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
  • Dreams of Mice: Ron, 19 October 2014 at 2:48am
  • boredomresearch
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2014
  • 2014 boredomresearch: Dreams of Mice
  • boredomresearch’s work is informed by principles of scientific modeling, inspired by the mechanisms and behaviors of natural systems. Central to their work is the aesthetic expression of intriguing patterns, motions and forms, expressed in real-time over extended durations, using technologies usually associated with computer games.

    In Dreams of Mice: Ron, 19 October 2014 at 2:48am boredomresearch investigate the ethereal space of dreams, considering the increased control, management and disruption of sleep behavior in humans. Collaborating with Dr Vladyslav Vyazovskiy, a neuroscientist from the Sleep and Circadian Neuroscience Institute at the University of Oxford, capturing and recording the dreams of laboratory mice, boredomresearch reveal the intriguing invisible beauty of slumber in this real-time artwork driven by the firing neurons of dreaming mice. The impulses of a recorded dream provide the input signal for a visual and acoustic expression of dream activity, evocative both of firing neurons and a subterranean sleeping chamber in which we view the intimate and private fluttering of slumber.

    Exploring a changed understanding of sleep in a contemporary world of instant messaging and 24/7 connectivity, where we are encouraged to remain permanently available, boredomresearch question the importance of the non productive third of our lives we spend asleep. When we go to sleep we disconnect from our social networks and perpetual status updates, entering the last remaining sanctuary from the demands of a permanently networked society. But is the space of dreams at risk from the relentless encroachment of connective technologies?

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

  • Media Used: Blender Game Engine, Audacity.

  • Animation & Video
  • 2:14 min
  • Ornamental Bug Garden 001
  • boredomresearch
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Vicky Isley and Paul Smith have been collaborating as boredomresearch for four years. boredomresearch are interested in building computational works inspired by simple rules found in natural systems. They are interested in a range of topics that include the aesthetics of emergence, synthesised ecological systems, networked communities, perceptive cognition of computational abstractions, A-life, and belief systems. Currently, they are exploring processes of computer modeling for creation of new and interesting observable phenomena, and investigating the creative potential of genetic algorithms and notions of ownership of digital space. “The research of Smith and Isley is far from a bore. What they suggest is instead a play strategy in relation to computers, a sensual experiencing of potentials that develop over time. Furthermore, in their refusal to accept prefabricated images of computation, their work offers a critical perspective and a possibility to rethink virtual space outside the restrictions of rational organisation and simple representation.” Anna Kindvall and Lars Gustav Midboe, Electrohype boredomresearch have produced a number of interactive sound applications, online projects, and computational soundscapes that have been shown at events such as FILE04 in Brazil, the Electrohype festival in Sweden, the Garage festival in Germany, Data:base in Dublin, and in online exhibitions such as soundtoys.net, e-2.org, and mobilegaze.com. Since 2001, they have produced several computational soundscapes utilising artificial-life algorithms that have been mainly projected within galleries and festivals. boredomresearch are interested in developing the relationship between the work and the viewer. Ornamental Bug Garden 001 ‘s viewable area is sealed within a small glass front, which creates an intimate portal that the audience can peer into. The computer is also incorporated into the object, becoming part of the work. In this way, the work is built around the idea of closed systems like the commercially available biospheres that contain a small population of brine shrimp. These systems are the result of research conducted by NASA into closed viable systems and are sold as gifts all around the world. Ornamental Bug Garden 001 is the first of a series of wall-hanging, digital, self-contained systems built by boredomresearch in 2004. This system combines gaming techniques and artificial-life modelling to explore relationships between scientific modelling techniques and ornamental gardens. The individual elements of OBG001 have been generated algorithmically using software created by boredomresearch, before being carefully composed in their final form. In building the garden, boredomresearch become the designers of closed ecosystems. In addition to considering the shape, colour and form of the elements used within the garden, they consider their effect on the overall ecology of the system. The complexities of the overall sound composition are the result of emergence within the system. As OBG001 ‘s colonies of objects catapult around a garden containing bubble-pumping lifts and algorithmically composed plant life, collisions with its elements trigger sounds and compose an incidental audio piece. OBG001 has been awarded honorary mention in Transmediale.05; the International Media Arts Festival, Berlin; and VIDA 7.0, International A-Life Electronic Arts Competition, Madrid 2004.

  • Interactive & Monitor-Based
  • Computational
  • 21 inches x 21 inches
  • RealSnailMail [RSM]
  • boredomresearch
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 boredomresearch RealSnailMail
  • RSM, a research project developed by Vicky Isley and Paul smith (aka boredomresearch), is the world’s first use of live snails to carry electronic messages across physical space. boredomresearch aim to premiere the world’s first web-mail service to use live snails for carrying electronic messages across physical space. Visitors to the Slow Art exhibition can access the realsnailmail.net web site and send email messages. Each message travels at the speed of light to the realsnailmail.net server, where it enters a queue. It waits there until a real snail in the tank at Bournemouth University wanders within range of a hot spot. The hot spot is the dispatch centre in the form of an RFID reader. This reader identifies the snail from the RFID chip attached to its shell and checks that it has not already been assigned a message to carry.

    If the snail is available, it is assigned the message at the top of the list, then slips away into the technological wasteland. Located at the other end of the tank is the drop-off point. When, or if, the snail ever makes it there, it is identified by another reader, which then forwards the relevant message to the recipient’s email address, once again at the speed of light. At each stage of the message’s transit, the sender is updated with its progress, and when it finally arrives at its destination, it is appended with details of its carrier and a log of its journey. The realsnailmail.net web site encourages users to consider the efforts of a diminutive mollusc lugging their messages across a tank, and for this reason urges them to send a message of value. During SIGGRAPH 2008, a SnailCam shows live video of the snails in action.

  • The School of Design, Engineering and Computing
    Bournemouth University

  • 3D & Sculpture
  • VisualPoetry - Generative Graphic Design for Poetry on the Road
  • Boris Mueller
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2006
  • VisualPoetry generates poetic and abstract visual representations of poetry. It is unique. Few other design projects embrace the concepts of generative design over such a long period of time. The representations are used for graphic design of the literature festival Poetry on the Road in Bremen, Germany, where VisualPoetry has become an integral part of the festival itself.

    The highly interdisciplinary approach and the strong link between the input (poems) and the output (visuals) is unusual. as it bridges the disciplines of design, computer science, and literature. While the basic concept of VisualPoetry is always the same, the visual strategies change every year. The 2003 version was based on the concept of a drawing machine controlled by the sequence of the letters in the poem. In 2005, text was used to generate organic, treelike structures. In 2006, the visual resembled an information visualization.

    In the context of the design discipline, the achievement of VisualPoetry is that a specific idea is the center of the corporate identity and not a specific form.

  • Design
  • https://www.esono.com/boris/projects/poetry06/
  • The World Of Freedom
  • Borou Yu, Tiange Zhou, Zeyu Wang, and Jiajian Min
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Yu, Zhou, Wang, Min: The World Of Freedom
  • Summary

    The World of Freedom is an immersive virtual space. It provides possibilities for people to empathetically imagine a “free” living sociology at the post-pandemic Anthropocene. Technologies support people to live in their identical personal spaces, meanwhile access shared information and areas with neighbors, even those with different faith and beliefs.

    Abstract

    Indeed, people spend more time on deep thinking since 2020. The questions which ask mainly by the sociologists, now become the topics on the dining table. The debates on social and moral dilemmas are happening intensively 24 hours on the internet. We started to think more about who we are, where we are going, and how we will value the information we have received. Do we have freedom? Shall we believe absolute freedom? Sometimes people directly transform the idea of liberty into democracy. However, shall we also equal freedom to democracy? Since we are all inside this one pandemic bubble, after most people stay at home for a couple of months, we start emerging a global-size collective memory, which makes people more empathetically understand others’ situations. Meanwhile, more and more people have to learn and take experience virtually. The attention of empathy and the new work-from-home mode evokes the initial idea of this virtual reality experience. We start to ask how people could learn and think more effectively in this brand new virtual age? Unity program makes this innovation possible. The innovative architecture modeling could permit a large group of people to experience personal space and sharing areas simultaneously. The sound design is specially designed for the various space sound and the audience’s interactivities. We use this program to build up an immersive and empathetic space that embodies a hypothetical argument of a social dilemma into a virtual manifestation. People might be able to figure out the most meaningful answer by wearing the same shoes. The social distance could also be virtually controlled in this program by counting if the number of participates overload spaces.

  • The model is designed and built in the 3d modelling software Rhinoceros, then imported to Unity. Sound clips are pre- composited and imported into Unity, constructing the whole structure of storytelling. The installation for experience constitutes an open space (maximum 3m*3m), a table for laptop, and a VR headset, i.e. Oculus Quest.

  • In recent days I find a game engine called Godot, in this programming community, when there is an open call to programmers to fix the remaining issues and bugs, the announcement is always underneath the title “Hero wanted.” It is indeed, intriguing. But what is the definition of a hero? Samuel Beckett’s classic drama inspires the name of the engine – Godot. It is a bit ironic since the hero Godot never appears in Beckett’s drama. It is interesting to observe that the hero Godot in the theatre seems to be an outsider, foreigner, or alien of the story’s scope. However, on the contrary, the hero who matches the call of the game engine is someone who rooted in the community and linguistically(including computer language) acquainted. What would be a more effective hero? An insider or outsider? It is counterproductive to choose a

    hero either lacks perceptiveness/acknowledgment or restricts oneself to its milieu. One of the ideal versions of this scarce entity is the one who emerges oneself from the milieu that one ties with but is capable of distanced observation, larger- scope rationale, and most significant speculative anticipation. Heuristic innovation could be useful when it emerges during a specific situation, such as the pandemic and social crisis for this moment of the Anthropocene. Besides, the materialized outcome of heuristic art-making is not only the noumenal object. As a team with scientists, artists, and scholars, we aim to make a work that plays a significant role as a media between the present and future stages. Our piece: The World of freedom provides a platform for heroes. At this stage, everyone participates could, in a way, experience a possible future and make their choice of the real tomorrow. The “PTSD “of the potential issues will prevent us from failing in the future.

    People have spent more time than ever before on deep thinking since 2020. The questions which are asked mainly by the sociologists, now become topics on the dining table. The debates on social and moral dilemmas are happening intensively 24 hours on the internet. We started to think more about who we are, where we are going, and how we should value the information we have received. The definition of the term “freedom” is altered and shrinked imperceptibly: Do we have freedom? Shall we believe in absolute freedom? Sometimes people directly transform the idea of liberty into democracy. However, shall we also equal freedom to democracy?

    Thinking about the election these days, we feel the system which transmits individual will into community decision is precisely designed, while to a certain extent, unclear. In this way, the virtual space stands for an analog for the social system in reality, towards a dark fairy tale. In this way, we hope the audience would experience the feeling of uncertainty, while bearing the belief that our own volition would truly make a difference to the world.

    While overloaded, the system protects itself. What if humans become the cache of the system, and get controlled, overridden and macro-readjusted? The situation described here is no more a sci-fi imagination or a physical metaphor. In the time of COVID-19, the principle of social distance sets capacity for physical space in reality. And we might need to get accustomed to the controlled freedom.

    Since we are all inside this pandemic bubble, after most people stay at home for a couple of months, we start emerging a global-size collective memory, which makes people more empathetically understanding others’ situations. Meanwhile, more and more people have to learn and take experience virtually. The attention of empathy and the new work-from-home mode evokes the initial idea of this virtual reality experience. We start to ask how people could learn and think more effectively in this brand new virtual age? The time of post-pandemic might never pass. Some phenomena supposed as temporary might become the normality for the world. 

    We use Unity to build up an immersive and empathetic space that embodies a hypothetical argument of a social dilemma into a virtual manifestation. In this way, we wish to make the experience as a heuristic innovation for the post-pandemic Anthropocene. People might be able to figure out the most meaningful answer by wearing the same shoes. The social distance could also be virtually controlled in this program by counting if the number of participants overload spaces.

    To create a complicated architectural environment is not the most difficult step for the project, while to engage the experience, storytelling and the social/philosophical reflection in this space prototype takes the most time and consideration. While there is no explanation on the game rules, on the selection mechanism, on the definition of symbiosis, on the voting system through which individual opinions transform into collective decisions, it takes effort to imply individual freedom, especially when the experience is presented as a video of selected routes instead of free game.

    It is our first time collaborating through the Unity3d Cloud. In this way, the most challenging part is to make the sound atmosphere empathetic. Based upon HTRF technology, we try to create an ambisonic system, with sensitive responses to the alternation in direction and interaction with components in the virtual world. When audiences put on the headphones, it would be easier for them to get into an immersive experience, therefore possibly access in-depth thinking. 

  • Augmented Reality/Virtual Reality
  • Entropy
  • Brad de Graf and Payson Stevens
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 deGraf Entropy
  • Hardware: DeAnza VC 5000
    Software: S.A.I

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 20 in.
  • cibachrome print
  • Salamander Coffee Table
  • Brad Gianulis
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Gianulis Salamander Coffee Table
  • Bill Gain
  • 2D & Wall-Hung
  • photograph
  • Voltaic/Transistor/Chip
  • Brad Yazzolino
  • SIGGRAPH 1989: Art Show
  • 1988
  • Yazzolino: Voltaic/Transistor/Chip
  • 2D & Wall-Hung
  • Glazed Ceramic Tile
  • 39 x 39 in
  • Autarkeia Aggregatum
  • Bret Battey
  • SIGGRAPH 2006: Intersections
  • 2006 Battey Autarkeia Aggregatum
  • Autarkeia Aggregatum is an integrated sound-and-image composi­tion emphasizing continuous flow and transformation. There are no cuts or splices in the visual aspect of the work; it unfolds instead as a constantly evolving, massed animation of a set of over 11,000 individual points.

    When seeking a title for the piece, I turned to the Monadology, the philosopher Leibniz’s theory of fundamental particles of reality (monads). I appropriated two words from that work: autarkeia (Greek) for self-sufficiency, and aggregatum (Latin) meaning joined, aggre­gated. The terms together appropriately suggest an aggregation of the activities of autonomous entities. More subtly, a resonance with Classicism draws me to the words. The resonance is one of an inner fullness of being expressed outwardly in elegant, self-sufficient restraint.

    The animation technique involves various rotational algorithms, con­strained Brownian motion, and time blurring. I initially developed the visual effects method in Processing, the Java programming environ­ment. I then translated the algorithm into a plug-in for Apple’s Motion 2 video effects software.

    I produced the sound with the help of the synthesis languages Common Lisp Music and Common Music and my own Pitch Curve Analysis and Composition toolkit.

  • Hardware and Software

    Macintosh G5 Dual Processor 1.8 Ghz, Apple Motion 2 with custom filter plugin, Common Lisp Music, Common Music, PICACS, Digital Performer.

  • Animation & Video
  • Art animation
  • 9:30
  • Sefaria - A Living Library of Jewish Texts
  • Brett Lockspeiser and Lev Israel
  • DAC Online Exhibition 2018: Designing Knowledge
  • 2013
  • 2013 Lockspeiser, Winer, Israel: Sefaria 1
  • Sefaria is a free culture project devoted to bringing the textual tradition of Jewish learning into a new, flexible, open form in order to make texts and learning more accessible to more people. Modeling values in the tradition itself, the architecture of Sefaria emphasizes interconnections between texts and a polyvocal willingness to co-present multiple texts at once. As of November 2017, Sefaria’s library includes 135 million words of texts and 1.5 million interconnections between texts in the library. Sefaria’s library is designed to hold multiple versions and translations of every text, and ensures segmentation and structure allow for alignment between texts and translations.

    Sefaria’s approach to structuring texts and connections as data allows it to power various visualizations and applications. Sefaria exports its data with Creative Commons licenses which allow for reuse, allows developers to download a dump of their databases, and offers free APIs to support novel applications related to Torah texts that can be developed independently of Sefaria. Sefaria actively scans new texts and fundraises to pay publishers to release their copyrighted translations with CC licenses. The largest project of this kind to date is the release of the newest complete translation of the Babylonian Talmud (the Steinsaltz translation into English and modern Hebrew) with a CC license, the first time a complete English Talmud had been made available for free. Sefaria also offers tools for users to engage with and create from texts in their library, primarily via their Source Sheet Builder. A source sheet is a staple of the Jewish educational method in which an educator creates a document with selections from various primary sources relevant to the topic the educator is teaching. The first application built on top of Sefaria’s API, Sefaria’s Source Sheet Builder makes the process of building source sheets easier for educators. It has been used to create more than 100K source sheets to date. Sheets on Sefaria can also include user-generated text, sources outside the Sefaria library, images and videos. In addition to offering a platform for publishing and sharing sheets, there is a second structured dataset which captures human curated data about the relationship of texts to one another and to the tags that users assign. This dataset allows Sefaria to create a ranked index of all topics currently of interest to Jewish educators, as well as offering data-driven answer to questions like, “Which source in our library is most relevant to X?”.

  • Gabriel Winer, Ephraim Dambortiz, Russel Neiss, and Noah Santacruz
  • Internet Art
  • https://www.sefaria.org/
  • Falling: Suicide and the Sidewalk
  • Brett Phares
  • SIGGRAPH Asia 2008: Synthesis
  • This work comprises a video sequence shot from my sixth-floor apartment window to the sidewalk below and composed inside a digital-game environment. The intention is to empty the video of narrative, reduce it to an image string. Exploring the space, flying over and through the image sequence, the effect turns unsettling and a new narrative emerges.

  • Animation & Video
  • Amphibian Hominid
  • Brian Andrews
  • SIGGRAPH 2005: Threading Time
  • 2005
  • In the current discourses of art, the animal is seen as a representation, a symbol of our cultural projections and anthropomorphisms
    surrounding our ideas of nature. One goal of my work is to question the boundaries between contemporary culture and the construct of nature, and to explore how elements of artificiality and technology compound and distort these relationships. My current artistic investigation, Hominid, is a series of digitally constructed images composited as radiographs of humanoid anatomies. The images address the “hominids” with scientific lucidity, yet maintain an emotion of vulnerability as the figures betray the contradictions of their physicality. It is my intention to confront the viewer with images and objects that reside on the uncomfortable line between the natural and the technological, the living and the automaton. To achieve these ends, I recontextualize taxidermied animals, as well as their environments, via the photography, film, and video. The Bambi series recreates visual tableaux from the popular film in order to illuminate and undermine the cultural narratives invested in our ideas of nature. The images are rendered photo-realistically, to infuse the viewer in the tableaux; yet maintain a preternatural sense of untruthfulness, highlighting their internal fictions. Humanity Diptych induces the viewer into this mire of ontology. In two larger-than-life portraits, taxidermied primates are captured posing for the camera. Viewers are enticed to empathize with the emotionally human expressions, but they are betrayed by an uncanny undercurrent of the chimpanzees’ physical animality and the technological artifice of their glass eyes. As Steve Baker writes, “It is the animal which more than anything else prompts a rethinking of what it is to be a human ‘subject,’ and which points to the shortcomings of earlier philosophical accounts of the human.”1 In exploring the representation of the animal, my images seek to inform the indeterminate ground between nature, humanity, and the technological.

  • 2D & Wall-Hung
  • Lightjet print
  • 14 inches x 20 inches
  • Quadruped Hominid
  • Brian Andrews
  • SIGGRAPH 2005: Threading Time
  • 2005
  • In the current discourses of art, the animal is seen as a representation, a symbol of our cultural projections and anthropomorphisms
    surrounding our ideas of nature. One goal of my work is to question the boundaries between contemporary culture and the construct of nature, and to explore how elements of artificiality and technology compound and distort these relationships. My current artistic investigation, Hominid, is a series of digitally constructed images composited as radiographs of humanoid anatomies. The images address the “hominids” with scientific lucidity, yet maintain an emotion of vulnerability as the figures betray the contradictions of their physicality. It is my intention to confront the viewer with images and objects that reside on the uncomfortable line between the natural and the technological, the living and the automaton. To achieve these ends, I recontextualize taxidermied animals, as well as their environments, via the photography, film, and video. The Bambi series recreates visual tableaux from the popular film in order to illuminate and undermine the cultural narratives invested in our ideas of nature. The images are rendered photo-realistically, to infuse the viewer in the tableaux; yet maintain a preternatural sense of untruthfulness, highlighting their internal fictions. Humanity Diptych induces the viewer into this mire of ontology. In two larger-than-life portraits, taxidermied primates are captured posing for the camera. Viewers are enticed to empathize with the emotionally human expressions, but they are betrayed by an uncanny undercurrent of the chimpanzees’ physical animality and the technological artifice of their glass eyes. As Steve Baker writes, “It is the animal which more than anything else prompts a rethinking of what it is to be a human ‘subject,’ and which points to the shortcomings of earlier philosophical accounts of the human.” In exploring the representation of the animal, my images seek to inform the indeterminate ground between nature, humanity, and the technological.

  • 2D & Wall-Hung
  • Lightjet print
  • 14 inches x 20 inches
  • Articulated 3D-Printed, Hand-Painted Sculptures
  • Brian Chan
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015 Chan, Articulated 3D Printed Hand Painted Sculptures
  • Animal models printed in one pass, with integral joints allowing lifelike motion. They are modeled from scratch, not 3D-scanned, and printed in Shapeways SLS nylon.

  • 3D & Sculpture
  • Shapeways SLS nylon
  • Folding Musical Instruments
  • Brian Chan
  • SIGGRAPH 2015: Hybrid Craft
  • 2015
  • 2015 Chan, Folding Musical Instruments 3
  • Instruments designed and fabricated so that a musician can travel with them while continuing to practice and perform. These instruments are designed so that most of the components can be produced with digital fabrication tools, such as the laser-cut folding ukulele or the CNC-milled ultra-compact shamisen.

  • 3D & Sculpture
  • Omaha
  • Brian Chirls and Jessica Brillhart
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Omaha is an immersive WebVR piece that strings together worlds of nostalgia – a universe from which there appears to be no way out. The experience is a series of very simple scenes or chapters, each referencing a piece of media that was at one point so inescapable as to invoke fond memories of that media in spite of or even because of its flaws. Omaha is intended as an experiment in rapid iteration of small, shareable meme-like moments in the tradition of animated gifs or Vine.

  • Augmented Reality/Virtual Reality
  • https://omaha.surge.sh/
  • Re-remembered, digital palimpsests
  • Brian DeLevie
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Re-remembered, digital palimpsests is a visual exploration of recorded history and subjective memory. Using the palimpsest as a model for this exploration, each canvas presents a layering of imagery and video to represent mixed memory, a merging of historical and personal perspectives whose partial erasure and rediscovery recedes and re-emerges within a media-saturated environment. The original material manipulated in each piece is a combination of historical and personal footage and photographs. Digital artifacts and effects represent time, obstacles, and our inability to erase what has taken place. The video set within the fixed image is the essence of memory played and replayed. The overall landscape of re-rememberances depicts our ability to re-present ourselves and the world with our notion of what is actual. Each day, an array of meaningful and arbitrary images is constructed and deconstructed within our minds and all around us. These works act to question the stability of what we call history and memory, what is remembered and re-remembered, fleeting and enduring, troubling and endearing, written and re-written.

  • Images were created with a mixture of shot and sampled photographic and video footage with Adobe Photoshop, Adobe
    Illustrator and Corel Painter. Video footage was manipulated with Adobe After Effects and Apple Final Cut Pro. Final comps
    were printed on an Epson 9800 printer and stretched on specifically designed stretchers.

  • 2D & Wall-Hung
  • Giclée on canvas, video, LCD monitor
  • 17 inches x 72 inches x 2.5 inches
  • Acacia Mosaics
  • Brian Evans
  • SIGGRAPH 1992: Art Show
  • Hardware: Cray-YMP
    Software: By artist

  • National Center for Supercomputing Applications

  • Animation & Video
  • 2:30
  • Amazilia
  • Brian Evans
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • A sonic/visual sorbet to cleanse the palette while dining on several courses of rich, over-spiced media.

    A digital excursion of sound mapped to number (its raw digital state … no pun intended), visualized (a digital paint by number) and re-sonified (a Pythagorean feast, pun intended, as it’s all numbered any­ way once you go digital). A simple process unfolds as image and sound. Hear the colors. Listen with your eyes.

  • Animation & Video
  • Experimental Animation
  • Length 2:15 minutes
  • ime slice (meliá)
  • Brian Evans
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Slice an animation through the time dimension, and you can see how a scanline evolves over time. This slice is then sonified to create the music to accompany the animation. We can hear the colors as we see the visual music. I create time slices to create music. The slice is an interesting image, but it also can be the score to the animation from which it comes. It’s a simple technique for creating coherence between image and audio. What we see is the graphic score. We listen with our eyes.

  • Using personal software, a time slice was created by following
    a scanline through the time dimension. These images were all
    sliced from a series of abstract animations.

  • 2D & Wall-Hung
  • Digital print on paper
  • 13 inches x 31 inches
  • limosa
  • Brian Evans
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Everything reduces to data mapping and information design. The only hard question is why we do either. I never got past a fascination with numbers, a desire to write songs, a desire to make pictures. All is number in the computer. I take numeric models and see what songs and pictures they will make. How can I map numbers to the senses, turn numbers into a tangible experience? Then I wonder how the senses map to each other. I map the maps. Sound to image: a visualization. Image to sound: a sonification. In mapping numbers into sensory experience, aesthetic decisions are made. What palette of colors to use? What set of pitches? How long? How big? The artist chooses. In a digital world, the mapping itself is a choice. Beyond arithmetic there are no rules. I make simple rules. You have to start somewhere. One loop (now it’s a narrative). Two minutes (don’ t blink). The sound should be seen, the image should be audible. Other than that, make music. It’s jazz in 40. Hear the colors, listen with your eyes .

  • Animation & Video
  • animation
  • 2:15 minutes
  • sonata (pipilo)
  • Brian Evans
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • This piece is a graphic musical score, a visual rendition of a classic sonata allegro form. It is music for the eyes, in search of a performer. A sonata has several sections. This piece shows five sections: exposition, development, retransition, recapitulation, and coda. The thematic variation and development is seen rather than heard. The piece is developed as a graphic score in two musical systems, reading left to right and top to bottom. It can be interpreted sonically in a variety of ways. It is a digital image (patterns of numbers that can drive a synthesizer or catalyze a human performance) or you can silently listen with your eyes.

  • The image was created by slicing an abstract animation through the time dimension. The score is composed as visual music. The animation is discarded. What is left is the trace, waiting to be sonified.

  • 2D & Wall-Hung
  • Digital prints on paper mounted on artboard
  • 49 inches x 61 inches x 2 inches
  • Drift
  • Brian Knep
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Organic shapes grow, shrink, split, and join across five projected panels, drifting slowly from right to left and traveling from one panel to the next. When a shape drifts off the left edge of the leftmost panel, it reenters into the rightmost panel. The system is a closed loop, and the shapes never repeat. Each panel imposes a different set of rules governing movement and growth, and as a shape crosses a panel boundary, its look and behavior change. Although the panels look very different, the growth on each is based on the same set of chemical models, with simple changes in the parameters of these models causing large changes in behavior.This work is one of a number exploring complexity-out-of simplicity and infinite-out-of-finite. The works are embedded in architectural spaces (walls, columns}, bringing the spaces to life.

  • Animation & Video
  • DVD player, projector
  • 75 inches x 15 inches
  • Drift Grid 1
  • Brian Knep
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Organic shapes grow, shrink, split, and join across five projected panels, drifting slowly from right to left and traveling from one panel to the next. When a shape drifts off the left edge of the leftmost panel, it reenters into the rightmost panel. The system is a closed loop, and the shapes never repeat. Each panel imposes a different set of rules governing movement and growth, and as a shape crosses a panel boundary, its look and behavior change. Although the panels look very different, the growth on each is based on the same set of chemical models, with simple changes in the parameters of these models causing large changes in behavior.This work is one of a number exploring complexity-out-of simplicity and infinite-out-of-finite. The works are embedded in architectural spaces (walls, columns}, bringing the spaces to life.

  • Animation & Video
  • DVD player, projector
  • 80 inches x 80 inches
  • Drip
  • Brian Knep
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Organic shapes grow, shrink, split, and join across five projected panels, drifting slowly from right to left and traveling from one panel to the next. When a shape drifts off the left edge of the leftmost panel, it reenters into the rightmost panel. The system is a closed loop, and the shapes never repeat. Each panel imposes a different set of rules governing movement and growth, and as a shape crosses a panel boundary, its look and behavior change. Although the panels look very different, the growth on each is based on the same set of chemical models, with simple changes in the parameters of these models causing large changes in behavior.This work is one of a number exploring complexity-out-of simplicity and infinite-out-of-finite. The works are embedded in architectural spaces (walls, columns}, bringing the spaces to life.

  • Animation & Video
  • DVD player, projector
  • 30 inches x 96 inches (variable
  • Crossing Sign Text Piece
  • Brian Reffin Smith
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Smith Crossing
  • 2D & Wall-Hung
  • ink on paper
  • 8.25 x 11.75"
  • Horse Text Piece
  • Brian Reffin Smith
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Smith Horse Text Piece
  • 2D & Wall-Hung
  • ink on paper
  • 8.25 x 11.75"
  • Text Text Piece
  • Brian Reffin Smith
  • SIGGRAPH 1989: Art Show
  • 1988
  • 1988 Smith Text Text Piece
  • 2D & Wall-Hung
  • ink on paper
  • 8.25 x 11.75"
  • Mistaken Identity
  • Brian Steiner and Timothy Keon
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Steiner And Keon Mistaken
  • HARDWARE/SOFTWARE
    Silicon Graphics Indigo XS24, Abekas A66, Wavefront

  • Animation & Video
  • Animation
  • 1:20 minutes
  • Mirror _SPACE
  • Brigitta Zics
  • SIGGRAPH 2005: Threading Time
  • 2005
  • This interactive networked installation projects a personal, virtual mirror image onto the screen by combining the viewer’s face with data collected simultaneously from the internet. The image behaves like the physical presence of a real mirror image. It changes its position, dimensions, and features according to the movement of the viewer. The common mirror representations of individual viewers also interact with each other, and their audio/visual representation is perceivable as within the “mirror space.” The mirror image is active and alterable as long as the visitor remains in the data-space of the installation. When the visitor departs, the image remains and continues to move together
    with other representations. The mirror images of previous viewers disappear when the images of new visitors appear on the screen. Viewers are invited to identify with a virtual mirror image that reflects their internal state (through mood analysis) and their external affiliations (through information streams from the internet). The person is viewed as a node that is networked with the whole of existence. Effects that can be grasped by our perception are presented in this system as dynamic data and converted into three-dimensional objects. This process also involves compiling a virtual image, but the filter is a computer calculation , which not only processes our extended characteristics but also data gathered simultaneously from the outside world.

  • Interactive & Monitor-Based
  • Interactive art installation
  • Pachinko Machine
  • Brigitta Zics
  • SIGGRAPH 2019: Proliferating Possibilities: Speculative Futures in Art and Design
  • 2017
  • 2019 Zics Pachinko Machine
  • Pachinko Machine is a vertical pinball machine (or pachinko) played by large number of people in Japan. This digital version is a self-learning pachinko displayed on a screen with a highly detailed kinetic graphics simulation. The machine plays the game by itself in an automated setup. Through machine learning algorithms the pachinko will become increasingly accurate in achieving the winning result. During the period of the exhibition the machine optimises its own performance and improves its results hour after hour. The only obstruction to fulfil the complete learning cycle is beyond the machines’ control; there is a second intelligence embedded within the machine that aims to obstruct and obfuscate.

    The work aims to represent the walk of life and although we may be able to control some part it, there is always an element of chance that may destruct and encourages us to stray from our original path.

  • Created with Unity. Displayed on a vertical screen.

  • 2D & Wall-Hung and Interactive & Monitor-Based
  • Self-learning, algorithmic drawing
  • https://brigittazics.com/work/pachinko-machine/
  • Hazard Displaced
  • Brit Bunkley
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Bunkley: Hazard Displaced
  • Yield Displaced is one of several digitally produced sculptures that I completed as a working artist at SIGGRAPH 2002 in San Antonio. This sculpture is a paper LOM (Layered Object Manufactured object) rapid prototype. The LOM process builds an object (called a “part”) by laying down individual layers (22 inches wide) of sticky paper (similar to masking tape). Each cross section of the part is then cut by a laser. The laser only cuts through one layer of paper at a time. Each piece of paper sticks to each previous layer, eventually building a complete rapid prototype made up of hundreds of paper layers. The final “part, ” which resembles a block of wood, is then “de-cubed”. At this stage, the waste sections of the material are easily removed in cube-like pieces.

    The 3D LOM in Yield Displaced was made by sending the 30 STL file to Select Manufacturing Services, Grand Rapids, Michigan, as an email attachment. The LOM was then returned to San Antonio, where I “de-cubed” it by removing the waste material, and finally finished by sanding and coating the surface with polyurethane.

    At the initial design stage, I utilized the “displaced map modifier” in Autodesk’s 3D Studio VIZ (a sister program to 3ds max). This modifier functions by virtually “pushing” a dense wireframe mesh. The dark areas of the photo bitmap of the “hazard” road sign (from New Zealand) “push” the mesh in the light areas of the image, while “pulling” the dark areas. This action creates a relief of the image in the wire mesh 3D virtual object, sometimes producing objects with interesting and strange results, depending on the settings of the modifier.

    Following the logic of Joseph Kosuth’s “One and Three Chairs,” the original image (used as the bitmap in the displaced modifier) is also included as part of the work as a mounted 20 print on aluminum underneath the 3D distorted object.

    Hazard Displaced was also created at SIGGRAPH 2002. This work is a CNC object carved from hard foam on a machine that is directed by software. The software “reads” a 3D file representing the object and sends signals to the machine that then cuts the material according to the topography of the 3D STL file.

  • 3D & Sculpture
  • 14 inches x 22 inches x 2 inches
  • 3D object and sign
  • Large-scale Rapid Prototype Sculptures
  • Brit Bunkley
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Bunkley: Hand Machine 2
  • Although I originally used digital imaging as an element of the design process for public sculpture and installations in the early 1990s, I now use the computer primarily for creation of virtual sculpture and installation. With the recent introduction of 3D prints (rapid prototyping and CNC technology, as pioneered by a number of artists in the late 1990s), the “virtual” has returned to the “actual” by creating physical models from digital files. It is my intention to locate a common ground between the virtual 3D still and moving images, and 3D physical prototypes.

    I find 3D digital media especially conducive to illustrating disturbing social/political perspectives of neoliberal “globalised” modern life. The vicissitudes of neoliberal globalism is one of several reoccurring themes in recent years, represented by (clenched and outstretched) hand symbols, speakers, the abstract schematic letters of logic and math (e.g. “x”, “y”, “z”), the globe, television, diffused transnational corporate symbols, cartoon characters as corporate metaphors, and other iconic symbols of the modern world.

    My computer currently functions not only as an aid in visualizing and designing large-scale sculptures or installations, but now it essentially functions as a tool to depict objects that would not or could not be built: impossible images. With an affinity to staged photography, these images attempt through ambiguity of scale, material, reflection, and perspective to blur the line between images of virtual and actual objects. The computer prints and videos often capture a virtual image in a believable but slightly skewed setting that is both convincing and unsettling. In this context, the virtual sculptures and monuments are props in a virtual “installation” that are separated from the real by the edge of the print or video field.

    Most recently, I have begun creating sculptures directly from virtual 3D files using new rapid-prototyping (RP) techniques from digital files sent via email, often to remote sites (in the tradition of the various electronic “art correspondence production” by Moholy-Nagy and Donald Judd). The RP techniques have been LOM and Z-Corp. 402 printer processes.

  • The primary software used for modeling and rendering the 3D objects and scenes is 3D Studio Viz 3. Some elements of the scenes were built in Mechanical Desktop in order to take advantage of its efficient Boolean capability, then exported to 3D Studio Viz 3. All work was produced on a dual Pentium computer. The bitmaps of mapped images and renderings were scanned and edited in Photoshop. The final images were printed as both Lamda photographs and high-resolution Canon inkjet prints.

  • Many of the forms and mapped images I have used appear simultaneously in several works, since I interchange the same, or similar, forms and concepts from the same images and related 3D models. For example, a “TV” form was used in a rapid prototype, Hand Machine 1, the animation Spanish Wall, and the print Spanish Icon.

    Images of Spanish Civil War posters were processed with the bas relief filter in Photoshop and then mapped onto both the “TV” and walls of the “stadium” within the animation Spanish Wall and they were mapped onto the print Spanish Icon. The “loudspeaker on a truck” and megaphone photographs (originally from the book 1936 by the Ex) influenced creation of the print Containment as well as the rapid prototype “Globe.” Other photographs appear in animations and other prints, as do the Australian street signs mapped onto Containment.

    The hands used in the Spanish Icon print and Spanish Wall video reappear on several other models including the Hand Machine rapid prototype included in the illustrations. The inspiration for the use of the hand came from the proliferation of the hand graphic symbol in the United States as well as more traditional representations as illustrated with the tiff images of my wife’s prayer plaque and hand broach.

    All these processes, and more, are adequately documented at SIGGRAPH 2002.

  • 3D & Sculpture
  • 500 x 500 x 300 mm
  • 3D object and abstract
  • Lost
  • Brit Bunkley
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Bunkley: Lost
  • I have long been fascinated by the etymology of “Santa Claus,” a mythical figure with roots in ancient European and Middle Eastern folklore. The current Santa Claus caricature was based on St. Nicholas of Lycia, a 4th-century bishop of Asia Minor known for giving gifts to the poor (according to legend, by dropping gold down their chimneys). During the Middle Ages in Europe, St. Nicholas evolved into “Sank! Nikolaus” in Germany, and “Sanct Herr Nicholaas” or “Sinterklaas” in Holland. In these countries, Nicholas was sometimes said to ride through the sky on a horse delivering gifts. He wore a bishop’s robes, and was at times accompanied by Black Peter, an elf whose job was to whip naughty children.”¹ By the 18th century, this character was replaced by the more modernized “Dutch figure, SinterKlaas, which settlers brought with them to Nieuw Amsterdam (now New York) and who inspired the American transformation of the figure and even gave him his name.” It was in this future commercial and military capital of the world where our modern notion of a jolly fat Santa Claus emerged in the 19th century. The original “Santa Claus,” St. Nicholas, a resident of what is now Turkey, likely appeared far more Middle Eastern in appearance than our current American caricature of a jolly, ruddy fat man in red invented by artist Thomas Nast of Harper’s Magazine in 1868. One should remember that this saint’s life story symbolized love, caring, and generosity.

    The soundtrack music is by the Canadian group Set Fire to Flames (an adjunct band to the Canadian group Godspeed! You Black Emperor). The software used to create this 59-second video was made with Autodesk VIZ 4 and Adobe Premier utilizing a RPC (Real People Content) moving-image plug-in of Santa Claus by Archvison.)

    1. Microsoft Encarta Encyclopedia 2003.

  • Animation & Video
  • Video
  • culture, history, and story
  • Sheep Jet Head
  • Brit Bunkley
  • SIGGRAPH 2006: Intersections
  • 2006 Bunkley: Sheep Jet Head
  • Sheep Jet Head is a series of interrelated artworks created with 3D software that incorporates a displacement map of an iconic jet plane on a 3D model of a sheep within a rural landscape. In these three works, an element of the same 3D files is output in different media in this case as a 2D print, a 3D print (LOM rapid prototype), and a component of a video composited with actual footage. For me, the same digital entities (manifested in different forms) provide interesting examples of the ontological questions:

    What constitutes the identity of an object? Can one give an account of what it means to say that a physical object exists? What are an object’s properties or relations and how are they related to the object itself?

    Such questions have been the subject of inquiry by artists for decades (most notably Magritte and Kosuth) and now have taken on a new significance with the relatively recent introduction of tech­nologically sophisticated digital illusions.

    This series of artworks use flora and fauna commonly found in New Zealand and modifies them digitally in order to implicitly infer psychological, environmental, and social dislocations. My environment has clearly played an important role in the creation of this work. I moved from New York City in 1995, to rural New Zealand (where I live surrounded by sheep paddocks).

    With an affinity to staged photography, these current images attempt through ambiguity of scale, material, reflection, and perspective to blur the line between images of virtual objects and actual objects in a believable but slightly skewed setting that is both convincing and unsettling.

  • Sheep Jet Head is a 2D Lambda print created from a 3D file. The 3D file was modeled with 3D Studio software utilizing a displacement map of a jet plane icon on a model of a sheep composited on a photograph of rural New Zealand. The “displacement map modifier” modifies a dense wire frame mesh with a bitmap/raster image.

    The light areas of a 2D image “push” the digital mesh while the dark areas “pull” the mesh, resulting in an embossed-like relief; the software pushes as if the vector mesh were a taut rubber sheet.

    In the video, the same file is animated (composited on a different background in video). It was edited in Premiere Pro.

    The rapid-prototype sculpture was created using the LOM (layered­ object manufacturing) process, an old rapid-prototyping process that cuts cross sections of the model on layers of glued papers with lasers.

  • 3D & Sculpture, 2D & Wall-Hung, and Animation & Video
  • Rapid prototype sculpture, 2D Lambda print, 3D animation
  • 40" square, an 8" x 10" x 10' sculpture, and a 20" flat LCD video screen
  • Yield Displaced
  • Brit Bunkley
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Bunkley: Yield Displaced
  • Yield Displaced is one of several digitally produced sculptures that I completed as a working artist at SIGGRAPH 2002 in San Antonio. This sculpture is a paper LOM (Layered Object Manufactured object) rapid prototype. The LOM process builds an object (called a “part”) by laying down individual layers (22 inches wide) of sticky paper (similar to masking tape). Each cross section of the part is then cut by a laser. The laser only cuts through one layer of paper at a time. Each piece of paper sticks to each previous layer, eventually building a complete rapid prototype made up of hundreds of paper layers. The final “part, ” which resembles a block of wood, is then “de-cubed”. At this stage, the waste sections of the material are easily removed in cube-like pieces.

    The 3D LOM in Yield Displaced was made by sending the 30 STL file to Select Manufacturing Services, Grand Rapids, Michigan, as an email attachment. The LOM was then returned to San Antonio, where I “de-cubed” it by removing the waste material, and finally finished by sanding and coating the surface with polyurethane.

    At the initial design stage, I utilized the “displaced map modifier” in Autodesk’s 3D Studio VIZ (a sister program to 3ds max). This modifier functions by virtually “pushing” a dense wireframe mesh. The dark areas of the photo bitmap of the “hazard” road sign (from New Zealand) “push” the mesh in the light areas of the image, while “pulling” the dark areas. This action creates a relief of the image in the wire mesh 3D virtual object, sometimes producing objects with interesting and strange results, depending on the settings of the modifier.

    Following the logic of Joseph Kosuth’s “One and Three Chairs,” the original image (used as the bitmap in the displaced modifier) is also included as part of the work as a mounted 20 print on aluminum underneath the 3D distorted object.

    Hazard Displaced was also created at SIGGRAPH 2002. This work is a CNC object carved from hard foam on a machine that is directed by software. The software “reads” a 3D file representing the object and sends signals to the machine that then cuts the material according to the topography of the 3D STL file.

  • 3D & Sculpture
  • 22 inches x 34 inches x 3 inches
  • 3D object and sign
  • Self-Portrait version 2.0
  • Brooke Singer and Paul Cunningham
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Singer, Cunningham: Self-Portraitversion2.0
  • Self-Portrait version 2.0 (SPv2) is an online application available at www.spv2.net. SPv2 explores how identity can be constructed and perceived through data collection in cyberspace. Some data in cyberspace we consciously create to represent ourselves (emails and Websites, for instance). Other bits of data accumulate without our efforts-and many times without our knowledge-tracing certain elements of our interactions both in the physical and virtual worlds. Because of this data that we do not willingly disperse, our cyber image is not always in our control nor ever fully knowable to us. SPv2 explores to what extent we are accessible online and what we may look like through mining Internet data.

    When you enter SPv2, you can choose to activate data from three categories: DataMine, DataWake and Join Me! As a user makes their selections, SPv2 grabs data from the chosen source, translates the data into a visual representation and displays it to the user. One may layer the various visual depictions to eventually achieve data chaos.

    SPv2 updates the genre of portraiture for the information age. In the history of Western art, portraiture traditionally fulfilled the purpose of reinforcing wealth and power. SPv2 is an inversion of this power structure; it results in a reconstruction of the self after it has been digitized, analyzed, shared, and sold.

  • The brains behind the SPv2 server uses Comet Way’s Agent Kernel written in Java. The SPv2 project depends on dynamic retrieval of information from the Internet. For this purpose, Java agents search, retrieve, and interpret online information. Since none of the data is directly readable by Macromedia Flash (the program used to create the SPv2 Website), agents must translate the gathered information into a Flash-compatible format. Java agents make the translation using shareware called Swift-Generator (www.swift-tools.com).

    For example, a Java agent is at work in SPv2 when a viewer clicks on the “Incoming Email” option under the DataMine menu. A Java agent accesses Brooke’s POP3 account, dynamically generates text files based on email contents, and then serves these files as Flash properties to the SPv2 Web site. Another instance of agents at work in SPv2 is when the Web search option is activated. Here the Comet Search agents handle the more complex process of using popular search engines to find links related to Brooke Singer that are then crawled to find image files. These image files are deposited onto the SPv2 server and later appear in the SPv2 browser window.

    The entire SPv2 server is, in fact, comprised of Comet Way agents—even the Web server is an agent and has been running on Macintosh servers under Mac OS 10.1. The Comet Ways Agent Kernel is open source and available at www.cometway.com/downloads.

  • SPv2 uses Java-based agents:
    – to retrieve Brooke’s email over POP3
    – to retrieve weather information for a specified zip code
    – to download Web cam images from Brooke’s studio and other sites
    – to search the Web for pages relating to “Brooke Singer”
    – to crawl Web search results and download GIF and JPEG images
    – to convert all images into swf files for use by Macromedia Flash
    – to retrieve a person’s date of birth using specified name and zip code
    – to retrieve census (lifestyle) information for a specified name and zip code
    – to retrieve Google images for a specified name
    – to periodically remove old Google images from the file system
    – to report system errors and activity to Brooke via email
    – to log user activity to the filesystem
    – to serve flash content over http

  • Interactive & Monitor-Based
  • online application
  • cyberspace, data, and identity
  • Electronic Classrooms
  • Brown University
  • SIGGRAPH 1984: CAD Show
  • 1984 Brown University: Electronic Classrooms 6
  • Under normal circumstances, it is not possible for 60 students in one class to receive individual attention. Yet individual attention is provided to 60 students in a computer-based experimental classroom at Brown University.

    Brown is experimenting with the concept of a “wired university”, and has created as a first step, a “wired classroom”. Students in the classroom each have a workstation with interactive capabilities that permit: students to see animated demonstrations showing precisely what is being done on the instructor’s screen; monitored instruction, with the instructor and assistants observing student work as the student works; and interactive graphics using moving, dynamic graphics to communicate abstract concepts, or to generalize and explore problems.

    Rather than using a blackboard to explain a concept, instructors are able to use dynamic graphic presentations. Concepts are typically introduced with each student’s computer mimicking the instructor’s. Then, students are given an opportunity to execute, at their own pace, what was observed, or work on a related problem.

    The Electronic Classroom is currently being used to teach computer science, mathematics, neural science, and as shown in the series of images here, color theory.

    BUCOLIC is a series of exercises in color theory used by art students. Among the chief advantages in teaching color theory with this system is the student’s ability to experiment. Typically, students of color theory can complete only a few exercises before the course is over because of the time taken for painting. Using BUCOLIC, design and implementation are not separated; students can explore design ideas freely without committing many hours to the painting.

  • Equipment:
    60 Apollo DN300 workstations with 1024×800

    b&w displays connected by Apollo’s Domain Network
    Apollo DN600 for color versions of programs

    BUCOLIC runs on a DEC VAX 111780 and a Lexidata 3400 color graphics system

    Matrix Instruments OCR D-4/2 film recorders

  • Education

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

  • Mark Brown, Robert Sedgewick, Joe Pato, Steven Reiss, Michael Strickman, Edward Grove, Richard Hawkes, Thomas Banchoff, Steven Drucker, Barbara Meier, and Roger Mayer
  • Design and Interactive & Monitor-Based
  • computer graphics and education
  • Electronic Maintenance Manual: Interactive Graphical Documents
  • Brown University
  • SIGGRAPH 1984: CAD Show
  • 1984 Brown University: Maintenance Manual 4
  • This computer-operated maintenance manual is being developed as an instructive, interactive “book” that allows its users to work their way through a complex network of information as they choose, pursuing points of information, or bypassing entire blocks of information.

    Using a “Document Layout System” that prescribes page formats, users can also become “authors” who create their own instruction manuals on the system. The manual is organized into “documents” with individual “chapters” and “pages”. As with books, the user can return to earlier pages, scroll forward to later pages, and follow any desired order. “Pages” consist of text, images, or animations, that may branch to new pages, or cause other programs to be run.

    The center page is surrounded by miniatures of its predecessors (on the left) and successors (on the right), each of which is nested in a box representing its chapter. Arrows emanate from the center page and from its predecessors and terminate on High-density image storage devices such as video disk, provide the capability to archive, access and traverse massive amounts of graphic and textual information. With these and other tools in place, the design of information for dynamic, two-way communication between a user and computer can result.

     

  • Equipment:
    DEC VAX 11/780
    Ramtek 9400 graphics system
    Matrix Instruments QCR D-4/2 film recorder

  • Publishing and Print

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

  • Steven Feiner, Randy Pausch, Jerry Weil, and David Salesin
  • Design and Interactive & Monitor-Based
  • information
  • Re-entry Vehicle Simulation
  • Bruce Brown
  • SIGGRAPH 1986: Universal Spheres
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Floating Dragon
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Hamilton Hamilton Floating Dragon
  • Hardware: Macintosh II, Tektronix 4051, Amdek Amplot II plotter
    Software: B. Hamilton

  • 3D & Sculpture
  • sculptures
  • 14" x 8" x 76" in.
  • Headress
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1988: Art Show
  • Image Not Available
  • Hardware: Macintosh II, Tektronix 4051. Amdek Amplot II plotter
    Software: B. Hamilton

  • 3D & Sculpture
  • Sculptures
  • 4" x 8'' x 16"
  • Medusa
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: Tektronix 4051, 4662 plotter
    Software: B. Hamilton

  • Installation
  • Sculpture
  • 24 x 18 x 22 in
  • Metamorphosis lll
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1987: Art Show
  • 1987 Hamilton Metamorph
  • The exploration of these three-dimensional forms on the computer and plotter often lead us in unexpected directions with unpredictable results. We use the plotter to make drawings and templates with which we fabricate the sculptures.

  • Hdw: Tektronix 4051/Amdek Amplot II pltr.
    Sftw: by Bruce Hamilton

  • 3D & Sculpture
  • Sculpture
  • 6" x 20" x 25"
  • Tetrad
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • 1984 Hamilton Hamilton Tetrad
  • 3D & Sculpture
  • Wood
  • 16 x 27 x 23"
  • Tower
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Hamilton Tower
  • Hardware: Tektronix 4051 computer, Tektronix 4662 plotter
    Software: by the artist

  • 2D & Wall-Hung
  • plotter drawing
  • 11 x 16 in.
  • plotter drawing
  • Venus of The Planes
  • Bruce Hamilton and Susan Hamilton
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Hamilton Venus of the Planes
  • 3D & Sculpture
  • Canvas sculpture
  • 48 x 19 x 7 1/2"
  • Wavefront's Exclamation Point
  • Bruce Jones, John Grower, and Mark Sylvester
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Clown Crowd I
  • Bruce L. Papier
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Bruce Papier Clown Crowd I
  • Hardware: Datamax UV-1
    Software: Modified Paint

  • 2D & Wall-Hung
  • Electrostatic print
  • 40 x 60 in
  • Symbiosis
  • Bruce Lindbloom
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Lindbloom Symbiosis
  • 2D & Wall-Hung
  • photographic print
  • 20 x 20"
  • The Earth is Art
  • Bruce Wands
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Wands: The Earth is Art
  • This image is an abstract impression of the earth. The initial sense of familiarity that has developed from our many years of looking at the earth from afar is brought into question by the unreal landscape. The idea for the image came from realizing that the word “art” is contained within the word “earth.”

    I started by experimenting with traditional 2D imagery and then moved to 3D using Alias|Wavefront Maya. My plan was to make a globe that had aesthetic value, was somewhat recognizable as the earth, but was also very different. It was developed from a visual and compositional approach, rather than from a geographical one. The intention is to draw viewers in through the obvious association with the earth, and then to engage them though the details contained within the globe: the surfaces, textures, and colors. Since we are all so familiar with this view of the earth, our eye naturally searches for recognizable patterns where none are to be found, much like the game we used to play as children making shapes and animals out of the changing patterns of clouds.

    This image was part of the International Exhibition that was held at the National Museum of Fine Art in Beijing, China 31 May – 18 June, 2001. It was also included in ASCI DIGITAL 01: Our Sci-Tech World Exhibition in which “artists and scientists focus on print images that reflect the world of science and technology” and was on exhibit 29 September – 25 November, 2001 at the Technology Gallery, New York Hall of Science and 7 December – 25 January, 2002 at the Silicon Gallery in Philadelphia.

    I am now working on a series of globe images that is based on several different nations around the world. I will use different national statistics, such as the percentage of water versus land, the various elevations of the country, economic data, and population density, as parameters to define the different surface properties. Additional source material will be the national colors of the country and satellite photographs. The viewpoint will be from outer space looking directly down at the country. Once the data have been input, I will then modify the globes from an aesthetic viewpoint. The final images will reflect the diversity that exists in the various countries of the world, along with the similarities that they all share as members of our planet.

  • 2D & Wall-Hung
  • 64 in x 64 in
  • abstract, landscape, and texture
  • Variations 703
  • Bruce Wands
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Wands: Variations 703
  • Variations 703 is an interactive music installation that engages viewers by allowing them to control the music they hear by playing with the sculpture. The music is written for multiple channels and composed in such a way that it can be listened to with any combination of the channels. The music that is heard at any moment in time is infinitely variable by moving the balls on or off the tubes to control the volume of each channel. An outer group of speakers provides the 3D sonic environment for the piece, and an inner group of speakers built into the tubes of the sculpture are for people to interact with. The music is played back through synchronized DVD players. The image above is a 3D visualization of the installation at the Stedeliik Museum het Toreke in Tienen, Belgium, April-June 2001.

    GPS and time data were used to provide the foundation for the music. The source of the GPS data varied from everyday journeys to historical events. The principle behind the music composition process is based on the temporal nature of music and our daily lives. As we move about every day, we create a three-dimensional path with an inherent time element. One interesting factor about the historical events is the opening of a “window in time”. Other than the trappings of modern civilization, the sounds of a forest, sea shore, or historical building (cathedral, for example) do not change significantly over time and are relatively the same as they were hundreds of years ago.

    The GPS and time data from the chosen events were translated into a three-dimensional music playback system. The time stamp of the points was scaled to fit the length of the music, and the three-dimensional GPS data were fed through multiple music channels to generate a specific sonic location. Artistic license plays a major part in turning these data into a piece of music. Using the GPS and time data as the basis for the composition, several channels of music were then layered over this sonic structure to create the final piece. Future options include live performances in the gallery space and incorporating video into the installation.

  • Installation and Interactive & Monitor-Based
  • 3D multi-channel music using GPS data
  • 3 ft x 3 ft
  • history and music
  • Elytre
  • Bruno Follett
  • SIGGRAPH 1999: technOasis
  • 1999
  • Animation & Video
  • Animation
  • 3D image, animation, and computer graphics
  • Faisons Les Zigopattes! (Let's do the Zigopattes!)
  • Bruno Follett
  • SIGGRAPH 2001: n-space
  • 2001
  • Completed in Valenciennes (in the north of France) from the 22nd to the 24th of November during the 2000 European Gathering of Yound Digital Creation, and produced and conceived by…WAVE, “Let’s do the Zigopattes!” is the video of the chain animation made by 34 students from an original picture created by the French artist Beriou. Fourteen student teams made ten seconds of computer graphics animations beginning and ending with this same imposed image, which made it possible to link them all at the end in a four minute creation with an animated introduction and conclusion offered by Beriou. A musical soundtrack was composed and produced by the “S.i.n.” group to bring rhythm and life to this experimental collective computer graphics video work.

  • Animation & Video
  • Animation
  • collaboration and computer graphics
  • Wand-da
  • Bruno Follett
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Graphic experimentation: a tiger in the town…

  • Animation & Video
  • animation, computer graphics, and nature
  • Apogee
  • Bryan J. Koeff
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Koeff Apogee
  • Hardware: IBM clone, Targa 32
    Software: R.I.O., Tips

  • 2D & Wall-Hung
  • Photo
  • 24" x 20" in.
  • Don't Know Where To Point
  • Bryne Rasmussen-Smith
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2013
  • 2013 Rasmussen-Smith: Point
  • Don’t Know Where To Point employs a science fiction attitude and a conspiratorial logic in relation to a case of vertigo I experienced. In the video, vertigo serves as a metonym for the conundrum of processing information in the contemporary world. It elucidates our participation in the pathologizing of our own behavior. We cede our most intimate data to WebMD and other websites/apps without thought to how this affects our own conceptions of the limits of our being. My goal is to connect the personal neurosis of online diagnosis with a wider process of how people make meaning in the world with constant technological input and output. We are in constant feedback loops with everything around us. We are hypersensitive to data.

  • Animation & Video
  • Video
  • 6:50 min.
  • Miscommunication
  • Byeong Sam Jeon
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • As a multimedia artist, I work primarily in interactive audio/visual installation and performance. Through my research and creative practice, I develop new social communication systems. My artwork explores the lives of people who are marginalized by society due to social and physical challenges, which have debilitated them in some
    way. Since I arrived in the United States in 2003 from Korea for further research, I have been able to personally address this alienation in terms of interpersonal communication. Miscommunication deals with the language barriers commonly experienced by non-native speakers. To communicate with each other, most of us use sound as well as physical gestures. Even though sounds have specific meanings in their particular contexts and uses, we often experience communication barriers. This raises some
    important questions: How can we fully understand each other, and what is the alternative of language? By exploring the connection between movement and sound, meaning, and perception, this piece confronts viewers with an unintended communication barrier. Through this work, I am also attempting to explore possible methods of sound communication. Participants use data gloves to control the output of a sound device. As they speak into the device while altering the sound with the gloves, they can hear their multiple-layered voices being irregularly manipulated. Echoes are controlled by the sensors in the gloves. When they hear their duplicated voices though this device, they may feel the confusion of many simultaneous sounds in the space. The distracting effect is similar to trying to calculate a math problem in your head while friends shout random numbers. Miscommunication allows participants to indirectly experience the complexities of the communication barrier through chaotic sound and language.

  • This installation consists of five main components: the sound recordand-play component (which uses a newly designed loop cassette tape), the sound alteration component (five standard servos and a servo controller), two data gloves that have 10 flexi sensors, two sound input devices, and two speakers. As participants speak into the microphones and make various hand gestures while wearing the data gloves, the sound-generation device makes altered multiple-layered voices similar to a modulated electronic echo. With the flexi sensors in the data gloves, each finger can manipulate specific variables of sound. Each sensor in the data gloves sends signals to the main servo controller, which gives five servos specific movements to modulate five properties of sound: sound speed, speaker volume, physical echo, microphone volume, and balance. Through the speakers, participants hear their irregularly altered multiple-layered voices.

  • 3D & Sculpture
  • Loop device, 2 data gloves, and 2 microphones
  • 150 centimeters x 150 centimeters x 70 centimeters
  • Telematic Drum Circle
  • Byeong Sam Jeon
  • SIGGRAPH Asia 2008: Synthesis
  • Telematic Drum Circle is an interdisciplinary art project combining telecommunications, robotics, human-computer interaction, and improvisational music. The project allows online users around the world to create a live collective sound improvisation by controlling 16 robotic percussion instruments via the internet. By tapping the computer keyboard while viewing the web site, online users can remotely play the robotic instruments together while watching a live streaming webcast of their ensemble.

  • Electronic/Robotic Object, Interactive & Monitor-Based, and Sound Art
  • Digiti Sonus
  • Byeong-jun Han and Yoon Chung Han
  • SIGGRAPH 2013: XYZN: Scale
  • 2012
  • Fingerprints are unique biometric patterns on human and primate bodies. They are clearly recognizable patterns that can be manipulated and saved into large databases. Due to their distinct and unique visual patterns, they have been useful for personal identification and security. In this digital era, many computing machines and digital interfaces use fingerprints as secure keys to identify and access personal information.

    We believe fingerprints are the most intuitive and powerful source of data that represent an individual’s pure voice and identity. There is no trick or filter on the fingerprint patterns. Only the simple, spiral pattern displays the truth of human birth, genes, and growth. Thus, fingerprints are a powerful resource not only for revealing societal identities, but also for exploring our bodies’ inner, unconscious, and pure voices.

    Digiti Sonus is an interactive audio/visual art installation based on fingerprint sonification. Transforming fingerprints’ unique patterns into sonic results allows the audience to experience the discovery of sensory identities. The sonification of data produces a real-time music composition as a representation of integrated human identities. The distinct visual features of fingerprints as an open musical score are executed in diverse ways and converted into three-dimensional animated images. By varying the starting point of animated visuals, the musical notes are reorganized in different orders and duration, and they resonate in listeners’ bodies and minds.

    In this artwork, sonification can serve as an effective technique for representing complex information like human body patterns, due to the auditory system’s ability to perceive a broad range of stimuli. Transforming fingerprints’ unique patterns into sonic results allows listeners to discover sensory identities. The data is transformed into different XYZN scales and magnified into an immersive audio/ visual representation. Listeners can “perform” musical sounds, providing input that results in dynamic audio/visual output.

    This work is the result of DaVinci Media art project 2012, which is supported by Seoul Art Space and Geumcheon art space.

  • Installation
  • Diligent Typist
  • Byeongwon Ha
  • SIGGRAPH Asia 2012: Echo
  • Ha: Diligent Typist
  • “Diligent Typist” has a simple but powerful narrative by masking a MacBook backlit keyboard image. In a small office where there is a MacBook, a laptop desk, a chair, 4-channel speakers and a projected screen, the screen loops a simple keys’ march on a MacBook keyboard from left to right. The computer commands viewers to press a letter on the keyboard in alphabetical order. When they press the same key that the computer commands, viewers contribute to making the big letter image with busy typing sounds. Each key sacrifices its own entity to show a big letter like Mass Performance.

  • Installation
  • The Door
  • Byongsue Kang, Hyohoun No, Junghwan Sung, Jayoung Kim, Hwanik Jo, Semi Kim, and Minjoo Lee
  • SIGGRAPH Asia 2011: FANTAsia
  • Kang, No, Sung, J Kim, Jo, S Kim, Lee: The Door
  • We want to express digital communication with a human touch. So we pay attention to the properties of a door because it links one place to another. We think the linking of different places and sharing of places is one of the substantial qualities of network technology. Another reason that we focus on a door is because it bears great meanings. For example, a door is the first spot for a meeting with someone or for kissing someone goodbye. It could be your children, spouse, or your friends. These days, we talk and say hello to friends by Messenger or mobiles. Accustomed to digital devices which neglect time or space, we expect that the devices can carry our emotions to others. However, these have limits in expression. We want to show through our work “The Door” that network technology should have a little more humanity and love in the near future.

  • Installation
  • Pudding Building
  • Byung-Kyu Kim, Dongjo Kim, HyunDong Kim, JungHwa Han, and Unzi Kim
  • SIGGRAPH Asia 2008: Synthesis
  • A visualisation of tremors that affect an Asian building symbolises a rapidly changing people’s social cognition and a contracting social structure. Max/MSP, Jitter, and Arduino are used to capture the image of the miniature building, for image processing, for detecting the number of viewers, and to operate vibrating motors.

  • Interactive & Monitor-Based
  • AT Field_Paralyzed Sense
  • Byung-Kyu Kim
  • SIGGRAPH Asia 2015: Life on Earth
  • 2012
  • 2015 Kim: AT Flield Paralyzed Sense
  • ‘AT Field_Paralyzed Sense’ is an installation art work that participants can experience such a fascinating but threatening digital media communication in a shield of laser light.

  • Installation
  • Egg
  • Byungioo Lee
  • SIGGRAPH Asia 2013: Art Gallery
  • Let’s assume that you were a bird just born inside an egg. Are you sure that you could imagine the world outside the egg? No! You may not even recognize the fact that there is a barrier between the world and you. The concept of barrier is not formulated until the subsequent existence of the outside world. Thus, you cannot imagine or postulate the existence of an egg since it does not show you any information about the outside world. The existence is the farthest enclosure of your world. At this point, your existence itself is to impose a constraint on yourself. You have a freed mind. However, your mind always conceives the unreachable world that you are not able to imagine. In this work, a small mirror continuously follows up and blocks your hand creating an invisible wall. At this moment, look at the hand blocked and reflected by the mirror. Ask yourself, which object is blocking you? Is it the wall created by a complex robotic device or just yourself?

  • Installation
  • Restructuring
  • C. L. Terry Gips
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Gips Restructuring
  • Hardware: IBM AT, #9 board, Chorus digitizing board, Matrix film recorder
    Software: Brushwork by West End Film

  • 2D & Wall-Hung
  • photo
  • 24" x 20" in.
  • Chroma
  • C. William Henderson
  • SIGGRAPH 1987: Art Show
  • 1987 Henderson Chroma
  • Hdw: Leading Edge No. 9/Xerox
    Sftw: Lumena

  • 2D & Wall-Hung
  • Ink Jet
  • 10" x 8"
  • Viral Confections
  • Caitlin Berrigan
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • These designer chocolates illustrate the inventive protein structure of the hepatitis C virus. A model of the virus was printed as a rapid prototype from a 3D illustration of the virus, from which the chocolates were cast. These delicious truffles do not carry hepatitis C. Each one was lovingly handmade from 72-percent Belgian roasted cocoa in an attempt to befriend the virus. The desire to eat the enticing chocolates is mixed with a repulsion for the infectious virus. This unnerving dialectic has proved to be an exciting and approachable way to ignite discussion and create awareness about an extremely prevalent and under-reported disease. Over 200 million people worldwide are living with hepatitis C. This work is part of a series: Sentimental Objects in Attempts to Befriend a Virus. Living with a chronic, virtually incurable virus can lead to a certain identity crisis in which one’s occupied body is seen simultaneously as enemy and victim, friend and abuser. Weary of the rhetoric of war and fighting used to describe the illness, I wanted to domesticate my untamed virus by offering it comfort, bread and circus. Instead of starvation, I offer it delicacies. Instead of deprivation, I offer it handmade garments. Instead of exile, I offer it whimsical shelter. These domestic objects are created in its image, based formally on the virus’s protein structure. Perhaps the virus will be seduced by its own vanity? Or perhaps we can construct our own survival out of its image?

  • A cryo-electron micrograph of the protein structure of the virus was retrieved from the online Protein Data Bank and manipulated in Maya and form·Z 3D software to prepare it for printing. A 3D plaster model of the virus was printed directly from its digital illustration using a Z-Corp rapid-prototyping machine. Food-grade silicone molds were then made from the rapid prototype, from which the chocolates were cast into this molecular representation. Many thanks to Richard J. Kuhn in the Department of Biological Sciences at Purdue University for providing information about the virus, to Alex Gibbons and the New York University Arts Technology Group for providing the rapid prototype, and to Vijay S. Reddy and Ian Borelli with the Protein Data Bank.

  • Installation
  • Edible chocolates cast into the molecular structure of the hepatitis C virus from the Protein Data Bank
  • Microchip
  • Calma
  • SIGGRAPH 1984: CAD Show
  • 1984 Calma: Microchip
  • When the object is extremely small or complex, as in the case of this design of a computer microchip, the designer can magnify the detail by “zooming in” for a closer, clearer look. Theoretically, there is no limit to how detailed the design can be, nor to how close the designer can zoom in. (This image shows approximately 5% of the surface of a microchip.) If necessary, the object could be designed at the molecular, even the atomic, level. Components are also color-coded to avoid confusion.

  • Equipment:
    Versatec plotter

  • Unlimited Detail and Variation

    Unlike conventional design media, such as paper and pencil, a computer’s representation of an object can incorporate every conceivable detail. The amount of detail that a database can contain is virtually infinite, limited only by the available data storage medium (usually magnetic tape or disk). Being able to easily manipulate the database allows designers to rotate, twist, bend, and make other modifications very quickly.

  • Design
  • plotter drawing
  • Paper-Thin
  • Cameron Buckley and Daniel Alexander Smith
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Paper-Thin is a series of curated virtual reality spaces hosting interactive artist installations. Each month Daniel Smith and his collaborator, Cameron Buckley, work with an emerging artist on an installation which contributes to the virtual architecture. When the architecture of Paper-Thin is completely filled, they create new architecture for new art, rather than de-installing older artworks. In this way, Paper-Thin has evolved into a growing archive of virtual artworks. Each virtual architecture and its constituent artist installations thereby become one “volume” of the archive. Contributing artists to Volume 1 include Alan Resnick, Hunter Jonakin, Daniel Baird, Haseeb Ahmed, Rachael Archibald, Hugo Arcier, and Andy Lomas. Volume 2 is currently in production, and will include contributions from Shane Mecklenburger, Adam Ferriss, Martina Menegon, Brenna Murphy, Mark Dorf, and Zachary Norman.

    Because digital art has no material, and the involved technology is ever-changing, we can’t simply archive virtual art on a flash drive or “restore” artworks as one might restore a painting. Hard drives, flash drives, tape decks, and nearly all digital storage devices inevitably corrupt over time. As far as preservation, computer technology is so complex and interdependent, that one must preserve not only the artwork, but the operating system and technological hardware a given artwork requires.

    Our archival approach is to collect virtual artworks into a singular format, so that the collection itself becomes a precious “object” that is worthy of protection. In theory this consolidated digital “object” is easier to maintain, because of its singular format, it creates a greater imperative for preservation. Part of the difficulty with digital preservation is the typically fragmentary nature of disparate works. Paper-Thin attempts to alleviate this problem without compromising artists–we don’t sell artwork like a gallery.

    In addition to creating the imperative for preservation, Paper-Thin indefinitely hosts all art installations as downloadable executables and equivalent desktop standalone programs for Mac, Linux, and Windows. These executables are more stable formats than online 3D renderers–which we also support. In other words, anyone who wishes to can download all the artworks for free. This means that copies of the art are effectively distributed to an indefinite number of global users, and this wide distribution and user-base functions as part of the preservation of Paper-Thin.

  • Augmented Reality/Virtual Reality
  • http://www.paper-thin.org/
  • Happy Wear
  • Camille Scherrer
  • SIGGRAPH Asia 2009: Adaptation
  • Scherrer: Happy Wear
  • Look at yourself in our mirror, and you might see a paper fox behind you. Strange hands might open your stomach, or you could find a cat asleep in your bag.Happy Wear inserts a little magic into an unexpected medium: fashion design.

    The installation set-up is nearly invisible; technological references disappear to make the user feel even more surprised by the virtual universe. No tags, no sensors, no wires, only simple cloth and a projected mirror. We designed this universe without technical constraints, imagining how a t-shirt or a bag could come to life. We wanted users to feel that they are part of a video clip, but in real time!The system automatically superimposes animations on t-shirts and projects the resulting image on a screen. To achieve this effect in real time, the system first registers a deformable 2D mesh with the view of the t-shirt. Then it evaluates illumination to reproduce it on the virtual elements. It also segments possible occlusions, to augment only areas where the t-shirts are really visible. A fast wide-baseline feature-matching algorithm, a non-rigid deformation model, and an expectation-maximization segmentation algorithm provide the state-of-the-art technical basis for this artwork.

  • Installation
  • Text Rain
  • Camille Utterback and Romy Achituv
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Text Rain is a playful interactive installation that blurs the boundary between the familiar and the magical. Participants use the familiar instrument of their bodies to do what seems magical: lift and play with falling letters that do not really exist.

    To interact with the installation, participants stand or move in front of a large projection screen. On the screen, they see a mirrored video projection of themselves in black and white combined with a color animation of falling text. Like rain or snow, the text appears to land on participants’ heads and arms. The text responds to the participants’ motions and can be caught, lifted, and then let fall again. The falling text “lands” on anything darker than a certain threshold and “falls” whenever that obstacle is removed.

    If participants accumulate enough letters along their outstretched arms, or along the silhouette of any dark object, they can sometimes catch an entire word, or even a phrase. The falling letters are not random, but lines of a poem about bodies and language. As letters from one line of the poem fall toward the ground, they begin to fade, and differently colored letters from the next line replace them from above. “Reading” the poem in the Text Rain installation, if participants can do so at all, becomes a physical as well as a cerebral endeavor.

    Supported by Interval Research Corporation, The Interactive Telecommunications Program at New York University, and The Greenwall Foundation.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • screen: 4.5 feet x 6 feet
  • language, movement, and text
  • Untitled 5 (External Measures Series)
  • Camille Utterback
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Untitled 5 is the fifth interactive installation in the External Measures Series, which Camille Utterback has been developing since 2001. The goal of these works is to create an aesthetic system that responds fluidly and intriguingly to physical movement in the exhibit space. The installations respond to their environment via input from an overhead video camera. Custom video tracking and drawing software output a changing wall projection in response to the activities in the space. The existence, positions, and behaviors of various parts of the projected image depend entirely on people’s presence and movement in the exhibit area. Untitled 5 creates imagery that is painterly, organic, and evocative while still being completely algorithmic. To create this work, Utterback first develops sets of animated marks whose parameters and behaviors are controlled by people’s movements. Then, out of a working “palette” of these animated marks, she composes an overall composition. The composition balances responses whose logic is immediately clear with responses that feel connected to viewer’s movements, but whose logic remains complex and mysterious. Integral to the piece are the animated marks’ cumulative interaction with each other over time. As a person moves through the space, a network of gray lines flickers around the person’s body and immediately indicates his or her presence. A colored line maps the person’s trajectory across the projection screen, creating a temporal history of the movement. When a person leaves the installation, the trajectory line is transformed by an overlay of tiny organic marks. These marks can now be pushed from their location by other people’s movement in the space. Displaced trajectory marks attempt to return to their original location, creating smears and streaks of color as they move. The resulting painterly swaths of color occur at the intersections between current and previous motion in the space, elegantly connecting different moments of time. Untitled 5 reacts to stillness as well as motion, creating delicate sprays of dots where someone has stood still. While people’s presence generates marks, it also slowly erases earlier marks. While the specific rules of the system are never explicitly revealed to participants, the internal structure and composition of the piece can be discovered through a process of kinesthetic exploration. Engaging with this work creates a visceral sense of unfolding or revelation, but also a feeling of immediacy and loss. The experience of this work is the experience of embodied existence itself: a continual flow of unique and fleeting moments. The effect is at once sensual and contemplative.

  • Interactive & Monitor-Based
  • Custom software, video camera, computer, projector
  • Minimum 7 feet x 10 feet screen, 7 feet x 1 0 feet interaction area
  • Kentucky Route Zero
  • Cardboard Computer
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Cardboard Computer: Kentucky Route Zero 1
  • Kentucky Route Zero is a magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it. Gameplay is inspired by point-and-click adventure games (like the classic Monkey Island or King’s Quest series, or more recently Telltale’s Walking Dead series), but focused on characterization, atmosphere and storytelling rather than clever puzzles or challenges of skill.

    The game is developed by Cardboard Computer (Jake Elliott and Tamas Kemenczy). The game’s soundtrack features an original electronic score by Ben Babbitt along with a suite of old hymns & bluegrass standards recorded by The Bedquilt Ramblers.

  • Interactive & Monitor-Based
  • http://kentuckyroutezero.com/
  • Fun House
  • Carl Eugene Loeffler
  • SIGGRAPH 1993: Machine Culture
  • The promise of virtual reality has captured our imagination; networks will render it accessible. There can be little doubt that networked immersion environments or virtual reality will evolve into one of the greatest ventures ever imagined. It will draw from and affect the entire spectrum of science, commerce, and culture-including education, entertainment, and the creative arts. It will be multinational, and introduce new hybrids of experience for which adjectives do not exist.

    For my SIGGRAPH 93 installation, I have built a Fun House. While making metaphorical reference to the “fun house” found throughout traditional amusement parks, the application is an investigation of interaction and perception employing networked, immersion-based virtual reality. It was the world that was utilized during the first long-range demonstration conducted between Carnegie Mellon University (CMU) and Munich, Germany, in September 1992. And a more recent demonstration, featuring yet another virtual world, was conducted between CMU and Tokyo, sponsored by the International Conference on Artificial Reality and Tele-existence, Japan.

    The Fun House metaphor is particularly applicable to the container for virtual experience. Upon entering a fun house, one is acutely aware of being cast into a different world. One’s senses are amusingly assaulted by a number of devices- trick mirrors, fantasy characters, gravity manipulation, spatial disorientation, mazes, and sound. In the virtual Fun House, various traditional devices are adapted and some new ones are offered.

    Key attributes to be found in the Fun House include:
    1) Objectification of “self ” within an immersion environment. Users can select their image from a library including Frankenstein, Dracula, and a doctor, among others. The Cookie Man has proven to be a favorite. When entering the Fun House, users can see their image reflected in real time in a mirror. They can also see the images of other users. Users can extend their hands and wave at each other.

    2) Interaction with a client (or agent) that has an “artificial intelligence.” When entering the Fun House, you are greeted and spoken to by a client. It has a polite behavior and is programmed to face you, follow at a certain distance, and to stay out of your way. After a while, it stops following and says goodbye. Smart objects are also incorporated; touching them calls up events within the program.

    3) Interaction with multiple users in real time. Networked telecommunications allow for the simultaneous support of multiple users within the Fun House. For the demonstration between CMU and Munich, the users selected the Dracula and Cookie Man personas from the library. Each user could see the other, had an independent point of view, and could move objects.

    4) Users can attach themselves to a moving object. The Fun House features a Merry-go-round; users can grab hold and catch a ride while music plays.

    5) Objects can attach themselves to users. The Fun House features a Flying Saucer ride, where users are transported up into the space craft, and they
    can pilot its flight.

    6) Objects can be assigned attributes of physics. The Fun House features a Ball Game, where users pick up a ball and throw it at targets. The ball falls, bounces, and loses velocity. Thus gravity, velocity, and friction are articulated. The motion of the ball is sound intensive.

  • Interactive & Monitor-Based
  • Cohesion
  • Carlo Séquin
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Séquin: Cohesion
  • Since high school, I have been fascinated by geometry. I enjoyed constructing the more complicated Platonic solids with ruler and compasses, as well as reading about the fourth dimension. I went on to study physics at the University of Basel, and in 1970 started working at Bell Telephone Laboratories on the design of charge-coupled imaging devices. There, I was introduced to the field of computer graphics in courses given by Ken Knowlton and Lilian Schwartz.

    In 1977, I joined the faculty of the computer science division at the University of California, Berkeley. Inspired by a talk by artist Frank Smullin, I started to develop the Berkeley UniGrafix rendering system, so that I could depict objects such as the “Skeleton of a Klein Bottle” or the “Granny-Knot Lattice.” Since then, the focus of my work has been on computer-aided design. First, I developed programs to support circuit designers, later architects and mechanical engineers, and recently even artists.

    In 1995, I started a close collaboration with Brent Collins, who had been sculpting abstract geometric art for two decades. With my students, I developed a procedural “sculpture generator” program, to help Collins prototype potential future work in virtual form. Later programs generalized the original concepts and eventually expanded the design space through new paradigms. In this work, I see myself as a composer in the realm of pure geometry. Totem_2 is the latest creation from a recent modification of the “Sculpture Generator I,” which allows me to create these elongated forms. It was created on a Fused Deposition Modeling machine.

    The design of the geometry of Cohesion dates back about three years, but was only cast in bronze in 2002 by Steve Reinmuth.

  • 3D & Sculpture
  • 9 in x 4 in x 11 in
  • abstract and geometric
  • Hilbert Cube
  • Carlo Séquin
  • SIGGRAPH 2006: Intersections
  • 2006 Sequin Hilbert Cube
  • Hilbert Cube emerged from the challenge of taking the famous two-dimensional Hilbert Curve and exploring what can be done with this pattern in three dimensions. The resulting intriguing “brain-like” structure is based on a recursive procedure that repeatedly splits the cube, and the resulting parts, into two equal, mirror-image parts. At each level, the two halves are only very loosely connected; at the highest level there are only two connectors – again reminiscent of the human brain.

    The motivation behind Hilbert Cube and similar works lies in the drive to find procedural formulations that extract the inherent symmetries and constructive elegance that lie beneath the best sculptures by highly skilled artists, but which also can be found in many natural artifacts and even in the physical laws of our universe.

    There were many challenges in realizing the initial vague concept. Many combinations of splitting, twisting, and assembly of the indi­vidual recursive modules had to be tried out to meet all mathemati­cal and aesthetic requirements. This would not have been possible without the help of computer-aided tools. The speed with which many such variations can be explored provides great stimulation, and the computer thus becomes an amplifier for an artist’s creativity.

    The virtual design space, unencumbered by physical limitations such as gravity, allows the artist to become a composer in the realm of pure geometry.

  • Hilbert Cube emerges from a recursive procedure that starts with a simple path along the edges of a cube. Each corner in this structure is then replaced with a copy of this path, scaled down by a factor of two, and suitably connected to maintain the overall cyclic nature of the path. After three recursion steps, a structure emerges with a total of 512 L-shaped turns. Great care has been taken to ensure that no more than two consecutive Ls lie in the same plane.

    The implementation challenge was to fabricate this sculpture in metal. Fortunately, a suitable rapid-prototyping process became available recently from ProMetal, a division of The Ex One Company. In this process a “green” part is first formed from stainless-steel pow­der and a selectively applied binder. This green part is then sintered, and the binder is drained out and replaced by liquid bronze. In this way, it is possible to make very complex parts under direct computer control with no need for molds or machining.

  • 3D & Sculpture
  • Sculpture: stainless steel and bronze alloy
  • 5" x 5" x 5"
  • Totem_2
  • Carlo Séquin
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Séquin: Totem_2
  • Since high school, I have been fascinated by geometry. I enjoyed constructing the more complicated Platonic solids with ruler and compasses, as well as reading about the fourth dimension. I went on to study physics at the University of Basel, and in 1970 started working at Bell Telephone Laboratories on the design of charge-coupled imaging devices. There, I was introduced to the field of computer graphics in courses given by Ken Knowlton and Lilian Schwartz.

    In 1977, I joined the faculty of the computer science division at the University of California, Berkeley. Inspired by a talk by artist Frank Smullin, I started to develop the Berkeley UniGrafix rendering system, so that I could depict objects such as the “Skeleton of a Klein Bottle” or the “Granny-Knot Lattice.” Since then, the focus of my work has been on computer-aided design. First, I developed programs to support circuit designers, later architects and mechanical engineers, and recently even artists.

    In 1995, I started a close collaboration with Brent Collins, who had been sculpting abstract geometric art for two decades. With my students, I developed a procedural “sculpture generator” program, to help Collins prototype potential future work in virtual form. Later programs generalized the original concepts and eventually expanded the design space through new paradigms. In this work, I see myself as a composer in the realm of pure geometry. Totem_2 is the latest creation from a recent modification of the “Sculpture Generator I,” which allows me to create these elongated forms. It was created on a Fused Deposition Modeling machine.

  • 3D & Sculpture
  • 3 in x 4 in x 10 in
  • abstract and geometric
  • Volution's Evolution
  • Carlo Séquin
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Volution refers to a series of shell-like modular sculptural elements. Each is a constrained minimal surface embedded in a cube. The three bronze casts all have similar edge patterns on the faces of a unit cube, consisting of two quarter-circles around opposite corners, with radii equal to half the edge length of the cube. On the inside of that bounding cube, the surfaces exhibit an increasing number of saddles and tunnels, thus evolving the genus of this surface. The simplest shape, Volution_O, is topologically equivalent to a disk. The 12 quarter-circles on the surface of the cube form a continuous, closed edge that defines the rim of this highly warped disk. Fitting the disk to this contorted edge loop results in a dramatic saddle surface with twisted canyons on either side. The bronze cast uses two subtly different patinas to make the two-sided nature of this object more apparent. In the next evolutionary step, represented by Volution_ 1, two central tunnels were added, lying side by side and forming a short-cut connection between pairs of ear-shaped flanges with the same surface color. In adding those tunnels, care was taken to maintain the strict D2 symmetry that is inherent to all three sculptures. Objects belonging to this symmetry group have three mutually perpendicular axes of two-fold rotational symmetry. Finally, in Volution_5, four more tunnels were added to the second shape, enhancing the genus of this surface to a value of 5. If the rim of this surface were extended and closed into a big spherical dome, the resulting surface would be topologically equivalent to a donut with five holes (or equivalently, a sphere with five handles stuck on). Again, 02 symmetry was maintained while these tunnels were added. Each sculptural element on its own displays a remarkable variety of silhouettes, as it is laid down on different edges or stood on three of its protruding tips. The three elements together form a cohesive hyper-sculpture that gains an additional dynamic element from the increasing number of saddles and tunnels in this evolutionary sequence.

  • CAD technology was used to define and optimize the shapes of
    these sculptures. The geometrically significant fundamental domain of each of these symmetrical objects was first described as a simple polyhedral object that implicitly defines the intended surface connectivity and topology. These objects were then subjected to a few subdivision steps to create smooth surfaces that could be evaluated for their aesthetic appeal. Out of more than a dozen possible shapes with different genus and different rim patterns, the most successful variations were sent to Brakke’s Surface Evolver. Maintaining the rim geometry as a geometric constraint for each surface, the triangle meshes were evolved into close approximations of minimal surfaces. In nature, these
    surfaces would not form stable soap films in a boundary frame of corresponding geometry; the slightest disturbance of the symmetry of such a surface would make a saddle “run away” to one side and would lead to a simpler, but lopsided surface. For the surfaces of higher genus, adjacent tunnels would fight one another; the narrower tunnels would contract and pinch off. However, digital optimization on a computer allows us to maintain strict symmetry and overall balance. The optimized meshes were then thickened to a few millimeters by
    creating offset surfaces on both sides of the original mathematical manifold. These solid shapes were then saved as .STL-files and sent to a Stratasys Fused Deposition Modeling machine. The three master patterns, each five inches on a side, were made from ABS plastic with this layered manufacturing technique. These plastic originals were then used in an investment-casting process, where they were
    burned out from a plaster-of-Paris shell and replaced with molten bronze. Steve Reinmuth was the artist who provided these bronze casts with their intriguing patinas.

  • 3D & Sculpture
  • Bronze
  • Faces
  • Carlos Argüello
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: Synthetic Video EX2 Computer Choreographer
    Software: Synthetic Video Graphics

  • 2D & Wall-Hung
  • Cibachrome print
  • 62 x 36 in
  • Mary
  • Carlos Argüello
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • 1985 Arguello Mary
  • 2D & Wall-Hung
  • Photograph of raster image
  • Poul+ Mary
  • Carlos Argüello
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photographs of raster images
  • Vino
  • Carlos Argüello
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Carlos Aruello Vino
  • Hardware: Synthetic Video EX2 Computer Choreographer
    Software: Synthetic Video Graphics

  • Installation
  • Wine Labels (two)
  • 4.25 x 6.75 in
  • The Search of Form, the Search of Order: Gaudí and the Sagrada Familia
  • Carlos Barrios
  • SIGGRAPH 2007: Global Eyes
  • 2008
  • 2008 Search of Form Carlos Barrios fig3
  • The architecture of Antoni Gaudí is commonly associated with the Art Nouveau movement of late 19th-century Europe. Perhaps this association is due to the exuberance of the forms and their capricious appearance, or maybe it can be attributed to the use of picturesque and natural motifs in combination with vernacular solutions. Some experts even regard Gaudí’s work as the precursor of Catalonian modernism. Nevertheless, behind the seemingly erratic appearance of complex forms and spaces, Gaudí’s work epitomizes the synthesis of plain shapes and simple geometrical operations.

    The interior and exterior of his buildings offer a collection of unique spatial experiences. His innovative architectural language is the result of a unique combination of geometrical operations most evident in his work on the Expiatory Temple of the Sagrada Familia in Barcelona. The Sagrada Familia, still under construction, started as a small parochial church of neo-Gothic style in 1862. The original architect resigned only a year after being commissioned and Gaudí was hired to complete the project and oversee its construction in 1863.

    Gaudí, known to have been a critic of the Gothic style, took a bold, ambitious approach, changing both the style and scale of the project. The Sagrada Familia became a project that consumed Gaudí for the next 43 years until his accidental death in 1926. He spent the final 12 years of his life declining other commissions and remained exclusively devoted to the completion of the Sagrada Familia.

    Most of the work was done in plaster models that still survive and provide documentation of the architect’s original vision. For the columns of the Sagrada Familia, Gaudí initially proposed a single helicoidal shape. However, he became concerned that the single twist was visually inappropriate, since it produced a column that looked weak and could be squashed or deformed when loaded to compression.

    The visual imperfection of the single twisted column bothered Gaudí for a number of years and inspired a search for an alternative solution. After years of experimentation, he applied two simultaneously opposite rotations. This approach, which has no known precedents in architecture, was the result of eight years of work and experimentation. Gaudí’s inspiration for the helicoidal growth can be found in plants; it is believed that he studied the growth of abelia, a plant abundant in Barcelona. The double-twisted column was based on a single rotation of a basic shape and the corresponding counter-rotation of the same shape. When the two shapes were superimposed and intersected, the resulting shape created a new emergent form.

    All the columns on the Sagrada Familia nave follow this process. The only variations can be found in the degree of rotation, the height of the columns, and the initial shape used to generate the columns. A hierarchical arrangement of the columns is present throughout the temple. The columns of the central nave use an octagonal shape; the columns of the crossing area are two pentagons forming a 10-sided polygon. The central columns on the crossing are three squares forming a 12-sided polygon and the columns of the lateral nave are made of two triangles to form a hexagon.

    With today’s computer-modeling systems, it is fairly easy to reproduce Gaudí’s original columns and to explore possible new designs using variations of the initial shape and degree of twist, as well as the use of irregular forms and non-symmetrical shapes.

    3D printing of the models for this curated project was made possible through a generous donation from Z Corporation. Contact: Olimpio DeMarco (odemarco@zcorp.com)

  • Design
  • Biopoiesis
  • Carlos Castellanos and Steven J Barnes
  • SIGGRAPH 2012: In Search of the Miraculous
  • 2011-12
  • Biopoiesis is a series of experiments exploring the relationships between structure, matter, and self-organization. The project features the construction of analog computation and control systems that harness electrochemical reactions and form what can be described as a computational “primordial soup.” Information (an electrical signal) is passed through electrodes to a tank filled with a metallic salt solution (e.g. stannous chloride). The resultant electrochemical reaction grows into dendritic metallic threads – ultimately leading to the
    formation of a continuously shifting signal network that can be used to develop a complex, self-organizing media system.

  • Installation
  • Manicomlo Judciario
  • Carlos Eduardo Muti Randolph
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Randolph Manicomlo Judciario
  • Although they are complementary, these six ink-jet prints on canvas mounted on metal plates behind bars and a touch screen monitor (also framed by a rusted metal plate with bars) are independent. The printed part and the interactive part can be exhibited separately. Visitors can interact with several “inmates” that react to the touch of fingers on the screen.

    The “inmates” are distorted self-portraits of the artist. The distortions, as well as some of the inmate’s “thoughts”, can be viewed and to some extent controlled by the visitors. The set, with rusted bars, poor lighting, and industrial noises, helps to create an insane ambiance. Some of the interactive animation sequences are so realistic that touching them can be quite repulsive. But the more the visitors do it, the deeper they get into the twisted psyches of the “inmates.”

  • Caio Barra Costa, Julio Hungria, and Hamdan
  • 2D & Wall-Hung and Interactive & Monitor-Based
  • Ink jet on canvas, iron bars and plates, computer with touchscreen monitor
  • 63cm x 44cm x 8cm
  • interactive and mixed media
  • Vosco, Dumbo and Duvel
  • Carlos Eduardo Muti Randolph
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Computer print triptych ("Vosco" shown)
  • 17 x 11 inches (each)
  • Metamorhosis Log Books
  • Carlos Rosas
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • The Metamorphosis Log Books are an ongoing series of generative art based media installations and virtually published interactive media book works based on early 1800s Metamorphosis, movable panel “turn up” books. The series’ visually and sonically explore notions of “transformations” using meteorological logged data and media captured on site. Each book is a unique object with a specific data set and media archive that is used to derive the vignettes that are projected onto the translucent book surface.

  • Artist Book
  • Imaging: Adobe CC Photoshop, Illustrator, After Effects Sequencing and Projection: Isadora 2 (sequencer and projection mapping)  Interactive Facsimiles: Unity 3d Custom Developed Virtual Book software

Process and Technology:  Hand cut and folded vellum [translucent maquettes]
Laser Cutting-Universal Laser System (bookmaking templates/frames) Imaging/Photography: Canon 6d w/70-200mm 2.8 IS L GiCleé Printing using Canon PIXMA Pro printer Installation (variable): cpu or iPad with video projector
  • Unsettled Drift | Origin 44.981397°, -93.150807°
  • Carlos Rosas
  • DAC Online Exhibition 2018: Origins + Journeys
  • 2017
  • Rosas: Unsettled Drift | Origin 44.981397°, -93.150807°
  • Step and Repeat – Unsettled Series

    The Unsettled Series are short video, motion or animated works derived from discrete exploratory site-specific disruptions. The video work is non narrative and purposefully cyclical in nature exploring the possibilities of sound, sequence and patterns set in motion by a simple action or gesture.

  • Animation & Video
  • Single Channel Video
  • Unsettled Interlude | Origin: 45.79835°, -92, 36738°
  • Carlos Rosas
  • DAC Online Exhibition 2018: Origins + Journeys
  • 2017
  • Rosas: Unsettled Interlude | Origin: 45.79835°, -92, 36738°
  • Step and Repeat – Unsettled Series

    The Unsettled Series are short video, motion or animated works derived from discrete exploratory site-specific disruptions. The video work is non-narrative and purposefully cyclical in nature exploring the possibilities of sound, sequence, and patterns set in motion by a simple action or gesture.

  • Animation & Video
  • Single Channel Video
  • Search of Identity
  • Carmen Roman
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Roman Search 1
  • 2D & Wall-Hung
  • Prints
  • 8 x 10 (each panel, triptych)
  • JF60 (With My Mother's Eyes)
  • Carol Flax
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1988
  • 1988 Flax JF 60
  • 2D & Wall-Hung
  • inkjet print
  • 40 x 30"
  • Smoke Scream
  • Carol Flax
  • SIGGRAPH 1992: Art Show
  • 1990
  • 1990 Flax Smoke Scream
  • 2D & Wall-Hung
  • Ink-jet printout, billboard print
  • 10 x 22'
  • Triptych 2: Reanna's Fury
  • Carol Flax
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Flax Triptych 2 Reannas Fury 01
  • Hardware: Visual 60
    Software: Lightspeed

  • 2D & Wall-Hung
  • ink jet print
  • 29" x 19" in. of 3
  • After the Hunt
  • Carol Lafayette, Karen Hillier, Bill Jenks, Mary Saslow, and Amy Tucker
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 LaFayetteHillierJenksSaslowTucker: AftertheHunt
  • We carpet the landscape in herds, swarms, flocks, and schools, shaping air currents and vibrating to different rhythms. Our paths are a kaleidoscopic fabric. Only humans need veiling, separation from other living things, elements, each other. We pattern our veils with designs from nature and language.

    These fragilities are memories of who we’ve known and who we’ve been: a baby’s blanket, dresses a father bought for his daughters. On them play shadows of trees, saturated patterns, flocks of birds, creatures of earth and sea-escaping canvas, monitor, and screen, curving over fold, moving to whispers and wind.

    Being sent to hang clothes to dry was a dreaded chore. The heat of the Texas sun was mirrored by its white-hot glare on billowing linens. I felt a closeness to my father pinning up his handkerchiefs and socks. The indifference to my sister could be intensely felt and go unwitnessed, as I was careful not to stretch her elastic waistbands.

    rippled colors / draw my passing / retold for yours / upon this veil that separates / always / trapped within / that skin in / which i was within / this veil on which / shadows / and / your dreams appear / your hard swift arrow / smooth and straight / for all that bound / in blood red bleed / are kin to me / we / cannot / be / set free

  • After the Hunt is an interactive installation. On zigzagging clotheslines, stylized translucent garments become video screens. The clothing evokes memories-day-of-the-week underwear, a pocket handkerchief, a fancy apron. Viewers move beneath the lines amid sound and air currents initiated by their presence. An interactive system permits viewers to influence the images that play across the swaying clothing. Visitors hear whispered prose they can almost, but not quite, recognize. The surface of the clothing constantly morphs from vivid colors to nearly indiscernible shadows.

    After the Hunt is composed of intersecting lines of clothing strung across an overhead area, data projectors that display QuickTime videos and animations onto the fabric, a support station that houses process documents and hardware, and an interactive station containing a motion sensor.

    The installation makes use of Max/MSP 4.0 software, a graphical programming environment by Miller Puckette and David Zicarelli that generates functions for the Musical Instrument Digital Interface (MIDI). Integration of QuickTime media into Max is accomplished with Nato.0+55+3d Modular by Netochka Nezvanova. Infusion Systems ICube translates sensor impulses into MIDI data. Data is received and interpreted by Max and Nata.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • fabric and memory
  • Blue Series ll
  • Carolyn Brown
  • SIGGRAPH 1987: Art Show
  • 1987 C.Brown Blue Series ll
  • Hdw: IBM AT/Vectrix 384A
    Sftw: By artist

  • 2D & Wall-Hung
  • 16" x 20"
  • Solar Wind
  • Carrie Adell
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Carrie Adell Solar Wind
  • Inspired by NASA images of heat zones of electromagnetic field of the sun

  • 3D & Sculpture
  • Silver, Copper, Gold electroplate
  • 16 x 8 x .5in
  • Twin Jet Radio Source
  • Carrie Adell
  • SIGGRAPH 1987: Art Show
  • 1987 Adell Twin Jet Radio Source
  • I enjoy the opportunity to remind viewers of the sensitivity of the global (and extraterrestrial) environment which we all hold in trust, and our responsibility for the health of the earth and its future inhabitants.

  • Hdw: NRAD & Radio source

  • 3D & Sculpture
  • Pendant
  • 8.5" x 5" x 0.5"
  • 3-D SpaceTime
  • Carrie Heeter, Pericles Gomes, and Michael Miller
  • SIGGRAPH 1992: Art Show
  • Image Not Available
  • An interactive installation combining ENTER 3-D stereoscopic, video laserdisc, and codec technology with Mandala second person virtual reality on an Amigo computer. The live chromakeyed participant becomes part of a 3-D, stereoscopic, motion video environment. The participant experiences a curious and compelling transformation upon entering the photorealistic, interactive, virtual space seen on a life-sized screen. Initial research by Michigan State University shows that participants feel as if they are entering a different world. People report a strong desire to interact.

  • Installation
  • Installation
  • Anima
  • Carrie Wilson
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Wilson: Anima
  • Ever since I purchased a digital camera a year ago, I have been obsessed with capturing images of myself in order to piece together how I appear to others. However, with the power to discard the less appealing photos, my collection quickly became slanted less toward the truth and more toward presenting a very composed and glamorous image. This piece was the result of taking the more “honest” self-portraits, combining shots from multiple sessions with scans of articles from my make-up bag. The resulting image seeks to personify the vanity that feels inherent in creating the original self-portraits, a necessary evil in my path to finding myself.

  • 2D & Wall-Hung
  • 24 in x 34 in
  • digital photography and self-portrait
  • MicroImage
  • Casey Reas
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Microlmage explores the phenomenon of emergence through the medium of software. It is a microworld where thousands of autonomous software organisms and a minimal environment create a software ecosystem. As the environment changes, the organisms aggregate and disperse according to their programmed behavior. They are tightly coupled to the environment, and slight changes in the environment create macroscopic changes in the ecosystem. A field of undulating form emerges from the interactions between the environment and the organisms. The visual qualities of Microlmage were selected to make the dynamic structure highly visible. The code specifies the behavior of each organism by defining the rules for how it responds to its simulated environment. Each organism was given the most minimal visual form: a point. To differentiate the various categories of organisms, each type was assigned a distinct color. Aggressive organisms were assigned warm colors, and passive organisms were assigned cool colors. As a further refinement, the values of the colors were modified to change in relation to the speed of the organism. When the organism is moving at its maximum speed, it is represented with its pure hue, but as it slows down, the hue changes along a gradient until it reaches black. Each organism is displayed as a line connecting its current position and its previous 20 positions. Through this visualization, the movement of each organism is seen in both static images and kinematic representations. The linear notation allows the viewer to discern the past and present motion of the organism.

  • The core of the Microlmage software was written in one day. The current version of the software has developed through a gradual evolution. While the base algorithm controlling the movement was constructed in a rational way, subsequent developments were the result of aesthetic judgments constructed through many months of interacting with the software. Through directly manipulating the code, hundreds of quick iterations were created, and changes were implemented
    based on analyzing the responsive structures. This process
    was more similar to intuitive sketching than rational calculation.

  • Interactive & Monitor-Based
  • 30 inches x 120 inches
  • Art of Survival
  • Cassidy Curtis
  • SIGGRAPH 1999: technOasis
  • 1998
  • A chameleon flunks out of camouflage school. Created as a group project by students in the University of Washington’s 1998 computer animation program.

  • Animation & Video
  • Animation
  • 3D image, animation, computer graphics, and nature
  • I was scared to death/I could have died of joy
  • Catherine Richards
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • New media is an ubiquitous electromagnetic system, wired
    and wireless. We are always plugged into an increasingly
    dense sea of signals. We now have no choice. Global connection means that this is as true in urban centers as it is for “remote” margins. What is it like to plug in our own body? In a darkened room are two stainless-steel tables, human scale. On the tables are objects that appear to be specimens: two glass brains in glass tubes. These are not inert. The spectator is sensed, the brains excite. Electrons become agitated, and plasma gases flare up in the tubes. The spectator can touch a tube, and the plasma’s energy stream follows the hand, straining for contact. Finally, the light begins a beat, as if signaling. The empty space between the tubes becomes highly charged as the signals compete for attention. The electronic pulse is based on patterns claimed to be the timing of neurons firing in certain areas of the human brain. The firing patterns used here correspond to states of haunting or abject fear for one tube and benign
    enlightenment or rapture for the other. These emotions can be
    understood as two sides of the same coin, feeling inhabited
    by something else. The brain (the body’s computer!) may be
    affected quite directly, through a process called “entraining.” It was the slippage between electromagnetics, physiology, and emotion that fascinated me. Emotions can be “seen” in the patterns of the brain’s firing. I was scared to death / I could have died of joy is a simultaneous seduction between two extremes: rapture and fear.

  • When spectators approach the glass tubes on the tables,
    they trigger a sensor that fires up custom-designed, high voltage circuits. High voltages excite electrodes. These in turn excite the plasma gases captured in evacuated glass
    tubes (5-inch diameter x 4 feet long) and create phosphorescence. When the glass tubes are touched, the trapped plasma is attracted to the hands, which act as a capacitive path to ground as bodies become part of the plasma-path circuit. The phosphorescent gases begin to pulse. A computer board controls the timing of the rhythm. The pulsating patterns are based on scientific research conducted on the brain’s electromagnetic behavior.

  • Installation
  • Linguini in Space
  • Catherine Theresa Daly
  • SIGGRAPH 1987: Art Show
  • 1987 Daly Linguini In Space
  • Hdw: IBM PC
    Sftw: Lumena

  • 2D & Wall-Hung
  • 11" x 14"
  • Gesture Down (I Don’t Sing)
  • Cedar Sherbert
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Gesture Down (I Don’t Sing) is a highly personal interpretation of the poem “Gesture Down to Guatemala” by the late Blackfeet/Gros Ventre writer James Welch. It was one of seven short films commissioned by celebrated author and filmmaker Sherman Alexie as part of a weekend-long tribute to James Welch held at the Richard Hugo House in Seattle, Washington. The poem was taken from Mr. Welch’s sole book of poetry, Riding the Earthboy 40. It is a stark, beautiful, first-person rumination on place, longing, and identity. These are themes of deep resonance for me, as I am both a descendent of and estranged from the La Huerta Indian community of northern Baja California, México. This is my grandfather’s home and the place where Gesture Down (I Don’t Sing) was shot.

  • The short was “filmed” using a Panasonic AG-DVX100 camera
    and edited using Final Cut Pro

  • RJ Lozada, Josephy Tsai, Joe Dzuban, Timo Chen, Howard Duy Vu, Sherman Alexie, and Lois Welch
  • Interactive & Monitor-Based
  • A short film screened on a loop
  • Kaos
  • Celeste Brignac
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Computer-manipulated photography
  • 24 x 20 inches
  • I Statements
  • Celeste Joy Greer, Nicole Ruby, and Mark Yamamoto
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Greer, Ruby, Yamamoto: I Statements
  • Celeste Joy Greer (Southern California), Mark Yamamoto (Utah), and Nicole Ruby (Connecticut) come from diverse cultural backgrounds, yet they were united in this effort by their commitment to express the pain of self-loathing that is created through survival: a bitter irony, a cycle of self-abuse.

    I Statements was written by Celeste Joy Greer as a 30-minute “stream of consciousness” that uses “I” to focus on revealing the individual emotions.

    Celeste: “To live is not necessarily to be alive. I find I create pain in my life, so I will not think about how much I am suffering.” Celeste experienced a plethora of death in her adolescence: car accidents, suicides, and murders. “As a teenager, I never really had a chance to mourn, or to feel at all. The pain was so removed. I’d learn about the deaths through third parties, or in the newspaper. My parents did not approve of a boy I dated, and I had never met his parents. When I read of his death in the paper, what could I do? I couldn’t talk to my parents because they didn’t like him. And I couldn’t call his mother. I didn’t even know her name, and if I had called what would I have said? ‘I loved your son more than breathing, and he was a God damn selfish bastard for dying.'”

    Over the course of numerous still and video shoots, the team found they were expressing latent pain, making their commitment to the project that much more intense and personal. Celeste: “It was like therapy. One of us would have an idea and would say that we should try this camera angle or that. Or: Let’s have you doing this action because it reminds me of … And then we would say things to each other to try and express the intentions behind the words. Things you don’t tell anybody, not even your therapist.”

    The team went through several “looks” and discarded hours of footage that they felt would have been demeaning to the words. Mark said: “We had this initial idea to use pictures of all the products (Pinesol, Glad Bags, etc.) but that was too ‘kitsch,’ too much like advertisement.” Celeste said that some of the shots dealt with really personal feelings that she felt she could not do in front of Mark and Nicole, like the plastic bag. “I was really scared because the pain was personal. Mark offered to do it, but it just didn’t work. So I put a camera on a tripod and filmed myself’ Nicole recalls: “Celeste brought me the video camera and said: ‘Here. Look at this.’ And then she left the room. The shots were so completely scary.” Mark said: “That stuff was so creepy, I put it in the way it was. But it just didn’t work. It stopped being about the words and was all about shock value. And that wasn’t what we wanted. So I tamed it down, made it more obscure, with double exposures and motion blur. I think Celeste was relieved. But she still closes her eyes during that sequence.”

  • Animation & Video
  • consciousness and emotion
  • Ondine Absorbee
  • Celine Guesdon
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Ondine is an interactive photographic installation mixing photographs, synthesized images and sound. The theme of the installation questions the concept of fluid image and the link that the photographic image, the synthesized image, and sound have with water. I used a prototype digital camera to generate a synthesised 30 volume from a single shot. This camera is, in my opinion, another way of perceiving photography as a volume-image. It generates a kind of floating, weightless, virtual mold in three dimensions, which one can visualise from every angle. The artistic richness is born from this hybridization. It leads the image toward another aesthetic: that of trouble and doubt. Photography would be in “trans-situation,” a kind of enveloping membrane, an organism of its simulation in its reversible transfer from 20 to 30, like a skin .

  • 2D & Wall-Hung
  • 2D and 3D photograph
  • 35 inches x 27 inches
  • Ondine: Images-soeurs
  • Celine Guesdon
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Ondine is an interactive photographic installation mixing photographs, synthesized images and sound. The theme of the installation questions the concept of fluid image and the link that the photographic image, the synthesized image, and sound have with water. I used a prototype digital camera to generate a synthesised 30 volume from a single shot. This camera is, in my opinion, another way of perceiving photography as a volume-image. It generates a kind of floating, weightless, virtual mold in three dimensions, which one can visualise from every angle. The artistic richness is born from this hybridization. It leads the image toward another aesthetic: that of trouble and doubt. Photography would be in “trans-situation,” a kind of enveloping membrane, an organism of its simulation in its reversible transfer from 20 to 30, like a skin .

  • 2D & Wall-Hung
  • 2D and 3D photograph
  • 35 inches x 27 inches
  • Ondine: Toison
  • Celine Guesdon
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Ondine is an interactive photographic installation mixing photographs, synthesized images and sound. The theme of the installation questions the concept of fluid image and the link that the photographic image, the synthesized image, and sound have with water. I used a prototype digital camera to generate a synthesized 30 volume from a single shot. This camera is, in my opinion, another way of perceiving photography as a volume-image. It generates a kind of floating, weightless, virtual mold in three dimensions, which one can visualize from every angle. The artistic richness is born from this hybridization. It leads the image toward another aesthetic: that of trouble and doubt. Photography would be in “trans-situation,” a kind of enveloping membrane, an organism of its simulation in its reversible transfer from 20 to 30, like a skin.

  • 2D & Wall-Hung
  • 2D and 3D photograph
  • 35 inches x 27 inches
  • An Integrated Bhiobrid Reality: Degenerative Cultures
  • Cesar & Lois
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • Degenerative Cultures is a composite nature-based and AI-driven experiment that allows fungal organisms and their digital counterparts to corrupt texts on humanity’s project to dominate nature. The multimedia installation consists of a living fungus alongside a digital fungus and their degeneration of predatory texts. The microbiological culture consumes the text of a physical book that describes the human impulse to control and reshape nature. The living organism’s growth is followed by a digital fungus whose growth is based on cellular automata and natural language analysis. This AI “organism” searches the Internet and decomposes texts with similar predatory approaches to nature. The fungal readings are tweeted by the twitter handle @HelloFungus, which responds to twitter users with new digitally degenerated texts.

    A hybrid of artificial and biological intelligences drive the logic of the installation. Physical books documenting the compulsion of people to direct nature are used as the substrates for fungi. The text is destroyed in a physical sense, and this destruction is visible through the redaction or disappearance of legible text on the surface of the pages by the biological agent. Just as the physical book is consumed by the microbiological culture, the digital database is corrupted by the degenerative algorithm. In the “bhiobrid” network, the bio-digital fungi respond to Internet users’ mentions, engaging others in the spreading of “digital spores.”

    In Degenerative Cultures, living microorganisms, digital networks and artificial intelligence work together. Replicating the logic of so-called intelligent microorganisms (Physarum polycephalum) and blurring the limits between biological and artificial intelligence, the artists build a “bhiobrid” agent. By mapping and corrupting the predatory knowledge frameworks that have consistently driven how humanity deals with nature, the artists’ goal is to learn from the bio-hybrid interactions across biological, social and technical networks. The resulting system makes visible those entropic patterns in human culture that have carried us into the Anthropocene.

  • Installation
  • Bio-digital hybrid
  • http://cesarandlois.org/digitalfungus
  • #1A
  • Chantal Zakari
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Zakari #1A
  • 2D & Wall-Hung
  • photograph
  • 14 x 11"
  • Your Memory, Connected. - Shall I compare Thee to a Summer's Day
  • Chao-Ming James Teng
  • SIGGRAPH 2006: Intersections
  • 2006 Teng Your Memory Connected. - ShallI Compare Thee to a Summers Day
  • Painting, traditionally, is a way for an artist to communicate their perspectives, feelings about, or ways of understanding a subject. Your Memory, Connected challenges this definition of painting by allowing artists to gather and paint with tens of thousands of other perspectives, feelings, and understandings through our artificially intelligent “art-bot” system.

    This system can read an art subject and automatically generate a collaged artwork that fuses together individual memory responses. It uses natural-language processing, concept reasoning, and textual ­affect sensing techniques to collect all the related memories from people who have stored images on Flickr. The system’s computational “memory retrieval” procedure simulates the evocation process when human brains are triggered. The machine then generates a collage based on all the images and text it finds online. Instead of a montage assembled to create a visual image, this generates montages that materialize concepts, statements, and memories.

    Through this work, we intend to create a collaborative and generative painting process using advanced artificial-intelligence techniques. We want to emphasize the facts that Flickr (or any of the other image web sites) is itself an enormous pool of memories of people around the world, and the act of browsing such a site is an act of accessing (peeping?) those memories. We designed this interaction to allow people to discuss the role of authors and viewers of artwork and col­laborative creation of artwork across time and space.

  • Our system generates this image by taking William Shakespeare’s Sonnet 18 as textual input, executing the following steps:

    1. Analyze the sonnet, extracting its objects, concepts,
    and affective structures/transitions.

    2. Go to Flickr.com, collect all the photos that are tagged with keywords that are conceptually and affectively relevant to the sonnet.

    3. Apply a treemap algorithm to fill the canvas with all the images collected.

    Step one is achieved by our natural-language processing engine, a concept-reasoning algorithm that uses a tool called ConcepNet, and an affect-structure-detection algorithm that senses the emotion distribution of any paragraph of text. With these tools, we determine how similar two images are in concept and emotional evocation. Step three is then achieved by collecting images that are similar and creating a collage of those images using a modified treemap algo­rithm originally designed by Ben Shneiderman during the 1900s.

  • Edward Shen
  • 2D & Wall-Hung
  • 2D imaging
  • 24" x 24"
  • ROOT
  • Char Davies
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Silicon Graphics.
    Software: SOFTIMAGE.

  • 2D & Wall-Hung
  • Photographic transparency
  • 42 x 72
  • Stream
  • Char Davies
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Davies Stream
  • 2D & Wall-Hung
  • Backlighted transparency
  • 4 x 6'
  • 19th Century Space Station Frame 0321, stillASTO series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2001
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • 3D Path and Transformations
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965-1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    3D Path and Transformations

    “Here, I explore a drawing in a three-dimensional space and the idea of three-dimensional paths. Leslie Miller, a Professor of Mathematics, introduced me to a broader viewpoint about transformations—transformations on the original drawing that would make the overall shape look abstracted or like a star.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • A Child's Face
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • A Frozen Moment
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 58 x 165 cm (23 x 65 in)
  • A Happy Time
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1996
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • After Albrecht Dürer
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

    Albrecht Dürer (1471–1528), the patriarch of portraitists, dominated Germany in the late fifteenth century. Prior to him, artists generally did not paint independent self-portraits, which expressed the personality behind the canvas’s production. In After Albrecht Dürer, Csuri recalls Dürer’s Self-Portrait with a Bandage of 1491–92, a pen on paper sketch in which Dürer emphasizes the agency of his own hand. Csuri eliminates references to depth and space by removing shading, reducing Dürer’s sketch to its most basic elements. The adjacent pantograph is flipped and slightly compressed as Csuri considers it from another perspective. He returns to the original orientation for the final replication, skewing the drawing along both its x and y axes, further emphasizing the presence of Dürer’s hand and, by extension, reminding the viewer of the latent capabilities within it.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 61 x 81 cm (24 x 32 in)
  • After Albrecht Dürer’s Study of Gentile Bellini
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • 1964
  • 66 x 51 cm (26 x 20 in)
  • After André Derain
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

    The intellectual climate of early twentieth century Paris generated schools of art such as Cubism and Fauvism, movements that sought to rebuke the photographic, mechanical reproduction of the tangible world. Their investigations into essential expressions of color and line drove artistic innovation. Here, Csuri reevaluates two of the artists who played significant roles in this milieu, Paul Cézanne (1839–1906) and André Derain (1880–1954).

    While not as well known as many others of his time, André Derain painted captivating portraits in the company of Cézanne, Pablo Picasso and Henri Matisse, among others. Derain was noted for his infusion of Mannerism, recalling the famous Spaniard El Greco of the late 16th-early 17th century. In After André Derain, Csuri has condensed Derain’s bold brushwork, reducing it to only the most expressive elements. One of the two figures has been elongated along its x-axis, forming the visual base to support a more conventionally proportioned figure in the center.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 61 x 81 cm (24 x 32 in)
  • After Francisco Goya
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 66 x 51 cm (26 x 20 in)
  • After Jean-Auguste Ingres
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 66 x 51 cm (26 x 20 in)
  • After Pablo Picasso
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 66 x 51 cm (26 x 20 in)
  • After Paul Cézanne
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

    The intellectual climate of early twentieth century Paris generated schools of art such as Cubism and Fauvism, movements that sought to rebuke the photographic, mechanical reproduction of the tangible world. Their investigations into essential expressions of color and line drove artistic innovation. Here, Csuri reevaluates two of the artists who played significant roles in this milieu, Paul Cézanne (1839–1906) and André Derain (1880–1954).

    In After Paul Cézanne, Csuri pays homage to Cézanne’s significant contributions to the art world, particularly his innovations as the forefather of Cubism, a style in which space is broken into planes outside traditional modes of representation. Csuri was well aware of Cézanne’s prominent role in art history and had a personal affinity for his work, having spent long hours in museums and galleries closely studying the works of Cézanne and other master artists. In a personal symbolism of geometric forms, Csuri uses concentric circles and progressively larger squares that emanate from the center of Cézanne’s eyes. Read from left to right, the circles and squares express Cézanne’s unique vision and the modes through which he translated physical space onto two-dimensional canvas. When asked about the symbolism, Csuri stated, simply and with a smile, “He was the father of modern art, having the vision for Cubism…I couldn’t resist playing with it.”

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 64 x 81 cm (25 x 32 in)
  • After Paul Klee
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1963
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 66 x 51 cm (26 x 20 in)
  • After Piet Mondrian
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • After the Artist Series

    “This [technology] allowed me to systematically alter the original geometry of my drawing. One end of the pantograph device traced the drawing and the other end was simultaneously making transformations. I was intrigued with the idea of using devices and strategies to create art. I questioned the notion there had to be a tactile kinesthetic process to create a drawing or painting.”
    — Charles A. Csuri

    Over the centuries, many artists have sought to believably translate our three-dimensional world onto a two-dimensional surface. Csuri, like his early contemporaries who also worked as painters, defies a concern for strict realism and instead embraces the two-dimensional surface, challenging its limitations in his earliest endeavors with computer art. There were no mass-produced operating systems when Csuri began creating art in the early 1960s, necessitating that he create his own computer programs to challenge the limits of this new technology. Further, computers at this time were unable to assign values to account for mass, although the perception of spaces and their relatedness to mass will become a hallmark of Csuri’s art created in a three-dimensional world space.

    In his After the Artist series, the first analogue computer art created by Charles Csuri from 1963 to 1964, Csuri recalls and recreates classic works by historically significant and personally compelling artists. In all, he created nine analogue drawings, referencing works by Paul Cézanne, André Derain, and Albrecht Dürer, among others. In this series, Csuri creatively distills selected masterpieces into their vital components, thus placing the works by these artists into a new role he has assigned to them.

    Then, using his analogue process, Csuri masterfully repeats, stretches, skews, and inverts the elements. These works translate traditional art by harnessing a vehicle originally created for the scientific applications. The result is a new artistic paradigm, in which Csuri appropriates scientific elements and injects unpredictability, dynamism and controlled artistic chaos. By stripping the works of Cézanne, Derain and Dürer of their z-axis, Csuri removes that aspect which confers depth and volume, working instead with “relationships between objects as transformations involving position, rotation and scale.” These ‘transformations’ result from the distillation of well-known works into their simplified forms, and their subsequent manipulation results in tension between dimensions.

  • 2D & Wall-Hung
  • Ink on paper, analogue computer
  • 66 x 51 cm (26 x 20 in)
  • Aging Process
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1967
  • Within the process of image creation, the artist can delegate to the computer decisions that are at a lower level of the control hierarchy. He defines the elements and rules, which the computer has to follow. The elements might be flies and the rule chosen might be an equation that deals with conformal mapping. In one of his early works, Flies on the Miller Transformation (1967), Csuri had the computer generate a large number of flies. With a pseudorandom number generator, they were distributed and positioned in the region of a triangle. The flies then were mapped into the region of a half-circle. Another example is the morphing of a young woman into an elderly woman in the Aging Process (1967).

    The drawings were broken down into line pieces, representing the elements to be manipulated. The rule then defined certain parameters of the dissolution of the young woman and the emergence of the old woman. All these procedures contained a certain aspect of surprise, although all events in the computer are strictly deterministic. Today, Charles Csuri says that these pro­cedures have changed his “conception of control” and creativity:

    “When I did a traditional painting, I was thinking in terms of start, beginning, and some end point–a painting, a drawing. Today I don’t have the expectation in the same way. I explore the computer as a search engine for art. I am hoping that when I set up that environment, there will be something I cannot think of.”

    Already, while he was using the pantograph, Csuri started playing with the notion that he could not anticipate or imagine the result of the rules be had set up. In one of his first articles on computers and art, he stresses that the computer can help to overcome certain “set producing tendencies;” certain patterns of thinking. The artist “usually gets only slight variations on a basic structural theme. A mathematical orientation toward visual problem solving can enable the artist both to break down his biases and to express another range of solutions.”

  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 38 x 94 cm (15 x 37 in)
  • computer art, image manipulation, and drawing
  • Aging Process
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1967
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 64 x 140 cm (25 x 55 in)
  • Aurora
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 102 x 165 cm (40 x 65 in)
  • Balancing Act
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 165 x 122 cm (65 x 48 in)
  • Bearded Man in a Circle
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1966
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 81 x 81 cm (32 x 32 in)
  • Birds in a Hat
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1968
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 38 x 155 cm (15 x 61 in)
  • Brick Figures
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2003
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Brick Landscape
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, Cibachrome
  • 122 x 165 cm (48 x 65 in)
  • Caroline
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Clearly Impressive
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 213 x 84 cm (84 x 33 in)
  • Computer Films
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1970
  • The question of artistic control emerged once again, when Csuri examined interactive systems within the research for real-time film animation beginning in 1969. Different objects, such as origami swallows, goldfish, butterflies, turtles, violins, and helicopters could be generated, turned and moved via a three-dimensional data table, a light pen, dials, a joystick, function switches, and the alphanumeric display terminal. In a major exhibition project, Csuri again transcended different media in order to promote an idea.

    In cooperation with fourteen departments he organized the show Interactive Systems: Computer Animated Film. Electronic Sound. Video. Light. Electromyogram. Environmental Collage at OSU. The exhibition opened April 1, 1970, the same year that Jack Burnham curated the now famous Software. Information Technology: Its New Meaning for Art at the Jewish Museum in New York, pleading for “responsive systems” in art. In the introduction to the catalogue of Interactive Systems, Csuri wrote:

    The spectator will be permitted to participate
    in esthetic decision making. An effort has been
    made to create esthetic situations or environments
    in which the spectator can become involved.
    This is expected to be accomplished through
    a controlled electronic environment, in
    which a user can make decisions by electronic
    means to invent or modify images or sound
    systems.

    The catalogue bears witness to an impressive exhibition showing not only a selection of the films produced by Csuri and his students, but also, several interactive installations realized in the diverse media indicated in the exhibition’s subtitle. Csuri even managed to install a complete computer graphics system, a PDP 11/45 computer line drawing display, to demonstrate the interactive process for animated film. Art students were scheduled to demonstrate to the public techniques for art graphics and film animation. There is no documentation of the exhibition besides the catalogue, because after only five days, the entire campus was shut down when serious conflicts emerged in connection with
    the civil rights movement.

  • 2D & Wall-Hung
  • Contemplation
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964
  • Created in 1964, Contemplation acknowledges Csuri’s dual sources of artistic inspiration and experimentation, his fine arts training and the potential of technology. During the advent of applied computer science, there was only one computer available for the entire Ohio State University campus. As a result, Csuri found himself in dialogue with scientists more frequently than with fellow artists. Part of a series of works experimenting with imagery and technology, Contemplation delineates Csuri’s break from art constrained by paint and canvas.

    Contemplation’s skewed lines were inspired, rather than created, by the pantograph device’s capabilities and denote the incursion of the computer into the realm of Csuri’s artistic sensibilities. What follows this experimentation was decidedly different. In essence, the dramatic shift in artistic tool sets, furnished by science, acted as the impetus for a new understanding of surface representation.

    In Contemplation, Csuri first sketched a pencil line drawing on the stretched and gessoed canvas. Next, he used oil paint and created the defining lines by hand. The proportions of the man are subjected to transformations inconceivable in nature. A depiction of the same male figure, to the right of transformed renderings, is also rendered in Csuri’s original media of paint. In stark contrast to the pantograph-derived figures in the After the Artist series, however, Csuri’s thickly applied pigments give the male figure depth and form, allowing it to penetrate the third dimension.

    This work, made concurrently with the After the Artist series, marks a significant transitional period in Csuri’s artistic career. It demonstrates that he was beginning to conceive of the transformative possibilities that the computer offered. Although they are similar in their formal properties, Contemplation is distinct from the works contained in the After the Artist series, insofar as the subject matter does not allude to master works in the history of art. Rather, we see a seemingly ordinary man situated in the modern era, as indicated by his collared shirt and tie. Here, Csuri does not invoke the works of past masters, or the limitations of brush and palette. With Contemplation, Csuri shifts into a new phase of artistic development. Although he continues to be influenced by the history of art, from this point forward, Csuri will use the computer to revolutionize the ways in which artists negotiate representation of their world.

  • 2D & Wall-Hung
  • Oil paint on canvas
  • 76 x 127 cm (30 x 50 in)
  • line drawing, oil painting, and image manipulation
  • Coral Frames 0001–0050, afish series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL
  • Coral Frames 0501, 1050, 1401, 1601, afish series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on ceramic tiles with metal frame
  • 81 x 81 x 46 cm (32 x 32 x 18 in)
  • Cosmic Matter
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1990
  • 2D & Wall-Hung
  • Unix environment, Cibachrome
  • 76 x 102 cm (30 x 40 in)
  • Dance of the Sorcerers
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1993
  • 2D & Wall-Hung
  • Unix environment and Frank, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Death of My Father
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, Cibachrome
  • 76 x 102 cm (30 x 40 in)
  • Dignified Lady
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1964-1965
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drump plotter
  • 8 x 10 cm (3.25 x 4 in)
  • doodleFourteen
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2001
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 183 x 244 cm (72 x 96 in)
  • Dream Gazing
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Emily’s Scribbles Frame 300, fishscrib series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Entanglement
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2002
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 183 x 244 cm (72 x 96 in)
  • Faces
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • Faces

    Broad and simple in conception, limited in its range of colors, Csuri’s Faces is a brilliant synthesis of moving narrative and dynamic visual composition. Rooted in the liberating experience of expressionism, the entire image is a series of faceted surfaces without intervals or gaps. The planes, one over the other, form a rhythm of repetitive patterns, penetrating and partaking of one another. Shapes are created with overlays of luminous color that expand and overlap, recasting the notion of pictorial space. The faces form a single, rocklike mass in so shallow an area that they seem to move outward, towards the viewer, instead of inward to a vanishing point. In particular, the technique of repeatedly placing the same subject out of alignment gives a curious impression of bas relief.

    The broadly brushed-in background serves as a suitable backdrop to the heads, which suggest the influence of primitive sculpture. However, Csuri’s delight in his medium and the simplicity of his forms indicate that the artist is not primarily concerned with representation. The contours are light, lyrical, and emphatically complementary. The substructure of the drawing is marked by a deliberate coarseness, with line used to create an emotive effect independently of color. There is extraordinary coherence, textural unity, and a moment of metamorphosis as the eye travels over the surface following a web of lines from which images begin to emerge. Satirical and abrasive, yet compassionate and whimsical, Csuri creates a universe of his own, marked by tawdry moving faces that grip the imagination and stimulate the fancy.

  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Feeding Time
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1966
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 76 x 127 cm (30 x 50 in)
  • Festive Frame 47, leo series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2006
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 183 x 244 cm (72 x 96 in)
  • Five Faces
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1966
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 79 x 91 cm (31 x 36 in)
  • Garden Lovers
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1997
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 102 x 152 cm (40 x 60 in)
  • Glorious Grass Frame 28, bush series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2006
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Golden Mask
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1995
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 102 x 76 cm (40 x 30 in)
  • Gossip
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1990
  • 2D & Wall-Hung
  • Unix environment, Cibachrome
  • 122 x 165 cm (48 x 65 in)
  • Hand
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965
  • The Artwork: A Recording of Decisions Taken

    What is evident and easy for any artist–to draw a smooth line or a three-dimensional opaque origami swallow, showing only those contours perceptible to the observer and hiding the others–is very difficult to realize if you have to atomize those processes into single steps and instruct a computer digit per digit. As Friedrich Nietzsche claimed, we can understand only a universe that we have constructed completely ourselves. Early developers in computer graphics learned slowly to understand the universe of human visual production and perception, at least a small part of it.

    Charles Csuri took up this task systematically and enhanced the computer as an artistic tool, first working with an IBM 1130, then with a PDP 11/ 45. Constructing a tool presupposes the analysis of the production process. Csuri, the artist, was prepared. He followed up an aesthetic interest rooted in his study with impressionist painters John Hopkins and Hoyt Sherman, who taught him to understand Monet, Cezanne, Braque, and Picasso–an interest in the structure of artworks and the decision­procedures involved in their production. Since the 1960s, Csuri studied the relationship between idea, decision, and physical production, as well as the effects of the art object on the observer. By 1961, he had developed a form of conceptual word poems, anticipating methods of conceptual art that emerged only a few years later. Csuri’s methods allowed him to replace a painting with its verbal description. “The notion of nonvisual cues, such as words, as the art object was of interest to me,” Csuri remembers. Hand, a later example of this series from 1965, offers the observer only the verbal description of a hand, challenging the different modes of information communicable by image and words:

    Here is a hand–
    a hand of a thin, ninety nine
    year old man. The skin is
    pinkish in color and the network
    of veins are clear. The movements
    of his fingers and thumb
    are slow and stiff and one can
    almost hear the crackling of
    joints. His hand is rough in
    texture and feels warm.

    Csuri used words to define an image in the mind of the ob­server. As a programmer, he would use numbers to define images drawn with electrons on the screen of a cathode-ray tube. Words and numbers stepped into the mimetic, painterly depiction of the world.

  • 2D & Wall-Hung
  • Blueprint
  • 119 x 102 cm (47 x 40 in)
  • poetry, conceptual art, and word poem
  • Horse and Rider
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 122 x 165 cm (48 x 65 in)
  • Horse Play
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1999
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Hummingbird
  • Charles A. Csuri
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • Animation & Video
  • 1.25 minutes
  • Hummingbird II
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1969
  • 2D & Wall-Hung
  • Photo screen on Plexiglas, IBM1130 and drum plotter
  • 46 x 76 cm (18 x 30 in)
  • Leonardo da Vinci Series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1966
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum platter
  • 51 x 152 cm (20 x 60 in)
  • Man Moving Through N-Space
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965-1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    Man Moving Through N-Space

    “Now you see me now you don’t. The drawing is moving into and out of various spaces. The decisions about direction and speed were to be made by a random number generator. The camera angle was to be positioned so that it would look like the drawing was sliding over a three-dimensional surface and out of view.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • Mask of Fear
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Numeric Milling
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1968
  • 3D & Sculpture
  • Wood, 3-Axis Milling Machine
  • 33 x 56 x 22 cm (13 x 22 x 8.5 in)
  • Origami Flowers Frame 89, simpleFLRS series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Origami Swallows
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1971
  • The question of artistic control emerged once again, when Csuri examined interactive systems within the research for real-time film animation beginning in 1969. Different objects, such as origami swallows, goldfish, butterflies, turtles, violins, and helicopters could be generated, turned and moved via a three-dimensional data table, a light pen, dials, a joystick, function switches, and the alphanumeric display terminal. In a major exhibition project, Csuri again transcended different media in order to promote an idea.

  • 2D & Wall-Hung
  • Real-time art object
  • 3D object and origami
  • Plotter Drawing of Numeric Milling
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1968
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum plotter
  • 64 x 38 cm (25 x 15 in)
  • Political Agenda
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1999
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 122 x 165 cm (48 x 65 in)
  • Random War
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1967
  • 2D & Wall-Hung
  • IBM 7094 and drum plotter
  • 104 x 229 cm (41 x 90 in)
  • Raphael Voglass
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2000
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 165 x 114 cm (65 x 45 in)
  • ribbonVASES
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1999
  • 2D & Wall-Hung
  • Unix environment and AL, Cibachrome
  • 46 x 61 cm (18 x 24 in)
  • She's Watching Superman
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1963-1964
  • “I began questioning the role of a tactile-kinesthetic approach to painting and drawing. What is the relationship between the mind and the hand? As an experiment, I made this drawing, one dot at a time, with a pen. It was a procedural approach in which I worked mechanically like a machine. I also wondered if words and comments could contribute to and become part of an art object. I was curious to see if, in the end, there would still be an aesthetic quality.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Ink on paper, procedural drawing
  • 147 x 104 cm (58 x 41 in)
  • procedural drawing, drawing, and pointillism
  • Silent Statues
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • Silent Statues

    Elements of still life and landscape, structural diligence, and a looser, more painterly lyricism than that found in his other computer art are present in Csuri’s Silent Statues and demonstrate the artist’s exceptional sensitivity and range. Simulated images of the human body fade to varying degrees away from the viewer’s eyes. This play of substantive form creates a rhythmic pattern that ranges in tone from light to dark. Movement of line and texture provides the third dimension, transforming the composition into a spatial reality. They flow over and across the virtual canvas, creating a single, tightly woven chromatic surface. Line and shape enable the viewer to interpret the painting simultaneously as landscape, still life, or both.

    The biomorphic forms and the gaps between them become, to some extent, synonymous. What do these figures illustrate? The meaning is not apparent. We can guess at the underlying sense only by imagining a larger whole from which these statues have been abstracted. Armless human bodies, standing rooted to the ground as columns, generate a vertical symmetry with respect to a horizontal axis. These ghostly silhouettes advance and recede from their surroundings, enduring the eroding pressures of the space around them. The created space does not subvert the substantiality or the integrity of the picture plane.

    What was painterly in Csuri’s early, traditional art of paint and canvas is still present in this new medium, expressed in the articulated touches of light and shadow, as well as in the palpable brushwork of the background. Using the computer as an artistic partner, Csuri moves freely between constructed figuration on one side and imagery with classic forms and allusions on the other in repeated oscillation. All this he accomplishes without loss of natural flair or aptitude for intense fantasy and expressiveness.

  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Sine Curve Man
  • Charles A. Csuri
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 X 11"
  • Sine Curve Man
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965-1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    Sine Curve Man

    “In this sketch, I was looking at how frequency and phase changes might effect my original drawing. A more graphic quality might be achieved by repetition and a slight shift in the drawing. Also, I considered how I might use colored ink.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • Sine Curve Man
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1967
  • 2D & Wall-Hung
  • Ink on paper, IBM 7094 and drum platter
  • 104 x 104 cm (41 x 41 in)
  • Sine Waves Scramble
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965-1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    Sine Waves Scramble

    “Quickly I found that I wanted to find ways to deal with color, even though I was limited to a single plotting pen at a time. The sketch of the bearded man on the left was to be broken into fragments, using what we called “a broken line” routine. The lines would be displaced by means of a random walk process, then brought back together again. Animation was on my mind when I considered this idea.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • Sinescape
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1967
  • The sine curve function was applied to my sketch of a landscape. After some experimentation with frequency and offset parameters, the landscape took on a more abstract and graphic quality. The variation in color was a consequence of simply changing the plotter pen’s color.

  • 2D & Wall-Hung
  • Color ink on paper, Plotter drawing
  • 24" x 30"
  • Sketch Flying Around the Drawing
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965–1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    Sketch Flying Around the Drawing

    “I thought of the drawing as a three-dimensional piece of sculpture. I envisioned the drawings like layers in three dimensional. My fantasy was to be able to fly around and through my own drawing. Or, the spectator could take a flying trip. I was concerned about a hidden line routine, as I learned more about three-dimensional computer graphics.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • Stereo Pairs
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1965-1966
  • Six Pages from the Artist’s Sketchbook

    These sketchbook drawings were made when Csuri first started using the computer. They demonstrate ideas and issues that he was struggling with in the context of a drum plotter, a slow computer and punch cards. Csuri asked himself, “What can I do with this process or approach that would be different from my traditional work?” According to Csuri, it was a time of great speculation, and the drawings illustrate that he was thinking in terms of three-dimensional space, with some notion of stereo pairs and flying through a drawing. In the sketchbook, he comments about a three-dimensional path for an object, sine waves, and various transformations.

    Stereo Pairs

    “The notion of working in three-dimensional space fascinated me. I thought of art objects as a three- dimensional entity that could be viewed by means of stereo pairs. Also, there could be a three-dimensional path that controlled one’s movement in relationship to the drawings. But, there were a number of technical issues that kept me from fully realizing this idea.”
    — Charles A. Csuri

  • 2D & Wall-Hung
  • Color pencil on paper
  • 165 x 203 cm (65 x 80 in)
  • Strawscape
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2002
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Surrealist Dream
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1995
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • texturePERHAPS
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2002
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • The Hungarians
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1989
  • 2D & Wall-Hung
  • Unix environment, LightJet on paper with laminate
  • 76 x 102 cm (30 x 40 in)
  • Venus in the Garden Frame 127, venus series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Venus in the Garden Frame 64, venus series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2006
  • 2D & Wall-Hung
  • Unix environment and AL, LightJet on paper with laminate
  • 183 x 244 cm (72 x 96 in)
  • Venus in the Garden Frame 73, venus series
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 2005
  • 2D & Wall-Hung
  • Unix environment and AL, color ink on canvas
  • 97 x 132 cm (38 x 52 in)
  • Wondrous Spring
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1992
  • 2D & Wall-Hung
  • Unix environment, PHSCologram
  • 81 x 81 cm (32 x 32 in)
  • Dog Dreams
  • Charles B. Murphy
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Spaceman
  • Charles B. Murphy
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Murphy Spaceman
  • 2D & Wall-Hung
  • C-print
  • 10 x 12 x 2"
  • Grass: Series I
  • Charles Bangert and Colette Bangert
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • 2D & Wall-Hung
  • Plotter
  • 11 x 13.5 in
  • Dawn's Diagonals
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Bangert Dawn's Diagonals
  • 2D & Wall-Hung
  • colored ink on paper
  • 25.5 x 33"
  • The Existence of All Things, Past, Present, and Future
  • Charles Beinhoff, John Ploof, and Dorothy M. Gordon
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.artistical.org/htmI/bug.htmI
  • computer graphics, interactive, and website
  • Chapter 5
  • Charles Boone
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Boone Chapter5
  • The conceptual basis of my art is an inquiry into the juxtaposition of ordinarily unrelated images to create a new metaphor, analogy, or simile relevant to recent experienced events or observations. While my work is created under the guise of developing a personal iconography, it draws upon iconography from cultural and social sources and is fundamentally accessible to an open audience.

    Over the last two years I developed a Station of the Cross series, inspired by walk through Canterbury Cathedral almost daily for four months in 1993. The presented images are computer generated photo-etchings. It is this merging of digital imaging and traditional printmaking media that I am currently exploring.

  • 2D & Wall-Hung
  • Dye sublimation print
  • 8.5 x 6 inches
  • Air-Ohs
  • Charles Chiles
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1998 Chiles Air-Ohs
  • 3D & Sculpture
  • mobile
  • 30 x 30 x 12"
  • Five Ease
  • Charles Chiles
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Chiles Five Ease
  • 3D & Sculpture
  • sculpture
  • 8 x 8 x 6'