message directly, but it will challenge them to discover their own paths to the spiritual world in this moment in time. In this work, I used a pattern generator to experiment with the traditional lotus motif on semiconductor material. This image represents a transcendent path from the past to the present and from the material world to the spiritual world. I attempt to express new concepts of design that are transcendental dialogues beyond the appearance of the physical world. My belief is that art and science are ultimately one. One does not exist without the other; improvements in one reflect improvements in the other. The union of artistic idea and scientific exploration will bring new opportunities and knowledge, not only for art itself, but – through the integration of the two fields – a new insight

  • Three different patterns of lotus motifs were impressed on silicon crystal wafers and polymer plates using scientific methods. The patterns were prepared by a pattern generator, which is used to make digitized patterns of circuits for semiconductor devices from AutoCAD. To transfer the images of the motifs, methods of semiconductor-device fabrication were employed, such as metal deposition using an electron-beam thermal evaporator, ultraviolet optical lithography, and metal etching. Patterns of data codes were overlaid consecutively on the transferred motifs. The deposited metals were chromium, gold, titanium, and/or copper with thicknesses several hundred times thinner than a sheet of paper. The process of ultra-violet optical lithography is similar to the process of photolithography and involved three steps: application of UV lightsensitive photo resists on top of deposited metals, exposure of UV lights to transfer patterns though digitized images of motifs or microbar codes, and development of exposed photo resists. Using metal etching chemicals, metal patterns of motifs were created along with the developed photo resist patterns. This project was supported by the Center for Advanced Microstructures & Devices at Louisiana State University. I would like to thank Dr. Josef Hormes and Dr. Jost Goettert for providing the resources and facilities.
    Especially, I would like to express my gratitude to Yoonyoung Jin, Research Associate, for his extensive support and assistance.

  • 3D & Sculpture
  • Crystal Wafers, Polymer Plates, Chromium, Gold, Titanium, and Copper
  • 2.8 feet x 8.8 feet
  • Kam
  • Taeil Lee
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Lee: Kam
  • Summary

    Kam tries to twist our familiarity with ubiquitous cameras surrounded us by its look of human eyeball and its behavior of following you and imitating your blinks. It exposes itself by reacting to us, otherwise barely recognizable. It makes us conscious to it and realize our own bodily existence.

    Abstract

    Eyes are everywhere. Cheap and accessible technology products with high-resolution imaging capacity are in every corner of our surroundings to surveil us. They watch us, record us, and even recognize us. These artificial gazes became so ubiquitous and so familiar to us that we are not even aware of them in everyday lives. Meanwhile, human senses interact with each other and transfer from one to another. We hear vibrations, feel textures by seeing, smell tastes, taste tactility, and so on. We feel the movement only by seeing stopped escalator. Our vision translates the visual information to activate the motor sensation embedded to somewhere in the body. Kam tries to twist the one’s familiarity by the phenomenon of the other. The eyeball-shaped camera follows you and imitates your blinks. The unfamiliar and unexpected behavior of this robotic camera gives lively feel to it and, at the same time, becomes eerie and unreal. It also makes you realize your sensation of blink when you find yourself trying to make it blink. Even its mechanical sounds seem to make you feel your blink physically. Kam utilizes the face recognition algorithms to see one layer deeper onto our facial expression. It exposes itself by reacting to the expression, when we would not even aware of it otherwise. It makes us pay conscious attention to it and realize our own bodily existence. Kam intended this trivial daily happening to become a meaningful experience.

  • When setting up, at least 1 SSID for wireless network is required. A laptop computer should be set up near the units to exchange data. Units and the laptop computer should all be connected to network wirelessly. After setup, 1 or more Kam unit(s) automatically run when connected to the power source. The computer program should be manually run whenever it’s rebooted.

  • I prefer working within the area of Physical Computing which dwells upon how to push computing to more physical representations. So, I have to deal with hardware and software at the same time. As a designer, I usually work with open source platforms, which limit my ability to actualize the concept and leave a lot to struggle with. I am interested in taking a different view to our everyday artifacts by adding interactivity to them. I try to find ways to create alternative experiences by doing it. Recently, I become interested in human senses about how they work and how they transfer from on to another, so as to amplify our sensory experiences. Kam is one of the ideas that I came up with while I was studying about sensory phenomena of “broken escalator”. Kam tries to tell a tiny story about how the computer vision algorithm with mechanical movements can twist our daily experience. It illustrates how the algorithm can affect the familiarity of everyday lives by giving a strange twist. I believe that the technological future ahead may also be filled with trivial things and trivial experiences as such.

    Since I came up with this idea of “exaggerated eyeball blinks back” almost 2 years ago, I have been trying variations of the idea. I started up with a projected screen animation of huge eyeball, moved on to more robotic installations with a 40-cm dimeter eyeball-which was presented in SIGGRAPH 2019-, and now smaller scale eyeball in daily settings. This series of works are similar in terms of their resulting effects and experiences, and at the same time, quite different in terms of the scales and how audiences’ reactions to each installation.

  • Electronic/Robotic Object
  • Numb
  • Taeil Lee
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Lee: Numb
  • Technology is ubiquitous. Future is everywhere. I believe that all the trivial things surround us make nows’ so as to gather to form the future. As once insisted, the future is already at hand. What we can do is to discover, and to stay sensitive. Another question is how we can get well along with the technology. Technology must help us humans to explore and discover. And, it must enrich our experiences along the way.

    I am especially interested in the sensory aspect of experience. I wonder if the technology can enrich our senses where the ubiquity could be obstructive or even harmful emotionally and cognitively otherwise. And, I wonder if the technology can help us discover ourselves by realizing our own senses, so as to enhance the humanity.

    What Numb tries to experiment is how a human perceives the self by exchanging sensations with technology. The exchange of blinks works as medium of the relationship between the human and Numb, letting us to be aware of our own physical sensation. This realization may bring up some inquiries. How do we build relationships with artifacts? How do we communicate with them through senses? How does each other share senses?

  • Interactive & Monitor-Based
  • Digital Being: TV Being-005
  • Taezoo Park and Joohee Park
  • SIGGRAPH Asia 2018: Forcefields
  • 2018
  • TV Being-005, one of the Digital Being series, is developing its consciousness with observing outside through an internal camera. Normally it is deep in meditation displaying a line like “Nam June Paik’s ‘Zen For TV'”, but when people come close enough, it turns on its screen, showing what it sees.

  • Electronic/Robotic Object
  • B/W CRT TV, Arduino, Distance Sensor, Camera, Relay, and RF Module
  • 6.1 in x 9.25 in x 5.9 in
  • http://www.taezoo.com/tv-being-005-series/
  • Digital Being
  • Taezoo Park
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2014-18
  • Humans have developed technology hoping to live safe and healthy lives. Consequentially, we are surrounded by what we have made—a new environment for a new creature, “Digital Being.”

    Digital Being is an invisible and formless creature born from discarded and forgotten technologies. It reveals itself through atypical movements or an interaction according to the machinery that it dominates.

  • Installation
  • http://www.taezoo.com/digital-being
  • Digital Being: "Hello, World!"
  • Taezoo Park
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Park: Digital Being: “Hello, World!”
  • Summary

    “Hello, World!”, a version of a character in my hypothesis, Digital Being, has arrived into screens through the network. I don’t know why, but, after arriving, it started to create a flag image by collecting small pixels. Please come closer and see what it is doing by touching the screen.

    Abstract

    I have been looking for an invisible and formless creature born out of abandoned technology for 10 years in New York City. I call it Digital Being. This creature has atypical movements or other interactions depending on the machine it dominates. It can also transport itself through the network that we made.

    Digital Being: “Hello, World!”, a primitive version of the digital being family, has arrived into LCD touch screens through the network. It seems that it is thinking of the notion of a country by depicting the shape of a flag, like people have made a country coevolutionary. Please come closer and see what it is doing by touching the screen.

    We have created many digital devices and systems based on digital technology, and now I.O.T. Technology has begun to connect each other.. And to control this IOT technology, we are developing AI technology once again. Most people have already become users, not creators, and even those who developed the technology don’t know why their AI led to the conclusion. The world where I am living is becoming more and more like an artificial living thing. We might already live the era of technological singularity. Sharing my artwork, I want to bring this question to discuss with audiences.

  • The creature is working with Raspberry Pi, Touch Screen and Processing(software). It modified one of popular example sketches of processing for itself. Connecting a power source then it will wake up by itself.

    For the installation, I need a white pedestal like a cylindrical table(77(Diameter) x 77(Height)cm) or a cube(77(W) x 77(H) x 77(D)cm) to place the piece on it.

    For the electric power, the piece just needs a single power source either 110V/220V AC.

    For the light, the piece needs a single spot light which sheds on it.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • Living Audio
  • Tahir Hemphill
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Hemphill: LivingAudio
  • With this work, I am interested in applying a hands-on, organic approach to otherwise precise art forms. In exploring the influence of digital culture’s cut-and-paste phenomena, I employ multilayering, sampling, and repetition of images. These appropriation and remixing techniques are found in modern electronic music production as well as older artistic forms such as quilt making. In doing this, I hope to perpetuate these traditional cultural concepts while adapting them to a new technological terrain.

  • Living Audio is the print that started this whole series. I began working on a new project by designing high-contrast graphics in Photoshop, with the desire to recombine my photographs and other source material into an image that was digital with an analog aesthetic. After working for an hour, the file used up the computer’s free memory and it started crashing. Each time I pushed the button on the mouse, the computer would sample part of the image and randomly move this square shape to another part of the grid. I began to see a pattern and the connection between my input and the output on the screen. I printed out each new image, scanned the printouts, and used them to design my final graphic. I distilled each piece down to four separate colors. Negatives were made of each color and plates were made from the negatives. I have produced serigraphs and etchings of the designs. Taking advantage of the pure random nature of the glitch in the computer system, I used this process as the conceptual framework for the whole series.

    In each subsequent design, I draw from the random multilayering and repetition employed by the first experience.

  • 2D & Wall-Hung
  • serigraph on Arches paper
  • 15 x 15 inches
  • collage, organic, and serigraphy
  • Life Twitter Live
  • Tai-Wei Kan
  • SIGGRAPH Asia 2011: FANTAsia
  • Kan: Life Twitter Live
  • As the Internet becomes more and more popular and advanced, people want to keep online and share his/her status with friends at any time and any place. Because of this trend, all kinds of websites that provide social networking services, such as Twitter, become very popular rapidly. However, as more and more social networking users demanding higher immediateness and interaction, using mobile device to send message or to tweet their status is still insufficient. Consequently, we start to integrate everyday commodities (such as coffee mug) with electronic sensors. These reformed commodities or furniture in the living space can communicate with computer through wireless channel, so that the system could know the current status of the user. With this configuration, the system would tweet what we are doing to Twitter website. For example, when we turn off the light at the living room and get ready to go to bed late at night, the system would send message such as “I am going to bed, good night” automatically because the light is obviously dimmed; or when the user holds his/her mug, the system would send message such as “so thirsty, let’s have a cup of mocha”. During the exhibition, participants can share own private status with worldwide friends by just a simply behavior of using these reformed commodities or furniture. On the other hand, participants also can follow “Life Twitter” (account name is “”_test_dk””, http://twitter.com/_test_dk), and monitor everything in the exhibition space anytime anywhere. In summary, we propose a system that reshapes everyday commodities with sensors. When users use these reformed commodities, the system would tweet what they are doing.

  • Interactive & Monitor-Based
  • Contact Water
  • Taisuke Murakami
  • SIGGRAPH 2001: n-space
  • 2000
  • My work is an installation made with MR technology. “MR” means “Mixed Reality.” This technology can mix physical space and computer graphics on HMD. I created a new medium for face to face communication. Co-developed with technical collaboration with Mixed Reality Systems Laboratory.

    Communication from human to human includes nuance, gesture as well as spoken language. Over time, numerous inventions of mass communication were developed which step by step took away the necessity of face to face contact. Today, communication technology via telephone, radio, TV, cellular phone, and the Internet is continuing to expand the human experience and the ability communicate globally, lessening in-person contact.

    A troubling aspect of these new technologies is that they eliminate in-person communication. In the “virtual” world, there is less and less need for physical presence when interacting with one another. Surrounded by various media, we are losing some of our humanistic communication skills. There are some feelings and information that can only be expressed by physically interacting with another human face to face.

    “Contact Water,” is the name of my work, and hopefully will become a tool to enable people to communicate face to face.

    When using this new medium, players at first sight will discover the importance of face to face communication, which is usually lacking in current media.

    They will also realize that in-person nonverbal communication through facial expressions and gestures are precious to us, and essential to communication.

  • Augmented Reality/Virtual Reality and Installation
  • Interactive installation
  • 3000mm x 6000mm
  • mixed reality and communication
  • Kashikokimono
  • Takahiro Hayakawa
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Takahiro Hayakawa Kashikokimono
  • The words “animation” and “animism” both derive from the Latin word “anima,” which means life principle or soul. This work is a visual expression of the triangular realm formed by these three words. Animism here represents Asia’s ancient religion, and the title, Kashikokimono, stands for “the innumerable gods and deities of Japan.” With this work, I have tried to create images that express this profusion of gods representing all of creation. With the goal of creating a new type of organic visual expression, I used a combination of hand-drawn animation and software-based generative animation.

  • Animation & Video
  • Phantasm
  • Takahiro Matsuo
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Takahiro Matsuo Phantasm
  • Explore a fantasy world experience at some time, somewhere in our memory. Phantasm is an interactive installation in which participants are illuminated in a small, dreamlike space. As you grasp a glowing sphere, the area lights up in pale blue light, and white butterflies appear from nowhere as a soft piano melody flows. Butterflies fly slowly and gloriously, gathering toward the sphere, and chase you as you move the sphere. The sphere is the key to the real world and fantasy. Participants can experience the nostalgia of playing with butterflies by moving around or holding the sphere in the air. Beautiful white butterflies draw wing strokes in the air as if they are symbols of a fantasy world; they delicately lead you into their world. If you cover the sphere with your hands to shut out the light, the butterflies gradually disappear, leaving silence and lingering light, bringing you back to reality. You will find yourself perplexed, as if you have experienced a fleeting dream.

  • Installation
  • interactive installation
  • Sensing the Sound Web
  • Takashi Ikegami, Mizuki Oka, Norihiro Maruyama, Yu Watanabe, and Akihiko Matsumoto
  • SIGGRAPH Asia 2012: Echo
  • 2012 Ikegami Sensing the Sound Web
  • The sound installation aims to bring artificial life into the real world. Environmental patterns, including human behaviors and wifi signals, are captured by a distributed autonomous sensor network (as an application of artificial life) to form a soundscape.

    The soundscape is a mixture of two different sound files. One with a chaotic but quiet ambient sound and the other with more noisy peaky sound. They are set to correspond to the ‘resting’ and ‘resonating’ states, respectively. When larger number of people come to the venue, the more number of sensor devices enter a resonating state. Or even without the people in the venue, the network spontaneously enters the resonating state when the environmental light becomes stronger. Visitors can sense the difference of the state by listening to the sound if they stay more than 10 minutes in the venue.

  • Installation and Sound Art
  • Sound Installation
  • Ten Thousand Cents
  • Takashi Kawashima and Aaron Koblin
  • SIGGRAPH Asia 2008: Synthesis
  • Ten Thousand Cents is a digital artwork that creates a representation of a US $100 bill. Using a custom drawing tool, thousands of individuals working in isolation from one another painted tiny parts of the bill with no knowledge of the overall task. Workers were paid one cent each via Amazon’s Mechanical Turk distributed labor tool. The total labor cost to create the bill, the artwork created, and the reproductions available for purchase are all $100. The work is presented as a video piece with all 10,000 parts being drawn simultaneously. The project explores the circumstances we live in, a new and uncharted combination of digital labor markets, “crowdsourcing,” “virtual economies,” and digital reproduction.

  • 2D & Wall-Hung
  • Takashi's Seasons
  • Takashi Kawashima
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Over the past century, it has become ordinary to experience motion pictures on large screens
    in movie theaters or as video projections. These modern projection instruments developed from what was called the “magic lantern,” invented in Europe during the second half of the 17th century. While the magic lantern was invented in the West, it influenced the emergence of a new type of entertainment in 18th-century Japan known as Utsushi-e, an original hybrid of the ancient Asian shadow play and the Western magic-lantern show. It can be considered a close ancestor of movies, preceding them by a mere century. In Utsushi-e, instead of merely projecting a series of pre-fabricated images on a screen, artists created “motion pictures” via a mixture of live art, light manipulation, narration, and painted images. Artists built on audience response, and an interaction developed between the two. Takashi’s Seasons is a sequential live shadow-puppet show/video performance in which various scenes interpreting the four seasons are performed by a modern Utsushi-e artist. Children are seen walking back to school with their school bags in the spring (the academic year begins in April in Japan). The proud performance of cicadas can be heard on a hot summer evening. Dragonflies smoothly glide in the cool air of a fall afternoon. On New Year’s Eve, the chimes of temple bells are heard in the freezing winter night. This work does not intend to offer a common point of reflection for all to understand and cherish. Rather, the piece intends to evoke personal memories that are strongly tied to the four seasons, interpreted through a Japanese cultural perspective. Through the presented vignettes, this piece vividly brings back those personal memories, presenting them as a unified experience.

  • In creating the performance, all props and characters were first sketched on paper, then
    created in Adobe Illustrator. After all elements were placed on a 640 x 360 pixel grid, props and characters were divided into physical puppets and video animation. After adjusting the scale of the puppets so the cast shadows would match the scale of the projected imagery, the puppets were output to a laser cutter. The animation was developed in Adobe After Effects using both traditional keyframing and programming in After Effects Expression. The blending of digitally generated animation and projected shadows produced a unique hybrid animation style. A custom switch is connected to two microcontrollers that are in turn connected via a serial cable to a computer mounted on the ceiling. The first AVR microcontroller is directly connected to the switch and is programmed to read electronic signals generated by the switch, converting them to serial messages. The second microcontroller translates these serial signals to Windows OS keyboard commands. Software programmed in Macromedia Flash triggers animations and sound effects based on
    keyboard commands from the second microcontroller, allowing synchronization of video animations with the shadow puppets via the switch. The microcontrollers were programmed using C and C#/.NET respectively.

  • Performance
  • Printed Clothes DIY (4 my catcaller)
  • Talia Link
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • Image Not Available
  • Software: Adobe Premiere, Adobe After Effects, Adobe Photoshop, Audition.

  • Animation & Video
  • Video
  • 7:44 min.
  • Homes
  • Tamas Waliczky, Anna Szepesi, and Jane Prophet
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • Homes presents the interior spaces where people from the fishing village of Tai O live. The installation includes the everyday objects with which they surround themselves. Two LCD monitors show virtual interiors of two village houses. Visitors to the installation can wander these virtual interior spaces by using trackballs attached to each screen. A large photo showing the street where the houses are located is on a facing wall.

  • Tong Yee Tak, Li Danwudan, Man Chun Yip, Chen Xinyi, and Zhang Zinan
  • General Research Fund, Research Grants Council of Hong Kong; Drs Richard Charles & Esther Yewpick Lee Charitable Foundation; City University of Hong Kong

  • Interactive & Monitor-Based
  • Beyond Manzanar
  • Tamiko Thiel and Zara Houshmand
  • SIGGRAPH 2001: n-space
  • 2000
  • Manzanar, an oasis in the high desert of Eastern California, was the first of over ten internment camps erected during World War II to incarcerate Japanese American families solely on the basis of their ancestry. Though this specific instance was ruled unconstitutional in 1988, mass internment of an entire group “in cases of military necessity” is still legal. Ethnic groups whose countries of origin are considered “rogue states” by the American government can legally be interned without trial if tensions between the countries escalate into violence.

    In 1979 during the Iranian hostage crisis, there were physical attacks on Iranian Americans and calls to intern them “like we interned the Japanese.” For an Iranian American, it would be irony indeed to be imprisoned at Manzanar for the “sin” of Iranian ancestry: The site itself is hauntingly reminiscent of the landscapes of Iran. The grid of roads drawn in the desert by the military echoes the geometric order of an Iranian paradise garden – a further irony, for the Japanese Americans did indeed create gardens, their own “virtual reality,” within the barbed wire fences of Manzanar.

    “Beyond Manzanar”, an interactive virtual reality installation, uses the medium’s unique spatial characteristics to “physically” locate you inside the Manzanar Internment Camp. As you explore the camp, visually bounded by three mountain ranges and physically constrained by the barracks and barbed wire fence, your kinesthetic sense is engaged to underscore the emotional impact of confinement. Your eyes see the passes that lead out of the valley, but you stand at the fence and can go no further. Confined within the camp, you have nowhere to go but inwards, into the refuge of memory and fantasy.

  • Augmented Reality/Virtual Reality and Installation
  • Interactive Virtual Reality Installation
  • 10 feet x 20 feet x 17 feet
  • http://mission.base.com/manzanar/
  • history, memory, and virtual reality
  • The Travels of Mariko Horo
  • Tamiko Thiel
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The Travels of Mariko Horo reverses the “Marco Polo Syndrome,” the symbol of Western Man exploring, categorizing, and analyzing the exotic East. The exoticizing gaze thinks itself a magnifying glass but is in actuality a half-silvered mirror. The traveler means to describe new lands, new peoples, new cultures, but in reality sees images of his own culture superimposed over a vague and exotic background.

    Mariko Horo was also inspired by Japanese artists who, while Japan was closed to the outside world, constructed the West in their fantasy as an exotic and unknowable universe. They had only a few maps, books, and prints but enhanced them with their own fertile imaginations. For Japanese artists trying to imagine the West, and Western artists trying to imagine Japan, the power of imagination could often take them only as far as a vague, pseudo-Chinese fantasy – for both Far East and Far West the epitome of “foreign” and “exotic.” This geographic confusion finds echoes in Mariko’s Last Judgment scenes, inspired equally by Byzantine Christian frescos and Tibetan tankas. Mariko’s vision also reflects the “hidden Christians” in Japan who, while Christianity was forbidden on pain of death, secretly venerated images of the Buddhist Goddess of Mercy, Kannon, as the Christian Madonna.

    Why did my Japanese-American grandfather convert from Buddhism to Christianity, becoming a minister and intending to return to Asia as a missionary? How did he reconcile his new faith with the darker side of Christianity, the conflict between the American promise of “one nation under God, with liberty and justice for all,” and the reality of the Japanese-American internment during World War II, or KKK preachers who burnt crosses and human beings with equal fervor? How does Christianity appear today to those caught in the crossfire of our current “crusades”?

  • A simple joystick enables even technophobes who would never touch a computer to explore the virtual world. Engaging human curiosity and common exploratory behaviour, the system lures users into key locations in the virtual world, where proximity sensors recognize and react to their presence. Switching large amounts of geometry on and off in real time, the program transports users into another realm, in the same way as entering a sacred space in the real world can transport us into a different cosmology. The program misuses particle systems to populate these realms with clouds of angels and swarms of the damned. Three-dimensional sound enhances the sense of space and presence as users move through a reactive and sensitive world. Interactivity between the user and the world turns users’ decisions into a play on Christian free will and determinism, as users’ conscious choices are punished or rewarded, sending them to heaven or to hell. Buddhism, however, is cyclical, so users can subvert the linear structure of Christian theology, even escaping hell to be reborn in the mortal world.

  • Augmented Reality/Virtual Reality and Installation
  • interactive 3D virtual reality installation
  • CASE STUDY 107
  • Tammy Knipp
  • SIGGRAPH 1997: Ongoings
  • 1994
  • 1994 Knipp Case Study 107
  • Through the interdisciplinary medium of computer-aided video/kinetic sculptures, I create interactive, performative installations. Both visual and audio elements are simultaneously experienced in the physical domain (kinesthesia), challenging perceptions of reality through illusion. By altering perceptions and creating multi-sensory experiences, the lines between 2D, time-based imagery and 3D, tactile experiences are blurred.

    These sculptural installations are assigned a CASE STUDY number (title). Each CASE STUDY encompasses three, multi-dimensional formats: the original installation; a video documentation capturing an interactive, performative aspect in which viewers become unbeknownst performers; and a mixed-media compositional design of text, image, and a nine-inch video monitor. This format depicts the work in its entirety, from concept to construction to the documentary response.

    Influenced by the cognitive processes of dyslexia and its relationship to art-making, each CASE STUDY focuses on the characteristics that surround a haptic learner. In a technologically driven culture, the reality is virtually perceived.

  • 3D & Sculpture and Installation
  • computer-aided video/sculpture
  • installation and sculpture
  • Case Study 110 (documentation)
  • Tammy Knipp
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Knipp: Case Study 110
  • 2D & Wall-Hung
  • mixed-media collage/9 in video monitor
  • 4 ft x 4ft x 1 ft
  • CASE STUDY 118 (documentation)
  • Tammy Knipp
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Knipp Case Study 118
  • Through the interdisciplinary medium of computer-aided video/kinetic sculptures, I create interactive, performative installations. Both visual and audio elements are simultaneously experienced in the physical domain (kinesthesia), challenging perceptions of reality through illusion. By altering perceptions and creating multi-sensory experiences, the lines between 2D, time-based imagery and 3D, tactile experiences are blurred.

    These sculptural installations are assigned a CASE STUDY number (title). Each CASE STUDY encompasses three, multi-dimensional formats: the original installation; a video documentation capturing an interactive, performative aspect in which viewers become unbeknownst performers; and a mixed-media compositional design of text, image, and a nine-inch video monitor. This format depicts the work in its entirety, from concept to construction to the documentary response.

    Influenced by the cognitive processes of dyslexia and its relationship to art-making, each CASE STUDY focuses on the characteristics that surround a haptic learner. In a technologically driven culture, the reality is virtually perceived.

  • 2D & Wall-Hung
  • mixed-media collage/9" video monitor
  • 3' X 5' X 1'
  • collage and mixed media
  • CASE STUDY 2442
  • Tammy Knipp
  • SIGGRAPH 1997: Ongoings
  • 1994
  • 1994 Knipp Case Study 2442
  • Through the interdisciplinary medium of computer-aided video/kinetic sculptures, I create interactive, performative installations. Both visual and audio elements are simultaneously experienced in the physical domain (kinesthesia), challenging perceptions of reality through illusion. By altering perceptions and creating multi-sensory experiences, the lines between 2D, time-based imagery and 3D, tactile experiences are blurred.

    These sculptural installations are assigned a CASE STUDY number (title). Each CASE STUDY encompasses three, multi-dimensional formats: the original installation; a video documentation capturing an interactive, performative aspect in which viewers become unbeknownst performers; and a mixed-media compositional design of text, image, and a nine-inch video monitor. This format depicts the work in its entirety, from concept to construction to the documentary response.

    Influenced by the cognitive processes of dyslexia and its relationship to art-making, each CASE STUDY focuses on the characteristics that surround a haptic learner. In a technologically driven culture, the reality is virtually perceived.

  • 3D & Sculpture and Installation
  • computer-aided video/sculpture
  • 5' X 4' X 6'
  • installation and sculpture
  • Case Study 266 (documentation)
  • Tammy Knipp
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Knipp: Case Study 266
  • 2D & Wall-Hung
  • mixed-media collage/9 in video monitor
  • 4 ft x 4 ft x 1 ft
  • Case Study 309
  • Tammy Knipp
  • SIGGRAPH 1998: Touchware
  • 1996 Knipp Case Study 309
  • Through the interdisciplinary medium of computer-aided video/kinetic sculptures, I create interactive performative installations. Both visual and audio elements are simultaneously experienced in the physical domain (kinesthesia), challenging perceptions of reality through illusion.

    These sculptural installations are assigned a Case Study number. Each Case Study facilitates and instigates a “social happening; inducing elements of play and humor as humanistic models for interactivity with enticing traits of risk and danger. Participants and viewers become guileless subjects from an observational perspective, a view whereby human behavior, social interaction, body language, and physiognomic characteristics can be analyzed in real time.

    My work is based on the language and methods used by the haptic learner. It transforms this language and understanding into a three-dimensional tactile/kinetic platform. Each Case Study provides an experiential embodiment of both body and mind, which I call “hapticism”. Hapticism is akin to the somatic, in which we learn principally through the physical body itself. With the aid of technology, these interactive works of art utilize kinetic methods to produce a reality virtually perceived by the haptic learner. Hapticism may be a model for integrating art, culture, and technology – for stimulating our senses while engaging our intellect.

  • Installation and Interactive & Monitor-Based
  • Video kinetic sculpture installation
  • 12' x 3' x 3'
  • interactive installation and sculpture
  • CASE STUDY 5510/CASE STUDY 5510-B
  • Tammy Knipp
  • SIGGRAPH 2001: n-space
  • 2000
  • “CASE STUDY 5510” is a contemporary version of a dual-activated guillotine, offering participants a heightened virtual experience (psychophysiology). A supplement to this piece is “CASE STUDY 5510-B” – live video imagery of the subject’s facial expression. Participants and viewers become subjects from an observational perspective, providing a simulated clinical “case study.”

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • 12 feet x 8 feet
  • digital video and virtual experience
  • CASE STUDY 9983 & 9983-B
  • Tammy Knipp
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Psychophysiology is the study of the correlation between the human psychological and physiological domains, exploring the intricate interface of mind, brain, and body. This field of study is concerned with how mental events, such as feelings and thoughts, affect bodily processes. As an artist and researcher, I design pilot projects (CASE STUDIES – performance-like interactive, video-kinetic electronic installations) as experimental models to explore the field of psychophysiology in the context of electronic media. These studies investigate virtual and real experiences while examining the art of perception. The exhibition venue provides a platform for clinical observations of social and cultural interaction. Bridging the fields of art and science, these pilot studies exemplify scientific theories. In the era of techno-driven culture, art as a discipline of research broadens the interpretation of visual literacy to include multiple areas of study.

  • With the aid of technology, CASE STUDY 9983 & 9983-B creates an environment in which virtual and real experiences merge, addressing the perception of virtual danger and risk.
    CASE STUDY 9983 is a modernized version of an electric massage chair. The chair is equipped with concealed commercial-grade vibrating devices designed to massage different parts of the body, creating unexpected
    physical stimuli and responses. Adjacent to CASE STUDY 9983, CASE STUDY 9983-B is a wall display of video monitors and bio-feedback modules, depicting facial and polygraph
    recordings of the voluntary subject’s reactions to virtual and perceptual experience. The data collected from this pilot study will address two objectives:
    1. To research the autonomic nervous system and somesthetics senses and observe whether perceptions of virtual reality can in fact influence physiological responses. The data collected may provide both psychological and physical information for the multimedia, computer video/interactive designer, especially for the “haptic learner.”
    2. To investigate the differences and commonalities from the data collected for each stimulus and response as reported in each category (for example, sex, age, race, etc.) and the different types of stimuli that may motivate and entice voluntary participation and social-kinetic energy.

  • Electronic/Robotic Object and Installation
  • Between the Layers
  • Tammy Mike Laufer
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Laufer: BETWEEN THE LAYERS
  • Our lives are experienced between physical layers, as fabrics, with many obstacles between layers of thoughts. Sometimes a woman wears many layers as obstacles, physical layers as fabrics, as well as layers of thoughts, and sometimes-emotional layers. To reveal herself a woman should remove all the layers, not the ones she wears, but the layers that conceal all her thoughts and desires. We all want to go out into the light, to break out into the world. The sustained way sometimes takes courage to get up and change ourselves, to do something, to change things as they are in the rest of the world. Sometimes you must swim against the stream. Although it appears that we have progressed, we are still struggling in almost every aspect of life. It is especially important to remember to see the light in our lives, even throughout all the layers. We can close the gap. Never lose hope! There is still so much work to be accomplished on the subject of equality between women and men. This video work is dedicated to this issue from a personal perspective, of the artist, showing different feelings and aspects.

  • Performance
  • Salt Mine
  • Tarah Rhoda
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Rhoda: Salt Mine
  • Nature resonates, resolving forms and echoing solutions similarly at small and large scales. Throughout history man has used these links to contemplate his place in the world. It can even be said that theories of the microcosm and macrocosm emerge from the primitive human instinct of empathy. My work is the result of my personal attempt to explore my connection to the natural world. Investigating the body as an archeological site, literally ‘mining’ myself, I abstract the resulting observations and extractions into poetic reflections and devices, often utilizing laboratory equipment to set the stage.

    My tear project began in 2012 with the intention of harvesting my own salt by dehydrating tears in petri dishes. I documented all of my samples under compound and inverted microscopes at a range of magnification and was curious to see such variation. I knew the chemical composition of emotional tears had hormones and proteins that weren’t present in basal and reflex tears, but was that what I was seeing? After reviewing over a hundred samples, the differences and similarities were inconclusive. I consulted a lab technician and drafted sterile protocol to control my samples, avoiding cross contamination and other indirect factors. It became clear how the tears were collected had much more to do with the composition of the crystal lattice structure than what “type” of tears they were. Because a solution crystalizes around solid nuclei, debris and particles play a major role in the resulting crystalline structure. If the sample is collected off the cheek, rather than directly from the tear duct it will have excessive skin cells, which will determine the sites of nucleation. If it is the first tear shed, there will be more debris in the duct, rather than if the duct has been flushed.

  • Media Used: Compound and inverted microscopes @4X/10X/20X/40X, Canon 5D Mark III, tears.

  • Animation & Video
  • 1:50 min.
  • Most Wanted
  • Taraneh Hemami
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Most Wanted investigates the nature of perception, recognition, and representation while examining construction of the image of the new enemy. Interpretations of a series of faceless portrayals of the most-wanted terrorists as identified by the United States government contemplate the ways in which stereotypical perceptions of people are created while pondering the relationship between image and
    identity. A few months after the 9/11 attacks, I came across a comically blurry, low-resolution online image produced by the US government that pictured over 70 of the “Most Wanted” international terrorists. Each suspect was pictured from the neck up. Although individual features cannot be made out because of the extreme pixelation of the image, general characteristics can be seen on the majority of people pictured – darkish skin, men with dark facial hair, women wearing head coverings. Even with such minimal visual information, there is an overbearing sense that these physical traits define terrorism as we know it and characterize the image of the “New Enemy” in the 21st century. Taking off from this foundation, Most Wanted addresses stereotypical misrepresentations of an entire group of people and challenges the Islamophobia and xenophobia
    that have given rise to distorted images of people of Middle Eastern descent living in the U.S. Most Wanted explores the idea of portraiture and the widely differing contexts in which portraits can be seen. In the specific context of the U.S. government “Most Wanted” terrorist list, the faces with darkish skin, beards, and head coverings are positioned as individuals who need to be apprehended and brought to justice – the faces of the enemy and the proponents of global terrorism. Yet, without names, gender, or even cultural background, the blurry abstract faces are simply visual
    representations of unknown people. The absolute reduction of concrete facial information makes them completely unrecognizable and brings forth the question of where the
    danger actually lies. Are we conflating and equating people with nations? Drawing upon my Iranian cultural heritage, I
    attempt to disrupt the tendency to generalize by placing these same abstracted faces into very different contexts, referencing common beaded wall-hangings and rosaries and massproduced iconic memorabilia of and about religious figures, symbols, and stories available at any bazaar in Iran as well as shrines for those considered martyrs. Most Wanted
    brings forth the question of context and challenges assumptions that we, as a viewing audience in the U.S., may unconsciously or implicitly bring to these abstracted images
    of people who could be anyone. The project questions our potential to fall into easy stereotyping and misunderstanding of cultures that are not our own.

  • The handcrafted beaded curtain is an exact replica of a low-resolution poster I downloaded from a United States government web site immediately after September 11, 2001.
    The image was graphed and color-coded, creating a pattern to follow for beading over 850,000 6-millimeter, faceted plastic beads, each representing a pixel in the original image. The heads were individually beaded and restrung together to create the large curtain, resulting in a further-abstracted version of the already-degraded image. Most Wanted was commissioned by Intersection for the Arts, funded in part by the San Francisco Foundation, and assembled in the gallery with the help of many in May 2007

  • 2D & Wall-Hung
  • Hand-crafted beaded curtain
  • 9 feet x 7 feet
  • Texas Moments
  • Tarikh Korula
  • SIGGRAPH 2001: n-space
  • 2000
  • “Texas Moments” is a screen saver whose subjects were all executed by the State of Texas in the year 2000. The whimsical flying toasters we have come to expect from screen savers are instead replaced by 40 Death Row inmates slowly scrolling by, following the contents of their last meals. They cycle, one after the other, in the order in which they were executed. When a user rolls over an inmate’s thumbnail image a larger picture of them fades in with their final statement.

    “Texas Moments” uses our idle computers’ monitors as a platform for social commentary. The piece was first exhibited as part of “Refresh – the Art of the Screen Saver” and has since been updated to include all of the individuals executed this past year. All images and text were culled from the Texas Department of Criminal Justice Website. The screensaver is freely available at www.texasmoments.com

  • Interactive & Monitor-Based
  • Screen Saver
  • history and screen saver
  • DynamicProjection[OCTA]
  • Tatsuro Kudo and Satoshi Tsukamoto
  • SIGGRAPH Asia 2013: Art Gallery
  • Dynamic Projection [OCTA] is a projection mapping art work “in which objects move dynamically”. High-precision tracking of projected image changes featureless cube and two panels (made of styrofoam) to the “magic objects” which is intermediate of real and virtual. Moreover, the feature of accurate motion tracking enables a performer not to move according to image but move without inhibition. The system can reflect creativity of the performer and the delightful happening in the spot.

    The performance is roughly divided into three scenes and reflected technological expansion until this work is produced.

    Scene 1. Projection mapping to static object
    It all starts from here.

    Scene 2.Dynamic Projection with cube
    You will notice that the particles pursue the cube which the performer moves, and trajectory of movement is displayed on the back screen.

    Scene 3.Dynamic Projection with cube and panels (real-time physics calculation)
    A virtual physical things inside the cube and on the panel surfaces returns a reaction according to “How the performer move objects” on site.

    Other scene.Dynamic projection with panels Panel representation of the second half, has produced the illusion effect by switching the particle movements between being fixed to the panel and fixed to the space.

    All of these image expressions are output from 1 fixed projector.

  • Performance
  • Neo-Industrial Biography
  • Tavs Jorgensen
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015 Jorgensen, Neo-Industrial Biography
  • Using a free-fall slumping technique, the artist created this bowl by heating glass disks and letting gravity force the glass against pins positioned in a matrix of holes in the tooling device. The tooling systems in this project were developed almost entirely with digital design tools, while the actual use of the final system is completely analog.

  • 3D & Sculpture
  • 1990 Brazilian Ball Poster
  • Taylor & Browning Design Associates
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Apple Macintosh llci Linotronic L-300 (output).
    Software: Adobe Illustrator, Quark Xpress, Adobe Separator.

  • Design
  • Poster
  • 33 x 26.25
  • Palimpest Series 2
  • Taylor Horanson
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • Digital media is ageless, even though the equipment we use to produce it becomes obsolete more quickly each year. A dot-matrix printer is essentially useless in 2015, even though it represents a recent leap forward in technology. With Palimpsest, I created a hacked scanning device for the forensic analysis of the recently discarded tech. The resulting images reveal snippets of attempted communication from the recent past that appear ancient and mysterious.

  • Artist Book
  • DIY rotary scanner v1, Photoshop
  • Palimpest Series 3
  • Taylor Horanson
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • Digital media is ageless, even though the equipment we use to produce it becomes obsolete more quickly each year. A dot-matrix printer is essentially useless in 2015, even though it represents a recent leap forward in technology. With Palimpsest, I created a hacked scanning device for the forensic analysis of the recently discarded tech. The resulting images reveal snippets of attempted communication from the recent past that appear ancient and mysterious.

  • Artist Book
  • DIY rotary scanner v1, Photoshop
  • Yuuzen Kimono
  • Teknai and Norie Hiraide
  • SIGGRAPH 1983: Art Show
  • 1983 Teknai Hiraide Yuuzen Kimono
  • Producer: Norie Hiraide
    Hardware: SI-11/AED 512

  • Installation
  • Cloth
  • fabric
  • The Wolf Among Us
  • Telltale Games
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Telltale Games: The Wolf Among Us 3
  • From the makers of the 2012 Game of the Year: The Walking Dead, comes a gritty, violent and mature thriller based on the award-winning Fables comic books (DC Comics/Vertigo). As Bigby Wolf – THE big bad wolf – you will discover that a brutal, bloody murder is just a taste of things to come in a game series where your every decision can have enormous consequences.

    An evolution of Telltale’s ground-breaking choice and consequence game mechanics will ensure the player learns that even as Bigby Wolf, Sheriff of Fabletown, life in the big bad city is bloody, terrifying and dangerous.

  • Interactive & Monitor-Based
  • https://telltale.com/series/the-wolf-among-us/
  • C++
  • Teppei Kuroyanagi
  • SIGGRAPH 2006: Intersections
  • 2006 Kuroyanagi C++
  • C++ shows the difficulty and weakness of human communication in a modern Japanese society. In a world where people actually do not communicate with each other face to face, it is very important to rethink what the word “communication” really means. Today people are living in an artificial condition on the internet that results in prob­lems such as loss of identity and personal accountability. Words are almost meaningless when people blame, punish, and slander others repeatedly. The animation, C++, explores society’s value systems in regards to personal communication and responsibility.

  • Hardware and Software

    Mac G5 1.8G, Windows 2Ghz, Illustrator, Photoshop, After Effects.

  • Animation & Video
  • Art animation
  • 8:50
  • Tea Gypsy
  • Teresa (Terry) Bailey
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Bailey: Tea Gypsy
  • “Tea Gypsy” is the second in a series of paintings I am creating with the thematic subject of tea. It reflects my fascination with anti-illusionism, a technique I studied as a film student in undergraduate school. I intentionally left several of my original sketch lines on the nose, mouth, and elsewhere. And I left portions of the face in a somewhat unfinished state. All to pay homage to this anti-illusionism in art. All to remind viewers that they are looking at a work of art, not a photograph or reality. All to jar viewers into reflecting on the piece rather than simply being absorbed by it.

    “Tea Gypsy” is a study in the contrast of traditional art and digital art. I painted the portrait face of my character in traditional-looking techniques of oil, pastel, and ink lines; in the computer, I am able to simulate the look of those traditional media. T he remainder of the image is devoted to digital technique. It would not be possible tci paint the light-filled stained glass background with any traditional art medium; likewise, the pattern that I painted and overlaid into the drapery and head-scarf is the result of digital tools and techniques, which have no equal in the traditional art tool world.

    “Tea Gypsy” is a portrait and a self-portrait. She is a portrait of Barbara Karp, the most remarkable woman I have known: a writer, opera director, and inspiring muse to me. One day Barbara said: “Terry, we have the same green eyes.” I shared with her the first print of the painting I made, melding our eyes, the last time I saw Barbara, on the eve of her death. I never told her it was a portrait of both of us, a way for me to capture her and hold her with me for eternity. But I am sure she knew. She was that perceptive and intuitive.

    “Tea Gypsy” is about life and emotion. I attempted to paint every emotion I could conjure with my digital brush into her two eyes. All the emotions my friend Barbara and I faced together as we visited and talked during her last months on this planet. Fear, innocence, anger, sadness, joy, awe … My greatest joy now is to see people stand before this painting and discover those emotions in themselves as they gaze at her.

  • 2D & Wall-Hung
  • 29 inches x 34 inches
  • digital painting and emotion
  • The Choreography of Everyday Movement (drawing stack)
  • Teri Rueb
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Rueb: EverydayMovement
  • The Choreography of Everyday Movement envisions as a topographical mapping the culturally inscribed nature of our everyday travels. Using global positioning satellite (GPS) receivers, the project seeks to render visible our movement through the built environment of the city, revealing sociopolitical and poetic patterns of traffic flow through the urban body. In these drawings we see images as often as we detect the variations of a traveler’s movement through the city over time. The GPS, designed for precise measurement and navigation, is subverted and recast as a kind of giant pencil or tool for making chance compositions.

    The project takes process and performance as the subject of the work. Artist, studio assistant, and traveler are all equal performers in this process-based work that explores the performance of our everyday lives.

    The relationship of performer/spectator is reconfigured in the live Internet performance in which the performer is only visible as an ant-like dot crawling across the screen. The performer is insulated from the gaze of the spectator, creating a shifted and mediated economy of the gaze that stands in contrast to traditional live performance, film, or video.

    The Choreography of Everyday Movement reduces the representation of movement and physical presence to the most basic visual abstraction in an attempt to privilege the poetic over the indexical.

  • 3D & Sculpture
  • glass, aluminum, inkjet prints on acetate
  • 21 x 26 x 9 inches
  • map and real-time
  • Ellipse Series #1
  • Terry Blum
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • 1985 Blum Ellipse Series #1
  • 2D & Wall-Hung
  • Photograph of raster image
  • Ellipse Series #2
  • Terry Blum
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Cromemco
    Software: Slidemaster

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • Folded Structure
  • Terry Blum
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Red #5
  • Terry Blum
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Blum Red5
  • Hardware: Cromemco
    Software: John Dunn

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • cibachrome print
  • Square One #16
  • Terry Blum
  • SIGGRAPH 1987: Art Show
  • Blum: Square One 16
  • Hdw: IBM AT/No. 9 FB
    Sftw: Lumena/’Fit Paint’

  • 2D & Wall-Hung
  • Photo
  • 16.5" x 22"
  • 0512
  • Terry Calen
  • SIGGRAPH 2006: Intersections
  • 2006 Calen 0512
  • Since first becoming aware of 3D rendering technology in the mid-1980s, I believed it was the perfect medium for expressing one’s imagination. While it is most commonly used to mimic reality, I prefer using this technology to create clean, bold, graphical images that clearly do not mimic reality but do have a photographic quality about them.

    My underlying inspirational sources are mostly hidden. Although it may be obvious that many of my images are inspired by nature. Those sources are only starting points for exploration and often evolve based on discoveries I make along the way. There are usually several related perspectives to explore, and each may develop separately over time. This was the case with the image presented here. It is one of several images, originally inspired by dreaming about pixels, in which I used rectangular blocks as compositional elements. Each of these images explores, from a slightly different perspective, a long-held fascination with structure.

  • The image was modeled using Luxology’s Modo subdivision surface modeler, and rendered to 10,000 x 10,000 pixels in Electric Image Animation System. Texturing was done using procedural shaders from El Technology Group, Konkeptoine, and Triple D Tools. Adobe Photoshop was used for compositing and touchup. It was printed on Epson Ultrasmooth Fine Art Paper using Ultrachrome inks and an Epson 7600 printer.

  • 2D & Wall-Hung
  • 3D modeled image, archival inkjet print
  • 24" x 24"
  • 2002_18
  • Terry Calen
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Calen: 2002_18
  • The computer provides a wonderful environment for experimentation. No materials are wasted. Setup time is minimal. Tests can be easily and quickly saved. Changes can be made and different versions can be combined. I try to take full advantage of these attributes by incorporating experimentation into my workflow. I usually begin with only a very loose concept in mind. I am often motivated by something I’ve seen. Sometimes a simple shape can begin the process. Through experimentation, I usually discover multiple directions the work could take, and I may spend months exploring these in depth, creating several images along the way. I am currently fascinated by surface relationships and how surfaces can be used as structural elements within a composition. By surfaces, I mean shapes with very little thickness. In three-dimensional modeling, surfaces with no thickness are possible but they do not convey a proper sense of form and substance. I usually want to maintain a sense of reality in my work. I want my scenes to appear to exist in real space and to have physical attributes that suggest they could exist.

    My goal is always to present more than the technology I use. I want my images to be emotionally evocative and to succeed on the basis of their visual impact rather than any implied meaning. It’s a grand expectation that may never be completely satisfied. I believe the artist’s initiative begins a process that only develops its full potential through those who experience it. I encourage you to explore for yourself and share your own creativity in the completion of this process.

  • 2D & Wall-Hung
  • 24 in x 24 in
  • emotion and experiment
  • 2002_19
  • Terry Calen
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Calen: 2002_19
  • The computer provides a wonderful environment for experimentation. No materials are wasted. Setup time is minimal. Tests can be easily and quickly saved. Changes can be made and different versions can be combined. I try to take full advantage of these attributes by incorporating experimentation into my workflow. I usually begin with only a very loose concept in mind. I am often motivated by something I’ve seen. Sometimes a simple shape can begin the process. Through experimentation, I usually discover multiple directions the work could take, and I may spend months exploring these in depth, creating several images along the way. I am currently fascinated by surface relationships and how surfaces can be used as structural elements within a composition. By surfaces, I mean shapes with very little thickness. In three-dimensional modeling, surfaces with no thickness are possible but they do not convey a proper sense of form and substance. I usually want to maintain a sense of reality in my work. I want my scenes to appear to exist in real space and to have physical attributes that suggest they could exist.

    My goal is always to present more than the technology I use. I want my images to be emotionally evocative and to succeed on the basis of their visual impact rather than any implied meaning. It’s a grand expectation that may never be completely satisfied. I believe the artist’s initiative begins a process that only develops its full potential through those who experience it. I encourage you to explore for yourself and share your own creativity in the completion of this process.

  • 2D & Wall-Hung
  • 24 in x 24 in
  • emotion and experiment
  • 2002_21
  • Terry Calen
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Calen: 2002_21
  • The computer provides a wonderful environment for experimentation. No materials are wasted. Setup time is minimal. Tests can be easily and quickly saved. Changes can be made and different versions can be combined. I try to take full advantage of these attributes by incorporating experimentation into my workflow. I usually begin with only a very loose concept in mind. I am often motivated by something I’ve seen. Sometimes a simple shape can begin the process. Through experimentation, I usually discover multiple directions the work could take, and I may spend months exploring these in depth, creating several images along the way. I am currently fascinated by surface relationships and how surfaces can be used as structural elements within a composition. By surfaces, I mean shapes with very little thickness. In three-dimensional modeling, surfaces with no thickness are possible but they do not convey a proper sense of form and substance. I usually want to maintain a sense of reality in my work. I want my scenes to appear to exist in real space and to have physical attributes that suggest they could exist.

    My goal is always to present more than the technology I use. I want my images to be emotionally evocative and to succeed on the basis of their visual impact rather than any implied meaning. It’s a grand expectation that may never be completely satisfied. I believe the artist’s initiative begins a process that only develops its full potential through those who experience it. I encourage you to explore for yourself and share your own creativity in the completion of this process.

  • 2D & Wall-Hung
  • 24 in x 24 in
  • emotion and experiment
  • Visual-Physical Design Grammars
  • Terry Knight
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Visual Physical Design Grammars Terry Knight Larry Sass fig5
  • The objective of this project is the development of new kinds of low-cost, high-quality, masscustomizable building assembly systems that provide visually rich design variations for housing and other small structures. The building systems are intended to be tailored for particular cultures and communities by incorporating local, vernacular, decorative design into the assembly design.

    Two complementary areas of computational design are brought together in this work: shape grammars and digital fabrication. The visual, aesthetic aspects of the research are explored through shape grammars. The physical design and manufacturing aspects are explored through advanced digital design and fabrication technologies, and, in particular, they build on recent work on mono-material, interlocking, component-based assemblies with parts that can be fabricated with CNC machines and assembled easily by hand. The long-term objective is development of visualphysical design grammars with rules that generate complete CAD/CAM data for fabrication of full-scale components for assembly design variations.

    If successful, the results of this research will lead to new solutions for economical, easily manufactured housing, which is especially critical in developing countries and for post-disaster environments. These new housing solutions will not only provide shelter, but will also support important cultural values through the integration of familiar visual design features. The use of inexpensive, portable digital design and fabrication technologies will allow local communities to be active participants in the design and construction of their homes.

    Beyond the specific context of housing, visual-physical grammars have the potential to positively affect design and manufacture of artifacts at many scales, and in many domains, particularly for artifacts where visual aesthetics need to be considered jointly with physical or material requirements and design customization or variation is important.

    A proof-of-concept study was initiated to establish the potential of this research. A visual, vernacular language of ancient Greek meander designs is the basis for the study. Figure 1 shows an excerpt from a grammar that generates a language of meander variations. The grammar rules generate a wide range of meander patterns (Figure 2) by stacking, shifting, and reflecting rows of meanders. This twodimensional visual language was then translated into a three-dimensional building system.

    The components of the system are uniquely designed “meander bricks” (Figure 3). The components have integrated alignment features so that they can be easily fitted and locked together manually without binding materials. The meander bricks were 3D printed at desktop scale with a layered manufacturing machine to assess the visual and structural feasibility of the system. Figure 4 shows a wall being assembled. Figure 5 shows some of the many different meander-wall patterns that can be generated with the system.

    The next steps of this study include construction of a full-scale mockup of a wall section and development of an automated visual-physical grammar for machine fabrication of full-scale components for wall-pattern variations. This research will undoubtedly open up new questions and provide the foundations for the longer-term, broader project on assembly systems for complete houses and other small-scale structures

  • Design
  • Particulate Downbeat
  • Terry Monnett
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Cibachrome print
  • 15 x 24 inches
  • The Ruby Slippers
  • Terry Rosen
  • SIGGRAPH 1989: Art Show
  • 1987
  • 1987 Rosen The Ruby Slippers
  • 2D & Wall-Hung
  • photograph
  • 16 x 20"
  • Configuration
  • Tessa Elliot
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: Silicon Graphics Iris
    Software: Written in C by artist

  • Animation & Video
  • 3/4" videotape
  • 8'20"
  • Sun Watch
  • Texas Instruments
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIci.
    Software: Stratavision 3D 1.4.2, Adobe Photoshop 1.0.6.

  • Design
  • Product rendering
  • 10 x 14
  • flOw
  • thatgamecompany and Sony Computer Entertainment America LLC
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 thatgamecompany: Flow 1
  • No matter who you are or what kinds of games you play, flOw is designed for you to dive into the zone and lose track of time.

  • Interactive & Monitor-Based
  • Flower
  • thatgamecompany and Sony Computer Entertainment America LLC
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 thatgamecompany: Flower 2
  • Flower is a video game version of a poem, exploring the tension between urban bustle and natural serenity. Players enter various flowers’ dreams to transform the world. And hopefully, by the end of the journey, they change a little as well.

  • Interactive & Monitor-Based
  • http://thatgamecompany.com/flower/
  • Journey
  • thatgamecompany and Sony Computer Entertainment America LLC
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 thatgamecompany: Journey 1
  • Journey is an anonymous online adventure in which you experience a person’s life passage and their intersections with others. Experience the wonder. Discover the journey.

  • Interactive & Monitor-Based
  • http://thatgamecompany.com/journey/
  • Flight Simulator
  • The Boeing Company, R. Linder, and J. Jaech
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    IBM 4341 Computer Raster Technologies
    Model One/25 Display Processor
    Matrix Color Graphic Film Recorder

  • Design
  • simulation
  • Project Paradise
  • The Center For Metahuman Exploration
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 The Center for Metahuman Exploration Project Paradise
  • In Project Paradise, a telepresence installation that enables two isolated participants to interact with each other by projecting themselves into a remote “paradise;’ participants “inhabit” the bodies of remote human avatars to engage in “physical” interaction. The interaction occurs through telerobotics, live video, and audio conversation between participants. Visitors control the mechanically augmented human avatars as live video returns first-person perspectives of the environment. Through the empathy invoked by the human avatars, Project Paradise extends traditional telepresence to engage in sending and receiving human will and emotion.

  • Installation and Interactive & Monitor-Based
  • Interactive Telepresence Installation
  • communication and interactive installation
  • Radius Inc. 1990 Annual Report
  • The Design Work
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Radius 19″ monitor and DirectColor with PrecisionColor calibrator and QuickColor accelerator, Mass Micro drives and car­tridges.
    Software: Quark Xpress, Adobe Photoshop, Adobe Illustrator.

  • Design
  • Annual Report
  • 11 x 8.5
  • Rocky's Boots
  • The Learning Company
  • SIGGRAPH 1984: CAD Show
  • 1984 Robinette: Rocky's Boots
  • Equipment:
    Apple II+ or IIe with color monitor and joystick

  • Warren Robinett
  • Design and Interactive & Monitor-Based
  • computer graphics and education
  • Santa Monica Place Design Criteria
  • The Office of Reginald Wade Richey
  • SIGGRAPH 1991: Art and Design Show
  • Image Not Available
  • Design
  • Brochure
  • 12.5 x 36.5
  • Santa Monica Place Design Criteria Eatz
  • The Office of Reginald Wade Richey
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II.
    Software: Adobe Illustrator 88, Aldus PageMaker 3.01.

  • Design
  • Brochure
  • 12.5 x 21.875
  • International Painting Interactive
  • The S.L.A.D.E. Corporation
  • SIGGRAPH 1992: Art Show
  • 1992
  • Image Not Available
  • Artists at remote sites around the world work cooperatively by telecommunication on interactive paintings existing in cyberspace and visible on a video wall at SIGGRAPH ’92.

  • Interactive & Monitor-Based
  • La Lussuria
  • Thea Rapp
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Rapp: La Lussuria
  • The Lust card from the tarot was the inspiration for La Lussuria. It represents hidden intentions and secret knowledge, enticing you even though it is forbidden.

    I communicate more effectively through imagery, and I value the response of the viewer because it helps me to gain a better understanding of my work.

    All base images are my own original black-and-white, 35mm, medium-format, or large-format photographs. Final photographic fiber prints are then scanned and manipulated using Adobe Photoshop 7.0. They are then printed on a LightJet printer onto Kodak semi-matte paper.

  • 2D & Wall-Hung
  • 24 in x 36 in
  • digital imagery and photography
  • The Crone
  • Thea Rapp
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Rapp: The Crone
  • The Crone is my tribute to the “Kitchen Witch.” The symbol in the center is the talisman they use to invoke the power of the goat. It is commonly used in love or lust spells or to simply give them more power during invocation.

    I communicate more effectively through imagery, and I value the response of the viewer because it helps me to gain a better understanding of my work.

    All base images are my own original black-and-white, 35mm, medium-format, or large-format photographs. Final photographic fiber prints are then scanned and manipulated using Adobe Photoshop 7.0. They are then printed on a LightJet printer onto Kodak semi-matte paper.

  • 2D & Wall-Hung
  • 20 in x 35 in
  • digital imagery and photography
  • exhale: (breath between bodies)
  • Thecla Schiphorst
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The artistic concept of the piece exhale is in its most essential form: “to wear our breath,” as a mechanism for redirecting our attention to our own body states, individually and between bodies in a space, creating a group ecology through its breath. In exhale, the breath is contained within the body, and also is worn on the body, shared through the garments and the garments response in a group-body, a group-breath. This cycle of inside and outside forms the modes of representation selected for this wearable art installation. exhale is a whisper[s] research group project based on designing and fabricating “a-wearable” body networks for public spaces. The rhythm of networked group breath is used as an interface for interaction and a mechanism for sharing our bodies’ affective non-verbal data.

    We use the networked breath of the participants within the system to actuate the responses of small fans, vibrators, and speakers that are embedded in the lining of sensually evocative skirts worn close to the body. This work integrates gestural interaction with fashion, developing new communication metaphors for wearable technologies network design.

    Art and Science
    This work embodies the confluence of artistic design and expression with software and hardware technology. The whisper[s] research group combines backgrounds in fabric and garment design, choreography, and complex software systems, including both hardware and software architectures. The resulting work was influenced by their practices with modeling experience studies, networked micro-controllers, and real-time systems. It applies tools from choreography, such as Laban Effort/Shape Analysis, along with linguistic and statistical analysis, to investigate the physiological data that the work utilizes. The garments employ conductive fabric, shaped equally by the needs of the electronic elements and the design aesthetics. Placement and organization of the sensors and transducers is guided by body
    ergonomics, bio-energy systems, and interface design. Movement analysis is used to frame gestural interaction , creating playful, intimate connections between participants.

    Vision
    In this work, garments are a step in a progression to systems that transparently exchange and express internal body state and intention via participant-mediated communication, mixing physiology-derived information with gestures and other non-verbal mechanisms. Concepts of device “listening” and biofeedback enable what we term subtle machine learning. The garments provide an environment in which we can augment verbal and visual modes of communication, where the quality of a gesture can replace many words, and can be exchanged with their affects as well as their effects through out-of-band pathways.

    Experience
    Participants walk towards the darkened space, becoming aware of eight textured and sensual garments: skirts made of silks and organza, natural fibers in earthy and vibrant tones, hanging from cables stretched from ceiling to floor. The visual image is a small forest of “skirt trees”: skirts suspended at various heights in space, connected to vertical cables dropping in plumb lines to the earth. A light positioned at the base of each skirt illuminates it upward from below, highlighting and bringing light to its materiality. Guides assist the participant in putting on the skirt and wrapping the breath sensor around the rib cage. As participants move through the space, consciously shifting their own breathing cycles, they create the interactions of self to self, self to other, and self to group: wirelessly communicating and creating a shared breath state. And as the lining of each skirt “breathes” with the participants, the small fans and vibrators respond to the breath beneath the lining unseen to others; the small speaker within the skirt marks the sounds of the breath data, creating a body network that tickles and caresses and whispers from within.

    Innovation
    The core technical innovation of exhale: (breath between bodies) is integration of non-verbal models of network communication in a playful multi-modal environment, using layers of directionally conductive fabric to provide both electronic pathways within the garment systems and a sensual tactile experience for participants. Connections between participants are realized through specialized electronics and embodied through acts of physical contact, designed using gestural models for interaction. The fabric that forms the conductive layers within the garment has electrical behavior due to its construction as a combination of very fine silver or gold wire with traditional materials such as silk. This conductive fabric is used as a replacement for conventional wiring, which is much heavier and less flexible. It is also used to form simple touch or pressure sensors, via contact between layers, and identification patches, using isolated fabric regions that include devices that have unique electronic signatures. Touch zones on the garment (or another garment) can make contact with these isolated regions, and the signature can be “read” to establish self-to-self, self-to-other, and self-to-group connections.

  • Electronic/Robotic Object
  • VR Comper ver. 5E: A Perspective Primer
  • Theo. A. Artz
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Theo Artz VR Comper
  • The VR Comper series of slow-art constructions represents historical-futuristic visualization devices. As stand-in artifacts from an imagined past (a pseudo-Victorian period), they evoke peculiar overarching notions between “Alberti’s Window,” Duchamp’s “Large Glass,” and other visual mechanistic antecedents to today’s electronic compositing systems. The artist’s approach is one that encourages viewers’ conceptual entanglements of faux realities. The piece is intended to create curious tensions in pinpointing its temporal (historical /current /futuristic) and/or conceptual (art/utility) locations, simultaneously both contentious and concrete.

  • 3D & Sculpture
  • Doors
  • THEORIZ Studios
  • SIGGRAPH 2016: Data Materialities
  • 2015
  • 2016 THEORIZStudio, Doors
  • In indoor physical spaces, the door is the main obstacle to entering and exiting rooms and hallways. From a usability perspective, Donald Norman is celebrated for wondering how “such a simple thing as a door” can be “so confusing” [7]. The door as physical object has been transformed metaphorically into a transportation device that allows us to completely shift our perspective from one location to the next. The object itself is often imagined as a “portal” between spaces and worlds, as it was in 1950 in the quintessential fantasy novel, The Lion, the Witch, and the Wardrobe, by C. S. Lewis. The children in the story open an apparently ordinary wardrobe door and are transported to the magical world of Narnia. Many other movies and stories use doors as portals through time and space, such as the phone booth door in the movie Bill and Ted’s Excellent Adventure.

    Doors by THÉORIZ Studio, a group of artists and designers based in Villeurbanne, France, is a portal that takes on the middle ground between virtual and physical space. Built around the structure of an actual door, sensors surrounding the door track visitors’ movements and change the portal on the screen’s perspective in a real-time anamorphic system that adjusts to their visual angle in real time. The project uses four-channel, immersive spatialized sound so that onlookers can be immersed in virtual landscapes by simply moving their bodies around the space. Doors fits the theme of “data materialities” as it uses the framework of a physical door and manifests itself only through physical interaction with visitors, whose angle of view becomes the pivotal interaction point of data manipulation.

  • Electronic/Robotic Object and Installation
  • ESSE by Gilbert
  • THIRST
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx
    Software: Aldus Freehand 2.0

  • Design
  • Promotional Book
  • 14 x 10.5
  • Show of Hands
  • Thomas A. DeBiasso
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 DeBiassa Show of Hands
  • Installation
  • Installation: Photographs on painted wall
  • 8 x 8'
  • Spiral PTL
  • Thomas A. Defanti, Daniel J. Sandin, and Mimi Shevitz
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Vector General, PDP 11/45, Sandin Image Processor, Arp synthesizer

  • Animation & Video
  • Video, color/sound
  • 5 minutes
  • abstract and computer graphics
  • The Interactive Image
  • Thomas A. Defanti and Daniel J. Sandin
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Defanti Interactive Image
  • Installations developed for the The Interactive Image exhibition include:

  • Vicki Putz, Maxine D. Brown, Charnchen Dai, Sumit Das, Mark Fausner, Richard Frankel, Bill Gale, Steve Heminover, Ken Hopkins, Paul Huffer, Larry Laske, Irv Moy, Ralph Orlick, Chuck Rehor Jr., Ken Rehor, Sally Rosenthal, Diane Schwartz, and Carmi Weinzweig
  • Installation and Interactive & Monitor-Based
  • exhibition of interactive works
  • Grass
  • Thomas A. Defanti, Mark Gillenson, Manfred Knemeyer, Charles A. Csuri, and Gerry Moersdorff
  • SIGGRAPH 1986: A Retrospective
  • 1971-2
  • Csuri: Grass
  • Animation & Video
  • 1 minute (excerpt)
  • 50000 Attempts at a Circle
  • Thomas Briggs
  • SIGGRAPH 2005: Threading Time
  • 2005
  • These images are discovered by exploring a variety of rule- and dynamic-based models for behavior. They exist on a continuum between randomness and order. The most interesting images are found at the brink of chaotic breakdown, or conversely, of strict mechanical repetitive structure. In either case, the ebb and flow of line density at a micro scale become fluidlike and gestural when viewed at a more macro scale. The intended engagement of the viewer with the artwork is a temporal one, where the large-scale structure of the image evaporates upon close inspection. These images represent an attempt to approach the tactile sensibility of traditional drawing, while utilizing computational methods to achieve a scale and a consistency of line that would be unobtainable by hand .

  • 2D & Wall-Hung
  • Ink on Paper
  • 42 inches x 42 inches
  • Arlecchino
  • Thomas Briggs
  • SIGGRAPH 2005: Threading Time
  • 2005
  • These images are discovered by exploring a variety of rule- and dynamic-based models for behavior. They exist on a continuum between randomness and order. The most interesting images are found at the brink of chaotic breakdown, or conversely, of strict mechanical repetitive structure. In either case, the ebb and flow of line density at a micro scale become fluidlike and gestural when viewed at a more macro scale. The intended engagement of the viewer with the artwork is a temporal one, where the large-scale structure of the image evaporates upon close inspection. These images represent an attempt to approach the tactile sensibility of traditional drawing, while utilizing computational methods to achieve a scale and a consistency of line that would be unobtainable by hand .

  • 2D & Wall-Hung
  • Ink on Paper
  • 42 inches x 42 inches
  • The Greater Accumalation of Infinite Fractions of Solitude
  • Thomas Briggs
  • SIGGRAPH 2005: Threading Time
  • 2005
  • These images are discovered by exploring a variety of rule- and dynamic-based models for behavior. They exist on a continuum between randomness and order. The most interesting images are found at the brink of chaotic breakdown, or conversely, of strict mechanical repetitive structure. In either case, the ebb and flow of line density at a micro scale become fluidlike and gestural when viewed at a more macro scale. The intended engagement of the viewer with the artwork is a temporal one, where the large-scale structure of the image evaporates upon close inspection. These images represent an attempt to approach the tactile sensibility of traditional drawing, while utilizing computational methods to achieve a scale and a consistency of line that would be unobtainable by hand .

  • 2D & Wall-Hung
  • Ink on Paper
  • 42 inches x 42 inches
  • Footnote to the Millenium II
  • Thomas Esser
  • SIGGRAPH 1998: Touchware
  • 1996
  • 1996 Esser Footnote to the Millenium II
  • The more personal the issues you deal with in your art, the more universal they become. I often address human issues in my work: beauty, life, aging, and death. I also deal with social issues such as poverty, class, alienation, and violence. I find that by incorporating humor into my work such as photo montages created from my own photographs, I gain a release and an escape from the horror of the injustice that takes place in the world.

  • 2D & Wall-Hung
  • Color print on glossy Konica A6E paper
  • 12" x 18"
  • collage and color print
  • Synthesis: A Dream
  • Thomas Esser
  • SIGGRAPH 1998: Touchware
  • 1996
  • 1996 Esser Synthesis A Dream
  • The more personal the issues you deal with in your art, the more universal they become. I often address human issues in my work: beauty, life, aging, and death. I also deal with social issues such as poverty, class, alienation, and violence. I find that by incorporating humor into my work such as photo montages created from my own photographs, I gain a release and an escape from the horror of the injustice that takes place in the world.

  • 2D & Wall-Hung
  • Giclee print on deckle-edge Sommerset satin watercolor paper
  • 22" x 30"
  • collage and giclee print
  • Letters
  • Thomas Haegele, Matthias Wittmann, and Caroline Grosser
  • SIGGRAPH 1999: technOasis
  • 1999
  • A laboratory assistant discovers a strange substance that seems to be intelligent and inveigles the assistant’s dog to eat it. The dog becomes an angry mutant being and the film ends in a life-and-death struggle.

  • Software: Maya 1.0 and 1.5
    Hardware: SGI 02 R 10000

  • Animation & Video
  • Animation
  • animation and computer graphics
  • _zur form
  • Thomas Kienzl
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This project is a collaborative mixed-reality media installation by Florian Grond, Thomas Kienzl, and Gabriele Engelhardt. It originates from Florian Grond’s diploma thesis concerning the stability of strange attractors. All three of us share a fascination for strange attractors, since visual media observation reveals the underlying differential equation to be far less abstract. During the 19th century, 3D plaster models of mathematical functions were produced in Germany and globally distributed. These forms later inspired numerous 19th- and 20th-century artists and were for us the starting point for the concept of our project. In German the word “begreifen” (to understand) means literally to grasp an idea. This is what we want to make possible for others with this project. Transforming formulas into forms also emphasizes the original meaning of information, which is “bringing into form.” With Thomas Kienzl’s experience with mixed-reality setups, we developed a way to use the tangible interface (MRI) as a didactic framework. Hands-on experience with the MRI showed it to be a fascinating interface that encourages a wide variety of people to engage with and manipulate virtual reality.

  • In addition to the MRI, rapid prototyping is a key technology in this project and is used to
    produce the 3D mathematical forms. The mathematical forms are strange attractors from the
    field of nonlinear dynamics. Their forms are calculated through a particular algorithm that accents their curious topological structure. At SIGGRAPH 2007, the MRI serves as an interface of high usability that enables the user to manipulate the dynamic strange attractors in real time.

  • Ulf Marsche, Otti Brosch, Kamil Jozwiak, and Peter Uray
  • Installation
  • Face
  • Thomas Plazibat
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Plazibat Face
  • 2D & Wall-Hung
  • print
  • 48 x 48"
  • Faces
  • Thomas Porett
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Porett Faces
  • Hardware: Apple II, video digitizer
    Software: Steve Dompier

  • 2D & Wall-Hung
  • C print
  • 16 x 20 in.
  • c-print
  • Intersections #1
  • Thomas Porett
  • SIGGRAPH 1999: technOasis
  • 1999
  • Intersections #1 is an image from a large body of work that weaves the time and space of captured moments, objects, and places into synthesized realities. Original photographs were scanned and digitally integrated to blend them into a new domain. The blended images were further manipulated by hand in paint software. The result evokes a tension between what appears as a simple reality and an unsettling illusion.

  • 2D & Wall-Hung
  • InkJet Print
  • 4.5 inches x 22.5 inches
  • digital imagery, illusion, and ink jet print
  • Mystery Street
  • Thomas Porett
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Porett: Mystery Street
  • Hardware: Macintosh II fx, RasterOps 364 board, Microtek 300Z Scanner, MacRecorder, NuVista+ Board, Yamaha DX-7s, Yamaha TX16W (synthesizers), Alesis Ouadraverb (sound processor) and Casio RZ-1 (drum machine)
    Software: PhotoShop, MacroMind Director, RasterOps videocapture soft­ware, and Vision MIDI sequencer

  • Animation & Video
  • 3/4" videotape
  • 16'00"
  • News Mosaic
  • Thomas Porett
  • SIGGRAPH 1987: Art Show
  • 1987 Porett News Mosaic
  • Hdw: Symtec PGS III/Chromojet
    Sftw: Custom

  • 2D & Wall-Hung
  • Ink Jet Print
  • 14" x 40"
  • On China Sea
  • Thomas Porett
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Porett: On China Sea
  • An ambient video that begins with a natural event, the dynamic motion of ocean water churned by ship motion and is transformed into a new presence that also suggests clouds or astronomical nebula. My interest is directed toward transforming time and motion into new realities using digital tools. The work was shot with a GoPro camera and then considerably transformed in post production. The footage was slowed down by 90% and edited in Final Cut Pro where minor sharpening enhancement was used, and an original sound track was added. The soundtrack was created using both analog synthesizer (Arturia miniBrute) and Ableton Live Suite 9.

  • Software: GoPro Studio 2.0, Final Cut Pro X, Ableton Live Suite 9 / MacPro, GoPro Hero 3 Black, Arturia miniBrute.

  • Animation & Video
  • Video
  • 4:00 min.
  • Softland
  • Thomas Porett
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • For the past several years I have been involved in working with digital imaging devices, and electronic music synthesis. My work has concentrated in the area of electronic translation of photographic imagery utilizing a variety of digital techniques. These have included video input, as well as the use of a graphics tablet for manual digitizing.

    The benefit of using a microcomputer for an installation or performance project is its ability to draw programmed images, display disk stored images, and operate music systems or tapes with a high degree of reliability. Furthermore, it has the capability to accomplish three-dimensional animation, as well as offering a wide variety of unique image modifications. Color and tonal values can be changed, abstracted, and even used to generate new visual objects.

    The computer has the ability to change its role according to the intent of the artist, making it amongst the most plastic of media. I have produced images using a wide variety of digital techniques that have been incorporated into computer performance pieces. The images are stored on diskettes as digital data, and retrieved for display on a color monitor by a performance program. In some measure the computer becomes an active participant by engaging random function processes to influence the pre-specified parameters of the performance such as time delay, and spatial positioning. Throughout the creation of these pieces I have sought to give coherence and structure to the work.

    I have also used the computer to create works on paper, with a dot matrix printer. This approach has proven to be extremely productive, as it allows extensive control during each phase of image construction. One may begin with camera input and/or hand drawing, and proceed to color, add, delete and modify every aspect of the picture. This control extends to the printing stage when, under program control, one can choose placement, size, and even what part of the image to print.

    The experience and knowledge I have gained in using the computer has stimulated my interest in further development of the potentials inherent in this media. It is my intention to extend the basic form of the computer controlled electronic image and sound performance, into an installation piece that can operate continuously in a gallery or museum environment.

  • Hardware: Apple II+, Epson MX-80

  • 2D & Wall-Hung
  • Dot matrix prints (3)
  • 9 3/8 x 13 5/8, 12 1/2 x 13 1/2, 12 1/2 x 12 1/2 in.
  • dot matrix print
  • TimeWarp-Philadelphia
  • Thomas Porett
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • TimeWarp-Philadelphia was originally a multiply exposed street scene shot in the late 1960s. Three negatives were combined in software and masked to permit only small areas of color to show through. The piece conveys a sense of time flashback along with spatial complexity and surprise.

  • 2D & Wall-Hung
  • Color Iris print
  • 7 inches x 32 inches
  • iris print, photography, and time
  • Totem #5
  • Thomas Porett
  • SIGGRAPH 1985: Art Show
  • 1984
  • Porett: Totem 5
  • Hardware: Symtec PGS Ill, ACT II Chromojet printer
    Software: D. Turner

  • 2D & Wall-Hung
  • Color inkjet printer
  • 48 x 15 in
  • Untitled
  • Thomas Porett
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Porett Untitled
  • Hardware: Apple II, video digitizer
    Software: Steve Dompier

  • 2D & Wall-Hung
  • C print
  • 16 x 20 in.
  • c-print
  • Victims
  • Thomas Porett
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • Installation
  • Macintosh + microcomputer and printer drawings
  • 1984
  • Thomas Porter
  • SIGGRAPH 1985: Art Show
  • 1984
  • Hardware: VAX 11/750, MacDonald Dettweiler Fire 240
    Software: Ray tracing- T. Porter based on code by T. Duff

  • 2D & Wall-Hung
  • Cibachrome print
  • 8.5 x 11 in.
  • Imaginary Flight over Okinawa
  • Thomas Suter
  • SIGGRAPH 2006: Intersections
  • 2006 Suter Imaginary Flight Over Okinawa
  • Imaginary Flight over Okinawa represents an aerial and topographi­cal perspective about a visited space. The ability to view one’s space and physical movement from a global perspective provides a unique experience unlike typical on-ground views commonly found in traditional art making. The perspective is intended to engage the observer in thought concepts and evoke spiritual energy that will eventually become a memory. These memories are intended to invite and encourage people to think about life situations, events, visited spaces, and experiences.

    Imaginary Flight over Okinawa is part of a long series of works that relate to actual maps and imaginary environmental landscapes that represent various metaphors including: light, time, weathering, aging, self-reflection, and ethereal spirits.

    My hope is that viewers walk away from the work thinking about themselves, how and where they are living their lives. Most importantly, I want the work to spark their curiosity, imagination, and human spirit.

  • This work involves aerial topographical maps and global photos of the earth surfaces – often places that I have visited or imagined. I manipulate these images in Photoshop and apply various color schemes, lighting effects, and multi-layering on their surfaces. I also look for natural markings and placement that resemble landforms and geographical markings. I then accentuate and emphasize these areas to represent imaginary landforms, air, and water. These elements are transformed and merged into textural and figurative landscapes on a G5 workstation with a Wacom Tablet.

  • 2D & Wall-Hung
  • 2D imaging
  • 24" x 20"
  • Thralled
  • Thralled Team
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Thralled Team: Thralled 1
  • Thralled is an interactive experience that portrays the surreal journey of Isaura, a runaway slave separated from her newborn child and tormented by memories of a painful past. Set in 18th-century Brazil, Thralled follows Isaura as she traverses a nightmarish representation of the New World, reliving a distorted reminiscence of life in captivity and the events that led to the taking away of her baby boy.

    A chronicle of the unfaltering love of a mother and the sacrifices she makes to protect her child, Thralled seeks to set foot in the unconventional realm of interactive art and create a heart-stirring experience for all audiences, gamers and non-gamers alike.

  • Interactive & Monitor-Based
  • https://www.thralled.org/
  • Nosce Te Ipsum
  • Tiffany Holmes
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Nosce Te Ipsum is Latin for “know thyself.”

    When you enter the darkened installation space, you view a projection on a large scrim suspended from the ceiling. The image consists of a simple contour drawing of an androgynous human figure.

    As you move closer to the image, you see a line of words across a floor dotted with circular targets. As you walk forward, following the words, you trip a pressure sensor that triggers a change in the animation. Suddenly, layers pull back and reveal that beneath the drawn body lies an interior composed of flesh, letters, words, and marks. Stepping on each target triggers another sensor and a continued shift in the animation as the body folds back on itself, revealing layers of images that give way to further images. When you step on the final sensor, your face, captured in real time with a video camera, appears beneath the embedded layers.

    Nosce Te Ipsum invites you to examine a representation of yourself as constructed by the artist. However, in order to reveal the final image, you must participate in the dissective process in a cooperative manner. Your steps, timed as you choose, alter the projected body, penetrating the palimpsests of imagery that pull back, one after another, to reveal your face within the larger work. Stepping away from the projection reverses the process, causing the layers to rapidly fuse and hide your face in layers of imagery.

    The layers of information that compose the digital apparition have many sources. Some have been hand rendered, others appropriated from a variety of sources (medical textbooks, popular magazines, old dictionaries). The layers are dynamic. They change as different people interact with the virtual subject.

    The multiple skins of visual information that comprise the interior of the projected body raise questions about the boundaries of bodies and their significance. As the viewer interacts with Nosce Te Ipsum, layers of virtual skin are peeled back, drawing attention to the ways in which bodies both reveal and conceal, providing distinct modes of knowledge through interaction.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • digital imagery, human body, and real-time
  • Platonic Tectonics
  • Tiffany Sum
  • SIGGRAPH Asia 2009: Adaptation
  • Sum: Platonic Tectonics
  • Before scientific inquiry revealed how earthquakes happen, there were many traditional explanations. In ancient Japan, it was believed that earthquakes were caused by a giant mischievous catfish flipping around in the center of the earth. In Mongolia, it was a frog, which carried the earth around and twitched now and then. The Gabrielino Indians of southern California believed that three turtles carried the earth, and when they argued and went their separate ways, the land shivered.
    Platonic Tectonics reinterprets the discovery of geologic transitions and composes a contemporary earthquake myth that may awake the lonely planet. It is a live interactive video installation that explores the allegory of human connections. Through a simulated earthquake scenario in an immersive and participatory environment, the audience examines the poetry of spatial relations in a physically near and enclosed, yet visually mediated, reunion.
    The simulated earthquake studies and reinterprets the aesthetics of machine movement and the design of natural-disaster prevention systems.
    Tiffany Sum was born an interdisciplinary art monkey in Hong Kong. Her work explores questions of intimacy between body and technology. Toasting bread with your palms, a finger-gun that tracks your movements, compressing your body with movable pins to form temporal sculpture, distorting your peeping experience in scale–she challenges the audience to elevate participative viewing by engaging their bodies with the artwork. Sometimes palpable or at other times intangible, her work tends to put the audience in a situation where they can interchange their roles within these experimental fictional realities that derive from films, paintings, cultural gestures, current affairs, and/or natural phenomena.
    She obtained her BA in creative media from the City University of Hong Kong and her MFA from Carnegie Mellon University. Her works have been shown in the United States, Europe, Japan, and China. She was awarded the Best Interactive Work at RE/ACT festival in Germany (2006) and was finalist for the 13th Hong Kong iFVA Festival (2008). Her works were selected for ISIMD in Istanbul, ISEA and ZeroOne San Jose: A Global Festival of Art, and the 1st Shanghai eArts Festival. She was awarded residency at the Skowhegan School of Sculpture and Painting in 2007 and the Art Omi International Artist Residency in 2008. She currently teaches at California State University, Long Beach.

  • Animation & Video and Installation
  • Blowout at Exit 16A
  • Till Nowak
  • SIGGRAPH Asia 2009: Adaptation
  • Nowak: Blowout at Exit 16A
  • Blowout at Exit 16A is a vision of our future in which computer-generated elements and photo manipulation combine multiple layers of civilization. Old buildings meet new vehicles, an overdose of traffic, a mood of global warming, and the story of a car break-down in a pulsating world.
    Intriguing details, connection of traditional and modern techniques, and a metaphor of stagnation versus progress are the main aspects of the image. Palm trees in the warm, bright sunlight refer to a future of climatic change, while old buildings remind us of the past. Artifacts of the past meet artifacts of the future–not in a context of good and evil, but in a warm and melancholic mood.
    This complex digital compositing obeys the rules of traditional painting and photography, so it becomes a bridge between times and dimensions, which is a constant topic of Till Nowak’s work.

  • 2D & Wall-Hung
  • Dishes
  • Till Nowak
  • SIGGRAPH Asia 2009: Adaptation
  • Nowak: Dishes
  • Dishes is a digitally manipulated photo that reflects the absurdity of our society, which has been flooded by media as people lose human contact with each other. This ironic social statement connects today’s advanced techniques in computer-generated imagery with the craftsmanship of art forms like traditional photography. It is a continuation of Till Nowak’s series of twisted realities, as seen in previous SIGGRAPH exhibitions.
    Hundreds of satellite dishes infect a skyscraper like a disease.
    Or is it mankind’s unconscious desire to barricade itself from real life, to slow down social life by consuming endlessly accelerating media input? The dishes are pointing in the direction of a distant satellite, expressing the disconnect between people as social beings.
    The image is based on a real photograph of a building that was extended to double its original height in Photoshop. The natural perspective distortion was corrected to give the real photo a constructed and unreal feeling. It is derived from photos of real satellite dishes, which were used as texture maps for 12 different 3D models, then duplicated to form groups of instanced geometry and manually arranged in 3ds Max.

  • 2D & Wall-Hung
  • Salad
  • Till Nowak
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Salad contains several twisted connections between our cultural past and present. The veggie monster combines the 500-year-old vegetable creations of Giuseppe Arcimboldo with the more recent surrealistic creatures of H.R. Giger. At the same time, it combines the components
    of a classical oil painting with today’s digital techniques. A common aspect of Till Nowak’s work is inversion of the spectator’s point of view. Here it is reflected by wholesome vegetables in the role of a bloodthirsty creature. Maybe we can recognize ourselves in this
    ironic portrait of our society as humans acting like wolves in a sheep’s clothing. We are so well off as inhabitants of a wholesome society that we ignore the fact that we also live in a world in which people die of hunger and bloodshed through famine and war on a daily basis.

  • Till Nowak modelled 12 digital vegetables in 3ds Max using classical polygon-modelling techniques. The 3D models were combined in different sizes and variations to match the shape of a hungry creature. Photographs of fresh vegetables were used for the texturing process.
    The final image was done by rendering several passes, such as diffuse, specular, and ambient occlusion, using 3ds Max, a Scanline renderer, and mental ray.

  • 2D & Wall-Hung
  • High-resolution rendering created in 3ds Max and Photoshop
  • 70 inches x 82 inches x 5 inches
  • fragment.0140.02b (‘Silhouette’) fragment.1207.0304.3 (‘Glint’)
  • Tim Borgmann
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Borgmann fragment
  • The images of the fragment.series are an attempt to create dynamic forms and capture tension and beauty as they evolve. Creation of these images begins with a particle simulation. After defining conditions for the motion and behavior of the particles, I run a simulation and observe the process until I find a shape I am interested in. At that point, I freeze the shape and take it out of its dynamic context. Unlike real-life photography, I can easily change the simulation conditions, play the simulation forward or backward, in slow motion, or high speed, or I can orbit with the camera while searching for an interesting form or moment. I don’t plan the image. The product is the result of computation and some controlled manipulation.

  • 2D & Wall-Hung
  • shape.53a#2
  • Tim Borgmann
  • SIGGRAPH 2006: Intersections
  • 2006 Borgmann shape 53a#2
  • The abstract.0104 series started with an idea to apply an abstract painting workflow into the world of 3D. One concept behind this work was to leave the usual method of creating shapes behind and change it to a more intuitive way. Instead of planning the shapes before start­ing the image, I derived my inspiration from what I saw during the creation of the work.

    Often 3D programs are used as a construction tool to visualize an existing idea. In this series, I tried to use it as freely as a paintbrush, creating the shapes as an evolution of the work process. I see image creation as a dialog between the nascent image and myself. Sometimes the image influences my work by itself, leading me toward its own direction. Sometimes it’s just me, pushing the image into the form I want.

    I try to merge traditional and modern workflows. On the one side, I work as freely as possible by creating the objects and starting the image like a meditative free-abstract painting. One step in the modeling leads to the next. On the other side, I use the possibilities of the digital 3D media to change the appearance of the object through light, shaders, and colors to catch the actual mood I see in the basic shapes. Thanks to 3D, I can easily change the camera view, walk through the image and search for an interesting place and view angle to arrange the final image. So the whole work can be seen as a process that becomes more and more concrete during the development of the final image. Abstract art gives me the freedom to experiment and discover new workflows, to search for new borders and new image worlds. The final images are like a snapshot of the dialog between the image and myself.

  • The abstract.0104 series is completely done in 3D (mainly Realsoft 3D) with some post-processing in Photoshop.

    During the work on the series, I developed different materials and shaders (for example, for the “wire” look) for maximum flexibility. All materials are more or less completely procedural and mostly independent in output resolutions, which allows close-up shots without having to worry about texture sizes.

    The strings themself are pure NURBS curves (no sweep of loft surfaces) where the diameter is controlled by a custom shader at render time. All fluid-like shapes are modeled with metaballs with different techniques, from free-hand modeling through different distributive functions. At a later stage of modeling, they were converted to SOS objects, which enabled more control to do fine tuning and add details.

    The final rendering was done in several passes with resolutions from 4K to 10K to gain optimum control in post processing.

  • 2D & Wall-Hung
  • 3D modeled image, inkjet print
  • 39" x 27"
  • shape.69c
  • Tim Borgmann
  • SIGGRAPH 2006: Intersections
  • 2006 Borgmann shape 69c
  • The abstract.0104 series started with an idea to apply an abstract painting workflow into the world of 3D. One concept behind this work was to leave the usual method of creating shapes behind and change it to a more intuitive way. Instead of planning the shapes before start­ing the image, I derived my inspiration from what I saw during the creation of the work.

    Often 3D programs are used as a construction tool to visualize an existing idea. In this series, I tried to use it as freely as a paintbrush, creating the shapes as an evolution of the work process. I see image creation as a dialog between the nascent image and myself. Sometimes the image influences my work by itself, leading me toward its own direction. Sometimes it’s just me, pushing the image into the form I want.

    I try to merge traditional and modern workflows. On the one side, I work as freely as possible by creating the objects and starting the image like a meditative free-abstract painting. One step in the modeling leads to the next. On the other side, I use the possibilities of the digital 3D media to change the appearance of the object through light, shaders, and colors to catch the actual mood I see in the basic shapes. Thanks to 3D, I can easily change the camera view, walk through the image and search for an interesting place and view angle to arrange the final image. So the whole work can be seen as a process that becomes more and more concrete during the development of the final image. Abstract art gives me the freedom to experiment and discover new workflows, to search for new borders and new image worlds. The final images are like a snapshot of the dialog between the image and myself.

  • The abstract.0104 series is completely done in 3D (mainly Realsoft 3D) with some post-processing in Photoshop.

    During the work on the series, I developed different materials and shaders (for example, for the “wire” look) for maximum flexibility. All materials are more or less completely procedural and mostly independent in output resolutions, which allows close-up shots without having to worry about texture sizes.

    The strings themself are pure NURBS curves (no sweep of loft surfaces) where the diameter is controlled by a custom shader at render time. All fluid-like shapes are modeled with metaballs with different techniques, from free-hand modeling through different distributive functions. At a later stage of modeling, they were converted to SOS objects, which enabled more control to do fine tuning and add details.

    The final rendering was done in several passes with resolutions from 4K to 10K to gain optimum control in post processing.

  • 2D & Wall-Hung
  • 3D modeled image, inkjet print
  • 20" x 39"
  • Artist Brushes
  • Tim Trull
  • SIGGRAPH 1987: Art Show
  • 1987 Trull Artist Brushes
  • Hdw: Dicomed Imagination/Dicomed D148 SR/Color Image

  • 2D & Wall-Hung
  • 11" x 14"
  • Rest Rooms
  • Timothy Binkley
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Binkley Rest
  • One of the enduring mysteries of life is the other washroom. Public lavatories remain a bastion of seg­regation as well as a haven of modesty. They have recently become a battleground for gen­der equality over the issue of annoyingly one-sided queues. A charged nexus of privacy and par­ity, rest rooms provide a suitable sanctuary from which to contem­plate social issues facing a tele­-computed world. Will cyberspace infiltrate this bifurcated domain?

    Computers and telecommunica­tions are converging in an alliance that challenges some of the most fundamental parameters of social interaction. Rest Rooms is an interactive installation designed to provoke thought about changes in our understanding of privacy and gender, and to provide a forum in which social and political ques­tions can be raised: What will pri­vacy be like in cyberspace? Will limits still be drawn to establish a personal space, and if so, where will the boundaries fall?

    The installation consists of two computers installed in a rest room outfitted with video cam­eras and connected in a network. The screen of each computer is divided into four regions. One region displays a small video image from the camera located at that site. A larger area displays an image from the video camera in the other rest room. This enables people in each rest room to see and talk with people in the other rest room.

    A third region is a common “graf­fiti” space, in which people in both locations can write or draw simultaneously on their common “bulletin board”. The fourth region continuously runs Quicktime movies of snippets from gender-related television advertising. This installation offers a forum in which participants can discuss existing and future spatial, political, and social demarcations that separate the sexes.

  • Heather Wagner, Eva K. Sutton, Dan Preda, and Todd Brous
  • Installation
  • Interactive Installation
  • Towards the Memory Tower
  • Timothy J. Senior
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • This digital installation explores the role of oscillatory brain-network states in memory consolidation. The aim of the work is to reconnect the science of the brain with the experiences that the brain engenders and to communicate complex neuro-scientific understanding in a meaningful and stimulating way to non-experts.

    At the center of the installation is a single memory encoded within the cortex. It takes the form of a highly ornate and fragmented tower in the process of being bound into a single, unified entity (consolidated).This memory is embedded within a framework of rhythmically positioned towers designed to represent specific types of oscillatory brain activity and timing functions. Individual components of the tower are held together through “ties” that connect them to specific oscillatory phenomena during SWS. This reflects the input from a structure called the hippocampus, which serves an “indexing role” for the new memory as it is consolidated. These SWS oscillatory states are represented as the two outer rings of towers in the installation.

    Also embedded within this network are related, but older memories. Each expresses a specific architectural form that shares strong visual commonality with the central tower. These memories are more or less fully consolidated, so they do not require indexing through other structures and are sufficiently bound together to form a perceptual whole. By varying the forms of these previously consolidated memories, different types of memory processes are modeled; towers, for example, may represent episodic-like events (information bound together as an episode), while horizontally orientated buildings capture events that occur in time (procedural or sequential memory). As the new memory is being consolidated, a number of changes within the memory space occur, and these are reflected within the installation. Firstly, the central tower becomes bound to, or interleaved between, older memories, dictated by the similarities between architectural elements of the different structures. Secondly, and through this earlier process, a new mnemonic context is created for the older memories, one that renders them labile and drives new forms of connectivity between them.

  • Animation & Video and Installation
  • Cassandra
  • Timothy Tompkins
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2002
  • 2003 Tompkins: Cassandra
  • My paintings reflect a combination of ideas: the materiality of paint and how the viewer perceives the surface, the history of painting as a medium, abstraction, representation, memory, technology, and optimism.

    The work is executed on aluminum panels using high-gloss commercial enamels that enhance the liquid qualities of the paint. The liquid state of paint is more evident with enamel paint because when it’s dry, the traced contours of the image I am painting remain. This quality gives a transitory effect to the piece, as if the image is still forming. In addition, I reduce the image to its basic seven or eight colors in an effort to abstract it further. This shift in presentation that occurs between what the actual found image was and what it becomes painted mirrors the way in which our memory recalls personal experiences. I then build up paint onto a stripped-down form so that the painting vacillates between the vagueness of the original image and the specificity caused by the physicality of the paint itself. The gloss enamel is not only a signifier for the material nature of the paint, it is also the vehicle in which the form is represented.

    Subject matter for my paintings is taken from the media, found family photographs, or my own set-up photographs. These photographs are then reinterpreted through the computer. By using the photograph as a referent, I am challenging its autonomy. All of my paintings reflect color choices that are made through the computer. This not only affords me the flexibility of an immediate response to what I am seeing, it also leads to the possibility of unlimited color combinations through the computer color chart. The reliability of the computer in calculating colors is central to the production of the work. Theoretically, the specificity of color that is calculated by the computer is a stand-in for a human observation of how color reacts with form. Digitized color is essentially the “pure” color of an image as interpreted by the computer. I feel that colors filtered through this process somehow relate more closely to the concept or reality of technology infused with contemporary society. It is this reflection of a techno-society that is expressed both metaphorically in the reflection off the enamel surface and in the pureness of color that is filtered through the process of the digital.

    The combination of processes in my practice is designed ultimately to feed and create visual pleasure. My own pleasure in creating paintings is manifested in the visual cues of the materials and content of each work. The directness of the experience that one feels in front of a painting, from its object quality to its materials and aesthetic, is unique to the medium. As a form of expression, I find the process of painting challenging in regard to its theoretical considerations. Why paint images from the media, memories, or photographs? It is the challenge of balancing the medium and its history with technology that I find rewarding.

  • 2D & Wall-Hung
  • enamel on aluminum
  • 36 in x 65 in
  • memory, photography, and technology
  • Prima Materia
  • Timothy Weaver
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://artswire.org/~tweaver/prima_materia/prima_intro.htmI
  • computer graphics, interactive, and website
  • Project_swancam
  • Tina Aufiero
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • My practice along with exploration and research into remote video and photography developed into “project_swancam”, in which I attached a small digital camera to a swan. This endeavor frames my interest to ‘freeze a digital moment in time’. This project was much more an attempt to become the swan.

  • 3D & Sculpture
  • Swan in a suitcase
  • Tina Aufiero
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • A visual artist, educator and lover of adventurous outdoors experiences, Aufiero can often be found equipped with balloons and small cameras, recording images and sounds of migrating birds. A self-proclaimed obsessed swan lover, Aufiero creates projects that often focus on utilizing the swan as the metaphor to create meaning. Imagery and information gathered is then articulated in sculptural objects, mixed media video works, and photographic pieces. The images represent a series of projects which allow the digital, analogue and physical to overlap and create a hybrid of objects, videos and photographs: In my studio I explore through sculpture the ‘digital captured in low-tech aesthetics and craft-based traditions’. I am interested in the augmentation provided to an object/sculpture through sound and or video coming from the object itself. Elements of sculpture, 3D form, materials, the space around the object – they become a playground for interactivity. Form coupled with sound or video can inform my viewer more clearly of my conceptual interests. I work to stir my viewer’s curiosity, with an understanding of space and proximity in relation to my sculptures, as well as contextualize the pieces within their digital content. In “Swan in a suitcase”, concepts of birth till death, in focus – out of focus, were presented in dissolving video stills, which corresponded with the viewer and their relation to the suitcase.

  • 3D & Sculpture
  • Heroine in Peril
  • Tina Bell Vance
  • SIGGRAPH 2001: n-space
  • 2000
  • “Heroine in Peril” is inspired by the Sumerian myth of Innana, who traveled to the underworld to rescue the laws of Sumerian society. Innana died while in the underworld and was resurrected to return to the living world with the laws.

  • 2D & Wall-Hung
  • Gallery framed inkjet print on watercolor paper
  • 16 inches x 20 inches
  • culture, history, and ink jet print
  • Still Life with Foot
  • Tina Bell Vance
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Vance: Still Life with Foot
  • My work deals with the beauty of erosion and disintegration. I am particularly interested in the idea of the body as a structure or object. The dispossession of these structures is both mysterious and intriguing to me because I find an amount of personal discovery within the exploration of these places.

    The concept of the body as an object or structure is also fascinating to me. I view the body as housing for the soul: the spark within us all that makes us unique and gives us sentience. The act of disconnecting and re-associating individual parts of the body asks the question: “If a part of the body no longer belongs to the whole, does it still contain that spark?”

    My imagery is about displacement and unrest. Each piece is an emotional environment. I invite viewers to explore and question their preconceived notions of how they view themselves and the world around them. In creating these places and tableaus, I question my own ideas about traditional art forms and beauty, and redefine my aesthetic notions to include new ideas about shape, form, and structure.

  • 2D & Wall-Hung
  • 13.3 in x 13.3 in
  • emotion, form, and human body
  • Still Life with Hands
  • Tina Bell Vance
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Vance: Still Life with Hands
  • My work deals with the beauty of erosion and disintegration. I am particularly interested in the idea of the body as a structure or object. The dispossession of these structures is both mysterious and intriguing to me because I find an amount of personal discovery within the exploration of these places.

    The concept of the body as an object or structure is also fascinating to me. I view the body as housing for the soul: the spark within us all that makes us unique and gives us sentience. The act of disconnecting and re-associating individual parts of the body asks the question: “If a part of the body no longer belongs to the whole, does it still contain that spark?”

    My imagery is about displacement and unrest. Each piece is an emotional environment. I invite viewers to explore and question their preconceived notions of how they view themselves and the world around them. In creating these places and tableaus, I question my own ideas about traditional art forms and beauty, and redefine my aesthetic notions to include new ideas about shape, form, and structure.

  • 2D & Wall-Hung
  • 26 in x 16 in
  • emotion, form, and human body
  • Still Life with Torso
  • Tina Bell Vance
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Vance: Still Life with Torso
  • My work deals with the beauty of erosion and disintegration. I am particularly interested in the idea of the body as a structure or object. The dispossession of these structures is both mysterious and intriguing to me because I find an amount of personal discovery within the exploration of these places.

    The concept of the body as an object or structure is also fascinating to me. I view the body as housing for the soul: the spark within us all that makes us unique and gives us sentience. The act of disconnecting and re-associating individual parts of the body asks the question: “If a part of the body no longer belongs to the whole, does it still contain that spark?”

    My imagery is about displacement and unrest. Each piece is an emotional environment. I invite viewers to explore and question their preconceived notions of how they view themselves and the world around them. In creating these places and tableaus, I question my own ideas about traditional art forms and beauty, and redefine my aesthetic notions to include new ideas about shape, form, and structure.

  • 2D & Wall-Hung
  • 17 in x 19 in
  • emotion, form, and human body
  • Echidna
  • Tine Bech
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2009/2002
  • Echidna is an interactive sound sculpture, made partly in collaboration with PhD researcher Tom Frame from the Surrey Space Centre. Echidna is like a fussy tumbled creature that has its own (electronic) voice. When it is touched, and the electromagnetic field around it is disturbed, sound emerges. The sculpture is made of tangled wire and sits on a plinth with electronics inside. It hums happily until touched, at which point it will squeak and react to one’s presence. The work combines a circuit which directly measures electrostatic changes in the environment and a custom-designed phase-locked loop system, used to drive an audio speaker.

  • Electronic/Robotic Object and Sound Art
  • The Kinetic Storyteller
  • Tine Bech
  • SIGGRAPH 2016: Data Materialities
  • 2015
  • 2016 Bech, The Kinetic Storyteller
  • Social engagement in public space can be an awkward, challenging, and often difficult experience for people unfamiliar with each other or their surroundings. The need for an impartial mediator to connect people is something that artists have been tackling with their work for many years and is still being readdressed daily. This form of intervention allows for people occupying a space to engage in playful and anonymous interaction with others. Creatively speaking, this can take the form of a simple note on the wall that reminds people that others exist around them or a full-scale interactive experience that encourages interaction between people as well as inviting them to play with a system.

    The Kinetic Storyteller is a playful environment for social interaction consisting of a pair of illuminated swings next to each other. As participants swing on the structure, they are connected to a data stream of the networked landscape around them, specifically the social media banter of Twitter. With each kinetic swing rotation, a game of color is played out on screens situated in front of the swings. Each swing generates different colors and takes over different pixels. The social interaction is not only a game of gaining pixels; here each player can see their kinetic movement and battle to show the most data or swing in sync to reveal hidden stories. Thus the motion of the swings drives the data stream, illuminating the lost connection between our physical movement and the information that we generate and carry with us daily in our mobile devices. Participants’ interaction with the swings materializes the data moving invisibly through their immediate spaces through play.

    The playground swing is one of life’s simplest pleasures. Feeling your suspended body move through space, rising and falling in a fixed arc that flows first with, then against, the pull of gravity, is both thrilling and reassuring. It remains a peerless, timeless invention and an open invitation to play, for children and adults alike.

    The Kinetic Storyteller is a magical, interactive reinvention of the swing that brings additional dimensions to data materialization. By imbuing the intuitive, classic structure with facets of new digital and interactive technologies, the swing takes on a character and personality that can be developed by the “swinger.” Using sensors embedded in the structure which respond to presence, modes of use, and methods of play, and using game designs developed by the artist, Kinetic Storyteller takes the art of the swing to the next level to show us a glimpse of the future of the creative playground and creates a truly immersive and mesmerizing experience. It brings the joy of the swing into the digital age; not through touchscreens and game controllers, but through interactivity, game mechanics, and light.

  • Animation & Video and Installation