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
  • After Paul Klee
  • Charles A. Csuri
  • SIGGRAPH 1998: Touchware
  • 1963
  • 1963 Csuri After Paul Klee
  • In 1963, I used an analog computer to make transformations on my line drawings. It could represent directly measurable quantities, and the results could be replicated. I discovered digital computer graphics in 1964, and my world was changed, forever.

    Thirty-four years later, I find the problem of art is still the same, which is to create a meaningful structure to reveal aesthetic content. However, I have been affected by computer processes and procedures. I came from a traditional background as an artist, with a relatively simplistic viewpoint about structure and nature. My conception of nature and an object has been expanded by science and computer graphics. I better understand how computer procedures can affect one’s definition of an object. An object is not simply a geometry. My object has built-in procedures that affect its behavior. Also, when I touch it, my object can make sounds or change its form. It can send messages to other objects.

    I see and feel a single object from many points of view. When I make copies of an object, they become captured instances of time representing inner agents and different psychological states. Symbolically, it represents past, present, and future states and becomes a character within a virtual space. The surrounding atmosphere is symbolic of distance and a time past. Shadows are like an echo of what was once another reality. I try to define a mythological space to express a range of feelings, inner problems, and mysteries.

  • 2D & Wall-Hung
  • Pen and ink on paper
  • 20" x 24"
  • computer art and line drawing
  • Goldenmask
  • Charles A. Csuri
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Csuri Goldenmask
  • Computer art based on mathematical definitions of objects and strategies force the artist towards a deadly and plastic concept of reality. How does an artist using this process avoid the cold and sterile and achieve a semblance of spontaneity? I have found that one needs to develop a sense of the ridiculous to overcome such perfection. If you truly play in parameter space or do it wrong, the results are usually more interesting.

    Pan the Greek God of Mischief lives in my computer, which I named Stupid. My interest in using a computer’s capability to exploit new notions about creativity are very intriguing to Pan. At the same time, he takes great pleasure in tormenting me and causing mistakes so that I become confused and question my involvement with a computer. We have an interesting relationship: he deliberately corrupts my parameters and presents me with what he thinks are horri­ble pictures. Most of the time this is true, but occasionally Pan makes a mistake and I get back an amazing image. It is something I would never have predicted, and then I claim it as my own personal work. When this happens, he becomes furious, and his evil side comes out and shuts down the computer. Eventually, Pan will relent because he really enjoys playing this game with me. After all, he wins most of the time. And I have to admit that I do love Pan’s playful attitude about art and computers.

    I must constantly remind myself that as an artist my role is to build psychological bridges linking together feelings and shared human experiences. My use of frag­mentation is symbolic of chaos or of partial objects and blunted feelings. These bridges must support my effort to express my inner thoughts and feelings about the human spirit. The goal is to achieve a balance between technology and an esthetic domain to make a meaningful artistic statement.

    As I write these words of wisdom, I notice that Pan is yawning. He is very bored with the notion of art and computers. He has learned all of this before from so many artists. Apparently there are certain key phrases that simply put him to sleep. However, when I succeed in crossing one of my bridges, Pan becomes confused and forgets to be my nemesis.

  • Animation & Video
  • Computer Art
  • balance, computer art, and fragmentation
  • Hummingbirds
  • Charles A. Csuri
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 X 11"
  • Leonardo Man
  • Charles A. Csuri
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 X 11"
  • Ritual Dance
  • Charles A. Csuri
  • SIGGRAPH 2006: Charles A. Csuri: Beyond Boundaries (1963-present)
  • 1995
  • Charles Csuri: Ritual Dance
  • 2D & Wall-Hung
  • digital art
  • Ritual Dance
  • Charles A. Csuri
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Csuri Ritual Dance
  • Computer art based on mathematical definitions of objects and strategies force the artist towards a deadly and plastic concept of reality. How does an artist using this process avoid the cold and sterile and achieve a semblance of spontaneity? I have found that one needs to develop a sense of the ridiculous to overcome such perfection. If you truly play in parameter space or do it wrong, the results are usually more interesting.

    Pan the Greek God of Mischief lives in my computer, which I named Stupid. My interest in using a computer’s capability to exploit new notions about creativity are very intriguing to Pan. At the same time, he takes great pleasure in tormenting me and causing mistakes so that I become confused and question my involvement with a computer. We have an interesting relationship: he deliberately corrupts my parameters and presents me with what he thinks are horri­ble pictures. Most of the time this is true, but occasionally Pan makes a mistake and I get back an amazing image. It is something I would never have predicted, and then I claim it as my own personal work. When this happens, he becomes furious, and his evil side comes out and shuts down the computer. Eventually, Pan will relent because he really enjoys playing this game with me. After all, he wins most of the time. And I have to admit that I do love Pan’s playful attitude about art and computers.

    I must constantly remind myself that as an artist my role is to build psychological bridges linking together feelings and shared human experiences. My use of frag­mentation is symbolic of chaos or of partial objects and blunted feelings. These bridges must support my effort to express my inner thoughts and feelings about the human spirit. The goal is to achieve a balance between technology and an esthetic domain to make a meaningful artistic statement.

    As I write these words of wisdom, I notice that Pan is yawning. He is very bored with the notion of art and computers. He has learned all of this before from so many artists. Apparently there are certain key phrases that simply put him to sleep. However, when I succeed in crossing one of my bridges, Pan becomes confused and forgets to be my nemesis.

  • 2D & Wall-Hung
  • Computer Art
  • balance, computer art, and fragmentation
  • The Past Casts Shadows
  • Charles A. Csuri
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Csuri The Past Casts Shadows
  • In 1963, I used an analog computer to make transformations on my line drawings. It could represent directly measurable quantities, and the results could be replicated. I discovered digital computer graphics in 1964, and my world was changed, forever.

    Thirty-four years later, I find the problem of art is still the same, which is to create a meaningful structure to reveal aesthetic content. However, I have been affected by computer processes and procedures. I came from a traditional background as an artist, with a relatively simplistic viewpoint about structure and nature. My conception of nature and an object has been expanded by science and computer graphics. I better understand how computer procedures can affect one’s definition of an object. An object is not simply a geometry. My object has built-in procedures that affect its behavior. Also, when I touch it, my object can make sounds or change its form. It can send messages to other objects.

    I see and feel a single object from many points of view. When I make copies of an object, they become captured instances of time representing inner agents and different psychological states. Symbolically, it represents past, present, and future states and becomes a character within a virtual space. The surrounding atmosphere is symbolic of distance and a time past. Shadows are like an echo of what was once another reality. I try to define a mythological space to express a range of feelings, inner problems, and mysteries.

  • 2D & Wall-Hung
  • 36" x 47"
  • computer art and function
  • London Column
  • Charles Jencks and John Heile
  • SIGGRAPH 1984: CAD Show
  • 1984 Jencks, Heile: London Column 1
  • Proportion is always an important issue in architectural composition. In the past, architects have explored variants in proportion by making sketches and study models, but this is a slow and cumbersome process. Now it is possible to carry out these explorations very fluidly and rapidly by entering values for dimensioning variables at a graphics workstation. Here we see some variants on a colonnade, that were produced in this way.

  • Composition of Lines

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

  • Architecture and Design
  • line drawing
  • Height Field of Slow But Happy
  • Charles R. Hoffman
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Hoffman Height Field of Slow but Happy
  • 2D & Wall-Hung
  • Photographic print
  • 11 x 14"
  • Arched Doorway
  • Charles W. Moore, Ralph Knowles, and John Heile
  • SIGGRAPH 1984: CAD Show
  • 1984 Moore, Knowles, and Heile: Arched Doorway 1
  • In this project, the proportions are not only of aesthetic importance, but also of technical significance, since the doorway is intended to function as a sun-control device. The software used to generate the variants allowed manipulation of about fifty dimensioning variables.

  • Composition of Lines

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

  • Architecture and Design
  • line drawing
  • Ralph the Punk
  • Charlie Athanas and Johnie Hugh Horn
  • SIGGRAPH 1985: Art Show
  • 1985
  • Hardware: Datamax UV-1
    Software: Zgrass – T. DeFanti

  • Animation & Video
  • 1:35
  • Feminism is a Browser
  • Charlotte Eifler
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Eifler: Feminism is a Browser
  • A cyber entity intertwines with an international feminist network and questions the future of the internet.

    Feminism is a Browser introduces us to the history and thoughts of great female media pioneers. Some of them received acknowledgment for their work, others did not. The project highlights their important projects at the beginning of Internet technology (and after) and opens a bridge between generations.

    Yeva is a fictional cyber entity and bored in the vastness of their webspace. They were created in the 90s by the first generation of FACES, an international network of media pioneers founded by Diana McCarty, Valie Djordjevic and Kathy Rae Huffman. These women have been communicating for more than 20 years through an email list to support each other in the tech world. They are hackers, net activists, media artists, cyberpunks and web researchers. Yeva has access to the mail archive and raises many questions towards their so-called ‘mothers‘: Why did they create Yeva, who or what embodies the Internet and how do the images and utopias of cyberspace transform? As the server freezes, Yeva decides to leave the webspace Rosegarden and meet their mothers in the physical world. An essayistic documentary journey begins, a feminist revision of the Internet.

  • Internet Art
  • OU TOPOS
  • Charlotte Eifler
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Eifler: OU TOPOS
  • Utopia as a place out of existence, offers an immense space to dream. The video collage OU TOPOS introduces us to different ideas about new worlds, using public footage from the internet.
    By arranging the snippets, Eifler questions the approach to the utopian constructions. Can the future overcome ideas of colonization, slavery, sexism?

  • Animation & Video
  • Video
  • 4:20 min.
  • Explosion
  • Charu Sharma
  • SIGGRAPH 2001: n-space
  • 2001
  • “Explosion” is a funny little bit of my imagination. It took birth on a morning when I decided that utopia ends and freaks explode…or was it the lousy breakfast that inspired me? My idea led me into a small exploration of video, and later, processed video. What more can I say? After all, a video is worth a thousand words.

  • Animation & Video
  • Animation
  • digital video and imagination
  • B/W Mind
  • Chawanan Inkumnoi and Pongpat Srisumran
  • SIGGRAPH Asia 2017: Mind-Body Dualism
  • 2017 Inkumnoi, Srisumran: B/W Mind
  • We are in fact already cyborgs, replicating ourselves as avatar forms online. Our cellphones and computers act as extensions of our own neural networks, imparting a boundless knowledge of facts and figures. B/W MIND is an experiential piece designed to manifest the interconnection humans have with technology.

  • Interactive & Monitor-Based
  • Absurd Happiness
  • Chen Zhang
  • SIGGRAPH Asia 2011: FANTAsia
  • Zhang: Absurd Happiness
  • I once came across an interesting store selling animal models. It felt like I was in a zoo. As if in a trance, I experienced my most simple and happiest days again. But people who pass this store never notice this interesting zoo. At that moment, I knew there were too many people in this world crazy about business, never savoring time, and making worthless dreams. Maybe my creation can create an unusual world for you.

  • 2D & Wall-Hung
  • “Mobile” Device
  • Chenwei Chiang
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Chiang: “Mobile” Device
  • This work invites viewers to see the world through a machine’s perspective. People are accustomed to seeing the world through an anthropocentric viewpoint and create things accordingly. What will it be like if machines are creating things through their perspective? Created by the Mechanical Creator, what are the challenges this group of mechanical life forms is facing for survival? How do they live within and adapt to the environment? We know that hermit crabs are using human trash as their shells. What would the mechanical life forms do when they are interacting with their living environment?

  • The dimensions of the work is adjustable according the conditions of the exhibition site. This work consists of twenty robots and two platforms. The robots, whose legs are made by driftwoods, can be controlled by the audiences through their smartphones. The dimension of the major platform is 400 cm (length) x 400 cm (width) x 30 cm (height). The robots are moving on top of the platform with power supplies hide beneath it. The dimension of another platform is 70 cm (length) x 70 cm (width) x 100 cm (height). It is designed for the audiences to place their smartphones when they are interacting with the robots. They will be able to control the robots after using their smartphones to call the number shown on the platform.

  • Electronic/Robotic Object
  • African Kuba Textiles
  • Cheryl Kolak Dudek, Margarita Lypiridou, Nasim Sedaghat, Sudhir Mudur, Fred Szabo, Lydia Shaman, and Thomas Fevens
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 African Kuba Textiles Structural Inference and Contemp Generative Design Team fig2
  • African Kuba Textiles: Structural Inference and Contemporary Design Using Shape Grammars

    While many cultures create designs with geometric patterns, each has distinct motifs and symmetries. The textiles by the Kuba ethnic groups in southeastern Congo are unique in their iterations and transformations of basic geometric shapes. These textiles, woven from the fiber of the raphia palm, reveal a sophisticated vocabulary of geometric patterns. This project illustrates application of a generative model to interpret the geometric structure inherent in Kuba textiles by ascribing a shape grammar, to create contemporary design variations through grammar variations, and finally to fabricate the new designs on a computerized loom.

    Kuba textile designs can be described as compositions of simultaneous diversity. Women artisans incorporate spontaneity and improvisation in their designs to achieve uniqueness and individuality – part of their cultural aesthetics. The designs are most often characterized by semi-symmetry, achieved by the juxtaposition of distinct geometric motifs, and by controlled variations in texture, scale, shape, orientation, and/or color. As the knowledge and skills of elder generations die out, analysis of these art forms generates considerable interest in the contemporary design and arts community.

    Shape grammars provide a powerful paradigm both for representing the structural complexity in existing designs, like Kuba, and for creating contemporary variations. They also provide a structured mechanism to express the recursion inherent in the artwork. Arrangements are formally captured as a finite sequence of Euclidean transformations (translation, rotation, scale, and reflection). Coloring techniques in the artwork are expressed as properties of basic shapes. Texturing, blending, and fading are employed as the primary coloring techniques.

    By traversing the grammar’s language or reworking grammars, artists, designers, and historians can wander freely in the “neighborhood” of an existing design, exploring variations and discovering elements that define the character of an existing pattern. By modifying a pattern to replicate another existing design, the artist or researcher can get a hands-on feel for the similarities and differences between them. The end product of such work may be new patterns or simply a better understanding of the ones under examination.

    It is possible to generate interesting families of artworks by simple variations in their grammar rules. A child grammar may even retain the exact pictorial specification, but modifying coloring rules may yield a new design through different blending, line traits, or color assignments.

    Once new designs are specified using modified shape grammars, pictorial specifications can be used to drive a computerized Jacquard loom and fabricate new designs.

  • Design
  • Optical Handlers – eeyee
  • Chi Man Siu
  • SIGGRAPH Asia 2009: Adaptation
  • Siu: Optical Handlers eeyee
  • Optical Handlers – eeyee is an optical device that dissects embodied visual experience with a simple tool set: LCDs and cameras. It literally splits users’ vision into two and relocates it onto their hands separately. The extended vision, along with the mobility of the hands, makes it possible for users to observe the world from a different perspective: through the limbs.

    Instead of splitting vision into just left and right, eeyee treats each split stereoscopically, so users experience a double mobile real-time stereoscopic vision, which has a redundant reality that raises an interesting question: “Aren’t we living in a 3D world already?
    Or are we?”

    When users wear this device, their experience is completely alienated. They have to manipulate their bodies and invent new ways to cope with their surroundings. Two peeking holes in the face of the goggles allow bystanders to see what eeyee is looking at.
    As eeyee awkwardly moves around and learns about its environment, it draws a tremendous amount of attention and curiosity. Eventually, it bursts the social bubble with its friendly and funny alien look. Once someone is encouraged to come closer and peek into eeyee’s eyes, laughter follows. Essentially, eeyee blinds the users and heightens their senses to create a tension between the user and other human beings.

  • Augmented Reality/Virtual Reality
  • SelfPortrait06_Diptych
  • Man Chi-Wah
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • As a result of the ever-expanding information technologies, “pluralism” becomes a common phenomenon in our lives. For me, reality is many individual components rather than one interconnected thing. I intentionally put fragmented pieces of motifs, memories, different color schemes, some hints of related inner structure, together to make a diptych that can be viewed separately or as a whole to express my attitude toward the ever-transforming surroundings and cultures. For me, “Art” is a way of promoting the healing, growth, and wholeness of individuals. All my works are my self portraits: they reflect the inner part of me and give me access to examine my feelings, my thoughts, my experience, my conditions – my life. I strive to overcome fears and embrace discoveries and changes. The purpose of this exploration is to make the unconscious conscious and eventually make a more integrated self. With technological invention comes an expanding and altering of consciousness. This phenomenon leads to the making of a new, postmodern self – one with many personae but no unifying center. It sounds like a contradiction, yet to some degree this is true. We are all contradictions, divided against ourselves. But such temptations for distraction and fragmentation will eventually seduce us to look more closely at ourselves and invite us to discover within ourselves a higher power of wholeness and integrity. Human beings are an exploring species. Searching for ways to understand the relationship between the world and themselves, and to make a more integrated self, seems to be built into the genetic code of most people. That is my goal in making art

  • Each era generates its own languages to synthesize the spirit of the time, and computer technologies change the way we process the world, creating new space for exploration and
    transformation of consciousness. I search for new ways of generating art works through micro-electronics, to establish new parameters for seeing and comprehending reality. That’s why I use digital technology to investigate SelfPortraits.

  • 2D & Wall-Hung
  • Archival inkjet on canvas
  • 26 inches x 34 inches each (left & right)
  • Abstract
  • Chiara Boeri
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: Quantel Graphic Paintbox, Iris Graphics 3047 Printer
    Software: Quantel

  • 2D & Wall-Hung
  • Ink jet printout
  • 33 x 46.85
  • Blue Dream
  • Chiara Boeri
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Chiara Boeri Blue Dream
  • Hardware: Quantel Paint Box
    Software: Quantel

  • 2D & Wall-Hung
  • Cibachrome print
  • 80 x 60 cm
  • Boscometro More Than a Green Belt for a City
  • Chiara Boeri
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Milano is a grey, industrial city, with alarming pollution levels. This project concerns a wooded area surrounding the city: a green belt, punctuated by clearings with farms, abbeys, rivers, playgrounds, and educational and social spaces, but also a place to enjoy leisure, a
    place of silence, contemplation, and full immersion in an individual and collective memory of our region. This is not a nostalgic project. To look at a city from the viewpoint of open spaces means to invert the perspective of a polycentric and functional practice of building, and direct one’s attention toward social relations and the vital flows of a metropolis. Boscometro is an interactive installation that creates places of discussion and reflection around the project and its deeper meanings. On a screen, viewers see aerial views of Milano, Turin, and other cities. At first, the chosen city looks grey and covered with smog. Viewers choose trees from a side menu and drop them in the Boscometro area. As the trees multiply, the city looks cleaner and brighter. This installation has profound social and ecological value, and it is a joyous way of involving people in a very serious project.

  • The application manages real-time interaction with high-definition, multi-layer maps of a fairly large urban region. At the same time, a geospatial database of thousands of complex 3D objects (trees) is interactively created and maintained. As an additional feature, the
    visual effect must be scale-dependent so it can produce views that dynamically change according to the zooming level. These features are best fulfilled in a true GIS environment rather than a general-purpose graphic engine coupled with a DBMS. The general drawback of most GIS-based applications is a poorly designed user interface, which makes them appropriate mainly for technical uses. ESRI’s ArcGIS Engine makes available the ArcObjects Library through API support for all major programming environments: C++, Java, .NET, ActiveX on Windows, Linux, and Solaris. It is also embeddable in web applications (the ADF web-development framework and ArcIMS web services). This project is in progress, sponsored by several Italian cities.

  • S. Stabilini, G. Corino, and L. Verna
  • Installation
  • 2D and 3D software, integrating cartography, 3D models of trees, and a simple interface
  • Circus
  • Chiara Boeri
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Quantel Paint Box
    Software: Quantel

  • 2D & Wall-Hung
  • Silkscreen
  • 60 x 80 cm
  • Décor pour Don Juan
  • Chiara Boeri
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Erotica I
  • Chiara Boeri
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Faust
  • Chiara Boeri
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2010
  • As Picasso said “Painting is just another way of keeping a diary.” So is my work and since I love and live among thousands of books, of course they’re my inspiration, my way of translating them on images frequently is at the origin of my works. Since I love calligraphy, words are often part of my works, no matter what language and alphabet, with different colors and shape, following the meaning of the books from which I stole them.

  • Artist Book
  • Faust Fragments - Part I and II
  • Chiara Boeri
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Boeri: Faust Fragments - Part I and II
  • An homage to Johann Wolfgang Goethe and Giorgio Strehler:

    When to the moment I shall say,
    “Linger awhile’ so fair thou art!”….

    This double-sided painting on canvas and silk is inspired by Goethe’s poem, but especially by the theater staging that Giorgio Strehler, the greatest Italian director, produced in Milano in 1991-92. It was magic and the last major performance he offered before he died in 1997. Theater is an essential part of my life as an artist, and I had the chance to work with Strehler. Theater is also a special art that only lasts during the time it is presented. No recordings will ever reproduce its peculiar atmosphere. I know this well, since recently Strehler’s Piccolo Teatro asked me to make a special edition of Faust from their video archives, reducing it from seven hours to two, for the European Theater Festival. It was a success, but I felt frustrated. So I decided to make this artwork to convey, if possible, the same magic I felt when I saw “Faust Fragments” in 1991.

    Computers are very important to my way of painting, and I make extensive use of them, from layout to the almost final image. In this case, I mostly worked with a Quante Graphic Paint Box to create images, and with a Mac for inputs and outputs.

    I digitized many elements, textures that I made in a traditional way, calligraphic drawings. Then I created 35 separate pieces: two quite big (3.30 metres x 3.30 metres) to be printed on canvas, the others of different sizes to be printed on silk, with a large, professional-quality printer specially designed for fabrics.

    A significant scenographic element of Strehler’s staging was a spiral, which symbolized Faust’s life and his striving to move ahead. It was my starting point. Around it, I wrote some verses of the poem. Then on one side I separately painted 33 significant dramatic moments (to be printed on silk, then sewn onto the canvas), and on the other side I wrote and painted more verses, in German, English, and Italian. I put all the pieces together and finished the artwork by painting over it with oil and acrylic. To be seen on both sides, the artwork hangs from a special support, robust and light, very easy to mount and transport.

  • 2D & Wall-Hung
  • 3.3 metres x 3.3 metres
  • digital painting and history
  • Femme avec Casque
  • Chiara Boeri
  • SIGGRAPH 1987: Art Show
  • 1987 Boeri Femme avec Casque
  • Hdw: Iris 3030
    Sftw: Wavefront

  • 2D & Wall-Hung
  • Photo
  • 6 cm x 6 cm
  • Iliad
  • Chiara Boeri
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • As Picasso said “Painting is just another way of keeping a diary.” So is my work and since I love and live among thousands of books, of course they’re my inspiration, my way of translating them on images frequently is at the origin of my works. Since I love calligraphy, words are often part of my works, no matter what language and alphabet, with different colors and shape, following the meaning of the books from which I stole them.

  • Artist Book
  • Limericks
  • Chiara Boeri
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2010
  • As Picasso said “Painting is just another way of keeping a diary.” So is my work and since I love and live among thousands of books, of course they’re my inspiration, my way of translating them on images frequently is at the origin of my works. Since I love calligraphy, words are often part of my works, no matter what language and alphabet, with different colors and shape, following the meaning of the books from which I stole them.

  • Artist Book
  • Love Love Love
  • Chiara Boeri
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photographs of raster images
  • MAIPIU-NEVERAGAIN
  • Chiara Boeri
  • SIGGRAPH 2005: Threading Time
  • 2005
  • The sun was beginning to beat upon the fields, fresh risen into the vault of heaven from the slow still currents of deep Oceanus, when the two armies met. They could hardly recognise their dead, but they washed the clotted gore from off them, shed tears over them, and lifted them upon their waggons. Priam had forbidden the Trojans to wail aloud, so they heaped their dead sadly and silently upon the pyre, and having burned them went back to the city of llus. The Achaeans in like manner heaped their dead sadly and silently on the pyre, and having burned them went back to their ships. Homer, Iliad, Book VII These words appear, in Italian and in English in my work, expressing my deepest feelings about all wars. Last year was extremely trying for me. I got quite ill, and death became a very serious thought. I believe that in such moments one either closes oneself in grief or fights and works a lot, to try to win. Then again, I looked around me and felt all the world’s tragedies in a manner even stronger than usual and thought of myself as a very lucky person. I often spend my summer in Greece, travelling in quite deserted places. During those trips, I have noticed some very colourful little iron boxes shaped like little houses, sitting on short poles on the side of roads, especially of narrow mountain roads. Greeks place them wherever someone dies in a car accident. They remember the dead and remind the living. They’re not beautiful, but in a strange sort of way, merry. Inside the boxes are several objects: a lighter, a bottle of coke or water, a candle, sometimes an icon, and a silver goblet. They always moved me. The thought of all the wars that are going on forced upon me the completion of an old image that to me symbolizes all wars: a lonely wall still standing, smoke, the shadow of the Twin Towers, some planes passing by: sadness, desolation. And all the little Greek iron houses seemed to have to be there. Millions should be painted. To remember and remind.

  • 2D & Wall-Hung
  • Mixed Media
  • 122 inches x 52 inches
  • Milano Roll
  • Chiara Boeri
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2010
  • As Picasso said “Painting is just another way of keeping a diary.” So is my work and since I love and live among thousands of books, of course they’re my inspiration, my way of translating them on images frequently is at the origin of my works. Since I love calligraphy, words are often part of my works, no matter what language and alphabet, with different colors and shape, following the meaning of the books from which I stole them.

  • Artist Book
  • Tabula Fantastica
  • Chiara Boeri
  • SIGGRAPH 2005: Threading Time
  • 2005
  • My work has been inspired by the Tabula Peutingeriana, from the first century A.O. It is an early road map of the imperial highways of the
    Roman world, roughly covering the area from the southeast of England to present day Sri Lanka. It is not a “map” in the present sense of the word, but a cartogram. No copies of the original have survived, but a copy of it was made in 1265 by a monk at Colmar. The entire map was originally a long, narrow parchment roll, and in its present state measures 22 feet, 1. 75 inches long by 13.25 inches wide. In 1508, the humanist Konrad Celtes of Vienna left the Colmar manuscript to Konrad Peutinger. It was first published in 1591, and since 1618, it has generally been known as the Tabula Peutingeriana. What is life but a sort of cartogram? Some people write autobiograpies, others write diaries, but being a painter, my life story is best described as a cartogram. So, last year I started to build my own Tabula, which I called Fantastica, because life itself is a fantastic and beautiful experience. It is made of signs, colours, and words in any possible language. It does not intend to tell a story, but to make the reader feel a new experience. Rolling the Tabula back and forth on its leather case is something unusual. The case is built to hold, just beneath the parchment roll, a DVD player with a flat screen on top of it. I made a video that perfectly integrates the still images of the cartogram and, through the transparency of the parchment. 20 and 30 animation live video. So reading the Tabula requires manual activity, but viewers can also see and hear the Tabula itself. This piece is a never-ending work in progress.

  • 3D & Sculpture
  • Mixed Media
  • Closed: 20 x 24 x 12 inches, Open: 44 x 24 x 12 inches
  • The Goodnight
  • Chiara Boeri
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Boeri: TheGoodnight
  • The Goodnight belongs to Jorge Luis Borges’ universe, and mine. It is the object I would love to outlive me. Giving a message of orderly disorder, colors and shades, geometry and casual strokes, despair and love, darkness and light, and all which lies in between.

    The piece was created for an exhibit in Italy entitled Amate Cose (Beloved Objects). The exhibit theme was inspired by a Borges’ poem, “Las Cosas” (Things), which talks about objects around us that we perceive and feel and remember. They stare at us and at our lives. They are objects beloved and beloved moments of life. So, my object is this patchwork. I thought of it as a white cover when, very tired one night, I fell asleep, dreaming strange and colorful dreams, which all flew on it, composing The Goodnight.

  • A long time ago I started using computers to make many of my artworks. To me, computers can help find a different way of expression and can enrich an artist, as long as curiosity for any new media moves the artist to experiment, understand, and finally master new techniques as well as the traditional ones. They can help artists produce what they want to create.

    Most of the 63 panel pieces were made directly on a Paint Box. I integrated some 30 models, made with Strata signs, that were painted and drawn on different media, and then digitized. The image resolution for each piece ranges from 2000 x 2000 up to 4000 x 4000, depending on the material used for print. For canvas or cotton, it is better to compute the images at a lower resolution. For silk, the images are computed at a higher resolution.

    A first printout test was done on papers of different weights and textures, in order to get a better idea of the final work; then all images were printed on the different, final fabric materials. Some of the images were printed only once, on one type of fabric. Others were printed on two or three different types of fabric, mainly cotton and silk, to obtain different textures and reflections of light.

    Finally, all the pieces were sewn together, to form a sort of quilt or patchwork, and each one was finalized with oil painting and brushes. The patchwork is hung on a bamboo stick.

    Hardware: Quantel DeskTop, Graphic Paint Box, and Macintosh G4. Software: Quantel, Strata 30 Studio, Pixels 30, Photoshop (just to write the images in CMYK EPS format, not to retouch them), and QuarkXPress.

    Input of some elements: Agfa Arcus scanner.
    Output: Epson Stylus Color 3000, Iris Graphics.
    Print media: silk, cotton, linen, canvas. Additional painting with oil and brushes. Individual pieces mounted and sewn onto a light, very tight-knitted canvas.

  • I love materials: silk, cotton, canvas. I need to touch them and feel my work in a very sensual way, so that when one of my works is printed, it is never finished. I need to add brush strokes to complete it, eventually going back again to the computer to make a piece that is missing, and so on, until I am satisfied.

    In this way I created La Buonanotte (The Goodnight), a quilt composed of 63 pieces of artwork. The images created with the computer were printed on different kinds of fabric (silk, canvas, cotton, etc.). Then each one was repainted with oil, and all of them were sewn together to form a patchwork.

    I started by making lots of sketches on paper, looking for the right colors and shapes. I finalized some of these with watercolors on different kinds of paper and tissue. Then I digitized some of the drawings and started reworking them with an “r” paint system, in this specific case, a Graphic Paint Box. This allowed me to find the look I wanted to obtain, the right textures and atmosphere, in a relatively short period of time.

    Then, I decided how many pieces of artwork I would need to create the quilt. The initial estimate was approximately 50 to 60 single pieces, to be sewn together.

    I worked on one or two pieces, each 40 cm x 40 cm, integrating digitized paintings I had made: signs, textures, 3D elements, and paint directly on the computer. Since the medium is very important and determines the way I work, I printed these first pieces on different materials: two types of cotton, two canvases, silk.

    One of the pieces was very detailed with neutral colors. Except for some brush strokes here and there. I preferred the image as it appeared on silk. The other image, which is more geometric, and has many overlaid textures, had a better result on cotton and canvas.

    I continued creating all the different pieces back at the Paint Box. Often, I went back to draw or paint on paper some elements, or make some oil or watercolor backgrounds, which is sometimes more complex to do with a computer. Other times, I would only work on a 3D system, building abstract shapes, mostly with an old iron look, which I transferred on the Paint Box. To get a precise feeling of the overall work, I simulated it on the computer.

    I went on painting, assembling, overlaying for quite a long time, and in fact, I ended up with some 100 different pieces of artwork. I printed all of the images on paper and made a first collage on a big panel, correcting colors with traditional oil paint. I chose 40 pieces, and printed some of them twice, in order to have a quilt made of nine rows, seven pieces in each row.

    Back at the Paint Box, I retouched and finished the ones I had chosen. I transferred all the files to a Mac G4 and used Photoshop and QuarkXPress to print the images, using an Epson Stylus Color 3000 and an Iris Graphics. I printed directly on canvas, silk, and cotton.

    When the 63 pieces were ready, I sewed the quilt together, then I retouched (or better) finished each piece, using oil colors, so that each one looked different, and the work looked as brilliant as I intended it to be. When the painting was dry, after many days, I lined the quilt with a dark red cloth. Hanging from a bamboo stick, The Goodnight was ready for the gallery after four months of work.

  • 2D & Wall-Hung
  • mixed media on canvas, cotton and silk
  • 1.67 x 2.00 m
  • emotion, history, and mixed media
  • Work # 10
  • Chihaya Shimomura
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 x 11 in.
  • Work # 16
  • Chihaya Shimomura
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 6 x 8 in
  • Work #4
  • Chihaya Shimomura
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8.5 x 11 in.
  • That ・ This 2018
  • Ching-Chuan Hu
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • I use a downloaded 3-D software to scan diary spaces with my mobile phone, producing fragmentary and blurry images by moving the lens arbitrarily when in the capturing process. I put the images of different environments scanned in different times in a new, virtual, Artificial space coordination, therefore, “that space and this space” becomes “here an now” and appears in the same virtual time-space. My mother’s family immigrated from Myanmar to Taiwan to pursuit an ideal life, she often contact my relatives who have immigrated to United States through Internet video chat, I learned them how to produce panorama scan with mobile phone, they scanned their living environment, and sent the images to me through the Internet; therefore, I can juxtapose them with our living space in Taiwan.

    The voice in VR video is the dialogue between my mother who have immigrated from Myanmar to Taiwan and my aunt who have immigrated to United States, They chatted in Burmese. They have not seen each others for a decade of years, they keep in touch with hi-tech product every weekend, the daily conversations between them are shifting in different spaces in the VR world, “there” and “here “Is closer to each other yet are still far away, and the fragmentary and blurry images after scanning represent the real appearance of sense and memory, and try to explore in the age of accelerated development of information technology, we seems grasped more, but become more incomplete.

  • Animation & Video
  • Fishes Over the Waves
  • Chojiro Hirota
  • SIGGRAPH 1987: Art Show
  • 1987 Hirota Fishes Over the Waves
  • Over The Waves is to get over human hardships. Fish group is man group man group. It is shape of human society, that beautiful figure on lapped fishes.

  • Hdw: NEC/IWTSU plotter
    Sftw: Utopia

  • 2D & Wall-Hung
  • Plot/Silkscreen
  • 35.5" x 28.5"
  • Raw Quinoa
  • Chonga Lee
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2013
  • 2013 Lee: Raw Quinoa
  • Raw Quinoa juxtaposes various depictions of crisis and growth to evoke a sense of uncertain, organic infinity. It is composed of several sources of found and original audio-visual materials. These include high-end architectural visualizations, Washington D.C., emergency preparedness manuals, vegetation.

    “My work maps the logic and material manifestations of the collective imagination. I’m particularly interested in tracing the unexpected contortions and epistemological mutations of networked culture. I use a variety of forms to play with misbegotten media species and their rapidly expanding cosmocologies.”

  • Software: Adobe Premiere Pro/Windows PC

  • Animation & Video
  • Video
  • 7:24 min.
  • Way
  • Chris Bell, Cynthia Jiang, Walt Destler, Katherine Rubenstein, Hugo Shih, and Paulwei Wang
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Bell: Way 1
  • Winner of multiple awards including “Game of the Year” at Games for Change 2012, WAY pairs two anonymous players who must learn to communicate without words in order to overcome the obstacles that divide them.

  • Interactive & Monitor-Based
  • https://makeourway.com/
  • The Winds that Wash the Seas
  • Chris Dodge
  • SIGGRAPH 1998: Touchware
  • 1995
  • 1995 Dodge The Winds that Wash the Seas
  • With this installation, I was interested in developing alternative “soft” computer interfaces based on natural media. These devices, compared to traditional interfaces, are imprecise and vague, capturing only the gestural essences of the user’s interactions. Air and water, with their innately ethereal properties, suit the thematic exploration of the installation’s content, where the viewer creates, via real-time image processing software, a dialectic between the icons of societal identities – architecture – and the fleeting first-person experiences contained within these structures. Through the non-linear dynamics of these two fluid media, viewers can only provide impulses, via stirring water in the tub or blowing air onto the monitor, to a complex natural system that propagates beyond their control. The futility of the human intervention is compounded by the fact that there are neither goals nor states in the system; the viewer’s presence is as transient as the visual content and interface media. A final irony: not only do we perturb the system, the work leaves traces of itself: wet hands and shortness of breath.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • interactive installation and interface
  • Edge of the Observable
  • Chris Henschke and Wolfgang Adam
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Henschke, Adam: Edge of the Observable
  • Edge of the Observable is an audiovisual artwork which explores the limits of materiality and knowledge, through an experimental manifestation of data taken from experiments at the Compact Muon Solenoid (CMS) detector at the Large Hadron Collider. The work seeks to manifest the sublime and dynamic parameters of collision events, enhancing the infinitesimal material and energetic qualities of particle physics in a way that utilizes the science, but manifests it as an expressive event – as new-materialist philosopher Manuel DeLanda states, “even humble atoms can interact with light and energy in a way that literally expresses their identity”.

    The visual data from one of billions of collisions is the source material for the artwork – this “event” is visually re-manifested through a material experimental setup. In parallel to the basic form of a physics experiment, the data is emitted as light from an energy source; it is then amplified and filtered through an optical lens-like device; and is then captured and recorded by a camera detector. The artwork plays with the extremely small spatial and temporal scales involved in such experiments, as well as the concept of the ‘golden event’, a term used in particle physics to describe a perfectly recorded image of a rare or important particle interaction. The dark void-like space in the middle of the video manifests both conceptually and experimentally the edge of observability, as the region within this space cannot be detected, and, according to the laws of quantum mechanics, is ultimately unknowable.

    The soundtrack accompanying the video is literally a recording of the accelerator “tune”, the transverse electromagnetic vibration within the particle beam, which is pitch-shifted and equalized to enhance its expressive qualities. The final artwork is in ultra-high definition and presented as a six minute looping audio-visual sequence.

  • Media Used: 4K video.

  • Animation & Video
  • Video
  • 6:10 min.
  • cNote
  • Chris Hinton
  • SIGGRAPH 2006: Intersections
  • 2006 Hinton cNOTE
  • cNote is an exuberant creative synthesis of picture and sound, ani­mation and music. Filmmaker Chris Hinton stretches his formidable animation skills in this work, where the dynamic movement of his visual art dances in syncopation with the bold musical strokes of an original composition. This music was created expressly for cNote, as a creative counterweight for Hinton to work against and with. In this animated pas de deux, Hinton and Montreal-based composer Michael Oesterle leap back and forth between picture and sound, building, tearing down, and rebuilding until the film exists only as an integrated and unified “one.” A film without words.

  • Hardware and Software

    CTP, Photoshop, Toon Boom, ACDSee, Painter, HP XWSOOO Workstation.

  • Animation & Video
  • Art animation
  • 6:45
  • Machine Head
  • Chris Rovillo
  • SIGGRAPH 1987: Art Show
  • 1987 Rovillo Machine Head
  • Hdw: Wasatch PC 1024/Matrix
    Sftw: Wasatch/Matrix

  • 2D & Wall-Hung
  • Photo
  • 9" x 9"
  • HMS Royal Oak
  • Chris Rowland
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The wreck of the HMS Royal Oak lies on the sea bed in Scapa Flow, Orkney. This image was produced from 3D point-cloud data gathered using high-resolution multi-beam sonar during a survey of the wreck in 2006 by ADUS. Historic shipwrecks on the sea bed are of significant interest for a number of reasons. They may contain toxic or explosive cargo or may leak corrosive substances that can adversely affect the local marine environment. However, due to the fact that many of these shipwrecks around the world are not visible to the general public, their environmental and historic significance is often ignored. My work attempts to raise awareness of their potential impact on the environment as well as their place in history, often as tragic memorials to loss of human life, by representing them as monuments, often serenely beautiful, as the sea slowly deconstructs them. This image is intended to be reproduced as a limited-edition, commemorative print to raise funds for the Royal Oak Survivors’ Association and the Royal British Legion, organisations that provide support for exservicemen in the UK. The multi-beam survey by ADUS was commissioned by the Ministry of Defence (UK) Marine Salvage department, which is managing extraction of oil and munitions from the wreck. The 3D visualisation is a result
    of my research at the School of Media Arts and Imaging at the University of Dundee, Scotland. The ADUS team consists of: Chris Rowland, Martin Dean, and Mark Lawrence

  • The Reson multi-beam sonar system builds a three-dimensional model of the wreck and the sea floor by collecting many millions of accurately positioned “spot heights” derived from the sonar “pings” sent and returned to the sonar head as the survey boat travels back and forth over the wreck. The millions of XYZ points generated from the survey are edited to filter out digital noise, and the resulting dataset is
    imported into animation software. The next step is to align the separate lines of data to piece together a 3D image of the complete shipwreck. Each pass can reveal additional
    details that add to the overall picture. Our method operates to an accuracy of approximately one centimeter, ensuring that any problem of alignment is minimised. The final step is to use a proprietary plug-in for Maya to apply colour and the illusion of light to the point cloud (imported as particles) and apply principles of digital cinematography to produce the final image.

  • 2D & Wall-Hung
  • 3D visualisation of multi-beam sonar point-cloud data
  • Size: 24 inches x 36 inches x 2 inches
  • Abacaxi
  • Chris S. Johnson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • Johnson: Abacaxi
  • 2D & Wall-Hung
  • Duratrans Lightbox
  • 40 in x 32 in
  • After the Ache
  • Chris S. Johnson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • 1996 Johnson After
  • There was a lifeguard. Given the lives of hundreds of children, but too young to vote or drink, the lifeguard was searching for his/her identity, where it belonged in the world. His/her soul was held out like a decorated cake constructed from the basic elements of life. The lifeguard continues on a journey not knowing what it will encounter next. Symbols of society bombard the lifeguard, and stories are told.

    My images use a modern saint: the lifeguard. Through the journeys of the lifeguard, the images discuss the intricate connections holding our lives together. There are things that surround us, and contradictions abound in our society. Today, we no longer pray to a god, but to computers. They have become our new religion. We rely on the machines for the lifeblood of our society. Why is it that we are so fascinated by the computer?

    I use computer art to not only question our society, but to question the viewer’s belief in the art object. Computer art exists not on any known natural plane. An image is reached by entering a maze of directories. I find this similar to cave painters who searched their way back to the sacred images. Once there, the image is almost alive.

    Today, the computer stores a 3D rendering, a multimedia piece, an installation, a movie special effect, a scientific picture of an organism, and two-dimensional images until the moment when it is given life. It may exist only for a brief moment on the screen, or sometimes longer when printed. Computer images appear on the screen, on celluloid, and in printed form.

    My work embodies a zealous devotion to computer imaging. Each piece brings a new discovery. Duratrans in lightboxes project light toward the viewer, recreating the journey from the monitor to the eye. Light engulfs the room, leaving a powerful and beautiful effect on the viewer.

    I was interested in art long before I can remember; my interest in computers began in the fourth grade. That year, I programmed squares and lines to create images not unlike an etch-a-sketch. On a Tuesday in 1984, we got a Macintosh 128k computer and MacDraw. My interest in computers and art continued into college. I took printmaking, painting, sculpture, and photography. In 1991, I began using Fractal Design Painter and the WACOM tablet to create my images. They closely simulated the feeling that I was used to.

    My images and discourse matured during two years of graduate work at The School of the Art Institute of Chicago. I create images that incorporate metal, wood, fabric, and on eclectic mix of output options. Now, in teaching digital art at Northern Arizona University, I constantly challenge myself and my students to embrace this new medium to the fullest.

  • 2D & Wall-Hung
  • Duratrans, fluorescent lights (lightbox)
  • 36" X 28"
  • computer art and mixed media
  • Cabrito
  • Chris S. Johnson
  • SIGGRAPH 1997: Ongoings
  • 1996
  • There was a lifeguard. Given the lives of hundreds of children, but too young to vote or drink, the lifeguard was searching for his/her identity, where it belonged in the world. His/her soul was held out like a decorated cake constructed from the basic elements of life. The lifeguard continues on a journey not knowing what it will encounter next. Symbols of society bombard the lifeguard, and stories are told.

    My images use a modern saint: the lifeguard. Through the journeys of the lifeguard, the images discuss the intricate connections holding our lives together. There are things that surround us, and contradictions abound in our society. Today, we no longer pray to a god, but to computers. They have become our new religion. We rely on the machines for the lifeblood of our society. Why is it that we are so fascinated by the computer?

    I use computer art to not only question our society, but to question the viewer’s belief in the art object. Computer art exists not on any known natural plane. An image is reached by entering a maze of directories. I find this similar to cave painters who searched their way back to the sacred images. Once there, the image is almost alive.

    Today, the computer stores a 3D rendering, a multimedia piece, an installation, a movie special effect, a scientific picture of an organism, and two-dimensional images until the moment when it is given life. It may exist only for a brief moment on the screen, or sometimes longer when printed. Computer images appear on the screen, on celluloid, and in printed form.

    My work embodies a zealous devotion to computer imaging. Each piece brings a new discovery. Duratrans in lightboxes project light toward the viewer, recreating the journey from the monitor to the eye. Light engulfs the room, leaving a powerful and beautiful effect on the viewer.

    I was interested in art long before I can remember; my interest in computers began in the fourth grade. That year, I programmed squares and lines to create images not unlike an etch-a-sketch. On a Tuesday in 1984, we got a Macintosh 128k computer and MacDraw. My interest in computers and art continued into college. I took printmaking, painting, sculpture, and photography. In 1991, I began using Fractal Design Painter and the WACOM tablet to create my images. They closely simulated the feeling that I was used to.

    My images and discourse matured during two years of graduate work at The School of the Art Institute of Chicago. I create images that incorporate metal, wood, fabric, and on eclectic mix of output options. Now, in teaching digital art at Northern Arizona University, I constantly challenge myself and my students to embrace this new medium to the fullest.

  • 2D & Wall-Hung
  • Duratrans, fluorescent lights (lightbox)
  • 13.5" X 30"
  • computer art and mixed media
  • eyesore
  • Chris S. Johnson
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 C Johnson Eyesore
  • Art is only a representation of an original that we will never see or understand. Viewers perceive minute details of the processes and the influences on the artist and their work. As with Duchamp’s work we get a glimpse of another dimension. A person in today’s Technological / Information society counts on the computer, e-mail, telephone, the cash machine and many other things to be there. How many though, understand the complex processes that go on behind these machines. The computer has become my sketch book, drawing board and gives me the finished product. The computer a creative environment with a flexibility unavailable image processor. All my creative energies are expended and preserved as an electronic file (mathematical formulation) only to be viewed when called upon.

    The original will never be touched by human hands it exits without space or time.

    A painter asked me the other day, “Couldn’t you paint this?” I said, “No!” Then I offend him when in return I asked, “Why do you use canvas and oil paint?”

  • 2D & Wall-Hung
  • Iris print
  • 12 x 16 inches
  • Technodarhma
  • Chris S. Johnson
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Johnson: Technodarhma
  • My current work looks at patterns. In society, ornamentation, color, and life repeat in many different ways. Technology has added to the repetition by reducing the knowledge down to 1s and 0s.

    Additional information may be found at www.csj2.com

  • 2D & Wall-Hung
  • 12 in x 18 in
  • color, life, pattern, and technology
  • Tuber's Two Step
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Animation & Video
  • 1.25
  • Climate Shifts
  • Christa Erickson
  • SIGGRAPH Asia 2009: Adaptation
  • Erickson: Climate Shifts
  • We are all affected by our immediate context and its political, environmental, cultural, and temporal influences. Climate Shifts juxtaposes various locations around the globe and their points of view through local news headlines and weather data. Differences in concerns and perspectives emerge, sometimes about the same world events, allowing a glimpse into the collective psyche of each place.

    How do news sources in different regions interpret an election? What are the primary concerns in Beirut versus Jerusalem? What events in Asia echo in Latin America? When financial or health crises strike, what patterns of response are similar or different across the globe?
    A large umbrella acts as an overhead screen upon which animations shift through various destinations, with the top of the umbrella pole acting as a locator. Climate news, weather, and time are gathered from real-time RSS feeds and layered over an illuminated light-pollution satellite image of the globe. Similarly layered, time is reflected by clock hands that spin and adjust according to the time zone of the current location.

  • Funded in part by a Fellowship from Sculpture Space, Utica, New York and a Fine Arts, Humanities, and Social Science Grant.

  • Installation
  • Untitled (D)
  • Christa Schubert and Roy Montibon
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Installation
  • Collaged plotter drawing
  • Untitled
  • Christa Schubert
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Schubert Untitled
  • Hardware: Data General Nova computer, Soltec plotter
    Software: Quikdata Telecomputing

  • 2D & Wall-Hung
  • plotter drawing
  • 8 x 11 in.
  • plotter drawing
  • Untitled (B)
  • Christa Schubert
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Collaged plotter drawing
  • Untitled (Plotted Circles)
  • Christa Schubert
  • SIGGRAPH 1986: Universal Spheres
  • 1984
  • Image Not Available
  • 2D & Wall-Hung
  • Photoreproduced collage of plotter drawing
  • A-Volve: A real-time interactive environment
  • Christa Sommerer and Laurent Mignonneau
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Sommerer And Mignonneau A-Volve
  • A-Volve is an interactive environ­ment where visitors interact with virtual organisms in the real space of a water-filled glass pool. Using a sensor pencil, they draw the profile and shape of any possible form onto a monitor screen and create three-dimensional organisms. The organisms are simulta­neously transferred and displayed as three-dimensional creatures in the water of the pool, where they are immediately “alive.” They move and swim, and they can be modified in real time.

    These virtual creatures are prod­ucts of the rules of evolution and are influenced by human creation and decisions. They are sensitive to hand movements in the water, and they react to human behaviour. Visitors can catch them, modify their forms, and communi­cate with them in real time. When it is “touched,” a creature will avoid the hand and try to flee. Sometimes, it will come back to “play”. Each creature moves, reacts, and evolves according to its original design, so it creates unpredictable and always new life-like behaviour. Since the organisms capture the slightest movements of hands in the water, their form and behaviour change constantly.

    Specific algorithms developed by Mignonneau and Sommerer ensure that the virtual creatures move very smoothly and animal-­like. None of the forms is pre-­calculated; they are all “born” in real time by visitor design, and they achieve their behaviour by moving in the real-water environ­ment. If nobody is creating any forms or interacting with them, the creatures die and disappear.

    These living, reacting organisms also interact with other organ­isms created by other visitors. Two forms can merge and create a new form, which combines the genetic codes of its parents. Visitors can promote the “birth” of a new organism. With their hand movements in the water, they can “join” two organisms by trying to bring them near to each other. When they succeed, a new organism is born. The new crea­ture, which carries significant characteristics of both parents, lives in the pool, where it inter­acts with its environment and other forms.

    The drawing device, which cre­ates new forms, can be used by only one person at a time, but several other visitors can interact with the creatures in the pool as new creatures are created. At the same time, visitors interact with each other through the various virtual organisms.

    In this virtual environment, the visitor is part of the evolutionary system, a partner of the virtual organisms, and a creator and pro­moter of “artificial life.” Following the laws of evolution and creation, A-Volve is open to all possible modifications and selections. It reduces the borders between real and unreal, by connecting reality to “non-reality.” Water, the medium for this artificial life “pool,” is the metaphor for birth and basic evolution.

    A-Volve is part of a continuing investigation of natural interfaces and complex interactivity. Similar to “Interactive Plant Growing” (© 1992, Sommerer & Mignonneau), where visitors could interact with real plants and influence and control the growth of virtual three-dimensional plants, A-Volve deals with the definition of “life” and the con­nection between “reality” and
    “non-reality”.

    Both installations reveal human perception of reality by interpo­lating between both constitutions of environments (“real” and “non-real”). Complex natural interfaces (like plants or water) ensure a new approach to per­ception by asking: “What is Life?”. In both installations, complex systems like “human and plants” and “human and animal-like creatures” are connected through living interfaces, producing a com­plex “artificial biotope” that rep­resents the interaction between visitors and their environment.

    Another important aspect of this work is the issue of “individuality” as a main constitution of life. A­-Volve connects the individuality of the visitors to the individuality of the artificial creatures, creating a pool of artificial individuals in a complex system of interactions. The individuality of the virtual creatures is, so to speak, a direct interpretation of the relationship between visitors and their per­ception of artificial reality. The creatures will always be different, depending on how visitors create them and play with them. Direct and simultaneous communication between creatures and visitors creates a pool that could itself be considered a “living system.”

    By closely connecting the real natural space of the water to the unreal virtual space of the creatures, A-Volve minimizes the borders between “real” and “non-real,” creating a further step (after “Interactive Plant Growing”) in the search for “natural inter­faces” and “real-time interaction.”

  • Installation
  • Interactive Installation
  • Interactive Plant Growing
  • Christa Sommerer and Laurent Mignonneau
  • SIGGRAPH 1993: Machine Culture
  • “The rate of growth deserves to be studied as a necessary preliminary to the theoretical study of form, and organic form itself is found, mathematically speaking, to be a function of time.We might call the form of an organism an event in space-time, and not merely a configuration in space.”
    – D’Arcy Thompson, “On Growth and Form,” Cambridge University Press, 1942

    Interactive Plant Growing is an installation that deals with the principle of the growth of virtual plant organisms and their change and modification in real time in 3D virtual space. These modifications of pre-defined “artificially living plant organisms” are mainly based on the principle of development and evolution in time. The artificial growing of program-based plants expresses the desire to discover the principle of life as defined by the transformations and morphogenesis of certain organisms. Interactive Plant Growing connects the real-time growing of virtual plants in the 3D space of the computer to real living plants, which can be touched or approached by human viewers.

    By touching real plants or moving their hands toward them human viewers can influence and control in real time the virtual growth of 25 and more program-based plants, which are simultaneously displayed on a video screen in front of the viewers. By producing a sensitive interaction with the real plants, the viewers too become part of the installation.

    The various distance modulations of the viewer’s hands directly effect the appearance of the virtual plants, as they are ferns, mosses, trees, vines, and a cleaning plant. By sending different data values to the interface (which connects the plants and the growing program), the appearance of the virtual plants can be modified and varied. The viewers can control the size of the virtual plants, direct the rotation, modify the appearance, change the colors and control new positions for the same type of plant.

    Each virtual plant species has at least six different variations, but generally there are more possibilities than just 25 variations of five plants, since the size, color, and translation can be modified for each single plant as well. All variations ultimately depend on the viewers sensibility to find the different levels of approximation distances.

    In Interactive Plant Growing, artificial plants grow in a virtual 3D space, programmed by Laurent Mignonneau and Christa Sommerer on a 4D -VGX 320 Silicon Graphics Computer. This virtual growing is based on specially developed algorithms, according to the different morphological characteristics of real plant differentiation. Virtual growing is not based on the same principles as real growing, rather the appearance of movement and differentiation and determination during this evolutionary process can be considered to be optically similar.

    In the program a new method of differentiation was developed that can be compared to the L-Systems of Aristid Lindenmayer, but using special randomizing parameters, which are seen as “artificial growth and differentiation regulators.” These randomizing parameters determine the morphology of the organisms by controlling their variations of forms. Each step in the construction of the plant forms is randomized in the greatest possible extent within prefixed minimum and maximum limits; like this the potential variations are as great as possible.

    This leads us to different botanical growth forms. Plants like ferns, vines, or mosses change their appearance depending on the randomizing defined variables for size, length, rotation, translation, angle, and color. This idea of advanced randomizing could be compared with the term “walking randomizing.” The limits of randomizing could be considered as determination, whereas the randomizing itself can be representative for the differentiation.

    The electrical potential of the real plants gets measured by special sensors, which are attached to the plant roots. This electrical potential is then compared with the electrical potential of the viewer. This voltage difference varies depending on the hand-plant distance. The sensitivity of the plant ranges from 0 to about 70 cm in space. These electrical signals are amplified, filtered, and sent to the converter.

    Each plant is attached to an independent amplifier. A converter transforms the analog-amplified and filtered signals into digital data values. All five amplifiers send their signals to the converter; a multiplexer selects the signals to be converted. These values are then sent to the parallel port of the 4D VGX 320 Silicon Graphics computer. A special protocol (interface program) between computer and converter makes sure that each data value coming from each plant is interpreted in synchronization and in real time by means of the growing program during the drawing of the virtual plants.

  • Interactive & Monitor-Based
  • Intro Act & MIC Exploration Space
  • Christa Sommerer and Laurent Mignonneau
  • SIGGRAPH 1996: The Bridge
  • 1996
  • Free access to virtual space needs to be improved and facilitated by enabling real­time integration of human participants into a 3D environ­ment. With this in mind, Christa Sommerer and Laurent Mignonneau designed MIC Exploration Space, a virtual environment that allows users to enter into two different rooms and virtually interact with each other in real time. The place functions as a new form of integration; develop­ment pictures, artificial life, and artistic features cr eate an evolving environment, one that reflects the participants’ personalities and their inter­actions with one another.

    MIC also emphasizes com­munication between remotely located participants who share the same virtual environment. Real-time feedback and unen­cumbered interaction are essential when designing such a space. Mignonneau’s 3D Key System allows the participants to interact freely, with no devices attached to their bodies. A camera detection system tracks visitors’ gestures and motion and interprets them in real time as character­istic features in the evolving environment. This enables each visitor to create a unique environment that interprets his or her actions with the other user. Evolutionary graphic processes create an open-­ended environment that is not predetermined but able to evolve over time.

  • Interactive & Monitor-Based and Installation
  • communication, interactive installation, and virtual environment
  • Hommage à Escher
  • Christian Cavadia and Jean-Charles Troutot
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Plotter
  • Bouquet flèché
  • Christian Cavadia and Jean-Pierre Lihou
  • SIGGRAPH 1983: Art Show
  • 1980
  • 1983 Cavadia Lihou Bouquet Fleche
  • Hardware: Tetronix 4052
    Software: ARTA Interactive

  • 2D & Wall-Hung
  • hand colored plotter drawing
  • 20 x 24 in.
  • plotter drawing
  • Bouquet flèché
  • Christian Cavadia and Jean-Pierre Lihou
  • SIGGRAPH 1986: Painting in Light
  • 1981
  • 1983 Cavadia Lihou Bouquet Fleche
  • Installation
  • Plotter
  • Patchwork
  • Christian Cavadia
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Cavadia Patchwork
  • Hardware: Tektronix 4052, digital plotter 4662
    Software: C. Cavadia

  • 2D & Wall-Hung
  • Plotter output
  • 26 x 38 cm
  • Future Perfect
  • Christian Croft, Ariel Efron, and Ed Purver
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Future Perfect is an interactive audio/video installation that contemplates the proposed Atlantic Yards development in the Prospect Heights neighborhood of Brooklyn. If it is built, this astonishingly large-scale development will include 17 high-rise buildings and a sports arena, and it will be constructed in a neighborhood that consists primarily of low-rise, residential buildings and local businesses. The architectural shape of the neighborhood will be drastically altered. The Atlantic Yards development is currently a controversial issue in Brooklyn. Walking around the neighborhood, it is difficult to envision the enormity of the proposed architecture and to construct an informed opinion about the suitability of the proposal. The only images available of this suggested future are the architect’s renderings, which are necessarily drawn from a partisan perspective that presents the designs in a positive light. With a desire to fill this information gap, we created an installation that visualizes the developers’ plans from many angles, allowing people to interactively compare the proposed future with the present reality. Feeling the lack of community voices, we posted fliers all over the area surrounding the site, asking residents to phone in with personal opinions about the development, and about how they would ideally like to see their neighborhood developed. Recordings of the many calls that we received create the audio soundtrack to the piece. We also invited local schoolchildren (the people who will have to live with this architecture) to visually imagine how these streets would look if they had the power to shape this future. The installation is interactive in that both these “futures” are only revealed by someone’s physical presence. When viewers step into the installation, a video layer of an architectural future is interactively revealed in front of them and follows them as they move through the room. By exploring the width as well as the depth of the installation space, viewers can dynamically compare and contrast these different futures with the architecture of the present. In this way, the installation serves as a critical document of this moment in Brooklyn’s history.

  • Future Perfect combines 3D modeling, motion tracking, live image processing, and internet telephony. Architectural models were constructed in the Maya 3D environment, built to scale,
    and textured based on the architects’ plans, which are publicly available online. The video system consists of two tracks of synchronized video. The first track shows digital video taken from the neighborhood’s streets, and the second (which is hidden by default) presents the same footage with 3D models composited in the background of the first video’s scenes.
    As viewers move in front of the video projection, a camera above tracks their positions along a horizontal axis parallel to the screen. Where viewers appear in the camera’s view, a
    computer equipped with Max/MSP/Jitter software unmasks vertical slices of the second “future” video track above the first. These slices fade away when a viewer leaves that position.

  • Installation
  • Dido & Aeneas
  • Christian Janicot
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • La Table Rouge
  • Christian Janicot
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Windows
  • Christian Janicot
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Christian Janicot Windows
  • Hardware: Quantel Paint Box
    Software: Quantel

  • 2D & Wall-Hung
  • Cibachrome print
  • 80 x 60 cm
  • Bloodline 1.0
  • Christian Kerrigan
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2010
  • A fragment of a resin made digital through 3d scanning is seen interacting with virtual airflows and particles. The imagery generates a symbiotic landscape of real matter and virtual space, incorporating both artificial and natural elements.

  • 2D & Wall-Hung
  • Lambda print on transparent film
  • 161 cm x 85 cm
  • Encased Nature
  • Christian Kerrigan
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2010
  • Close-up photograph of the installation ‘Chemical Garden’.

    A sample of moss is seen encased by curing skins within a highly concentrated body of salt water. The ‘chemical sculpture’ of moss and alginate, an extract from seaweed, form over time, before they drop to the bottom of the tank.

  • 2D & Wall-Hung
  • Lambda print
  • 40 cm x 30 cm
  • Mozart's Piano Fugue, Opus 154 ''A Musical Score Lent Acoustic Form"
  • Christian Möller and Elsa Prochazka
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Moller Prochazka Mozart's Piano Fugue
  • This installation began as a special project for the Mozart Museum in the Figaro House in Vienna. For most of the visitors to the Mozart Museum’s stand­ing exhibition, the sketches for scores, although they are originals, tend to be less interesting than the letters and notes Mozart penned, for the simple reason that the contents of the musical scores remain inaccessible to people who cannot read them. This installation helps museum visitors move beyond simply viewing Mozart’s notes to a full experience of his music.

    The work consists of a pedestal with an analog-capacitive glass surface. Behind the glass, an original musical score for Piano Fugue, Opus 154, is exhibited in the usual picture frame. When a visitor touches a note on the sketched musical score, a sequencer specially developed for this installation generates the corresponding musical note.

    In this manner, visitors are able to follow the musical score with their fingers and play the piece of music. The speed at which their fingers move across the score determines the speed at which the music is reproduced.

  • Christian Gusenbauer, Werner Eder, and Ernst Kronsteiner
  • Goethe Institute Houston

  • Installation and Interactive & Monitor-Based
  • interactive installation and music
  • The Third Dimension of "Ritratto di Gentiluomo"
  • Christian Möller and Maurizio Seracini
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Moller Seracini The Third Dimension of Ritratto
  • This installation, the product of a collaboration with the Italian scholar Maurizio Seracini, focuses on visualizing the different layers of Ritratto di Gentiluomo. Through X-ray and infrared technology, the otherwise invisible sketches and grounding behind the surface of the painting are made visible.

    The visualization system used in the SIGGRAPH 96 art show relies on an enormous touch screen specially developed for this purpose. As far as we know, the system, developed in England, is the largest analog ­resistive touch screen available worldwide.

    Using a high-resolution data projector, Ritratto di Gentiluomo is back-project ed onto the touch screen at its original size, so visitors see it as a virtual replica of the original. By touching the screen, visitors can erase one layer of painting after another. They can proceed backward in time through the layers of the painting or “paint back in” some of the areas in the paint­ing that have been “erased”.

    Viewers navigate their way through the third dimension of the picture and create a seam­less and unique pictorial collage of a major work of 16th-century art, without ad­ding anything to it that was not already present in the original.

  • Edith Spiegl
  • Goethe Institute Houston

    German Cultural Center

  • Installation and Interactive & Monitor-Based
  • interactive installation and visualization
  • Virtual Cage
  • Christian Möller
  • SIGGRAPH 1993: Machine Culture
  • The tactile becomes visible, the visible becomes audible, and the acoustic visible. Interactive architecture “conveys” impressions in another sense dimension: what is cast into question and becomes an object of playful development is the medium in which things appear to us.

    The Virtual Cage is an installation intended to describe an architectonic space by means of a computer-controlled multi-channel audio system.

    A glass platform that the viewer can walk across is located at the center of the installation. The platform is 2.5 by 2.5 meters in surface area. The glass components are mounted on a mobile, hydraulically cushioned steel structure. Two optical angle decoders, mechanically translated into the installation’s two horizontal axes, transmit the platform’s respective position to an IRIS Indigo workstation- it is continually tilted back and forth by the viewer’s movements. The platform is surrounded by a five-channel audio-system, with four loudspeakers positioned in the installation’s corners and one suspended directly over the middle o f the platform. If one imagines there to be lines connecting the speakers and the floor of the installation then one is essentially imagining a wire model in the form of a cube: the “Virtual Cage.”

    This cage is filled with a swarm of individual dots that obey the laws of gravity and move around in space according to the tilted angle of the platform. The swarm-like being that gives diversified in it’s complex structure in the moment of maximum closeness to the viewer. This effect is made up by fading a second sample sequence into the sound. Via a midi-mixer the computer steers the sound in space. The viewer thus experiences acoustically the dimensions and the limits of the space surrounding him or her and which is otherwise invisible and therefore not accessible to perception.

  • Installation
  • drumCircle[ ]
  • Christian Oyarzún
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Christian Oyarzun, drumCircle[]
  • drumCircle[ ] (2015) is an autonomous percussion and light instrument composed of an ensemble of eight connected den-den drums mounted to LED spotlights that create a temporal and spatial network of interactions between these machines and the viewer. Arranged in a circle pointing inward toward the center of the installation, these modules project light and sound patterns bidirectionally, creating an immersive and ritualistic technological experience that brings to light connections between technology, corporeality, and time.

    Technically, drumCircle[ ] is an eight-step light and drum sequencer machine that “transduces” mechanical and electrical energy into shadows, lights, and sounds. Informed by the ideas of philosopher Gilbert Simondon, drumCircle[ ] understands transduction as not only the transformation and translation of one kind of signal into another, but also as a process that extends to our daily relationships with technological tools as techno-political schemes that give rise to our experience of life.

    drumCircle[ ] seeks to make explicit how our notions of space and time are shaped by technology, creating relationships of dominance and meaning between subjects and objects, modifying our cognitive processes and the symbolic relationships we create with our environment.

  • Installation
  • Paint my DNA
  • Christian Stolte
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Stolte: Paint my DNA 1
  • We use the visible differences between individuals to make quick judgements and group assignments: he is blond, she is Asian, they are short, etc. What we can’t see is what causes the differences – the genetic makeup of each person, and the differences between one genome and another.

    For this project, I wanted find a concise form that makes genomic data visible and shows identifiable differences between genomic signatures, without getting hung up on details. In order to reduce the complexity and size of the datasets, I chose to explore if a coarse summary of genetic data reducing a million points of difference down to twenty totals per chromosome would still preserve the individuality of each genome. As it turns out, the answer is yes.

    The starting point are raw data files from the genetic service 23andMe, extracted from my own DNA and that of a couple of friends. Each file contains almost a million two-letter genomic position readouts. For each chromosome, counts of the observed letter combinations are translated to overlapping shapes of corresponding size, orientation, and color. The resulting artwork is different for each person.

  • Media used: JavaScript, using the D3.js library.

  • 2D & Wall-Hung
  • Shan-Shui-Shua (Mountain-Water Painting)
  • Christin Bolewski
  • SIGGRAPH Asia 2008: Synthesis
  • This ambient “video scroll” presents two poems of the famous poet Han Shan as a reflection on Western mountaineers’ fight against nature as they ascend and descend the highest peaks, counterpointing the Chinese attempt of spiritual harmony. Proceeding from Chinese thought and aesthetics, the traditional concept of landscape painting, Shan-Shui-Hua, is recreated in digital visualization. The concept of multiple vanishing points (San-e-Ho) and the endless scroll are explored through digital filmmaking.

  • Animation & Video
  • Images
  • Christina Vanthomme
  • SIGGRAPH 1987: Art Show
  • 1987 Vanthomme Images
  • Hdw: BULL SM90
    Sftw: Logiciel anyflo de M. Bret

  • 2D & Wall-Hung
  • Photo
  • 24 cm x 36 cm
  • Pretty Good Privacy
  • Christine Meierhofer
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Meierhofer Pretty Good Privacy
  • Pretty Good Privacy is an instal­lation in which a computer and a video camera are installed in an empty room. Outside the room, a monitor displays a virtual reproduction of the room where the visitor is standing, but the room on the monitor’s screen is not empty; it is filled with things from the artist’s private life: furniture, pictures, shoes, and other intimate miscellany. The artist virtually moves into the exhibi­tion space for the duration of the show.

    To experience the installation, the visitor points the camera and looks through the viewfinder. The camera captures the spot in the room that the person is pointing to, but the image in the viewfinder is a computer-gener­ated rendition. The visitor is invited to explore the artist’s private life by poking, prying, and snooping around via the camera’s viewfinder.

    The “video” taken by the camera is transferred to the monitor outside the room, where it can be watched by a larger audience. The artist’s private life is being broadcast, echoing so-called “Reality TV”.

  • Max Kossatz
  • The Austrian Cultural Institute

    Markus Bruederlin
    The Federal Austrian Curator for
    Fine Arts

  • Installation and Interactive & Monitor-Based
  • interactive installation and virtual environment
  • Mistaken Identities
  • Christine Tamblyn
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Tamblyn Mistaken Identities
  • Mistaken Identities is an inter­active CD-ROM inspired by the lives and work of 10 famous women: Josephine Baker, Simone de Beauvoir, Catherine the Great, Colette, Marie Curie, Marlene Dietrich, Isadora Duncan, Frida Kahlo, Margaret Mead, and Gertrude Stein. It dis­covers bridges that link the lives of these women, using the CD-ROM format’s branching structure to create parallels and overlaps among their stories. The 10 women were chosen for their emblematic status as female role models; however, the CD-ROM examines them as complex figures whose identities are not essential or fixed, but contingent and mutable. Their identities are configured in the negotiated space between self and other, a negotiation that continues in my relation to them as narrator.

    Each of these women derived her power from her ability to continually reinvent herself in response to the pressures and contradictions presented by her situation. Each woman also made a substantial contribution to culture and society in fields that were not particularly open to her participation. Mistaken Identities constructs a genealogy around these women, observing the overlaps and parallels between their histories without undermining the specificities of each person’s particular accommodation to the dilemma of how to be a woman.

    The project has six sections: the Portrait Gallery, the Timeline, the Scrapbook, TV Movies, Morphologies, and the Puzzle. A variety of rhetorical tropes are utilized to present text, sound, graphics, and QuickTime movies interactively. The Portrait Gallery incorporates archival photo­graphs in a montage format that presents the self as a series of personae assumed and dis­carded with the passage of time. The same photographs recur in Morphologies, but my image is morphed into the images of the other women in a virtual filmstrip format. An inventory of the generic poses utilized by painters and photographers emerges; when represented according to these conventional strategies, everyone looks similar and fictions of coherent identi­ties are produced.

    The Puzzle engages viewers as active participants by presenting them with the pieces of a jigsaw puzzle to be assembled. Each time a piece clicks into place, a QuickTime movie plays. These movies present performance tableaus, organized around the manipulation of fetishes such as lipstick, cigarettes, mirrors, kisses, playing cards, and pens. The sensuality often lacking in virtual media is reinscribed through these surrogate objects.

    The boundaries between fact, fiction, and interpretation are intentionally blurred in the project. TV movies consists of clips from documentaries and Hollywood movies based on the women’s lives. The viewer can channel-surf to watch these cul­tural artifacts that iconize their female subjects to be emulated.

    In the Scrapbook, quotations from the women’s autobio­graphical writings are juxtaposed with snapshots that convey a sense of their daily lives. A gap opens between the images and the text, complemented by authorial intervention achieved through the insertion of sound effects. These sound effects rein­force or dispel the ambiance cre­ated by the images and text to enhance polyphonic dissonances.

    The multiple channels available in the CD-ROM format are also explored in the Timeline. Clip-art drawings that encapsulate mile­stones in the women’s lives are grouped as a timeline resem­bling a charm bracelet. These milestone markers open up to reveal explanatory texts juxta­posed with QuickTime movies that provide commentary on the texts. The texts encompass gen­der blending, anachronisms, abrupt elisions in point of view, egregarious exotica, theoretical interlocutions, lyrical interludes, personal vendettas, artificial embellishments, paradoxical pastiches, and salacious lacunae. Pharmacological adventures/ addictions, fashions, jewelry, perfumes, gardens, tragic accidents, nervous breakdowns, violent skirmishes, obsessive compulsions, legal transgres­sions, masquerades, seductions, psychic cannibalism, hysteria, bizarre domestic arrangements, lavish expenditures, eccentric eating habits, and sentimental deathbed scenes are perversely eroticized.

  • Interactive & Monitor-Based
  • history, identity, and interactive CD-ROM
  • electric moOns
  • Christopher Bauder
  • SIGGRAPH 2006: Intersections
  • 2006 Bauder electric moons
  • A hundred white balloons in a totally dark room are floating in space like the atoms of a molecule. They are moving up and down slowly and gracefully. The balloons appear as floating spheres, forming three-dimensional pixels arranged in a 10×10 grid. The pixels combine together to make a larger form. The weightless objects are representing three-dimensional digital data sets in a dynamic display sculpture composed of physical particles.

    The interactive balloon ballet is built out of synchronized movement and lighting. A screen-based interface telecommands the balloon ballet in sync to a chosen musical piece. The user can control the movement and lighting of each balloon independently. Morphing 3D shapes and patterns are blended with an overlay of supporting or counteracting light animations. The electric moons installation is probably the world’s largest physical 3D display.

  • The electric moons installation consists of 100 helium-filled balloons. Each balloon is attached to a thin cable. The length of the cable, and thus the floating height of every balloon, can be adjusted continuously with a cable winch from 0-5 meters. Additionally, each balloon is lit from inside with dimmable super­bright LEDs. The 100 balloon voxels (volume pixels) are arranged in a 10×10 square (covering 8×8 meters).

    The balloon ballet is controlled by custom software with a graphical user interface running on a PC system. The PC communicates via midi signals to a midi-to-analog interface. The analog outputs of the interface are connected to a custom-made control board on each balloon’s winch. The winch reacts to the incoming signal and adjusts the balloons floating height and the brightness of the dimmable LED inside the balloon. The user can choose, manipulate, and animate bitmaps and movies from the graphical user interface and synchro­nize them to a chosen musical piece via a beat counter. This allows for almost infinite combinations of shape, movement and light anima­tions. The balloon ballet can be presented as a live performance piece or exhibited as a stand-alone interactive sculpture.

  • Till Beckmann, Holger Pecht, and Miriam Schulze
  • Installation
  • Interactive balloon ballet, 3D display installation, physical display
  • 12' x 25' x 25'
  • Tomorrowland: Anamorphic Landscape Studies (Moonscapes)
  • Christopher Burnett
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Color print
  • 14 x 11 inches
  • Tomorrowland: Anamorphic Landscape Studies (Text cut-up)
  • Christopher Burnett
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 2D & Wall-Hung
  • Laserprint
  • 14 x 11 inches
  • Futurity
  • Christopher Chapman
  • SIGGRAPH 2001: n-space
  • 2001
  • An experimental work depicting a dark, surreal vision of a child’s world. A set of wooden sliding doors is the portal of an aged and decaying facade. Beyond these doors the viewer is allowed a voyeuristic glimpse of the interior space of a traumatic experience.

    This work incorporates live action film footage with computer graphics and stop motion animation. The visual interface of sliding doors was modeled and rendered using Maya software. The live action, stop motion, and still imagery were digitally altered and composited using both Softimage DS and Adobe After Effects.

  • Animation & Video
  • Animation
  • computer graphics, interface, and memory
  • Virtual Bust/Franz K.
  • Christopher Landreth and (art)n Laboratory
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Landreth Virtual
  • Craig Ahmer, Janine Fron, and Ellen Sandor
  • 2D & Wall-Hung
  • PHSCologram
  • 30 x 30 x 5.25 inches
  • It's All About the Nose
  • Christos Demosthenous
  • SIGGRAPH 1999: technOasis
  • 1999
  • A bird whose questionable knowledge of physics finds himself in a difficult situation and confronts an unusual opportunity.

  • Animation & Video
  • Animation
  • 3D image, animation, and computer graphics
  • The Countdown
  • Chriztine Foltz
  • SIGGRAPH 1988: Art Show
  • 1988 Foltz The Countdown
  • Hardware: IBM AT, Targa, Fairlight CV/, Sony BVU 800
    Software: Tips 16, TOMA & Tyrone Depts-SVA

  • Animation & Video
  • Animation
  • 1:17
  • Car Interior Rendering
  • Chrysler Corporation and Raymond Cannara
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    Control Data Corp.
    Cyber Computers
    Tektronix Display Terminals
    Gerber Flatbed Pen Plotters
    Calcomp photo-plotter

  • Clinton T. Washburn and David A. Fick
  • Design
  • rendering
  • Nuke the Cablecars
  • Chuck Kozak
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • After Images
  • Chung Kyu Kim
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kim: After Images
  • The previous generation lived in what could be called the “television culture,” and the next generation will live in a “computer culture.” My generation lives in an era between the two. Television and computer media are among the most significant inventions of what could be called the modern information system; however, we are often unaware of the effects these media have on our consciousness. Afterimages raises questions about the influences and effects of television and the computer on the cultures they create.

    The sculpture consists of five stacked monitors: four monitors showing digital body animation and the top monitor acting as the body’s eyes and mind, projecting their point of view under the influence of the television and computer cultures. My intent is to represent the influence of these cultures on the audience’s bodies and brains through the electronic body in the monitor screens and the video images in the top monitor.

    The intent is to suggest the loss of our natural minds to technologies and machines. New technologies influence our minds slowly; we often cannot detect the effects. Afterimages captures the idea that we do not easily realize the loss of our minds.

    Afterimages is concerned with the matter of creativity, which has been regarded as the main permanent power of artists since the Stone Age. However, technology is affecting the natural human brain and creativity, and future artists may lose their natural creativity. The sculpture is a caution to all people, including artists who use technology carelessly.

    The present generation is confused because we are living between television culture and computer culture, but only the present generation can recognize the problems associated with the technology. Afterimages suggests the invisible effects of digital technology and television technology, effects that presently have no name.

  • 3D & Sculpture and Interactive & Monitor-Based
  • culture and technology
  • Nature in Mind
  • Chung Kyu Kim
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Kim: Nature in Mind
  • People in our society need to build a stronger relationship with nature. People are born in “natural mind” but, as we grow up on the earth, many people lose this. Our loss is caused by digital machines, artificial gray buildings, and so on. While much of our time is spent immersed in computer-chip cities and concrete jungles, much more of our time is spent day-dreaming of relaxing in nature. In this work, I depict a man who lives in a city. He is of the current generation, and lives in in the present time. Often, he misses the world of nature, as he works to earn his living.

    I suggest that keeping our “natural mind” is important as we live within a digital culture. We can succeed as a digital generation, if we do not lose our natural ideas and thoughts.

  • Animation & Video
  • Digital Video
  • nature and technology
  • visceral zones: snails-and-i
  • Cindy Kaiying Lin
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Lin: visceral zones 1
  • I study epiphragms. Epiphragms are dried mucus or calcium-carbonate structures covering the apertures or openings of snails. They protect snails from dryness and sometimes, digestion from their bird predators. I study these structures to examine and question the dependencies humans have with other non-humans. More importantly, I study them to survive. I have observed and shadowed several snails; from the keong emas (Golden Snail) or Apple Snail along the struggling rice fields of Yogyakarta to the Helix pomatia that have been terribly misunderstood as a French delicacy. I have felt, sensed, watched and listened to these slimy companions in my installations. Similar to Anna Tsing (2015), I believe in a kind of collaborative survival, and a survival which pays attention to non-humans’ intricate adaptations and effect we have on one another.

    In my recent work – human epiphragm prototype ver 1.0, I followed three species of snails across Paris. These snails taught me to probe futures where extremities become consistent. As chances of snail-and-I encounters became frequent, I decided to make sculptural versions of human epiphragms based on images collected from a do-it-yourself (DIY) webcam microscope. I design these 3D-printed human epipghrams to render visible the experiences of non-humans surviving with the harshest. To live amongst the cataclysmic destruction engendered by human capitalists, snails might know best.

    “visceral zones” demonstrates that to create visceral scientific experiences is to first, acknowledge the potential futures DIYbiology hardware practice offers and second, to practise design with an anthropomorphic sensibility. I will continue this work with other snail companions in Detroit and Yogyakarta, two cities confronted by rapid and sometimes, unwarranted revitalization efforts and urbanization that makes science-making an even more alienating experience.

  • 2D & Wall-Hung
  • Death Valley
  • Claire F. Doyle
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Doyle Death Valley
  • Hardware: Quantel
    Software: Quantel Paintbox

  • 2D & Wall-Hung
  • photo
  • 14" x 11" in.
  • 3D-woven shoe
  • Claire Harvey, Emily Holtzman, Joy Ko, Brooks Hagan, Rundong Wu, and Steve Marschner
  • 2019
  • Harvey, Holtzman, Kessler, Ko, Hagan, Wu, Marschner: 3D-woven shoe
  • 3D & Sculpture
  • Political Crystals: Algorithmic Strategies for Data Visualization
  • Clarissa Ribeiro and Herbert Rocha
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Ribeiro, Rocha: Political Crystals
  • Considering the artists interest and long term collaboration involving data visualization strategies, AR and VR and 3D modeling, the work invites to reflect on the dramatic definition of ‘geo related’ political borders during 2018 elections in Brazil and the relation to the structural dichotomy of the social media’s domains. The work considers the importance of including political debate in technology-based artistic practices. Combining algorithmic modeling strategies for data visualization with digital fabrication, the work includes the generative design of a series of geometrically intricate crystals-like 3D models using as raw data Twitter APIs having as the search phrase hashtags related to Brazilian 2018 presidential elections twitted from defined geolocations. The choice for the installation was to select the largest cities of the country by region considering having a representative sample of Twitter’s users behavior concerning Tweets that include opposite hashtags (#nothim and #yeshim) emphatically depicting the bipolarity observed in the election results. Raw data is converted using a sequence of components from characters to numbers lists to points in x, y and z axes – building the spatial network from which an intricate and interlaced continuous surface is generated, and converted into a mesh. A smoothened representation of the mesh is calculated, not increasing the face count and allowing volume enhance specifications. The resultant geometry is baked and saved in .stl for 3D printing. The work navigates research fields such as Computer Graphics, Socio-Technical Systems, Data Science, Complex Network, Data Visualization and Analysis and Computational Aesthetics in a transversal move that incorporates Digital Fabrication and Altered Reality strategies for its ultimate materialization as an artwork

  • 3D & Sculpture
  • Praxis 2
  • Claudia Cumbie-Jones and Lance Ford Jones
  • SIGGRAPH 1992: Art Show
  • 1992
  • 1992 Cumbie-Jones Jones Praxis 2
  • 3D & Sculpture
  • Sculpture with Duratrans
  • 24 x 24 x 24"
  • INsideOUT
  • Claudia Robles
  • SIGGRAPH Asia 2009: Adaptation
  • Robles: INsideOUT
  • This performance is about the materialization of the performer’s thoughts and feelings on the stage.
    In the performance, imagination becomes spatial. The stage is a place for the appearance of the invisible. Yasu Ohashi says: “The actors aim at our senses, our body, and our unconscious and not at our intellect. Their gestures try to envision the invisible world.”
    A large projected image, with surround sound, creates an immersive space. The image and sound projected in the space interact with the performer through an EEG (electroencephalogram) interface, which measures the performer’s brain activity. These values are transmitted to a computer, which creates new sounds and images from the brain’s data.
    This project was realized through a fellowship (artist in residency) at the Kunst und Medienwissenschaften Department of the Kunsthochschule für Medien Köln.

  • Performance
  • La Difunta Correa
  • Claudia Vera
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Image Not Available
  • Hardware: Apple Macintosh II.
    Software: Adobe Photoshop.

  • Installation
  • installation
  • my language
  • Clay Debevoise
  • SIGGRAPH 2001: n-space
  • 2000
  • “my language” is a group of Web-based flash animations of densely layered, colorful words plus audio of the same words, with buttons allowing the person playing the animation to control the layers of words and corresponding audio.

    What makes “my language” a language is that it uses words and offers people the ability to control its flow while they experience it. They cannot contribute words or sounds directly over the Web so the language remains mine; “my language” is a projective device providing virtual conversation.

    All artworks may be understood as projective devices: objects and experiences in which audiences find themselves mirrored more or less specifically. Projective devices invoke peoples’ histories with color, human faces, or words, for example. The power of a projective device for art, learning, entertainment, or therapy is in its feeling real enough to its audience that members relate to and interact with it emotionally, intellectually, and/or spiritually. The Web, in addition to carrying rich media and allowing user interactions, holds projective power in its availability – whenever people choose to connect, wherever they may be, with an Internet connected browser. “my language” takes advantage of the Web and other projective expedients – common words used without confining narratives, and a recorded voice. With the ability to interrupt, select, and interpret my words, audience members are empowered to treat “my language” as their instrument. I hope you will experience a connection to and even ownership of the words, which become visible and are spoken in response to your actions. The sense of relationship to an author/creator may not disappear, but I hope you will experience the authorial presence as amorphous, unstable, or dissolved in your own presence.

    Myriad virtual communications over the Web and elsewhere lay claim to us, from advertisements and political messages of all kinds, to interchanges with family members, friends, associates, and various strangers. “my language” has qualities in common with these, in addition to its own unique qualities and one important difference. Its title announces ownership, and no matter how enticing “my language” proves to be or how intently audience members project themselves into it, my voice resumes and rambles, in sound and image, often insistently. Working within and revealing limits of virtual communication (on the Web), “my language” provides a framework for interaction between the absent author and authorial audience. It is a massage with the message that shared language remains strictly personal.

  • Animation & Video and Internet Art
  • Web Project
  • http://www.clayd.com/mm/mylanguage.html
  • communication, connection, and interactive
  • Ice-Time
  • Clea T. Waite and Angelika von Chamier
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Waite, Chamier: Ice Time
  • Climate change is a defining issue of our time. The geological provides a glimpse of deep-time as a supra-dimensional force – a four-dimensional perspective that subsumes both past and future and whose scope far exceeds human perception. The immersive cine-installation Ice-Time examines our culture’s altering perceptions of space and time, the deep-time of Earth’s environment, by using polar ice as a unique window onto issues of climate change.

    Ice-Time is a singular cinematic portrait of ice, ranging from vast glaciers to individual crystals, created in response to the accelerating changes we are observing in Earth’s ecosystem. The stark iconography of ice used in Ice-Time serves as a distinct access point into the overwhelming complexity of climate change and its ramifications. It elicits the poetics of frozen water revealed by current geological research. The artwork documents this moment in glacial space-time, expressing the beauty and the rationality of polar ice at odds with the devastating chaos its disappearance portends.

    Embodied immersion in the realm of ice, the direct experience of the cryosphere, plays an essential role in the process of creating and exhibiting the Ice-Time project. Filmed during a two-woman expedition to Western Greenland in 2016, the images and sounds of Ice-Time present hyper-realistic, amplified facets of ice taken at all scales, from the microscopic to the planetary. Our methodologies in the field and in the laboratory demonstrate the value of interdisciplinary art-science research and collaboration. The artwork Ice-Time distills contemporary culture’s psychic moment of a data-driven reality.

    The movements of ice in the film are perceived as the effect of time on matter. Within each frame, the scales of time expand and contract, enfolding the viewer in variations of speed and distance. Six large projections and a 9.1-channel, three-dimensional ambisonic soundscape create a room-sized environment. The immersive environment is structured as a crystalline, cinematic tesseract. This hexagonal architecture echoes the structure of water crystals and hypercube shadows in three-space. Through a vivid, material presence of image, sound, data, and time, the immersive film establishes a physical interaction of form and content. The cine-installation creates an embodied, cinematic experience whose spatial poetics is deciphered by the somatic perambulations of the beholder. Ice-Time imbues the spectator with an embodied awareness of the environmental and cultural implications of polar ice, and the essential role ice plays in anthropogenic climate change.

  • Installation
  • Nothing Broke but the Heart
  • Clea T. Waite
  • SIGGRAPH 1995: Digital Gallery
  • Nothing Broke but the Heart is a physical poem, a concrete interpretation of the metaphoric language we use to verbalize love and emotions.

    Modern, cold, invasive… none-the-less, state-of-the-art electronic medical technologies; X-ray beams, huge electromagnets, computers, film, and video, have been used to create very literal invocations of metaphors that have existed since the age of the Troubadours.

    The installation contrasts the subjective expression of emotional injury with the objective analysis of physical injury. One can search for broken bones using X-rays. It is straightforward for a doctor to heal them. But, even with the most advanced medical imaging technology, the high-speed EPI scan, it is not possible to find the “break” in a heart. One cannot see the source of the pain.

    In these images, Waite’s heart, present in the set of scans when taken in their entirety, is seen fragmented, sliced, “in pieces”, physically “broken” apart – as it felt at the time these scans were made. The heart is combined and contrasted with X-rays of bones and a video loop of computer animated hearts, compulsively, hypnotically running through distorted icons of “love”, heart always “center screen”. A chaos of color and light, individual frames flash like memories. These hearts hearts of stone, burning hearts, wooden hearts, “mutated” hearts, hearts that are only words are punctuated throughout by medical images of the body’s real heart – breathing, pumping, catching in its rhythm.

    Viewers can enter the space – the body – examining the incredibly fine details of the bones, searching for the break in the fragments of the heart. Traversing the layers of veil-like images, the viewers reach the video, a mesmerizing light. The crossing of the room is like a striptease to the soul. Finally, they become entranced by strobing color and light, by the symbols of romance – perhaps by the illusions of love and image?

    This poem uses the hardness, the rationality of electronic technology and its processes the antithesis of emotion as the language with which to express emotion. It is a modern vocabulary for a poetry of our age.

  • Advanced NMR Systems, Kunsthochschule für Medien Koln, Massachusetts Institute of Technology, and GMD, Visualization Group
  • Installation
  • Monitor and transparencies: mixed media
  • 300cm x 400cm x 500cm
  • https://vimeo.com/50090286/02b3b694da
  • Video F/X
  • Clement Mok Design
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx.
    Software: Adobe Photoshop, Pixel Paint Professional.

  • Design
  • Brochure
  • 8.125 x 4.25
  • The Fence
  • Coactive Aesthetics
  • SIGGRAPH 1993: Machine Culture
  • The coactive aesthetic is one that focuses on the interaction between the observer and the observed. The aesthetic is in the interaction between these two entities and is not manifested entirely in either. Furthermore, for the interaction to be considered coactive there must be qualities of this interaction that go beyond simple deterministic responses by the object to the viewer.

    We seek to achieve behavior in the object that permits the viewer to perceive his or her influence on the object and the object’s inherent behavior without understanding the
    nature of that influence. This means the object must have a certain level of autonomy in its behavior and the behavior must not be totally or trivially determined by environmental (sensory) inputs. We achieve this coupling of viewer and object with computers, sensors, and various computer-controlled devices.
    The real power of the computer as an artistic medium rests in its ability to respond in real-time to events in the world. Other uses of the computer may enhance different media but they do not constitute fundamentally new ways for aesthetic expression. Thus we are not proponents of electronic or computer art that highlights the technology for its own sake. We attempt to down-play the technology used to bring our pieces to life.

    The coactive aesthetic exploits a secondary aspect of computers their ability to perform complex The Fence control tasks. This ability creates interactive environments or entities that exhibit intentions or desires in the viewer’s eyes. Humans are able to perceive intentionality of other entities only through interacting with them under a variety of conditions. ls an interactive art piece exhibiting the intentionality of the artist or of itself?
    Other questions such as “what makes a particular behavior intelligent or interesting (or beautiful)?” are also a guiding focus for the systems we create. By considering aesthetic in addition to scientific issues we are allowed a certain freedom in exploring all viewpoints and gaining unique insights. Our personal intuition is that the question of what makes a behavior intelligent will turn out to be largely a question of perception, and is thus closely related to aesthetics.

    As interactive art matures, a language of interaction will emerge. This language of interaction will reflect a deeper understanding of the dynamics of interaction between systems (e.g., art object and viewer). Furthermore, this language will necessarily tie together aspects of intelligent, intentional systems and issues of perception.

    “A boundary .. .i s a product of the interaction of an observer with the world and cannot be held to unconditionally exist.” -S. Salthe, in “Evolving Hierarchical Systems”

    The Fence is an actual picket fence approximately three feet high and 12 feet long. It is divided into hinged sections that enable it to move and undulate in response to people in the room. On one side the fence is pristine white while on the other it is covered with graffiti.

    At face value The Fence represents a boundary between two very different worlds. When the interactive aspects of The Fence are added it enables the viewer to experience concepts in a way that can only be alluded to (if at all) in other non-interactive mediums.

    A fence is a stationary entity. It represents an immutable boundary. Indeed the concept of boundary, that is, where does the “thing” end and the “other stuff” begin, is itself changing (e.g., entification is a central issue in theories of complex systems), making our age one of mutable boundaries. Boundaries in all aspects of our world are changing at an ever-increasing rate. The Fence is a representation of that reality.

    The Fence exhibits different behavior repertoires depending on with which side the viewer is interacting. This depicts in a dynamic way the dichotomy that exists on the two sides of a boundary.

    The Fence also can express complex relational and intentional notions such as”aggression” and “playfulness” simply through the physical behaviors exhibited in response to viewers’ actions. For example, The Fence singling out a viewer and moving to encircle him/her can be seen to express the notion of aggression or control (or safekeeping?). The Shy Fence moves away when the viewer approaches.

  • Installation
  • Lego|Logo
  • Coco Conn
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Conn Lego / Logo
  • Hardware: Apple IIe
    Software: Logo

  • Alan Blount, Fred Martin, Steve Ocko, Mitch Resnick, and Brian Silverman
  • Installation
  • Interactive Installation
  • The Open School/ Computer Animation
  • Coco Conn
  • SIGGRAPH 1988: Art Show
  • 1988 Conn The Open School / Computer Animation
  • Hardware: Macintosh
    Software: Video Works, Hypercard

  • Animation & Video
  • animation
  • 80-11-comp-c
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Color ink on paper
  • 16 x 14"
  • 80-11-comp-K
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Color ink on paper
  • 16 x 14"
  • Circe's Window
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 1985 Bangert Bangert Circe's Window
  • 2D & Wall-Hung
  • Plotter drawing
  • 8.5 x 11"
  • Dawn's Leaf
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1989: Art Show
  • 1989
  • Bangert: Dawn's Leaf
  • 2D & Wall-Hung
  • Colored ink on paper
  • 17 x 22 in
  • Grass Series V
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • We have been thinking about composition for many years. In the context of picture making, ‘composition’ refers to the placement of a figure in the picture space. The type of picture or drawing makes no difference to the problem – ‘where shall the first mark go?’ Artists, even those working without benefit of computer, know that the very first mark is the key to what the work will become. Computer artists cannot just lay down the first brush stroke on a canvas wherever their intuition tells them. Some part of the program, some variable values, or some block of code represents the decision to place the first market a particular place. That part of the program must be thought out ahead of time.

    The placement of the first mark and the control of a drawing’s white spaces are essential elements of the series of programs called GRASS.

    To help us solve our placement problem we used one of the standard ideas of recent computer graphics – divide and conquer, which also goes under the name ‘subdivision’. This strategy can be stated very simply – if the problem which faces you looks too hard, split it into two parts, store one of the parts, and work on the other. Chance are, the part of the problem you are now working will be easier to solve. If not, split this part into two, store one, and work on the other. Later, if necessary, you can figure out how to put the parts back together.

    ‘Divide and conquer’ works, when it works, because of limited resolution. If you start splitting a picture into pieces, you will finally get to a part of the picture which is the same size as the pen stroke.

    Going back to the original question of where to place the first mark in a drawing, we just admit that we don’t know where it should go. The drawing rectangle is divided into two parts. Now we have two rectangles. Each of these is smaller than the first one. Put one of these rectangles aside and consider where to put the first mark in the other. This process is continued until we are working with a rectangle which is fairly small. Then we just draw a simple line and start looking at the rectangles which were put aside. There are other decisions – how to split the rectangles in two and where to draw in the smallest – which we have not discussed, but this is the basic idea.

    The programs in the GRASS series have gone through an evolutionary process. The drawings you see were run on an Intertec SuperBrain, using a Watanabe plotter. The program is written in Microsoft BASIC.

  • Hardware: Intertec Superbrain, Watanabe WX 4671 plotter

  • 2D & Wall-Hung
  • Plotter drawing
  • 11 x 13 1/2 in
  • abstract and plotter drawing
  • Katie-Bright
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: IBM PC/HP 7475 A
    Sftw: By C.Bangert

  • 2D & Wall-Hung
  • Plot
  • 8.5" x 11"
  • Landlace
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1986: A Retrospective
  • 1976
  • Image Not Available
  • 2D & Wall-Hung
  • Acrylic on cotton duck
  • 52 x 52"
  • Large Landscape: Curved and Coiled
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1998: Touchware
  • 1970
  • 1970 Bangert Large Landscape Curved and Coiled
  • The Garden That Was: Garden Letters

    The subject of all this work is landscape. The mode is a conversation about seeing and pictures. Colette paints pictures every day. Jeff writes algorithms. Over many years, the discussion has grown to encompass computers, software, plotters, and printers. Living with the Midwest landscape as our center, nature becomes a whole experience. Colette’s painting series, The Garden That Was, is the source for new computer art.

    Although the images function as stationary, they are part of our computer art feedback loop, which extends and transforms what drawings can be. Each element is important: algorithmic ideas, handmade picture, computer-processed images, as well as a friend who sees and read the letters.

  • 2D & Wall-Hung
  • Computer plotter, black ink on paper
  • 23.5" x 28"
  • algorithm and computer plotter
  • Large Landscape: Ochre & Black
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1986: A Retrospective
  • 1970
  • 1970 Bangert Bangert Large Landscape Ochre & Black
  • 2D & Wall-Hung
  • Plotter drawing
  • 32 x 23"
  • Structure Study II: Yellow, Red, Brown, Black
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1986: A Retrospective
  • 1977
  • 2D & Wall-Hung
  • Plotter drawing
  • 10 x 16"
  • The Rose's Own Garden: Its View
  • Colette Bangert and Charles Bangert
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Bangert The Rose's Own Garden Its View
  • The Garden That Was: Garden Letters

    The subject of all this work is landscape. The mode is a conversation about seeing and pictures. Colette paints pictures every day. Jeff writes algorithms. Over many years, the discussion has grown to encompass computers, software, plotters, and printers. Living with the Midwest landscape as our center, nature becomes a whole experience. Colette’s painting series, The Garden That Was, is the source for new computer art.

    Although the images function as stationary, they are part of our computer art feedback loop, which extends and transforms what drawings can be. Each element is important: algorithmic ideas, handmade picture, computer-processed images, as well as a friend who sees and read the letters.

  • 2D & Wall-Hung
  • Watercolor, colored pencil, ink on BFK paper
  • 36" x 42"
  • algorithm and watercolor
  • Monkey Girl Meets Alligator Boy
  • Colette Gaiter
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2014
  • Monkey girl meets Alligator Boy digitally superimposes real genetic and societal perceived abnormalities on a family in a seemingly “normal” wedding photo album book. The book alludes to the story of King Kong as a persistent cultural myth that embodies fears of race (species) mixing. 

  • Artist Book
  • Found wedding album book, scanner, Photoshop
  • Showers
  • Colette Gaiter
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Gaiter-Smith Showers
  • Hardware: Ramtek 6214 computer Matrix 4007 camera
    Software: Xybion

  • 2D & Wall-Hung
  • C print
  • 20 x 24 in.
  • c-print
  • In Drag
  • Colin Hui, Tom Nadas, Avi Naiman, John Amanatides, and Alain Fournier
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Porcelain Doll
  • Colin Hui
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • 1986 Hui Porcelain Doll
  • Installation
  • Photograph of raster image
  • Ugman
  • Colin Hui
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Tropism
  • Commonwealth and Joshua Davis
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Tropism Commonwealth And Joshua Davis
  • Tropism is a biological phenomenon that descibes the movement of a plant or flower in response to a stimulus. Here, Tropism is a collaborative project that bridges the techniques and visions of two digitally oriented art and design studios: Commonwealth and Joshua Davis. Commonwealth’s language of form, generated within animation software, became the genesis of the Tropism porcelain vases. Output as SLA rapid-prototyped models,

    Commonwealth’s design was directly translated from digital idea to material object. These rapid-prototyped prints were taken to Boehm Porcelain, a traditional fine-bone porcelain maker, and cast into a series of digitally driven porcelain vases.

    Graphic compositions, created by freezing rule-based, animated programs written by Joshua Davis, were digitally output as sheets of ceramic paint and fired into the porcelain surface of the vase. Davis’ graphics, inspired by Arthur Harry Church’s “Types of Floral Mechanics,” are algorithmic compositions of colors and forms produced by rule-driven systems. The printed sheets of graphic paint were fused into the figurative surfaces of Commonwealth’s porcelain. The kiln-fired result is a series of unique objects demonstrating a kind of creative exchange facilitated by digital-design techniques and tools.

    Joshua Davis’ giclée watercolor prints were produced using the same generative techniques as those used to produce the graphic paint sets that were fired into the porcelain vases. This created a fluid relationship between print and object, and between planar graphic and porcelain form.

    In all senses of the term, tropism describes an exposure to stimulus. Commonwealth, known for their experimental products and form, and Joshua Davis, known for his generative graphics, collaborated to create a work that expresses multiple tendencies within art and computational design.

  • Design
  • Archival giclée prints on watercolor paper.
  • Program Visualization
  • Computer Corporation of America
  • SIGGRAPH 1984: CAD Show
  • 1984 Computer Corporation of America: Program Visualization
  • Program Visualization will allow computer programmers to create, experiment with, debug, and document their programs by graphic programming means. The researchers say Program Visualization will “open the side of the machine”, allowing both the user and the programmer to form an accurate model of a running program.

    In Program Visualization, symbols will be invested with data that, once triggered, can prompt things to happen. To explain it, consider the difference between flipping a light switch and getting light, and flipping a light switch and getting a menu of computer options. Programming Visualization would be the one, in our hypothetical construct, that would give light, not menus. In other words, the effect of an action would be literal, not encoded in another layer of symbols. It is this visual directness that would allow users to “open the side of the machine” to see and understand a running program.

    Programming Visualization would enable programmers to form clear, accurate mental images of the structure and construction of programs, and to select the most appropriate mode for a programming task.

    To designers this means that graphics will be used not only to represent information statically, as is typical: instead, graphics will be used to control information and to manipulate information processes dynamically.

  • Equipment:
    DEC VAX 11/780
    3 Adage 512 screens converted to one high res, 1280x1024x8 bits

  • New Graphic Directions

    As information technology becomes more sophisticated and becomes more deeply embedded in our society, it is clear that a new graphics which include sensory input and output will serve as the primary means of communication with computers. The implications of the shift away from a print communication is difficult to assess; however, one can postulate that the professional understanding and practice of design will be expanded and synthesized with computer capabilities.

    Some of the advanced issues of the new graphics are being explored now in research environments. Graphic languages that would help computer programmers in their programming work are being explored; as are dynamic graphics, capable of describing movement, and behavior, and which can be modified by the user.

  • Christopher Herot, Jane Barnett, Gretchen Brown, Richard Carling, David Dowd, Mark Friedell, David Kramlich, Ronald Baecker, Aaron Marcus, Rebecca Allen, and Paul Souza
  • Design and Interactive & Monitor-Based
  • graphic programming and visualization
  • View System
  • Computer Corporation of America
  • SIGGRAPH 1984: CAD Show
  • 1984 Computer Corporation of America: View System 2
  • Equipment:
    DEC VAX 11/780
    3 Adage 512 screens converted to one high-res 1280x1024x8 bits

  • Christopher Herot, Jane Barnett, Gretchen Brown, Richard Carling, David Dowd, Mark Friedell, David Kramlich, Ronald Baecker, Aaron Marcus, Rebecca Allen, and Paul Souza
  • Design and Interactive & Monitor-Based
  • computer graphics
  • Sabre Saw
  • Computervision Corporation
  • SIGGRAPH 1984: CAD Show
  • 1984 Computervision Corporation: Sabre Saw 1
  • Smooth shaded renderings of this sabre saw make it easy to perceive various components.

    Subassemblies can be separated from the whole and viewed from any direction.

    Filleting and blending capabilities allow the designer to interactively combine and smooth several major surfaces into the desired design envelope. Since the rendering software simulates the effects of light on an actual surface, even subtle imperfections show up as they would on an actual object. Note, for example, the unintended “wrinkle” in the vertical portion of the housing.

  • Equipment:
    Computervision CDS 4000
    CAE/CAD/CAM System
    Computervision Instaview (R)
    High Resolution Display

    Software:
    Advanced Surface Design (TM)
    Imagedesign (TM)

  • 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.

  • Black and Decker Corporation, Allen Alley, Robert McGill, and Carl Soiberg
  • Design
  • rendering
  • Untitled
  • Connie Coleman and Alan Powell
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Coleman Powell Untitled
  • Hardware: Cromemco, Jones analog colorizer
    Software: Paul Davis, David Jones

  • 2D & Wall-Hung
  • Cibachrome print
  • 18 x 22 in.
  • cibachrome print
  • Video Still Lives
  • Connie Coleman and Alan Powell
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Image Processing and frame accurate editing allow us to alter/recreate an existing reality – time, form, color and structure become very plastic, very malleable when developed with these tools. We are interested in aural, visual and time rhythms and work towards developing complex rhythmical structures in our pieces.

  • Hardware: Brewster synthesizer, Jones colorizer/keyer

  • 2D & Wall-Hung
  • 4 Kodacolor prints
  • 8 x 10 in.
  • kodacolor print
  • PLAY-Lets
  • Conor McGarrigle
  • SIGGRAPH 1999: technOasis
  • Internet Art
  • Website
  • http://www.clubi.ie/stunned/pIaylets
  • computer graphics, interactive, and website
  • Spook...
  • Conor McGarrigle
  • SIGGRAPH 2000: Art Gallery
  • Spook… is a distributed net.art project that explores issues of surveillance, tracking, and covert activity on the Web in an interactive Web site based on the conventions of computer games.

    On 1 June 1999, an unusual pattern of hits from military servers was noticed on the Stunned ArtZine site. A high level of activity was noticed from one server in particular. In an attempt to find out the reason for this, we decided to find out where else this server had been and who else they were looking at. It was time to watch the watchers…

    A server trace was initiated using the Stunned Spook-Bot, which tracked the military server’s path through the net, mapping and logging its activities. The resulting data form the basis of Spook …

    Spook… goes behind or underneath the Web to use as its raw material the traces of movement through the Web. It discovers paths and tracks

  • Internet Art
  • Web site
  • 2000
  • connection, movement, surveillance, and website
  • Complex Floor Plans
  • Continental Graphics
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    GDS turnkey drafting system (Developed by Applied Research of Cambridge, in Cambridge, England; and marketed in the U.S. by McAuto.)

  • Architecture and Design
  • A Bird in Hand
  • Copper Frances Giloth
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Giloth A Bird In Hand
  • Hardware: Datamax UV-1 computer, Hewlett-Packard 7580-A plotter
    Software: Zgrass, UV-1 Paint System

  • 2D & Wall-Hung
  • plotter drawing
  • 25 1/2 x 17 1/2 in.
  • plotter drawing
  • Clothes Hanger
  • Copper Frances Giloth
  • SIGGRAPH 1987: Art Show
  • Hdw: Amiga 1000
    Sftw: Deluxe Video

  • Animation & Video
  • 3:35 min.
  • DES07x3
  • Copper Frances Giloth
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Datamax UV-1 Zgrass computer, Houston plotter

  • 2D & Wall-Hung
  • Plotter drawing
  • 31 x 26 in.
  • plotter drawing
  • DSO10X2
  • Copper Frances Giloth
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Giloth: DES010x2
  • 2D & Wall-Hung
  • Plotter
  • 14 x 18"
  • DSO13X2
  • Copper Frances Giloth
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Giloth: DSO13x2
  • 2D & Wall-Hung
  • Plotter
  • 14 x 18"
  • Fields #17
  • Copper Frances Giloth
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Copper Giloth Fields 17
  • Hardware: Datamax UV-1, VAXll/750, HP7580A
    Software: UV-1 Paint System, plotter software- P. Caldes, C. Giloth

  • 2D & Wall-Hung
  • Ink plotter print
  • 23 x 29 in
  • Looking Back 25 Years: SIGGRAPH 82 Art Show
  • Copper Frances Giloth
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Twenty-five years ago, ACM SIGGRAPH sponsored its first juried public exhibition of experimental two-dimensional, three-dimensional, interactive, and time-based works by artists and scientists experimenting with computer graphics technologies. Prior to the 1982 Art Show, several informal art shows had taken place in the late 1970s, and in 1981, Darcy Gerbarg curated the 1981 SIGGRAPH Art Show. The popularity of the previous shows convinced the SIGGRAPH organization to fund the 1982 open competition. As chair of the SIGGRAPH 82 Art Show, Copper Giloth archived the documents, slides, and videotapes from this exhibition. In the fall of 2007, five senior art students in her information design course at the University of Massachusetts Amherst (Zinj Guo, Dana Ramponi, Jen Zolga, Lindsay Weber, and Vesna Vrankovic) reviewed these materials. The students’ task was to inventory and organize them, and devise a strategy for making them available to the community. Using this information, they designed and constructed a web site documenting the exhibition. In the 25 years since this exhibition, both the vocabulary for describing the technology and the tools used to make most of the works from the show have changed dramatically. Thus the very process of making the site confirmed the need to document the history of computer art. Work on the site is ongoing. As we reach back to the innovations of 1982, we continue to add new information to the site and revise the existing content to make it a more complete resource.

  • Zinj Guo
  • Interactive & Monitor-Based
  • Popcorn
  • Copper Frances Giloth
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • Image Not Available
  • Animation & Video
  • 0.75 minutes
  • Religion
  • Copper Frances Giloth
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Giloth Religion
  • 2D & Wall-Hung
  • collage
  • 40 x 30"
  • Skippy Peanut Butter Jars
  • Copper Frances Giloth
  • SIGGRAPH 1998: Touchware
  • 1980
  • 1980 Giloth Skippy Peanut Butter Jars
  • In the summer of 1979, a Bally Arcade Home Video game, converted to Zgrass Home Computer, moved into my tiny Chicago apartment. No longer was I making art in the computer lab in the engineering building. Instead, I was at home in my eight-by-six-foot studio pounding on a keyboard. On this little computer, which used audio tape as its storage medium, I wrote programs that made pictures and animations. From the excitement of being home and alone with my computer came the comical autobiographical computer animation Skippy Peanut Butter Jars – my life in 320-by-200 resolution at two bits per pixel.

    Over the years, many other computers and their peripherals moved in and then out of my house or up to my attic. From these ever-changing configurations of technology, stories have emerged as computer animations, video installations, artist books, plotter drawings, and Web sites. In 1995, the arrival of a Mac Powerbook, digital camera, scanner and ink jet printer enabled me to make Thirdperson: A Computer Life in Which She Poses. The story is structured around a word/architectural motif stolen from Frank Lloyd Wrights’s Larkin building. It takes the physical form of an accordion-style artist book, rambling and revealing that period of my life when computers visually punctuated daily existence.

  • Animation & Video
  • Screen Display
  • animation and autobiographical
  • Skippy Peanut Butter Jars
  • Copper Frances Giloth
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • Animation & Video
  • 3.75 minutes
  • Sunday Morning at the City Hall Doors / Dimanche Matin aux Portes d’Hôtel de Ville
  • Copper Frances Giloth
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • “What interests the historian of everyday life is
    the invisible.” I strive to make that invisible visible in my
    images. I see nature though our everyday technologies. Rolled strings of electric lights become bird nests. In the afternoon, I watch as people move through the shadows of trees while adding the shadows of their cell phones to the landscape. These composite images capture the poetic juxtaposition of nature with digital technologies in daily life. “Everyday life is what we are given every day,
    what presses us, even oppresses us, because there does not exist an oppression of the present. Every morning, on awakening, we feel the weight of life, the difficulty of living, or of living in a certain condition, with a particular weakness or desire. Everyday life is what holds us
    intimately, from the inside. It is history at the halfway point of ourselves, almost in a recess, sometimes veiled.”
    My formal structure is the grid. These grids are as influenced by the data in an Excel spreadsheet as by the thread of fabrics and tapestries and the data contained in a quilt. The rhythm of the activities I capture is simulated
    using the grid to allow the narrative sequences to appear on paper. This structure enhances the simultaneous abstract and
    narrative aspects of the images. At a distance, the images appear to be a repeating pattern, a series of landscape elements or a tapestry, but as one gets closer a narrative emerges, and finally one sees the details of the story.

  • My works begins as pictures captured with a digital camera. They are about the intersection of our daily experience with digital technologies. Many of the images start as cell-phone
    images that are immediately sent to someone else who sends back comments or sends other related images. The process of making the final images is mediated by the technology
    itself. In the final production stage, the Adobe Photoshop Contact Sheet Command is used to build the composite image.
    1 Paul Leuilliot, preface to Guy Thuillier, Pour une histoire du quotidien au XIXe siècle en Nivernais (Paris, the Hague: Mouton 1977), xi–xii.

  • 2D & Wall-Hung
  • Luminage direct-digital print using a CSI LightJet 5900
  • 60 inches x 16 inches
  • The Conversation #1
  • Copper Frances Giloth
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Installation
  • Amiga microcomputer and wood
  • Thirdperson
  • Copper Frances Giloth
  • SIGGRAPH 1998: Touchware
  • 1994
  • 1994 Giloth Third Person
  • In the summer of 1979, a Bally Arcade Home Video game, converted to Zgrass Home Computer, moved into my tiny Chicago apartment. No longer was I making art in the computer lab in the engineering building. Instead, I was at home in my eight-by-six-foot studio pounding on a keyboard. On this little computer, which used audio tape as its storage medium, I wrote programs that made pictures and animations. From the excitement of being home and alone with my computer came the comical autobiographical computer animation Skippy Peanut Butter Jars – my life in 320-by-200 resolution at two bits per pixel.

    Over the years, many other computers and their peripherals moved in and then out of my house or up to my attic. From these ever-changing configurations of technology, stories have emerged as computer animations, video installations, artist books, plotter drawings, and Web sites. In 1995, the arrival of a Mac Powerbook, digital camera, scanner and ink jet printer enabled me to make Thirdperson: A Computer Life in Which She Poses. The story is structured around a word/architectural motif stolen from Frank Lloyd Wrights’s Larkin building. It takes the physical form of an accordion-style artist book, rambling and revealing that period of my life when computers visually punctuated daily existence.

  • Artist Book
  • Artist Book
  • accordion book and technology
  • Labyrinth of Fables
  • Copper Frances Giloth
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2015
  • This App allows the user, with multiple options for mode and device, to experience a 3D virtual reality walk through the Labyrinthe de Versailles now approximately 250 years since the Labyrinthe was destroyed. With a GPS-enabled and gyroscopic device the user may physically walk the Bosquet de la Reine while viewing the Labyrinthe and the fountains in 3D. Alternatively, a stationary user can experience the Labyrinthe using touch and swipe controls to navigate from fountain to fountain.

  • Artist Book
  • A Bear of a Man
  • Corinne Whitaker
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Whitaker A Bear of a Man
  • BATTERED

    By a fist, a weapon, a cruel threat.
    Beaten down in body.
    Shattered in spirit.

    Just as a boxer’s fists are considered lethal weapons outside of the ring,
    so the superior physical strength of men should be acknowledged and reined in.

    Any man, anywhere, who threatens a woman or child with physical violence should be guilty of a crime.

    Any man, anywhere, who uses his physical strength against a woman or child should be guilty of a crime.

    No code to crack.
    No politicospeak to decipher.
    No excuses. Ever.
    HURT A WOMAN. HURT A CHILD. GO TO PRISON.

    No need for spin control, or independent counsels.
    Just a law, so simple that it cannot be misconstrued.

    HURT A WOMAN. HURT A CHILD. GO TO JAIL.

    So that no woman, ever again, will ever be …

    Battered.

    Corinne Whitaker, 1998

     

    “Touch-Me-Not”

    There is a space inside the human heart that cannot be touched, that holds itself aloof and deigns to be seen. Perhaps it is the space where I stop and you begin, where the boundaries of being stand firm, the soft sculpture of our souls. In that inviolate place, we hide our terrors and our tears, close the door to inquiry, and touch only a deep sense of isolation. Somewhere in that inner space jungle lies the essence of being human, and that is the quest that these images undertake. Out of the formless void, Nature’s paintbrush yielded us. Something from nothing, beings differentiated from infinite space by boundaries of skin and bone, hair and nails. And set apart from each other by centuries of polite convention.

    The soul in its insanity crouches in that wild terrain. It is the artist who dares to embark on a perilous journey into the Amazon of identity, daring to touch what we would forever hide.

    Corinne Whitaker 1998

  • 2D & Wall-Hung
  • Digital painting on archival watercolor paper, Iris print
  • 20" x 20"
  • digital painting, iris print, and series
  • Battered
  • Corinne Whitaker
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Whitaker Battered
  • BATTERED

    By a fist, a weapon, a cruel threat.
    Beaten down in body.
    Shattered in spirit.

    Just as a boxer’s fists are considered lethal weapons outside of the ring,
    so the superior physical strength of men should be acknowledged and reined in.

    Any man, anywhere, who threatens a woman or child with physical violence should be guilty of a crime.

    Any man, anywhere, who uses his physical strength against a woman or child should be guilty of a crime.

    No code to crack.
    No politicospeak to decipher.
    No excuses. Ever.
    HURT A WOMAN. HURT A CHILD. GO TO PRISON.

    No need for spin control, or independent counsels.
    Just a law, so simple that it cannot be misconstrued.

    HURT A WOMAN. HURT A CHILD. GO TO JAIL.

    So that no woman, ever again, will ever be …

    Battered.

    Corinne Whitaker, 1998

     

    “Touch-Me-Not”

    There is a space inside the human heart that cannot be touched, that holds itself aloof and deigns to be seen. Perhaps it is the space where I stop and you begin, where the boundaries of being stand firm, the soft sculpture of our souls. In that inviolate place, we hide our terrors and our tears, close the door to inquiry, and touch only a deep sense of isolation. Somewhere in that inner space jungle lies the essence of being human, and that is the quest that these images undertake. Out of the formless void, Nature’s paintbrush yielded us. Something from nothing, beings differentiated from infinite space by boundaries of skin and bone, hair and nails. And set apart from each other by centuries of polite convention.

    The soul in its insanity crouches in that wild terrain. It is the artist who dares to embark on a perilous journey into the Amazon of identity, daring to touch what we would forever hide.

    Corinne Whitaker 1998

  • 2D & Wall-Hung
  • Mixed media
  • 25" x 28" x 8"
  • mixed media and series
  • The Other Woman
  • Corinne Whitaker
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Whitaker The Other Woman
  • BATTERED

    By a fist, a weapon, a cruel threat.
    Beaten down in body.
    Shattered in spirit.

    Just as a boxer’s fists are considered lethal weapons outside of the ring,
    so the superior physical strength of men should be acknowledged and reined in.

    Any man, anywhere, who threatens a woman or child with physical violence should be guilty of a crime.

    Any man, anywhere, who uses his physical strength against a woman or child should be guilty of a crime.

    No code to crack.
    No politicospeak to decipher.
    No excuses. Ever.
    HURT A WOMAN. HURT A CHILD. GO TO PRISON.

    No need for spin control, or independent counsels.
    Just a law, so simple that it cannot be misconstrued.

    HURT A WOMAN. HURT A CHILD. GO TO JAIL.

    So that no woman, ever again, will ever be …

    Battered.

    Corinne Whitaker, 1998

     

    “Touch-Me-Not”

    There is a space inside the human heart that cannot be touched, that holds itself aloof and deigns to be seen. Perhaps it is the space where I stop and you begin, where the boundaries of being stand firm, the soft sculpture of our souls. In that inviolate place, we hide our terrors and our tears, close the door to inquiry, and touch only a deep sense of isolation. Somewhere in that inner space jungle lies the essence of being human, and that is the quest that these images undertake. Out of the formless void, Nature’s paintbrush yielded us. Something from nothing, beings differentiated from infinite space by boundaries of skin and bone, hair and nails. And set apart from each other by centuries of polite convention.

    The soul in its insanity crouches in that wild terrain. It is the artist who dares to embark on a perilous journey into the Amazon of identity, daring to touch what we would forever hide.

    Corinne Whitaker 1998

  • 2D & Wall-Hung
  • Digital painting on archival watercolor paper, Iris print
  • 22" x 22"
  • digital painting, iris print, and series
  • Urban Man
  • Corinne Whitaker
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Inkjet Print
  • 27 x 27 inches
  • The Sky is Always Blue
  • Cornelia S.V. Sproat
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Sproat The Sky is Always Blue
  • Truth is stranger than fiction. This interactive touchscreen work includes visuals and explanations of some of the more peculiar aspects of light and vision phenomena that have fascinated me since I was a child. I think everyone has spent time rubbing their eyelids and staring at the resulting phosphene patterns.

    The original idea for this piece came from seeing startling inverse parallels in Aboriginal and Native American cave painting. A rock outcropping in Arizona has an imprint of a hand on it in pigment, while a cliff face in the outback of Australia has the outline of a hand surrounded by pigment. This observation seems obvious and elementary at first, as the human hand is the seminal tool we first use to make sense of and manipulate the world, but in a larger sense it speaks of the interconnectedness of all things.

    In The Sky is Always Blue, a hand is used as the main interface metaphor, and in conjunction with the touchscreen monitor, it gives the user a more direct and personal experience than a mouse-driven interface. With this piece, I am experimenting with new ways of conveying interrelated memories, explanations, and experiences to others.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 10" x 25" x 31"
  • interactive installation and memory
  • 1789: A Salute to the French Revolution
  • Cornell University Publications Services
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II
    Software: Microsoft Word, Aldus PageMaker 3.0, Fontographer.

  • Design
  • Book
  • 10 x 8.5
  • Gypsy Tricks
  • Craig A. Johnson
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Johnson Spirits Rising
  • 2D & Wall-Hung
  • Photographic print
  • 42 x 34"
  • Ohio Fieldwarp
  • Craig A. Johnson
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Johnson Ohio Fieldwarp
  • 2D & Wall-Hung
  • sepia print, oil paint
  • 28 x 40 x 1.5"
  • Spirits Rising
  • Craig A. Johnson
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Johnson Gypsy Tricks
  • 2D & Wall-Hung
  • Photographic print
  • 42 x 34"
  • Looking In
  • Craig Caldwell
  • SIGGRAPH 1988: Art Show
  • 1988 Caldwell Looking In
  • Hardware: VAX 780, PS300, Ampex 1″ deck, VT100
    Software: TWIXT-J Gomez

  • Animation & Video
  • animation
  • 0:30
  • What in the World
  • Craig Caldwell
  • SIGGRAPH 1987: Art Show
  • 1987 Caldwell What in the World2
  • Without having to deal with the burden of physical tools and being able to quickly try out new variations, the computer provides an efficient new medium that is really a number of media in one.

  • Hdw: Marc2/VAX 780
    Sftw: TWIXT

  • 2D & Wall-Hung
  • Print
  • 20" x 24"
  • Dry Reading
  • Craig Hickman
  • SIGGRAPH 1992: Art Show
  • 1992 Hickman Dry Reading
  • An artist’s book exploring personal history, technical notation, and evolution displayed in framed panels as well as in printed form.

  • Artist Book and Installation
  • Artist book
  • Inductive Reasoning
  • Craig Hickman
  • SIGGRAPH 1998: Touchware
  • 1989
  • 1989 Hickman Inductive Reason
  • The first time I used a computer was in 1972. Up to that time, my attention focused exclusively on photography, but I knew the moment I used the computer that there was something absolutely “right” about it for me. Although you could, in a sense, “plug” other media into it, it was totally different from other media. For me, it was mostly an aesthetic research tool that could explore and materialize ideas that otherwise would never become real. Most of this required programming, which loved.

    Much of my early computer work used database word search and a certain degree of “tamed” randomness. This produced two artist books and a series of works on paper. I became absorbed with user interface and program design, where I pursued maximum functionality and ultra-simplicity. If functionality and simplicity ever conflicted, simplicity always won.

    With this in mind, I produced Kid Pix, which is used around the world and won the 1991 Software Publishers Association award for the best user interface. Kid Pix reflects my interest both in the computer as a visual research tool and in ultra-simple program design.

    Today, I am focusing my attention more on the Web, developing small visual gadgets. Once I was having a discussion with a very serious designer. He strenuously made the point that the computer was nothing special but was simply a tool. My response was: “The computer is not a tool; as everyone knows, it’s a toy.”

  • 2D & Wall-Hung
  • computer art and programming
  • Pixel poppin' Dot Com
  • Craig Hickman
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Hickman Pixel poppin' Dot Com
  • The first time I used a computer was in 1972. Up to that time, my attention focused exclusively on photography, but I knew the moment I used the computer that there was something absolutely “right” about it for me. Although you could, in a sense, “plug” other media into it, it was totally different from other media. For me, it was mostly an aesthetic research tool that could explore and materialize ideas that otherwise would never become real. Most of this required programming, which loved.

    Much of my early computer work used database word search and a certain degree of “tamed” randomness. This produced two artist books and a series of works on paper. I became absorbed with user interface and program design, where I pursued maximum functionality and ultra-simplicity. If functionality and simplicity ever conflicted, simplicity always won.

    With this in mind, I produced Kid Pix, which is used around the world and won the 1991 Software Publishers Association award for the best user interface. Kid Pix reflects my interest both in the computer as a visual research tool and in ultra-simple program design.

    Today, I am focusing my attention more on the Web, developing small visual gadgets. Once I was having a discussion with a very serious designer. He strenuously made the point that the computer was nothing special but was simply a tool. My response was: “The computer is not a tool; as everyone knows, it’s a toy.”

  • Internet Art
  • Web site
  • visualization and website
  • Signal to Noise, pages 20, 21
  • Craig Hickman
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Hickman Signal to Noise, page 20
  • 2D & Wall-Hung
  • linotronic print
  • 20 x 24"
  • Islamic Patterns
  • Craig S. Kaplan
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Islamic Patterns Craig Kaplan
  • The rise and spread of Islamic culture from the 7th century onward has provided us with one of history’s great artistic and decorative traditions. Across Europe, Africa, and Asia, we find artistic treasures of unrivaled beauty in calligraphy, stylized floral designs, architecture, and abstract geometric star patterns. Islamic star patterns adorn buildings, particularly mosques and tombs, throughout the Islamic world.

    Design methods for construction of Islamic patterns were the private domain of the artisans who practiced them. The knowledge was passed down from master to apprentice over generations and ultimately was lost as the practice declined during the 15th century. Except for a few scattered remnants of this technical knowledge, the design of Islamic star patterns is a mystery. As a guide, we have only the end product: hundreds of beguiling geometric designs found all over the world. One thing known with certainty is that star patterns are deeply mathematical in nature. The artisans were well versed in geometry; in their pursuit of mathematical knowledge, early Islamic scholars translated Euclid’s Elements into Arabic. And so even though we cannot peer back through time to understand their design techniques, we can at least be confident that their constructions were firmly rooted in geometry.

    In the past 100 years or so, many mathematicians and hobbyists have studied the construction of Islamic star patterns. The result is a small set of practical techniques that can be used to generate traditional and novel star patterns, techniques that may or may not resemble those practiced historically.

    Craig Kaplan develops software for design and rendering of Islamic geometric patterns. His work is inspired both by historical examples and by contemporary research into the mathematical structure of these patterns. Kaplan’s software marries algorithms from computer graphics with the modern mathematical machinery of symmetry theory and tiling theory.

    His work breaks the process of pattern construction into two steps. First, the designer chooses a tiling of the plane. Then the software places small geometric motifs in every tile, a process governed by a small set of parameters under the designer’s control. The motifs link together to form a finished design. The computer handles the tedium of precise, repetitive drawing, thus freeing the human designer to explore the space of star patterns quickly and enjoyably.

    Kaplan’s work provides an opportunity to extend the range and scope of Islamic star patterns beyond the boundaries of the historical canon. Non-Euclidean geometry would have been inconceivable hundreds of years ago. Kaplan has shown how star patterns can be adapted to the hyperbolic plane and the sphere. His “Islamic parquet deformations” exhibit a slow geometric evolution in space. The mathematical technique is straightforward, but it would have been impractical to produce these designs without computers because of the lack of strict repetition.

    The connection between computer graphics and computer-controlled manufacturing offers the exciting possibility of realizing computergenerated art as physical artifacts. Kaplan has experimented with sculptural, architectural, and decorative forms using a variety of manufacturing technologies and media.

  • Design
  • The New Discourse: Cranbrook Design 1980-1990
  • Cranbrook Design Studio
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIfx, Scitex Visionary.
    Software: Adobe Photoshop.

  • Design
  • Poster
  • 37 x 27.5
  • Mustard Jar
  • Cranston/Csuri Productions, Joe Kornick, and Dean Lindsay
  • SIGGRAPH 1984: CAD Show
  • 1984 Kornick Lindsay, Cranston/Csuri Productions: Mustard Jar
  • Each of these mustard jars was created as a variation of one design. The computer could be programmed to create thousands of different designs by slightly varying several design characteristics. Volume and other aspects of the design could be kept constant.

  • Equipment:
    Digital Equipment Corp. VAX 11/780
    Custom-Built 32-bit Frame Buffer
    Ampex Model ESS-2
    Electronic Still-Store

    Software: Dr Frank Crow (rendering software)

  • 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.

  • Michael T. Collery
  • Design
  • 3D model
  • George Playing Pool
  • Cranston/Csuri Productions and Ohio State University CGRG
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Image Not Available
  • Animation & Video
  • 0.75 minutes
  • Gears
  • Cranston/Csuri Productions
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Csuri: Gears
  • Animation & Video
  • 0.5 minutes
  • Highrise Office Building
  • Cranston/Csuri Productions
  • SIGGRAPH 1984: CAD Show
  • 1984 Cranston/Csuri Productions: High Rise Building 2
  • Composition of Surfaces in Light

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

  • Architecture and Design
  • 3D model
  • TRW series
  • Cranston/Csuri Productions
  • SIGGRAPH 1986: A Retrospective
  • 1984-5
  • Image Not Available
  • Animation & Video
  • 1 minute
  • Laser/Dance Performance
  • Crimson Indigo, Joanne P. Culver, and Thomas F. Rust
  • SIGGRAPH 1987: Art Show
  • 1987 Indigo&Culver&Rust Dance2
  • It’s not enough to utilize technology for the sake of it …. but to communicate through imagery that transcends words. Dancing in partnership with computers and lasers brings the image alive in true 3-D. The laserized image is manipulated to change and distort the appearance of the performer …. as well as magnifying and extending the boundaries of the dance movement. Interaction with the hard scientific technology of our world, leads to the possibilities of taming that energy for positive creative uses. – C. Indigo

  • Hdw: Macron Beam/Warp Digital Laser
    Synthesizer
    Sftw: Forth-right

  • Installation
  • Performance, Light
  • Study of a spoken dialogue
  • Cristina Almeida
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Almeida Study
  • This book reflects linguistic patterns found in a piece of ordinary conversation between two persons. The dialogue was input to the computer and broken down co-indexing sounds, grammatical usage, and meaning. Each page stresses a distinct formal level of the same dialogue through typographic treatment. The reader builds up meaning through the simultaneous experience of those visual/verbal levels.

  • Artist Book
  • Linotronic output and silk screen on mylar
  • 21 x 18 inches
  • Innovation Systems Summit
  • Crocker Inc.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh IIcx, AppleScan.
    Software: Aldus Freehand, Aldus Page Maker.

  • Design
  • Poster
  • 28 x 22
  • Cyber-All-Night-Rave
  • Cyberdada
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh, Apple lie.
    Software: Aldus Freehand, Multiscribe.

  • Design
  • Poster
  • 11.7 x 8.25
  • Cyberdada Manifesto Video
  • Cyberdada
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware/Software: Spaceward SuperNova System using Art 8 and Art 24, Image generation on Ouantel Paintbox.

  • Animation & Video
  • 3/4" videotape
  • 5'50"
  • Layered Histories: the Wandering Bible of Marseilles
  • Cynthia Beth Rubin and Bob Gluck
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Rubin, Gluck: Layered Histories: the Wandering Bible of Marseilles
  • The nonlinear narrative of Layered Histories is drawn from the possible wanderings of the Marseilles Bible. The history of this Bible is only partially known. Created in Toledo, Spain in 1260, the Bible visually embodies the influences of Jewish convergence with Christian and Islamic cultures. When the 1492 Expulsion forced the Bible to flee Spain, it traveled to the Ottoman town of Safed, where it was amongst religious mystics seeking the means to repair the ills of the world. It subsequently disappeared until, mysteriously, sometime during the 19th century, two volumes of the Bible were discovered in the collection of the Bibliotheque Municipale of Marseilles, where they reside today. Layered Histories brings together digitally manipulated and layered images and music – evolved from real-world photographs and sound samples – that twist around one another until they cease to be simple representations and become multiple layered moments of imagined juxtaposition. Rubin developed the visuals and narrative, Gluck the music and programming. Music and image are melded together in the viewer’s experience, but each follows a separate course of interactivity, coming together in the moment. Both were developed with the vision of reflecting the experience of a timeless object that has seen history and much of the world, and has many stories to tell.The visitor to Layered Histories sits at a table, which is bare except for what appears to be an illuminated manuscript and a reading pointer. As if engaging in a public reading of the manuscript, the “reader” moves a pointer across the tablet. Sounds and imagery change in response to the pace of movement and direction, resulting in shifts in the play between abstraction and recognizable references. The illusion of communal recitation is conveyed in part by the interface design, crafted for interactivity by embedding a graphics tablet within the book, and enclosing the stylus within wooden casing. Gestures on the surface are mapped to a software interface, designed with the application Max/MSP/Jitter, that algorithmically directs the changing display of sound and image. Sound selection is independent of imagery, creating a changing juxtaposition between media. The concept is to periodically re-contextualize the sound material, in light of the current image theme. The relative speed of vertical motion influences the degree of randomness of those selections and the rate of change of sound choice within any given bank; horizontal motion or stylus pressure initiates cross-fades.

  • Interactive & Monitor-Based
  • Traces: Plankton on the Move
  • Cynthia Beth Rubin, Susanne Menden-Deuer, Elizabeth Harvey, and Jerry Fishenden
  • SIGGRAPH 2013: XYZN: Scale
  • 2012
  • Rubin, Menden-Deuer, Harvey, Fishenden: Traces: Plankton on the Move
  • Traces is a collaboration between the artist Cynthia Beth Rubin and the Menden-Deuer Lab at the Graduate School of Oceanography, University of Rhode Island, which studies plankton, the microscopic marine creatures that comprise the most basic piece of our food chain. The original micro-captures are of specimens in small batches of water, devoid of any association with their native environment, and filmed in fl.at grays. In Rubin’s transformation of the raw video, she imagines the plankton moving in water that is infinitely deep, making these mystical creatures leap beyond the confines of the microscopic world into an enticing world of color and movement that begs us to relate to them as part of nature. She does not just reveal the generally unseen life in our ocean waters; she makes it accessible.

    The series grew from a practical concern. Researcher Elizabeth Harvey captured the image of a magical moment: an encounter between a predator, Favella, and its prey, Heterosigma akashiwo. The color balance of that image needed an artist’s touch to come alive. From this scientifically accurate work, Rubin moved to bringing the same sense of imagination and wonder to the world of microscopic plankton that she has long explored in the world of imagined human memories. What does it take to make the depiction of a space feel real, inhabitable, and even familiar? How can we step out of our own world into the activity of the ocean?

    Technology makes this possible. From the digital capture of microscopic plankton to the ability to put these images into analytical and modifying video software, technology makes the intertwining of visual sources an avenue for exploration. At the outset, the artist spent weeks understanding the forms of the plankton, learning to relate to them, and generating variations of the video. The final colored version was selected in discussion with the scientists, balancing scientific and artistic focus. The sound score by Jerry Fishenden was composed specially to add classic drama to the video.

  • Animation & Video
  • https://vimeo.com/53248532
  • Glen Helen Series
  • Cynthia Beth Rubin
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2011
  • 2D & Wall-Hung
  • November Memories
  • Cynthia Beth Rubin
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • Rubin: November
  • November Memories combines images from Toledo and Cordoba, Spain, recalling the “Golden Age” when Islamic, Jewish, and Christian cultures lived together. Included are: arches from the Mosque in Cordoba, the courtyard of a home in the former Jewish quarter of Cordoba, tiles and arches from the floor of a Church in Toledo, and an adaptation of the wonderfully rich texture of the Synagogue wall in Toledo. These are set against a church steeple from Avignon, France, as a center of the Christian culture which eventually prevailed, and images of the typical North American home where I lived as a child. The entire composition is based on a Hebrew manuscript of the era, consisting of two rows of arches.

  • 2D & Wall-Hung
  • Iris print
  • 30 x 24.5 inches
  • Old House in the Shadow of the Castle
  • Cynthia Beth Rubin
  • SIGGRAPH 2001: n-space
  • 1998/2001
  • Rubin: Old House in the Shadow of the Castle
  • Hidden in the woods and brush near Topolcianky, Slovakia, is an old house completely enveloped by twisting trees and vines. The house is located just past the castle that once was the summer residence of the Hapsburg family, where Marie Antoinette spent her summers as a child. This is one of those special places where the visitor feels connected to history, where rather than feeling the cold depression of abandonment, one immediately senses happy times of an elegant bourgeois family walking through the many rooms, and sitting on the front porch that still bears traces of frescoes. It is possible to imagine that, in such close proximity to the castle, the family played some role in royal life, and lived knowing that they were dependent on the monarchy. One even senses the power of the Revolution, and of the changes that it set in motion.

    Time does not stand still as one moves through this place; it fluctuates from distant past, to upheaval, and then to the present. Nor are the visual reflections of the visitor singularly focused; in the moments of actually looking at the house, and of later thinking back to the visit, the images of the house, the overgrown garden, the woods, and the castle all become intertwined.

    Digital imagery is the ideal medium for creating the synthesis of imagery that is essential to descriptive narrative. The process of composite fragments from various photographs renders an image of remembering, complete with the unusual juxtapositions and distortions that are the very heart of memory. Separate representations of each element would not tell the story of the experience of visiting the house in contemporary times. Only composite, intertwined imagery can provide the proper description of an experience which is itself a composite experience.

    “Old House in the Shadow of the Castle” is part of a series of images built out of the remembering of places which contain echoes of past lives.

  • 2D & Wall-Hung
  • Kodak Professional El large format inkjet print
  • 32 inches x 42 inches
  • digital imagery, ink jet print, and time
  • Safed Hiding Places, Wilder Building
  • Cynthia Beth Rubin
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • Rubin: Safed Hiding Places
  • My work begins before the technical. I visit a site to photograph it, to gather information, to gather thoughts. I contemplate, I imagine, I search for the icon that points to the ordinary thoughts of those who occupied a specific place at a given time in the past.

    The painterly juxtapositions of the photographic elements come from a nonlinear process. Beginning with a few layered photographs, the procedure quickly turns from additive to subtractive. My primary tool is a pressure sensitive eraser. Subtractive gestures are positive actions, allowing one image to poke through another, then to be pushed back by something else, and then to poke through just enough to make it come together in a series of dancing relationships.

    As the complexion of the image emerges, additional elements are integrated into the evolving imagery not only by pasting them on top, but then by erasing again to reveal the underlying elements. The process is repeated many times, so that the imagery is interwoven rather than applied. I have been working in this fashion since the days of Electronic Arts Studio/8, which incorporated a draft page as a precursor to the layers of Photoshop.

  • In 1492, a beautifully illuminated Hebrew Bible fled Spain in the arms of expelled Jews, who found comfort in the teachings of mysticism and safety in the hidden caves of Safed. While they protected and studied the Bible, they wondered what forces had caused such upheaval in their exterior world. Safed Hiding Places is about this moment in history. It is about a real occurrence that continues to be repeated in various forms. An outside force causes everything to shift in a flash, and only culture, memory, and a few precious objects persist.

    Eventually, the Bible made its way to Marseilles, where I befriended it. Throughout the years, I turned to the carpet pages painted in 1260 in Toledo, Spain, and found a certain sense of history and connection with the past. While my earlier works borrow visual form from the Bible, this image is a tribute to the Bible’s own story.

    The Wilder Building in Rochester, New York, was a building of detective stories and shadowy black-and-white movies, where names were printed on translucent glass windows in heavy doors, and letters dropped through mysterious slots to be magically transported away. It was here that my father, as a young attorney, set up his desk and swivel chair and awaited his future. This is where, in my imagination, Bronco the dog (his first client) came to see him, although I know in reality that Bronco stayed at home protecting the world from litigious mailmen. (My father won the case for Bronco.)

    In 1995, in the final weeks of my father’s life, I gave him a print of my work Krakow, Prague, & Rochester. As I pointed out the hidden windows of the Wilder Building, his eyes lit up, and I knew that the memories of the Wilder Building were powerful enough to merit a work of their own.

  • 2D & Wall-Hung
  • digital print
  • 22.9 x 23 inches
  • digital print, history, and photography
  • Sand and Grasses1
  • Cynthia Beth Rubin
  • SIGGRAPH 2006: Intersections
  • 2006
  • Rubin: Sand and Grasses
  • Even as the computer is increasingly breaking down traditional bar­riers among visual media, the division between 2D and 3D remains. This collaborative series grew out of discussions between engineers and artists about how 3D software can be developed to facilitate the experimental processes of artists that lead to creative vision. Over the last 20 years, the development of 2D software has responded to the needs of artists who are not working with a single objective in mind, but who use the computer to interactively modify an evolving image, manipulating texture, scale, lighting, and other features as the composition comes into being.

    Working with the spirit of nature was the point of departure for this work, providing a common experience that was not already cultur­ally mediated. The sources for the imagery are both 2D and 3D. Textures taken from flat photographs of desert grasses and sand were transformed into repeating patterns and combined with realistic 3D scans of seashells, models previously paired with surfaces that rendered them as realistic virtual objects. Finally, the images were imported into 2D software for resolving compositional problems that were more easily addressed in the intuitive mode in current 2D software.

    Ultimately, the imagery is about the ambiguity of nature, the sweeps of space, and the tactile appeal of physical objects.

  • An innovative approach to 3D scanning formed the basis of this collaboration. A Shapegrabber triangulation laser scanner was used to scan seashells. The range images obtained for several views of each shell were merged into a single triangle mesh representing the object shape. As each of the shell shapes was scanned, an Olympus 8080 color camera, calibrated for the ShapeGrabber coordinate system, was used to take 2D color images of each view of the object under five small lights located at positions that were measured with the scanner coordinate system. The color images were then processed into maps of the diffuse portion of surface reflectance, the shell models were each partitioned into height fields, and the processed color images were projected onto the partitioned models to produce texture-mapped VRML models.

    A VRML model of the shell was subsequently imported into Cinema4D, where the form was distorted, and the surface texture replaced by the textures of sand and grasses. The original mapped texture is still present in modifing the surface through bump-mapping and lumi­nance. Initial compositing was done in Cinema 4D, including color modification and juxtiposing the model with a textured plane. Adobe Photoshop was used for final cropping, color balance, and additional layering.

  • Holly Rushmeier
  • 2D & Wall-Hung
  • 3D modeled image
  • 20" x 26.5"
  • Siberian Summer Tales
  • Cynthia Beth Rubin
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • Rubin: Siberian Summer Tales
  • Memory and spirituality flow around and through one another. We step outside of our own daily worries and sink into the pool of humanity that is greater than our individual selves. In this moment, there is no history: we merge with the past, with our traditions, with other traditions, and ultimately with the worries and the daily lives of others.

    The imagery of my work is based on memory and imagined connections with the lives of others. I am naturally drawn to spiritual places, to locations that carry history, or were constructed to confirm collective memories. But any place that speaks of history, of past lives and nearly forgotten moments, can become the subject of my explorations.

    Digital imagery is particularly well suited to constructing visual tales of imagined memory. We layer our associations and our recollections, pulling out important details and simply holding onto others as background thoughts. The imagery that I develop within the computer is similarly layered. Representations weave in and out of each other, mixing with the colors and textures that give meaning to those fragments of the past that I am able to pull into the present.

    The source photographs for the images are my own, shot during walks through places filled with echoing memories. On the day that I arrived in Russia, I flew across the mountains and plains into the Siberian sunrise. Looking for a connection, I spent the first early morning in Novosibirsk walking among the high-rise Soviet-era apartments, and discovered a few remaining wooden houses, nearly forsaken vestiges of the past.

    In Siberian Summer Tales, the goal was to recreate the feeling of the homes of the people who resisted moving to Soviet-era housing, who occupy a hidden enclave of traditional Russia on the edge of Novosibirsk. Too shy to shoot pictures of these houses, I worked from a composite of other Siberian photographs, melding vegetation and houses as they are melded in this community.

  • 2D & Wall-Hung
  • 26 in x 36 in
  • digital imagery, history, and photography
  • Trnava Synagogue
  • Cynthia Beth Rubin
  • SIGGRAPH 1999: technOasis
  • 1998
  • Rubin: Trnava Synagogue
  • An imagined visual memory of a historical reality. With digital technology, photographic compositing is carried beyond simple juxtaposition to creation of delicate relationships floating in the vague space of time, where proximity comes from the vivid associations generated as the past is reconstructed in memory.

  • 2D & Wall-Hung
  • Banner Print
  • 54 inches x 33 inches
  • digital print, history, and religion
  • The Nature of Things
  • Cynthia Decker
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2009
  • This image represents the essence of 3d modeling and rendering as artistic media. Creating environments on a digital stage, everything can be manipulated and repositioned. It’s real and unreal, physical and ethereal. It exists and it doesn’t.

  • This image was created using computer programs to create 3D wireframe objects, which are wrapped or filled with texture created specifically for that object. The artist then uses the software to compose the objects into a 3D scene as originally sketched. Once the composition is complete, including lights and atmospherics, the scene is rendered – creating a high-resolution 2D image of the finished 3D environment.

  • 2D & Wall-Hung and 3D & Sculpture
  • https://cynthia-decker.pixels.com/featured/the-nature-of-things-cynthia-decker.html
  • Winter Garden
  • Cynthia Decker
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2011
  • This image is an exploration of the beauty of natural decay, and the tones of a minimal palette when applied to a rich textural subject matter. This is a peek into the structure of something that we normally value for it’s verdant lushness – stripped by winter yet equally beautiful.

  • This image was created using computer programs to create 3D wireframe objects, which are wrapped or filled with texture created specifically for that object. The artist then uses the software to compose the objects into a 3D scene as originally sketched. Once the composition is complete, including lights and atmospherics, the scene is rendered – creating a high-resolution 2D image of the finished 3D environment.

  • 2D & Wall-Hung and 3D & Sculpture
  • https://cynthia-decker.pixels.com/featured/winter-garden-cynthia-decker.html
  • Mare
  • Cynthia King-Judge
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 King-Judge Mare
  • 2D & Wall-Hung
  • inkjet print on handmade paper
  • 30 x 20"
  • Untitled (Green Sphere on Water)
  • D. B. Kirk
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Untitled (Primary Light Spheres)
  • D. B. Kirk
  • SIGGRAPH 1986: Universal Spheres
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Old Cowboys Never Die
  • D. Stredney
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Interactive Fashion "Intimacy"
  • Daan Roosegaarde
  • SIGGRAPH Asia 2011: FANTAsia
  • Roosegaarde: Interactive Fashion "Intimacy"
  • “Intimacy” by artist Daan Roosegaarde is a fashion project exploring the relation between intimacy and technology. Its high-tech garments entitled ‘Intimacy White’ and ‘Intimacy Black’ are made out of opaque smart electronic paper that become increasingly transparent upon close and personal encounters with people. Here social interactions determine the garments’ level of transparency, creating a sensual play of disclosure.

  • Installation
  • Lotus 7.0
  • Daan Roosegaarde
  • SIGGRAPH 2010: TouchPoint: Haptic Exchange Between Digits
  • 2010
  • What happens when technology makes the leap out of the computer screen and becomes embedded in our walls, bodies, and urban landscapes? This was the inspiration for Studio Roosegaarde’s most recent interactive artwork, Lotus 7,0. Lotus 7,0 is a “living” wall made of smart foils, electronics, and lamps that interacts with human behavior.

    Based on the concept of photosynthesis (light transformed into food), a smart foil was developed to open when lit. When someone walks past, hundreds of squares fold open in an organic way, creating new relations between private and public space. Here, physical space becomes immaterial in a poetic morphing of space and human interactions.

  • Installation
  • Weburette
  • Daisuke Akatsuka
  • SIGGRAPH Asia 2012: Echo
  • Viewers are not usually aware that the web browser undergoes various processes when they open a single web page. The Weburette unveils the process through brewing a cocktail by mixing drops of different liquors where each liquor represents a specific process of the browser. Because the processes of each web page differently, each cocktail will be brewed differently as well, and have its own original taste and aroma. Therefore people can sense not only the visual representations of the web page, but also the taste and aroma.

  • Electronic/Robotic Object and Interactive & Monitor-Based
  • Web-art with electronics and alcohol
  • Cyber Dada Performance Poster
  • Dale Nason
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Nason Cyber Dada Performance Poster
  • Troy Innocent
  • 2D & Wall-Hung
  • computer printout and photocopy on A3-size paper
  • 297 x 420 mm
  • The Dust Machine Variation
  • Damon Mohl
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Mohl: The Dust Machine Variation
  • Created over a period of three years at the University of Colorado, Boulder, while obtaining a Master of Fine Arts Degree, The Dust Machine Variation utilizes two life-sized sets and over twelve miniature sets, many of which were constructed from parts from local junk, recycling and salvage yards. Highly stylized and cinematically genre influenced, the film focuses on the nature of technology and control, examining a distant quasi-scientific past and future with an absurd narrative logic.

  • Software: FCP 7/ SONY FX 1000.

  • Animation & Video
  • Video
  • 8:00 min.
  • Cone Apartments
  • Dan Bailey and Alan Price
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 BaileyPrice: Cone
  • Etta and Claribel Cone were two sisters who over a period of 30 years amassed one of the world’s most acclaimed collections of early 20th-century French art. The Cone Collection, with its incomparable holdings of work by Henri Matisse, and major examples of Picasso, Cezanne, van Gogh, and Renoir, was donated to the Baltimore Museum of Art, along with most of the sisters’ possessions and furniture in 1950. During their lives, however, the Cone sisters lived with, and displayed the art in their apartments. They were passionate about collecting and their apartments were full of items.

    In November of 2000, the Imaging Research Center was approached by curators at the Baltimore Museum of Art in Baltimore, Maryland, with the challenge of augmenting the exhibition of these historically important Impressionist paintings and to complement the existing exhibition without detracting from the meaning and beauty of the original art. IRC directors Dan Bailey and Alan Price proposed that digital media be used to provide a historical context for the artworks, which would be impossible to replicate in a physical space. Using numerous historical photographs of the sisters’ residence as a guide, the apartments would be virtually reconstructed so as to let museum viewers see the work as the Cone sisters did.

  • The impetus for this project was a series of 37 photographs of the Cone sisters’ apartments from the 1930s. These photos have interested scholars by recording how the Cone sisters lived with, curated, and displayed their remarkable collection. The photographs became the prime resource and motivation for reconstructing the apartments, but more information was required to depict the apartments photo-realistically.

    The apartment building was still in existence, but all evidence of how the original apartments were laid out was gone because of major renovations in the 1970s. Ultimately, blueprints from 1910 of the original building were located and these along with measurements of the building’s exteriors provided a floor plan. Living relatives of the Cone sisters who had visited the apartments were interviewed and this provided more information. Fortunately, the Cone sisters bequeathed to the museum most of their possessions along with the artwork and this provided the ability to measure each piece of furniture as well as photograph it for
    texture maps.

    Management of all this data (paintings, sculptures, rooms, windows, curtains, rugs, furniture) to allow staff and students to efficiently access it became a major effort of the project. Ultimately, a Web-based mapping system was established that located all items in a room (as determined from the photographs). This system also assured that items were correctly located and cataloged. The map provided a means for locating and accessing all the original photographs from their original vantage points.

    The bulk of the work consisted of modeling the apartments and the furniture. In all, more than 500 objects were accurately modeled and textured in addition to the architecture and neighborhood. The database provided modelers with measurements, reference photos, and texture maps. Each room was then arranged with all the objects and checked for accuracy by the Baltimore Museum of Art curators and project directors.

    Approximately 15,000 polygons make up each room and with a total of 14 rooms, the amount of data that had to be processed by the computer to enable real-time rendering had the potential to overload the processing capabilities of the computer. To remedy this problem, a technique was employed of hiding the virtual rooms from the viewer
    when they were not within the viewer’s “line of site” and then revealing them on an as-needed basis.

    Upon completion of modeling, rooms were exported to the real-time interactive animation authoring program, Virtools, which provided a robust rendering engine that could handle the size and scope of the project. This program also provided the means for interface design, interaction with objects, camera movement, navigation, and support of sound and text. Evaluation and beta testing of the first version of the project was done on-site at the Baltimore Museum of Art using museum visitors.

    A second version was developed to give viewers at the museum a more complete immersive experience and was installed at the museum for two weeks in April, 2001.

    Driven by a network of PCs, the apartments were presented on a 16′ wide by 8′ high rear projection screen using passive stereoscopic vision and polarized glasses. Gallery visitors navigated through the apartments by using a joystick.

    The piece has worked successfully at the museum for over a year and has proven to be a highlight of a visitor’s experience.

  • Interactive & Monitor-Based
  • architecture and history
  • Oils 1 & 2
  • Dan Franzblau
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Franzblau: Oils 1
  • 2D & Wall-Hung
  • Photographs
  • 16 x 22"
  • Andy
  • Dan L. Baldwin
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Baldwin: Andy
  • Technology is a dynamic medium to utilize, another brush with which to create, another tool with which to communicate. As new technologies emerge, so do the possibilities of creating works that approach art in a manner never before seen. Constantly reinventing itself, the narrative as an art form is but one example. No matter what their era, storytellers have always used the current technology to teach, inform, express, and entertain.

    Narrative painting has always fascinated me; the stories artists have evoked on canvas have captivated me for hours at a time. Often, I have wondered exactly what these stories meant, as if I somehow missed the artist’s intent. The result left me to create my own story, based on what I interpreted from the painting. My story depended not on my knowledge of the artist’s specific experience, but on my imagination, personal understanding, and memory. My work today builds on these ideas.

    The experience is derived from traditional approaches to narrative painting, where visual elements are composed to convey a story. However, the inclusion of a flat, LCD touch screen within the painting allows the static story to transform dynamically. In this piece, the touch screen serves as a television that contains various, often unrelated imagery that influences the narrative of the entire work.

    These narrative elements facilitate the viewer’s vision and provide the ability to actively alter the story at hand, both personally and publicly. The viewer becomes artist/storyteller, transforming what might be vague to vivid. This idea is reinforced as the viewer interacts with the touch screen. The physical act of moving into the painting, interacting, and moving back to examine the work replicates the process of an artist in the studio.

    Ultimately, the success of any narrative art form is the story and how it is conveyed. It is the goal of this work to create an experience, through collaboration and interactivity, where the story evolves into a more personal and meaningful event.

  • 2D & Wall-Hung and Interactive & Monitor-Based
  • 50 in x 50 in
  • collaboration, digital painting, and technology
  • Transformation
  • Dan Lu and Wayne Guo
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Lu, Guo: Transformation
  • Nature has complicated and splendid patterns. Tremendous changes have been involved in the natural pattern transformations. The primary goal of Transformation is to affect this cognition through presentation of temporal patterns by rebuilding procedural logic and geometry. We are interested in exposing the skeleton of temporal phenomena, expressing a kind of intricate freedom, and generating a conveyance of infinity in the states of natural reactions (for example, order and disorder, the stable and the unstable) to interpret them in an artistic way.

  • 2D & Wall-Hung
  • nature and pattern
  • Formation
  • Dan Lu
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Lu: Formation
  • All these works focus on expressing my understanding and feeling of nature formation. Nature forms various patterns and states. Some are orderly in space but disorderly in time; others orderly in time but disorderly in space. Some patterns exhibit self-similarity or stable structures. Others give rise to random states or oscillating ones. The dynamics seems basic, changing in relative space and time, yet still difficult to predict and comprehend.

    Faced with microscopic particles in everyday complexity, I sometimes have been driven through a feeling of mystery, dramatics, and unpredictability about the formation of nature. Hopefully, computer graphics may be applied to my work as a way into an unlimited thinking space.

  • This series of digital paintings was created with Illustrator and Photoshop on a PC and printed on professional color printer.

  • 2D & Wall-Hung
  • photographic paper
  • 9 x 9 inches
  • computer graphics, nature, and pattern
  • Letters I, Letters II
  • Dan Lu
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Chinese calligraphy is the art of making elegant handwriting. It is a rare treasure in the history of civilization, and a unique gem of Asian culture. It is comparable to painting in its ability to evoke emotion and strength through a variety of forms and designs. The primary goal of Letters is to affect this cognition through presentation of calligraphy patterns built with procedural letters, textures, colors, and shapes, and to integrate the traditional calligraphy art structures, principles, and historic meanings in a digital way.

  • These images were created with Chinese handwriting calligraphy and digital software.

  • 2D & Wall-Hung
  • 14 inches x 14 inches x 1.5 inches
  • Transition I
  • Dan Lu
  • SIGGRAPH 2006: Intersections
  • 2006 Lu Transition I
  • Nature forms various patterns and states. Tremendous reactions have been involved in the natural pattern transformations. The pri­mary goal of Transition is to affect this cognition though presentation of temporal patterns built with procedural logic and geometry.

  • These images were created with Alias Maya 3D.

  • 2D & Wall-Hung
  • 3D-modeled image
  • 14" x 14"