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
  • Amidah
  • Tobaron Waxman
  • SIGGRAPH Asia 2009: Adaptation
  • Waxman: Amidah
  • The Amidah is a central part of a prayer performed three times daily, standing in silence. The prayer consists of 18 steps, including a slight bowing movement, meant to indicate respect and reverence, that occurs when certain references in the prayer are privately recited.
    I trained the actors in the choreography of this embodiment of reverence, while they were both costumed as a prayer quorum of religious Jews and in various states of undress. I then photographed the group in long exposure with a large-format camera. The result is a triptych of large-format prints named after morning, afternoon, and evening renditions of the Amidah. The figures ignore the nudity in their group, fixed as they are on their task. This Javascript animation includes the central panel of the triptych, Mincha, the afternoon prayer, which is perhaps the most difficult, because it requires an interruption of the workday in order to remove oneself from the banal and enter a modality of sacred contemplation.
    Beneath the clothes, perhaps the prayer-body is more audible. The vocal accompaniment employs Jewish metatext and a “Queering” of sung text. The audio is a recording of me singing the shecheckyanu prayer backwards. Shechekyanu is a prayer recited at the recovery of an illness, the conclusion of a fast, or the end of a voyage. The inversion is performed as a new supratext.
    I was taught that the movements and structure of the Amidah are meant as a physical nemesis to evoke Moses’ ascent of Mount Sinai. Much of the underpinning of my work is informed by my multilingual experience of inhabiting two worlds at the same time: engaging a feminist, post-queer, post-Zionist politic while revering the sacred and ancestral.

  • Performance
  • Gantenbein Vineyard Façade, Fläsch
  • Tobias Bonwetsch
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Gantenbein Vineyard Facade Flaesch Tobias Bonwetsch 4
  • Four hundred square meters of the brick façade on a winery were digitally designed and fabricated to serve as a prototype for this process. The masonry façade functions both as a temperature buffer and as protection from direct sunlight. The robotic construction technology, developed at the ETH Zürich by Gramazio & Kohler, Architecture and Digital Fabrication, lays individual bricks according to programmed parameters, precisely at the desired angle and at exact prescribed intervals. With this new digital production method, each wall was constructed to the desired light and air permeability specifi-cations, while creating a pattern of individually rotated bricks.

    The façade is made up of 20,000 bricks. Each individual brick reflects light differently, depending on the angle at which it is set, and thus has different light-diffusion characteristics. Much like pixels on a computer screen, the bricks form a pattern on the façade. In contrast to a two-dimensional screen, however, there is a dramatic play among plasticity, depth, and color, depending on the viewer’s position and the angle of the sun.

    At closer view – in contrast to its pictorial effect at a distance – the sensual, textile softness of the walls dissolves into the materiality of the stonework. The observer is surprised that the soft, round forms are actually composed of individual, hard bricks. The façade appears as a solidified dynamic form.

    In the interior, the daylight creates a mild, yet luminous atmosphere. The image of the landscape glimmers through the open gaps between the bricks.

    To create the façade, the team designed a generative process using the animation software Maya and its embedded scripting language, MEL. The existing concrete-frame construction was interpreted as a basket and filled with abstract balls (representing grapes) that varied in diameter. By digitally simulating gravity, the process simulated balls falling into a virtual container. The digital basket was then viewed from all four sides, and the digital image data were automatically transferred as a rotation of the individual bricks. The joints were left open to create transparency.

    In the built result, the visitor sees gigantic, synthetic grapes, as if they were inside the vineyard building. The wall elements were manufactured as part of a pilot project at the robot research facilities at the ETH Zürich, transported by lorry to the construction site, and installed with a crane.

    The Gramazio & Kohler team wrote a script for direct postprocessing of the generated design data into robot control language. The robot is directly activated by the design data, and there was no need to produce additional implementation drawings. As a result, the team was able to continue working on the façade up to the very last minute before starting production.

  • Architecture Bearth & Deplazes with Gramazio & Kohler
    Facade Gramazio & Kohler, Architecture and Digital Fabrication,
    ETH Zürich
    Partner Keller AG Ziegeleien

  • Architecture and Design
  • Glass Entanglement I and II
  • Tobias Klein
  • SIGGRAPH 2020: Think Beyond
  • 2020
  • Klein: Glass Entanglement I and II
  • Entanglement consists of two objects. Each is, on the one hand, a unique, handmade, traditionally crafted object — a glass-blown vessel, cut in two parts. Each, on the other, is a replicable, 3D-printed object based on 3D scanning the glass void space. They are entangled imitations of each other without being a copy.

    The work articulates the notion of a digital craftsmanship as an operational synthesis between digital and physical materials and tools as poetic (Poïesis) and technical (Technê) expressions, opposing a traditional dualistic separation of digital workflows and analogue making and material understanding.

    Extended Summary:

    In quantum physics, quantum entanglement is a phenomenon that occurs when a group of particles is generated in such a way that the quantum state of each individual particle cannot be described independently from the other. The work Entanglement constructs a similar state in which neither of the digital or analog parts could be read individually and where neither could be described independently from the other. Entanglement is part of a series of six glass blown vessels, created during my Artist in Residency at the Pilchuck Glass School. The shapes of these volumes and their creation follow loosely the notion of primordial mitosis—the splitting of a single cell into two—the beginning of complex forms of life. After their creation at Pilchuck, the blown glass volumes were cut, creating a straight division between the upper and lower parts in the objects. The complete volumes were not 3D scanned before the act of cutting but were arranged and 3D scanned, held by a series of jigs. This created a situation of disruption between the digital and the analog, in which the digital augments the actual, not through methods of common overlay such as projection mapping, but through digital construction of their Gestalt, adding a void in the form.

    The void is invisible and performative to challenge the relationship between the digital practice and the craft workshop – between techne and poiesis. It investigates the possibility of collaborative making from the glass workshop to the digital environment of my practice and introduces the notion of performance into the amalgamation between glass and 3D printed polymer. The aim of the investigation is to create a larger, organism-like construct in which the cut glass volumes that can only exist in a 3D scan/3D print; a state of digital and actual, thus allowing simulation and simulacrum to take place at the same time. This work consists of the physical separation of the cellular glass volumes from one another and the 3D printed form interacting with these single objects to form an ecosystem between the glass volumes The elements are held together by digitally modelled, tendril-like structures, analogous to the biological cell growth when forming multi-cellular higher order organisms. Entanglement is an amalgamate of methods, skills and materials, a hybrid phase matter state, where both sublimation (the scanning of a physical object; the transformation of physical to digital) and reification (the reverse: 3D printed data solidification) form a new organism. Thus, Entanglement is an interplay between glass making, 3D scanning and 3D printing as a choreography in which the scanning of the glass would is performance, constructing a form that otherwise would not be possible, either in the digital or in the physical alone. The work extends the discourse on the emerging qualities of Digital Craftsmanship as a new discipline where material knowledge, digital tooling, and traditional skills are amalgamated and intertwined to form a new understanding and dialogue between practices of making and crafting.

  • 3D & Sculpture
  • Glass, 3D Print (SLS, Polymer)
  • 50 cm (h) x 20 cm (w) x 20 cm (l) x 2
  • Royal, Nebraska
  • Toby Lee and Fotini Lazaridou-Hatzigoga
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This short video portrait of a quiet town in rural Middle America is also a study of how the durational medium of the moving image can articulate the relationship between space and time. Formally experimental, playing with framing and long takes, the video addresses the way in which place and public space in this small town can be defined temporally, as well as spatially and socially, and the role of the camera in that process. The artists are currently adapting Royal, Nebraska along with additional footage and interview material from the town, for a multi-channel installation, using the physical space of the installation itself to think about the
    relationships among history, memory, social space, and the passage of time.

  • Royal, Nebraska was recorded in July 2006 on standard digital video using a Panasonic HD-P2 camera. All video was edited in Final Cut Pro, with sound design and mixing by Ernst Karel using Sound Track Pro.

  • Animation & Video and Installation
  • Category
  • POO3279723
  • Todd Childers
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • (Neurosarcoidosis is Todd Childers)

    This is an artbook about my treatment and struggles with neurosarcoidosis. The book’s secondary theme concerns becoming a number in a hospital bureaucracy and maintaining government support for medical bills. It uses MRI images to acknowledge the positive use of computers.

  • Artist Book
  • Bound art book
  • book, medical, and science
  • Untitled (Spheres)
  • Todd Rogers and Stan Cohen
  • SIGGRAPH 1986: Universal Spheres
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Eighteen
  • Todd Walker
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Walker Eighteen
  • Artist Book
  • Artist's book, collotype
  • 2-3/8 x 3-7/16 x 5/16"
  • Babyface
  • Tom Brigham
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Brigham Babyface
  • Hardware: VAX 11|780, Nikon F3, plastic doll
    Software: Custom

  • 2D & Wall-Hung
  • photo
  • 36" x 36"
  • Finger Space
  • Tom DeWitt
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: Apple II/EAB Videolab/lBM-XT/IBM Plasma Panel
    Sftw: 6502 Assembler/Pascal

  • Installation
  • 75" x 30" x 30"
  • Quake
  • Tom DeWitt
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: IBM 7350, IBM 4341 Host
    Software: APL/APLIAS System – G. Savary (IBM France)

  • 2D & Wall-Hung
  • Photographic print
  • 16 x 20 in.
  • Vassar
  • Tom DeWitt
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Installation
  • Photograph of raster image
  • Program
  • Tom Duff
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Duff: Program
  • 2D & Wall-Hung
  • B&W photostat
  • 23 x 29"
  • Point
  • Tom Eatherton
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Z80 with custom interface to LEDs
    Software: Terrill Moore

  • Installation
  • Installation
  • 9 x 9 ft.
  • pattern
  • Indiscriminate Visions
  • Tom Leeser
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • “Indiscriminate” is used to describe something that is chaotic and random in nature. “Vision” is defined as the physical act of seeing. It also refers to a dream, trance, thought, or mystical appearance, or an idea, an object or the imagination. Indiscriminate Visions is a virtual environment that presents personal visions in a format designed to promote cross-cultural dream sharing.

    Using video animation and editing, common dream elements are extracted from different dream­ers: people with diverse cultural, economic, and religious back­grounds. The act of dreaming becomes transformed from a per­sonal and private ritual to a shared experience, framed as a part of a greater collective sub­conscious.

    The interactive video piece is installed as a virtual space that insulates the viewer from all exte­rior distractions. The room is similar in design to a photo booth or a church confessional. Inside, there are two video monitors: one nine-inch black and white monitor and one 12-inch color monitor, mounted side by side. The black and white monitor dis­plays dreamers recounting their visions, while the color monitor plays back the video collages.

    Unlike typical interactive pro­grams that include viewer choices and branching capability, this sys­tem is random. The video has been transferred to a video disc controlled by a computer that randomizes the playback of the video each time a new viewer activates a sensing switch by entering the space. By exposing viewers to random collections of images and text, Indiscriminate Visions reintroduces people to their dreams and gives them a connection between an external media- and information-based material world and the internal visionary subconscious.

  • Bill Topazio
  • Installation
  • Interactive Installation
  • Small Object
  • Tom Leeser
  • SIGGRAPH 1985: Art Show
  • 1984-5
  • 1984 Tom Leeser Small Object
  • Hardware: DEC 11/34, Summagraphics BitPad, Lexidata frame buffer
    Software: Digital Effects Video Pallette III

  • 2D & Wall-Hung
  • Photo
  • 20 x 24 in.
  • De Generation #9
  • Tom Moxon
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph
  • 9 x 11"
  • Chess Game
  • Tom Vasko
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Manipulated photograph of raster image
  • Stream of Consciousness
  • Tom White and David Small
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Small White Stream of Consciousness
  • The interactive poetic garden is literally a fountain of words. Water flows briskly down a series of cascades into a glowing pool. A tangle of words projected on the surface of the pool floats like leaves in a stream. The computer drives a video projector, creating the illusion of text floating on the surface of the water as it flows through the garden. A person sitting on the wooden bench that faces the garden can stop the word flow, push and pull words, block or stir them up, change the content of the words themselves, and cause them to grow and divide into new words that are eventually pulled into the drain then pumped back to the head of the stream, only to tumble down again.

    This project attempts to bring the computer into the garden in harmony with stone, water, and plant materials. It is one of the experiments underway in the MIT Media Lab’s Aesthetics and Computation Group, which is sculpting computational media into new expressive forms.

  • Interactive & Monitor-Based
  • Water, stone, copper, bamboo, liquid-haptic interface, projector
  • 10' x 6' x 6'
  • interactive and interface
  • Box
  • Tomás Laurenzo and Katia Vega
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Laurenzo, Vega: Box
  • Summary

    BOX is a gumball machine augmented by artificial intelligence that locks or unlocks its delivery candy system depending on the interactor’s ethnicity. It highlights potential ethical tensions that arise with the introduction of AI-powered objects.

    Abstract

    BOX is an interactive installation, consisting on an everyday object augmented by artificial intelligence. The piece reflects on the power asymmetries that technology instantiates, aiming at providing with a reflection on the aesthetics of our relationship with it. The artwork also aims to showcasing the advancements and limitations in computer vision and artificial intelligence, allowing the public to experience in person its power as well as its inherent biases.

    Recent advances in computer vision and artificial intelligence, have allowed the creation of systems able to infer (predict) information on a person from camera data, including facial recognition, facial expressions, ethnicity, among others. Nowadays, several companies provide image processing services that include these predictions, among several others.

    In spite of potential benefits that face recognition proposes, its widespread application entails several risks, from privacy breaches to systematic discrimination in areas such as hiring, policing, benefits assignment, marketing, and other purposes BOX consists of a gumball machine that, using computer vision and machine learning, predicts its user’s ethnicity, delivering free candy only to white users.

    The artwork showcases a possible use of computer vision making explicit the fact that every technological implantation crystallises a political worldview, allowing the general public to experience in person the power of these new technologies, while simultaneously providing a tool for participatory observation, as well as ethnographic and technographic research.

    Our project aims to raise awareness on discrimination, ethics, and accountability in AI among practitioners and the general public.

  • The artwork use a standard webcam (HD, 30FPS) to acquire data on its interactors. Two different implementations have been created, both running at interactive rates on a 2018 MacBook Pro laptop.

    The first uses a deep neural network based on David Sandberg’s FaceNet, and trained using Tensorflow on the UTKFace dataset. UTKFace contains 23,708 faces with five labelled races (White, Black, Asian, Indian, and Others (e.g. Hispanic, Latino, Middle Eastern)).

    A second implementation uses Affectiva.ai’s pre-trained model run locally. This service classifies the input images also in five different ethnicities (White, Black, South East Asian, Asian, and Latino).

    Once the interactor’s ethnicity has been predicted by the system, the device is either kept locked or unlocked, using a custom system based on a servomotor, controlled by an Arduino Uno microcontroller.

    In addition to the commercial gumball machine, camera connected and laptop, BOX includes an LED display. When an interactor’s motion is recognized, the LED display shows a message “detecting ethnicity”. If the predictor returns a White ethnicity, BOX unlocks its handle of showing a message on the display: “Ethnicity detected: White.” If it detects any other ethnicity, the machine stays locked and the corresponding message is shown.

  • Electronic/Robotic Object
  • Memoirs of the Blind
  • Tomás Laurenzo
  • SIGGRAPH Asia 2018: Forcefields
  • 2018
  • Memoirs of the Blind is an interactive installation consisting of a screen showing a black-and-white picture of a face with its eyes closed. This image at first remains still, however, when the interactor blinks, the installation detects it and takes a photo at the exact time of the blinking. Once the new face is obtained, it is processed (cropped, desaturated, and adjusted) and then it substitutes the displayed face.

    The artwork becomes a testimony of its visitors, interacting with it, but not seeing it: a moment where the visitor becomes at the same time subject and object.

    The piece reflects on the power asymmetries that technology crystallises, providing a contemplative reflection on the aesthetics of our relationship with it, while simultaneously showcasing the advancements in computer vision that allow for supra-human abilities.

    The title of the piece is inspired on Derrida’s book “Memoirs of the blind: the self-portrait and other ruins”. Derrida extends the framework of the symbolic and disrupt the relationship and meaning of the objects. Perhaps similarly, the piece appropriates this principle, proposing a poetic dimension of the power choreography in interaction.

    Finally, the piece reflects on the differences between machine time and human time, what Paul Virilio once called ‘speed pollution’.

    In Memoirs of the Blind, an inapprehensible moment, the blink of an eye, is resignified in machine time as a relevant event. If Virilio’s words are to come true when he says that “the capacity of interactivity is go-ing to reduce the world to nearly nothing. In fact, there is already a speed pollution, which reduces the world to nothing. In the near future, people will feel enclosed in a small environment”; we owe our future selves explorations like the ones that this piece proposes.

  • The installation comprises an Apple iPad Pro (2018) together with an acrylic laser-cut case. Using Apple’s ARKit, the installation is able not only to track the face in low illumination conditions but also to track the users’ eyes and detect their blinking.

    The software, after the interactor has being tracked for a random short interval, enters into blink-detection mode. When a blink is detected, it extracts a bitmap corresponding to the user’s face, desaturates it and further process it. It then substitutes the existing face. No face is stored in the installation due to privacy concerns.

    Programmed with openframeworks and a modified version of ofxARKit.

  • 2D & Wall-Hung and Electronic/Robotic Object
  • https://laurenzo.net/memoirs/
  • Smile
  • Tomás Laurenzo
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Laurenzo: Smile
  • The Gaza strip is a self-governing Palestinian territory on the eastern coast of the Mediterranean Sea, that borders Egypt on the southwest and Israel on the east and north. Gaza and the West Bank are claimed by the State of Palestine.

    The 2014 50-day war between Israel and Hamas claimed the lives of more than 2,150 Palestinians, wounded more than 10,000 and displaced an estimated 300,000 people. On the Israeli side, at least 64 soldiers were killed and six civilians died. Since then, only one third of the 11000 homes destroyed have been rebuilt.

    Western cultural relationship with war often frames it from a fascinated alien perspective–war as entertainment. Simultaneously engaging in processes that do not alleviate the structural power inequalities that originate the conflict.

    Smile, is a mixed-media installation consisting of a screen situated in a black box, mounted on the wall. The screen is black. However, when an interactor smiles at the installation, drone-footage of the ruins of Gaza, digitally slowed-down by the artist, fades in. If the interactor stops smiling, the videos stops. It only plays when the interactor widely smiles at it.

    The installation reflects on the construction of a spectacle from otherwise dramatic news, as well as reflecting on the otherness and dehumanization of war.

    The piece also explores on the power asymmetries that technology crystallises where spectators are forced to surrender to the imposed narratives. The piece aims to provide with a reflection on the aesthetics of our relationship with it, while simultaneously showcasing the advancements in computer vision and human-computer interaction.

    “It’s a beautiful thing, the destruction of words.” ― George Orwell, 1984

  • Installation and Interactive & Monitor-Based
  • Bubble Girl
  • Tony Johnson
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Johnson Bubble Girl
  • This work is an attempt to show that, besides being able to produce quality graphic slides for business, the GENIGRAPHICS System can be used to create colorful, high quality work in a creative and illustrative way.

  • Hardware: Genigraphics 100B console
    Software: TGX Program

  • 2D & Wall-Hung
  • Cibachrome print
  • 25 3/4 x 29 3/4 in.
  • cibachrome print and computer graphics
  • Bubble Girl
  • Tony Johnson
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • After Mondrian
  • Tony Longson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 3D & Sculpture
  • Plexiglass
  • 30 x 30 x 4 in
  • Cheetos 2
  • Tony Longson
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Longson: Cheetos 2
  • This work is 3D, geometric, and procedural. It explores the boundaries (where interesting things happen) of visual space (chaos and order, structure and deconstruction, spatial and flat).

    Technology has been integral to the design and construction of my work since the early 1970s. A motive for making these constructions is that they are exciting to look at. They are not memorable in the sense that much of the iconic work of the 20th century is, nor can they be described in the way that conceptual art can be. They need to be experienced. They are visually stimulating in the way that optical devices such as telescopes or 3D glasses help us to see things differently, but in this case the art is both the device and the content. It has a strong spatial identity.

    The organization of the elements in my work is procedural, though that may not be obvious. Symmetry and recursion provide visual clues to the genesis of the work for those who want to explore.

  • 3D & Sculpture
  • 48 in x 48 in x 6 in
  • geometric and symmetry
  • Fragmented Anamorph
  • Tony Longson
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • 3D & Sculpture
  • Aluminum rod and image
  • 30 x 30 x 10 in
  • Group Theory Grid
  • Tony Longson
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • 1968 Longson Group Theory Grid
  • 2D & Wall-Hung
  • Plexiglass
  • 24 x 24 x 4"
  • Pool #1
  • Tony Longson
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Longson Pool
  • 2D & Wall-Hung
  • Screen print on plexiglas
  • 46 x 46 x 6 inches
  • Square Tonal Drawing #2
  • Tony Longson
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • 1980 Longson Square Tonal Drawing
  • 2D & Wall-Hung
  • Plexiglass
  • 30 x 30 x 4"
  • Untitled
  • Tony Lupidi
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: VAX 11/780/PS 300
    Sftw: SCN-Assembler/Twixt/Snake

  • Installation
  • Rainbow Hologram
  • The Flexipede
  • Tony Pritchett
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • Animation & Video
  • 2 minutes
  • Quasicrystal Sphere
  • Tony Robbin
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Robbins Quasicrystal Sphere
  • 3D & Sculpture
  • Aluminum, stainless, and plexiglass
  • 7 x 7 x 7'
  • RENGA (Linked Images)
  • Toshihiro Anzai
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Anzai RENGA
  • The title RENGA (Linked Images) is a wordplay on RENGA (Linked Verse), a Japanese traditional poetical genre. The first ideogram, REN, means to link or associate. The second ideogram, GA, means poem. A different ideogram, also pronounced GA, means image. Substitution of GA (image) for GA (poem) creates a new word: RENGA (Linked Images).

    The introduction to “Kokinshu (a collection of ancient Japanese poetry)” compiled in the early 10th century contains the following passage: “Waka Japanese poetry) moves Heaven and Earth without the use of physical force.” In modern times, literature is believed to develop in a metaphorical space outside of the physical space we inhabit. We all know that TV dramas are fiction and that fiction never interferes with reality. But in earlier times, metaphorical space and physical space were connected. Poetry was thought to mitigate a prevailing epidemic and occasionally served as a tool to lead a national project to success. Ancient people had a sense of awe and were moved by the mysterious power of words, which could affect an object without exerting any physical force.

    This richness of words is lacking in modern society. The expres­sion “could effect an object with­out exerting any physical force” could be applied to the electronic media around us. Today, it is digi­tal technology that fuses physical and metaphorical space. Information network systems melt the long-frozen richness of the metaphorical space and restore its abundance to us. They also show us that an archetype of our new experiences in electronic media can be found in the expres­sion of ancient people.

    The ancient people’s most impor­tant suggestion might be the achievement of creative corre­spondence between one another. It is commonly believed that painting or composing poetry is an extremely solitary creative process. This is often true. But creation is sometimes a collective process, occurring within a “net­work of influences.” Such influ­ences can be anything from inspiring hints, to subconscious stylistic appropriation, to responding to an existing theme. Most artwork is generally more the result of a dialogue than its creator consciously recognizes.

    RENGA (Linked Images) was triggered by a workshop on com­puter painting held in the winter of 1991. A work by Rieko Nakamura was loaded into the painting system in front of me. Although the painting was digital data that could be reproduced an infinite number of times, I was reluctant to modify another per­son’s completed work. But I dared to add some touches to it, and then “undid” the change. I repeated this process several times. This casual operation gave me a pleasant surprise. After awhile, I forgot about undoing it and further modified the work in my style until it became a sort of hybrid of my style with remnants of Nakamura’s.

    In April of 1992, I suggested to Nakamura a creative method to make this scintillating play an organized activity. Taking an image received in electronic mail, an artist would import it into a painting system, deform it, recon­textualize it within another image, even print it out and physically draw on it, to rescan it. By repeating this process, a series of works just like a picture scroll would be created.

    Each resulting image is something which is at once unquestionably one’s own artwork, while at the same time something which could never arise from one’s own artis­tic monologue. So far, we have tried two sessions of RENGA. We learned how to appropriate images from the other artist’s work, as well as to be appropriat­ed. Just as learning another language leads to the discovery of a new self image, each of us has discovered another self through RENGA.

    Perhaps the invention of RENGA (poetry) was a formalization of the natural interaction between oneself and the community, before the establishment of the contemporary sense of self as a tool. Digital media and network communications have the power to bring the fixed boundary of personality back to its innocent state. Cyberspace is often men­tioned in terms of the gradual loss of our senses of time and distance. It may cause a loss of identity, but it could also serve as an opportunity to encounter our more natural and familiar self-­image. RENGA (Linked Images), is an experiment in the acceleration of these possibilities within digital technology.

  • Rieko Nakamura and Machiko Kusahara
  • Installation
  • Interactive Installation
  • CODE_LINE_Blue
  • Toshihiro Kamei
  • SIGGRAPH 2006: Intersections
  • 2006 Kamei CODE_LINE_Blue
  • In making this work, I started by observing real plants to under­stand their form and structure. The shape of the virtual plants in the CODE_LINE series was created by writing a computer program based on the regularity of natural plants.

    The objects in CODE_LINE were expressed using glass-like textures to express the plant’s delicacy, which collapses if only slight pressure is applied. Though all living things have a strong vitality for survival, they also ultimately contain the potential to collapse. When there is perfect balance between these states, it is like the moment the strained thread snaps, life displays its most beautiful appearance. This work expresses that moment.

  • The shape of the plant forms in CODE_LINE was created using an original algorithm. The following procedure was used:

    1. The base path was drawn which defined the direction where the plant could grow.

    2. Circles were made along the path; each radius of the circle varied.

    3. The surface was created by connecting the circles.

    4. The surface was smoothed and textured.

    5. The forms were rendered and composited.

    This procedure was performed using Lightwave3D and LScript. By using this method, it was possible to generate shapes which were difficult to create using the lathe tool.

  • 2D & Wall-Hung
  • 3D-modeled image, inkjet print
  • 16.5" x 11.6"
  • CODE_LINE_Green
  • Toshihiro Kamei
  • SIGGRAPH 2006: Intersections
  • 2006 Kamei CODE_LINE_Green
  • In making this work, I started by observing real plants to under­stand their form and structure. The shape of the virtual plants in the CODE_LINE series was created by writing a computer program based on the regularity of natural plants.

    The objects in CODE_LINE were expressed using glass-like textures to express the plant’s delicacy, which collapses if only slight pressure is applied. Though all living things have a strong vitality for survival, they also ultimately contain the potential to collapse. When there is perfect balance between these states, it is like the moment the strained thread snaps, life displays its most beautiful appearance. This work expresses that moment.

  • The shape of the plant forms in CODE_LINE was created using an original algorithm. The following procedure was used:

    1. The base path was drawn which defined the direction where the plant could grow.

    2. Circles were made along the path; each radius of the circle varied.

    3. The surface was created by connecting the circles.

    4. The surface was smoothed and textured.

    5. The forms were rendered and composited.

    This procedure was performed using Lightwave3D and LScript. By using this method, it was possible to generate shapes which were difficult to create using the lathe tool.

  • 2D & Wall-Hung
  • 3D-modeled image, inkjet print
  • 16.5" x 11.6"
  • CODE_LINE_Red
  • Toshihiro Kamei
  • SIGGRAPH 2006: Intersections
  • 2006 Kamei CODE_LINE_Red
  • In making this work, I started by observing real plants to under­stand their form and structure. The shape of the virtual plants in the CODE_LINE series was created by writing a computer program based on the regularity of natural plants.

    The objects in CODE_LINE were expressed using glass-like textures to express the plant’s delicacy, which collapses if only slight pressure is applied. Though all living things have a strong vitality for survival, they also ultimately contain the potential to collapse. When there is perfect balance between these states, it is like the moment the strained thread snaps, life displays its most beautiful appearance. This work expresses that moment.

  • The shape of the plant forms in CODE_LINE was created using an original algorithm. The following procedure was used:

    1. The base path was drawn which defined the direction where the plant could grow.

    2. Circles were made along the path; each radius of the circle varied.

    3. The surface was created by connecting the circles.

    4. The surface was smoothed and textured.

    5. The forms were rendered and composited.

    This procedure was performed using Lightwave3D and LScript. By using this method, it was possible to generate shapes which were difficult to create using the lathe tool.

  • 2D & Wall-Hung
  • 3D-modeled image, inkjet print
  • 16.5" x 11.6"
  • CODE_LINE_Yellow
  • Toshihiro Kamei
  • SIGGRAPH 2006: Intersections
  • 2006 Kamei CODE_LINE_Yellow
  • In making this work, I started by observing real plants to under­stand their form and structure. The shape of the virtual plants in the CODE_LINE series was created by writing a computer program based on the regularity of natural plants.

    The objects in CODE_LINE were expressed using glass-like textures to express the plant’s delicacy, which collapses if only slight pressure is applied. Though all living things have a strong vitality for survival, they also ultimately contain the potential to collapse. When there is perfect balance between these states, it is like the moment the strained thread snaps, life displays its most beautiful appearance. This work expresses that moment.

  • The shape of the plant forms in CODE_LINE was created using an original algorithm. The following procedure was used:

    1. The base path was drawn which defined the direction where the plant could grow.

    2. Circles were made along the path; each radius of the circle varied.

    3. The surface was created by connecting the circles.

    4. The surface was smoothed and textured.

    5. The forms were rendered and composited.

    This procedure was performed using Lightwave3D and LScript. By using this method, it was possible to generate shapes which were difficult to create using the lathe tool.

  • 2D & Wall-Hung
  • 3D-modeled image, inkjet print
  • 16.5" x 11.6"
  • Tactile Microcosm of ALife
  • Toshikazu Ohshima
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Ohshima: Tactile Microcosm of ALife
  • We undertake a physical mixed reality project in which we deal with digital existence and its physical counterpart using mixed reality technologies and tangible interfaces in real space. The digital entity can be a digitized or synthesized object, mathematical formula, computational algorithm, or simulated artificial life. We provide a physical interface to interact with the digital substance in a natural manner. Users can now naturally immerse themselves in virtual, digital, or conceptual things in a physical manner while they are conscious in real field. Moreover, they can expand their experience using the physical mixed reality devices, with which they can physically touch, feel, and share the digital entity in the real world. With this project, people can imagine and design virtual lifeforms, make their own artificial life, and test algorithms physically in a seamlessly merged physical and digital environment. Users can also learn about the life cycle of virtual lifeforms or virtual ecosystems in a created world on the device. Additionally, the simulated behavior of the artificial life occasionally presents chaotic and aesthetic scenery. We expect these devices to be used as a creative tool to stimulate and motivate users to learn, think, and dream about future of nature and humans.

  • Interactive & Monitor-Based
  • Composition on the Table No.1 [PUSH], No.2 [TWIST], No.3 [TURN], No.4 [SLIDE]
  • Toshio Iwai
  • SIGGRAPH 1999: technOasis
  • 1999
  • Composition on the Table is a series of artwork which represent the concept of Mixed Reality. Four white tables have various user interfaces such as switches, dials, turn-tables and sliding boards that a player can touch. Projectors suspended from the ceiling project computer generated images onto the tables and interfaces. Projected images change in real time as if they were physically attached to the interfaces when players operate them. Also sounds are produced in relation to the movement of images. Since the interfaces have close relation to the reaction of images, players can operate images and sounds in the same way when he/she operates ordinary interfaces and gradually feels these illusions as equivalent as the actual objects.

    The aim of these works is to allow players and audiences to share the world of Mixed Reality thus produced and collaborate to create images and sounds interactively.

  • Electronic/Robotic Object and Installation
  • Interactive Installation
  • 4500mm x 8000mm x 8000mm
  • interface and mixed reality
  • Bio-Sensor
  • Toyo Links
  • SIGGRAPH 1986: A Retrospective
  • 1983
  • Animation & Video
  • 5 minutes
  • Maru, Sankaku, Shikaku
  • Toyoko Hirata and Tadashiko Horiguchi
  • SIGGRAPH 1983: Art Show
  • 1983 Hirata Horiguchi Maru Sankaku Shikaku
  • Computer Graphic Animation: Osaka University
    Producer: Toyoko Hirata
    Animator: Tadashiko Horiguchi
    Music: Hiroaki Nakamura
    Hardware: Links-1

  • Animation & Video
  • Color/Ch 1
  • 1:29 min.
  • Six Holes, Five Read
  • Tracy Colby
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Colby Six Holes Five Road
  • 2D & Wall-Hung
  • color thermal print collage
  • 12.75 x 13.75"
  • Don
  • Trish Henry
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Don 2
  • Trish Henry
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Cyber Dada Manifesto
  • Troy Innocent and Dale Nason
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Cyber Dada Cyber Dada Manifesto
  • 2D & Wall-Hung
  • cibachrome print
  • 350 x 600 mm
  • Techno Digesto Fetishism
  • Troy Innocent and Elena Popa
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Innocent And Popa Techno
  • HARDWARE/SOFTWARE
    Apple Macintosh Quadra 950, Macromedia Director, Cosa After Effects, Adobe Photoshop, Paint Alchemy

  • Animation & Video
  • Animation
  • 1:29 minutes
  • Iconica
  • Troy Innocent
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Innocent Iconica
  • Iconic elements are the basic building blocks of a world literally made of language. These elements are the core of an artificial-life model that runs the world, and the behavior of the lifeforms and objects within it. Described as the elemental forces of “reality,” “identity,” “information,” “abstraction,” the “subconscious,” and the “metaphysical,” they each relate to unique pictorial styles and soundscapes used to represent the world. The result is a fusion of plastic knowbots, surreal iconography, electronic abstraction, and real-world dirt.

    The work has the capacity to evolve, change, and mutate through human interaction and its own evolutionary process. Visitors to the world can create, construct, and manipulate objects, influence the evolution of societies, and discover new language elements. Communication with the resident lifeforms occurs via the iconic language on which the world is based. The multiplicity of Iconica is experienced through this interaction – simultaneously a cyberspace, a mindspace, an abstract world, and a stylized reality.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 16' x 16'
  • artificial life, interactive installation, and virtual environment
  • Scenes from Ludea
  • Troy Innocent
  • SIGGRAPH 2006: Intersections
  • 2006 Innocent Scenes from Ludea
  • Cultures, languages, and ways of being may be invented within game worlds. Ludea is a world in which three tribes subscribing to conflicting ideologies define their territories along lines of communi­cation. Each tribe gathers resources and tags in colour-neo-material­ist orange, post-symbolic green and post-human blue. Victory goes to the clan that achieves the widest domain.

    The Ludeans come from a generation that has grown up with games, abstract machines, and digital processes. It has become second nature for them to make abstractions of reality in terms of models, systems, processes, and flows. The world of Ludea explores the post-human condition and unstable nature of contemporary existence via three contrasting experiences of place. This occurs through signs and symbols that are mapped onto real-world loca­tions to create meaningful connections and experiences across three different public spaces: virtual, networked and physical.

    Ludeans subscribe to one of three different ideologies: neo-ma­terialism, the post-symbolic, and the post-human. Each ideology represents a position of distrust with a particular mode of communi­cation and has developed an alternative language to avoid using this particular mode. By way of example, the post-linguistic has come to distrust written and spoken words, and they have embraced com­munication that consists solely of gestures and synaesthetic icons.

    The work also draws on theories of “possible worlds” generated by the combination of artificial intelligence (Al), digital games, and the idea of “world building” through invented language and culture. On a more metaphorical level, the work creates interactive spaces and systems that manifest experiences of a world characterized by uncertainty, multiplicity, complexity, and connectivity. Thus, it makes us aware of the changing nature of reality.

  • Scenes from Ludea depicts a series of locations from the city of Melbourne that have been modified by various digital interventions. Each location was shot on digital video and subsequently manipu­lated by three main digital processes:

    1. Several computer graphic icons were placed at key points in streets and laneways. In many cases, the locations were recre­ated within 30 computer graphics software to generate match­ing shadows and other details.

    2. Three animated computer graphic figures were placed in doorways, shifted through the various spaces, and composited onto streets.

    3. Custom software for generation of glyphs from possible icono­graphic languages was developed. This generative system draws, breeds, and animates glyphs from the three cultures represented in the work. Clouds of these glyphs were gener­ated and animated for particular scenes in the piece.

  • Installation and Animation & Video
  • Single-channel video installation
  • Optical Tone - Dynamic Colour Composition
  • Tsutomu Mutoh
  • SIGGRAPH Asia 2008: Synthesis
  • Optical Tone is an installation that proposes and proves a technique for interactive and temporo-spacio colour composition in accordance with human perception of colour consistency.

  • Installation
  • Still Life with Bottle
  • Turner Whitted
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Whited: Still Life with Bottle
  • 2D & Wall-Hung
  • Cibachrome
  • 14 x 16"
  • The Compleat Angler
  • Turner Whitted
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • Whited: The Compleat Angler
  • Animation & Video
  • 1 minute
  • Untitled (Ray Traced Spheres)
  • Turner Whitted
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Whitted: Untitled
  • 2D & Wall-Hung
  • Photograph of raster image
  • Corporate Presentations Promo
  • TW Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Linotronic 300 (output).
    Software: Aldus PageMaker, Aldus Freehand, Computer Eyes.

  • Design
  • Brochure
  • 9 x 4
  • Tommy Nobis Annual Report
  • TW Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Itek.
    Software: Aldus PageMaker, Adobe Illustrator.

  • Design
  • Annual Report
  • 11 x 8.5
  • TW Self-Promo
  • TW Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Linotronic 300 (output).
    Software: Aldus PageMaker, Aldus Freehand, Adobe Photoshop, Adobe Illustrator.

  • Design
  • Brochure
  • 6.25 x 6.25
  • TW Stationary Package
  • TW Design
  • SIGGRAPH 1991: Art and Design Show
  • TW Design: TW Stationary Package
  • Hardware: Apple Macintosh II, Linotronic 300 (output).
    Software: Aldus Freehand.

  • Design
  • Stationary
  • various dimensions
  • Traffic Jam
  • Ty Primosch
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Primosch: TrafficJam
  • What happens to order when three city traffic lights lose control of their reds and greens? Light signals change without warning. Cars crash in rhythm and Traffic Jam quickly becomes an out-of-control urban opera. A synergized stop-and-go rhythm is orchestrated using peculiar objects such as drills, scissors, and bike pumps. Dodging flying wreckage and debris, the lights show their versatility and ingenuity as they become incoming projectile “instruments.” Sitting through a traffic jam has never been so much fun.

  • Hardware/software: Alias | Wavefront, Maya, Adobe Premiere, Nothing Real, Shake, Adobe Photoshop, Sonic Foundary, Acid, Sound Forge.

  • Animation & Video
  • Animation
  • https://www.siggraph.org/artdesign/gallery/S02/onreel/Primosch/1reelpreview.html
  • 3D animation and rhythm
  • The Bridge
  • Ty Taylor and Mario Castaneda
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Taylor, Castaneda: The Bridge 5
  • The Bridge is a 2D logic puzzle game that forces the player to reevaluate their preconceptions of physics and perspective. It is Isaac Newton meets M. C. Escher. Manipulate gravity to redefine the ceiling as the floor while venturing through impossible architectures. Explore increasingly difficult worlds, each uniquely detailed and designed to leave the player with a pronounced sense of intellectual accomplishment. The Bridge exemplifies games as an art form, with beautifully hand-drawn art in the style of a black-and-white lithograph.

  • Interactive & Monitor-Based
  • http://thebridgeisblackandwhite.com/
  • Deep Horizon
  • UBERMORGEN
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2011
  • Deephorizon is based on images from the Deepwater Horizon oil spill in the Gulf of Mexico. Areal images of the oil spill (helicopters, airplanes, satellites) are manipulated and then mapped onto a sphere as a relief map. The darker parts are valleys and the brighter parts of the images become elevations hence creating a 3D structure on top of the sphere. A tracking shot moves slowly around this beautiful world comprised of these images of death, pain and destruction. The final product is distorted by a glitch (Version 1: http://vimeo.com/12264646). The sweet score elevates this tension between highly aestheticized images and sound and the horrible occurrence out in the gulf of Mexico. It is a dynamic oil painting on a 80.000 square miles ocean canvas with 800 million liters of oil – a unique piece of art representing the “Verkuenstlichung” of nature and the “Vernatuerlichung” of art.

  • Animation & Video
  • Video
  • 3:33 min.
  • Mudland #1
  • Ulu Braun
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2015
  • 2015 Braun: Mudland
  • Animation & Video
  • Video
  • 3:48 min.
  • Still I Rise
  • Umesh Shukla
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Shukla: StillIRise
  • Inspired by the coincidental suicides in 1890 of Elephant Man Joseph Merrick and the Impressionist painter Vincent Van Gogh, Still I Rise fuses two events by presenting a fantasy visualization of Merrick’s last dream in an animated Impressionist style.

    The entire production was animated and rendered on Windows 2000 workstations. The final renders were recorded on 35mm film.

  • The following software was used for the production: Maya, Poser, Houdini, Adobe Premiere, Adobe After Effects, Sound Forge

  • Animation & Video
  • Animation
  • dreams, history, and impressionism
  • Student Elevations of Existing Buildings
  • University of California at Los Angeles
  • SIGGRAPH 1984: CAD Show
  • 1984 Liggett, Mitchell: Elevations 1
  • Equipment:
    32-inch pen plotter

  • Composition of Lines

    Architects have traditionally used T-squares or parallel rules, triangles and compasses to construct line drawings that define building geometry. But these traditional tools are now being replaced by computer drafting systems (just as the writer’s traditional pencil and typewriter are being replaced by word processing systems).

  • Robin Liggett and William Mitchell
  • Architecture and Design
  • line drawing
  • Abstract Matters
  • Uri Dothan
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Dothan Abstract Matters
  • 2D & Wall-Hung
  • computer art/photography
  • 20 x 16 cm
  • APO Knife
  • Uro Designs
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: IBM RT/PC.
    Software: IBM Architecture & Engineering Series (AES).

  • 3D & Sculpture and Design
  • Knife
  • 10.5 x 1 x .5
  • Website Impersonations: The Next Generation
  • Ursula Endlicher
  • SIGGRAPH Asia 2009: Adaptation
  • Endlicher: Website Impersonations: The Next Generation
  • In my practice, I often take on the role of a “web spider”: checking pages for links and weaving networks with them (Website Wigs), scanning through HTML or XML and cross-referencing movements to it (html_butoh and the html-movement-library), composing sound-tracks based on HTML (Singing Website Wallpaper and Website Impersonations: The Ten Most Visited), and using code as choreography for performances (Website Impersonations: The Ten Most Visited).
    Website Impersonations: The Next Generation is a new installation and live performance series that utilizes web code as layout and choreography. For SIGGRAPH Asia 2009, the installation hosts the “hidden mechanisms” of several web sites. A dancer, the audience, and I shape the course of each performance, which will take place within a “web-driven” environment. The web sites to be performed are yahoo.co.jp, fc2.com, and google.co.jp, which are listed as the three most used sites in Japan (Alexa.org’s web-ranking).
    The source code of a website ( HTML tags) is interpreted live on stage into new dance movements, which are immediately translated into text-based descriptions and then stored online in the html-movement library. This information is re-used on stage as new instruction material. As the data performance progresses, more html movements are developed, stored, and altered by the participants. The user (the audience) takes an active role in the performances of yahoo, google, etc.
    The html-movement library is a repository of often butoh-inspired movements based on the functionality of HTML tags in a web browser. The original idea to combine html and movements stems from the similarities between working with butoh, where a dancer “becomes” an image, and how a web browser displays content.

  • Installation and Performance
  • LightTank
  • Uwe Rieger, Yinan Liu, Roger Boldu, Haimo Zhang, Heetesh Alwani, and Suranga Nanayakkara
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Summary

    LightTank is an interactive Extended Reality(XR) installation that explores hybrid design strategies through the fusion of digital information and physical constructions. Designed for a public setting, the project expands the principles of contemporary augmented reality (AR) devices from a single person viewing experience, towards a communal multi-viewer event.

    Abstract

    LightTank is an interactive Extended Reality (XR) installation that augments a large lightweight aluminium structure with holographic line drawings. It consists of four transparent projection walls which are assembled to an X shape tower like construction of 7.5 x 7.5 x 5.5 m.

    The project was developed for the Ars Electronica Festival and presented in the Cathedral of Linz in Austria. It aims to expand principles of augmented reality (AR) headsets from a single person viewing experience, towards a communal interactive event. To achieve this goal, LightTank uses an anaglyph stereoscopic projection method, which combined with simple red/cyan cardboard glasses, allows the creation of 3D virtual constructions.

    The holographic line drawings are designed to merge with its physical environment, whether it is the geometrical grids of the aluminium structure or the gothic architecture of the cathedral. Certain drawings seem to peel off the existing physical structure, while others travel through the cathedral and line up with the characteristic elements like columns, groined arches and rose windows.

    The project follows a hybrid design strategy which places equal attention to both design aspects, the physical and the digital. The aim of the setup is to explore user responsive architecture, where dynamic properties of the virtual world are an integral part of the physical environment. LightTank creates hereby a multi-viewer environment which enables visitors to navigate through holographic architectural narratives.

  • LightTank aims to re-connect a virtual digital world with the multi-sensory qualities of site, space and structure. The installation was conceived by the arc/sec Lab for Cross Reality Architecture and Interactive Systems with sensing solutions developed by the Augmented Human Lab at the University of Auckland

    LightTank’s main constructive system consist of a delicate space-frame structure that supports four large transparent projection walls. These are assembled to an X shape in plan view. The spaces between the walls are monitored by four LiDAR laser scanners, creating an interactive volume to detect user engagement.

    LightTank takes advantage of two principles to generate large-scale free-floating imagery. One is the use of a gauze fabric as a projection carrier and the second is the projection of stereoscopic imagery. Different to one-directional theatre
    effects, the LightTank setup does not have a front and backside. It generates a 3-dimensional holographic volume that can be inhabited and viewed from all directions.

    LightTank achieves an all-round viewing solution by rendering stereoscopic images with multiple perspectives on the four- sided transparent gauze structure. This allows for viewing and interaction from multiple positions. The projected scenery consists of two components: small activation icons and large spatial digital constructions. The small holographic icons are rendered with a short distance viewpoint and allow a `touch` at arm`s length. Monitored by the four LiDAR scanners, these icons enable the visitor to trigger and control the large constructive animations. Once activated they expand over the whole screen and are rendered for two opposing, long distance viewpoints.

    The virtual constructions are calibrated 1:1 to superimpose the physical environment. The combination of physical structure, sensors and digital construction creates a user interactive and inhabitable hybrid sculpture, blurring the boundaries between the tactile and the virtual.

    The aluminium space-frame structure is self supportive. The 4 panels are to assemble an ‘X’ shape tower like construction of 7.5 x 7.5 x 5.5 (m). 4 x small 2D LiDAR scanners including and 4 x active speakers mounted onto the structure. The LiDAR scanners are each respectively connected to a raspberry Pi, which is used to compute and optimise the data, it is then sent through a modem to the main rendering computer. The virtual 3D world is constructed and rendered using Unity3D. The physical environment is replicated to size in order to achieve the best 1:1 calibration of the physical and digital. The installation uses a 4 channel spatial sound system. As the virtual constructions fly through space. The sounds are rendered spatially. 4 projectors are mounted on 4 self standing truss columns, surround the installation. Each projector facing one wall panel. 1 computer is placed nearby the installation with 4 screens to monitor the operation each projector.

  • Augmented Reality/Virtual Reality, Installation, and Interactive & Monitor-Based
  • LightWing II
  • Uwe Rieger and Yinan Liu
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Liu, Rieger: LightWing II
  • The installation LightWing II was developed at the arc/sec Lab for Cross-Reality Architecture and Interactive Systems at the University of Auckland. Giving equal attention to both design aspects, the physical and the digital, the Lab explores user responsive constructions, where dynamic properties of the virtual world are an integral part of the built environment. Embedded in the School of Architecture, the Lab`s vision is to re-connect the intangible computer world to the multisensory qualities of architecture and urban spaces. With a focus on intuitive forms of user interaction, the arc/sec lab uses large-scale prototypes, installations and performances as the driving research method for both, the development and the demonstration of new hybrid design principles. The experiments at the Lab are aiming to make data “touchable”. The aim is to offer a cross-reality experience, which is rendered in real-time, interactive and designed to accommodate large audience numbers.

    LightWing II aligns with recent arc/sec projects such as LightTank (1.), LightScale II (2.) and Singularity (3.). It takes the audience into a dream like environment of awe and delight, (re)imagining spatial design and speculating on the future behaviour of buildings and cities.

  • Installation and Interactive & Monitor-Based
  • Monster Party
  • Valerie Hallier
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Hallier Monster
  • HARDWARE/SOFTWARE
    SGI Indigo, TDI Explore

  • Curtis Watts
  • Animation & Video
  • Animation
  • 3:07 minutes
  • Lost Worlds: Micro/Macro World, River World, City, Dwelling
  • Valerie Sullivan-Fuchs
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Sullivan-Fuchs Lost Worlds Micro Macro World, River World City, Dwelling
  • This installation of miniature clay worlds and digital video projections combines organic shape and digital imagery to examine the intersection between the heavily mediated construct of mass communication and the physical world. It is part of an exploration of how these realities, imagined and actual, redefine our sense of and direct relationship to community, place, and identity with the environment.

  • This installation is supported by The Sony Gallery of Consumer Electronics, Chicago.

  • Animation & Video and Installation
  • Video projections on clay
  • clay, digital imagery, and multimedia
  • Dysfonction
  • Valéry Grancher
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Cibachrome collage
  • .65 x .5 meters
  • And You Thought the Eighties Were Bad
  • Venantius Pinto, David Spicer, and Maurice Bastian
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Pinto Spicer Bastian And You Thought The Eighties Were Bad
  • Artist Book
  • (book) prints on paper, acetate
  • 10 x 10 x 1"
  • 36 Carres, 8928 Quadrilateres; Geometries Du Plaisir
  • Vera Molnar and F. Lille
  • SIGGRAPH 1987: Art Show
  • 1987 Molnar, Lille: Quadrilateres
  • Hdw: BFM 186/Calcomp Plotter
    Sftw: Molnart

  • 2D & Wall-Hung
  • Book
  • 12" x 12"
  • Fissions -5
  • Vera Molnar
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Serigraph
  • 22 x 22 in
  • Hypertransformation 19
  • Vera Molnar
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • 2D & Wall-Hung
  • Gouache on Cardboard
  • 75 cm x 75 cm
  • painting and mixed media
  • Hypertransformations
  • Vera Molnar
  • SIGGRAPH 1986: A Retrospective
  • 1973-6
  • 2D & Wall-Hung
  • Serigraph
  • 25.5 x 19.5"
  • Interruptions
  • Vera Molnar
  • SIGGRAPH 1998: Touchware
  • 1968
  • 1968 Molnar Interruptions
  • The image obtained by a painter using a computer stops being an accumulation of unknown badly defined forms and colours. It becomes instead a pattern of thousands of distinct, intermittent, and quantified points. The position in space, the colourimetric values of these thousands of points, are perfectly defined and numerically accountable. In this way, the painter controls each one of these points. At any moment, the artist is able to modify the value of one or several points, or even the total number of them. As a result, innumerable successive approaches (many sketches, to use the accepted history-of-art term) can be shown on the screen. Proceeding by small steps, the painter is in a position to delicately pinpoint the image of dreams. Without the aid of a computer, it would not possible to materialize quite so faithfully an image that previously existed only in the artist’s mind. This may sound paradoxical, but the machine, which is thought to be cold and inhuman, can help to realize what is most subjective, unattainable, and profound in a human being.

  • 2D & Wall-Hung
  • 16.5" x 12"
  • abstract and pattern
  • Interruptions - 20
  • Vera Molnar
  • SIGGRAPH 1986: A Retrospective
  • 1969
  • 2D & Wall-Hung
  • Plotter drawing
  • 17.5 x 13.5"
  • Interruptions -72
  • Vera Molnar
  • SIGGRAPH 1986: A Retrospective
  • 1969
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 15 x 13.5 in
  • Letters of My Mother
  • Vera Molnar
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1988
  • 1988 Molnar Letters of My Mother
  • 2D & Wall-Hung
  • ink on paper (computer output)
  • 175 x 12"
  • Variations Sainte-Victoire
  • Vera Molnar
  • SIGGRAPH 1998: Touchware
  • 1996
  • 1996 Molnar Variations Sainte-Victoire
  • The image obtained by a painter using a computer stops being an accumulation of unknown badly defined forms and colours. It becomes instead a pattern of thousands of distinct, intermittent, and quantified points. The position in space, the colourimetric values of these thousands of points, are perfectly defined and numerically accountable. In this way, the painter controls each one of these points. At any moment, the artist is able to modify the value of one or several points, or even the total number of them. As a result, innumerable successive approaches (many sketches, to use the accepted history-of-art term) can be shown on the screen. Proceeding by small steps, the painter is in a position to delicately pinpoint the image of dreams. Without the aid of a computer, it would not possible to materialize quite so faithfully an image that previously existed only in the artist’s mind. This may sound paradoxical, but the machine, which is thought to be cold and inhuman, can help to realize what is most subjective, unattainable, and profound in a human being.

  • 2D & Wall-Hung
  • 16.5" x 12"
  • abstract and pattern
  • TRANSDUCERS
  • Verena Friedrich
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2009
  • TRANSDUCERS is an experimental installation composed of several transparent glass tubes hanging at different heights through the space. Hair samples that have been collected from different individuals have been implanted into the custom-made laboratory glass tubes.

    A single human hair can be merely debris, but once its information is decoded through DNA analysis it reveals itself to be the repository of our biological blueprint. TRANSDUCERS explores this phenomenon by providing an alternative means of decoding and classification. Enhanced with electronics, these vessels bring the inanimate biological matter to life again: the object under investigation—the human hair—is triggered by the machinery and is stimulated to react. This reaction is registered, amplified, and transduced into an audible output that encodes the hair’s physiological constitution. Each of the devices generates a unique sound based on the donors’ individual hair samples. TRANSDUCERS seeks to question the dominance of science in describing and classifying life and its basic units. Every audible result provides a technological interpretation of identity, produced by an arrangement that points beyond itself to a future reference system yet to be developed, freely oscillating between life and laboratory work.

  • Electronic/Robotic Object and Installation
  • transparent glass tubes, hair samples
  • Comet Zero
  • Vernon Reed
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Vernon Reed Comet Zero
  • Hardware: MC 1468705G2 micro, LCDs
    Software: Assembler – V. Reed

  • 3D & Sculpture
  • Cybernetic neckpiece (with on-board microcomputer)
  • 9 x 6.5 in.
  • Calypso Cameo
  • Vibeke Sorensen and Tom DeWitt
  • SIGGRAPH 1983: Art Show
  • 1983 Sorenson DeWitt Calypso Cameo
  • Hardware: Vital Squeeze Zoom, G Valley 300 Switcher
    Software: Dynamic Design Algorithm
    Video: Tom DeWitt, Vibeke Sorensen
    Music: Vibeke Sorensen

  • Animation & Video
  • Color/Stereo
  • 2:07 min.
  • Abstraction
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Image Not Available
  • Installation
  • Stereoscopic studies
  • Experiment in Depth Perception #2
  • Vibeke Sorensen
  • SIGGRAPH 1992: Art Show
  • 1991
  • Sorensen: Experiment in Depth Perception 2
  • 2D & Wall-Hung
  • Photographic print and viewer
  • 30 x 40"
  • It's not a bug, It's a creature #1
  • Vibeke Sorensen
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Sorensen It's Not a bug It's a creature1
  • Hardware: Iris 3020
    Software: Wavefront

  • 2D & Wall-Hung
  • stereoscopic slides
  • Krinklebox
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Installation
  • Stereoscopic studies
  • Metamorphosis Study l
  • Vibeke Sorensen
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: CubiComp/Vas 4/Sony 5850
    Sftw: CubiComp

  • Animation & Video
  • 39 seconds
  • Microfishe
  • Vibeke Sorensen
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Vibeke Sorenson Microfishe
  • Hardware: VAX 11/780, Raster Technologies frame buffer
    Software: B. Vonherzen, D. Whelan

  • Installation
  • Color stereoscopic prints
  • 40 x 50 cm
  • NLOOPS
  • Vibeke Sorensen
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Sorensen NLOOPS
  • Rand Steiger
  • Installation and Interactive & Monitor-Based
  • video installation
  • Reflection Study #3
  • Vibeke Sorensen
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Sorensen Reflection Study 3
  • Hardware: Iris 3020
    Software: Wavefront

  • 2D & Wall-Hung
  • stereoscopic slides
  • Solstice
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Animation & Video
  • 3 minutes
  • Temple
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • Animation & Video
  • 4.5 minutes
  • Three Ring Circuit
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • 3D & Sculpture
  • Electronics and plexiglass
  • 8 x 8 x 4 in
  • Untitled
  • Vibeke Sorensen
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • Installation
  • Stereoscopic studies
  • Davis Acevedo
  • Victor Acevedo
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Acevedo: Davis Acevedo
  • The main intent of my print work is to explore the structure of space by re-visioning (photo)graphical data pulled from everyday life. Toward this goal, I build geometric space frames or objects using 30 software and then composite these synthetic structures into the artifactual space of each (photo)graph of interest.

    Apart from intuitively generated virtual or cyberspace objects, the use of particular space frames (geometrical matrices – networks of triangulated or semispherical polyhedra) and the graphical tension achieved by (digitally) juxtaposing them with photographic mappings of visual data becomes an opportunity to represent spatial-field phenomena in a way that is non-cubical and non-cubist. Moreover, the use of digital imaging tools supports the facile use of photographic realism with its native and varied perspectival embodiment, even as it is subject to a profound digitalic flux of an acutely abstract and metaphorical shape-shifting mixology, if you will.

    I am fond of saying: “There is no such thing as empty space:’ Among other things, “empty” space is filled with atoms and their dynamic interactions. Not only is space not empty, it has shape. In my pictures, I conceptualize space as a field. I render figures and their environments and connect them pictorially because they actually are connected in reality. At the same time, the connective networks or objectifications that I use (I would like to think) articulate the inherent structure of the so called empty space ‘tween the figure and ground.

    Apart from direct sensorial contact with nature, my key modern and contemporary influences have been the artists Cezanne, Picasso, Salvador Dali, and M.C. Escher; design-scientist-engineer-geometer R. Buckminster Fuller; and East-West scientists-philosophers Fritjof Capra and Ken Wilber.

  • 2D & Wall-Hung
  • 29 inches x 40 inches
  • digital imagery, geometric, and photography
  • Nu Cynthesis
  • Victor Acevedo
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Acevedo: Nu Cynthesis
  • The main intent of my print work is to explore the structure of space by re-visioning (photo)graphical data pulled from everyday life. Toward this goal, I build geometric space frames or objects using 30 software and then composite these synthetic structures into the artifactual space of each (photo)graph of interest.

    Apart from intuitively generated virtual or cyberspace objects, the use of particular space frames (geometrical matrices – networks of triangulated or semispherical polyhedra) and the graphical tension achieved by (digitally) juxtaposing them with photographic mappings of visual data becomes an opportunity to represent spatial-field phenomena in a way that is non-cubical and non-cubist. Moreover, the use of digital imaging tools supports the facile use of photographic realism with its native and varied perspectival embodiment, even as it is subject to a profound digitalic flux of an acutely abstract and metaphorical shape-shifting mixology, if you will.

    I am fond of saying: “There is no such thing as empty space:’ Among other things, “empty” space is filled with atoms and their dynamic interactions. Not only is space not empty, it has shape. In my pictures, I conceptualize space as a field. I render figures and their environments and connect them pictorially because they actually are connected in reality. At the same time, the connective networks or objectifications that I use (I would like to think) articulate the inherent structure of the so called empty space ‘tween the figure and ground.

    Apart from direct sensorial contact with nature, my key modern and contemporary influences have been the artists Cezanne, Picasso, Salvador Dali, and M.C. Escher; design-scientist-engineer-geometer R. Buckminster Fuller; and East-West scientists-philosophers Fritjof Capra and Ken Wilber.

  • 2D & Wall-Hung
  • 26.66 inches x 40 inches
  • digital imagery, geometric, and photography
  • The Lacemaker
  • Victor Acevedo
  • SIGGRAPH 1998: Touchware
  • 1997
  • Acevedo: The Lacemaker
  • The Lacemaker is an homage to the famous same-titled 17th Century painting by Johannes Vermeer. The original photograph, taken on New Year’s Eve 1995, was not consciously posed. Acevedo caught his subject emulating the posture of the Lacemaker simply by happenstance. This synchronicity underscores his interest in everyday life as seen, recorded, and then digitally revisioned into a kind of metaphysical photographic archive.

    This is a figurative image about turning up the non-anthropomorphic channel. As to metaphor: energetic flux outside the polarities of comple­mentary opposites. In effect depicting a subject’s local electromagnetic, structurally resonant field. This depiction also doubles as a device that subdivides and interpenetrates the traditional photographic space with non-cubist spatial arrays. The corresponding ray-traced vertexial spheres provide an additional non-­Euclidean mapping of the pseudo­-molecular-model aggregate. This pictorial artifact facilitates the act of seeing in the present combined with flashback phenomena – remnants apprehended in an act of coding constellations of sensorial data. Nothingness in the interstitial space between figure and ground is effect given structure.

  • 2D & Wall-Hung
  • Iris ink jet print on deckled-edge Somerset water color paper
  • 12" x 19.25"
  • history, iris print, and photography
  • The Space Field Series: Comet Nebula
  • Victor Raphael
  • SIGGRAPH 1999: technOasis
  • 1997
  • In the continuing Space Field series, the artist adds metal and gold leaf to Polaroid images then manipulates and transforms the images through digital scanning and printing with the Iris and Encad printers.

  • 2D & Wall-Hung
  • Unique Iris on Canvas with Metal Leaf
  • 29 inches x 35.5 inches
  • digital imagery and mixed media
  • The Katrina Project: NO-LA
  • Victoria Vesna, Jiacong Jay Yan, W.H. Lucas, Claes Andersson, Kimberly Townes, Andreas Colubri, and Estevan Carlos Benson
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • The Katrina Project: NO-LA involves collaborators from art, design, behavioral science, journalism, and community outreach. A database-driven, activist web site explores the psychological and social effects of the storm and its aftermath through interviews with, and works by various artists in New Orleans and Los Angeles.

    The Katrina Project was initiated immediately after the Katrina disaster by Kenneth Wells, professor-in-residence of Psychiatry and Biobehavioral Sciences at the University of California, Los Angeles, who studies environmental effects on mental health. He approached Victoria Vesna, then chair of UCLA Design | Media Arts to help devise a communication system that would prepare victims for the psychological impact of the storm. She turned to Henri Lucas, an activist designer who teaches in the department and led a class of student researchers for this project. After a few permutations, the project reoriented to look at the connection between Lousiana and Los Angeles, with a focus on the creative community that works on raising consciousness around issues raised by this tragedy.

    The team was joined by Claess Andersson, a reporter for NPR who conducted a series of interviews with filmmakers, artists, dancers, musicians, architects, and cooks, including filmmaker Wendy Gary Berman, film director Laura Beesley, and Sam Durant, artist and co-founder of Transforma, who worked with local organizations in New Orleans. The web site extends beyond Los Angeles to become a database of works by moviemakers, photographers, and others in the creative community. It is designed by media artist Jay Jiacong.

  • Design
  • http://artsci.ucla.edu/katrina/
  • Noise Aquarium
  • Victoria Vesna, Martina R. Fröschl, Glenn Bristol, and Alfred Vendl
  • SIGGRAPH 2019: Proliferating Possibilities: Speculative Futures in Art and Design
  • 2018
  • 2019 Vesna Froschl Bristol Vendl Noise Aquarium
  • The ecological crisis is a human crisis. Oceans must not be considered as flat blue surfaces which serve as dropping holes where we can let vanish all our anthropogenic remains. There are vast amounts of organisms that live down there and some suffer pain from our waste and noise. Many are aware of mammals such as whales and dolphins and there have been discussions about the chemical and waste pollution. But – often ignored is the invisible and the inaudible environment to us that is deeply secluded. Therefore, in this installation, we have created 3D enlarged plankton to be like whales. In addition, we amplify the noise as participants move closer to the animations to simulate how these organisms might experience and perceive this anthropogenic noise. This is a highly interdisciplinary artist led effort with biologists, chemists, nano-toxicologists and an animator all working together towards a common goal – to raise consciousness.

    Plankton serve as one of the primary basis of the marine food chain and are as a result a crucial component of the Earth‘s ecosystem. Scientists believe that phytoplankton contribute between 50 to 85 percent of the oxygen in Earth’s atmosphere.

    Current literature and studies have demonstrated how different noise sources influence large marine life with striking examples such as images of stranded whales and dolphins. However, little or almost nothing is known about the possible impact on marvelous microscopic organisms such as plankton and with the entanglement of micro-plastics, the ecological balance is further compromised.

    Noise Aquarium utilizes 3D-scans of these micro creatures obtained with unique scientific imaging techniques and immerses the audience in the 3D ‘aquarium’ of diverse planktons projected as large as whales. With their presence alone, participants create destructive visual and audio noises, demonstrating how we are all implicated by our inaction. Noise Aquarium spotlights animated 3D-models obtained with scientific imaging techniques of the extremely diverse plankton spectrum.

  • Animation & Video
  • Animated 3D models
  • http://noiseaquarium.com/
  • Another Day in Paradise
  • Victoria Vesna
  • SIGGRAPH 1993: Machine Culture
  • “In palms ever appearing youthful; in palms I am revived,” – Carl Friedrich Philipp, von Martius, 1816

    Palms furnish food, shelter, clothing, oils, waxes, timber, fuel, building materials, fibers, starch, wines, soap, brooms, mats, hats, sugar, wine, vinegar, baskets …

    The look, the color, texture and even the fragrances are maintained. The process replaces natural plant fluid with a preservative. The trunk of the preserved palm tree is hollow. The result is a realistic plant environment constructed to specified measurements.

    Watering, pest control, auxiliary lighting, skylights, replacement due to plant mortality or due to outgrowing of space, special planters … are no longer necessary. Architects and designers can now plan the palm trees in the projected environment and design the height, shape, and type of tree that will be used. Three preserved palm trees with integrated monitors. The first palm plays a continuous loop of a video. We see the architectural surface of Orange County and hear the story of Vi Vuong, a Ph.D. student at UC Irvine.

    “Another Day in Paradise” is the motto of the city of Irvine in Orange County, California. Incorporated in 1971, it is renowned as one of the largest, most successful planned communities in the nation. Here, we can glimpse into the future living environments—an ideal represented. Our Town, circa, 1993. An hour’s drive south of Los Angeles, past Disneyland, the Nixon Library, and John Wayne airport, the American Dream personified. Inspired by Disneyland, this model city is carefully studied by developers and architects from around the world.

    Only ten minutes away are the nation’s preeminent shopping malls—Fashion Island and South Coast Plaza and it is a major magnet for international business, the prototype of the new multinational city. The chairman of the Irvine Company who practically owns the town, calls the Irvine property his “raw canvas” and plans to devote the rest of his life to its development. A spectacular 100-square-mile canvas just waiting to be filled with the familiar landmarks of the late 20th century commercial civilization-—office parks, housing tracts, and shopping malls, crisscrossed by highways.

    Vi Vuong fled with a group of other 14-year-olds on a boat at the urging of their mothers who didn’t want them to grow up to die to finally land at John Wayne Airport. An estimated of 600,000 of ” boat people” have drowned trying the similar route of escape. Oddly, the largest Vietnamese community settled in Orange County next door to the Nixon library.

    1993 marks 20 years since the “end” of war with Vietnam. Since then it has been a subject of thousands of books, articles, and scores of motion pictures and documentaries. And yet, this country has still not come to grips with the idea that it has actually lost the first techno-war.

    The second palm has hidden surveillance cameras in the fronds and the monitors mirror the viewer and the immediate surroundings. It is silent.

    The third tree is interactive with an integrated computer that allows the viewer to “scratch” below the surface. This palm houses a collaborative effort with excerpts of “Monkeybone Take Me Home” and The Sacred and the Toxic” by Sean Kilcoyne and footage from the daily life in Vietnam by Kathy Brew. The media emblems of the Vietnam war are challenged by images of people who are trying to pick up the pieces and go on with their lives. The preservation process of palms is the bed on which these images and stories unfold.

  • Installation and Interactive & Monitor-Based
  • Bodies© INCorporated
  • Victoria Vesna
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Vesna Bodies INcorperated
  • Bodies© INCorporated., a pub­lic space on the Web, occasion­ally emerges as a physical envi­ronment. In the summer of 1996, it appears simultaneously at the San Francisco Art Institute, SIGGRAPH 96, and the Contemporary Arts Center in New Orleans. The work is com­prised of three main public sites, where different sets of activities and emotional dynamics occur. The first is “Limbo,” a gray, frustrating, rather static and non-descript zone, where information can be accessed about bodies that have been put on hold by own­ers who have abandoned or neglected them. The second is the “Necropolis,” a richly tex­tured, baroque setting that produces feelings of anxiety, fear, and exhilaration, where owners choose from a seem­ingly endless list of disturbing possibilities for how they wish their bodies to die. The third is the “Exhibition/ Body Building” space, a “gallery” domain where bodies are displayed and visitors can actively re­assemble their “virtual others.”

    Events in each of the three territories ignite a range of emotional responses and raise a variety of interesting issues related to online community dynamics. For example, when the body is “killed,” it is announced to the collection of “body owners” via email and made into a public spectacle. The implications of the actual person being identified in the public space have the potential to radically change the com­munity dynamic. When bodies are exhibited over the Internet, quite obviously, they reach a much larger audience than in a public space like a museum. But once they are in a physical space, the owners tend to take their exhibition much more seriously and any kind of public event much more personally.

    There is an odd sense of complexity in the murder of a thought-creation made public. How does the graphic repre­sentation of the body amplify our relationship to it? What sort of psychological commitment and attachment do owners exhibit toward their “virtual” bodies? What happens when you discover that your body has been publicly altered in some way, without your knowl­edge or participation? How does the body become a source of pleasure and anxiety as it moves through changes and permutations that are out­side the owner’s control? What sort of emotional dynamics result from bodies being dis­played as a public spectacle? These are just a few questions being raised in Bodies© INCorporated. Perhaps you will have a few of your own.

  • Robert Nideffer, Jason Schleifer, Kenneth Fields, and Nathanial Freitas
  • Interactive & Monitor-Based
  • exhibition and psychological
  • Rambona
  • Victoria Vesna
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 1993 Vesna Rambona
  • overview and detail

  • 2D & Wall-Hung
  • Dye sublimation prints
  • 6 ft 9 inches x 5 ft 10 inches
  • Flower
  • Viktor Jan
  • SIGGRAPH 2016: Data Materialities
  • 2014
  • 2016 Viktor Jan, Flower
  • Although Viktor Jan’s Flower may seem like an interloper among the many data sculptures and media representations appearing in this exhibition, it provides a contrast from the other works by focusing on how data can spur the creation and loss of natural entities. Inspired by the poem “Flower,” by one of South Korea’s leading poets of the late 20th century (Kim Ch’un-Su), the flower “blooms” or comes to life in a dark environment, when visitors whisper into its microphone, or when it senses data streams on local networks. Unlike a natural flower, Jan’s flower awakens in the evening and will never come to life unless someone calls its name. Flower reacts to the idea of “the gaze” in digital space, where people online are always vying for more views, likes, and mentions.

    Until I spoke his name,

    he had been

    no more than a mere gesture.

     

    When I spoke his name,

    he came to me

    and became a flower.

     

    Now speak my name,

    one fitting this colour and odour of mine,

    as I spoke his name,

    so that I may go to him

    and become his flower.

     

    We all wish

    to become something.

    You to me and I to you

    wish to become an unforgettable gaze [4].

     

    The work operates in a similar fashion to internet chat rooms, which are often most active in the evening hours when people are up late at night or home from a busy day at work and can finally contribute to the global online discussions. Flower, in effect, directly correlates to the variety of activities that take place online and out of sight. Flower only comes to life when people interact with it, which is similar to the phenomenon of Web 2.0, where databases and interfaces for cataloguing large amounts of data are created, and then wait for the general public to populate them with everything from personal photos to endless chatter. Maybe it is precisely this seemingly endless amount of data that either encourages us to be more creative or inspires us to challenge its use and purpose.

  • 3D & Sculpture
  • Damsels in Armor
  • Viktor Koen
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Koen: Damsel No.3
  • Traditional war memorials have adhered to a strict code of remembrance: commemorate the dead by distancing death and achieve public consensus through application of a conservative aesthetic. If truth is the casualty in these classic depictions, a greater good remains permanently enshrined: consolation for the bereaved and elevation of the fallen to cult status. Society needs to rally youth to fight future wars, and these monumental odes to martyrdom provide the necessary inspiration.

    Damsels in Armor is a civics lesson of another order: 24 unsanctioned monuments testifying to war’s truly brutal cost. Rising above the detritus of battle, these damsels bear witness to the inevitable price of engagement; no suit of armor can shield them from the acid scars of battle, now permanently etched on their once-beautiful faces. Triumph’s glory has proved to be transient. Corrosion defaces, distorts, reveals. This gallery of figures forces us to acknowledge a reality understandably edited for commissioned monuments: every victory is Pyrrhic.

    A fusion of sculptural elements, weapons, and armor, these “victory” compositions have historical roots in works like “Nike of Samothrace” and Delacroix’s celebrated painting “Liberty Leading the People.” Elements and details were juxtaposed digitally for a seamless, almost painterly finish, traditional in its look, if unorthodox in content. The damsels’ faces were selected from 1940s and 1950s commercial photography, another era when truth was glamorized for mass consumption. Original photography of armaments was done at the Arms and Armor Collection of the Metropolitan Museum of Art, the New York City Police Museum, and the War Museum of Greece.

  • 2D & Wall-Hung
  • digital imagery and history
  • Dark Peculiar Toy No. 03
  • Viktor Koen
  • SIGGRAPH 2006: Intersections
  • 2006 Koen Dark Peculiar Toy No.03
  • Dark Peculiar Toys is an assembly experiment in which philosophies of what a toy is and is supposed to do differ and collide. These collisions deface, break, or de-construct the toys into piles of raw materials waiting to be re-constructed in alternative ways, without instructions or any memory of their origins and function, and with no consideration of the original creator’s intentions. Curiously, they break down not only to their essential parts, but also to details of character and spirit (if they ever possessed any). They only retain colors, shapes, and the scars inflicted by their previous owners – scars that separate them from their assembly-line identical multiples and make them one of a kind.

    These tragic action figures are stuck between their new condition and the reality of their past. They link older and contemporary pro­totypes of heroism or role playing by combining traditional symbols in unorthodox ways. Their appeal lies solely in the tendency children (of any age) have to cannibalize existing objects in order to fuse their own. These creations are at odds with their carefully planned origins, and they break gender and age molds by defying experts on children, focus groups, and sales projections. The newly assembled toys, though somewhat dramatic and traumatic due to their dark­ness, evoke our emotions and form a connection with us, by taking a place in our personal memories. Not in a “lost childhood blah, blah, blah” way, but as images that communicate nostalgia and joy, or the nostalgia of joy.

    These emotions also dominated the process of putting them togeth­er. I photographed toys and objects that I’ve collected through the years and my travels, some of them part of my personal childhood, and then mixed and matched them for hours. While this was a different form of play, the magic was the same.

  • The digital, on-screen process of creating the images follows loose pencil studies that determine concepts and compositions or hours of mixing and matching parts and objects. Adobe Photoshop 6.0 was used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects was utilized on the multi-layered files, some colored artificially and others retaining their original colors. Most shadowing was done from scratch in order to control the lighting (since the different parts were photographed under equally different light conditions, indoors and outdoors) and enhance three dimensionality (no 3D software is used at any point in the process).

    The computer allows for transparent-layered results and incorpo­rates photographic material (essential to creation of surreal, yet momentarily believable images). Digital photography has proven to be an invaluable asset by allowing easy capture of objects and tex­tures for the compositions. The main advantage of working digitally is the freedom to constantly change and adjust any aspect of image making. The ability to combine different sources (digital or not) on one platform pushes the process in expressive and experimental directions.

  • 2D & Wall-Hung
  • 2D imaging
  • 13" x 13"
  • Dark Peculiar Toy No. 04
  • Viktor Koen
  • SIGGRAPH 2006: Intersections
  • 2006 Koen Dark Peculiar Toy No.04
  • Dark Peculiar Toys is an assembly experiment in which philosophies of what a toy is and is supposed to do differ and collide. These collisions deface, break, or de-construct the toys into piles of raw materials waiting to be re-constructed in alternative ways, without instructions or any memory of their origins and function, and with no consideration of the original creator’s intentions. Curiously, they break down not only to their essential parts, but also to details of character and spirit (if they ever possessed any). They only retain colors, shapes, and the scars inflicted by their previous owners – scars that separate them from their assembly-line identical multiples and make them one of a kind.

    These tragic action figures are stuck between their new condition and the reality of their past. They link older and contemporary pro­totypes of heroism or role playing by combining traditional symbols in unorthodox ways. Their appeal lies solely in the tendency children (of any age) have to cannibalize existing objects in order to fuse their own. These creations are at odds with their carefully planned origins, and they break gender and age molds by defying experts on children, focus groups, and sales projections. The newly assembled toys, though somewhat dramatic and traumatic due to their dark­ness, evoke our emotions and form a connection with us, by taking a place in our personal memories. Not in a “lost childhood blah, blah, blah” way, but as images that communicate nostalgia and joy, or the nostalgia of joy.

    These emotions also dominated the process of putting them togeth­er. I photographed toys and objects that I’ve collected through the years and my travels, some of them part of my personal childhood, and then mixed and matched them for hours. While this was a different form of play, the magic was the same.

  • The digital, on-screen process of creating the images follows loose pencil studies that determine concepts and compositions or hours of mixing and matching parts and objects. Adobe Photoshop 6.0 was used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects was utilized on the multi-layered files, some colored artificially and others retaining their original colors. Most shadowing was done from scratch in order to control the lighting (since the different parts were photographed under equally different light conditions, indoors and outdoors) and enhance three dimensionality (no 3D software is used at any point in the process).

    The computer allows for transparent-layered results and incorpo­rates photographic material (essential to creation of surreal, yet momentarily believable images). Digital photography has proven to be an invaluable asset by allowing easy capture of objects and tex­tures for the compositions. The main advantage of working digitally is the freedom to constantly change and adjust any aspect of image making. The ability to combine different sources (digital or not) on one platform pushes the process in expressive and experimental directions.

  • 2D & Wall-Hung
  • 2D imaging
  • 13" x 13"
  • Dark Peculiar Toy No. 19
  • Viktor Koen
  • SIGGRAPH 2006: Intersections
  • 2006 Koen Dark Peculiar Toy No.19
  • Dark Peculiar Toys is an assembly experiment in which philosophies of what a toy is and is supposed to do differ and collide. These collisions deface, break, or de-construct the toys into piles of raw materials waiting to be re-constructed in alternative ways, without instructions or any memory of their origins and function, and with no consideration of the original creator’s intentions. Curiously, they break down not only to their essential parts, but also to details of character and spirit (if they ever possessed any). They only retain colors, shapes, and the scars inflicted by their previous owners – scars that separate them from their assembly-line identical multiples and make them one of a kind.

    These tragic action figures are stuck between their new condition and the reality of their past. They link older and contemporary pro­totypes of heroism or role playing by combining traditional symbols in unorthodox ways. Their appeal lies solely in the tendency children (of any age) have to cannibalize existing objects in order to fuse their own. These creations are at odds with their carefully planned origins, and they break gender and age molds by defying experts on children, focus groups, and sales projections. The newly assembled toys, though somewhat dramatic and traumatic due to their dark­ness, evoke our emotions and form a connection with us, by taking a place in our personal memories. Not in a “lost childhood blah, blah, blah” way, but as images that communicate nostalgia and joy, or the nostalgia of joy.

    These emotions also dominated the process of putting them togeth­er. I photographed toys and objects that I’ve collected through the years and my travels, some of them part of my personal childhood, and then mixed and matched them for hours. While this was a different form of play, the magic was the same.

  • The digital, on-screen process of creating the images follows loose pencil studies that determine concepts and compositions or hours of mixing and matching parts and objects. Adobe Photoshop 6.0 was used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects was utilized on the multi-layered files, some colored artificially and others retaining their original colors. Most shadowing was done from scratch in order to control the lighting (since the different parts were photographed under equally different light conditions, indoors and outdoors) and enhance three dimensionality (no 3D software is used at any point in the process).

    The computer allows for transparent-layered results and incorpo­rates photographic material (essential to creation of surreal, yet momentarily believable images). Digital photography has proven to be an invaluable asset by allowing easy capture of objects and tex­tures for the compositions. The main advantage of working digitally is the freedom to constantly change and adjust any aspect of image making. The ability to combine different sources (digital or not) on one platform pushes the process in expressive and experimental directions.

  • 2D & Wall-Hung
  • 2D imaging
  • 13" x 13"
  • Dark Peculiar Toy No. 21
  • Viktor Koen
  • SIGGRAPH 2006: Intersections
  • 2006 Koen Dark Peculiar Toy No.21
  • Dark Peculiar Toys is an assembly experiment in which philosophies of what a toy is and is supposed to do differ and collide. These collisions deface, break, or de-construct the toys into piles of raw materials waiting to be re-constructed in alternative ways, without instructions or any memory of their origins and function, and with no consideration of the original creator’s intentions. Curiously, they break down not only to their essential parts, but also to details of character and spirit (if they ever possessed any). They only retain colors, shapes, and the scars inflicted by their previous owners – scars that separate them from their assembly-line identical multiples and make them one of a kind.

    These tragic action figures are stuck between their new condition and the reality of their past. They link older and contemporary pro­totypes of heroism or role playing by combining traditional symbols in unorthodox ways. Their appeal lies solely in the tendency children (of any age) have to cannibalize existing objects in order to fuse their own. These creations are at odds with their carefully planned origins, and they break gender and age molds by defying experts on children, focus groups, and sales projections. The newly assembled toys, though somewhat dramatic and traumatic due to their dark­ness, evoke our emotions and form a connection with us, by taking a place in our personal memories. Not in a “lost childhood blah, blah, blah” way, but as images that communicate nostalgia and joy, or the nostalgia of joy.

    These emotions also dominated the process of putting them togeth­er. I photographed toys and objects that I’ve collected through the years and my travels, some of them part of my personal childhood, and then mixed and matched them for hours. While this was a different form of play, the magic was the same.

  • The digital, on-screen process of creating the images follows loose pencil studies that determine concepts and compositions or hours of mixing and matching parts and objects. Adobe Photoshop 6.0 was used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects was utilized on the multi-layered files, some colored artificially and others retaining their original colors. Most shadowing was done from scratch in order to control the lighting (since the different parts were photographed under equally different light conditions, indoors and outdoors) and enhance three dimensionality (no 3D software is used at any point in the process).

    The computer allows for transparent-layered results and incorpo­rates photographic material (essential to creation of surreal, yet momentarily believable images). Digital photography has proven to be an invaluable asset by allowing easy capture of objects and tex­tures for the compositions. The main advantage of working digitally is the freedom to constantly change and adjust any aspect of image making. The ability to combine different sources (digital or not) on one platform pushes the process in expressive and experimental directions.

  • 2D & Wall-Hung
  • 2D imaging
  • 13" x 13"
  • Transmigrations: Cases of Corporate Reincarnation
  • Viktor Koen
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Koen: Skelephron
  • The overall concept of Transmigrations: Cases of Corporate Reincarnation combines theories and research on social insects, traditional and contemporary corporate structures, job descriptions, and reincarnation scriptures. A variety of conceptual layers enhances the basic idea with depth and an intricate point of view. While the layers require study of a substantial amount of bibliography, they provide the project with a spine, by acting as a solid point of departure. Transmigrations showcases 24 portraits of senior executives who return to life as insects. The characters personify symbols and weapons of their trades on a number of levels, some instantly visible and others hidden.

    The term “transmigration” refers to successive embodiments, mainly in the sense of rebirth in lower life forms. This theory was first asserted by Pythagoras, the most important early Hellenic thinker and the father of controversial teachings on reincarnation of souls. He taught that those whose lives had been filled with evil deeds and destructive emotions, were unworthy to reincarnate immediately in human form. Such souls, therefore, obsessed the bodies of animals and attempted to function through these inferior vehicles until eventual re-elevation to a human host. Insect societies, strife, and competition prevail. The colony features a system of castes and labor roles featuring aggression among competitive social insects. Individuals who achieved dominance over the rest are given preference in access to food and breeding cells. The chosen ones (even within the same colony) recognize each other as rivals and display open hostility to each other. Organizational details evolve through an evolutionary optimization process, a precise replica of the methods used in the marketplace to develop successful business models. Similarly, dynamic and competitive markets dictate aggressive corporate behavior patterns and environments in which the option of moral, human, or fair conduct is almost an impossibility. The race toward market domination has underscored the need for structures that define clear, uncrossed lines of authority and communication. Thus arose a breed of business executives who have to practice cold, analytical, often impersonal tactics in order to generate maximum return on investment for their enterprises.

    Transmigrations describes a caste of bureaucrats with punished souls, consigned to the lowest life form, where upward mobility is nearly impossible. These concoctions of flesh and metal do not appear to be individuals who made mistakes and wish to repent. They were willing adapters of a predatory modus operandi, and now, in their subhuman condition, their instincts apply. Here their essence is physical and exposed, just like the names, which to some degree, mirror the signature trait of the insect with which they were fused. Comfortable in their new suits, they size up their enemies. They have no friends. They never did.

  • The digital, on-screen process of creating the images follows numerous pencil studies that determine concepts and compositions. Most of the raw photographic components originate from vintage prints, digital photography, and stock photos. The digital files are enlarged by 400 percent and printed digitally on 44 x 60 inch canvases by a six-color laser plotter printer. Adobe Photoshop 5.5 is used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects is utilized on the multilayered files, which are completed in grayscale before they are colored. As a traditionally trained artist, I always preferred acrylic pigments to oil because my technique required endless layering in order to get texturally and tonally dense surfaces. I painted on both sides of acetate sheets, and the result resembled experimental animation cells. I found the computer has given me the transparent-layered results that I liked and the ability to incorporate photographic materials that I believe are essential to my work, in order to create surreal, yet momentarily believable images.

  • Research is the preliminary stage that is crucial to the structure and cohesiveness of the series. Once research is completed, my method is simple and painful:

    1. I translate studies from my sketchbook into digital collages. I chose 24 images to be finished out of set of about 35 sketches done in a relatively short period of time. Speed is important in order to retain continuity within the series (image 2).

    2. I match a face to each “character” (family or corporate vintage photography provides the base from which the style and expression originate), and most of the times this is the starting point of every image (image 3).

    3. The combination of body, insect, machine, tool, flesh, and bone parts composes the body and evolves to finished seamless black-and-­white images. Choices are made according to the “job description” or (better) “psychological profile” discovered in the preliminary research stage. Once most of the characters are assembled, parts are swapped and even named in order to strengthen the individual concepts, so at some point the creative process is almost independent from the prior research decisions (image 4).

    4. Then I add color by combining unrelated photos or parts of my own older paintings that have color or textures I like. A1so, a great deal of tinting and shading is combined with various layer effects in order to get the end result. I print multiple stages of the work in progress and mark up the changes on the printout. The computer files are composed from over 20 sources and 30-40 layers that require meticulous naming and organization. Each image requires a good, solid 40-50 hours of work between initial composition and final output (not including research, photography, or sketches). The final prints were printed digitally on 44 x 60 inch canvases. Producing them with a high-resolution six-color laser method accurately translates their vibrant on-screen color quality (image 5).

  • 2D & Wall-Hung
  • digital prints on canvas
  • 44 x 60 inches
  • collage and digital print
  • Vanitas No.23
  • Viktor Koen
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Vanity Studies is a series of still-life images based on the 17thcentury Vanitas paintings, depicting compositions of objects that symbolised the vanity of worldly things and the brevity of life. After initial research on the Vanitas theme, I turned my attention to compositional and aesthetic challenges, since the conceptual strength was established and would be consistent through the series, without specific ideas for each picture. This allowed for a more expressive process, since images were not dictated by their carefully selected title but from the spontaneous visual chemistry between objects that take on unconventional meanings and the need for different versions of images that had to be explored. Components of the traditional compositions were mixed with contemporary and technologyinspired elements, in order to graduate the symbolic value of the
    imagery to the present. For an artist infatuated with technology, its shapes, and its surfaces, this series has been an opportunity to approach organic subjects. It helped me discover or, better, rediscover nature’s relevance as the foundation to all. This sharp thematic turn was possible in part because the Vanitas still-life was characterised by a prominently
    displayed skull, a motif I consider visually stunning and symbolically potent. Vanity Studies refers not so much to the futility of seeking what does not last, but the surprising aesthetic qualities of the ordinary.

  • The digital, on-screen creative process is not based on sketches or pencil studies, in order to achieve a more expressive result influenced
    by the interaction of elements, through trial and error. By not determining concepts and compositions in advance, the images evolve in a fluid manner and utilise transparency and the textural attributes of the software. The only groundrule for the series was that no camera could be used. The raw photographic components are scans of individual objects at different angles, done in the dark, in order to take advantage of the natural distortion that occurs when the scanner lens tries to capture depth. The backgrounds are mostly found distressed surfaces of metal, wood, or plastic, and a layout of a large number of small objects of the same kind on the glass, in order to create grids or random piles. The accidental results of the scans contributed to the “loose” aesthetic outcome, even though each image went through several versions before printing. Adobe Photoshop 5.5 was used to connect and manipulate the sources into seamless visuals. Only the basic set of software filters and effects were utilised on the multi-layered files, completed in greyscale before they were colour tinted. I used an eight-year-old Agfa Arcus II scanner that broke frequently, exactly when the series was finished, or the other way around.

  • 2D & Wall-Hung
  • Digital print on paper
  • 17 inches x 23 inches
  • Witness No.02 and No.04
  • Viktor Koen
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Witness is a series of 12 prints addressing issues of civil and personal responsibility as they develop due to the rapid proliferation of digital media. This proliferation has allowed independent organizations of any size and individuals from around the world who were previously unable to communicate with a wide audience to do just that. This has not only allowed each one of us to express opinions or present facts, but also allowed us to witness more current, past, and future events in a broader arena than ever before. This new-found ability comes with a slew of benefits but also a heavy burden. When we can so easily search and find, we assume responsibilities that were unknown just a few years ago. The Witness series combines photographs chosen for their graphic symbolic quality. Their darkness reflects the issues confronting the “witness.” Their one eye sees it all but unfortunately rarely acts or reacts, like the cyclops that can see but has blind spots that limit his vision. The digital veil covering the entire length of the images serves as a separator between reality and perception. It also brands and deforms the witness in an attempt to show the immediate personal effects of what happens elsewhere, no matter how distant. The fact that the witnesses have no names, only numbers, makes them objective but also objectifies them, just like exhibits submitted in court. They review and contemplate our traumatic past as a species but also the present that seems sometimes as bleak as our past. They “testify” on environmental issues, technology, and politics. They also criticize traditional media outlets in all of their shapes and forms.

  • The digital, on-screen process of creating the images follows loose pencil studies that determine concepts and compositions or hours of mixing and matching parts and objects. Adobe Photoshop 6.0 is used to connect and manipulate old and new sources into seamless visuals. Only the basic set of software filters and effects are utilized on the multi-layered files, some colored artificially and others retaining their original colors. Most shadowing is done from scratch in order to control the lighting (since the different parts were photographed under equally different light conditions, indoors and outdoors) and enhance three dimensionality (no 3D software is used at any point of the process). The computer allows for transparent-layered results and incorporates photographic materials that are essential to the creation of surreal, yet momentarily believable, images. Digital photography (an eight-megapixel Olympus E-500) has proven to be an invaluable asset because it allows easy capture of objects and textures for the compositions. The main advantage of working digitally is the freedom to constantly change and adjust any aspect of image making. The ability to combine different sources (digital or not) on one platform pushes the process toward expressive and experimental directions.

  • 2D & Wall-Hung
  • Digital print on paper
  • 13 inches x 19 inches
  • Freefall Cyberball
  • Vincent John Vincent, Francis MacDougall, and Sue Wyshynski
  • SIGGRAPH 1992: Art Show
  • 1992 Vincent MacDougall Wyshnski Freefall Cyberball
  • A virtual ballet in zero gravity, Freefall Cyberball is a melding of virtual sports, dance, acrobatics, and video games in a single-user, audience-impact experience. This form of Mandala World analyzes three-dimensional space information through two cameras. It also features 3D, rendered computer graphics.

  • Installation
  • Way to Go
  • Vincent Morisset, Philippe Lambert, Édouard Lanctôt-Benoit, and Caroline Robert
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Morisset, Robert, Benoit, Lambert: Way to Go
  • Way to Go is an interactive experience for human beings between 5 and 105 years old. Maybe it lasts six minutes; maybe it lasts forever. Way to Go is ready for your web browser and willing to go VR, if you’re Rift-y. It is like a gray squirrel balanced on a branch, fearless. Made by Vincent Morisset, Caroline Robert, Édouard Lanctôt-Benoit and the studio AATOAA, visionary creators of BLA BLA and Arcade Fire’s award-winning Just A Reflektor. Produced by the National Film Board of Canada, co-produced by France Televisions, with a mesmerizing soundtrack by Philippe Lambert, it is a game and a solace and an alarm, a wake-up call to the hazards of today. At a moment when we have access to so much, and see so little, Way to Go will remind you of all that lies before you, within you, in the luscious, sudden pleasure of discovery.

  • Augmented Reality/Virtual Reality
  • Project: Snake
  • Vishal Dar
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Dar: Project: Snake
  • The paradigm shifts currently at play in contemporary art, architecture, and design are fundamental and inevitable, displacing many of the well-established conventions. Models of art and design capable of consistent, continual, and dynamic transformation are replacing the static norms of conventional processes. The predictable relationships between design and representation are abandoned in favor of computationally generated complexities.

    Project: Snake represents an incessant fluid process of mutation, deformation, and delirium, a dynamically changing form that is both surface and cavity, expressing the limitless in relative terms. The metaphor of the snake investigates experimental art and contemporary design inquiries that would explore the possibilities offered by digital processes akin to surfaces coupled with a variety of conditional experiences such as skin structure, enclosure, representation, ornamentation, perception, gender, and performance.

    As we continue to reduce the space of slippage between the plastic solidity of material and the ephemeral liquidity of light, imagination and matter begin to speak the same language.

  • The digital sculptures were produced with Alias | Wavefront Maya, and the data were processed through SURFCAM, then translated through the CNC milling process into sculptures using medium-density fiberboard. A large-scale sculp­ture was produced in high-density foam and converted into an acrylic mould through the process of vacuum forming.

  • 3D & Sculpture
  • 2 feet x 4 feet
  • imagination and perception
  • Black Lines Dancing
  • Vivek Patel
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Black lines extend, curl, and twirl to the silky notes of a trumpet. They grow, expand, and dance to the rhythm and melody of a sound track. As time passes, so does the black that turns to red, blue, green, and yellow. On the right notes, lines disappear one by one
    and reveal the painting beneath.

  • Animation & Video
  • Animation
  • 02:43 minutes
  • Four Plays
  • Vivek Patel
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The gestures of a cello player with his bow on the belly of a cello are described as line strokes in this animation. All the lines are synchronized
    to Johann Sebastian Bach’s Suite No. 2 in D minor. The lines grow and move to the rhythm and create visual metaphors for the melody. What makes this animation a treat for the eyes and ears is the impeccable timing of the abstract elements with the music. In the end, what remains on the screen is the idea of a cello with four strings.

  • Animation & Video
  • Animation
  • 02:15 minutes
  • Superimposing Fo Upon Chaos
  • Vivek Patel
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • An animation that belongs in the abstract a category. The audio track is Prelude from Vertigo by Bernard Hermmann. The visuals are synchronized with the melody of Vertigo. Plato’s ideas of using pat­ tern to construct form in art are expressed in spirals. This animation superimposes form upon chaos in an aesthetically pleasing manner.

  • Animation & Video
  • Animation
  • Length 3:22
  • La Grua Y La Jirafa (The Crane and the Giraffe)
  • Vladimir Bellini
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This is a love story about a lonely port crane and a cute giraffe. 2D digital animation, 100-percent hand-made. Dedicated to Spanish writer Gomez de la Serna’s greguerias.

  • Animation & Video
  • Animation
  • Still Life #2
  • Vladimir Sierra
  • SIGGRAPH 2006: Intersections
  • 2006 Sierra Still Life #2
  • Sierra’s current body of work is heavily influenced by Japanese ukiyo-e prints from the 1800s and by Spanish modernista architecture, which is prevalent in the city of Barcelona. Still Life #2 is one such works that mixes the serenity of the ukiyo-e art form with the lively, dynamic elegance of modernista mosaics. Although this piece appears to be strictly abstract in design, it is in fact a loose rendition of a still-life featuring a close arrangement of pottery pieces. This composition has the unusual characteristic that it shows the least amount of information toward the center where the eye is naturally drawn. However, as the eye moves radially outward, more and more detail is revealed. The effect ends up mimicking a kind of inverted depth focus in which the eye receives the most information around the periphery as opposed to the central focus. The circular “brushstrokes” and choice of bright colors give this image a playful quality that keeps the composition in a perpetual state of motion. The process which Vladimir has developed to create this type of painting is called “ukiyotile”, a word which he has coined based on the aforementioned influences from which he draws inspiration.

  • The “ukiyotile” method Vladimir developed to generate this piece consists of three primary steps: design creation, tile generation, and tile coloring. For the first step, a hand-drawn work of art is either scanned or created digitally. Next, a set of helper images is generated based on the original design. These helper images are used to determine tile sizing, tile grouping, and possible areas of exclusion. The next step cross-references each of these images to generate the final tile placement. Finally, during the last step, the original drawing is used to assign an individual color to each tile based on its relative placement in the final image.

  • 2D & Wall-Hung
  • 2D imaging, procedural compositing
  • 28" x 28"
  • Algorithmic mirror
  • Vlatko Ceric
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • These images represent a fresh view of the human face, obtained through various algorithmic transformations created by digital manipulation of individual pixels or pixel groups of a photograph of a human face. Viewers can imagine that they are standing in front of a curious mirror that shows various views of their own faces. In the digital era, the human face can be viewed in a way that was never before possible, due to both digital technologies and the ability of the algorithmic approach to dealing with image elements. Algorithmic manipulation of human facial elements enables one to see the face in a new way, due to the fact that the very same pixels that form the image are transformed or regrouped in unexpected ways. Since we are sensitive to even minor variations in human faces, we can sometimes feel uneasy about these algorithmic manipulations; however, even then we understand that we are discovering something completely new in something so familiar. One more aspect of algorithmic image manipulation is worth mentioning: the fact that one can make a transition from a figurative expression in the photograph to a completely abstract view of the human face. However, the presence of the very same color palette from the original photo makes it difficult for us to believe that new images that arise after manipulation have nothing to do with the original photo.

  • This group of images was created using algorithmic manipulation of a single photograph of a human face. Different algorithmic techniques were used, all based on separation of a photograph into individual pixels. The entire area of the photograph was then divided into a matrix of equal squares, each represented by a matrix of pixels from a corresponding part of the photograph. One type of algorithmic transformation manipulates pixels inside each square via different techniques (for example, by mirroring pixels related to vertical or horizontal axes passing through the center of the square, or by choosing a single pixel in a horizontal or vertical group of pixels in a square and repeating it in the whole horizontal or vertical line inside a square). Another type of algorithmic transformation randomly repositions whole squares of pixels to different positions.

  • 2D & Wall-Hung
  • Digital print on paper
  • 18 x 13 x 1
  • VNS Matrix
  • VNS Matrix (Artists' Collective)
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 VNS Matrix VNS Matrix
  • 2D & Wall-Hung
  • Photographic print
  • 1 x 2 m
  • Topography of the Unseen
  • Volker Kuchelmeister
  • DAC Online Exhibition 2018: Origins + Journeys
  • Kuchelmeister: Topography of the Unseen
  • Topography of the Unseen offers a unique perspective on the Parramatta Girls Home, a former state-controlled child welfare institution situated adjacent to the convict-era Parramatta Female Factory in Sydney, Australia. Up until the early 1980s, ‘children at risk’ were held and subjected to unwarranted punishment and abuse. The film offers a reconstructed reality in its unique representational format. Photographic veracity is partly suspended in an uncertain and dissolute world of recollections. With one trend in CGI to generate ever more realistic depictions, this project takes a deliberate step back and makes use of a primitive reconstructed reality, the point cloud representation. It is to achieve a unique look, which in my view, is compatible with how human memory operates. It is mutable, reconstructed and fragmented.

  • Animation & Video
  • Transmutation
  • Volker Kuchelmeister
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Kuchelmeister: Transmutation
  • In the weird and wonderful world of quantum mechanics, dimensional transmutation describes a phenomena which changes the state of a parameter by adding dimensions to its dimensionless condition. This experimental film applies this principle to visualize the complex interactions between atmosphere and climate. It utilizes a six-dimensional framework, comprised of regular space-time augmented with climate data collected between 1993 and 2011.

    Changes in global tropospheric temperature, mean sea level, and atmospherical co2 concentration are mapped onto the color palette, shape, and stereoscopic depth of a video clip, depicting a low-lying shoreline in Indonesia, threatened by rising sea levels.

    The film begins ‘flat’, but over time, with increasing co2 concentration in the atmosphere, its stereoscopic depth expands, and the landscape opens up to the observer, while temperature and sea-level changes modify color and shape.

  • Data source: Mean baseline CO2 concentration [ppm], CSRIO, Cape Grim Baseline Air Pollution Station.

    Mean Sea Level [mm], Source: AVISO, Altimetry Satellite Data

    Global Average Tropospheric Temperatures [ºC], NOAA/UAH, Microwave Radiometer Satellite Data.

    Media Used: Video and processing.

  • Animation & Video
  • 2:29 min.
  • Sleeping Beauty
  • Vuttichai Buranasinlapin
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Buranasinlapin Sleeping Beauty
  • 2D & Wall-Hung
  • Photographic print
  • 20 x 30"
  • TextArc
  • W. Bradford Paley
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Paley: TextArc
  • Whether I’m working as a designer or an artist, the essence of my work is interpretation. My goal as an interaction designer is to give visual form to the ideas of my clients. As an artist I try to do the same for beautiful hidden phenomena, in the hope that once seen they’ll be remembered even when my work is gone. Seeing things through the eyes of experts-people who have studied the intricacies of some process for years-has always fascinated me.

    I interview experts and make little sketches to keep the new ideas clear in my mind, and to check that what I hear is what they’re saying. When they begin to recognize their own ideas in my sketches, my next step is clear: animate my sketches to replace the cumbersome, standard, table-field-toolbar-menu-button interfaces they typically use. The resulting “illustrative interfaces” take their shape from the minds of the people who use them.

    As an artist I’m still building interpretations. We need an interpretative filter to see some of the most beautiful phenomena: think of the fluid arabesques created in the air by any simple gesture-invisible until we add tiny particles of smoke. I choose colors, shapes, and motions to reveal my subjects, to let them express themselves as clearly as possible. But the colors are not the subject, so I try to let the viewer know they exist while keeping them as simple as possible. I want my work to say “look how plain the filter is; the beauty must be in the subject.”

  • Interactive & Monitor-Based
  • organization and text
  • Untitled
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Cromemco Z2, SDI Graphics, Matrix Instrument Camera

  • 2D & Wall-Hung
  • Ektachrome print
  • 20 1/4 x 28 in.
  • abstract and ektachrome print
  • Untitled
  • Walter Wright
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Wright Untitled
  • Hardware: Cromemco Z-2D, Via Video digitizer, Matrix camera
    Software: Digital Image Corp.

  • 2D & Wall-Hung
  • C print
  • 8 x 10 in.
  • c-print
  • Klangmikado
  • Waltraut Cooper
  • SIGGRAPH 1989: Art Show
  • 1984
  • 1984 Cooper Klangmikado
  • Gerhard Winkler and Walter Behr
  • Installation and Interactive & Monitor-Based
  • interactive computer-regulated installation
  • 31.5 x 73 x 67"
  • Spatial Hyperlink
  • Wan-Ying Lai, Ming-Chang Wu, and Shen-Guan Shih
  • SIGGRAPH 2013: XYZN: Scale
  • 2013
  • Spatial Hyper/ink, a telecommunications art installation, explores an ideal social interaction. The work encourages viewers’ awareness of others’ psychological states via speaking boxes through which images and sounds can be transmitted over unknown distances. Devices installed in different places become a giant communication network. Users are able to influence remote doors by opening their own. With each opening, the people and the scenes behind the doors become visible to people in other locations around the world.

    Each door opening creates a unique experience, a personal assemblage made up of sounds and images created by interactions with the piece. In addition, the sounds of knocking and the user voices are anchored in space and attract passersby to come near and respond. Communications across remote distances are precipitated and accelerated when people happen upon the installation in action, creating a Spatial Hyperlink. The linking process itself consists not only of accumulating sounds and images, but also the users’ exploratory behavior. Users can talk, smile, transmit a kiss, or just ignore the opportunity. In this way, a new kind of social interactive mode emerges the moment a knock on the door is answered.

  • Installation
  • Graphika
  • Waters Design Assoc.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx, Lightspeed Design 10.
    Software: Quark Xpress, Adobe Illustrator.

  • Design
  • Book
  • 12 x 18.5
  • Forces in Equilibrium
  • Wei-Chun Chen, Su-Chu Hsu, and Yu-Hsiung Huang
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • Forces in Equilibrium explores how equilibrium is formed out of chaos. The installation is comprised of two components. In the first component, a sensor is mounted under the top of a pedestal. When magnets are moved on the pedestal, images and sound on a nearby display become wild and unstable, as if the magnet has unusual powers. The second component is a seesaw controlled by a servomotor. When laser light lands on the seesaw, it tilts accordingly, as if the light has weight. The art works show both magnetic force and laser light as not merely ethereal but as entities capable of affecting images, sounds and movements.

  • Interactive & Monitor-Based
  • Sympathist
  • Wei-Peng Kuo, Jian-Wun Jhemg, Chia-Hsiang Lee, and Pey-Chwen Lin
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2015
  • The Sympathist is an exploration of scenery as imagined by our brains. In the digital age, we spend most of our time in cyberspace exchanging information and knowledge; we are more familiar with tools connecting us to cyberspace than to the real environment. Our five senses, originally meant to accept natural frequencies, have been altered by uncoordinated artificial frequencies, so that we are forgetting our original feelings. This work links the brain wave detector to virtual scenes and brain landscapes.

    The viewers embark on a journey the moment they put on the device, as detected brain data is immediately reflected on the virtual scene. With input from the audience, the device gradually delves into the deepest layer of consciousness. When consciousness loses itself in a trance, it quickly returns to a starting point of rationality. The brain wave detector enables us to let go of rationality and meander around our instincts and deepest memories.

  • Interactive & Monitor-Based
  • Cangjie
  • Weidi Zhang and Donghao Ren
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Zhang, Ren: Cangjie
  • Summary

    Cangjie provides a data-driven interactive spatial visualization in semantic human-machine reality. The visualization is generated by an intelligent system in real-time through perceiving the real-world via a camera (located in the exhibition space).

    Abstract

    Humans and machines are in constant conversations. Humans start the dialogue by using programming languages that will be compiled to binary digits that machines can interpret. However, Intelligent machines today are not only observers of the world, but they also make their own decisions.

    If A.I imitates human beings to create a symbolic system to communicate based on their own understandings of the universe and start to actively interact with us, how will this recontextualize and redefine our coexistence in this intertwined reality? To what degree can the machine enchant us in curiosity and enhance our expectations of a semantic meaning- making process?

    Cangjie provides a data-driven interactive spatial visualization in semantic human-machine reality. The visualization is generated by an intelligent system in real-time through perceiving the real-world via a camera (located in the exhibition space). Inspired by Cangjie, an ancient Chinese legendary historian (c.2650 BCE), who invented Chinese characters based on the characteristics of everything on the earth, we trained a neural network, we have named Cangjie, to learn the constructions and principles of all the Chinese characters. It transforms what it perceives into a collage of unique symbols made of Chinese strokes. The symbols produced through the lens of Cangjie, tangled with the imagery captured by the camera, are visualized algorithmically as abstracted, pixelated semiotics, continuously evolving and composing an ever- changing poetic virtual reality.

    Cangjie is not only a conceptual response to the tension and fragility in the coexistence of humans and machines but also an artistic imagined expression of a future language that reflects on ancient truths in this artificial intelligence era. The interactivity of this intelligent visualization prioritizes ambiguity and tension that exist between the actual and the virtual, machinic vision and human perception, and past and future.

  • The methodology of Cangjie consists of three aspects:

    1.Intelligent System Design. To convert images to Chinese strokes we use unsupervised learning techniques to model Chinese characters. The learned model is then used to create novel characters based on details in the images. We trained a neural network (named Cangjie) to learn from vector stroke data of over 9000 Chinese characters by using the Bidirectional Generative Adversarial Network (BiGAN) architecture. After successful training, the discriminator and the encoder/generator reach a stable state like a Nash Equilibrium. The network learns a low-dimensional latent representation of these images. Thus, when the live streaming of the real world is processed by the system, the encoder network can produce its latent representation. Then the generator network can reconstruct the image and generate novel symbols based on the given latent representation. The novel symbols are constructed by Chinese strokes but they are not carry specific meanings.

    2. Experimental Visualization Using Neural Network Generated Image Data. The image data is firstly manipulated with image processing techniques ( image differencing and alpha compositing ), filter design, and data transformation. Then we used OpenGL shading language (GLSL) to relocate the pixels from real-world texture to a position determined by the image generated by Cangjie. The data of RGBA channels of capture through live streaming will be used to control the movements of pixels. The goal is to create an effect like ink flow that is consistently writing new symbols that Cangjie generated in real time based on the live streaming texture.

    3. Spatial Visualization in Virtual Reality Space Using Image Data. The experimental visualization is used as data input to compose a virtual reality space. The datadriven world building strategies mainly consist of two parts: 1. Algorithmic Virtual World Composition: multiple mathematical algorithms are implemented to create a world structure, including the Voronoi diagram (sparse). 2. Texture Development: data-driven abstract patterns and forms are visualized to compose the world by dynamically using arrays of lines, points, curves, photogrammetry point clouds, image data-driven agency, and other image processing techniques.

    The described approaches result in the two interactive projections: 1. An experimental visualization of Cangjie writing novel symbols based on its interpretation of surroundings. 2. A real-time VR projection of a virtual world constructed with the novel symbols Cangjie creates.

  • This VR project provides an immersive exploration in semantic human-machine reality generated by an intelligent system in real-time through perceiving the real-world via a camera [located in the exhibition space]. Inspired by Cangjie, an ancient Chinese legendary historian (c.2650 BCE), invented Chinese characters based on the characteristics of everything on the earth, we trained a neural network that we call Cangjie, to learn the constructions and principles of over 9000 Chinese characters. It perceives the surroundings and transforms it into a collage of unique symbols made of Chinese strokes. The symbols produced through the lens of Cangjie, tangled with the imagery captured by the camera are visualized algorithmically as abstract pixelated semiotics, continuously evolving and compositing an ever-changing poetic virtual reality.

    The user interaction is realized in two ways. Firstly, a camera is set in the center of the installation and observes the surroundings. The audiences in the installation will be captured by the camera as live streaming that is processed by Cangjie (the trained neural network) which generates the semiotic visualizations. Secondly, live streaming of the surroundings (including audiences) will be implemented as textures in the VR space and the data of this live stream will determine the particle movements and the ink flow directions in the virtual space. The audiences will be able to see themselves captured as textures in VR space and their movements will alter the appearance of the virtual world.

    Cangjie is not only a conceptual response to the tension and fragility in the coexistence of humans and machines but also an artistic imagined expression of a future language that reflects on ancient truths, a way to evoke enchantment in this artificial intelligence era. The interactivity of this intelligent visualization prioritizes ambiguity and tension that exist between the actual and the virtual, machinic vision and human perception, and past and future. By providing a visualization of the novel symbols generated by the machine, the human-machine interaction sustains users’ curiosity and blurs the boundary between precise data-driven design and pure artistic experience.

  • Augmented Reality/Virtual Reality
  • https://www.zhangweidi.com/cangjie
  • Century City
  • Welton Beckett Associates
  • SIGGRAPH 1984: CAD Show
  • 1984 Welton Beckett Associates: Century City 1
  • This building was proposed for a site in Century City, Los Angeles. Computer generated perspectives simulate a fly-around of the site, and illustrate relationships to neighboring buildings and the street pattern.

  • Equipment:
    Tricad CAD system

  • Composition of Buildings in Urban Settings

    Complete building masses themselves become components of larger-scale urban compositions. These compositions change over time, as old buildings are demolished and new buildings are erected. Urban form databases now enable architects to place proposed buildings in context, and simulate their appearances from important vantage points within the city.

  • Architecture and Design
  • 3D model
  • Site Massing Study
  • Welton Beckett Associates
  • SIGGRAPH 1984: CAD Show
  • 1984 Welton Beckett Associates: Site Massing Study 4
  • This highrise office building proposed for a site in Bunker Hill, an area of downtown Los Angeles that is being developed intensively. The computer-generated site massing study shows its relationships to significant neighboring buildings, both existing and proposed.

  • Equipment:
    Tricad CAD system
    Color raster display screen
    Versatec color electrostatic plotter

  • Composition of Buildings in Urban Settings

    Complete building masses themselves become components of larger-scale urban compositions. These compositions change over time, as old buildings are demolished and new buildings are erected. Urban form databases now enable architects to place proposed buildings in context, and simulate their appearances from important vantage points within the city.

  • Architecture and Design
  • 3D model
  • Still Life
  • Wendy Plesniak and Michael Klug
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Plesniak Klug Still Life
  • Hardware: Gould PN9000, Symbolics 3600
    Software: 3DG Object Generator, Rendermatic

  • 2D & Wall-Hung
  • holographic stereogram
  • 10" x 8" in.
  • Lover's Knot
  • Wendy Schmidt
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Schmidt Lovers Knot
  • Hardware: AT&T 6300+, Targa 32, Tektronix 4396D
    Software: Lumena, Crystal 3D

  • 2D & Wall-Hung
  • thermal print
  • 40" x 36" in.
  • Chameleon
  • Wenqian GAO
  • SIGGRAPH Asia 2020: Untitled & Untied
  • GAO: Chameleon
  • Summary

    Chameleon change the color of skin according to the surrounding environment for hiding the body. This is a pixel chameleon generated by AI. Artificial intelligence one day can be like a chameleon hide himself with pixel camouflage? How will be the relation between Artificial intelligence and the nature?

    Abstract

    Chameleon change the color of skin according to the surrounding environment for hiding the body, can not only avoid predators, and also confuse their prey. I use against neural network, I input a lot of images of chameleon various parts to the machine learning algorithm, the neural network generated the color-changing chameleon skin based on these pictures. Artificial-intelligence one day can be like a chameleon hide himself with pixel camouflage? Work is divided into two versions, image and image + interaction: in the interactive version, the color of the chameleon can change color according to the color of the catch by the electron trap.

  • Machine learning style-gan, video on screen of led (or projection). Work is divided into two versions, image and image + interaction: in the interactive version, the color of the chameleon can change color according to the color of the catch by the electron trap.

  • The biggest challenge is that I didn’t know how to use the adversarial neural network to generate these images at first. I installed many python modules on my computer to build the neural network and learn the relevant machine learning knowledge. I spent a lot of time to find the tools of artificial intelligence on the Internet. Finally, I  found the most convenient and best way on RunwayML.

    Another difficulty is about the collection of chameleon images. I tried to find a chameleon, but it seems illegal to breed chameleons in China. I haven’t found it for various reasons. Later I thought why I didn’t use the pictures on the Internet? The pictures on the Internet sometimes It is difficult to distinguish the authenticity, and it is as deceptive as the skin of a chameleon.

     

  • Animation & Video and Interactive & Monitor-Based
  • https://www.manamana.net/video/162783
  • NOVA Opening
  • WGBH-TV Design Department
  • SIGGRAPH 1984: CAD Show
  • 1984 WGBH-TV Design Department: NOVA Opening
  • This still comes from an animation sequence made for the PBS “Nova” series. Without the use of computers, it would have been very difficult to create.

    The animation began in a conventional manner with a designer drawing the sequence out on a storyboard. It then went to a technical director who decided how to design and model each element and coordinate them with one another for the animation.

    Two-dimensional techniques were used to make “flat” images and to perform zooms and pans. In those instances where three-dimensional images were required, the objects were described mathematically in the computer. To give an illusion of continuous motion, the computer rendered the objects from a fractionally different perspective for each frame of animation.

    The Nova opening is only 15 seconds long, but through it, the viewer takes a voyage from the atomic to the cosmic scale. This is a voyage that clearly, no traveler could ever take, but which is represented here for the viewer by graphics.

  • Equipment:
    DEC PDP 11/70 and 11/34 series, VAX 1170 Genisco frame buffer
    Evans and Sutherland picture system
    IVC 9000 video recorder

    Software:
    Proprietary software by NYIT written in C

  • Entertainment

    Film and video are the media of modern entertainment. Animation is the bridge between static print graphics and dynamic film and video graphics. Traditionally, labor-intensive frame-by­-frame drawings were coupled with time and motion to create animation.

  • Paul Souza and David Geshwind
  • Animation & Video
  • computer animation and science
  • Pivvot
  • Whitaker Trebella
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Trebella: Pivvot 1
  • Pivvot is a thrilling game of strategic avoidance that will consistently test and challenge your ability to make quick, impulsive decisions. As the game progresses, you will have to rely on your instincts and problem-solving skills to navigate down the winding path for survival. With its intensity, minimalistic design, and puzzling logic, Pivvot is sure to keep you guessing at every turn.

  • Interactive & Monitor-Based
  • Downtown Manhattan Map
  • Wiggin Design Inc.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Agfa Compugraphic SelectSet 5000.
    Software: Adobe Illustrator.

  • Design
  • Poster
  • 33.75 x 22
  • TimeFrames: Digital Magic Lantern Slides
  • Wil Lindsay
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Wil Lindsay Time Frames
  • By looking at past technologies, we are able to better understand our current technology-driven pace of life. The TimeFrames image series is created from a purely digital emulation of the long-extinct Magic Lantern slide format of the late 1800s. This older photographic technology made use of slow collodion chemistry, which, in contrast to contemporary CCD-based digital cameras, often took minutes to capture an image. The slow image-capture process often eliminates the fast motion of humanity and machines from the very landscape a photographer hopes to document. This can encourage the viewer to reflect on the condition of our very lives. And yet this aesthetic anomaly is rarely achievable with the fast-capture digital cameras of today. As high-speed digital photography supplanted the older chemical-based technologies, the long-exposure image and its aesthetic was left to history.

    The TimeFrames digital lantern slides were created using a process borrowed from astronomical photography. The process starts with a digital video camera capturing hundreds to thousands of individual fast frames, and then algorithmically compressing them to a single image frame. This creates a perceived single exposure of many minutes, far beyond the capabilities of a single-image digital camera. The resulting image is digitally printed to toner and transferred to glass via a heat process. This transfer process causes a premature aging of the image, giving the overall image an antiquated look

  • 3D & Sculpture
  • River Reflection #3
  • William C. Luttrell
  • SIGGRAPH 1987: Art Show
  • 1987 Luttrell River Reflection #3
  • I chose to use a computer, and one whose graphic displays were in low resolution, … because of the way in which the process of digitizing an image with a video camera emphasized the shapes composing the landscape. A complex, realistic image could be altered to a more abstract image of blocky shapes, defined by the five step grey scale of the software …. Another important reason for using the computer was the ability it gave me to manipulate the image, once digitized, with paint software.

  • Hdw: Commodor64/Digital Vision Camera/Koalapad/Epson MX 80
    Sftw: Computer Eyes/Koalaprint/Billboard Maker

  • 2D & Wall-Hung
  • Photo
  • 17.5" x 13.4"
  • Statica
  • William C. Bramble III
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 William C. Bramble III Statica
  • Hardware: Apple IIE
    Software: System

  • 2D & Wall-Hung
  • Print
  • 30 x 40 in
  • H32569
  • William Fetter
  • SIGGRAPH 1986: A Retrospective
  • 1962
  • 1962 Fetter H32569
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 X 11"
  • Soporific Souls: Sacrifices of the Holocaust Rediscovered
  • William Jeffrey Dimattia
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Dimattia Soporific Souls
  • As a member of Generation X, I found myself confronted once again with the question: “Where is Generation X going?” I quickly returned with: “Where did Generation X come from?” I applied this question to myself and found that I did not have a clear understanding of my past.

    I did not understand the sacri­fices made by my family. I could not see the dreams for their children and their grand­children to one day stand tall enough to grab the illusive gold ring. How could I expect to balance myself and reach up toward that ring when I had nothing to stand upon?

    In order for me to move for­ward in my life, I found myself searching my past. I had to bridge the gap that time had forged between my ancestors and me. Within a few days, I realized that I can never completely stand on my own, because I will always stand on my family.

    After exposing myself to the past, I felt naked and mentally exhausted. I looked at my hands and knew many of the people who went before me. Two words remained with me: dignity and respect. My ancestors held their dignity high. For many that was all that remained. They deserve my respect. I believe that, in the end, we leave this world with little more than our dignity and the respect of our children.

  • 2D & Wall-Hung
  • digital print and history
  • Computer-Generated Image of Le Corbusier's Villa Savoye
  • William Jepson and Brian Ten
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    Raster Technologies System

  • Architecture and Design
  • computer graphics and computer model
  • Volumetric Relationships: Palladio's Villa Rotonda
  • William Jepson and John Heile
  • SIGGRAPH 1984: CAD Show
  • 1984 Jepson, Heile: Rotunda
  • As this series of computer-generated images of the Villa Rotonda shows, we can take a building apart in many different ways to demonstrate important volumetric relationships.

  • Composition of Volumes in Space

    The section drawing and the interior perspective are the traditional ways of depicting the relationships of interior masses and volumes in a building. But, when a building is modeled in a three­-dimensional computer graphics system, we need not restrict ourselves to these.

  • Architecture and Design
  • 3D model
  • Computer Plant Form 3
  • William Latham, Peter Quarendow, and Stephen Todd
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Latham Quarendow Todd Computer Plant Form 3
  • 2D & Wall-Hung
  • cibachrome print
  • 40 x 40 x 2"
  • Biogenesis
  • William Latham
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • HARDWARE/SOFTWARE
    IBM RISC/6000, IBM Power PC, Winsom, ESME

  • Stephen Todd, Susie Bissel, and Michel Redolfi
  • Animation & Video
  • Animation
  • 5 minutes
  • Computer Sculpture #3
  • William Latham
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Latham Computer Sculpture 3
  • Hardware: IBM 4341, Honeywell PCR filmwriter, IBM 5080
    Software: ESME, Winsom, Fastdraw

  • Alan Halbert and Stephen Todd
  • 2D & Wall-Hung
  • Stereoscopic slides
  • Mutation X
  • William Latham
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Latham Mutation X
  • 2D & Wall-Hung
  • Photographic print
  • 5 x 5'
  • Mutations
  • William Latham
  • SIGGRAPH 1992: Art Show
  • Mutating, artificial life forms.

  • Hardware: IBM 3090
    Software: ESME, Windsom

  • Animation & Video
  • 3:18
  • Journey to the Oceans of the World
  • William Pensyl
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Pensyl: JourneytotheOceansoftheWorld
  • My work must meet two primary requirements: it must have a strong conceptual viewpoint and it must be visually aesthetic. It doesn’t matter whether the work is created for commercial, communication, or artistic and self-referential purposes. All art can be valued according to a set of criteria that is derived from its visual and formal elements. Conceptually driven work adds a layered set of criteria that can enhance the value of the work and the experience of the work by the viewer.

    The fact that we use technology to create, produce, or mediate the work and the experience of the work is really beside the point. All work must be able to transcend the technical. The value of the work must be found in the vision of the artist and the execution of that vision that integrates the work as a whole.

  • Journey to the Oceans of the World is a site-specific installation of a one-of-a kind animation and media project for the entry vestibule at The Aquariums at Moody Gardens, Galveston, Texas. Using computer-generated three-dimensional modeling and animation and the integration of live-action video, text, and graphics, we created a seamless 360-degree panoramic presentation that highlights and introduces each of the four habitats of the Aquarium. With IK, FK, and scripted animation techniques, the characters are animated to interact with each other and the environment. Using flocking and schooling scripts, we can have prey fish being chased by other larger more aggressive species.

    The environment is rendered using six cameras arranged to capture a full 360-degree panorama of the environment and all character animation. Each camera scene is rendered to a separate stream of images. Each image stream is post-processed and burned to DVD. Using six LCD projectors and a constructed 360-degree projection screen setup the animation is played back to create a full panorama that places the viewer in the center of the virtual environment.

    The piece was created in collaboration between digital art and animation students at the William Paterson University of New Jersey and professional animators as an educational experience in design and development of large-scale media projects.

  • Each character in the animation is based on directed observation at the aquariums. Through the design process, we conceptualize and formulate the characters and their motion and interaction with other characters. The process begins with a sketch on paper, followed by rough day models and, eventually, modeling and rigging the characters. Materials and textures are created, and the environment is lighted, Finally, animation of the characters in the environment is achieved through IK, FK, path, and scripted schooling.

  • Installation
  • Installation
  • 3D animation and nature
  • Still-Life
  • Wilson Burrows
  • SIGGRAPH 1985: Art Show
  • 1985
  • Burrows: Still Life
  • Hardware: Cubicomp Polycad-10 frame buffer, IBM PC, Diablo C150 inkjet printer
    Software: Cubicomp Polycad-10 Solid Modeler, Time Arts-Lumena, Diablo printer driver -J. Schier

  • 2D & Wall-Hung
  • Ink jet print
  • 8.5 x 25.5 in.
  • The Children Shall Inherit the Earth
  • Wilson North
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 North: The Children Shall Inherit the Earth
  • I have always loved to hunt with a camera, using perception and intuition in an attempt to see beyond appearances into minute cracks in the hard concrete of reality that reveal little ironies, odd juxtapositions, and hidden truths. A favorite hunting ground is the fault zone along the nexus of culture and nature where balance is attained or sacrificed. Following intuition often leads to discoveries that further spark the imagination. Consequently, I’ve often found myself wanting to continue beyond the definitive moment of the single image to construct further comments, ferret out incongruities, and develop new histories. This desire to extend the captured moment led me to work with alternate darkroom techniques and slide sandwiching in the 1960s, multiple-enlarger printing and slide-duplication techniques in the early 1970s, and slide animation-stand imaging from the late 70s into the 80s. By the early 90s, the digital darkroom of the computer became a precise and powerful tool to enhance imagery and seamlessly edit composite parts into a whole. This allows me to work within the image to synthesize backgrounds and parts from a variety of sources.

    The computer’s electronic darkroom has made imagery paintable, distortable, and so precisely compositable that photographic reality will never be the same. I believe that this ability to continue to exercise the visual imagination, to expand the narration of the story, is the digital world’s key gift to photography and creates a paradigm shift into a new modus operandi for photography. From 1/2000 of a second in a camera, an image can be given directional changes for years through the computer. Within the old paradigm, photographers are seeing and sensing the things they are after, but with the digital construction paradigm, they are imagining and orchestrating the scene they are after. Now a series of moments excised from the flow of time can be arranged for development of the artist’s fiction. A narrative develops that arranges, connects, and comments on the moments utilizing changed or added objects as well as changed or added actions and reactions by the “cast.”

    My work bridges the perception of the hunt with the conception of construction. The production of this kind of imagery is run by internal timelines, guided by personal concerns, formed by the imagination, and it leads to creation of images not quite seen before.

  • 2D & Wall-Hung
  • 20 in x 24 in
  • digital imagery, imagination, and narrative
  • Untitled (Head Piece)
  • Wing Hong Tung
  • SIGGRAPH Asia 2018: Forcefields
  • 2017
  • Combining video in a CRT TV with physical movement to represent a state of human existence. Unlike Brâncuși’s Sleeping Muse which aims to create the most ideal form, the imperfect form of human body placing in an artificial container reveals the condition of our contemporary existence.

  • Interactive & Monitor-Based
  • Projector, mirror, programmed motor, digital video
  • https://www.tungwinghong.com/p/untitled_16.html
  • Recurrent Queer Imaginaries
  • Winnie Soon and Helen Pritchard
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Pritchard: Soon Recurrent Queer Imaginaries
  • Recurrent Queer Imaginaries is an exhibition of queer manifestos, motto writing, and urban dreaming. It features the new artificial intelligence entity, the “Motto Assistant”, available as a browser-based artwork by Pritchard and Soon. “Motto Assistant” is a machine learner, who continuously writes mottos for revolutions, anti-fascist guiding principles of living, queer love ethics, authoritarian resistances, political movements, class struggles, municipal identities, city planning, art practices, joyful engagements and violent direct action. “Motto Assistant” applies the mottos, as a method of questioning, revising, imagining, and developing, considering historical circumstances and cultural conditions.  The exhibition takes as its starting point the histories and uses of manifestos and mottos as operational instructions/guidance for living together and organizing urban space. Recurrent Queer Imaginaries explores how queer and feminist manifestos have been used to propose imaginaries for life in cities that “could be” or “could have been”. The artwork explores that when these manifestos, these words, are read together they might as Ursula K Le Guin speculates, “activate our imaginations” to rewrite living. The artwork was developed using manifestos and zines for queer and intersectional life as a source text for machine learning and generative processes. It uses recurrent neural networks to train and process sequences of collective voices, as well as the “diastic” algorithm to establish a poetic structure. Such a queer model opens up new imaginaries and forgotten language beyond the confines of accurate prediction and effective generalization. The seed text “Not for Self, but All” is used in different parts of the text generation. This seed text, which at first was mistaken for a corporate slogan, is Camden Council’s motto for their municipal identity, which hangs prominently next to the Google offices in the heart of the new development of Kings Cross. Recurrent Queer Imaginaries is a call to reclaim queer spaces from corporate neo-colonial imaginations, operational injustices and reimagine them differently for all, as a commitment to queer liberation.

  • Animation & Video and Installation
  • City.Flow()
  • Wobbe F. Koning
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2010
  • 2010 Koning: City Flow
  • An optical flow through urban environments clashing with nature. Optical flow is used to smear out movement in time, revealing patterns and enhancing our view on how people and their vehicles move through the urban landscape. Long exposures can create a similar smearing effect but the movement of the sequences in this video is “real time”, not slowed down by long exposure. The ghostly images that remain after processing are then combined with manipulated video taken of natural phenomena to reveal similarities and create conflict.

  • Software: Adobe After Effects, Adobe Premiere Pro, Audacity

  • Animation & Video
  • Video
  • 4:10 min.
  • City.Flow(crosswalk)
  • Wobbe F. Koning
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2012
  • Smeared out in time and space, in this optical flow of re-purposed processed video images show headless bodies and disembodied heads move through their natural (that is constructed) environment which is about to be overflown with the seaweeds that will eventually reclaim the city as their natural habitat.

  • Created using Adobe Photoshop from video images which were heavily processed in Adobe After Affects.

  • 2D & Wall-Hung
  • City.Flow(still.4)
  • Wobbe F. Koning
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2010
  • This still frame from the video ‘City.Flow()’ shows the urban landscape being washed over by natural forces, the people in it reduced to smears of pixels.

  • Created by heavily processing original video footage using Adobe After Affects.

  • 2D & Wall-Hung
  • Don't Pull the Plug!
  • Wobbe F. Koning
  • SIGGRAPH 1999: technOasis
  • 1999
  • Video screens, neon signs, and sound systems compete for attention on facades of buildings as EarGuy walks down the yellow-brick street, which is crawling with little creatures. By accident, EarGuy makes an amazing discovery about his world. Further exploration leads him to a central power plug. Created with Side Effects Houdini on SGI 02 workstations. Depth of field was used to achieve a more film-like quality.

  • Animation & Video
  • Animation
  • 3D image, animation, and computer graphics
  • Species Series
  • Wonbin Yang
  • SIGGRAPH Asia 2012: Echo
  • 2012 Yang Species Series
  • In the “Species series”, basic physics, electronics, and mechanics are combined with various digital technologies to create a robotic species. The different levels of technological complexities reflect the evolutionary histories of the robotic species. Ancient robotic species have simpler body structures and behaviors. Simple ideas and the principal technologies lead those creatures’ life. Relatively advanced technologies are gradually merged into their next generations as a result of struggles for existence and survival.

  • Electronic/Robotic Object
  • Robotics
  • The Commission
  • Woody Vasulka
  • SIGGRAPH 1985: Art Show
  • 1984
  • Hardware: Digital image articulator designed by J. Schier
    Software: Custom – W. Vasulka

  • Animation & Video
  • 45:00
  • SiSSYFiGHT 2000
  • Word.com
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • SiSSYFiGHT 2000 is an intensely social, super-stylish and devilishly humorous online game for three to six players. Players participate in a down-and-dirty schoolyard catfight with other girls, using scratches, grabs, teases, and tattles to break down the self-esteem of other players and leave them crying under the tetherball pole. The game takes advantage of Macromedia Shockwave’s powerful online capabilities to create a Web-based multiplayer environment where players from all over the world can compete. Developed to introduce new ideas into the culture of digital gaming, SiSSYFiGHT 2000 is a strong step toward making games a vibrant pop cultural field that is as rich as music or film, without the genre ghettoization that plagues most of today’s dark, fast-moving action-based game design.

    SiSSYFiGHT 2000 is designed to appeal to people who don’t normally play games. With a mix of pop-culture references and sophisticated parody, its bright, clean visual style is completely different from the look of most online games. The gameplay of SiSSYFiGHT 2000 is also innovative; social and communication skills are as vital to winning the game as strategic thinking. SiSSYFiGHT 2000 is spawning a vital online community, as players compete for points, talk schoolyard trash, and reduce each other to tears 24 hours a day.

     

  • Internet Art
  • online game
  • http://www.sissyfight.com/
  • humor, game, and virtual environment
  • Lights and Shadows
  • Wow Inc.
  • SIGGRAPH Asia 2009: Adaptation
  • For Milano Salone 2008, the international furnishing accessories exhibition, WOW collaborated on Tokyo Wonder, a joint exhibition with Curiosity and Tonerico, and produced the installation Lights and Shadows. With its peculiar, refined scenic beauty, this exploration of the chaotic enchantment of a Tokyo night view is more a sensual than a cerebral experience.

  • Installation
  • Tengible
  • Wow Inc.
  • SIGGRAPH Asia 2009: Adaptation
  • WOW: Inc Tengible
  • The theme of Tengible is creating a connection between the tangible and the intangible. It combines the shadows of physical objects with the shadows of the graphics. One may appear solid, the other simulated. But what is experienced is neither. It falls somewhere between these two worlds.

  • Installation
  • C. Bacon
  • Wu Jiaru
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • C. Bacon is a set of interactive moving images based on a series of paintings on the theme of “Crucifixion” by Francis Bacon(1909-1992). Starting with the mysterious aesthetic language of Francis Bacon, this work attempts to build dialogues between the virtual and reality, postmodern technology and contemporary authorship, and between machine and human.

  • Installation
  • Artifacts from a Parallel Universe: Tentative Architecture of Other Earth_Coastline Inhabitants
  • Xárene Eskandar
  • SIGGRAPH 2009: BioLogic: A Natural History of Digital Life
  • 2008
  • Artifacts from a Parallel Universe is an electronically enhanced garment designed to help the wearer adapt to temperature changes in the natural environment. It was designed for a fictional world called Other Earth, where viewers are asked to consider a place where humans live as nomads in technologically advanced, self-sufficient, and low-environmental-impact nodal groups. As conceived by Eskandar, Tentative Architecture is an immaterial architecture that can happen at any time and any place, responding to the immediate needs and environment of its wearer—ideally suited to life on Other Earth. This on-demand architecture works with its wearer to regulate body temperature by assisting in ventilation. The garment emulates the breathing of its wearer, and its form is inspired by marine coral. This work is both a playful and a provocative look at the potential benefits of bio-mimicry and ubiquitous computing. Using galvanic-skin-response sensors and shape-memory alloys embedded in hand-knitted and felted wool, Artifacts from a Parallel Universe is a garment born from a Utopian vision where human-machine
    co-evolution and interaction are beneficial to the preservation of the natural environment.

  • 3D & Sculpture
  • electronically enhanced garment
  • Broken Childhood
  • Xavier Casadesús
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Casadesus Broken
  • HARDWARE/SOFTWARE
    SGI, Explore TDI, Wavefront

  • Brian Matthews and Ed Cheetham
  • Animation & Video
  • Animation
  • Knowledge
  • Xavier Ho and Phil Gough
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • Wordscapes is about connections, starlight, and cityscapes. Drawn from the Gettysburg Project books from the 1900’s, we lift the words into a sea of stars. Topical and resonating words are connected by their occurrence, use, and frequency, each a different, vibrant colour. Same words form a stack of skyscrapers at the bottom of the image, representing the cityscape of all words in the book. Each image is unique for the book it is drawn from, injecting a certain emotion and meaning.

  • Artist Book
  • Processing, Python with NLTK
  • Laughter
  • Xavier Ho and Phil Gough
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • Wordscapes is about connections, starlight, and cityscapes. Drawn from the Gettysburg Project books from the 1900’s, we lift the words into a sea of stars. Topical and resonating words are connected by their occurrence, use, and frequency, each a different, vibrant colour. Same words form a stack of skyscrapers at the bottom of the image, representing the cityscape of all words in the book. Each image is unique for the book it is drawn from, injecting a certain emotion and meaning.

  • Artist Book
  • Processing, Python with NLTK
  • Embers (Tribute to Gerima)
  • Xavier Lee
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • RE-constructing EVE
  • Xavier Roca
  • SIGGRAPH 1999: technOasis
  • 1999
  • In 1886, Villier de L’lsle Adam, a French pre-symbolist, wrote L’Eve Future, a fictional fantasy about Thomas Edison building “a cybernetic organism, chimera and mythic hybrid of a machine and human being.” RE-constructing EVE is a “blue print,” an “assemblage” of symbolic materials, interactions, and historical anatomies of possible bodies.

    Bodies, as in Villier’s work, are conceived as partial identities, as works-in-part as well as whole. The morphology is an animated dynamo organized on an imagined network of metonymic figures, integrated muscles, prosthetic bones, and biotic circuits. The inside and outside substance is a juxtaposition of synthetic models and found recycled digital materials, created or downloaded, stored, manipulated, and rearranged in a mesh of difference I sex/ woman / man I machine/ history/ order I poem.

    A topographic evocation of genetic engineering, the work is ultimately transitional, an invitation to explore the “multiplicity” and the complex relationship between organism and machine.

  • 2D & Wall-Hung
  • Ink Jet Print
  • 51 inches x 124 inches
  • digital imagery, ink jet print, and technology
  • Deflection 1
  • Xenophon Sachinis
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • This work is based on artistic interpretation of sunlight deflection in shallow waters. For this purpose, I used transparent boxes with engraved and inked top covers. Inside the boxes, I put a small toy ship. I put the box in the water and took slides. Through that process, I witnessed a miracle. Effects that the naked eye could not see were captured by the camera. Through the water movement and the light deflection, the engraved and inked strict lines were transformed into colored surfaces, and the small objects’ volume was also dissolved into fragments. Almost 300 slides were taken in order to capture the different optical results that correspond to each and every moment in time. Using the slides, 1 plotted the moments that gave me the most interesting plastic results. This combination of the natural phenomenon {the light deflection} with an artistic process that produced the engraved and inked transparent boxes created a totally new artistic phenomenon, recorded by the slides and printed digitally by plotter. This is how I respond to the challenge of renewing the thought and action involved in printing, staying close to the notion of the plate and the printed surface but at the same time enlarging the boundaries of the printing culture using the digital process of printing.

  • Staying close to the notion of the plate and the printed surface, but at the same time enlarging the boundaries of the printing culture, using the digital process of printing.

  • 2D & Wall-Hung
  • Drypoint/lnkjet
  • 70 centimeters x 100 centimeters
  • Programming by Rehearsal
  • Xerox Corporation
  • SIGGRAPH 1984: CAD Show
  • Equipment:
    Xerox 1132 Dorado computer with high-res display screen and mouse

  • Laura Gould and William Finzer
  • Design
  • A Rhyme of the Tang Dynasty
  • Xiaohua Sun, Ping Jin, Lihong Lei, and Nan Zhang
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The main idea for this work is to use the performance of the dancer, the dancer’s shadow, and interactive real-time-generated graphics as equally important components in the visual composition. This is exemplified in different sessions of the work. For example, in the beginning section, two stripes are animated in imitation of dialogue with the movement of the water sleeves of the dancer. In the second section, graphics like smoke and waves are designed to express the essence of the dance in an abstract way. In the last section, the dancer “controls” her shadow to “dance” together with video captured from her dance and her shadow. Special attention was given to show the styles, patterns, and sounds that are characteristic of the Tang Dynasty (A.D. 618-907) of China.

  • Various types of audio/visual interaction techniques are used to generate music and graphics for the performance. Through analysis of the scene captured by a digital video camera, the amount of movement and the position of the dancer are used as parameters to animate two stripes that echo the movement of the water sleeves of the dancer. Those parameters are also
    used to generate abstract smoke and wave graphics and to adjust the music effects. Music and sound are used to affect the appearance of the wave graphics. A Wacom tablet is also used to generate graphics in accordance with the movement ofthe dancer.

  • Performance
  • Shadow Play: Tales Of Urbanization
  • Xiying Yang, Honglei Li, and He Li
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Yang, Hon. Li, He Li: Shadow Play: Tales Of Urbanization
  • Summary

    Shadow Play explores and reflects upon the process of urbanization in China. Integrating traditional art mediums such as painting and Chinese shadow play motifs with emerging technologies including VR and AR, the work portrays life during a monumental societal transformation.

    Abstract

    Over the past few decades, China has been undergoing urbanization at an astounding pace. In 2013, the national leadership raised the process to a new gear when it unveiled its plan of converting 70 percent of the population to a city- oriented lifestyle by 2025. Such a significant change would undoubtedly transform the character of a country that has been largely agrarian throughout its millennia of history. One may wonder how, and to what extent, the landscape, culture and the daily being of the nation’s people may be altered. As artists, we are compelled to explore and reflect upon the various phases of this historic undertaking while questioning how people are positioned during this monumental social transformation. Through fieldwork in China, we collect the ingredients necessary for a multimedia production that combines traditional artistic expressions with emerging technologies. Weaving three interfaces, namely virtual reality (VR) in cyberspace, a series of painting on canvases and traditional shadow play imagery, the multimedia art project visualizes the metamorphosis that results from the urbanization process. With a retrospective into the past through time-honored imagery and a reflection of the present through immersion in the realities of the modern China, we seek to present stories of everyday people to the conscience of a worldwide audience.

  • 2D & Wall-Hung, Augmented Reality/Virtual Reality, and Installation
  • The Sinking Garden
  • Xiying Yang, Honglei Li, and He Li
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Yang, Hon. Li, He Li: The Sinking Garden
  • Summary

    Highlighting endangered species in New York State and beyond, The Sinking Garden project integrates Virtual Reality application with fine art language to depict ecosystems that are at risk of survival. Interweaving aesthetics with educational experience, the artwork aims at inspiring viewers to cherish the natural world that we call home.

    Abstract

    Highlighting endangered species in New York State and beyond, The Sinking Garden is a new technology project integrating Virtual Reality application with fine art language to depict ecosystems that are at risk of survival.

    The project is based on and inspired by research conducted by New York State Department of Environmental Conservation, The Cornell Lab of Ornithology and The International Union for Conservation of Nature (IUCN). Focusing on specific endangered animals and plants that exhibit extraordinary beauty and significance in biodiversity, the project metaphorically depicts critical environmental issues.

    The Sinking Garden uniquely combines painting and new imaging technology to portray endangered species. At first, a series of paintings were created in a distinctive style inspired by folk art traditions from diverse cultures. Second, through conducting research and consulting scientists in nature conservation, the digital portraits of endangered species were chosen and produced as VR components. Finally, the VR platform brings animals and plants come to life in the 3D environment within cyberspace.

    The Sinking Garden project is intended to expand the capacity of visual art by utilizing new imaging technology in our age. Interweaving aesthetics with educational experience, the new media art project aims at inspiring viewers to cherish the natural world that we call home.

  • Augmented Reality/Virtual Reality and 2D & Wall-Hung
  • Healing 2077
  • Xiyuan Zhang
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Zhang: Healing 2077
  • Summary

    This work is a conceptual design image content which tells the future world of scientific and technological progress through projection mapping visual art expression, and when human organs are constantly eroded, they are finally cured through the intervention of electronic pills.

    Abstract

    Nowadays, with the continuous progress of science and technology, the environment is getting worse, and human beings are beset by diseases. The human body is constantly suffering from pain, disease, and even life threat. When human body organs can’t meet our perfect requirements for perfection, perhaps an electronic pill can solve our troubles. This work attempts to present the visual art expression form of projection mapping in the future world of scientific and technological progress, and designs the image content with the concept that human organs are continuously eroded and finally cured through the intervention of electronic pills. The first part of the work shows the formation of human lung organs and the process when they are invaded by viruses outside the body. This part strives to present the reality of human organs and the fragile human body. The middle section describes that through the intervention of electronic pills, one lung is gradually deformed after being alienated by electronic technology to form an efficient and indestructible mechanical lobe, while the other lobe is continuously eroded by viruses without the intervention of electronic pills. At the end of the work, it presents the possibility of lung being repaired and cured constantly through the style of Cyberpunk.

    When the time comes to 2077, science and technology will continue to develop, and human beings will cure diseases and improve their body organs through electronic pills or electronic reagents. At that time, which is suitable for human beings? The perfect powerful mechanical organ or the fragile physical organ? Which is the better choice? The efficient, stable but cold electronic organ or the fragile but real flesh and blood? In the Cyberpunk world where intelligence is comparable to human brain, what on earth is human? Maybe 2077 is not in the future, it’s now. This work takes the artistic expression form of projection mapping as the carrier, and narrates the story content of the whole conceptual design. With the help of mapping, a special form of stereo visual effect, the original 2D image content becomes richer and fuller, which makes the viewer have visual shock and think. The content of the work is enriched by various elements, and the final work is presented by comparing the realistic style of realism with the non-realistic cyberpunk style.

  • The production of this work is divided into three parts. The first part is the manual production of solid model by using stone clay and the preliminary testing and debugging of projection content,at the same time 3D model production and model rendering are carried out through Maya software. In the second part,the special effect content and the final output image content are produced by AE software, and the projection image video is rendered by AME software. The third part is to arrange the projection scene and shoot the effect video of the final work.

  • Animation & Video and Design
  • Liuliu Pangpang
  • Yachi Peng, Maowei Yu, and Woo sok Jang
  • SIGGRAPH Asia 2008: Synthesis
  • Peng, Yu, Jang: Liuliu Pangpang
  • Liuliu Pangpang is an interactive optical-illusion installation. A projected floor dynamically tilts like a see-saw in different directions when people interct with it. Balls inside the floor move according to natural physical laws.The floor’s directions and angles are influenced by the locations and numbers of viewers. The game-like environment encourages viewers to explore body movements and interact with each other.

  • Sue Gyeong Syn and SeungJoo Kim
  • Installation and Interactive & Monitor-Based
  • 3D Printing and Jewelry Making
  • Yael Friedman
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015 Friedman, 3D Printing and Jewelry Making
  • Combining 3D-printed puzzles with wearable jewelry to create puzzle rings, pieces that are not only meant to be seen but also to be touched and played.

  • 3D & Sculpture
  • Illy: a Primitive Intelligence
  • Yagiz Mungan
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • 2016
  • Illy is a semi-intelligent system powered by Web Audio API, WebGL, WebVR and sometimes Kinect. It understands what it is spoken to in a primitive way and responds to us in a primitive, emotional and simple way both sonically and visually. As opposed to the cutting edge AIs and interfaces like Siri, Cortana, OK Google, Illy does not understand natural language, defined commands or even language at all. It does not respond using fine-tuned intonations to deliver the information gathered from the cloud, it is not integrated with any services. Instead, as an antithesis, it only tries to understand the sonic properties of the spoken language like the attack, loudness, roughness and pitch. And responds sonically, in a non-language, musical, psychoacoustical way: without the symbolic sounds that we call language but with tonal sounds, timbre, frequency, consonance and rhythm. Visually, it shapes the visuals focusing on size, speed and color determined by its understanding and creating an abstract visual. Ignoring the symbolic data, like an infant, Illy tries to understand the emotion in the human voice – free from symbols of the language – and responds you with your emotions like sonic mirror to the soul. The aimed interactive experience brings questions about human sound and human-machine interface that we sometimes ignore in this age of information.

    With WebVR, not only Illy can be accessible with a click but also Illy leaves the confines of 2D-screens and becomes ‘the ideal’ AI, floating around the space always open to conversing and not helping with any of our tasks including setting alarms, playing music or calling a cab. Instead, Illy gives us a naïve communication channel that we can establish with an infant or an animal.

  • Electronic/Robotic Object
  • WebVR
  • https://illy-pi.github.io/
  • I'm Thinking What I'm Thinking
  • Yalan Wen
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Wen: I’m Thinking What I’m Thinking
  • The interactive immersive installation resembles a diagrammatic huge brain processing everyday data. The environment combines sound and generative graphics, creating a subconscious experience for the visitor that calls on their intuition and cognition. It asks the question, ‘Are we completely conscious of our thinking patterns when making a decision?’

    As an artist in a contemporary world, making paintings, installations, and mixed media artworks, I look for the similarities between people’s thoughts and actions to know what connects them. I take inspiration directly from my surrounding environment. The subjects include aspects of ordinary life that usually go unnoticed. By putting them in an unexpected context, I change their meaning. I playfully experiment with levels of consciousness and behavior such as inaction, omission, and aleatoric processes that function within my abstract works. The compositions or settings present poetic images that balance the work on the edge of recognition and alienation. They combine symbolic ideas and graphic languages. Using programming for the linear organization, and also randomness in the process, the artworks function with known and unknown elements.

  • Stepping on the rug triggers a chord sound, and the lines drawn on the projection screen will then turn into words that fall on the TV screen. And stepping off the rug releases the texts back into lines. When triggered, the sensor asks the computer to access a dictionary and search for an adjective that first describes the word, “thinking”. Every time the computer is triggered, it searches for a synonym for the previous adjective, and this will potentially shift the meaning as many times as the rug was stepped on. The change from the synonym’s synonym is subtle and may go unnoticed.

    The fabrication of the installation aims to create a vintage look that gives a sense of time passing, as the thoughts are always based on memories. The spatial sound design let sound travel up and down, left and right through the installation. The force sensor under the rug is powered through an Arduino microcontroller, allowing the computer to get the signal and reach the dictionary. Through this electrical trigger system, sound and words can be changed when someone steps on the rug.

  • Installation, Interactive & Monitor-Based, and Sound Art
  • Room View
  • Yalan Wen
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Wen: Room View
  • Summary

    The sound generated graphic creates memories of New York City in 2020.

    Abstract

    Room View is a piece documenting the view outside of my room in Manhattan, from April to March 2020. I recorded the sound in 30 days of quarantine (including radio, sirens, people clapping for the essential workers, etc.), and several views of the Chrysler Building in different weather conditions. The melting of photographs or videos is triggered by the sounds. Depicting the state of mind when I was absorbed by the view, quiet and slow. As time passing by, the sound became a way I rely on to know what is happening outside my room — in the real world.

    The portrait mode of the photographs inherits from the idea of how we receive and send out the information through mobile devices. The virtual view becomes our new reality.

  • 2D & Wall-Hung and Sound Art
  • Scan
  • Yalan Wen
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Wen: Scan
  • Summary

    Graphic created from a generative performance using the injured hand as part of the controller.

    Abstract

    Scan was inspired by an accident I encountered in 2019. After my arm was injured, I barely remember the details of the accident. Through this work, I’d like to explore the relationship between our body memory and the memory we fill up with our own imaginations. As the strips reveal the scar, the memory of the event is not clear anymore, it’s filled with our own interpretation.

  • Hardware X-ray photo of my own X 1 Leap Motion X1

    Software Touch Designer

  • Performance
  • Music Skyline
  • Yang Kyu Lim and Jin Wan Park
  • DAC Online Exhibition 2018: Designing Knowledge
  • Sergei Rachmaninov’s piano concerto No.2 C minor, op.18 is a masterpiece that overcomes the depression and block phenomenon of the failure of Rachmaninoff Symphony No.1. This successful Piano Concerto No. 2 has been performed by numerous performers and is still loved by classical enthusiasts to this day.

    This work, Music Skyline, is a visualization result that digitally analyzes the first movement of Rachmaninoff Piano Concerto No. 2 C minor, op. 18 and uses the data to express the characteristics of each performer.

    A typical example of visualizing music is a score. However, it is very difficult to include all the musical information on the score. Especially, it is not able to put all kinds of musical performance in the score. This work is a visualization created to express musical interpretation or personality that appears differently, even if the same score is played for each of these performers. First, we used record file from Vladimir Davidovich Ashkenazy (1937 – now) and Moscow Philharmonic. And Second, we used Evgeny Igorevitch Kissin (1971 – now)’s, which is now known as the best piano record.

    The program made by own will analyze the musical characteristics of both files. Technically, we build a program using the Fast Fourier Transform library from the JAVA language. It shows the difference between the two players through the principle of measuring the time between notes.
    The first movement is the Moderato, but the actual performers do not play at exactly that speed. Especially at every moment, the speed of music changes dynamically by their interpretation of music. We defined the musical characteristics of individual players as same as fingerprints. And we found the skyline that could be called the fingerprint of the city. On various media often display the skyline of a city to set a location. We think of the characteristics of the musician as one big city and set the computer to draw a skyline with data. As each building in the city is built according to the passage of time, the shape of the skyline is completed. As the performance of the pianists progresses, the musical interpretation piled up as a building is laid out as a skyline.

    There is no city in the world has the same shape of the skyline. There is no musician who plays and interprets equally the same. As musical interpretations accumulate, their musical characteristics create the skyline. Eventually they become architects who build various cities through music. Through these various skylines, we perceive the diversity of musical interpretations with eyes, not with the ear. In the future, we plan to explore the development as a necessary tool for music education.

  • Design and Interactive & Monitor-Based
  • Chrysalide
  • Yann Bertrand and Damien Serben
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Chrysalide transcribes different states of the Japanese dance, But6.
    Mixing 30 animation and film, the work contrasts this carnal, visceral
    dance with the coldness of 30 and its architectures and polygons.
    iki – [breathing]
    Fully created in 30, iki symbolizes the dancer’s breathing by altering
    his dance and rhythm to the complete destruction of the body.
    mono – [matter]
    As the dancer interacts with the elements of nature, the filmed
    footage of mono blends with the computer generated textures to
    create new matter.
    ugoki – [movement]
    Movement slows and merges with a maniacal, exhausting attempt to
    achieve perfection. A controlled walk brings the body to dysfunction .

  • Animation & Video
  • Animation
  • 20:36 minutes
  • ATLAS
  • Yann Deval, Marie-Ghislaine Losseau, and WeKit
  • 2019
  • Augmented Reality/Virtual Reality, Interactive & Monitor-Based, and Performance
  • Virtual/mixed reality, performance art
  • Augmented Creativity
  • Yanyi Lu
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Lu: Augmented Creativity
  • Summary

    This work experiments a co-creation system of art making by man, machine and nature, expressing an entangled relationship between them. By comparing the contributions of different participants, the unique ability of human beings in creative creation is further verified and understood.

    Abstract

    This work explores a new definition of creativity in the digital context and speculates about a dynamic relationship between man and machine in aesthetic creation. The experiment collected the images from OpenProcessing community as training samples and fed them into styleGAN machine learning model to generate new graphics. The relationship between human and machine changes from slave and slaver to friend and collaborator with the emerging of machine learning. The relationship of machine and human in creative creation seems to be a closed dynamic loop. At the end, this work speculates that humans are always inspiring themselves and that machines created by humans are just bridges and catalysts in this closed loop.

  • It was once generally accepted that creativity is a uniquely human ability. With the development of technology, people raise some questions about the creativity of machine in the field of art. Can machines also be creative and produce new artistic ideas that have not been discovered by human?

    I chose images from OpenProcessing community as training samples because at this stage people still treat machine as a programming tool to create artistic graphics. It looks like 99% creativity is from human while machine just contributes 1% creativity to assist human in realizing their ideas. However, with the intervention of machine learning (machine creates new artistic ideas with the feed of works from human), the output of machine seems to be out of control. In the experiment, I am surprised to see some amazing images and it reminds me the contribution to creativity from machine can never be just 1%. The relationship between human and machine changes from slave and slaver to friend and collaborator with the emerging of machine learning. Will artists be inspired by new images created by machines and build on them? Can the developed images by human be used as samples for further model training? Creativity in the digital age seems to be a closed dynamic loop. The relationship between machines and people in creative creation is constantly changing at different stages.

    On the other hand, can we also speculate that humans are always inspiring themselves, and that machines created by humans are only bridges and catalysts in this closed loop? Just like this year’s theme of Post-Algorithm, we use the technology as a tool, not as a purpose. Technology is a great tool for augmenting creativity but not for generating countless fake creativity without context.

  • Interactive & Monitor-Based
  • hanahanahana
  • Yasuaki Kakehi, Motoshi Chikamori, and Kyoko Kunoh
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2009
  • To experience hanahanahana, the participant applies perfume to a leaf-shaped piece of paper and holds or shakes it in front of the wall. A flower image then appears in each bud-like device. The degree of transparency of the flower changes gradually according to the strength of the floating scent, while color and shape also vary according to the sort of fragrance applied to the paper. Participants can enjoy temporal and spatial variations of floating air with olfactory sensations from the scent, visual sensations from the projection screen, and tactile sensations from the wind.

    The aim of this project is to seek the possibilities of expression through scent information. hanahanahana is an interactive installation that enables the real-time visualization of a scent flow in ambient air. More concretely, this system visualizes temporal and spatial variations of flowing air by projecting images on space according to scent distribution data. From the perspective of Touch Point, hanahanahana offers a novel interaction design chat engages multiple senses.

    A previous version of this piece was presented as a poster at SIGGRAPH 2007. While the system originally used only one sensor device, the current version of hanahanahana involves multiple devices shaped like buds attached on several points of a wall to visualize the spatial spread of the scent. Technically, each device can separately detect the magnitude and the variation of the ambient scent in real time with the aid of several gas sensors.

  • Installation
  • Media Device for Hand Scroll 2008
  • Yasuhito Nagahara and Nobuya Suzuki
  • SIGGRAPH Asia 2008: Synthesis
  • This reproduction of the handscroll of Poems of the Thirty-Six Immortal Poets over Design of Cranes is a rolled up scroll of paper. But the paper is blank. When the media device is engaged, the projected image of the Crane Scroll appears on blank paper.

    As viewers unroll the scroll, they can decide which part they want to view (for example, only the calligraphy of Hon’ami Koetsu or only the painting by Sotatsu). They can also hear a recitation of the poetry, sung in the traditional manner by members of the Reizai family.

    Viewers are free to use this system as they like, as they gain the understanding that the original handscroll was also, in a very real sense, an interactive medium.

    This project is supported by the Kyoto National Museum, Reizei-ke Shiguretei-bunko, the Philadelphia Museum of Art, IAMAS, IDD at Tama Art University, and members of the Hon’ami Koetsu multimedia project.

  • Installation and Interactive & Monitor-Based
  • Furble
  • Yasuo Ohba
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Ohba Furble
  • HARDWARE/SOFTWARE
    Silicon Graphics Indigo 2 Extreme, original software

  • Animation & Video
  • Animation
  • 1:35 minutes
  • Re:Anjyu
  • Yasuo Ohba
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • I created Re:Anjyu in the winter of 2001. At the time, it snowed in Yokohama every week, and I walked home on the silent street blanketed with snow while muttering to myself: “This wouldn’t work, and that wouldn’t do, either.” My memories of that period might have played a part in the creation of Re:Anjyu. All the works I’ve created so far are full of colors; in contrast, Re:Anjyu was finished completely in white. Based on the theme “weaving images and sound that ease our mind,” I created this white world, accompanied by piano playing throughout, in order to express feminine gentleness, warmth, delicacy, strength, and softness.

  • Anjyu, which was shown in the SIGGRAPH 2001 Electronic Theater, returns to give you a totally new experience. Every scene of the original movie was not updated but re-rendered into four images using a stereoscopic computing system built specifically for this purpose. Massive experimentation was conducted by engineers (my friends) of various technology areas: no-glasses 30 display technology, highperformance
    computing, and virtual reality. Fortunately, Sanyo’s 30
    displays not only give the sensation of depth, but also allow me to look around to the sides of the object and perhaps even its back.When the 30 images first appeared on the display, I felt like submerging myself in the world that I created. All the objects in Re:Anjyu appear as if they are living in another dimension. Yes, the true face of Anjyu is now revealed at last!

  • Interactive & Monitor-Based
  • 940 milimeters x 660 milimeters x 340 milimeters
  • Sanyo 40-inch multi-view auto stereoscopic display
  • Micro Friendship
  • Yasushi Matoba and Hiroshi Matoba
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Small creatures surround us in everyday life. In our large-scale world, we sometimes are not aware of their existence. Sometimes these small creatures even anger or annoy us. Isn’t it a pity that we have either no relationship or rather negative relationships with these small creatures? Couldn’t we somehow have better, more intimate relationships with them?

    With this installation, humans can understand and communicate with small creatures. Its mechanism enables us to interact and create friendships with animals whom we might otherwise never notice.

    The installation is composed of a table, a flat display monitor such as PDP, a rod set between the flat monitor and the table, a microscopic video camera, a 2D movable stage, and small insects. The rod is connected to an insect-sized rod inside the display. Movements of the large rod are mechanically converted into micro-sized movement son the small rod. The display screen shows a magnified view of the insect-sized interior (scaled so that the micro-rod in the display seems to really be connected to the large rod on the outside). Participants move this virtual rod to seamlessly interact with the small creatures in the display.

    Participants can also use a joystick to control the position of the stage, move around the insect world, find their insect-sized friends, and come into better contact with them.

    Micro Friendship is a new type of virtual reality that makes worlds of very different scales from our own appear seamless and naturally accessible to us. We hope that you can see the charm and character of these new worlds and make friends with creatures you’ve never known before.

     

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • 1 meter x 2 meters x 4 meters
  • science and virtual reality
  • Watch Me!
  • Yasushi Noguchi and Hideyuki Ando
  • SIGGRAPH Asia 2008: Synthesis
  • Watch Me! is an experimental installation dedicated to documenting social bind (defined below) by intervening in a public space. It observes the behavior of people’s “eyes” using a robot bear as an unusual event.

    When you visit another country for the first time, you may be puzzled by people’s behaviour as they respond to incidents or encounters. Then you might realise that they seem to behave spontaneously but are predisposed to exhibit certain behavioural traits by society and culture. We call this “social bind.”

  • Installation
  • C-loc Software
  • Yasushi Noguchi
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • In recent years, geographic information systems (GIS) for consumers (Google Maps and Google Earth, for example) have become very popular, and many people enjoy collecting and editing memories using those media. These systems are well designed to visualize diverse geographical data, but they can not present geographical and chronological information at the same time. Some GIS systems have a chronological function, but only as animation.

    C-loc Software offers a new way to visualize time and space using a time layer-scheme and interactive three-dimensional graphics. It is suitable for people who want to investigate the relationship between the geographical and chronological information of archeology, ethnology, and history such as an archive of earthen vessels. An editor can import chronological maps and define year, month, day, hour, minute, and second. Any type of map can be used, depending on the editor’s purpose. Time’s arrow goes from the bottom to the top of the interface. It is the layer of time.

    Objects can be created and categorized. Text, image, sound, or movies are registered as objects, and the size, color, and alpha of the object is customized. In addition, lines that connect objects in the same category can be customized as well. The position of the camera is registered as a button. Pressing the button moves the camera to a target point. Furthermore, there is a function for importing and exporting a CSV file so that an existing database can be easily converted into data for C-loc Software. In addition, GPS data can be imported into the software. If users’ photos include location data (for example, latitude, longitude, and time) as EXIF data, those photos are automatically imported and placed in C-loc Software.

  • Interactive & Monitor-Based
  • http://r-dimension.xsrv.jp/projects_e/cloc/
  • CHANCEFormation
  • Yau Chen
  • SIGGRAPH 1992: Art Show
  • Dice is the main character in this project visualizing the variables of  “chances.” The objects, movements, colors, and lighting in this piece all deliver unexpected messages and variations. The final piece will consist of four parts, Stage, Dream, World, and Coffee. The audio resources mostly come from John Cage’s work.

  • Hardware: SGI Personal IRIS 4D/35
    Software: Wavefront Advanced, Visualizer

  • UCLA Design Department

  • Animation & Video
  • 4:30
  • undefined