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
  • The Decorative Arts of the Mariner
  • Anna Ullrich
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Ullrich Decorative
  • My body of work seduces. I scan objects such as fabric, newspaper, and rope to create folds, crevices, and hidden spaces. I literally create fabricated landscapes whose tactile imagery urges one to touch the surface of the print.

    No image completely retains its original value or meaning after I’ve transformed it in montage. A newspaper article becomes a hilltop or a corn husk. A plastic cosmetic case becomes a wind turbine. A photograph of a nurse becomes a pirate ship’s soil. I am interested in how the viewer is able to follow these fantastic translations through allusions to familiar farms. The combination of real objects, photographs, and completely computer-generated imagery produces a hybridized landscape that is surreal in its incongruities and yet remains grounded because of references to the familiar.

    My artwork expresses a desire for mastery and control over the male subject. Rather than being concerned with (re)gaining control over imagery of the female subject, I am fascinated with the cultural control inherent in creating imagery of the “other,” in my case, the masculine experience. I imbricate the sexual within the visual through fetishizing the inorganic and invest every object with a throbbing life vein. The subjects within my layered narratives are surrounded by a landscape and objects burgeoning with desire, threats, and anxiety.

    I use Photoshop, for image manipulation, along with an object-oriented and vector-based program, RIO, for laying out my compositions within a PC. My visual sources have included traditional photography, appropriated and computer-generated imagery, and images of objects captured using a flat-bed scanner. This lost method, scanning objects on a flat-bed, has been very important in defining my visual style. My interest in using the flat-bed to capture the various perspectives of objects and to achieve a dramatic three-dimensional quality (due to the modeling effects created by the light source) has drawn me to three-dimensional modeling programs. I now use 3D Studio MAX to create three-dimensional objects and incorporate this imagery alongside my other visual sources. I am currently exploring the possibilities of creating a hybrid between my normal output method, inkjet and cibachrome prints, and a projected animation that appears within the static print.

  • 2D & Wall-Hung
  • Cibachrome print
  • 35" X 77" X 1"
  • cibachrome print and collage
  • The Judgement of Lyon
  • Anna Ullrich
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Ullrich Judgement
  • My body of work seduces. I scan objects such as fabric, newspaper, and rope to create folds, crevices, and hidden spaces. I literally create fabricated landscapes whose tactile imagery urges one to touch the surface of the print.

    No image completely retains its original value or meaning after I’ve transformed it in montage. A newspaper article becomes a hilltop or a corn husk. A plastic cosmetic case becomes a wind turbine. A photograph of a nurse becomes a pirate ship’s soil. I am interested in how the viewer is able to follow these fantastic translations through allusions to familiar farms. The combination of real objects, photographs, and completely computer-generated imagery produces a hybridized landscape that is surreal in its incongruities and yet remains grounded because of references to the familiar.

    My artwork expresses a desire for mastery and control over the male subject. Rather than being concerned with (re)gaining control over imagery of the female subject, I am fascinated with the cultural control inherent in creating imagery of the “other,” in my case, the masculine experience. I imbricate the sexual within the visual through fetishizing the inorganic and invest every object with a throbbing life vein. The subjects within my layered narratives are surrounded by a landscape and objects burgeoning with desire, threats, and anxiety.

    I use Photoshop, for image manipulation, along with an object-oriented and vector-based program, RIO, for laying out my compositions within a PC. My visual sources have included traditional photography, appropriated and computer-generated imagery, and images of objects captured using a flat-bed scanner. This lost method, scanning objects on a flat-bed, has been very important in defining my visual style. My interest in using the flat-bed to capture the various perspectives of objects and to achieve a dramatic three-dimensional quality (due to the modeling effects created by the light source) has drawn me to three-dimensional modeling programs. I now use 3D Studio MAX to create three-dimensional objects and incorporate this imagery alongside my other visual sources. I am currently exploring the possibilities of creating a hybrid between my normal output method, inkjet and cibachrome prints, and a projected animation that appears within the static print.

  • 2D & Wall-Hung
  • Cibachrome print
  • 35" X 93" X 1"
  • cibachrome print and collage
  • The Siren
  • Anna Ullrich
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • My recent artwork portrays female subjects who are in the midst of constructing a complex identity that takes the functional rationales of a technologically based society to its excessive extremes and uses its logic to serve their appetites for power, control, and sexual satiation. The Siren is an image of a woman constructing an industrial form out of her hair using decorative braids and hair weaves. The physical prowess of men is fueling the regeneration of her hair, which is swallowing the landscape and the men upon it.

  • 2D & Wall-Hung
  • Ilfochrome print
  • 35 inches x 58 inches x .05 inches
  • identity, ilfochrome print, society, and technology
  • Clear Water Act
  • Ana Z. Ursyn
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Natural order infuses several levels of both worlds: some determined by human society and some determined by nature. It guides our understanding of big datasets related to network analysis. Acutely aware of order, I examine what technological and human worlds have in common. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment, and at the same time, how a city metaphor reflects rhythm and organization of big datasets and makes data mining easier.
    Some of my computer graphics explorations serve as a point of departure for a series of prints and sculptures. Processes in nature and events in technologies inspire my images. I transform an image of an animal into a simple image, an iconic object such as a rocking horse or a symbolic picture of a man or a bird, to present them in dynamic movement as the visible texture of the sky and the ground. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate what they understand of scientific concepts.

  • In my work, I use the computer on different levels. For my two-dimensional works, I create programs to repeat lines and transform, distort, and manipulate images by scaling, rotating, slanting, and changing perspective. I have been setting color combinations, transforming light intensity,
    applying grid patterns and moiré effects in order to gain composition. The two-dimensional programs serve as a point of departure for photolithographs after computer programs and photo silkscreen prints on canvas and paper; they are included in both my two-dimensional and threedimensional
    works. Scanners, digital camera, and a PC provide further image manipulation. All of these approaches are combined for image creation with the use of painterly markings. Printouts
    were obtained in several ways: black-and white plots from the Versatec plottercolor slides via the Computer Output Microfilmer (COM) recorder, and Inkjet and Novajet printers/plotters.

  • 2D & Wall-Hung
  • Computer print
  • 24 inches x 36 inches
  • Data Deluge
  • Ana Z. Ursyn
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2012
  • Statement: Moments, events, or occurrences from life performance or common daily activities are recorded through sketches. Some were transformed into aluminum plates connected together for sturdiness. The sets of plates can be arranged for diversity, like the placement of musicians on the stage can impact their music, and may even influence the genre. Some of the sketches are organized through the use of software, such as Power Point, or Internet networking, such as Mixbook. In any case, the story is told graphically in order to show and emphasize pattern with its differences, and similarities.

  • Artist Book
  • Data Mining
  • Ana Z. Ursyn
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Humans create cities, whereas a city metaphor reflects datasets.

    What do technological and human worlds have in common? Natural order guides our understanding of big datasets related to network analysis, when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human physical and intellectual constructions. The big city, for example, combines how humans affect their environment and how a city metaphor reflects rhythm and organization of big datasets, and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships from different perspectives and different points of view.

    Software: Adobe Photoshop, Final Cut Pro, QuickTime, programs written in Fo ran.

    Hardware: Macintosh, Vax, digital camera.

    Techniques: Computer plots obtained using Fortran and IGL, and transformed into photo-silkscreens for color variation were applied on the surface of a mirror to create an image of a city. A short animated film with people in motion was projected on this mirror surface, creating a reflection of people’s movement. Thus the image of the city was juxtaposed with the animated actions, to show how big-city life involves individual life events and daily routines.

     

  • Animation & Video
  • Art & Design
  • Length 0:29
  • Data Mining
  • Ana Z. Ursyn
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2004
  • Humans create cities, whereas a city metaphor reflects datasets.

    What do technological and human worlds have in common? Natural order guides our understanding of big datasets related to network analysis, when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human physical and intellectual constructions. The big city, for example, combines how humans affect their environment and how a city metaphor reflects rhythm and organization of big datasets, and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships from different perspectives and different points of view.

  • Computer plots obtained using Fortran and IGL, and transformed into photo-silkscreens for color variation were applied on the surface of a mirror to create an image of a city. A short animated film with people in motion was projected on this mirror surface, creating a reflection of people’s movement. Thus the image of the city was juxtaposed with the animated actions, to show how big-city life involves individual life events and daily routines.

  • Software: Adobe Photoshop, Final Cut Pro, QuickTime, programs written in Fo ran.

    Hardware: Macintosh, Vax, digital camera.

  • Animation & Video
  • Art & Design
  • Length 0:29
  • Data Mining
  • Ana Z. Ursyn
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2004
  • Humans create cities, whereas a city metaphor reflects datasets.

    What do technological and human worlds have in common? Natural order guides our understanding of big datasets related to network analysis, when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human physical and intellectual constructions. The big city, for example, combines how humans affect their environment and how a city metaphor reflects rhythm and organization of big datasets, and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships from different perspectives and different points of view.

  • Computer plots obtained using Fortran and IGL, and transformed into photo-silkscreens for color variation were applied on the surface of a mirror to create an image of a city. A short animated film with people in motion was projected on this mirror surface, creating a reflection of people’s movement. Thus the image of the city was juxtaposed with the animated actions, to show how big-city life involves individual life events and daily routines.

  • Software: Adobe Photoshop, Final Cut Pro, QuickTime, programs written in Fo ran.

    Hardware: Macintosh, Vax, digital camera.

  • Animation & Video
  • Art & Design
  • Length 0:29
  • Fragile Balance
  • Ana Z. Ursyn
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Acutely aware of order, I try to examine what technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans (through buildings, their windows, even cars parked in lots) and some determined by nature (through trees, branches, and leaves).
    Natural order guides our understanding of big data sets related to network analysis when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment and, at the same time, how a city metaphor reflects the rhythm and organization of big datasets and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships in different lights and from different perspectives and different points of view. Sometimes my computer graphics explorations result in a threedimensional design based on an image of a transformed manikin . When a repetition of human figures depersonified for the purpose of fulfilling the goal is put into an ordered, endless landscape, I have unified the meaning of humans and a landscape using rigid order created with a computer. My work has been inspired by my interest in the common processes of nature in the human and animal worlds, and in their surrounding environment. I transform an image of an animal into a simple iimage, an iconic object such as a rocking horse or a symbolic picture man or a bird, to present them in dynamic movement as the visible texture of the sky and the ground. In our visual planes of multiple horizons, we can see the same familiar crowd on the floor of ground and the wall of sky, soft and hard inhabitants sharing lots and having common goals, joining tasks, ongoings. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate what they understand of scientific concepts.

  • Interactive & Monitor-Based
  • V/'>X mainframe, FORTRAN 77, Interactive Graphic Library (IGL), COM recorder, photosilkscreen, photolithograph, scanner, and PPC
  • 34 inches x 36 inches
  • Grammar of the City
  • Ana Z. Ursyn
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Acutely aware of order, I try to examine what technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans (through buildings, their windows, even cars parked in lots) and some determined by nature (through trees, branches, and leaves).
    Natural order guides our understanding of big data sets related to network analysis when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment and, at the same time, how a city metaphor reflects the rhythm and organization of big datasets and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships in different lights and from different perspectives and different points of view. Sometimes my computer graphics explorations result in a threedimensional design based on an image of a transformed manikin.  When a repetition of human figures depersonified for the
    purpose of fulfilling the goal is put into an ordered, endless landscape, I have unified the meaning of humans and a landscape using rigid order created with a computer.
    My work has been inspired by my interest in the common processes of nature in the human and animal worlds, and in their surrounding environment. I transform an image of an animal into a simple iimage, an iconic object such as a rocking horse or a symbolic picture man or a bird, to present them in dynamic movement as the visible texture of the sky and the ground. In our visual planes of multiple horizons, we can see the same familiar crowd on the floor of ground and the wall of sky, soft and hard inhabitants sharing lots and having common goals, joining tasks, ongoings. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate what they understand of scientific concepts.

  • Interactive & Monitor-Based
  • Viv< mainframe, FORTRAN 77, Interactive Graphic Library (IGL), COM recorder, photosilkscreen, photolithograph, scanner, and PPC
  • 34 inches x 38 inches
  • Green Architecture
  • Ana Z. Ursyn
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2008
  • We care about knitting together dwellings with a landscape, with roofs repeating the line of the hills, and slowly learn to draw natural resources from the power of sun, wind, and water.

  • 2D & Wall-Hung
  • Hard Jazz Book
  • Ana Z. Ursyn
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2012
  • Statement: Moments, events, or occurrences from life performance or common daily activities are recorded through sketches. Some were transformed into aluminum plates connected together for sturdiness. The sets of plates can be arranged for diversity, like the placement of musicians on the stage can impact their music, and may even influence the genre. Some of the sketches are organized through the use of software, such as Power Point, or Internet networking, such as Mixbook. In any case, the story is told graphically in order to show and emphasize pattern with its differences, and similarities.

  • 2D & Wall-Hung and Artist Book
  • Hero Horse
  • Ana Z. Ursyn
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Ursyn Hero Horse
  • 3D & Sculpture
  • 3-D computer sculpture
  • 30 x 27 x 20"
  • Noise Control
  • Ana Z. Ursyn
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Acutely aware of order, I try to examine what technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans, through buildings, windows, even cars parked in lots, and some determined by nature, through trees, branches, and leaves. Natural order guides our understanding of big datasets related to network analysis, when we employ physical analogies of the data, render the data graphically, explore them “by eye” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big city, for example, combines how humans affect their environment and how a city metaphor reflects rhythm and organization of big datasets, and makes data mining easier. Observers – whether artists or technology experts – perceive such relationships in different lights and from different perspectives and different points of view.Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork and demonstrate what they understand of scientific concepts. Noise Control You worked all your life to keep silence safe from noise. The quieter it’s here the less renowned you are.

  • Typically, my creation of art runs through stages. First, I sketch a general outline for the bigger composition, then I draw abstract geometric designs as starting points for executing my computer programs. Computers then convert my ideas into lines, with codes takin g shape as iconic images of animals (a horse, for example) or symbolic images of humans (a warrior, for example). Some of my projects are two-dimensional; others are three-dimensional, depending on my composition’s final dictates. Programmed data flow electronically into the final artwork. To vary color combinations, I convert computer printouts into photo
    silkscreens, for WYSIWYG, and photo lithographs, for reversed
    images. Then I add painterly markings to finish the composition. To compose, I use repetition of lines, shapes, and forms; select color combinations; transform light intensity ; apply grid patterns and moire effects. To ensure unity, the computer’s memory regroups recurrent elements, contrasting order and chaos. Computer programs shape my wooden and mixed-media sculptures. The wireframed designs of 3D guide construction while images – multiplied, superimposed, transported – offer illusions of time and
    movement. I create programs in Fortran 77 to repeat lines and transform, distort, and manipulate images by scaling, rotating, slanting, and changing perspective. Then I add photographic content using scanners and digital cameras.

  • 2D & Wall-Hung
  • VAX, Fortran, IGL, photosilkscreen, photolithograph, COM recorder, scanner, and PPC
  • 26 inches x 30 inches
  • Pitch and Volume
  • Ana Z. Ursyn
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Acutely aware of order, I try to examine what technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans, through buildings, windows, even cars parked in lots, and some determined by nature, through trees, branches, and leaves. Natural order guides our understanding of big datasets related to network analysis, when we employ physical analogies of the data, render the data graphically, explore them “by eye” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big city, for example, combines how humans affect their environment and how a city metaphor reflects rhythm and organization of big datasets, and makes data mining easier. Observers – whether artists or technology experts – perceive such relationships in different lights and from different perspectives and different points of view. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork and demonstrate what they understand of scientific concepts.

    Pitch and Volume

    Let’s listen to the city music. Pitch our voices in key with others without confusion of tongues and meaning. Let’s hum a tune and rejoice in laugh when we stay set in a traffic jam.

  • Typically, my creation of art runs through stages. First, I sketch a general outline for the bigger composition, then I draw abstract geometric designs as starting points for executing my computer programs. Computers then convert my ideas into lines, with codes takin g shape as iconic images of animals (a horse, for example) or symbolic images of humans (a warrior, for example). Some of my projects are two-dimensional; others are three-dimensional, depending on my composition’s final dictates. Programmed data flow electronically into the final artwork. To vary color combinations, I convert computer printouts into photo
    silkscreens, for WYSIWYG, and photo lithographs, for reversed
    images. Then I add painterly markings to finish the composition. To compose, I use repetition of lines, shapes, and forms; select color combinations; transform light intensity ; apply grid patterns and moire effects. To ensure unity, the computer’s memory regroups recurrent elements, contrasting order and chaos. Computer programs shape my wooden and mixed-media sculptures. The wireframed designs of 3D guide construction while images – multiplied, superimposed, transported – offer illusions of time and
    movement. I create programs in Fortran 77 to repeat lines and transform, distort, and manipulate images by scaling, rotating, slanting, and changing perspective. Then I add photographic content using scanners and digital cameras.

  • 2D & Wall-Hung
  • Vl'v
  • 24 inches x 32 inches
  • Rondo
  • Ana Z. Ursyn
  • SIGGRAPH 2006: Intersections
  • 2006 Ursyn Rondo
  • Acutely aware of order, I try to examine what the technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans, through buildings, their windows, even cars parked in lots, and some determined by nature, through trees, branches, and leaves.

    Natural order guides our understanding of big data sets related to network analysis when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment, and at the same time, how a city metaphor reflects rhythm and organization in big datasets and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships in different lights and from different perspectives and different points of view.

    In my work, I transform images of animals into simple, iconic objects in order to present them in dynamic movement as the visible tex­ture of the sky and the ground. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate their under­standing of scientific concepts.

  • Typically, my creative process runs through stages. First I sketch a general outline for the bigger composition, then I draw abstract geometric designs as starting points for executing my computer programs. Computers then convert my ideas into lines, with code taking shape as iconic images of objects.

    I use the computer on different levels. Some of my computer programs produce two-dimensional images; others are three­dimensional, depending on what my composition dictates. Pro­grammed data is electronically integrated into the final artwork.

    I create programs in Fortran, then I add photographic content using scanners and digital cameras. To attain the composition, I use repetition of lines, shapes, and forms, select color combinations, transform light intensity, apply grid patterns and moire effects, and distort and manipulate images by scaling, rotating, slanting, and changing perspective.

    The programs serve as a point of departure for photolithographs; they are included in both my two-dimensional and three-dimensional works. Scanners, digital camera, and PCs provide further image manipulation. All of these approaches are combined for the creation of images that also include painterly markings on the artchival quality prints.

  • 2D & Wall-Hung
  • 2D imaging
  • 25" x 36"
  • Rondo
  • Ana Z. Ursyn
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2006 Ursyn Rondo
  • Acutely aware of order, I try to examine what the technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans, through buildings, their windows, even cars parked in lots, and some determined by nature, through trees, branches, and leaves.

    Natural order guides our understanding of big data sets related to network analysis when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment, and at the same time, how a city metaphor reflects rhythm and organization in big datasets and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships in different lights and from different perspectives and different points of view.

    In my work, I transform images of animals into simple, iconic objects in order to present them in dynamic movement as the visible tex­ture of the sky and the ground. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate their under­standing of scientific concepts.

  • Typically, my creative process runs through stages. First I sketch a general outline for the bigger composition, then I draw abstract geometric designs as starting points for executing my computer programs. Computers then convert my ideas into lines, with code taking shape as iconic images of objects.

    I use the computer on different levels. Some of my computer programs produce two-dimensional images; others are three­-dimensional, depending on what my composition dictates. Programmed data is electronically integrated into the final artwork.

    I create programs in Fortran, then I add photographic content using scanners and digital cameras. To attain the composition, I use repetition of lines, shapes, and forms, select color combinations, transform light intensity, apply grid patterns and moire effects, and distort and manipulate images by scaling, rotating, slanting, and changing perspective.

    The programs serve as a point of departure for photolithographs; they are included in both my two-dimensional and three-dimensional works. Scanners, digital camera, and PCs provide further image manipulation. All of these approaches are combined for the creation of images that also include painterly markings on the artchival quality prints.

  • 2D & Wall-Hung
  • 2D imaging
  • 25" x 36"
  • http://www.ursyn.com/twod/pages/rondo.htm
  • Two Moons
  • Ana Z. Ursyn
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Ursyn Two
  • A cycle of city life (day and night time, cars parked, cars driven, red lights, green lights, windows open, window closed) is presented in the form of it’s rhythmical structure and organization. The overall character of this city becomes organized around it’s own elements. Those are then blended and projected through a larger window: the end result becomes the focus of ones own attention.

  • 2D & Wall-Hung
  • Versatec plots, VAX, FORTRAN 77, photosilkscreens and camcorder
  • 42.5 x 60 x 2 inches
  • Two Skies
  • Ana Z. Ursyn
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Ursyn Two Skies
  • 2D & Wall-Hung
  • mixed media
  • 40 x 50"
  • Warrior
  • Ana Z. Ursyn
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 1990
  • The image of the fighter, with the archetypical face, striving to attain his goals. The prototype and the archetype of the Warrior – the meaning and the symbol.

  • Fortran, photosilkscreen, mixed media

  • The general outline of the shape followed the outline of the three-dimensional graphics “Man.” The planks were drilled across the grain and hanged in a vertical plane. Then the surface of the sculpture was enhanced with some photosilkscreens on burlap and plots after similar image of man that served as a point of departure for constructing the sculpture, but with a different viewpoint, size, and perspective.

  • 3D & Sculpture
  • Computer Enhanced Sculpture
  • 90" x 60" x 12"
  • Water Planet
  • Ana Z. Ursyn
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Anna Ursyn Water Planet 2
  • Our planet holds mostly water. In the water, much as in our lives, changes are slow yet difficult to keep up with. As we grow up, we hear stories about goodness and bravery, un-won battles and new lands unconquered for simple but unexplainable reasons. We envision joy on a princess’ face when she is presented with silk and pearls sent on a ship under big white sails. We embolden the prince in shining armor, on a white horse, to fight a dragon and win a princess whose portrait is in a talisman he carries. These tales vary depending on the culture, but they create values that we can translate into contemporary media to help us understand reality. We transform old cultural information to meet the needs of the present audience; works of literature are remade as movies; traditional stories are retold with new metaphors and annotations; histories are modified and retold in ways that mollify, rather than inflame, an audience.

  • 2D & Wall-Hung
  • Wires
  • Ana Z. Ursyn
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Natural order infuses several levels of both worlds: some determined by human society and some determined by nature. It guides our understanding of big datasets related to network analysis. Acutely aware of order, I examine what technological and human worlds have in common. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment, and at the same time, how a city metaphor reflects rhythm and organization of big datasets and makes data mining easier.
    Some of my computer graphics explorations serve as a point of departure for a series of prints and sculptures. Processes in nature and events in technologies inspire my images. I transform an image of an animal into a simple image, an iconic object such as a rocking horse or a symbolic picture of a man or a bird, to present them in dynamic movement as the visible texture of the sky and the ground. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate what they understand of scientific concepts.

  • In my work, I use the computer on different levels. For my two-dimensional works, I create programs to repeat lines and transform, distort, and manipulate images by scaling, rotating, slanting, and changing perspective. I have been setting color combinations, transforming light intensity,
    applying grid patterns and moiré effects in order to gain composition. The two-dimensional programs serve as a point of departure for photolithographs after computer programs and photo silkscreen prints on canvas and paper; they are included in both my two-dimensional and threedimensional
    works. Scanners, digital camera, and a PC provide further image manipulation. All of these approaches are combined for image creation with the use of painterly markings. Printouts
    were obtained in several ways: black-and white plots from the Versatec plottercolor slides via the Computer Output Microfilmer (COM) recorder, and Inkjet and Novajet printers/plotters.

  • 2D & Wall-Hung
  • Computer print
  • 24 inches x 36 inches x 1 inch
  • Yellow Pages
  • Ana Z. Ursyn
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Acutely aware of order, I try to examine what technological and human worlds have in common. Natural order, revealed randomly and regularly, infuses several levels of both worlds: some determined by humans (through buildings, their windows, even cars parked in lots) and some determined by nature (through trees, branches, and leaves). Natural order guides our understanding of big data sets related to network analysis when we employ physical analogies of the data, render the data graphically, explore them “by eye,” and interact in real time. My task is to juxtapose the regularity of nature with human constructions, both physical and intellectual. The big-city images, for example, combine how humans affect their environment and, at the same time, how a city metaphor reflects the rhythm and organization of big datasets and makes data mining easier. Observers, whether artists or technology experts, perceive such relationships in different lights and from different perspectives and different points of view. Sometimes my computer graphics explorations result in a threedimensional design based on an image of a transformed manikin. When a repetition of human figures depersonified for the purpose of fulfilling the goal is put into an ordered, endless landscape, I have unified the meaning of humans and a landscape using rigid order created with a computer.  My work has been inspired by my interest in the common processes of nature in the human and animal worlds, and in their surrounding environment. I transform an image of an animal
    into a simple iimage, an iconic object such as a rocking horse or a symbolic picture man or a bird, to present them in dynamic movement as the visible texture of the sky and the ground. In our visual planes of multiple horizons, we can see the same familiar crowd on the floor of ground and the wall of sky, soft and hard inhabitants sharing lots and having common goals, joining tasks, ongoings. Processes in nature and events in technologies inspire my images. Such processes also support my instruction in computer art and graphics, where students learn to create artwork inspired by science and demonstrate what they understand of scientific concepts.

  • Interactive & Monitor-Based
  • V/'>X mainframe, FORTRAN 77, Interactive Graphic Library (IGL), COM recorder, photosilkscreen, photolithograph, scanner, and PPC Fragile Balance
  • 32 inches x 36 inches
  • Truckers' Muse
  • Ana Z. Ursyn and Stuart Smith
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • Our cars contain us. We are immersed in the commuting culture for most of our lives, no matter who does the driving. To many it is a “me” time, when driving alone, listening to the music, learning a foreign language, or memorizing a verse, singing along, training one’s voice time, talking on the speakerphone to those one never has time for, or listening to recorded literature in a presence of ever-changing landscapes and events. Some use that time to think, rethink, reorganize, plan, or retrospect and find out some solutions. At the same time, we belong to the road with other cars, tracks, moving houses, other drivers, objects, and whatever we need to divide our attention for. The interior and the exterior intermix and become one unified world of a driver and a car.

    We rely on the trucks for many reasons and it is part of our daily routine to pass a truck driver, or see a truck moving in front of us. The truckers spend a lot of time in their cars relying on technologies. They spend a lot of time behind the wheel and develop specific culture, routine, and habits. They share stories, and then feel some parts of them present in their heads during the long days or nights on the road. Everything has a deadline, expiration date, or a contract to obey.

    In computing everything can be done many different ways with different approaches. This collaborative work suggests some solutions for particular moods displayed by selecting an area to hear some related to the area of an image tune, someone’s thoughts, and see them typed out for better comprehension.
    We observe other drivers reacting to many signals prompting them to react properly. On the stop light we see all faces smiling of those turning left fast, as if they’d be immersed in a chair of a merry-go-round.

    This work incorporates the topic of senses: what we lost as a kind (or a specie), how we support our senses, how we evoke different meaning by generating some interacting content, etc. We possess many more senses than our kindergarten teachers tell us about. We use them while driving, whether we acknowledge it, or not.

    When the self-driving cars will fully take over, all that immersive experience of being part of the car will be replaced by the experience of a train, plane, a boat, or a taxi commuter. No concurrent attention, and not much interaction with the outside of the car world. New reality. Just one polite car.

  • 2D & Wall-Hung and Sound Art
  • http://www.cs.uml.edu/~stu/MM4.html
  • City Matters
  • Ana Z. Ursyn
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Ursyn: City Matters
  • In my work, I use the computer on different levels. For my two-dimensional works, I have been programming in Fortran IV then Fortran 77 using Cyber then VAX mainframes, and Interactive Graphic Library (IGL). I have been setting color combinations, transforming light intensity, applying grid patterns and moiré effects in order to gain composition. The two-dimensional programs serve as a point of departure for photolithographs after computer programs and photo-silkscreened prints on canvas and paper; they are included in both my two-dimensional and three-dimensional works. Scanners, digital camera, and PPC serve for further image manipulation. All of these approaches are combined for image creation with the use of painterly markings. Printouts have been obtained in several ways: first, black-and-white plots from the Versatec plotter and color slides via the Computer Output Microfilmer (COM) recorder, then inkjet printers/plotters.

    For three-dimensional works, I have been programming in Fortran to make representations of masses in a vector mode. Then, the wireframed objects are transformed by scaling, rotating, stretching, assigning various perspectives, and changing the point of view (the center of direction of projection). I use computer programs as an inspiration for creating wooden and mixed-media sculptures. The wireframe design serves as a guide in their construction. To initialize a sculpture, I multiply then superimpose the transformed images, and I often incorporate the factor of time into the sculpture, giving the viewer the illusion of movement.

    I draw inspiration from processes and events in nature and science while working on my computer-generated images. Several of my works are inspired by geology. At the same time, this approach supports my instruction in computer art. Students create artworks inspired by science, and the themes of the computer-art assignments are enriched with their learning process, when they analyze a concept to show their understanding of it.

  • 2D & Wall-Hung
  • 36 in x 36 in
  • movement and texture
  • Commuter's Tunes
  • Ana Z. Ursyn
  • SIGGRAPH 2001: n-space
  • 2001
  • And again you commute
    stable and roaming
    sitting quietly while driving in a haste,
    attentive yet unobservant.

    So distinct in your glass case
    yet immersed in milieus
    urban and rural anew,
    too familiar to disturb.

    Composing tunes you whistle
    listening to yourself
    learning what you want for sure
    enjoying the company of you.

  • 2D & Wall-Hung
  • Vax, Fortran 77, Versatec, photosilkscreen, PC
  • 36 inches x 18 inches
  • digital imagery, poetry, and photosilkscreen
  • Discretion Advised
  • Ana Z. Ursyn
  • SIGGRAPH 1999: technOasis
  • 1999
  • Let’s learn to be silent from schools of fish. Let our actions be sound without noise.

  • 2D & Wall-Hung
  • VAX Mainframe, FORTRAN 77, Interactive Graphic Library, COM recorder, photosilkscreen, photo lithograph, scanner and PPC
  • 30 inches x 22 inches
  • digital imagery, nature, and photography
  • End of the Street
  • Ana Z. Ursyn
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 1993 Ursyn End
  • 2D & Wall-Hung
  • Cibachrome
  • 30 x 15 inches
  • Monday Morning
  • Ana Z. Ursyn
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Ursyn Monday
  • Monday Morning emphasize the typical routine each of us goes through during the work week, as after the weekend everything starts over; the cycle repeats itself with greater empathy, less efficiency and even less energy. All commotion, turmoil, confusion and individual interests are then expressed and perceived with greater intensity. This becomes a summary and cast of characters for the whole week.

  • 2D & Wall-Hung
  • Versatec plots, VAX, FORTRAN 77, photosilkscreens and photolithograph
  • 36.5 x 48 inches
  • Moonlit Manifestation
  • Ana Z. Ursyn
  • SIGGRAPH 2001: n-space
  • 1999
  • Moon enters the city
    Its converging structures belong to other town interiors
    left behind with inattention
    showing the way to new encounters.

    Wooden moon soaks familiar sandboxes, parks, factories
    well-retained in the memory.
    A city, never visited before,
    welcomes the guest.

  • 2D & Wall-Hung
  • Vax, Fortran 77, Versatec, photosilkscreen, PC
  • 32 inches x 32 inches
  • digital imagery, poetry, and photosilkscreen
  • No Man No Shadow
  • Ana Z. Ursyn
  • SIGGRAPH 1998: Touchware
  • 1989
  • 1989 Ursyn No Man No Shadow
  • No Man No Shadow is an account of conquering distance, with an experience described by T. S. Eliot in “Little Gidding:” Either you had no purpose, or the purpose is beyond the end you figured and is altered in fulfillment. At the same time, what is seen in the surroundings brings an association to mind: rhythmic patterns in nature remind us of a perfection of computer algorithms.

    In my work, I use the computer on different levels. I have been programming in FORTRAN 77 using a VAX mainframe. I have been setting color combinations, transforming light intensity, applying grid patterns and moiré effects in order to gain composition. I find computer graphics to be a very useful medium to convey order and regularity of forms in landscape. I draw inspiration from processes and events in nature and in science while working on my computer-generated images.

  • 2D & Wall-Hung
  • Plotter Drawing
  • 37" x 61" x 2"
  • computer graphics, nature, plotter drawing, and science
  • Timetable
  • Ana Z. Ursyn
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Ursyn: Timetable
  • Timetable
    Long day of errands in the City
    Memories seen against the light
    Times and places in order again

    My main concept is to juxtapose the regularity of shapes in nature with man-made constructions using various perspectives and points of view. I work in series. This series of my work is entitled New York – New York. Seeing New York as one of the world’s wonders, I provide a pictorial representation of interrelationships typical for the “Big City.” Everybody perceives in different light and from a different perspective. Several levels of order can be depicted here: an order determined by man, by properly positioning buildings or windows in a building, repetitive arrangement of objects, such as the orderly placement of cars on a parking lot, or natural patterns, such as a regular arrangement of leaves. My purpose is to document some indescribable events that are revealed to us randomly but regularly every day. Our typical routines repeat in cycles with great empathy. All the commotion, turmoil, confusion, and individual interests are expressed and perceived with great intensity.

  • I draw first. I begin by creating the general composition in the form of an abstract geometric design. Then, for my two-dimensional works, I write programs in Fortran 77 using Cyber then VAX mainframes, Interactive Graphic Library (IGL), then C++. In order to gain composition, I set patterns using repetition of lines, shapes, and forms, select color combinations, transform light intensity, apply grid patterns and moiré effects. To attain the unity of an artwork, I take the unique opportunity, provided by the computer memory, to build the space of the work by regrouping its recurrent elements, and to contrast ordered and chaotic relations between lines. Some of these projects are 2D, others are written in 3D, depending on the needs of my final composition. Programmed data can be then transferred electronically into a final product. While programming in Fortran 77, I can see only digits on the computer screen. Color slides from the COM recorder or as black-and-white prints are the third-level products. Then I can transfer plots from the Versatec plotter to a photosilkscreen or a photolithograph, to obtain better color coordination and special effects characteristic to these technologies. They are included both in my 2D and 3D works and become the fourth level of my data. Next, photographs, either digital or on 35mm film, are used as the fifth level of data. For the final work, I mix various approaches with painterly markings, so the final composition is juxtaposed according to the initial principles.

  • 2D & Wall-Hung
  • VAX Fortran, IGL, photosilkscreen, photolithography, COM recorder, scanner, and PPC
  • 32 x 32 inches
  • nature, pattern, and photosilkscreen
  • Outside In: Exile At Home
  • Annabel Castro
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Castro: Outside In: Exile At Home
  • Summary

    Installation that utilizes machine learning to reflect on systematic discrimination by focusing on the indefinite detention of Mexicans with Japanese heritage concentrated in Morelos during WWII. This algorithmic discrimination system tears apart four classic fiction films continuously within a projection room. Fragmentation and segregation is decided using machine learning algorithms.

    Abstract

    Outside-in is an installation that utilizes machine learning to reflect on systematic discrimination by focusing on the indefinite detention of Mexicans with Japanese heritage concentrated in Morelos during WWII. This algorithmic discrimination system tears apart four classic fiction films continuously within a projection room. The fragments are displaced and classified using machine learning algorithms. The system selects, separates, reassembles and displaces the fragments into new orders. The new orders, edited in realtime, are displayed in two perpendicular projections (one for the moving images, another for subtitles) and on a third wall the edited sound components are output through a row of head phones. It evokes the condition of being robbed of your right to be in the place to which you belong. The citizens detained during WWII were removed from their residence, their belongings were confiscated and they were placed in seclusion solely for having Japanese ancestry. Similarly, at present, data retrieving companies configure low resolution representations of ourselves from the snatched digital debris of our daily life. These pieces are reconfigured into archetypes and meaning is attached to them for massive decision making. We don’t have the right or means to know what these representations look like or what meaning has been attached to such shapes. It is a privilege reserved to the designers of algorithmic processes: they own this right and we the citizens own the consequences.

  • The installation includes 2 video projections arranged perpendicularly in a room with a row of 4 headphones on the wall. One projection presents the outskirts of the 4 distinct films; the other displays their subtitles. The headphones play material extracted from the films soundtracks. The elements of each movie (soundtrack, image, subtitles) are no longer synchronized, each leads a separate life in company of dismembered elements of the other films. All elements are edited through real time algorithmic discrimination processes. These processes use machine learning algorithms that select, separate and re-ensemble fragments from the source films. The walls need to be mate black and preferably not close to artwork with continuos sound.

  • The artwork gives visibility to a discrimination process occurring in Mexico mainly unknown to us and still in need of reparation. This kind of discriminatory process takes place through the use of machine learning tools causing us to deal legally with the consequences of these fictions without having the right to know anything about them or how they were fabricated. Outside-in confronts legal concepts of identity and manipulation by massive media integrating the disintegration of film, text and sound, thus highlighting this injustice.

    The biggest challenge for this project was to address these events without promoting a view of Japanese heritage citizens as being different from the rest of the citizens. That is the reason why the artwork is constructed from well-known classic fiction movies, recognizably fiction, to contextualize the groundless conspiracy suspicion in the realm of fiction crafting. We can all be fictionalized and turned into a sign of something totally outside ourselves.

  • Animation & Video and Installation
  • Contemplations on Inner Space (Detail)
  • Anne Behrnes
  • SIGGRAPH 2006: Intersections
  • 2006 Behrnes Contemplations on Inner Space
  • Contemplations on Inner Space 4 explores the relationship between individuals and their physical and psychological environments. It looks at how psychological states of mind can create conflicts between what is tangibly present and what is emotionally seen. The idea of venturing into “personal reality” is immensely important when reflecting upon the suggestion that what we see is dictated by our perception, thereby becoming a reality in and of itself.

    As we reflect upon the idea that place is directly related to psychological states of being, we begin to realize that what we perceive and what is “in actuality” around us may not be the same. Thus we begin to recognize that not everything we encounter is easily understood or arrived at, particularly if we are dealing with psychological presence. Contemplations on Inner Space 4 is about that creation of psychological environments that mimic individuals’ states of mind. As such, there is a noticeable absence of a “physical” body within it. This space is not an environment that demands the presence of a figure; rather the “literal” figure is replaced by a “psychological” presence. In essence, we become conscious that we are peering into a land that is based purely upon an individual’s perception. We see their “world” through their “eyes.”

  • Contemplations on Inner Space 4 was created with various techniques and programs. Starting with digital photographs, the artist used Photoshop to set the foundation of the image. She began by compositing multiple digital photographs together, then integrated additional digital photographs to incorporate texture, applied various “blend modes,” and adjusted their opacities and transparencies. In addition, she brought the image into Painter, where she used a variety of brushes to blend, draw, and paint.

    The result is a “composite” image that has the look and feel of a “painting.”

  • 2D & Wall-Hung
  • Digital imaging and painting
  • 15.36 x 48.44"
  • Dis…Miss
  • Anne Bray
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Bray: Dis...Miss
  • Dis…Miss examines how contemporary feminist artists and writers are offering new images of gender identities. Sumptuous photographs and short texts interweave to create a new picture of non-binary life online and in person. Ten artists’ postcards were distributed, each with an artist’s image and a related question that 1100+ participants have answered anonymously at 30 Los Angeles venues and in Manila, Tehran, and Graz. USC social scientist Marisa Turesky, specializing in data analysis, aggregated the answers into tantalizing, trenchant summations that became inconclusive infographics to be shared as public discourse. Former UX designer at the Getty, Catherine Bell transformed the analysis as 10 interactive infographics that show synthesized answers as animations, available at http://freewaves.org/dismiss-analysis. Images and texts by 30 artists and art groups are also included in a night of performance art called ‘Ain’t I A Womxn?’ http://freewaves.org/aint-i-a-woman-september/at L.A. State Historic Park, near Downtown Los Angeles in 2018 under a full moon and another called Love &/or Fear? http://freewaves.org/loveandorfear/ on Hollywood Boulevard in 2019. These public art events included all the art above plus zines, videos, audience interactivities and performances. Dis…Miss also includes 25 feminist PSAs by Freewaves’ five commissioned artists and collectives shown on LA Metro bus TVs to one million riders a day. An essay about each image reveals unconscious layers of each image. Eventually, it will become a book online or in print.

  • Animation & Video and Installation
  • Trump
  • Anne Farrell
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Farrell Trump
  • Sometimes I begin by taking photographs and scanning them. Or, information can be grabbed from video tape. Coastline of Hell and Contemporary Chaos originated from video footage from my movie, Volcano. The digitalization process turns information, whether it comes from video, photographic replication of the phenomenal world, 3-D computer images or images of space that no one was there to see, into bits and bytes, available to the machine and to the will of the artist. This allows me to gather material from everywhere. All visual forms are available.

    Using the vast capabilities of the software, including, but not limited to, filters, painting, color manipulation, selective masking, cutting and pasting and other tools (some not available to physical media) I begin to work in as open and unpremeditated state as possible. I make my decisions visually and intuitively, knowing and understanding the parameters of the areas I want to explore, exploring with the tools at hand, letting the process flow as it does with any other medium.

    I use the computer to reveal the underlying structure within forms found in the phenomenal world, be they natural or human made. The computer is like a window through dimensions, allowing vision into the spirit, the hidden realms of nature and the structures of society. It is a power tool of the mind and the eyes that can be used to reveal the infinity within, the roots of natural beauty or the underpinnings of human culture. I used this visual information to create an edifice by which I can suspend myself over the edge and look into the abyss of the yet-to-be-seen.

    When the work is finished, it has no physical existence beyond the digital information stored on disk, displayed on screen. This information is used to create a high resolution, ink jet print on archival paper. I use a proprietary paper called Kim Dura which gives an intense rendering of the colors, yet does not attempt to look like a photograph or a traditional print.

  • 2D & Wall-Hung
  • Iris print
  • 19 x 13 inches
  • Cruise Ship Diver
  • Anne Morgan Spalter
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Spalter: Cruise Ship Diver
  • Technology has changed the profile of the modern landscape, from multi-lane highways to smokestack triplets to the hard geometry of cruise ships on the ocean. The computer, a factor in many such changes, is an ideal tool for meditating on the resulting new visual patterns. With a digital camera in hand, I record aspects of the modern landscape that intrigue me. Using a range of 2D and 3D software, I then create images that combine the visual language of photography with the interactive compositional strategies of painting. I hand render the final images using traditional oil-painting techniques.

  • 2D & Wall-Hung
  • 28 in x 22 in
  • landscape and mixed media
  • Small Factory/Ocean View
  • Anne Morgan Spalter
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Spalter: Small Factory/Ocean View
  • Technology has changed the profile of the modern landscape, from multi-lane highways to smokestack triplets to the hard geometry of cruise ships on the ocean. The computer, a factor in many such changes, is an ideal tool for meditating on the resulting new visual patterns. With a digital camera in hand, I record aspects of the modern landscape that intrigue me. Using a range of 2D and 3D software, I then create images that combine the visual language of photography with the interactive compositional strategies of painting. I hand render the final images using traditional oil-painting techniques.

  • 2D & Wall-Hung
  • 22 in x 28 in
  • landscape and mixed media
  • 1, 2, 3...n,n+1..
  • Anne Morgan
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Morgan 1,2,3...n,n+1
  • 2D & Wall-Hung
  • Laser printouts
  • 20 x 17" (total)
  • Rate X Time = Distance
  • Anne Morgan
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Morgan Rate X Time = Distance
  • 2D & Wall-Hung
  • Laser printouts
  • 20 x 17" (total)
  • Time Stops and The Moment Expands Outward
  • Anne Morgan
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Morgan Time Stops and the Moment Expands Outward
  • 2D & Wall-Hung
  • Laser printouts
  • 20 x 17" (total)
  • Untitled
  • Anne Russell
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1987
  • 1987 Russell Untitled
  • 2D & Wall-Hung
  • C-print of raster image
  • 20 x 16"
  • an inquiry about hair
  • Anne Wilson
  • SIGGRAPH 1998: Touchware
  • 1998 Wilson an inquiry about hair
  • This artwork is an interactive art website.  The given link is no longer active.

  • Internet Art
  • interactive and website
  • Harmony Wall
  • Anne-Marie Rosser
  • SIGGRAPH 1999: technOasis
  • 1998
  • This piece uses architectural elements to create an intimate, personal experience of an expansive landscape. The effect creates a vision of a focused “moment” within the environment, containing the emotional response we have to boundless space.

  • 2D & Wall-Hung
  • Lambda Photograph
  • 24 inches x 24 inches
  • digital imagery, emotion, and lambda photograph
  • Window Series/Temple of Heaven
  • Anne-Marie Rosser
  • SIGGRAPH 1999: technOasis
  • 1998
  • This vignette from a series based on travels in China is meant to convey a feeling of contained beauty and texture by layering magnified, organic fragments over broader spaces and architecture. The created intimacy is meant to welcome the viewer into a foreign space that may have felt inaccessible.

  • 2D & Wall-Hung
  • Lambda Photograph
  • 24 inches x 24 inches
  • digital imagery and lambda photograph
  • Crossroads (Wonder: Suspended in Air)
  • Annette Weintraub
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Crossroads is a Web project that explores the capacity of film and advertising culture to shape our sense of place. It creates a series of metaphorical spaces that are constructs of the mythic and actual Times Square/42nd Street area and extends to explore New York as a film location. The viewer can enter multiple narratives in the form of “pseudo films”: animated images and a mix of ambient sound, audio monologues, and animated texts. These “pseudo films” incorporate aspects of film genres that are closely identified with Times Square: noir, the B-movie, the musical, and the coming-to-New-York story. Crossroads establishes a dynamic space in which the familiar architectural and commercial icons of Times Square and 42nd Street are reconfigured in a mix of personal myth and public space. Environment and architecture become the scrim for projections of memory and imagination.

    My work explores the urban environment and architecture as visual language. While my projects explore the visual vocabulary of architecture, there is also an underlying investigation of the cultural and social meanings of the architectural landscape. This work develops new narrative structures that incorporate simultaneous, multiple narratives in image, text, and audio within a constructed space.

  • Internet Art
  • Web Site
  • http://www.turbulence.org/Works/crossroads/index.html
  • advertising, environments, film, imagination, and memory
  • Life Support
  • Annette Weintraub
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Annette Weintraub is a media artist whose projects embed layered narratives within a variety of architectural constructs. Her work is an investigation of architecture as visual language and focuses on the dynamics of urban space, the intrusion of media into public space, and the symbolism of space. She creates large-scale web projects that integrate elements of narrative, film, and architecture within a conceptual representation of space, often using sound to spatialize that structure. Her projects incorporate photo-based imagery, texts, and moving images in a densely layered space that encourages simultaneous reading, hearing, and seeing. She uses narrative features such as multiple story lines that intersect at random intervals to create larger narratives, and she intermixes factual and fictive elements, and a range of storytelling modes. As part of an investiga­ tion of how our sense of place shapes behavior and is memorialized in recollection, she is now working with hybridized constructs of 20 and 30 to explore modes of spatial representation and the subjective experience of physical space.

  • Life Support (www.annetteweintraub.com/lifesuppo /index.html). Hall for dreamers or impersonal machine? Hospital architecture is an amalgam of elements derived from religion, the military, and the factory. Life Suppo explores this symbolic coding of space and its underlying mythologies. Four spatial hybrids mixing 20 and 30 representation act as narrative containers for issues of hierarchy, mechanization, privacy, and identity.

    Life Support explores the subjective experience of space. It looks at the way in which medical environments affect behavior, perception, and perhaps healing. The symbolism of space is deeply ingrained, perhaps physiological. Subtle aspects of environment influence behavior, mood, and perception. We read the underlying messages of rooms dedicated to waiting, to sleep, to punishment, or to death through their design, ambience, and contents.

    “Hospital” comes from the Latin “hospes,” meaning guest or host, the same root as hospitality and hotel. A contemporary hospital might contain vestiges of the cruciform design of the Renaissance hospital, the panopticon of the prison, and the compartmentalization of the industrial factory. Life Suppo draws upon depictions of med­ ical spaces in advertising, popular culture, and film, and their reinte­ gration into this vocabulary of space.

    Life Support creates a series of “rooms” based on archetypal hospital spaces: a corridor, waiting room, patient room, and treatment room. Each of these locations is associated thematically with a particular psychological state or adaptation response and explored in moving images paired with short fictions and architectural commentary.

    These spaces are hybrids of 20 and 30 elements in which the 30 spatial construct (a wireframe of a room) functions as a scrim for projection of multiple images and as a container for layering of audio elements. Movement through space and narrative movement are linked, as in a walking meditation.

    Life Support is a Flash-based project incorporating extensive sound, composited animation, still images, and 30 models within a wire­ frame construct of 30 space. The Flash 6 plug-in is required, and external speakers are recommended for best sound quality

  • Interactive & Monitor-Based
  • Pedestrian: Walking as Meditation and the Lure of Everyday Objects
  • Annette Weintraub
  • SIGGRAPH 1998: Touchware
  • 1998 Weintraub Predestrian Walking as a Meditation
  • This artwork is an interactive art website.  Please follow the provided link to view.

  • Internet Art
  • http://www.turbulence.org/Works/pedestrian/intro.html
  • interactive and virtual environment
  • Reconstruction
  • Annette Weintraub
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Apple Macintosh II, 8 Mb, Raster Ops 364, Personal LaserWriter.
    Software: Studio 8; Studio 32, Adobe Photoshop, PosterWorks.

  • 2D & Wall-Hung
  • Laser Printouts
  • 31 x 47
  • Sampling Broadway
  • Annette Weintraub
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.turbulence.org/Works/broadway/index.html
  • computer graphics, interactive, and website
  • Sgraffito
  • Annette Weintraub
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Tiled and laminated Phaser print
  • 31 x 47 inches
  • Under the Clock: Big Clock
  • Annette Weintraub
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2006
  • Under the Clock: Big Clock is also a still image from the QuickTime movie Under the Clock from the project Waiting Room. It shows another view of the Waiting Room space. This space also exists in an interactive version in which the viewer can move through the space. With proximity, moving image sequences are triggered on the image walls.

  • 2D & Wall-Hung and Interactive & Monitor-Based
  • Under the Clock: Kiosk
  • Annette Weintraub
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2006
  • Under the Clock: Kiosk is a still image from the QuckTime movie Under the Clock from the project Waiting Room.
    Under the Clock uses the space of Waiting Room as stage set. A model of an imaginary railway waiting room becomes the backdrop for a series of experiences that examine the psychological effect of space. This video is part of a larger discourse on travel, time and space. Under the Clock explores the anxieties of travel, feelings of displacement and the sense of isolation within public space and views space as narrative container, intertwining physical space and psychological state. Kiosk shows an overview of the Waiting Room space.

  • 2D & Wall-Hung
  • Paysage Nocturne
  • Annick Richard and Christian Cavadia
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Annick Richard Christian Cavadia Paysage Nocturne
  • Hardware: Tektronix 4052, digital plotter 4662, tablet 4956
    Software: Original

  • 2D & Wall-Hung
  • Plotter print
  • 26 x 38cm
  • Holy Cow - The Labyrinth, the Woman & the Goddess
  • Annika Erixan
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • In our early days, Mother Earth was our goddess. Through rituals in the holy labyrinth, we could walk the path to her, to inner truth, fer tility, and happiness. In Sweden we have -300 labyrinths. Our country has the highest incidence of labyrinths in the world. They do exist in many other countries as well, and the Indians of A merica used the same figures before Columbus discovered them. In our modern times, we have forgotten the link to our divine selves and Mother Nature. Our bodies, plants, and animals are devalued to physical objects. With new nano technology and new ideals, we are designing our bodies, buildings, and animals to better suit our needs. The body is styled, buildings are designed by the latest trends, and new cloning and breeding methods redefine animals and plants. The form of a house and of an animal comes as a result of man-made art and technology. Life itself turned into an artifact. Do we reshape ourselves and our environment on the basis of total knowledge? Do we possess a true sense of the inner values of these inner qualities? Is there more in life than we can see or measure by modern technology? Is there even a lost technology that could put us on the right track again?

    With the help of the latest technology, I want to build a bridge to our lost paradise. The door to Mother Earth, inner peace, and love is still open if we want to find it. The knowledge is hidden within the design of the holy labyrinth.

  • The 3D laser scanner team scanned my body out in the snow, with a Leica HDS2500. The digital material was registered with Cyclone and exported to Maya and Photoshop, from where the image was printed out.

  • Mikael Ostlund and Ake Lindberg
  • 2D & Wall-Hung
  • 2 meters x 2 meters
  • The Labyrinth
  • Annika Erixan
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The Labyrinth: The body as technological measuring instrument Historically, the connection between the earth and our bodies and souls was of natural everyday use. It was carried out in religion and reinforced by law. Before building a house in Sweden, you were to hire a “slagruteman” to detect the right place in relation to the “Curry lines.” With the help of dowsing rods, the owner’s body was used as an instrument to detect the universal grid system. In Sweden, we have about 300 labyrinths, the highest incidence of labyrinths in the whole world. Yes, they do exist in many other countries as well and are built according to the same geometrical patterns and placed in relation to the energy lines. Our labyrinths are said to be an expression of an ancient fertility cult, a tradition that has survived in Sweden to the present day; a young woman stands in the center, and a young man tries to free her. I placed my labyrinth out in the snow, and the earth energy lines were detected traditionally, with dowsing rods. The stone labyrinth was then digitized with a 30 laser scanner and exported to Maya and Photoshop in my computer, where I edited and printed it out, to share it with you. Walking the labyrinth, you can find answers to all your questions, even the meaning of life. This work uses the latest technology to get in touch with the oldest knowledge and bring us to inner peace, truth, and love. The Labyrinth is the result of a two-year collaboration among the artist, the GIS-institutet and the Creative Media Lab at the University of Gavle.

  • The labyrinth was physically placed out in the snow, laser scanned with a 30 laser scanner from three directions (Leica HOS2500), imported into Maya, and printed.

  • Mikael Ostlund, Ake Lindberg, and Stefan Seipel
  • 2D & Wall-Hung
  • 2 meters x 2 meters
  • Xrays: Bladder
  • Annika Erixan
  • SIGGRAPH 1999: technOasis
  • 1999
  • Annika Erixan’s work deals with radioactivity and its relationship to life’s hopes and fears. In 1986, radioactivity from the Tjernobyl accident in Russia spread through her region of Sweden, where the population is still prohibited from eating mushrooms or berries from the nearby forest, or fish from the lakes. She continues to live there with her children and create art that makes use of their situation and their will to survive.

  • 2D & Wall-Hung
  • 3D/Xrays
  • 70cm x 100cm
  • 3D image and abstract
  • Xrays: Tarmie
  • Annika Erixan
  • SIGGRAPH 1999: technOasis
  • 1999
  • Annika Erixan’s work deals with radioactivity and its relationship to life’s hopes and fears. In 1986, radioactivity from the Tjernobyl accident in Russia spread through her region of Sweden, where the population is still prohibited from eating mushrooms or berries from the nearby forest, or fish from the lakes. She continues to live there with her children and create art that makes use of their situation and their will to survive.

  • 2D & Wall-Hung
  • 3D/Xrays
  • 70cm x 100cm
  • 3D image and abstract
  • Daughter's Rebirth
  • AnnMarie LeBlanc
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Daughter’s Rebirth uses organic objects (germinating plants and water) to depict natural life cycles and, in this work, the concepts behind the archetypal myth of Persephone. The work is an image celebrating the youthful goddess (depicted as a newly formed seedling) and her role as queen of the underworld. The imagery simultaneously celebrates her seasonal return to earth with the coming of spring. Persephone has returned from the underworld to walk the earth again, and Demeter, her mother, pours forth her blessings to welcome her beloved daughter home with the revival of spring.

  • 2D & Wall-Hung
  • Archival, digital print
  • 39 inches x 24 inches
  • Learning to Speak
  • AnnMarie LeBlanc
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 LeBlanc Learning to Speak
  • Hardware: Zenith AT, Targa 16
    Software: Lumena, Tips

  • 2D & Wall-Hung
  • ink jet on arches
  • 17' x 14' ft
  • Submariner: Epic Dance
  • AnnMarie LeBlanc
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Daughter’s Rebirth uses organic objects (germinating plants and water) to depict natural life cycles and, in this work, the concepts behind the archetypal myth of Persephone. The work is an image celebrating the youthful goddess (depicted as a newly formed seedling) and her role as queen of the underworld. The imagery simultaneously celebrates her seasonal return to earth with the coming of spring. Persephone has returned from the underworld to walk the earth again, and Demeter, her mother, pours forth her blessings to welcome her beloved daughter home with the revival of spring.

  • 2D & Wall-Hung
  • archival, digital print
  • 24 inches x 40 inches
  • Subterranean Empress
  • AnnMarie LeBlanc
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Daughter’s Rebirth uses organic objects (germinating plants and water) to depict natural life cycles and, in this work, the concepts behind the archetypal myth of Persephone. The work is an image celebrating the youthful goddess (depicted as a newly formed seedling) and her role as queen of the underworld. The imagery simultaneously celebrates her seasonal return to earth with the coming of spring. Persephone has returned from the underworld to walk the earth again, and Demeter, her mother, pours forth her blessings to welcome her beloved daughter home with the revival of spring.

  • 2D & Wall-Hung
  • archival, digital print
  • 32 inches x 40 inches
  • Voice Lesson #3
  • AnnMarie LeBlanc
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 LeBlanc Voice Lesson #3
  • Hardware: Zenith AT, Targa 16
    Software: Lumena, Tips

  • 2D & Wall-Hung
  • ink jet on arches
  • 17' x 14' ft.
  • Evergreen
  • Ansen Seale
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The Unmanipulated Image

    For the most part, photographers have applied their craft to imitation of the real world. The camera has been used to capture a frozen slice of time, arresting a single instant from its place along the flow of the timeline. Rather than suspending a single moment, my photography examines the passage of time. With the aid of a digital slitscan camera of my own invention, the horizontal axis of the image is rendered as a time exposure. A single sliver of space is imaged over an extended period of time, with moving objects inserting themselves into the data stream at different speeds and directions. The result is a mindbending swap of the dimensions of X and time. Counter to classic photography, still objects are blurred and moving bodies are rendered clearly. Some figures are elongated and have stick legs; others are stretched out, and their feet resemble skis. Shadows curve and landscapes are devoid of perspective. Instead of mirroring the world as we know it, this camera records a hidden reality. T he apparent “distortions” in the images all happen in-camera as the image is being recorded. There is no Photoshop manipulation. These “distortions” could really be described as an accurate way of seeing the passage of time, although it is unfamiliar to our traditional concept of the depiction of time and space in art. In other words, this camera is recording a reality that exists, but only we cannot see without it. I draw a link between the ephemeral nature of these fleeting image, and the elusive nature of the quantum-mechanical universe. Some scientists argue that the orbits of electrons do not exist in nature unless and until we observe them. So then, to observe is to create. Figures appear and disappear in my work like quantum particles, and uncertainty rules the day. My work reveals my admiration for and awe of the real world. Indeed the camera doesn’t lie, and truth is stranger than fiction.

  • 2D & Wall-Hung
  • digital slitscan photogaphy, Giclee
  • 25 inches x 66 inches
  • Unfolding no. 14
  • Ansen Seale
  • SIGGRAPH 2006: Intersections
  • 2006 Seale Unfolding No.14
  • For the most part, photographers have applied their craft to imitate the real world. The camera has been used to capture a frozen slice of time, and present it to us as we would normally perceive it. Thus, the photograph become a proxy of the real object.

    Rather than suspending a single moment, my photography examines the passage of time. With a digital slitscan camera of my own inven­tion, the horizontal axis of the image is rendered as a time exposure. Counter to classic photography, still objects are blurred and moving bodies are rendered clearly. Instead of mirroring reality as we know it, this camera records a hidden reality. The apparent “distortions” in the images all happen in camera as the image is being recorded. There is no Photoshop manipulation. These “distortions” could really be described as a more accurate way of seeing the passage of time, although it is quite different from our traditional concept of the depic­tion of time and space in art.

    The Unfolding series continues the idea of using reality as a starting point, but offering a different perspective on it. Although this is photography in the purest sense, this technique violates two of the most basic traditional photographic notions: single point perspective and the idea of the “slice of time.”

  • The source of this image is a special digital camera invented by the artist. The device is a combination of computer and camera specially designed to capture a reality that surrounds us but of which we are unaware. A single sliver of space is imaged over an extended period of time at hundreds of times per seconds. The result is an exchange of the dimensions of X and Time.

  • 2D & Wall-Hung
  • 2D imaging, digital slitscan photograph
  • 25" x 49"
  • __grau
  • Ansen Seale
  • SIGGRAPH 2005: Threading Time
  • 2005
  • “MF: .. .for me, life consists of black and white only …
    RS: … I think there is just the in-between … ”
    _grau is a personal reflection on memories that appear during a car accident, where past events emerge, fuse, erode, and finally vanish ethereally. Various real sources were distorted, filtered, and placed into a sculptural structure to create not a simiple abstract, but a very private snapshot of a whole life in its final seconds. The living paintings (tableaux vivants) of growing structures branch out over 10:01 minutes (a reference to the binary system by Gottfried Wilhelm Leibniz, in which he ascribes 1 to god and O to the devil) without ever reaching pure black or white. Every element originates from real experience and is adapted from my sketches, my own body fragments, or scientific visualization methods. For example, the first still colored seconds are the prismatic halos of the collision fading into gray fs:jrau in German). The musical framework connects memories born of the dramatic moment to clusters. These are unleashed from the image flux to ease the desired free associations of the beholder.

  • Animation & Video
  • Animation
  • 10:01 minutes
  • Come in...
  • Ante Magzan
  • SIGGRAPH 1996: The Bridge
  • 1996
  • Come in… is an interactive installation that involves video, audio, animation, and interac­tive work combined into one piece. It is my visualization of “how art should be experi­enced by the viewer.” The person who is experiencing it should be separated from the outside environment as much as possible. The viewer should have a complete experience of the work and should also expe­rience the process that goes into making that work. The process of creating art is as important as the final art piece.

    With the rapid commercializa­tion of computer graphics, many artists were seduced by the finesse of technology. Their only concern was to attain the final product. The process was not as important, and most of the time the viewer did not even realize that there was a process behind the final prod­uct. I believe that this approach to computer art is wrong. We should not be the followers. We should do our art and let everybody experience it, both the product and the process. Viewers should experience the art in a way that makes them think of new ideas that will be realized as new pieces of art­work, which will in turn enable somebody else to generate some other ideas that will eventually lead toward the complete satisfaction of all of our senses. The process of creating artwork and experi­encing it (listening, seeing, or touching) should not be separated, and there should be a more tangible connection (the bridge) between the artist and the viewer. That bridge should be two-sided, and ideas should be transferred in both directions. The artist should influence the viewer’s way of experiencing the artwork, and, at the same time, the viewer should experience the artist’s process of creating the artwork.

    The process of creation is a significant part of us, and we should not hide it. We have to work with the process, experi­ence it, get ideas out of it, and let others be a part of our process, to let them experience it so they can keep the process going.

    There are four major parts of the installation. All four of them occur simultaneously and function as a whole.

    1 Audio
    I often use audio as a stimula­tion and inspiration for my animations, stills, and interac­tive work. It is not just music. It also includes noises from the street, noises from my neigh­bors’ apartments, the sound of the bells of Savannah churches, voices of my friends. In order to experience the complete idea behind this project, the viewer must experience me as an artist, so I use sounds from Croatia (my home) blended in with the rest of the audio.

    2 The walls
    The two monitors and audio speakers are installed within a fairly small space: 4 feet x 4 feet x 7 feet. The walls that define this space also separate the audience from the rest of the environment and put the viewer into “my” space. The walls (inside and outside the installation) are covered with my sketches, my sketches, written ideas, and some finished drawings that came out of the process of creating this piece and previous pieces. Some of those are ideas that are not directly connected with the process of creating, but they influence the process indirectly. One of the strongest is the war in my home country and the idea that I will be part of it in the fall of 1996. Even when I try to avoid it, I can’t, so I don’t even try anymore.

    3 Video/animation
    Like the previous two parts, the videotape describes a lot of things that go into making my artwork. It shows the process. The video monitor is mounted on top of the wall construction, and it and the computer moni­tor provide the only sources of light with the installation.

    4 Interactive program
    Since the process is the most important part of the installa­tion, the final product – the interactive program – is just a combination of all of those “process” ideas.

    The program runs on a Pentium PC with two con­trollers and two monitors, so a viewer outside the installation and a user within the walls interact with the computer simultaneously, and with each other. The computer is a bridge between these two people.

    Actions of one user influence (distort) actions of the other. The program also functions when there is only one user exploring, on either the inside or the outside of the installation. In this case, the user’s moves are interacting with the logic built into the code of the program. The person inside has the complete experience of the installation, while the person outside has just a part of it.

    Users experience the program by moving through a combina­tion of 2D and 3D space and creating interesting visual compositions. The whole program is based on eight sto­ries that are happening simul­taneously inside of me. The stories are created by multiple images (also part of the video and the walls) presented on the screen as the user moves the controlling devices. On the basis of the user’s behavior (fast, slow, multiple changes of direction, what kind of drawing the user does on the screen), the program chooses what picture to present next. The pictures that are presented to the viewer do not necessarily continue the same story, because the program makes decisions (also based on the user’s behavior) to jump from story to story. The movement of the pointer on the screen is controlled by both users, but the movement on the screen need not be oriented to the movement of the control devices, so if one, or both, users move the control device toward the right, the program might move the pointer toward the left, based on the previous behavior of the user.

    The interactive program is written in Borland C++ and uses SVGA graphics.

  • Installation and Interactive & Monitor-Based
  • interactive installation, visualization, and interface
  • Crveno Br. 1973
  • Ante Magzan
  • SIGGRAPH 1995: Digital Gallery
  • 18 x 24 inches
  • 1995 Magzan Crveno
  • Some of us still don’t think (or don’t want to think) that computer art is a valid form of fine art. It is! Crveno Br. 1973 is dedicated to the children – victims of war in my home country of Croatia.

  • 2D & Wall-Hung
  • Iris print
  • War inside my head
  • Ante Magzan
  • SIGGRAPH 1995: Digital Gallery
  • Image Not Available
  • As many of you already know my homeland Croatia is involved in a war and that whole idea of war and destruction is something that I have to live with and it is not easy. It is not easy especially when I know that my family is there, and my friends are there, and also I will be there in a year. I don’t think that I am afraid to die in the war but I think that I am confused (a lot!)

    This program is a product of that confusion and the search for my identity. This is a self portrait in a way but not just of myself. It includes my homeland (which I love and I am ready to die for), and it includes all those innocent children that were killed, and all the mothers and daughters and sisters that were raped by aggressors. It includes all the homes that were bombed and burned and all the churches that were destroyed. It also includes my thoughts. All of those things are part of me and I can’t escape from them. They are part of my life, my dreams and nightmares, they are inside my head…

    There are many people here in the United States who ask me about the war and how I feel about it and what is actually going on. Sometimes it is hard for me to explain it using words only (especially in English which is not my native language) so I hope that this interactive work will help them, and everybody else to understand it better.

    War inside my head is dedicated to the children-victims of war in my Croatia.

  • Interactive & Monitor-Based
  • Interactive computer display
  • Metamorphosis
  • Anthony Head
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Six virtual biomorphic sculptures that entertain and intrigue the viewer by provoking instinctive reactions that encourage the desire to explore further. Moving away from mechanical (motor-based, mobile, and clockwork) kinetic sculpture, the series develops kinetic rhythms and dynamism within virtual biomorphic sculptures. Metamorphosis explores form, space, motion, material, and sound, and how these combine to affect how people perceive and believe what they see. It is the combination of these elements that make up the material of the object. Material defines how the object looks, moves, and feels to the observer. Each of the six sculptures morphs between two alternate states, in different ways, due to their differing physical properties. Each movement emits a sound that reinforces the real-life credibility of these imaginary creations. The motion or rhythm of the series is bipolar by nature, with alternating forms dependent on time, ranging from almost pendulum-like regularity to sporadic intermittent pulses. The pause between the metamorphoses can lead to a sense of anticipation, and the lack of regularity keeps the viewer guessing. This work introduces a new medium, “digital clay,” which can bring a traditionally static art form to life through programmable physical properties. Consciously and subconsciously, motion and material are combined to form a conclusion as to what the sculpture is. Viewers try to categorise what they see. The clues are in the colours, movements, and sounds of the objects. You don’t have to make a decision as to what the object is, but you get a real feeling for what the object is about. The sculptures are not abstractions of human, animal, or organic forms, but creations of geometric origin; however, they have the essence of the organic, inorganic, and mechanical. The mix of the surreal with the essence of real substances is reassuringly familiar, but it challenges the audience’s perception. These sculptures cannot be physically touched, yet they prompt individual emotional response. It is this response that makes the sculptures believable to the observer.

  • Metamorphosis consists of one basic form: a sphere. The sphere, in 3D computer graphics terms, is actually a many-sided shape, a polyhedron. The Metamorphosis sphere consists of about 2,000 sides. There are six different sculptures created from this one sphere that has been mathematically distorted. Combinations of equations with varying parameters were used to alter the positions of the points (vertices) that the sides connect to.
    Each of the six sculptures, in fact, has two different forms, and they alternate between these two states, according to timed triggers. As well as different positions, each vertex has the physical properties of friction and elasticity. Together, these force the shape to oscillate between its two states. The sculptures with greater friction move slowly, as if viscous in material, and the forms with greater elasticity
    swing wildly around, as if they are full of energy.
    The physical properties and vertex manipulation are also combined with graphical representation and sound. The graphics are abstract in nature, like the sculptures. and demonstrate how the colour and texture affect the viewer’s perception of each sculpture’s physical properties. They are created to reinforce the forms. Sound is used, too, to strengthen the feel of the sculptures
    The physicality of the scupltures is explored using your body as a control device. Moving your arms allows you to look around and inside them. Because they are reactive objects, you can interact by punching dents into them. How they react will depend on the physical settings that are materially inherent in the sculptures. They might spring back or slowly reshape themselves. You might even consider these sculptures to be living.

  • Interactive & Monitor-Based
  • The Kiss
  • Antonella Mignone and Cristiano Panepuccia
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2016-17
  • A contact between two bodies. An intense sharing of information. A chemical cocktail in the brain.

    The Kiss is an audiovisual work that explores a simple gesture acted out between two lovers. An intense coming together of two bodies in the digital space.

  • The work was created using motion capture, particle systems and real time randomization techniques.

  • Animation & Video
  • Single-channel video
  • https://www.apotropia.com/works/the-kiss.html
  • Silences
  • Antonio Toscano
  • SIGGRAPH 1989: Art Show
  • 1987
  • Toscano: Silences
  • 2D & Wall-Hung
  • Dot matrix print
  • 7 x 7 in
  • Ocean of Thought
  • Antti Jäderholm
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Ocean of Thought is a VR music experience made by Antti Jäderholm for the American electronic music artist Machinedrum, currently signed on the Ninja Tune label. It’s a magic carpet ride through the unconscious mind, guided meditation instructions included. Essentially, a WebVR music video Ocean of Thought uses 3D models, animation, and audio-reactive graphics to augment the aural experience of Machinedrum.

  • Augmented Reality/Virtual Reality and Sound Art
  • http://vizor.io/machinedrum/ocean-of-thought
  • Crowded with Voices
  • Anya Belkina
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • In Crowded with Voices, Anya Belkina and Scott Lindroth sought to combine their traditional approaches to visual art (painting and graphic design) and music (instrumental composition) with an exploration of recent technologies that have become part of the contemporary artist’s toolbox. The technological component is treated as a natural extension of traditional media. Visually, Crowded with Voices is inspired by the poetry of the Sufi mystic poet Mowlana Jalaluddin Rumi (1207-1273), whose 800th birthday is celebrated this year. The piece is intended as a tribute to Rumi’s teachings and art, which appealed to people of many faiths in his lifetime and united them at his funeral. Rumi’s message of love, tolerance, and acceptance is as relevant as ever in our era of high-speed connectivity, nuclear weapons, global pandemics, terrorism, and natural disasters. The central visual motif of the film is an image of a whirling dervish whose revolving motion is in harmony with the motion of the smallest particles in nature and the largest galaxies in the universe. The patterned imagery characteristic of Islamic art and textual fragments from al-Balad, the Qur’an sung by Ghalwash, are some of the other visual motifs used in the piece. Music and sound design are based on transcriptions of a magnificent Qur’an recitation by Raghib Mustafa Ghalwash. Melodic phrases from the vocal performance are played by a soprano saxophone accompanied by two percussionists and a piano. Such transcriptions inevitably involve mishearing: not only is a Qu’ran recitation not considered “music,” properly speaking, but also the performance on a saxophone inevitably indexes other musicians
    (Coltrane, Coleman, Shepp, Dolphy, and others) whose work participated in urgent spiritual and political issues of their time.

  • Animated images were created on a G5 Macintosh using Autodesk Maya, Adobe Illustrator, Adobe Photoshop, and Adobe After
    Effects. The music is a recording of a live instrumental performance by Zeitgeist, an ensemble consisting of soprano saxophone, piano, two percussionists, and digital sound played in real time from a laptop computer.

  • Interactive & Monitor-Based
  • MOSTON
  • Anya Belkina
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • Ideas and observations stemming from bicultural experience and the larger issues of identity, immigration, and globalization are central to Anya Belkina’s work. She fuses art with inquiry in the areas of biology, physics, and computer science. MOSTON, a 12-foot-tall suspended inflatable sculpture, embodies an internal conception of home and the cyberfusion of two geographically distant locales: Moscow and Boston. Its surface design of printed artwork and documentary footage projection explores visual and historical commonalities of the two cities, commonalities that are more easily researched, documented, and shared in the era of instant global networking. While MOSTONs three-dimensional form references ethnically specific artifacts, the visual appeal and conceptual ingenuity of matryoshkas reach audiences beyond Russia and the Russian diaspora. A universally understood symbol of sequential creation, these coys offer a fitting framework for evoking the concentric evolution of Moscow’s and Boston’s city armatures. The implied nestedness of MOSTON is also congruent with the layered mental construct of”home,” especially as perceived by individuals with multicultural backgrounds. Belkina describes the scale of the project as essential, not only because her motherland is the largest country in the world, with an impressive record of pursuing hopeless megalomaniac ventures, but also because “there is no place like home.”

  • 3D & Sculpture
  • MOSTON
  • Anya Belkina
  • SIGGRAPH Asia 2011: FANTAsia
  • Belkina: MOSTON
  • MOSTON is a 12-foot tall suspended inflatable sculpture that embodies the cyberfusion of two geographically distant locales: Moscow and Boston. While MOSTON’s three-dimensional form references ethnically specific artifacts, the visual appeal and conceptual ingenuity of “matryoshkas” reach audiences beyond Russia and Russian diasporas. A universally understood symbol of sequential creation, these toys offer a fitting framework for evoking the concentric evolution of Moscow’s and Boston’s city armatures.

  • 3D & Sculpture
  • Japan Media Arts Festival
  • Aoki Tamotsu
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Japan Media Arts Festival
  • The Slow Art Gallery presents award-winning works from the 11th Japan Media Arts Festival. Since 1997, the festival has encouraged creation and development of art, entertainment, animation, and manga.

    Grand Prize:
    The House of Small Cubes by Kato Kunio

    Excellence Awards:
    Kaiba by Yuasa Masaaki
    Kudan by Kimura Taku
    Algor by Okamoto Noriaki
    Dreams by Arai Chie
    A Child’s Metaphysics by Yamamura Koji

    The festival was chaired by: Aoki Tamotsu

  • Animation & Video
  • Jaguar Moon
  • Apple Computer, Inc.
  • SIGGRAPH 1992: Art Show
  • Moonlight illuminates stone temple ruins deep in the jungle. Three sculpted jaguars, carved from stone, come to life and dance in the moonlight, creating an entrance to the Mayan underworld. In a subterranean vault beneath the ruins, a micro-opera is performed by two peculiar Lords of the Night and a serpentine Dragon in counterpart to an aria by a lovely Dragon Lady. In the final sequence, a skeletal Death God performs a comical but chilling dance of death, and our players subside into stone once again.

  • Hardware: Apple Macintosh, Silicon Graphics IRIS, Digidesign, Sound Tools
    Software: In-house animation and rendering

  • Animation & Video
  • 2:10
  • Computer-Generated Image of William Morris' Red House
  • Applied Research of Cambridge
  • SIGGRAPH 1984: CAD Show
  • 1984 Applied Research of Cambridge: Red House 2
  • Equipment:
    GDS drafting system color workstation

  • Composition of Surfaces in Light

    Working models of wood, cardboard or clay, and graphic media such as watercolor and charcoal have traditionally been used to study the modulation of light by building surfaces. Now that high­-resolution color raster display devices are available at a reasonable cost, computer graphics provides an increasingly attractive alternative. Software can be written to allow convenient variation of building form, color, light-source characteristics and of viewing parameters.

  • Architecture and Design
  • 3D model
  • Electronic Newspaper NewsPeek
  • Architecture Machine Group and Walter Bender
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    Perkin-Elmer 3230
    Ramtek frame buffer
    Discovision optical videodisk
    Color monitors
    Elographics touch-sensitive display
    Voice recognition and synthesis

    Software:
    P1/1 on Magic 6 operating system

  • Design
  • computer graphics
  • Electronic Archive
  • Architecture Machine Group
  • SIGGRAPH 1984: CAD Show
  • 1984 Purcell: Electronic Archive 1
  • Normally, one does two things when using a traditional archive: select specific information categories from a large, general card catalog, and; walk to slide files or book shelves to obtain detailed information.

    The Electronic Archive combines these steps, allowing one to spend less time searching for and retrieving information. The optical disk in this system contains 5,500 images of buildings divided into categories such as: location, type, date of construction, and view (interior or exterior). By touching specific words or images on a screen, the user selects specific buildings from general categories and can then immediately see that building.

  • Equipment:
    Perkin-Elmer 3230 computer
    Discovision optical videodisk
    Elographics touch-sensitive display
    Panasonic monitors

    Software:
    P1/1, on Magic 6 operating system

  • Publishing and Print

    Publishing and print have been synonymous since the invention of moveable type. Computers and graphics first entered publishing as production tools. As digital communication media replaces print, traditional graphic design principles are being modified and applied to the design and presentation of such things as computer interfaces and programs. High-density image storage devices such as video disk, provide the capability to archive, access and traverse massive amounts of graphic and textual information. With these and other tools in place, the design of information for dynamic, two-way communication between a user and computer can result.

  • Patrick Purcell
  • Design and Interactive & Monitor-Based
  • archive and information
  • Movie Manual
  • Architecture Machine Group
  • SIGGRAPH 1984: CAD Show
  • 1984 Architecture Machine Group: Movie Manual 3
  • This transmission manual is not an ordinary manual, but a prototypical teaching device that uses the power of computer graphics and computer-controlled video disks for the display of images, movies, text and sound.

    The system combines the best qualities of books, movies and computers while overcoming their individual limitations. It is an interactive, branching system that allows the user to pursue any avenue of questioning he likes. More conventional systems are linear, offering only multiple choice alternatives. In this system, the branching is consistent throughout, permitting the user to move anywhere he likes, from a general level of instruction, to one of the finest detail.

    Answers from the system may come in the form of projected video pages with images and text; or as more sophisticated moving pictures with sound, animation, and three-dimensional modeling.

    Data is stored on an optical video disk as picture, text and sound. Interaction occurs through a touch-sensitive display screen that allows the user to simply touch a part of a picture or text in order to ask for more information and get it instantly.

  • Equipment:
    Perkin-Elmer 3230
    Ramtek 9400 frame buffer
    Discovision optical videodisk
    Elographics touch-sensitive screen
    Color graphics monitors

    Software:
    P1/1 on Magic 6 operating system

  • Education

    Educational materials have traditionally been limited to linear media like film, video, and print. These materials were designed for limited question and answer interaction, and usually taught a specific body of information. The early design of computer-aided instruction (CAI) emulated this “textbook” instruction. But, recent advances in video games and computer learning programs afford far more interaction and individual pacing that enhance and complement natural learning processes. The responsiveness of the computer, the immediate and individualized testing and feedback capabilities it can provide, demands a new understanding of interaction on the part of the designer.

  • David Backer
  • Design and Interactive & Monitor-Based
  • computer graphics and data
  • @Conscious_Dialectic
  • Ariana Cano
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Cano: Conscious Dialectic
  • @Conscious_ Dialectic is an Instagram account particularly based in the Inland Empire. It was created by a Chicanx (a Mexican/American/Indigenous womxn) who seeks to advocate for political and social justice for people with intersecting identities specializing in Chicanx,  Latinx, and Indigenous’ self-presentation on social media sites and their intersecting identity of race, gender, class, ethnicity, and sex. The social media account is based on the notion that consciousness is raised through dialogue. It incorporates perspectives from Paulo Freire, Victoria Santa Cruz, bell hooks, Gloria Anzaldua, and Audre Lorde. It includes posts that focus on understanding those who are marginalized through communication and why their marginalization came about. It takes on a Chicana Feminist perspective, critically analyzing social structures and empowering individuals.

    The purpose of this social media account is to advocate, particularly, for womxn of color. It includes videos, text, audio, art, from individuals who seek to promote Woke Consciousness. @Conscious_ Dialectic seeks to promote social media activism and digital power through communication. The goal of Digital Power is to showcase digital work by women who emphasize gender neutrality, female identity, representation, and intersectionality. This account is for people with intersectional identities; it is made by a Mexican American (Chicana), queer, first-generation, lower-middle-class woman who understands the struggle.

  • Internet Art
  • Instagram, Text, and Video
  • https://www.instagram.com/conscious_dialectic/
  • Intersection
  • Arie Stavchansky
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Stavchansky: Intersection
  • Intersection represents the choices we make in life and who we choose to make them with. Looking through a window on a rainy day, we see a constant flow of cars choosing to go in different directions at an intersection while raindrops tell a similar but hopeful story. Intersection is about the cyclical nature of how man and woman unite then separate.

    This piece also demonstrates a novel technique for animating computer-generated raindrops on any smooth surface. To develop Intersection, a unique formulation for creating several layers of organic masks was researched, developed, and applied. Adobe After Effects was used for all compositing, and Adobe Premiere was used for editing footage in the background.

  • Animation & Video
  • life and nature
  • Self-Transparency
  • Arina Melkozernova
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Arina Melkozernova applies her fascination with the women surrealists to her chosen medium of 3D animation. She uses animation to make the invisible become visible. She is interested in visualizing mental space and spiritual connections in the quest for herself. Three-dimensional animation allows her to create symbolic models and surrealistic environments by extending and contracting time, space, and movement. She is not interested in technological wizardry for its own sake but rather as a medium to express her personal sense of displacement, identity issues, questions of otherness, and self-reflection. Through her art, she wants to impart this emotional condition to her audience. She looks for interactive structures to create a metaphor of mutual influence of the real and virtual world, human inner and outer space, actual and spiritual connections of people. She is currently teaching 3D animation and video at Arizona State University. The award-winning Self-Transparency, dedicated to painter Remedios Varo, incorporates aspects of the surrealists’ iconography that relate to the artist’s own experience. The film was nominated as best short film at the 2003 DAMAH Film Festival in Seattle and received a 2004 Individual Creative Excellence award by the National Broadcasters Association in the Graphic and Animation/Student category. Self-Transparency has been chosen by industry leaders as a premier example of digital artwork from one of the country’s best and brightest digital media artists

  • This work was created with Softimage software.

  • Animation & Video
  • Animation
  • The Dreaming Pillow (L’Oreiller Rêveur)
  • Armella Leung and Olivier Oswald
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Armella Leung & Olivier Oswald Dreaming Pillow
  • The Dreaming Pillow proposes transformation of everyday objects from mundane accessories to real actors. This approach is inspired by “Object Theater,” in which objects play a transformative theatrical role. The introduction of technological augmentation can imbue an object with an entirely novel set of functions, thus offering an enhanced interaction between the audience and the object. In this instance, the object in question is quite familiar, even banal: the pillow. We associate it with rest, sleep, well-being, and softness. The Dreaming Pillow offers several interactive scenarios that are representative of sensations generally associated with dreams, providing the audience an evocative oneiric journey.

  • With the help of L’Ecole des Mines de Paris

  • Interactive & Monitor-Based
  • Electric Eigen Portraits
  • Arthur Elsenaar
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2009
  • Electric Eigen-Portraits shows the human face in a state of externally triggered resonance. Eight facial muscles are subjected to a simple on/off stimulation pattern, with a repetition period that varies gradually between 2 seconds and 100 milliseconds. At fast stimulation rates, the external input loses its precise control of the muscle contractions: resonance patterns appear which are primarily determined by the intrinsic mechanical properties of the facial muscle system. The face thus displays its own mechanical properties on the face itself, a self-portrait of the face, manifested by its Eigen-frequencies: an “Eigen-Portrait.” The soundtrack is a direct audio rendition of the electrical signals that are applied to the face displayed on the screen. Videography by Jeroen Meijer and Josephine Jasperse.

    Electric Eigen-Portraits and Face Shift are two video works that both experiment with algorithmic facial choreography. These works turn a computer-controlled human face into a medium for kinetic art. Small, precisely controlled electrical impulses are employed to trigger the facial muscles of a live human being into rendering involuntary expressions. As the human face is controlled by a digital computer instead of a neural brain, it can be made to perform in ways that are often unusual and surprising.

  • Animation & Video
  • Face Shift
  • Arthur Elsenaar
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2005
  • In Face Shift, identical algorithms control both sides of the face but one is slightly faster, over time creating visual patterns shifting from symmetry to asymmetry. Two DECtalk voice synthesis machines are deployed for each side of the face, calling out the identification numbers of the activated muscles. Face Shift was originally presented as a live performance work. Videography by Ellen Zweig.

    Electric Eigen-Portraits and Face Shift are two video works that both experiment with algorithmic facial choreography. These works turn a computer-controlled human face into a medium for kinetic art. Small, precisely controlled electrical impulses are employed to trigger the facial muscles of a live human being into rendering involuntary expressions. As the human face is controlled by a digital computer instead of a neural brain, it can be made to perform in ways that are often unusual and surprising.

  • Animation & Video
  • Tomato Bushy Stunt Virus
  • Arthur Olsen
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • Image Not Available
  • Animation & Video
  • 3.75 minutes (excerpt)
  • Ahluvyalike
  • Arturo Cubacub
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Cubacub Ahluvyalike
  • Rastafari Audio Synthesizer
    Hardware: Datamax UV-1 computer
    Sandin image processor
    Video/Animation: Arturo Cubacub
    Poetry: Arturo Cubacub
    Music and Sound: Arturo Cubacub, Jan Judith Heyn with Michelle Fitzsimmons
    Software: Zgrass

  • Animation & Video
  • Color/Stereo
  • 6:10 min.
  • poetry
  • La Ci Darem La Mano
  • Arturo Cubacub
  • SIGGRAPH 1985: Art Show
  • 1985
  • Hardware: ADO
    Software: ADO

  • Animation & Video
  • 4:06
  • Orbit
  • Arturo Cubacub
  • SIGGRAPH 1987: Art Show
  • Hdw: Bosch FGS 4000/ADO

  • Animation & Video
  • 2:42 min.
  • I N S P I R I T
  • Arturo Paracuellos
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2015
  • I N S P I R I T may seem to be a story about light, but it is really more about people. People who enlighten us and complete us. The author, Arturo Paracuellos, likes to think that there are people whose presence lights us up inside. The work involves an interactive story with a small puzzle for the user to solve in order to move forward in the experience. The user plays a hero who has to find and then place a series of mysterious lights, thus illuminating their tiny world.

    Arturo used the 3D tool Blender to model the simple character’s skeleton and create movements based on user actions. This resulted in 12 animations in a loop of about 2 to 3 seconds. These skeletal animations were exported to THREE.js to create the final on screen result. Arturo also used THREE.Audio and THREE.AudioListener as the base for creating immersive sound content for mobile, desktop, and headset experiences.

  • Guillermo Laporta
  • Augmented Reality/Virtual Reality
  • WebVR
  • http://inspirit.unboring.net/
  • WebVR
  • Omi.MGX
  • Assa Ashuach
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Omi Assa Ashuach
  • The Omi.MGX lamp is part of the Materialise.MGX design collection. The lamp, a single 3D-printed nylon object, is one of the first products to be produced and distributed directly from a selective laser-sintering machine. Its form, together with the natural flexibility of the polyamide, creates the impression of a biological mechanism. The versatile shape can be transformed, personalized, and manipulated to create different sculptural sensations, spaces, and moods.

  • Design
  • 3D-printed nylon object
  • Imaginario Inverso
  • Astrovandalistas
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Astrouandalitas, Imaginario Inverso
  • Imaginario Inverso (Reverse Imaginary) (2015/2017) is part of Astrovandalistas’s ongoing investigation into the industrialization of our social imaginary through the commercialization of scientific knowledge. Through a series of workshops, talks, and exhibitions using conceptual prototyping, futurecasting, reappropriations, and micronarratives, Imaginario Inverso proposes different frameworks for reflecting on the geopolitics of technology development and the reinterpretation of technologies for more personal uses.

    In 2014 and 2015, Astrovandalistas worked in the El Paso–Juárez border region building alternative communication networks. The first prototype was a reinterpretation of NASA’s laser communication technology (LLCD, LCRD, OPALS) that used a laser modem to open a high-powered long-distance channel across the sociopolitical distance marked by the border. While working on the laser modem, Astrovandalistas started to explore the possibility of using lasers to create other kinds of local networks and began to engrave rocks using a glyphic alphabet of their own design. During a series of public workshops, they invited people from El Paso and Ciudad Juárez to use their laser to carve their own future predictions for the region into rocks and later redistributed the engravings on both sides of the border.

    During SIGGRAPH 2017, Astrovandalistas will open an office in the Art Gallery where they will engrave predictions about the future onto rock and city debris collected from the greater Los Angeles area. Part site-specific minimalist installation, part laboratory and workshop, the work is an open platform that invites direct participation and creates an opportunity for manifesting anxieties about the future.

  • Installation
  • Bicycle Frame Domestic Fabrication
  • Atar Brosh
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015_Brosh, Bicycle Frame Domestic Fabrication
  • This retail project is a comprehensive bicycle-frame-building kit. By using 3D printed parts and aluminum tubes, Brosh empowers novice makers to construct their own frames and reduces the shipping costs of a full-scale bicycle.

  • 3D & Sculpture
  • Caricature Generator
  • Susan Brennan
  • SIGGRAPH 1984: CAD Show
  • Equipment:
    Symbolics LM2 computer

    Software:
    Lisp

  • Gary Phipps, Eric Hulteen, Phil Agre, and Jim Davis
  • Design and Interactive & Monitor-Based
  • computer graphics
  • TV Fishtank
  • Atari Research Laboratory
  • SIGGRAPH 1984: CAD Show
  • Equipment:
    Atari 800 microcomputer

  • Ann Marion and Valerie Atkinson
  • Design
  • The Inner Offering
  • Atman Victor and Jose Luis Mendez
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Victor, Mendez: The Inner Offering
  • I have been an artist since I was a child. I have been drawing and painting since I was 10, and I was even awarded several art prizes during my school years. I have no academic background apart from this. Prior to finishing primary school, my drawing teacher advised me to devote myself to the study of art, but my narrowminded parents discouraged me and didn’t support my idea, so I had to resign and attend secondary school.

    Now I am a professional artist. I need to create. Art gives me power and releases my fancy. The only thing I do as a hobby is write poems in English from time to time.

    I consider myself a fine artist who uses the computer as a pictorial technique. I feel truly free using my computer to create art. It offers me a creative world full of boundless possibilities.

    I have used many software programs (including AutoCAD and 3DStudioMax). My main goal with the computer is to produce fine art, not high-tech design. I feel very comfortable working with several 2D and 3D programs like Photoshop, Corel, Painter, Bryce, and Poser.

    The best explanation of my creative process in front of the computer is that there’s no fixed outline. Presently, I am particularly involved in surrealism and in quest of a new language for digital abstractionism.

    I am usually very anarchic in my creative process. The most outstanding feature of my work is that it bears the sign of a spiritual perfectionist.

  • 2D & Wall-Hung
  • 30 cm x 45 cm
  • abstract and spiritual
  • Webcam Art
  • Atshushi Kasao
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Kasao: Webcam Art Sapporo
  • Webcam Art was created to visualize the result of my experience and communication through the Internet. Many interesting Web cameras are set up around the world, and some of them have controllers that allow viewers to pan and zoom from their browsers. A lot of scenery and people are viewable via Web cameras. Most of the cameras transmit small, poor-quality images, but with a stretch of the imagination, we can perceive beauty in them. This imagination motivated me to create pieces from Web cameras, which is why I might be called a net-travel painter.

    If I were a “real” travel painter, people around me would stop to look at my paintings and talk about them. To know how the Web-cam owners feel about my work, I showed them my pieces and asked them to send back some comments. If a Web-cam owner wants a copy of the work, a poster-sized copy is sent.

    I used original rendering software, SIC (Synergistic Image Creator), to create Webcam Art. SIC can enlarge the work to any scale. Sapporo was created from a Web camera on a northern Japanese island. One comment was: “A live camera sends just photographic pictures, so I think we never stop the time in a Web camera. However, it is a good idea to make a CG from a Web camera, because the scenery created by CG conveys a different feeling and atmosphere and makes appreciators have a desire to know real scenery.” (Dosanko site Web-camera administrator.)

  • SIC is constituted of several GIMP plug-in modules, and it provides a wide variety of expressions. GIMP is an open-source photo retouch software working on Linux and Windows. The original functions of GIMP were only used to adjust color balance, so all creative tasks were processed algorithmically by SIC. Creating a large rendering image from a small Web-camera image is one of the characteristics of this software. Other important characteristics include:

    • It can control color and texture separately.
    • It provides numerous expressions.
    • It can select and/or create color maps from excellent paintings.
    • It can resist your own rendering expressions.
    • It creates artwork with a history of its rendering process.

    Most of these characteristics derive from SIC’s vector data-handling. Though SIC is a key technology of Webcam Art, I can’t make this type of art without the Internet and Web cameras. Controllable Web cameras have broadened my expression.

    SIC’s first version was created by the author, but the current version was produced by core members of the Synergistic Art Project, which was formed to revise SIC about one year ago. We are now planning to introduce SIC as open-source software. For more information: www.dsn.t-kougei.ac.jp/cp/sic/

  • There are many Web cameras in the world, but who do these images belong to? In the real world, we can take a photograph or draw a sketch of scenery and use these created images and works for any purpose. Can I use the images I found through Web cameras as creative material? Who has copyright on these images?

    The Internet has made all of us information senders. In the next step of Internet development, the Internet should give us the ability to create. Images and documents should be open content, and many types of creative tools will increase. Also, image creation and information about how to use such tools must be shared.

    Through Webcam Art, I ask Web camera owners about copyrights of their images, and I show the works created from Web-camera images with SIC, a creative tool that is appropriate for an open-content culture, because images created in SIC include a history of the image process. Everyone has access to the history, and they can modify the processing information and apply it to their own images. We can share the hints and know-how about creation of new image expression through this history information.

    Other examples of Webcam Art are shown at right. The above image was created from a Web camera of the Hudson River, and the image below is a portrait of a Japanese girl.

  • 2D & Wall-Hung
  • communication, imagination, and visualization
  • Mutually Quoted Algorithms - Circle Face
  • Atsushi Kasao
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kasao: Mutually Quoted Algorithms - Circle Face
  • This artwork is one of a series, Mutually Quoted Algorithms, created by Atsushi Kasao, Hitoshi Akayama, Naoto Hikawa, Mao Makino, and Yuichi Kobayashi.

    In general, artists consciously or unconsciously quote many things from others’ works to create their original artworks. However, we have not found CG artworks that quote other’s CG-creation algorithms. We concluded that if artists had a CG creation tool that can quote others’ algorithms, they could create many types of expressions and make CG creation more fun.

    For example, we have never seen CG artworks that quote algorithmically created works-what we call non-photorealistic rendering (NPR) algorithms. So we created CG artworks that quote NPR algorithms by using Synergistic Image Creator (SIC), our original algorithmic-image-expression tool. I used this tool to create Sapporo,” which was presented by the SIGGRAPH 2002 Art Gallery. The main feature of SIC is that modification of a few parts of an SIC algorithm can create totally different expressions.

    The Mutually Quoted Algorithms series was completed in three phases. First, we decided that the common motif of the artworks was “human,” then each member of the creative group created an appropriate “human” SIC algorithm. Second, we each made sample artworks with our own algorithms. Third, each artist created final artwork by quoting other members’ CG algorithms and not sample artworks. The results showed many types of CG artworks that express something between abstract and representational art.

    More information on SIC: www.dsn.t-kougei.ac.jp/cp/sic

  • 2D & Wall-Hung
  • 1040 mm x 1040 mm
  • algorithm and representational
  • Kimono
  • Audrey E. Fleisher
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • Installation
  • Mixed Media
  • 41 x 50 in
  • Skywarp
  • Audrey E. Fleisher
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Kataginu
  • Audrey E. Fleisher
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Fleisher Kataginu
  • Hardware: Micro PDP11, Images II, Turnkey
    Software: CGL Images II, Big-N-Fast paint

  • 3D & Sculpture
  • silk kimono
  • 30" x 40" x 5" in.
  • Freeway Wind
  • Audri Phillips
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Phillips: Freeway Wind
  • This is a visual video poem touching upon the temporary nature of life. The sadness that is one and the same with the beauty all around us, from the blur of the freeway to the pear upon the plate. The smell of a certain type of air pollution still brings back poignant memories from childhood.

    I have combined live-action imagery taken with a consumer-grade digital video camera (I enjoyed the low-tech look) with particle animation done in Maya, digital paintings, scanned oil paintings, and 2D animations done in Macromedia flash. This video is still in progress. I will continue to improve upon it

    Special thanks to John Adamczyk for the soundtrack.

  • Animation & Video
  • life, nature, and poetry
  • Medieval Pear
  • Audri Phillips
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Phillips: Medieval Pear
  • There are so many possibilities in digital painting that sometimes it is fun to do something very simple. This is my offering to that end, a digital still life of a pear.

  • 2D & Wall-Hung
  • 25 in x 18 in
  • digital painting and nature
  • Nanotube Leaf
  • Audri Phillips
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Phillips: Nanotube Leaf
  • This image was started from a 75-pixel-by-75-pixel bmp image of some nanotubes my brother Jonathan created as a scientist working at the Los Alamos National Laboratory and the University of New Mexico. It is part of an ongoing collaboration between us that involves exploring the links between art and science.

  • 2D & Wall-Hung
  • 26 in x 26 in
  • nature and science
  • Luxuria Superbia
  • Auriea Harvey and Michaël Samyn
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Samyn, Harvey: Luxuria Superbia 1
  • A simple game of touch, pleasure and joy. Luxuria Superbia is a colorful, musical journey made to fill you with joy. Exciting designs explode from your touch as you glide through playful stylized flowers. It’s all about the experience and the interaction. There’s twelve flower-like tunnels and a garden with a temple. In the garden, you select a flower by turning the dial. When you complete a flower the next one is unlocked. A flower always starts out colorless. But when you touch it, color fills the tunnel. Stay in the glowing flower as long as possible! Play slowly and gently to get a high score. Just pushing through as fast as you can will result in failure. The game wants you to take it easy and be playful. The blush you cause to a flower imbues the garden too. For each flower, there’s a column in the temple. Time spent in a blooming flower makes its column grow. The garden starts blank, just like the tunnels. But over several journeys, it flourishes with color. Bring color to the flowers, bring joy and beauty to the garden!

  • Interactive & Monitor-Based
  • http://luxuria-superbia.com/
  • Deconstructing Whiteness
  • Avital Meshi
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Meshi: Deconstructing Whiteness
  • Summary

    Deconstructing Whiteness is an interactive performance which examines racial visibility through AI recognition systems. The artist resists her own visibility as a ‘white’ person by utilizing a performative behavior. The underlying structural racism is revealed as well as our own agency to act upon and sabotage the machinic vision.

    Abstract

    Deconstructing Whiteness is an interactive AI performance. It examines the visibility of race in general, and ‘whiteness’ in particular, through the lens of AI technology and reveals the underlying racial constructs which compose the technological visibility of race. The artist uses an off-the-shelf face recognition program to resist her own visibility as a ‘white’ person. By utilizing a performative behavior she slightly changes her facial expressions and her hair style and modifies the confidence level by which the machine recognizes her as ‘White’.

    Face recognition algorithms are becoming increasingly prevalent in our environment. They are embedded in products and services we use on a daily basis. Recent studies demonstrate that many face recognition algorithms reflect social disparities and biases which may harshly impact people’s lives. This is especially true for people from minority and underrepresented groups. Scholar Paul Preciado claims that if machine vision algorithms can guess facets of our identity based on our external appearance, it is not because these facets are natural features to be read, it is simply because we are teaching our machines the language of techno-patriarchal binarism and racism. However, it is important to remember that these systems are not ‘things-of-themselves’; there is no reason for them to be outside of our reach. We are able to intermingle with these systems so that we better understand the coupling between the information and our own bodies. This entanglement, as seen in the performance, reveals our own agency and ability to act.

    In Deconstructing Whiteness the ‘White’ and ‘Non-white’ dichotomy is ditched in favor of a flow of probablities which are meant to resist, confuse and sabotage the machinic vision and its underlying structural racism.

    The performance can either be carried as a live online performance, a video documentation or a photographic collage.

  • Deconstructing Whiteness can either be carried as a live online performance, a video documentation or a photographic collage. The live online version of it will be taking place in an online conference meeting (such as a Zoom meeting). The artist will be sharing her screen on which her own image will be apparent. This image will be analyzed in real-time by an AI face recognition system which estimates the racial label ‘White’. During the performance the artist will change her facial expressions and her hair style in an attempt to confuse the AI system and make it be less or more confident regarding the artist’s visibility as ‘White’. In the case the project cannot be shown as a live performance it can be exhibited as a documentation piece of the performance itself. This include a video piece and a photographic collage which shows that different facial expressions and their AI analysis.

  • The project was conceptualized a few weeks before the murder of George Floyd. This awful event and the resulting BLM momentum which followed it, encouraged me to complete the first version of this investigation and to start showing it to others. I am interested in continuing to develop this work by inviting others to explore their own racial visibility, too.

    This piece is not the first one in which I explore racial visibility, but I must admit that each time I touch this theme I need to harness my confidence before I present my work. Deconstructing Whiteness was released at a very sensitive moment and I wasn’t sure how people would respond to it. With some of my previous race-related work there were some harsh discussions and discouraging critiques. There were moments I was told I do not know enough to participate in the conversation. When something like this occurs, I step back, I ask questions, I read, and I do my best to learn, but I always try to come back to the conversation. Even if I make mistakes and even if the work can be further developed, my intentions are anti-racist and I find this conversation too important to watch from the sidelines. I strive to become an ally to those who suffer from racism.

  • Interactive & Monitor-Based and Performance
  • Don't Worry, Be Happy
  • Avital Meshi
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Meshi: Don’t Worry, Be Happy
  • Summary

    The artist in this performance is strapped to an electric chair. Her face is constantly detected by an emotion recognition AI system. As long as she is detected as ‘Happy’ she is safe. However, if any other emotion is observed, she receives an electric shock to both her arms.

    Abstract

    Can we look at a person’s face and determine how they feel? AI emotion recognition systems are designed to detect faces and return confidence levels across a set of emotions such as anger, contempt, disgust, fear, happiness, sadness and surprise. Such systems already operate in our environment and might have the influence to seriously impact our lives. In the live performance Don’t Worry, Be Happy, the artist is strapped to an electric chair. Her face is constantly detected by an emotion recognition AI system. As long as she is detected as ‘Happy’ she is safe. However, each time any other emotion is observed, she receives a non-lethal, 2-second long, electric shock to both her arms. During the performance the artist changes her apparent behavior in order to free herself from the ‘punishment’ that the AI system delivers. Yet, under the threat of getting shocked, for how long can she perform this exaggerated facial expression so that the machine continues to ‘read’ her as ‘Happy’?

    The apparatus presented in this performance utilizes the electric chair as a reminder of the use of new technologies as instruments of the law. Such tools initially appeared as legitimate solutions and was later own understood as problematic and inhumane. The performance aims to remind the viewers that we are not powerless when we are confronted with AI algorithms that are looking at us. The artist resists the emotion recognition system by faking a smile. This performative engagement points out to a future of a post-algorithmic society in which we change our behavior in order to align it with algorithms in our environment.

    What is the relationship between our physical body and our digital one? What kind of new social interactions can be explored while using digital platforms? My practice focuses on new media such as video games, virtual worlds and artificial intelligence and their impact on our social environment and our culture. In my work I invite viewers to explore aspects of their own identity as it is seen through the lens of new technologies. I create large scale, immersive installations and performances where I utilize elements of new media. Viewers acquaint themselves with these technologies and examine new information which is revealed through the interaction. Inspired by ideas of relational and new aesthetics, it is my goal to create spaces where we can intermingle with the machine and better understand the reciprocal agency of both humans and machines to act.

    The proposed project relates to the theme of the conference by examining and demonstrating the capabilities and the limitations of AI emotion recognition systems. It specifically focuses on the use of new technologies for punishment and order by the hand of law enforcement. These new tools may initially seem as legitimate and humane and later on are revealed as extremely problematic. The project points out to a future of post-algorithmic society by reminded viewers that we not powerless when we are confronted with such algorithms. We have our own agency to resist and act upon these algorithms. The piece suggests that performative engagement is an active tool which enables us to alter the result of AI recognition algorithms.

  • The performance is designed to be presented as a live piece. This can be done online via three separate live video channels. One channel will present a view of the whole apparatus including the electric chair and the artist sitting on it, and the screen showing the artist’s face as it being constantly detected by the AI emotion recognition system. The second channel will present a zoomed view on the screen showing artist’s face and the results of the detected emotions. The third video will be focused on one of the artist’s arms showing the connectedness of the AI system to the body through electric patches and wires. All three videos channels will be in sync with one another so that viewers will be able to see the actual detection of emotions and the response of the system for different kinds of emotions.

  • Electronic/Robotic Object and Performance
  • Live Feed
  • Avital Meshi
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • Live Feed is a live performance in which I was sitting on a rocking chair with a fake baby in my arms and a VR headset covering my eyes. On the screen behind me, my avatar was ‘live’ inside a similar looking room in the virtual world of Second-Life. The avatar was sitted on a similar chair with a fake baby and a VR headset. On the screen behind her is another screen with an image of my real self. This goes on and on and on as one figure immersed in VR watching the world of the other. ‘Live Feed’ is intended to raise questions in regard to the medium of VR worlds and VR headsets which are being increasingly positioned as a household commodity. What does it mean to be a mother in the time of virtual reality? Moreover, what does it mean to be human in this age? What are our relationships to one another as people when we interact with each other through this technology? And which are the values that our children grow to learn in this environment?

  • Augmented Reality/Virtual Reality and Performance
  • http://www.avitalmeshi.com/live-feed-2018.html
  • Untitled
  • Aviv Kruglanski
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Kruglanski Untitled
  • In the tradition of famous old monster makers. I employ a combination of high technology with more traditional methods and last minute improvisations.

    The purpose of the monster as in every monster is to rise and disobey its maker.

    “We made our monster out of parts that don’t matter”: An old M & M, fish fins and a cow eyeball, in this case. It serves as a deformed light box as well as a horror movie home science project. It can also be perceived as romantic or sublime if looked at under the correct light with the right music in the background.

  • 3D & Sculpture
  • Mixed media assemblage with photo transparency
  • 8 x 3.5 x 8 inches
  • World Eco-Tope
  • Ayumi Kato, Masahiko Watanabe, Yusuke Fukazawa, Tomomasa Sato, and Taketoshi Mori
  • SIGGRAPH Asia 2012: Echo
  • World Eco-tope is an intuitive tele-presence art work that enables audience to feel distant country’s real time weather closely. There is no need to utilize expressions of letters, weather symbols, or voice of weather forecaster. They emphasis on “intuitiveness” to design it. Any audience from children to elderly can enjoy the weather of distant countries, including the ones they do not even know of.

    The installation owns two features: direct touchable manipulation of designating the location by the globe and comprehensive understanding of the weather by the biotope. As for the former, circle-shaped variable resistor and line-shaped one are embedded to the bottom and bow of the globe respectively. As for the latter, they reproduce the weather in the biotope by controlling three devices so as to reflect natural phenomenon including floating water down to the earth, changing lightness by sun or moon, and trees blown by the wind.

  • Installation
  • From Easel to Machine
  • Az-zet
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: IBM PC.
    Software: Paintbrush.

  • Design
  • Poster
  • 32 x 46
  • Song (from the series Opera Arias)
  • Azuma Kawaguchi and Akihiko Matsumoto
  • SIGGRAPH 1991: Art and Design Show
  • 1989
  • Hardware: Personal Computer PC-9801 RA (NEC), i80387, Super Frame.
    Software: Super Tableau PREMIUM (Sapiance Corp.).

  • 2D & Wall-Hung
  • Photographic print
  • 29.5 x 41.3
  • Dream Clanger
  • Baden Pailthorpe, Simon Howden, Rhys Healy, and Charles Gretton
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Howden, Pailthorpe: Dream Clanger
  • Dream Clanger explores the aesthetics of machine learning in sport. Using anonymous player and crowd data captured during the 2017 AFL Round 23 Swans v Carlton game, Dream Clanger re-stages the drama and flow of a match in its entirety through machine learning networks. In statistical terms, the word ‘Clanger’ refers to a turnover or a silly mistake made by a player in an AFL match. The criteria for each player’s usefulness is defined wholly by the data they generate during the game— AFL players are tracked using micro wearable units that include GPS and accelerometers. The amount of data generated from these devices in a given game is immense; every movement is tracked, stored and interpreted in an effort to understand performance and mitigate injury. Dream Clanger is a collaborative project by artist Baden Pailthorpe, computer scientist Charles Gretton and 5th-yearcomputer science student Rhys Healy at the Australian National University. It relates to the SIGGRAPH Asia 2019 theme of ‘deep dreaming’ by positioning the practical applications of AI alongside its artistic possibilities in the context of elite sport.

  • Summer
  • Bahman Kalantari
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kalantari: Summer
  • This image was produced with polynomiography, which I have defined as: “the art and science of visualization in approximation of zeros of complex polynomials, via fractal and non-fractal images, created using the mathematical convergence properties of iteration functions.” An individual image is called a “polynomiograph.” Working with polynomiography software is comparable to working with a camera or a musical instrument. Through practice, one can learn to produce the most exquisite and complex patterns. These designs, at their best, are analogous to the most sophisticated human designs. The intricate patterning of Islamic art, the composition of Oriental carpets, or the elegant design of French fabrics come to mind as very similar to the symmetrical, repetitive, and orderly graphic images produced through polynomiography. But polynomiographic designs can also be irregular, asymmetric, and non-recurring, suggesting parallels with the work of artists associated with abstract expressionism and minimalism. Polynomiography could be used in classrooms for teaching art or mathematics at every level, from elementary school to university, as well as in both professional and non-professional situations. Its creative possibilities could enhance the professional art curriculum.

    The “polynomiographer” can create an infinite variety of designs by employing an infinite variety of iteration functions. The polynomiographer then may go through the same kind of decision making as the photographer: changing scale, isolating parts of the image, enlarging or reducing, adjusting values and color until the polynomiograph is resolved into a visually satisfying entity. Like a photographer, a polynomiographer can learn to create images that are esthetically beautiful and individual, with or without the knowledge of mathematics or art. Like an artist and a painter, a polynomiographer can be creative in coloration and composition of images. Like a camera, or a painting brush, polynomiography software can be made simple enough that even a child can learn to operate it.

     

  • 2D & Wall-Hung
  • 21 in x 21 in
  • geometric and symmetry
  • Greece to Jupiter: It's a matter of energy
  • Barbara Buckner
  • SIGGRAPH 1983: Art Show
  • 1983 Buckner Greece To Jupiter
  • Hardware: Rutt Etra Cromemco Z-2
    Software: Michael Uffer, Andrea Barbakoff

  • Animation & Video
  • B & W/Silent
  • 4:45 min.
  • Circus
  • Barbara Joffe
  • SIGGRAPH 1989: Art Show
  • 1989
  • Joffe: Circus
  • 2D & Wall-Hung
  • Cibachrome print
  • 30 x 27"
  • Tower
  • Barbara Joffe
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Joffe Tower
  • 2D & Wall-Hung
  • Cibachrome print
  • 24 x 30.5"
  • untitled
  • Barbara Joffe
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Joffe untitled
  • Hardware: AT, #9 frame buffer
    Software: Lumena

  • 2D & Wall-Hung
  • photo
  • 37.5" x 31.5" in.
  • Untitled Wall Hanging
  • Barbara Layne
  • SIGGRAPH 2006: Intersections
  • 2006 Layne Untitled Wall Hanging
  • Handwoven on a floor loom, Untitled Wall Hanging builds on a long tradition of textiles and technological innovation. By weaving elec­tronic components into a large, flexible circuit, the fabric extends the ways in which cloth is able to communicate. Textiles have an extraordinary ability to impart meaning through a material language of structure, design, fibre substances, and the history of wear. The multiplicity of readings can include social, political, emotional, and intellectual content, which can become even more complex as en­vironmental and human experience invest the surface with evidence of use.

    Untitled Wall Hanging consciously considers cloth as an evolving form of communication. An ultrasonic sensor responds to the loca­tion of the viewer, triggering an LED display that presents images that shift between traditional weave structures and narratives related to the venues the piece has visited. The texts build over time, making reference to the site of production in Montreal, to its gallery installa­tion in Lincolnshire, England (where it was first displayed in a former seed warehouse) and its most recent iteration, the exhibition at SIGGRAPH 2006 in Boston. This integrated and animated surface triggers both an immediate change, and at the same time recalls its own personal history, opening a complex space for multiple interpretations.

  • The fabric is made of black linen yarns, woven in a traditional 2/2 twill pattern to give the fabric a soft drape. Insulated wires are woven alongside the yarns to create a flexible circuit. At times the warp yarns (lengthwise) change position with the weft yarns (crosswise) to follow the schematic diagram of the complex circuit. A metal stud is added at each 90 degree shift of direction. Water weights are used as a “low’tech” solution to adjusting tension temporarily on individual threads and cables as needed.

    All digital components were incorporated during the weaving process, using wire wrapping to make connections. An ultrasonic sensor detects the distance of the viewer and triggers changing messages through the woven LED array. The hanging is powered with a 5-volt adaptor that is plugged into the wall.

  • Diane Morin and Hesam Khoshneviss
  • 2D & Wall-Hung
  • Handwoven fabric with LEDs and other electronic components woven in
  • 9' x 34"
  • Endogenous
  • Barbara Martinson
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Martinson: Endogenous
  • Asa frequent traveler, I used to purchase small souvenirs as mementos. When the accumulation of stuff became overwhelming, I decided to stop buying things and capture an image that I would take home and use in digital image explorations. This has proven to be an interesting and fun exercise, and it extends the enjoyment of my travels. While manipulating a scan of an actual sea grape leaf from Miami, a landscape began to form and the notion of trees and leaves making up a landscape became a metaphor for the composition. The word endogenous means “developing inside the cell or body,” and the composition suggests this organic process.

  • 2D & Wall-Hung
  • 11 in x 14 in
  • digital imagery and nature
  • Rhumb Lines
  • Barbara Mary Keating
  • SIGGRAPH 2013: XYZN: Scale
  • 2011
  • Rhumb Lines is a playful, immersive, cinematic, interactive video installation chat explores how we think we know where we are in time, space, and history. It invites viewers to navigate a mesmerizing series of interlinked videos using location data and scanning the horizon to seek out hidden co-ordinates and signs of the River Tyne’s magnetic attraction for artists over the centuries, translated into beautiful Red One super-wide-screen images. Viewers scroll a map generated from sonar-scan data, with the GPS tracks overlaid to trigger corresponding videos. They scrub through the cinematic widescreen videos seeking journey intersections, and the frames of video are graded to look like archive paintings. Device control creates an apparent suspension of “real” time that could be staged on any waterway in the world with sonar-scan survey data.

    I was brought up by the sea, and the UK is an island nation with a significant maritime history. The River Tyne was the first place to have a Life Brigade, and subsequencly painted narratives of the sea turned from wreckage and war to the saving of lives. I began to imagine a point where all possible journeys in time and space intersect in the river’s mouth. Using daymarks, lighthouses, and modern instruments, I set out to explore it. I’m fascinated by navigational history, theory, and technology ancient and modern, and the logical outcome of following a rhumb line. After caking an initial bearing, one proceeds along chat bearing, without changing direction as measured relative to true north. An infinite spiral is traversed, because the earth is round.

    With the above in mind, I looked at local archive paintings of the river and began colourgrading video to resemble some of the paintings. I then experimented with reverse zoom, filming from vessels, panning and tilting to keep the piers at the river mouth in centre frame, but it is not possible to achieve this effect manually or in post-production. We adapted software to make GPS control the camera zoom, matching the speed of the vessel precisely using Red One digital technology. GPS tracks were recorded during filming, day and night.

  • Animation & Video and Installation
  • In the Fog
  • Barbara Mones-Hattal
  • SIGGRAPH 1995: Digital Gallery
  • 1995 Hattal: In the Fog
  • 2D & Wall-Hung
  • American Lives
  • Barbara Nessim
  • SIGGRAPH 1988: Art Show
  • 1989
  • Hardware: Amiga, polaroid palette
    Software: Deluxe Paint

  • 2D & Wall-Hung
  • Polaroid prints
  • 41" X 26"
  • Common Sense in Short Supply
  • Barbara Nessim
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Nessim Common
  • 2D & Wall-Hung
  • Computer drawing/acrylic on paper-covered Gatorfoam
  • 44 x 34 inches
  • Diana 1
  • Barbara Nessim
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 2D & Wall-Hung
  • Printer and mixed media
  • 11 x 8.5"
  • Face #111 from Face Series
  • Barbara Nessim
  • SIGGRAPH 1998: Touchware
  • 1982
  • 1982 Nessim Face #111 from Face Series
  • Beginnings and Now

    At first, I was fascinated by the idea that a computer could be used as a tool to create art. As I quickly learned the many aspects and power of this machine, I started to focus on the computer’s specific attributes. These attributes, such as a database, answered some of my long term “what-if” art goals and inspired me to explore. That was in 1980.

    One of those “what-if” wishes was to show the hundreds of line drawings tucked away in 71, completed-to-date, visual journals. Creating an ongoing database of the many drawings in these visual journals parallels the growing population.

    Communication among people, diverse and alike, are at the root of my work. With migration, immigration, integration, and population growth increasing daily, understanding among people of the same and diverse backgrounds becomes paramount. Placing drawings under different transparent national flags puts them in a global context.

    The two examples shown span two decades of digital work. The patterned face was created around 1982 on a Norpak IPS 2 computer, the first computer I used and the one learned on. The Iris print, Tic Tac Toe, is from my American Favorites series. This drawing from my journals is incorporated with a ghost of the American Flag.

  • 2D & Wall-Hung
  • Computer Image
  • 20" x 24"
  • communication and computer art
  • French Lives
  • Barbara Nessim
  • SIGGRAPH 1988: Art Show
  • Image Not Available
  • Hardware: Amiga, polaroid palette
    Software: Deluxe Paint

  • 2D & Wall-Hung
  • Polaroid prints
  • 41" X 26"
  • German Lives
  • Barbara Nessim
  • SIGGRAPH 1988: Art Show
  • Image Not Available
  • Hardware: Amiga, polaroid palette
    Software: Deluxe Paint

  • 2D & Wall-Hung
  • Polaroid prints
  • 41" X 26"
  • Random Access Memories
  • Barbara Nessim
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: Apple Macintosh IIx
    Software: MacPaint, Hypercard

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • Random Access Memories 400
  • Barbara Nessim
  • SIGGRAPH 1992: Art Show
  • 1992 Nessim Random Access Memories 400
  • The participant is invited to produce a customized book of Barbara Nessim’s drawings by choosing one of eighteen notional flags on a Macintosh screen. Software then randomly orders a selection of fourteen drawings from a potential pool of 400 and produces a document which is laser printed and assembled by the viewer. Through random selection, each book is potentially unique. This means of self publishing is only a part of the piece. A more important aspect is the use of the computer as a repository for an extended, years long body of work which will continue to grow. “Random Access Memories 200” was exhibited at SIGGRAPH ’91.

  • Installation
  • Seeking Monumental Status
  • Barbara Nessim
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Nessim Seeking
  • 2D & Wall-Hung
  • Computer drawing/acrylic on paper-covered Gatorfoam
  • 44 x 34 inches
  • Staircase of Men
  • Barbara Nessim
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Barbara Nessim Staircase of Men
  • Hardware: IBM PC, Scion PC640
    Software: Time Arts-Easel

  • 2D & Wall-Hung
  • Print
  • 16 x 20 in.
  • The Gift
  • Barbara Nessim
  • SIGGRAPH 1987: Art Show
  • 1987 Nessim The Gift
  • Hdw: NEC PC 100
    Sftw: Basic

  • 2D & Wall-Hung
  • Ink Jet
  • 24" x 30"
  • Thoughts of the Moon
  • Barbara Nessim
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Nessim Thoughts of the Moon
  • 2D & Wall-Hung
  • pastel
  • 44 x 33"
  • Tic Tac Toe from American Favorite Series
  • Barbara Nessim
  • SIGGRAPH 1998: Touchware
  • 1996
  • 1996 Nessim Tic Tac Toe from American Favorite Series
  • Beginnings and Now

    At first, I was fascinated by the idea that a computer could be used as a tool to create art. As I quickly learned the many aspects and power of this machine, I started to focus on the computer’s specific attributes. These attributes, such as a database, answered some of my long term “what-if” art goals and inspired me to explore. That was in 1980.

    One of those “what-if” wishes was to show the hundreds of line drawings tucked away in 71, completed-to-date, visual journals. Creating an ongoing database of the many drawings in these visual journals parallels the growing population.

    Communication among people, diverse and alike, are at the root of my work. With migration, immigration, integration, and population growth increasing daily, understanding among people of the same and diverse backgrounds becomes paramount. Placing drawings under different transparent national flags puts them in a global context.

    The two examples shown span two decades of digital work. The patterned face was created around 1982 on a Norpak IPS 2 computer, the first computer I used and the one learned on. The Iris print, Tic Tac Toe, is from my American Favorites series. This drawing from my journals is incorporated with a ghost of the American Flag.

  • 2D & Wall-Hung
  • Iris print
  • 23.5" x 31.5"
  • communication and computer art
  • Two Shadows Outside Two Women
  • Barbara Nessim
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Barbara Nessim Two Shadows
  • Hardware: IBM PC, Scion PC640
    Software: Time Arts-Easel

  • 2D & Wall-Hung
  • Print
  • 16 x 20 in.
  • Under Wraps
  • Barbara Nessim
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Nessim Under Wraps
  • 2D & Wall-Hung
  • computer-generated stereo slides
  • 18 x 14.5"
  • Untitled
  • Barbara Nessim
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Installation
  • Macintosh microcomputer and five printer drawings
  • Veiled Egg
  • Barbara Nessim
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Laser print xeroxed on rag paper, hand painted with acrylic
  • 44 x 34 inches
  • Kalyian
  • Barbara Sykes
  • SIGGRAPH 1987: Art Show
  • 1987 Sykes-Dietze Kalyain2
  • Kalyian was inspired by the blind princess from the island of Samar, a freedom fighter and founder of the Philippine martial art Kali. Blind since birth, this legendary princess possessed an extraordinary sixth sense and sensitivity towards energy and life forces that she could not be defeated by even the fiercest of warriors. Kalyian is a modern-day personification of the female warrior spirit. It depicts the timeless battle of women, whose inherent warrior qualities are first fought, then realized, and eventually developed into harmony with the total self. It is the same force that gives women of this nature, the strength to survive and succeed. Kalyian combines technology with techniques drawn from Kabuki Theater, dance and Kali to depict both a primordial and futuristic sensibility. In the tape, Kalyian encounters a figure clothed in black, face concealed. Narrow beams of light cut across a darkened space.

    Like two cats, they move about, appearing and disappearing into the shadows. At one point, the figure in black eludes her by leading her into a maze. As soon as Kalyian enters the maze, the space becomes alive; a montage of images bombards her. She responds instantly and attacks. Eventually, she becomes aware she is fighting her own fears, anger and aggression. The more conscious she becomes of this, the less fighting and destruction occurs. From this realization, Kalyian transforms her weapon into a flute to communicate through music to the figure in black. The figure responds to the music through dance. Image after image of the figure in black join in, moving together in harmony, they become one. Then, the figure reveals to Kalyian, her past actions and moments of self-realization. More and more, Kalyian recognizes parts of herself before her, until once again she is face to face with the figure in black. At this point, Kalyian realizes her subconscious has been her guide, leading her into self-realization and eventual transformation into a higher form of awareness. Kalyian has resolved her internal conflicts and is in harmony with herself

  • Hdw: Datamax UVI/Mirage
    Sftw: Zgrass

  • Animation & Video
  • Video
  • 10:00 min.
  • Video Haiku
  • Barbara Sykes
  • SIGGRAPH 1982: Art Show '82
  • 1980-1982
  • 1982 Sykes Waking
  • A study of motion visually displayed as light. Movement is electronically captured with the quality of charcoal on paper. Rhythmically, the image as energy expands, reaches a summit and then disappears. Momentarily, traces of its path are perceptible.

  • Hardware: Sandin Image Processor

  • Animation & Video
  • Video
  • motion
  • SST vs Capitol
  • Barry Wessler
  • SIGGRAPH 1986: A Retrospective
  • 1972
  • Image Not Available
  • Animation & Video
  • 3.75 minutes
  • Flow Bronze
  • Bathsheba Grossman
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Grossman: FlowBronze
  • I’m a digital sculptor, using metal and glass to create abstract geometries in space. This work explores order in space: tensions between inside and outside, the point at zero and the point at infinite distance, how the dimensional axes can be alike and different. I got interested in these things as an undergraduate in mathematics, wanting to cross over from formal abstractions into working with physical shapes, and sculpture gave me the way.

    I’m often asked whether these pieces are based on logic or intuition. If this is a multiple-choice question, it’s not an easy one: let’s say that my intuition operates with mathematics at the back of its mind. The process is pure analog. I push things with my hands until they look good to my eyes, but the results show that my creative engine is inextricably fused with geometrical intuition. My work is to explore and extend the fertile region between sculpture and mathematics.

  • My designs exist first as CAD models, and they enter the physical world as wax or plastic parts built by rapid-prototyping technology. Then they’re translated into metal by the ancient and effective lost-wax method, and I finish the bronzes using hand tools that Praxiteles would recognize. So the process moves, as it were, backward in time: from virtual idea to hand-finished metal.

    The sculptures are made in limited editions, but without mold-making; each instance of a piece is cast directly from a new prototyped model. It’s impossible to make molds of my work. It is too involuted for even flexible tooling to work, so without prototyping there could be no editions at all.

    Prototyping technology is a young, crude business as I write this, but it’s the germ of an artistic sea change. It brings sculpture into the company of poetry and music, among the eternal media. Because the originals of my work are now data, they transcend location, medium, and time. Ultimately, in my lifetime I hope, art sculpture will be manufactured on demand, at the size, medium, and price point requested by the viewer. Far from threatening the value of sculptures by eroding their scarcity, I believe that this will allow them to reach their natural audience, so that they can be owned by everyone who likes them. We are standing at the Gutenberg moment for sculpture: it will soon be affordable, ubiquitous, and-like everything else that shares those properties-digital.

  • I begin by contemplating a shape: maybe a familiar solid such as the cube, or a more esoteric one like the snub cube or rhombic dodecahedron. I think about it with some modeling clay in hand, and perhaps some possibilities develop; eventually something emerges that might be interesting to build. Sometimes it isn’t easy to visualize, but usually I can at least indicate my idea in the plasticene well enough to remember it.

    Next I need a CAD design. I make this by re-modeling the piece, rather than attempting to digitize it, as no scanner can pick up all the involutions of these forms. Here I fine-tune the design, making precise what was rough in the clay, nailing down proportions and details. This is the longest and hardest part: many, many days can go into the model, and when I finally see it printed, as often as not it goes back to the drawing board.

    When I have the model complete in the computer, I print it on my 30 printer, or if the piece is to be large, send it to a service bureau. In either case, a physical model is fabricated from my CAD design by building it up in layers, one layer at a time. This additive method allows very free geometry; it’s not nearly so limiting as CNC methods, in which the piece is carved. During the build, support for undercuts is provided in various ingenious ways. The machine I have, a Solidscape Modelmaker II, builds support structures in a different material from the actual part, and the supports are dissolved away in a solvent bath after the build is done.

    The result of the prototyping process is a strongly grained model, showing the layers it was made with, that can look a little like rough wood. The material is plastic or wax, and it may be more or less durable, but in no case is it pretty. The next step is to cast it into a material that is both aesthetic and archival: metal.

    This is done by the lost-wax method, an ancient and flexible casting process that can handle almost any geometry. The disadvantage to this method is it destroys the original model (hence “lost-wax”), so a new wax is required for each casting. For most sculptors, multiple-waxes models can come from a mold, but since that isn’t possible for my designs, I build a new prototype for each piece.

    I finish the rough castings with hand and power tools: files, grinders, polishers, an occasional weld. The piece·is darkened with a hot chemical patina. In some areas, the texture is left intact for a rich surface. In others, I abrade it lightly, and for highlights, it’s polished away entirely. Finally the piece is lacquered to protect the finish, and it’s done: my geometrical intuition has been realized in the physical world.

    Online gallery for bronzes: bathsheba.com
    Silver sculpture and jewelry: microsculpture.com
    Prototyping service bureau that specializes in small-scale creative projects: protoshape.com

  • 3D & Sculpture
  • bronze cast from CAD/CAM prototype
  • 9 x 6 x 6 inches
  • abstract, geometric, and mathematics
  • Mathematical Sculptures
  • Bathsheba Grossman
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Mathematical Sculptures Bathsheba Grossman
  • I am often asked whether my designs originate in logic or intuition, and the answer must be both: my intuition is guided by logic, and it seeks order and symmetry. The sculptures come into existence as visualizations, which are translated into virtual 3D models. They enter the physical world by various computermediated manufacturing processes (in the case of these pieces, 3D metal printing). Lastly, they are hand finished by assembling, burnishing, or any other craft methods that may be required.

    Thus the process moves backward in history: from imminent idea to high technology to hand-finished metal. Because the originals of my work are data, they transcend location, medium, and time, and they move us away from the history-bound, privilegedoriginal model of art making. Art can now take its value from its inherent nature without reference to time, place, or artificial scarcity.

    We are standing at the Gutenberg moment for sculpture, where to be digital is to be nameless yet immortal. These designs honor the emergence of sculpture as a digital medium, sounding a timeless note of purity and symmetry at this pivotal moment in the history of art.

    The material of these sculptures is a sintered steel-bronze composite metal manufactured by Ex One’s Prometal process, then hand-finished in my shop. Software includes Rhinoceros, Mathematica, Surface Evolver, Materialise Magics, and Perl scripts written by me. The Gyroid, Schwartz surfaces and the Snub 24-Cell are purely algorithmic; the remaining three designs are non-computed (“handmade” CAD models).

  • Design
  • Sun Star
  • Bathsheba Grossman
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Grossman: Sunstar
  • A cube and octahedron in their dual positions, given a twist and expressively formed.

    I’m a digital sculptor, exploring art and mathematics by means of metal and technology. My work studies order in 3-space: inside and outside, the point at zero and the point at infinite distance, how the dimensional axes can be alike and different. It’s a road map to how we live in the (apparently) Euclidean world.

    I’m often asked whether these pieces are based on logic or intuition, and I must answer “both.” My intuition is shot through with love of logic and order. Studying hasn’t done it any harm either. I once worked with a California psychic who would say: “My inner child has been around for years, and she knows all the tricks,” and I’d say the same: my intuitive/creative germ has benefited from a lot of mathematical education.

    My designs exist first as ideas, then as CAD models, and they enter the physical world as parts produced by various CAM processes. Finally, they’re finished by hand assemblage, painting, chasing, and whatever craftsmanly methods are required. So the process moves backwards in history, from virtual idea to hand-finished metal. Considering the many technologies I use (laser etching, laser cutting, 3D printing, and so on) the actual experience is surprisingly analog: much of the time, I simply push things with my hands until they look right to my eyes.

    CAD/CAM is a young, crude, difficult, under-used medium as I write this, but in it is the germ of an artistic sea change. It brings sculpture into the company of poetry and music, among the eternal media. Because the originals of my work are data, they transcend location, medium, and time. Ultimately (in my lifetime I hope) art sculpture will be manufactured on demand, at the size, medium, and price point requested by the viewer. Far from threatening the value of sculpture by eroding their scarcity, I believe that this will allow them to reach their natural audience, so that they can be owned by everyone who likes them. We’re standing at the Gutenberg threshold for sculpture: it will soon be affordable, ubiquitous, and, like everything else that shares those properties, digital.

    Apart from the great historical moment, I hope you’ll enjoy this piece for itself. I’m a full-time artist supported by sales, and in the end it is all about enjoyment I found pleasure and tranquility in designing and making this object, and I hope you find pleasure and tranquility in observing it.

  • 3D & Sculpture
  • 12 in x 12 in x 12 in
  • abstract and technology
  • Untitled
  • Beatrice De Fays
  • SIGGRAPH 1987: Art Show
  • 1987 De Fays Untitled
  • Hdw: PC based
    Sftw: Artron

  • 2D & Wall-Hung
  • 11" x 14"
  • Heavenly Bodies
  • Beatrice Haines
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Haines: Heavenly Bodies 1
  • My work focuses on relationships between the scientific and emotional, grotesque and beautiful, micro and macro and life and death.

    When my grandmother died, I became fascinated by her cherished possessions left behind. Each object acquired a poignancy that had previously not existed. Although void of life, her house took on the role of a museum of personal antiquities and a proof of her existence. I held onto the memory of my grandmother by recording as many objects and traces as I could; scuffs on the carpet, tea stains, strands of hair left in her comb.

    In ‘Heavenly Bodies’, a scanning electron microscope was used to visualize my grandmother’s gallstones in minute detail. Each tiny stone was increased in scale and exhibited glowing in a dark room, resembling meteorites. Materials within the body are likened to materials in space. Like some meteorites, gallstones grow through a gradual process of accretion. They could also be compared to human pearls as like a pearl they can contain calcium carbonate, yet they are generally viewed as grotesque. The re-appropriation of these forms perceived as mundane to the outsider, prompts questions about the nature of beauty and human perception.

    Since this experience, my artwork has been heavily influenced by traces. Although the human is often absent, the object left behind acts as an anthropomorphic portrait that, like forensic evidence, tells its own story. However, this trace harbors its own secrets and is sometimes not what it seems. Objects that hold a personal resonance are raised to the status of relics despite their interpretation as mundane by the outsider. The re-appropriation of such objects gives them new life and meaning.

    Whilst taking on the importance of a relic, the subject is treated in a similar way to a scientific specimen and made to look sterile despite its emotional value. It is not only dehumanized in this way but makes us question our preconceived views of such things conditioned into us from infancy.

    As well as a scientific aesthetic, I employ scientific methods. Electron microscopes measure the topography of the specimen. Like the Hubble space telescope, I use a process of collage to gather data and construct a complete image. This method allows me to accurately and intricately record an object. My ‘specimen’ is excessively and obsessively recorded. It is both cherished and violated in its study; a victim of voyeurism and the gaze.

  • Media Used: Scanning Electron Microscope, Adobe Photoshop.

  • 2D & Wall-Hung
  • Imagined Field From The Decomposition Of An Apparatus
  • Ben Bogart
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Summary

    Produced during the Leaning Out of Windows project (an interdisciplinary dialogue between artists, scholars and physicists) this large-scale collage is composed of ~130,000 fragments extracted from photographs of a particle accelerator facility. The boundaries of segments and final composition are determined by unsupervised clustering where patterns are grouped by similarity.

    Abstract

    This work was produced in the context of the Leaning Out of Windows project, where artists, scholars and physicists are placed in collaborative dialogue in the development of new artistic works. One of the overlaps between experimental particle physics and my own work is the deconstruction of material in order to inspect the nature of objects and their constituents. The source material for this work is a set of photographs of the experimental apparatus of the TRIUMF particle accelerator. The emphasis of the photographs is the beam-lines that facilitate the transport of various particles in the apparatus, which resembles a industrial factory. The various exotic particles are made through acceleration, filtering and collision. I often work with photographic imagery and machine learning methods to question the relations between objects and contexts, reality and imagination, and realism and abstraction.

    This image is composed from ~130,000 image fragments extracted from 100 photographs taken at TRIUMF. Image fragments are constructed by the algorithmic selection of areas of somewhat uniform colour. The edges of these fragments are an emergent result of the interaction of a segmentation algorithm and the photograph. The image is constructed by collaging these fragments where placement is determined by grouping fragments, according to colour and orientation, using a self-organizing machine learning algorithm. The macro-structure is then also an emergent result, this time following from the interaction between the self-organizing algorithm and the set of photographic fragments. While I have used this fragmentation process in other works, it was my exposure to Karen Barad’s concept of “cutting together/apart”, that solidified by thinking on objects as resulting from the creation of boundaries through (inter)intra- action. This conception aligns very closely to what I’ve been thinking about as Machine Subjectivity that is enabled by imagination as boundary-making and a critique of classification.

  • 2D & Wall-Hung
  • The Jackals
  • Ben Chang, Mary Lucking, Silvia Ruzanka, Andrew Sempere, and Dmitry Strakovsky
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Chang, Lucking, Ruzanka, Sempere, Strakovsky: JackalPoster
  • Appropriation is a commonly heard piece of artspeak which is used to discuss the deliberate reworking of one work into another (often unrelated) work. The Oxford English Dictionary expands this definition to include the phrase “without authority,” and although this is usually true, appropriation is not synonymous with plagiarism. The key difference is that while plagiarism is outright theft by misrepresentation, appropriation is recontextulization for the purpose of discovering additional meaning.

    Both artists and engineers who work with technology should be intimately familiar with this and other themes the Jackals are exploring. As technology artists, the “medium” of the Jackals’ work is very often the end product of someone else’s work. The pieces they develop, composed often as not by appropriated consumer technology, represent a recontextualization of the end product of a commercial process.

    Although appropriation is not new nor limited to art—it is perhaps similar if not synonymous with “reverse engineering”—the Jackals are lending the process a fresh face by openly acknowledging it and taking it a step further: by inviting the attendees and organizers of SIGGRAPH to participate in their process.

    Except in few special cases, artists who are also technologists are not privileged to start their work from scratch. Painters may have once mixed their own pigments, and may do so again, but net artists do not build their own Internet (nor do they wish to).

    The art world has long championed the individual, elevating signatures to logos and turning galleries into showrooms. The Jackals reverse this “cult of the individual” by publicly recognizing their own reliance on others as artists, technologists, and humans living in our technology-laden (if not driven) society. Rather than search for the next “big idea,” the Jackals recognize the collaborative necessity of human experience. “Big ideas” emerge on their own, and they could not do what they do without the help of others. Frankly, neither can we.

  • 2D & Wall-Hung and Performance
  • appropriation and technology
  • OscilIon 1049
  • Ben F. Laposky
  • SIGGRAPH 1986: A Retrospective
  • 1960
  • 2D & Wall-Hung
  • Photograph of analog screen
  • 11 x 14 in.
  • Oscillon 40
  • Ben F. Laposky
  • SIGGRAPH 1986: A Retrospective
  • 1952
  • 1952 Laposky Oscillon
  • 2D & Wall-Hung
  • Photograph of analog screen
  • 11 X 14"
  • What About Job?
  • Ben Maggos
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • What About Job? is akin to a Socratic dialogue on the fundamental philosophical question of free will. The work explores how one’s own innate response to this dilemma shapes the qualities and attitudes of one’s life. The artwork doesn’t provide a singular answer to these questions.
    Instead, the unique qualities of interactive cinema become a tool of inquiry with the same stakes as those that exist in a textual essay. By doing so, those qualities extend the vernacular of interactive cinema through its own syntactical inventions, but, far from developing an obscure lexicon, its form allows the viewer to move through the ideas in ways that unfold its questions. From this piece, the poignancy of daily activities as a reflection of one’s own reconciliation with questions of good, evil, and free will become clear. The interactive form becomes an extension of our own lived inquiry into these questions.

  • Shockwave was used to create an interface to dozens of interactive video streams.

  • Interactive & Monitor-Based
  • Magic Mirror
  • Benedict Sheehan
  • SIGGRAPH 2006: Intersections
  • 2006 Sheehan Magic Mirror
  • Illusion is my art form. I use my technical and creative skills to produce deceptive art that challenges and interactively engages the participant creatively. I aim to present technology in innovative guises and forms, away from its usual habitat and parameters. I want to persuade the participants to interact with technology in ways that expand their own perception of art and technology, and provoke thought about the world about them.

    Using a mirror to interact with a different universe challenges our sense of normality; by lifting the participant from the usual, the Magic Mirror captivates the participants’ intellect and creativity. The butter­flies in the mirror appear to be just in front of your body, so that you can reach out and play with them. Different types of motion change the behavior of the butterflies so that the participant is encouraged to interactively engage with the image in the mirror.

    As a digital artist, I feel my challenge is to make digital art accessible. I use natural body motion to interact with technology: walking, jumping up and down, waving your arms, rolling the eyes, or twiddling your little finger. This allows even people who are techno-­shy to access technology and, therefore, technology within art.

  • The Magic Mirror goes beyond the normal projected digital image by merging the participant’s own reflection with computer-generated imagery. A webcam is used to capture the participant’s image, which is then processed by custom software to detect motion and intent. A difference engine detects motion, which is stored as a history so that the intent of the participant can be calculated.

    The butterflies are then projected onto a rear-projection screen within a hidden room. The graphics environment OpenGL has been programmed to render the butterflies.

    The viewer looks into a two-way mirror mounted on a false wall of the hidden room, where they see their own reflection, and, because of a hole behind the mirror, they also see the computer-generated imagery on the screen. The distance of the screen from the mirror controls the reflected appearance of the sprites. The butterflies can appear to be just in front of the participants, encouraging them to reach out with their hands (or other body parts).

    A high-power data projector is used, as the nature of a two-way mirror inhibits half the light intensity from both the reflected image and the projected image.

  • 3D & Sculpture
  • 40" x 20"
  • Interactive art object
  • A Written Perspective
  • Benjamin Forster
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2012
  • 2012 Forster: A Written Persective
  • This video work is in part an illustration of the philosophical proposition, “the world is written”, and in part a critical experiment into the ever increasing rationalisation of imagery though ubiquitous mediation. Using a custom text detection algorithm, footage from around the Joondalup Shopping City has been processed; everything that is not determined a word is erased. This custom algorithm does not look for known letters, but rather in an attempt to avoid anglocentrism checks for properties common to the written word across all cultures.

  • Software: C++ / Macbook Pro.

  • Animation & Video
  • Video
  • 15:16 min.
  • Computers Watching Movies
  • Benjamin Grosser
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2013
  • 2013 Grosser: Computers Watching Movies
  • The heart of digital technologies is software, a human-designed structure for computation that gives these technologies agency and enables them to interact with others. I focus on the cultural, social, and political effects of software. What does it mean for human creativity when a computational system can paint its own artworks? How is an interface that foregrounds our friend count changing our conceptions of friendship? Why do we become emotionally attached to software systems and what does this attachment enable for those who made them? To examine questions like these, I construct interactive experiences, machines, and systems that make the familiar unfamiliar, revealing the ways that software prescribes our behavior and thus, how it changes who we are.

    Computers Watching Movies shows what a computational system sees when it watches the same films that we do. The work illustrates this vision as a series of temporal sketches, where the sketching process is presented in synchronized time with the audio from the original clip. Viewers are provoked to ask how computer vision differs from their own human vision, and what that difference reveals about our culturally-developed ways of looking. Why do we watch what we watch when we watch it? Will a system without our sense of narrative or historical patterns of vision watch the same things? In this way, the work seeks to reveal the hidden ways that culture is automating human vision.

  • Media Used: computational video.

  • Animation & Video
  • Computational Video
  • 15:10 min.
  • Facebook Demetricator
  • Benjamin Grosser
  • SIGGRAPH 2016: Data Materialities
  • 2012
  • 2016 Benjamin Grosser, Facebook Demetricator
  • Networks—especially social networks and news aggregators on the internet, such as Facebook, Vine, Twitter, YouTube, DIGG, and others—rely on numbers to rank and catalog content and status. People interacting online are now using these numbers as a form of “social currency” to rate each other based on how many friends they have, how many “likes” they earn on their Facebook and Instagram posts, and how many votes of approval they need to sell more products on sites like eBay, Amazon, and Etsy. Illinois-based artist Benjamin Grosser takes these numbers and metrics as a critical starting point: recognizing the self-perpetuating system of numericizing online activity (friends, “likes,” comments, votes, etc.), he decided to create an antidote.

    Facebook Demetricator deletes the virtual approval rankings from the interfaces that we interact with every day. Grosser states that his goal was to move the emphasis away from “how many friends you have or … how much they like your status,” and redirect it toward “who [you] are and what [you] said” [8]. Instead of focusing on the metrics, we can relax and engage with the reason we go online in the first place: to connect with others. As a result, using the Facebook Demetricator reminds us how much of our online activity is tracked, measured, numbered, and categorized into rankings and schematics. Ultimately, these analytics are used to elevate and perpetuate these companies’ bottom lines.

  • Internet Art
  • from this side of space to the other side of the signal
  • Benjamin Rosenthal
  • SIGGRAPH Asia 2017: Mind-Body Dualism
  • 2017 Rosenthal: This Side of Space
  • “from this side of space to the other side of the signal” is a two-channel piece that engages both the history of early video tools and contemporary forms of 2D and 3D animation. Using these analog tools as a way of addressing the historicity of the body, and as a way of defining the space of bodies (via their moving textures) in novel as a way of engaging our contemporary hybrid experience. Queering the distinctions between subject, object, transmission, physicality and the ephemeral larger questions about the nature of our technocultural existence rise to the surface.

  • Animation & Video
  • MANDALA
  • Benjamin Vigoda
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Vigoda MANDALA
  • Computers have enabled widespread changes in how music is cre­ated and shared, but in the area of musical notation, innovation has been mainly limited to improvements in the ability to edit conven­tional sheet music. MANDALA is an animated graphical language for guiding improvisation, an electronically mediated game piece, draw­ing inspiration from the musical and theatrical game pieces of artists such as John Zorn, Viola Spolin, and Del Close. The piece seeks to provide an architecture for musical expression that simultaneously allows for both emotional spontaneity and formal satisfaction.

    In the earliest Inda-European religions, “mandala” was the term for a chapter or collection of mantras or chanted hymns. Today, the word more commonly refers to visual artworks with ceremonial and spiritual significance in the Tibetan Buddhist tradition, often composed by multiple monks/artists working simultaneously. Similarly, MANDALA seeks to create a spatial/temporal structure for guiding collaborative creativity. To compose with MANDALA, we write algorithms that encode a grammar for a set of allowed inter­musician interactions or activities. The instruments employed by the musicians must be flexible enough to allow each musician to play various roles that are proposed to them during the piece. The players gather around a circle of light. Within this circle, are many smaller circles of light in varying sizes and colors. Ornamented, translucent, spinning, these images communicate the structure of a particular musical piece to the participants while simultaneously creating a syn-aesthetic theater space for the music.

  • MANDALA employs a video projector and Mitsubishi DiamondTouch table to provide an interactive musical notation that all of the musi­cians can see and interact with simultaneously. The DiamondTouch table multiplexes the rows and columns of its surface with a signal that is capacitively sensed by individual receivers in each musician’s seat, enabling multi-user, multi-hand touch position tracking.

    The MANDALA grammar is composed of a number of graphical elements representing instructions to the musicians. For example, if a MANDALA icon is approaching you, prepare to begin playing abruptly when it reaches your place setting. Similarly, you must abruptly stop when your MANDALA icon returns to the center of the table. Fade in and fade out of a MANDALA icon represent crescendo and decrescendo, respectively.

    Each MANDALA icon may also present information (traditional nota­tion, text, a countdown timer, visual imagery, etc.) suggesting an activity to a musician. An arrow from one MANDALA icon to another represents temporal dependence and therefore indicates leadership and supporting roles. We have found that a satisfying MANDALA piece tends to involve most musicians in both following and leading roles, often at the same time. More generally, we have found that many social interactions in music or violations thereof can be encoded by the presence or absence of various rules in a MANDALA composition.

  • David Merrill, Shawn Hershey, and Erik Nugent
  • Performance
  • Musical improvisation mediated by computer graphics
  • Flare
  • Benoit B. Mandelbrot
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Mandelbrot Flare
  • Hardware: IBM 3090, Celco
    Software: Special

  • 2D & Wall-Hung
  • photo
  • 24" x 24" in.
  • The First Fractal Island
  • Benoit B. Mandelbrot
  • SIGGRAPH 1986: A Retrospective
  • 1974
  • Image Not Available
  • Animation & Video
  • 0.5 minutes
  • Audio Ballerinas
  • Benoit Maubrey
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Maubrey AUDIO BALLERINAS
  • My decision in the early 1980s to stop working with pigments and canvas came from a desire to interact directly with public spaces. By building loudspeakers into clothes, I could intervene in any given environment in a temporary and cost-efficient way.

    In 1989 the AUDIO BALLERINAS started using a variety of electronic instruments in order to personally interact with their environment. Among others, light sensors that enabled them to produce sounds through the interaction of their movements and the surrounding light. A variety of other electronic instruments (movement sensors, samplers, contact microphones, and radio receivers) allowed them also to individually work with the sounds, surfaces, topographies, and electromagnetic waves of the space around them. The dancers were then collectively choreographed into “audio ballets.” To this date the AUDIO BALLERINAS are still a very active, vibrant and successful performance project.

  • Loudspeakers, circuit boards, and electronics in general can be salvaged from modern junk and disguarded toys. My artistic tools are electroacoustic clothes: costumes and suits equipped with loud­speakers, amplifiers, and various surplus electronics parts that allow the individual wearers to react acoustically to their environment. Basically, each person wears one part of a composition: the position of the individual “audio actors” and their movement within a space produces the final composition. The orchestration of the mobile sounds creates the final musical score.

  • Performance
  • Performances with electro-acoustic clothes
  • Audio Ballerinas
  • Benoit Maubrey
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Image Not Available
  • Hardware: Electronic Clothes with Digital Memories and Loudspeakers

  • Performance
  • AnthroDance
  • Beth Warshafsky
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • An exploration of human motion through dance and technology. A series of dances is translated (through motion-capture sensors) into data in a digital 30 environment. The data are then re-interpreted through an aesthetic process via 20 and 30 animation processing and editing. The process is a fusion of a istic and technological sensibilities.

    In “AnthroOance,” motion provides both an armature of expression and a source of data from which to draw new relationships in animation. The 30 environment opens choreographic possibilities among dancer, camera, space, and time.

    Bringing the data into the (physical) confines of the computer expands the (ephemeral) possibilities for interpreting movement. This allows the work to develop beyond what would be possible in the physical world.

    Across the forms, the dancer’s original motion forcefully transcends the limitations of digital media, allowing technology to enhance, rather than override, the physical experience. The end result, translated and reinterpreted through digital media, is a sensory fusion of human motion, technology, and music.

    The body and the computer are equally essential to the project – in the absence of either, it would cease to exist.

  • Producers: Beth Warshafsky, Ellen Scott

    Sound: Gerry Heminway

  • Animation & Video
  • Experimental Animation
  • Length 3:00
  • In the Country
  • Beth Warshafsky
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Warshafsky: In the Country
  • Originally trained as a painter and printmaker, I became involved with broadcast design and animation as it was emerging in the mid-1980s. I immediately began working with my new tools and creating time-based works: short 2D video/computer-animated poems.

    These prints represent a return in my work to 2D image making. But they also represent something new (the beginning of an exploration of sourcing time-based works and bringing them into a unique impression): a single image. How will the content change as it moves between media? What is the relationship between a still that can be viewed indeterminably and a sequence of images unfolding over time? What about materiality in digital prints? Or the relationship of sequence to time in artists books? Once made, the still can be broken into pieces and ordered into time once more. This “intermedia” approach allows for new relationships and instances between stillness and motion and the framing of content.

    In these particular prints, the vertical format allows me to work with a sequence of Quick Time frames. These are layered and manipulated, and include text from a dream. I am interested in exploring subjective experience as well as the multiple frames that create that personal subjective narrative. Using dreams, memories, and diaries as points of departure, I am interested in the spaces and transitions between our experiences that make the day to day that is the weave of our lives.

  • 2D & Wall-Hung
  • 16 in x 51 in
  • image manipulation, memory, and text
  • The Springs
  • Beth Warshafsky
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Warshafsky: The Springs
  • Originally trained as a painter and printmaker, I became involved with broadcast design and animation as it was emerging in the mid-1980s. I immediately began working with my new tools and creating time-based works: short 2D video/computer-animated poems.

    These prints represent a return in my work to 2D image making. But they also represent something new (the beginning of an exploration of sourcing time-based works and bringing them into a unique impression): a single image. How will the content change as it moves between media? What is the relationship between a still that can be viewed indeterminably and a sequence of images unfolding over time? What about materiality in digital prints? Or the relationship of sequence to time in artists books? Once made, the still can be broken into pieces and ordered into time once more. This “intermedia” approach allows for new relationships and instances between stillness and motion and the framing of content.

    In these particular prints, the vertical format allows me to work with a sequence of Quick Time frames. These are layered and manipulated, and include text from a dream. I am interested in exploring subjective experience as well as the multiple frames that create that personal subjective narrative. Using dreams, memories, and diaries as points of departure, I am interested in the spaces and transitions between our experiences that make the day to day that is the weave of our lives.

  • 2D & Wall-Hung
  • 15 in x 52 in
  • image manipulation, memory, and text
  • Self-Portraits (Versions 1-3)
  • Beverley Hood
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Hood: Self-Portraits (Version 1 - 3)
  • Self-Portraits (version 1 – 3) is a series of larger-than-life digital prints that reflect upon the tradition of portraiture (in particular, the artist’s self-portrait) and explore the potential of this genre in the 21st century.

    The work was created using 3D character-animation software, selected as a contemporary medium and logical progression of tools available for figurative representation and modeling. With these tools, three computer-generated portraits (version 1 – 3) were created. They begin with “sketched” version I, which retains much of the software’s default figure proportions, and become progressively more detailed and realistic in the subsequent versions. However authentically rendered, all the resulting figures retain a strongly synthetic nature. The portraits are reminiscent of computer-game characters, yet they present a progressive development toward a more “normal” body shape. This normality provides a level of contradiction to the work. Although the figures are very obviously computer generated, they do not present the stylized shapes normally associated with 3D characters (in computer games, etc). Rather than the normally centimeters-high computer-generated characters we encounter on screen, the large scale of the prints presents the viewer with figures of relative proportions to the human body. This uncomfortable enlargement is intensified by the figures being in fact slightly too large, provoking a somewhat intimidating presence.

  • 2D & Wall-Hung
  • 225 cm x 84 cm
  • 3D image, digital portrait, and digital print
  • Life on a Slice: Temple of the Goddesses
  • Beverly Reiser and Hans Reiser
  • SIGGRAPH 1992: Art Show
  • 1992 Reiser Reiser Life on a Slice
  • An interactive video/computer installation that explores choice making. It provides an environmental metaphor for decision-making based on information slices.

  • Music by Bill Fleming. Hans Reiser’s participation courtesy of The IBM Research Center at Almaden.

  • Installation
  • Untitled as of this Moment
  • Bill Bell
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Proprietary
    Software: Proprietary-B. Bell

  • Installation
  • Light emitting diodes and computer memory chips
  • 72 x 5 x 2 in
  • Skin State
  • Bill Curtis Jr. and Robert Hamilton Jr.
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Curtis Jr, Hamilton Jr Skin State
  • Installation
  • Installation of ink-jet printouts
  • 5 x 25'
  • Circus
  • Bill Davison
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Davison Circus
  • 2D & Wall-Hung
  • Screen print
  • 30 x 42"
  • Ms. Muffett
  • Bill Etra and Lou Katz
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Animation & Video
  • 3 minutes
  • Reflections #3
  • Bill Etra
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Etra Reflections
  • Hardware: Via Video System 1

  • 2D & Wall-Hung
  • B&W photograph
  • 20 x 24 in.
  • photography
  • The Black Lung
  • Bill Hill
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • The Black Lung is a piece from the Techno-Darwinism series on the effect electronic technology is having on the human body’s evolutionary process and how the theory of artificial selection is fostering increased genetic reliance on the machine.

  • 2D & Wall-Hung and 3D & Sculpture
  • 2D/3D wall-mounted kinetic sculpture
  • 4 feet X 3 feet X 1 foot
  • evolution, kinetic sculpture, and technology
  • Chicago- Skidmore, Owings, and Merrill
  • Bill Kovacs
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • Image Not Available
  • Animation & Video
  • 2 minutes
  • Still Movement - Chimes
  • Bill Linehan
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Linehan Still Movement- Chimes
  • Hardware: Amiga, Digi-View digitizer, Liquid light
    Software: DigiPaint, Digi-View, Pix-mate, DPaint

  • 2D & Wall-Hung
  • photo
  • 23" x 17" in.
  • The Watch Detail
  • Bill Seaman
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Image Not Available
  • Hardware: Apple Macintosh II, Interface from modem port to Pioneer 4200 NTSC Display Sony PVM 2″ monitor, Mixer with effect send/receive.
    Software: Hypercard, Alessis MIDI Proverb reverb.

  • Installation and Interactive & Monitor-Based
  • interactive installation
  • Safe Sex: Reconfigurations of Desire
  • Bill Woodard
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Cibachrome
  • 16 x 20 inches
  • Thanks To Viewers Like You
  • Blaise Porte
  • SIGGRAPH 1992: Art Show
  • 1991
  • 19991 Porte Thanks to Viewers Like You
  • 2D & Wall-Hung
  • Mixed media
  • 36 x 36 x 10"
  • Self Portrait
  • Bob Drebin
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Bob Drebin Self Portrait
  • Hardware: Pixar Image Computer
    Software: In-house

  • 2D & Wall-Hung
  • Photographic print
  • 20 x 24 in.
  • Race Car for MAGI film
  • Bob Goldstein
  • SIGGRAPH 1986: A Retrospective
  • circa 1968
  • 2D & Wall-Hung
  • Polaroid photograph
  • 3.25 X 4.25"
  • Frame Buffer Images
  • Bob Holtzman
  • SIGGRAPH 1983: Art Show
  • 1983
  • Image Not Available
  • Hardware: 12 Conrac 19″ monitors, DeAnza 1P 8400, DEC PDP 11-44, Ramtek 9400
    Software: West Coast U

  • Installation
  • Connections
  • Bob Powell
  • SIGGRAPH 1995: Digital Gallery
  • Image Not Available
  • Connections is a installation piece consisting of 2 large mounted frames and 1 back projection, and 9 VCRs and ntsc monitors.

    The piece is called Connections because it focuses on those moments when we connect to other human beings in our day to day lives.

    Through out man’s history violence, crime, war and disasters have always occurred. These elements are endemic to the human condition. Civilizations rise and fall, and belief systems come and go, but humanity remains roughly the same.

    However, out of this environment of chaos, often in the very moments of its greatest turmoil, people are continually able bring forth beauty, understanding and compassion for one another.

    It is the very process of recognizing the humanity of another individual, and forming a connection with them, that allows us to survive give a sense of order to an otherwise unordered universe.

    To connect to our fellow human beings is to be empathetic, humane and to try to and understand them. By doing so also enables us to recognize the humanity in ourselves as well.

    This piece illustrates these moments of connecting by showing images of couples, mothers and children, and friends coming together superimposed against a backdrop of archetypes and scenes of violence that represent the darker, destructive, and chaotic sides of of life itself.

    If I could have the viewer come away with only 1 impression, it would be that to make a connection with someone is to try and understand who they really are. To understand who someone is, is to recognize the basic humanity of each individual. That moment of recognition leads us to understand that every individual has an intrinsic value as basic as their humanity, a value equal to our own.

  • Chris Perry, Greg Keith, and Kristy Nielson
  • Installation
  • Mounted Iris Prints, video monitors, and VCRs
  • 10 x 10 inches
  • Chaos
  • Bob Sabiston
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Sabiston Chaos
  • 2D & Wall-Hung
  • photograph
  • 19 x 19"
  • Spectral Brands
  • Bob Snyder
  • SIGGRAPH 1985: Art Show
  • 1984
  • Hardware: Mirage, EMU Systems microprocessor keyboard
    Software: In-house

  • Animation & Video
  • 15:30
  • Trim Subdivisions
  • Bob Snyder
  • SIGGRAPH 1983: Art Show
  • 1983 Snyder Trim Subdivisions
  • Hardware: Bosch B 1″ Quantel
    Video Processing: Bob Snyder
    Camera: John Mabey

  • Animation & Video
  • Color/Silent
  • 5:46 min.
  • Wish
  • Bob Witte
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Witte: Wish
  • I have been actively pursuing the nuances of fine art photography for over 35 years. Now I embrace the “digital darkroom” as a liberation for exploring the destruction of realistic photographic images for creative purposes. I believe that great art poses questions that require viewers to supply answers; as many questions and answers as there are viewers.

  • 2D & Wall-Hung
  • 6.5 in x 17 in, framed size: 12 in x 22 in
  • image manipulation and photography
  • New Life Forms
  • Bonnie Kane
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Cactus print
  • 36 x 47 inches
  • Poppies
  • Bonnie Kane
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kane: Poppies
  • Using the computer for both commercial and experimental painting, I had long been interested in the possibilities of large digital printing. In visual art, size does matter, and a computer screen has its limitations.

    I began with large-format prints when the technology became accessible and reasonably affordable in 1994, culminating in 1996, when I had the opportunity to produce a series of 8-foot-long mounted pieces. Although I was very happy with the imagery itself, the medium was problematic: storage, transportation, and installation were issues. I was seeking a more user friendly form in which to display the art.

    Around 1998, my friend and collaborator, David Kushner of Supersample Corporation, New York City, began experiments with digital printing on silk. I immediately began thinking about the Japanese tradition of scrolls as a possible way to work.

    A few early pieces were attempted, but it was not until the winter of 2001 that technology, opportunity, and process all came together, and we began to produce the first body of tapestry work. I created the computer imagery and submitted the files to David. Each painting was dyed into specially prepared fabric and then hand-crafted into the finished tapestry.

    This was the medium I was waiting for! As a painter, I am interested in color, mood, texture, movement, and light. The paintings are emotional, and they slowly reveal, different levels of subtlety. Working on silk provides a richness of texture, interacting with the light of the room. Being light in weight, the pieces flutter gently with the air currents present in the room and can be hung suspended freely from a ceiling or flat against the wall. The installation of the pieces affects their transparency and their movement.

    Blending the ancient tradition of silk scrolls with modern technology is also very exciting. The pieces are still, but alive; referencing history, while being thor­oughly modern.

  • 2D & Wall-Hung
  • Silk crepe de chine
  • 29 in x 72.5 in
  • color, fabric, and movement
  • Sprouts
  • Bonnie Kane
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kane: Sprouts
  • Using the computer for both commercial and experimental painting, I had long been interested in the possibilities of large digital printing. In visual art, size does matter, and a computer screen has its limitations.

    I began with large-format prints when the technology became accessible and reasonably affordable in 1994, culminating in 1996, when I had the opportunity to produce a series of 8-foot-long mounted pieces. Although I was very happy with the imagery itself, the medium was problematic: storage, transportation, and installation were issues. I was seeking a more user friendly form in which to display the art.

    Around 1998, my friend and collaborator, David Kushner of Supersample Corporation, New York City, began experiments with digital printing on silk. I immediately began thinking about the Japanese tradition of scrolls as a possible way to work.

    A few early pieces were attempted, but it was not until the winter of 2001 that technology, opportunity, and process all came together, and we began to produce the first body of tapestry work. I created the computer imagery and submitted the files to David. Each painting was dyed into specially prepared fabric and then hand-crafted into the finished tapestry.

    This was the medium I was waiting for! As a painter, I am interested in color, mood, texture, movement, and light. The paintings are emotional, and they slowly reveal, different levels of subtlety. Working on silk provides a richness of texture, interacting with the light of the room. Being light in weight, the pieces flutter gently with the air currents present in the room and can be hung suspended freely from a ceiling or flat against the wall. The installation of the pieces affects their transparency and their movement.

    Blending the ancient tradition of silk scrolls with modern technology is also very exciting. The pieces are still, but alive; referencing history, while being thor­oughly modern.

  • 2D & Wall-Hung
  • Silk crepe de chine
  • 29 in x 72.5 in
  • color, fabric, and movement
  • As Worlds Collide
  • Bonnie L Mitchell
  • SIGGRAPH 1998: Touchware
  • 1998 Mitchell As Worlds Collide
  • This artwork is an interactive art website.  

  • Internet Art
  • collaboration and virtual reality
  • Entrapment
  • Bonnie L Mitchell
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • This series of six images represents the struggle to balance the inner desire to live in harmony with nature alongside a life that denies and defies it. The lives we lead often satisfy the intellectual and social quest for interaction and knowledge but leave the inner self unsatisfied or in conflict with the core values of our existence. Internally, we se ek balance, yet we are often unaware of how to achieve it. Externally, we pursue a life that is out of balance and contradicts our inner goals. Time and commitment are our worst enemies. We are typically unable to recognize or respond to the internal struggle, so we continue to weave our lives around the constraints of time. It is only when our commitment to our inner goals and the pressures of our existing life stage a war with each other that we pause long enough to look at our life as a whole. It is then that we realize that somehow along the way, we lost sight of our relationship with nature, and we have no idea how to re-establish it. The wire cages represent the constraints of time and the boundaries we impose upon ourselves. The images of feet ground us in the present, and the hands reach out for more. Within the images, the artist’s extremities and organic textures were merged with threedimensional renders of natural growth patterns to depict the struggle to rectify a life out of balance.

  • The individual images within the cages were created using Alias Maya collaged with manipulated digital photos. The 3D geometry used in the images was developed using an algorithmic method of geometry repetition and transformation based on natural growth patterns. Extreme close-ups of nature were combined with images of the artist’s hands and feet using compositing in Adobe Photoshop. The images were printed on polyester cloth using a large format Mimaki JV4-160 Color inkjet plotter. To enhance the focus on the concept of entrapment, wire baking baskets were used to enclose and frame the pieces.

  • 2D & Wall-Hung
  • Inkjet on cloth with metal cages
  • feet x 4.5 feet x 2 inches (6 pieces
  • Merging Identity: Exploration of identity, the body and life online
  • Bonnie L Mitchell
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • 2000 Mitchell Merging Identity
  • “Merging Identity” is an international World Wide Web art event that enables individuals to collectively explore the evolution of creative expression through manipulation of each other’s ideas. As members of a global Internet community, our identity is defined not by our physical selves but instead by our ability to express ourselves via text and images. As we enter into dialog and interaction in our new world, we leave behind the body. Gender, race, and physical appearance are no longer a defining characteristic of our social selves. Without the body, identity can be boiled down to an email address, words, and images. Rather than freeing us, the loss of the body begins to decompose our individuality and unify us into one large homogenous global identity.

    “Merging Identity” enables participants to collectively explore the ways in which the body has helped shape our individual identities. Participants respond to each other’s WWW contributions by submitting visual, audio, and text-based responses to the Web site. Collaborators are invited to take someone else’s idea and expand, manipulate, or mutate it to become a new idea and then resubmit it to the site. This enables ideas to flow and evolve freely as interactive artistic dialog expands the realm of possibilities. The site is fully automated so that contributions are instantly added to the site and existing pages are updated. Images are automatically converted to various interactive and animated formats, and poetry becomes hyperlinked journeys through ideas.

    Before the event, over 2000 invitations were sent to individuals in 20 countries. “Merging Identity” is an active event during festivals and shows and open to show attendees to participate. During, and after the event the evolution of ideas is documented at: creativity.bgsu.edu.edu/identity

  • Internet Art and Interactive & Monitor-Based
  • Web site
  • collaboration, communication, evolution, and identity
  • Transfiguration
  • Bonnie L Mitchell
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • Statement: Similar to how Lewis’ scrapbooks collated memory, Tenniel’s illustrations are connected to the root of Lewis Carroll’s work.

  • Artist Book
  • The artwork is modeled and textured is created in Maya with additional manipulation Photoshop
  • Tama
  • Bonnie MacDonald
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Jewel, image took less than a minute, an amazing medium.

  • Hardware: VP3 Video Palette System

  • 2D & Wall-Hung
  • Serigraph on rice paper
  • 24 x 37 in.
  • serigraphy
  • Baby Doll
  • Bonny Lhotka
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Lhotka: Baby Doll
  • Known as an experimental mixed-media artist, I combine digital tools with traditional media to create my art. Blending these tools has required innovation and creation of new processes. I use mirrors, sand, dirt, glass, Plexiglas, metal, paint, and digital imaging to add visual richness to my art.

    I’ve used images of discarded objects to weave a fantasy, sometimes incorporating puppets, dolls, and mannequins, and other such treasures into a fertile garden where the complex assemblage of meaning is visible to the unconscious. I combine fragments of objects, dreams, and reality to illuminate the connection between life and death, technology, and the human spirit.

    These images may trigger generational memories without conscious thought. The archeology of the mind displays moments frozen in universal time. Some images are animated through the use of lenticular imaging. They gain depth and power much as time itself may reach terrible or wondrous slowness for a moment before continuing its eternal march onward.

    A unifier of these individual components, the lenticular lens enables the creation of this moment of timeless reality. It bars viewers from entering the artificial world, yet enables them to understand the dimensionality of the creative intent. The artistic vision, brought to order from chaos, unifies time and space in a visual dimension that is only possible with lenticular imaging.

    Baby Doll is imaged on a surface like cracked ceramic. This custom surface is coated with inkAID-enabled imaging on a flat-bed printer. This image addresses the roles children are expected to adopt as they mature. At times ominous, it raises questions of lost innocence.

  • 2D & Wall-Hung
  • 14 in x 32 in
  • memory and mixed media
  • Blind Faith
  • Bonny Lhotka
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Lhotka: Blind Faith
  • Known as an experimental mixed-media artist, I combine digital tools with traditional media to create my art. Blending these tools has required innovation and creation of new processes. I use mirrors, sand, dirt, glass, Plexiglas, metal, paint, and digital imaging to add visual richness to my art.

    I’ve used images of discarded objects to weave a fantasy, sometimes incorporating puppets, dolls, and mannequins, and other such treasures into a fertile garden where the complex assemblage of meaning is visible to the unconscious. I combine fragments of objects, dreams, and reality to illuminate the connection between life and death, technology, and the human spirit.

    These images may trigger generational memories without conscious thought. The archeology of the mind displays moments frozen in universal time. Some images are animated through the use of lenticular imaging. They gain depth and power much as time itself may reach terrible or wondrous slowness for a moment before continuing its eternal march onward.

    A unifier of these individual components, the lenticular lens enables the creation of this moment of timeless reality. It bars viewers from entering the artificial world, yet enables them to understand the dimensionality of the creative intent. The artistic vision, brought to order from chaos, unifies time and space in a visual dimension that is only possible with lenticular imaging.

    Blind Faith combines the image of the doll printed on both sides of Plexiglas with UV ink. A mirror is placed behind the image, which causes the viewer to become part of the composition and story. The visually rich metallic bronze and gold contradict the silenced soul. Two side curtains parting set the scene.

  • 2D & Wall-Hung
  • 26 in x 26 in
  • memory and mixed media
  • AfterGlow
  • boredomresearch
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 boredomresearch: AfterGlow
  • boredomresearch’s work is informed by principles of scientific modelling, inspired by the mechanisms and behaviours of natural systems. Central to their work is the aesthetic expression of intriguing patterns, motions and forms, expressed in real-time over extended durations, using technologies usually associated with computer games.

    In boredomresearch’s film AfterGlow (Susceptible, Exposed, Infected, Recovered), an Animate Projects commission funded by the Wellcome Trust, boredomresearch collaborated with Dr Paddy Brock, a mathematical modeler at the Institute of Biodiversity Animal Health and Comparative Medicine, University of Glasgow, to explore the bounds of current epidemiological practice. This project forms a new expression of a malaria infection transmission scenario, placing the audience in the perspective of the mosquitoes.

    Locked in perpetual twilight – prime mosquito blood-feeding time – boredomresearch’s film presents a terrain progressively illuminated by glowing trails, evocative of mosquito flight paths. These spiralling forms represent packets of blood, carried by mosquitoes infected with Plasmodium knowlesi, a malaria parasite recently found to jump the species barrier from monkey to human. The infection left in the wake of wandering macaques as they search the island for food reveals the intimate relationship between disease and its environment. In this film we see how the island’s empty dark mountains are quickly engulfed with glowing forms, as we journey through the different stages of infection, starting with delicately spiralling cells of colour that form clusters, then become turbulent when infectious. Where the infection is most dense, we see a blizzard of disease, vividly expressing the complexity of this dangerous scenario.

    This film was created from screen capture taken from boredomresearch’s real-time software of an infection scenario running in a game engine; the artists edited the captured footage to show the accumulation of the scenario over time.

  • Media Used: Blender Game Engine, Adobe Premiere, Audacity.

  • Animation & Video
  • Video
  • 4:36 min