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
  • Starfighter
  • Digital Productions, Inc.
  • SIGGRAPH 1984: CAD Show
  • 1984 Digital Productions Inc: Starfighter 2
  • Equipment:
    Cray XMP Super Computer
    Ramtek 9460 Color Display

  • Design
  • 3D model and computer graphics
  • The Last Starfighter
  • Digital Productions, Inc.
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 3 minutes (excerpt)
  • Self Portrait
  • Dino Bagdadi
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Iris print
  • 10.5 x 8 inches
  • Pixelbots
  • Disney Research and ETH Zurich
  • SIGGRAPH 2016: Data Materialities
  • 2014
  • 2016, Disney Research and ETH Zurich, Pixelbots
  • In today’s digital media landscape, we are constantly surrounded by displays, from the LCDs found on the phones in our pockets to the ubiquitous screens that greet us whenever we enter a store, airport, taxicab, doctor’s office, or educational institution. This plethora of displays both allures us and contributes to the media’s saturation of our lives. The truth remains that we are never far from the next form of information display. Disney Research’s Pixelbots takes this truth as an inevitability and brings the display into a kinetic form, breaking the screen out of the confines of a rectangular or oval experience. Billed as “Pixels with Personality,” the Pixelbots’ enticing presence rests on our ability to project human qualities onto objects that move as we do in physical space.

    Whenever we see robots, remote-controlled cars, boats, planes, drones, or anything else moving in controlled formations resembling a flock of birds or an army of ants, we project human characteristics onto them. Sigmund Freud discovered this phenomenon and named it “psychological projection”—the process whereby one projects one’s own thoughts, motivations, desires, feelings, and so on onto someone or something else. Pixelbots represents this form of empathetic display, as well as the evolution of how information will manifest itself in the near future. Similar to Greyworld’s The Source—a kinetic installation inside the London Stock Exchange consisting of tethered spheres that change color and position based on which stocks are doing well or poorly on the market [6]—Pixelbots shows how information can be arranged dynamically and fluidly on a physical platform and take material shape in the form of clusters or designed dynamic shapes. The screen itself becomes a fluid entity that can be harnessed and remixed into any shape, color, or manifestation one desires.

  • Interactive & Monitor-Based
  • Metaphase Sound Machine
  • Dmitry Morozov
  • SIGGRAPH 2016: Data Materialities
  • 2015
  • 2016 Dimitry Morozov, Metaphase Sound Machine
  • Russian artist Dmitry Morozov’s Metaphase Sound Machine plays off of our increasing dependence on the information and electronic noise that permeates our everyday lives. The project is based on the ideas of American physicist Nick Herbert, who created the Metaphase Typewriter—invented as a quantum device capable of communicating with ghosts—and Quantum Megaphone, a speech synthesis machine [5]. According to Morozov, Herbert’s interests also included the mixing of hallucinogenic drugs, paranormal activity, the nature of consciousness, and speculative connections. These early interests contributed to Herbert’s desire to design a quantum computer, but they did not confirm any theoretical research. Morozov’s piece was inspired by Herbert’s work, especially in relation to the amalgam of devices and networks that permeate our daily routines.

    The Metaphase Sound Machine works like the spinning radars that manage flight traffic at airports, but instead of looking for moving objects, the machine scans its vicinity for radiation from networks, cellphones, laptops, and other electronic devices. Using an on-board Geiger counter, the machine gathers nearby radiation and translates it into sound waves based on its proximity. The element of randomness in Morozov’s work is derived from the data collected by the sensors, making the sounds produced truly unique every time the machine is activated. The kinetic motion of the system attracts visitors, causing a chain reaction as the machine senses their electronic devices, provoking further activation of the machine.

  • Interactive & Monitor-Based
  • Land of Pink & Orange
  • Dmitry Resnyansky
  • SIGGRAPH Asia 2011: FANTAsia
  • Resnyansky: Land of Pink & Orange
  • Objects are not always what they appear to be. Through this piece, I wanted to express this notion of objects in disguise and provide commentary on the nature of design in today’s contemporary aesthetic. The scenario is indeed familiar to many of us: the user coming into contact with an artifact of industrial, graphic, urban or any form of digitally interactive design from today’s sphere of post-modernism, feeling a slight sense of miscommunication, and only upon some reflection discovering the true intent or function of the artifact in question. The user does not immediately realize what it is that they are observing, yet it is the realization itself which cements the double meaning of such artifacts. An inconvenience to some, and a pleasure to others, I wanted to consciously communicate such a quality through this piece. Through the process of abstract imagery and visual double meaning, an alternate reality should emerge, bringing to light the surrealism of the situation inside both the 2D image, and hopefully, in our own 3D world.

  • 2D & Wall-Hung
  • Seoul Landscape
  • Dohee Jeon and Hannah Kim
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Jeon, Kim: Seoul Landscape
  • Summary

    The work proceeds with the question, ‘What is nature for urban people?’ For urban people, “naturalness” is the urban landscape and looks at it through Korean traditional music.

    Abstract

    See the scenery of the city through Korean traditional music. ‘object’ exists with time. We sometimes bring the ‘object’ of the past to reproduce the time of the past. ‘object’ becomes the music of Korean traditional music. What we are trying to reproduce is nature. What is nature? Nature is a phenomenon itself. For people in the modern world, is nature an urban ecosystem? We find the way back to nature through the ‘object’ called ‘Korean traditional music’. It looks at nature as the whole being, not as an individual who only has the impression of passing through without a clear form.

    The work begins with the question, ‘What is nature for urban people?’. In modern society, people live without losing nature. In this society, for us, the meaning of nature exists in an ideological form, but does not exist. Although this work visually shows the urban landscape, it creates chaos in people’s perception system, making the city look like nature. This image is projected on a place with a three-dimensional surface, reveals its distortion form and once again gives confusion about form and notion.

  • Seoul Landscape is an interactive video that responds to sound. It has a total of three themes, and these loops are repeated to produce a screen. This responsive image medium is once again mapped with a new shape by projecting it onto a distorted object rather than a plane.

  • Animation & Video, Sound Art, and Interactive & Monitor-Based
  • Touring Suburbia I Number Four
  • Dolores Kaufman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • A city girl at heart, I have had a love-hate relationship with suburbia for over 20 years. It began in 1979 when, over a period of many months, I photographed the lawns, gardens, and homes of Parma, Ohio, a western suburb of Cleveland and the epitome of middle Americana. To those who live on the East Side, the West Side is a cultural wasteland of cookie-cutter houses, meatball shrubs, bland lawns, and decorative cliches. So when I set out with my camera, it was as on safari to a strange and distant land. What I found were cookie-cutter houses, meatball shrubs, decorative cliches, patterns of light and shadow, geometric perfection, and quirky expressions of faith, love, and individuality. This was no modern gated community where a large question mark painted on a garage door would be against the rules. The result of the expedition was the series, Parma Piece, subsequently exhibited at the New Gallery of Contemporary Art and the Cleveland Art Museum. But Parma Piece was only part of the story. Suburbia is where the American Dream lives, and those who dwell there dream the Big Dream. Just as they (or their parents) fled to America in search of freedom and prosperity, they, in turn, fled the dirt, noise, chaos, and racial strife of the city in search of the quiet, order, cleanliness, and safety of the suburbs. For the vast majority, however, prosperity only went so far while they held fast to the notion that if they worked hard. invested, and saved, they, too, could live in European-style palaces with manicured gardens, a status that was unattainable under European political/economic systems. For the time being, however, a bungalow nested inside a row of identical bungalows would have to do. And while the palaces and sculpted gardens of Versailles were out of reach, they had their little plots of earth on which to plant their shrubs and weedless grass shaped and trimmed to unearthly standards of perfection. Instead of monumental statues, they had rocks and swans and flamingos and little boys carrying fishing poles. Their homes would be their castles, of sorts, and they would dream … Using digital tools, I am able to re-visualize that dream, to begin to imagine Versailles from their individual efforts. Touring Suburbia represents an attempt to recapture a dream once glimpsed.

  • 2D & Wall-Hung
  • Pigment ink on fine art rag
  • 40 inches x 32 inches
  • Touring Suburbia I Number One
  • Dolores Kaufman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • A city girl at heart, I have had a love-hate relationship with suburbia for over 20 years. It began in 1979 when, over a period of many months, I photographed the lawns, gardens, and homes of Parma, Ohio, a western suburb of Cleveland and the epitome of middle Americana. To those who live on the East Side, the West Side is a cultural wasteland of cookie-cutter houses, meatball shrubs, bland lawns, and decorative cliches. So when I set out with my camera, it was as on safari to a strange and distant land. What I found were cookie-cutter houses, meatball shrubs, decorative cliches, patterns of light and shadow, geometric perfection, and quirky expressions of faith, love, and individuality. This was no modern gated community where a large question mark painted on a garage door would be against the rules. The result of the expedition was the series, Parma Piece, subsequently exhibited at the New Gallery of Contemporary Art and the Cleveland Art Museum. But Parma Piece was only part of the story. Suburbia is where the American Dream lives, and those who dwell there dream the Big Dream. Just as they (or their parents) fled to America in search of freedom and prosperity, they, in turn, fled the dirt, noise, chaos, and racial strife of the city in search of the quiet, order, cleanliness, and safety of the suburbs. For the vast majority, however, prosperity only went so far while they held fast to the notion that if they worked hard. invested, and saved, they, too, could live in European-style palaces with manicured gardens, a status that was unattainable under European political/economic systems. For the time being, however, a bungalow nested inside a row of identical bungalows would have to do. And while the palaces and sculpted gardens of Versailles were out of reach, they had their little plots of earth on which to plant their shrubs and weedless grass shaped and trimmed to unearthly standards of perfection. Instead of monumental statues, they had rocks and swans and flamingos and little boys carrying fishing poles. Their homes would be their castles, of sorts, and they would dream … Using digital tools, I am able to re-visualize that dream, to begin to imagine Versailles from their individual efforts. Touring Suburbia represents an attempt to recapture a dream once glimpsed.

  • 2D & Wall-Hung
  • Pigment ink on fine art rag
  • 40 inches x 32 inches
  • Touring Suburbia I Number Three
  • Dolores Kaufman
  • SIGGRAPH 2005: Threading Time
  • 2005
  • A city girl at heart, I have had a love-hate relationship with suburbia for over 20 years. It began in 1979 when, over a period of many months, I photographed the lawns, gardens, and homes of Parma, Ohio, a western suburb of Cleveland and the epitome of middle Americana. To those who live on the East Side, the West Side is a cultural wasteland of cookie-cutter houses, meatball shrubs, bland lawns, and decorative cliches. So when I set out with my camera, it was as on safari to a strange and distant land. What I found were cookie-cutter houses, meatball shrubs, decorative cliches, patterns of light and shadow, geometric perfection, and quirky expressions of faith, love, and individuality. This was no modern gated community where a large question mark painted on a garage door would be against the rules. The result of the expedition was the series, Parma Piece, subsequently exhibited at the New Gallery of Contemporary Art and the Cleveland Art Museum. But Parma Piece was only part of the story. Suburbia is where the American Dream lives, and those who dwell there dream the Big Dream. Just as they (or their parents) fled to America in search of freedom and prosperity, they, in turn, fled the dirt, noise, chaos, and racial strife of the city in search of the quiet, order, cleanliness, and safety of the suburbs. For the vast majority, however, prosperity only went so far while they held fast to the notion that if they worked hard. invested, and saved, they, too, could live in European-style palaces with manicured gardens, a status that was unattainable under European political/economic systems. For the time being, however, a bungalow nested inside a row of identical bungalows would have to do. And while the palaces and sculpted gardens of Versailles were out of reach, they had their little plots of earth on which to plant their shrubs and weedless grass shaped and trimmed to unearthly standards of perfection. Instead of monumental statues, they had rocks and swans and flamingos and little boys carrying fishing poles. Their homes would be their castles, of sorts, and they would dream … Using digital tools, I am able to re-visualize that dream, to begin to imagine Versailles from their individual efforts. Touring Suburbia represents an attempt to recapture a dream once glimpsed.

  • 2D & Wall-Hung
  • Pigment ink on fine art rag
  • 32 inches x 32 inches
  • Fire and Ice Chip
  • Don Arday
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Dye sublimation print
  • 6 x 6 inches
  • Stop Smoking
  • Don Arday
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Canon CLC
  • 8 x 5 inches
  • Celerity
  • Don Butler, S. Gordon, D. Lindau, A. Seiden, and Dean Winkler
  • SIGGRAPH 1987: Art Show
  • Image Not Available
  • Hdw: Iris 3030/Celerity 1260/Raster Tech 1/80/Sony BVH-2500
    Sftw: Wavefront

  • Animation & Video
  • Over the Edge
  • Don Joyce
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Don Joyce Over the Edge
  • Hardware: Sharp MZ-5000 PC 8086
    Software: Unipaint, F. Fischer

  • 2D & Wall-Hung
  • Photographic print
  • 11 x 14 in.
  • Mess
  • Don MacKay
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Don MacKay Mess
  • Hardware: IBM PC with Lumena System
    Software: Time Arts-Lumena

  • 2D & Wall-Hung
  • Photographic print
  • 16 x 20 in.
  • Shirt 1-1
  • Don MacKay
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Shirt 1-5
  • Don MacKay
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Shirt 1-6
  • Don MacKay
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Chindi Frieze #4
  • Don P. Miller
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Amiga 1000 w/15 Meg. RAM, Panasonic WV-1400X black and white video camera for input of live and photo­graphic copy, Xerox 4020 ink jet printer.
    Software: Digi-View and Digi-Paint by NEW TEK, TOPEKA KS.

  • 2D & Wall-Hung
  • Ink jet printout
  • 7.25 x 25
  • Mutation-Cir
  • Don P. Miller
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Miller Mutation-Cir
  • 2D & Wall-Hung
  • computer-manipulated image/Xerox C150 inkjet print
  • 11 x 8"
  • Sentinel #1
  • Don P. Miller
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Miller Sentinel #1
  • 2D & Wall-Hung
  • computer-manipulated image/Xerox C150 inkjet print
  • 7 x 9.75"
  • Sentinel #2
  • Don P. Miller
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Miller Sentinel #2
  • 2D & Wall-Hung
  • computer-manipulated image/Xerox C150 inkjet print
  • 7 x 9.75"
  • Big Hairy Bush – Hair Particle Drawing Project
  • Don Relyea
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The hair particle drawing project was originally intended to be and still is a component of a larger ongoing project. It is based around a ParticleFX engine I wrote for a game some time ago. I altered the particles to behave like growing hair. In the early stages of development, the particles rendered long and flowing hair with loose curls. For the Big Hairy Bush application, hair with a tighter, more erratic curl was required. In general, hair growing in darker areas grows longer and thicker and maintains a tighter curl. This is to preserve some of the detail that would get overgrown otherwise. Hair will continue to grow over time. This portrait of President Bush was grown over a weekend. Big Hairy Bush is intended to be non-partisan and humorous. It is my belief that all career politicians have something unattractive that they hide. Intentional or not, the nature of their careers requires compromise and back-door dealing. President Bush was a convenient subject for this exercise, but it is certainly possible to replace Bush with any career politician from either political party. The beauty industry and the advertising industry have conditioned us to hide or cover up so called “unwanted hair” such as back hair, pubic hair, arm pit hair, and leg hair. We cover it up, shave it, and wax it off. With the proliferation of mass media, it is desirable to whitewash the unattractive traits of politicians. Using hair as a metaphor for that which is undesirable, what would politicians look like if they did not cover up their unwanted hair?

  • A small gif thumbnail of the president was downloaded and
    used by the application for reference. The gif is parsed by
    the application at runtime, and grayscale index color values
    are stored in a lookup table. A particle manager was coded to prevent the application from overloading. The particle
    manager references the lookup table, and based on the lookup table data, it assigns a group of hair particles to
    locations in the canvas area and initializes them. Once a particle has been initialized, it begins to draw itself,
    maintaining a variety of vectors including scale, opacity,
    mutators, growth direction, and life span. Mutators are
    passed to the particles to cause them to grow grayer or more kinky. When a particle has reached the end of its life span, it disposes of itself and messages the particle manager
    that it is done drawing.

  • 2D & Wall-Hung
  • Epson K3 BW matte print on watercolor paper of algorithmic image
  • 20 inches x 15 inches x 2.5 inches
  • Unnecessary Signage
  • Don Ritter
  • SIGGRAPH Asia 2015: Life on Earth
  • 2015
  • 2015 Ritter: Unnecessary Signage
  • Unnecessary Signage resembles a series of industrial road signs that depict humanity’s struggle with morality and the human condition. Each sign contains a prohibitive instruction and pictograph that refer to a real-world event involving birth, childhood, love, marriage, parenting, social recognition, or death. Most of the signs are associated with an actual tragedy that occurred within the last 30 years, such as a woman who murdered her husband eight days after their marriage (Do Not Push Husband Off Cliff During Honeymoon). Each sign is accompanied with a QR code that contains a link to an associated news article.

  • 2D & Wall-Hung
  • Into the Tunnel
  • Dona Geib
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Geib: Into the Tunnel
  • One of the delights (rather, the seduction) of working as an artist in the 21st century is using digital technologies (that continue to become more sophisticated). I think (no, I know), that I am participating in an authentic revolution. Before the revolution, I received my Master of Arts in experimental printmaking, specializing in 30 intaglio prints, photography, and very early computer graphics. Since 1983, I have been working with the computer and creating digital art.

    The basis of my work is in using combinations and permutations of “throw-away” corrugated cardboard boxes and their inner divider elements. Now, however, instead of drawing the image on a zinc plate, I am utilizing electronic techniques to scan an image (my own sculptures, photographs, or prints) with a digital video recorder or digital camera.

    Using digital images seems to be a natural evolution of the method that printmakers have been utilizing for centuries: layering. I take my intaglio prints, ghost prints, and monoprints and transform them by adding or compositing portions of a new digital image to them. These new digital methods are exciting additions to the print vocabulary. I can print on a canvas, hand-made paper, transparent media, silk, metal, and then I can transfer images through a heat method (on and on and on). I end up with paintings on canvas or handmade paper using large-format printers. To these new creations, I add handwork of encaustic, gold leaf, and metal.

    I admit that there seems to be a little cognitive dissonance (and I like that dissonance) in my use of high-tech software and hardware to depict urban detritus (the “throw-aways,” the “quickly disposable,” and the “tacky”). In my hands, the digitally assisted and reworked images of corrugated cardboard boxes, dividers, and crates become an illusion to another world or universe. I am inventing a new world, new landmarks to point to the familiar but unacknowledged. I give visual clues of a dilapidated apartment house, the slums along the border, or the foretelling of a “blade runner” future for Los Angeles in the 22nd century. I depict alternative universes. Creation of these new universes is a symbol of my search for time without end or perhaps life to be continued … somewhere else.

  • 2D & Wall-Hung
  • 18 in x 18 in
  • digital imagery and layers
  • Remains of the Day
  • Dona Geib
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Geib: Remains of the Day
  • One of the delights (rather, the seduction) of working as an artist in the 21st century is using digital technologies (that continue to become more sophisticated). I think (no, I know), that I am participating in an authentic revolution. Before the revolution, I received my Master of Arts in experimental printmaking, specializing in 30 intaglio prints, photography, and very early computer graphics. Since 1983, I have been working with the computer and creating digital art.

    The basis of my work is in using combinations and permutations of “throw-away” corrugated cardboard boxes and their inner divider elements. Now, however, instead of drawing the image on a zinc plate, I am utilizing electronic techniques to scan an image (my own sculptures, photographs, or prints) with a digital video recorder or digital camera.

    Using digital images seems to be a natural evolution of the method that printmakers have been utilizing for centuries: layering. I take my intaglio prints, ghost prints, and monoprints and transform them by adding or compositing portions of a new digital image to them. These new digital methods are exciting additions to the print vocabulary. I can print on a canvas, hand-made paper, transparent media, silk, metal, and then I can transfer images through a heat method (on and on and on). I end up with paintings on canvas or handmade paper using large-format printers. To these new creations, I add handwork of encaustic, gold leaf, and metal.

    I admit that there seems to be a little cognitive dissonance (and I like that dissonance) in my use of high-tech software and hardware to depict urban detritus (the “throw-aways,” the “quickly disposable,” and the “tacky”). In my hands, the digitally assisted and reworked images of corrugated cardboard boxes, dividers, and crates become an illusion to another world or universe. I am inventing a new world, new landmarks to point to the familiar but unacknowledged. I give visual clues of a dilapidated apartment house, the slums along the border, or the foretelling of a “blade runner” future for Los Angeles in the 22nd century. I depict alternative universes. Creation of these new universes is a symbol of my search for time without end or perhaps life to be continued … somewhere else.

  • 2D & Wall-Hung
  • 18 in x 18 in
  • digital imagery and layers
  • Remnants of the Soul
  • Dona Geib
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Geib: Remnants of the Soul
  • One of the delights (rather, the seduction) of working as an artist in the 21st century is using digital technologies (that continue to become more sophisticated). I think (no, I know), that I am participating in an authentic revolution. Before the revolution, I received my Master of Arts in experimental printmaking, specializing in 30 intaglio prints, photography, and very early computer graphics. Since 1983, I have been working with the computer and creating digital art.

    The basis of my work is in using combinations and permutations of “throw-away” corrugated cardboard boxes and their inner divider elements. Now, however, instead of drawing the image on a zinc plate, I am utilizing electronic techniques to scan an image (my own sculptures, photographs, or prints) with a digital video recorder or digital camera.

    Using digital images seems to be a natural evolution of the method that printmakers have been utilizing for centuries: layering. I take my intaglio prints, ghost prints, and monoprints and transform them by adding or compositing portions of a new digital image to them. These new digital methods are exciting additions to the print vocabulary. I can print on a canvas, hand-made paper, transparent media, silk, metal, and then I can transfer images through a heat method (on and on and on). I end up with paintings on canvas or handmade paper using large-format printers. To these new creations, I add handwork of encaustic, gold leaf, and metal.

    I admit that there seems to be a little cognitive dissonance (and I like that dissonance) in my use of high-tech software and hardware to depict urban detritus (the “throw-aways,” the “quickly disposable,” and the “tacky”). In my hands, the digitally assisted and reworked images of corrugated cardboard boxes, dividers, and crates become an illusion to another world or universe. I am inventing a new world, new landmarks to point to the familiar but unacknowledged. I give visual clues of a dilapidated apartment house, the slums along the border, or the foretelling of a “blade runner” future for Los Angeles in the 22nd century. I depict alternative universes. Creation of these new universes is a symbol of my search for time without end or perhaps life to be continued … somewhere else.

  • 2D & Wall-Hung
  • 18 in x 18 in
  • digital imagery and layers
  • St. Patrick's Doors
  • Dona Geib
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Geib: St. Patrick's Doors
  • One of the delights (rather, the seduction) of working as an artist in the 21st century is using digital technologies (that continue to become more sophisticated). I think (no, I know), that I am participating in an authentic revolution. Before the revolution, I received my Master of Arts in experimental printmaking, specializing in 30 intaglio prints, photography, and very early computer graphics. Since 1983, I have been working with the computer and creating digital art.

    The basis of my work is in using combinations and permutations of “throw-away” corrugated cardboard boxes and their inner divider elements. Now, however, instead of drawing the image on a zinc plate, I am utilizing electronic techniques to scan an image (my own sculptures, photographs, or prints) with a digital video recorder or digital camera.

    Using digital images seems to be a natural evolution of the method that printmakers have been utilizing for centuries: layering. I take my intaglio prints, ghost prints, and monoprints and transform them by adding or compositing portions of a new digital image to them. These new digital methods are exciting additions to the print vocabulary. I can print on a canvas, hand-made paper, transparent media, silk, metal, and then I can transfer images through a heat method (on and on and on). I end up with paintings on canvas or handmade paper using large-format printers. To these new creations, I add handwork of encaustic, gold leaf, and metal.

    I admit that there seems to be a little cognitive dissonance (and I like that dissonance) in my use of high-tech software and hardware to depict urban detritus (the “throw-aways,” the “quickly disposable,” and the “tacky”). In my hands, the digitally assisted and reworked images of corrugated cardboard boxes, dividers, and crates become an illusion to another world or universe. I am inventing a new world, new landmarks to point to the familiar but unacknowledged. I give visual clues of a dilapidated apartment house, the slums along the border, or the foretelling of a “blade runner” future for Los Angeles in the 22nd century. I depict alternative universes. Creation of these new universes is a symbol of my search for time without end or perhaps life to be continued … somewhere else.

  • 2D & Wall-Hung
  • 10 in x 10 in
  • digital imagery and layers
  • Caribbean Dream
  • Donald Gambino
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Gambino Caribbean Dream
  • Hardware: IBM PC, GTCO Graphics Tablet
    Software: Time Arts—Easel

  • 2D & Wall-Hung
  • Print
  • 20 x 24 in.
  • 2D print
  • Does He, or Doesn't He?
  • Donald Gambino
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Flexing for Her
  • Donald Gambino
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Clouds in the Head
  • Donald R. Leich
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Donald R. Leich Clouds in the Head
  • Hardware: Harris 800 computer, Dicomed D48
    Software: DEI’s proprietary Visions

  • 2D & Wall-Hung
  • Cibachrome print,
  • 20 x 20 in.
  • Untitled (Floating Spheres)
  • Donald R. Leich
  • SIGGRAPH 1986: Universal Spheres
  • 1983
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Heading Out
  • Donna Geist
  • SIGGRAPH 1998: Touchware
  • 1997
  • 1997 Geist Heading Out
  • One day, while rummaging through boxes being thrown out by a neighbor, I found a stack of old discarded computer boards. I was intrigued by the detail, shapes, and forms of the circuitry. In my mind, circuits and wires became a city in motion. This is where the basic concept for Heading Out was formed. Not only would the circuit boards add interesting features and textures to the canvas, but would also help to incorporate three­-dimensionality.

    As in all of my paintings, Heading Out was an experiment into the realms of my imagination. With this particular piece, I took my basic skill as an impressionistic artist and combined surrealism and animation. But like real functioning computers, I wanted to obtain a sense of kinetic flow and movement that would give the painting life. I combined cartoon-like features with city life, then brought the highway from the city itself, first descending and then forwarding, with an auto-mobile actually coming up and off the canvas.

    When I work on a piece, I try to cap­ture a certain mood or feeling, and I want more than painterly strokes on the canvas. The combination of texture and three-dimensionality in mixed media painting helps me to achieve this.

  • 2D & Wall-Hung
  • Mixed media
  • 24" x 30" x 6"
  • imagination and mixed media
  • Familiar Is-ness
  • Donna J. Cox
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Cox Familiar ls-ness
  • The convergence of art and science through computer graphics has been my obsession for 17 years and has culminated in a variety of artistic and scientific endeavors that include visualization and virtual reality. Technology is an extension of nature and a collaborative assistant as I mediate between scientific data and artistic expression. My insatiable curiosity with science relates to a desire to understand the universe and our place within it, and to make the invisible visible. Illness and death in the family have inspired my recent poetry, which informs much of this contemporary artwork. The underlying theme is the evolution of consciousness through recycled realities of human experience. If the universe is becoming more conscious, then it gropes and grows through our experiential being.

    Old familiar is-ness,
    You’ve been everything to me:
    anchors of laughing candles,
    intermingling crests of regret,
    revealing memories unborn,
    confessing tearful forgiveness.

    Glowing recycled images fall like cards to an earthly panorama
    from a galactic merger. Time may be infinite, matter may
    be conserved, life may be recycled, yet the here and now is
    our truest experience.

    Beyond all appearances of
    evolving atomic finesse,
    Discovering no slice is better to claim, …
    No-thing. No-time. Than This.

  • 2D & Wall-Hung
  • Cibachrome Print
  • 24" x 20"
  • cibachrome print, computer graphics, and science
  • Paleolithic Postmodern Venus
  • Donna J. Cox
  • SIGGRAPH 1998: Touchware
  • Jan. 1987
  • 1997 Cox Paleolithic Postmodern Venus
  • The convergence of art and science through computer graphics has been my obsession for 17 years and has culminated in a variety of artistic and scientific endeavors that include visualization and virtual reality. Technology is an extension of nature and a collaborative assistant as I mediate between scientific data and artistic expression. My insatiable curiosity with science relates to a desire to understand the universe and our place within it, and to make the invisible visible. Illness and death in the family have inspired my recent poetry, which informs much of this contemporary artwork. The underlying theme is the evolution of consciousness through recycled realities of human experience. If the universe is becoming more conscious, then it gropes and grows through our experiential being.

    Old familiar is-ness,
    You’ve been everything to me:
    anchors of laughing candles,
    intermingling crests of regret,
    revealing memories unborn,
    confessing tearful forgiveness.

    Glowing recycled images fall like cards to an earthly panorama
    from a galactic merger. Time may be infinite, matter may
    be conserved, life may be recycled, yet the here and now is
    our truest experience.

    Beyond all appearances of
    evolving atomic finesse,
    Discovering no slice is better to claim, …
    No-thing. No-time. Than This.

  • 2D & Wall-Hung
  • 18.5" x 26.5"
  • computer graphics and science
  • Pseudo-Color Maker: Interactive Supercomputer Art|Science
  • Donna J. Cox
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Cox Pseudo-Color Maker: Interactive Super­computer Art / Science
  • Hardware: IBM, AT, Cray, Joystick
    Software: RT|1, C

  • Interactive & Monitor-Based
  • Interactive Installation
  • Dance Ten
  • Doris Chase
  • SIGGRAPH 1986: A Retrospective
  • 1977
  • Image Not Available
  • Animation & Video
  • 8 minutes
  • Poe's Tree
  • Doros Polydorou
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Polydorou: Poe’s Tree
  • Summary

    This project uses an old text from Edgar Alan Poe’s story “The Golden Bug” and re-imagines it into a 3d tree. The shape of the tree was generated by a syntax analysis of the text, which was later turned into an L-System code.

    Abstract

    This artwork is inspired by the short story “The Gold-Bug” by Edgar Alan Poe. The story follows William Legrand, his servant Jupiter and an unnamed narrator on their quest to uncover a buried treasure. Poe took advantage of the popularity of cryptography as he was writing the “The Gold-Bug” and his story revolves around the team trying to solve a cipher. The characters in the story follow a simple substitution cipher to decode a message that eventually leads them to the treasure.

    With this project, the aim was to re-encode the decrypted text into a digital form and turn it into a 3d tree. In order for this to be achieved, the following process was used:

      1. Using Chomky’s Context-Free-Grammar, the text was broken down into a syntax tree.
      2. By using a simple substitution process, like the one used by Poe, the syntax tree was turned into an L-systems syntax.
      3. The tree was then generated using the build-in L-Systems function in Houdini
      4. Maya was used to stylize, texture and render the 3d tree.

    The process (the text, the L-system code and the substitution cipher) will be submited as a additional materials.

  • For this project, Doros wanted to experiment with a narrative text and digital generative processes. By breaking down the Poes’ text (through a linguistic analysis), transforming it (with the same method used by Poe in his story) and slowly putting it back together again (using L-systems, a “primitive AI” method), Doros was trying to re-shape and re-purpose art and create a new piece from a classic one.

    The result which came out of the L-system was interesting by itself, however it needed an aesthetic re-touch. The tree was remade in Maya (using the houdini export as a template) and it was then textured as a golden/chestnut tree. This symbolism points to the process of grafting (a gardening technique where tissues of plants are joined together) and to the treasure hunt theme of the original story. Through this process, Doros interfered with the digital fabrication of the tree by using the result of the L-system as a tool to guide the creation process and reach the artistic desired result.

    For this project, Doros wanted to experiment with a narrative text and digital generative processes. By breaking down the Poes’ text (through a linguistic analysis), transforming it (with the same method used by Poe in his story) and slowly putting it back together again (using L-systems, a “primitive AI” method), Doros was trying to re-shape and re-purpose art and create a new piece from a classic one.

  • 3D & Sculpture
  • Anatomy Lesson
  • Dorothy Simpson Krause
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Iris print enhanced with gold leaf and watch parts
  • 22 x 30 inches
  • Blue Madonna
  • Dorothy Simpson Krause
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Iris 3047 print enhanced with gold leaf
  • 30 x 22 inches
  • Losing Ground
  • Dorothy Simpson Krause
  • DAC Online Exhibition 2015: Altered Books - Digital Interventions
  • 2010
  • “Losing Ground” is a plea for awareness of our role as stewards of the environment. Using images spanning more than a decade and text from the Intergovernmental Panel on Climate Change it combines traditional processes and print-on-demand technology to share its important message.

  • Artist Book
  • Adobe Photoshop, FlippingBook, HP Indigo 5500 press
  • Margoa
  • Dorothy Simpson Krause
  • SIGGRAPH 2006: Intersections
  • 2006 Krause Margoa
  • I am a painter by training and collage-maker by nature who began my experimental printmaking with reprographic machines. Since being introduced to computers in the late 1960s while working on my doctorate at Pennsylvania State University, I have combined tra­ditional and digital media. My work includes large-scale mixed-media pieces, artist books, and book-like objects that bridge between these two forms. It embeds archetypal symbols and fragments of image and text in multiple layers of texture and meaning. It combines the humblest of materials (plaster, tar, wax and pigment) with the latest in technology to evoke the past and herald the future. My art ­making is an integrated mode of inquiry that links concept and media in an ongoing dialogue, a visible means of exploring meaning.

    Village and Margoa are components of Passages, a series that in­cludes doors, windows, tunnels, openings, corridors. The term also encompasses movement from one place to another, the transition from one condition or state to another, and the right or permission to come and go freely. We speak of passing time, safe passage, and “passing over” or dying. These images reference those varied meanings as well the barriers that prevent us from coming and going at will.

  • Village and Margoa are mixed media assemblages. The digital files were printed onto clear film, which were used as templates for build­ing assemblages. In Village, for example, a small piece of aluminum (positioned to correspond to a window in the image file), was placed under a recycled brass grid which was nailed to wood and washed with plaster. The assemblage was used as the substrate onto which the image file was printed using a Durst UV-cured flatbed printer.

    With UV-curing flatbed printers, the ability to print on virtually any dimensional surface without pre-coating offers an enormous range of possibilities. Prints are equally good on surfaces with combina­tions of porous and nonporous or matte and shiny materials, and UV-cured inks sit on the surface of the print with the physicality of paint or traditional printmaking inks.

  • 2D & Wall-Hung
  • Digital mixed media
  • 24" x 24"
  • Strapped
  • Dorothy Simpson Krause
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Krause: Strapped
  • A painter by training and collage-maker by nature, I began my experimental printmaking with reprographic machines. Since being introduced to computers in the late 1960s while working on my doctorate at Penn State, I have combined traditional and digital media. My work embeds archetypal symbols and fragments of image and text in multiple layers of texture and meaning. It combines the humblest of materials (plaster, tar, wax, and pigment) with the latest in technology to evoke the past and herald the future.

    By focusing on timeless personal and universal issues (hopes and fears, wishes, lies and dreams, immortality and transience), I challenge myself and the viewer to look beyond the surface to see what depths are hidden. I imbue my work with the quality of allegory, not to be factual, but to be truthful in character. There are no prescriptive messages, but the montaged images invite subversive readings. By questioning the issue of power and how it is implemented, the dignity of the individual and the strength of the spirit are celebrated in my work.

    These pieces began with a series of photographs taken of twin performance artists Emily and Abigail Taylor. They were done for a solo exhibition, Dorothy Simpson Krause: body + soul, at the Danforth Museum of Art in the spring of 2003. The series includes several groupings of images and a book. The book, Vengeance is Mine, is an accordion-format collage of digital prints on black Arches cover stock coated with encaustic and pigment. It has a cover of wood wrapped in lead with ribbon and silver ornament.

    Strapped, is a UV-cured inkjet print of 3/4-inch polycarbonate with mirror and metal strapping.

  • 3D & Sculpture
  • 24 in x 24 in
  • ink jet print and mixed media
  • Vengeance is Mine
  • Dorothy Simpson Krause
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Krause: Vengeance Is Mine
  • A painter by training and collage-maker by nature, I began my experimental printmaking with reprographic machines. Since being introduced to computers in the late 1960s while working on my doctorate at Penn State, I have combined traditional and digital media. My work embeds archetypal symbols and fragments of image and text in multiple layers of texture and meaning. It combines the humblest of materials (plaster, tar, wax, and pigment) with the latest in technology to evoke the past and herald the future.

    By focusing on timeless personal and universal issues (hopes and fears, wishes, lies and dreams, immortality and transience), I challenge myself and the viewer to look beyond the surface to see what depths are hidden. I imbue my work with the quality of allegory, not to be factual, but to be truthful in character. There are no prescriptive messages, but the montaged images invite subversive readings. By questioning the issue of power and how it is implemented, the dignity of the individual and the strength of the spirit are celebrated in my work.

    These pieces began with a series of photographs taken of twin performance artists Emily and Abigail Taylor. They were done for a solo exhibition, Dorothy Simpson Krause: body + soul, at the Danforth Museum of Art in the spring of 2003. The series includes several groupings of images and a book. The book, Vengeance is Mine, is an accordion-format collage of digital prints on black Arches cover stock coated with encaustic and pigment. It has a cover of wood wrapped in lead with ribbon and silver ornament.

    Strapped, is a UV-cured inkjet print of 3/4-inch polycarbonate with mirror and metal strapping.

  • Artist Book
  • 4.5 in x 4.5 in closed; 4.5 in x 36 in open
  • accordion book and mixed media
  • Village
  • Dorothy Simpson Krause
  • SIGGRAPH 2006: Intersections
  • 2006 Krause Village
  • I am a painter by training and collage-maker by nature who began my experimental printmaking with reprographic machines. Since being introduced to computers in the late 1960s while working on my doctorate at Pennsylvania State University, I have combined tra­ditional and digital media. My work includes large-scale mixed-media pieces, artist books, and book-like objects that bridge between these two forms. It embeds archetypal symbols and fragments of image and text in multiple layers of texture and meaning. It combines the humblest of materials (plaster, tar, wax and pigment) with the latest in technology to evoke the past and herald the future. My art­ making is an integrated mode of inquiry that links concept and media in an ongoing dialogue, a visible means of exploring meaning.

    Village and Margoa are components of Passages, a series that in­cludes doors, windows, tunnels, openings, corridors. The term also encompasses movement from one place to another, the transition from one condition or state to another, and the right or permission to come and go freely. We speak of passing time, safe passage, and “passing over” or dying. These images reference those varied meanings as well the barriers that prevent us from coming and going at will.

  • Village and Margoa are mixed media assemblages. The digital files were printed onto clear film, which were used as templates for build­ing assemblages. In Village, for example, a small piece of aluminum (positioned to correspond to a window in the image file), was placed under a recycled brass grid which was nailed to wood and washed with plaster. The assemblage was used as the substrate onto which the image file was printed using a Durst UV-cured flatbed printer.

    With UV-curing flatbed printers, the ability to print on virtually any dimensional surface without pre-coating offers an enormous range of possibilities. Prints are equally good on surfaces with combina­tions of porous and nonporous or matte and shiny materials, and UV-cured inks sit on the surface of the print with the physicality of paint or traditional printmaking inks.

  • 2D & Wall-Hung
  • Digital mixed media
  • 24" x 24"
  • Spacebase DF9
  • Double Fine Productions
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Double Fine: Spacebase 10
  • In Spacebase DF-9, you’ll build a home among the stars for a motley population of humans and aliens as they go about their daily lives. Mine asteroids, discover derelicts, and deal with the tribulations of galactic resettlement in Earth’s distant future. Meteor impacts! Explosive decompression! Unbearable loneliness!

  • Interactive & Monitor-Based
  • http://spacebasedf9.com/
  • Spore 1.1
  • Doug Easterly
  • SIGGRAPH 2005: Threading Time
  • 2005
  • This physical computing project creates an ecosystem for a rubber, tree, where conditions for life or death are controlled by monitoring fluctuations in the price of Home Depot stock. The plant was purchased from The Home Depot, so the project is eligible for the company’s one-year return policy if the tree dies. Spore 1 .1 makes visible the artificiality of our immediate reality by relating the stock market to the ecosystem. Using small-form-factor computing, microcontrollers, and custom software, the life of a plant is controlled with data typically used to monitor the life of a corporation. The primary goal of the project was to find creative expression within a system of control that is systematically monitored through globalization, the growth of multinational corporations, and the loss of heterogeneity and market-driven economies. Another goal was to produce a visually engaging work that shows the familiar form of a potted plant encased within a cybernetic environment that reads as simultaneously unpleasant and bound, yet balanced and harmonious. Spore 1.1 derives creative expression from, and visually exposes, a growing system of control that has steadily been replacing heterogeneous market-driven economies. These systems (or multinational corporations) employ a variety of strategies in the name of consumer freedom (liberal return policies, etc.) but forcefully act as consumercontrol mechanisms on the macroscopic level.Spore 1 . 1 has already died five times and been replaced each time through Home Depot’s one-year guarantee. Unexpectedly, each death was a result of too much water, an interesting consequence that remarks upon the effects of runaway economic growth. While shareholders and executives are enjoying the capital rewards of this growth, other detrimental effects go unnoticed. New Spore projects are in progress, utilizing physical computing technology and data mined from economies of scale. Spore 2.0 will be strategically installed to capture the recent propagation of wireless internet signals radiating from homes and businesses across the country. Internal components will compare signal-to-strength ratios, deploying nutrient-enriched water to encourage fungus growth in non native urban settings.

  • Installation
  • Network art installation
  • HaikuTree
  • Doug Goodwin
  • SIGGRAPH 2001: n-space
  • 2001
  • Poetry is a subjective medium – it is designed to create contexts for emotions and epiphanies. It is impossible to teach a computer to appreciate poetry for its own sake. However, computers may ana­lyze patterns of poetry that have been identified by people as good. Given feedback and analysis, computers may teach themselves to generate better poetry.

    HaikuTree.org is a system designed to help computers write better poetry. The system employs a poetry generator, ranking, a weather­ing algorithm, and a community of people to reveal the most popular poems. HaikuTree.org then analyzes the structure behind the poems and modifies its generative methods to write poems sim­ilar to those promoted by the community.

    The idea of a Haiku Tree is taken from a real tree I saw at Reed College in the late 70s. Somebody had calligraphed several little poems about trees, rain, and wind, and tied them to a tree north of the library. These lovely poems were melting away in Portland’s fall drizzle. The paper was handmade, a coarse collection of cotton fibers. They were knotted with ribbon and could not be removed without destroying them. These poems could only be read in this brief context and they provided a clear representation of the tran­sience of all things. These poems were small masterpieces of immaterialism.

    I learned later that these poems were known as WeatherGrams, and that they had probably been created by Lloyd Reynolds. Lloyd is known as the father of American calligraphy. He taught several famous font designers and Beat poets in his tenure at Reed. The inspiration of his work has stayed with me all these years.

    The primary interface for HaikuTree.org may be found at the Web site (HaikuTree.org). I have been experimenting with other interfaces including email, screensavers, and voice menu systems. Interaction will be the same in each medium. There are three main activities: generate, judge, and top ten. To generate, the computer creates a new poem based on patterns that have evolved over the life of the system. The user is then asked if s/he likes this poem and would like to place it on the (virtual) tree. If not, a new poem is presented until the user finds one that s/he prefers. In the judging activity, a poem is randomly selected from existing poems and the user is asked if it should be promoted or demoted.

    Each poem on the tree is given a starting life of 50 days. The poem’s life is shortened by one day, every day (weathering). Poems are also subject to judgment by the community. Judgment is the sum of all promotions and demotions performed by the community. Promotion increments the life of a poem by one rank; demotion decrements the life by one rank. Poems are removed from the system when life reaches zero, and rank is determined by comparing the poem’s life to its age. The “top ten” is the collection of the highest ranked poems, those whose life most exceeds the statistical mean.

  • Internet Art
  • Web site
  • algorithm, nature, and poetry
  • Sudanese Mobius Band
  • Doug Lerner and Dan Asimov
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Image Not Available
  • Animation & Video
  • 2 minutes
  • Molecular Dynamics
  • Doug Lerner
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • Animation & Video
  • 2.75 minutes
  • Oh!Columbia
  • Douglas B. Nelson
  • SIGGRAPH 1987: Art Show
  • 1987 Nelson OhColumbia
  • Hdw Used: Infrared probe eye imaging system
    Sftw Used: Colorized lnframetrics

  • 2D & Wall-Hung
  • 24" x 30"
  • EF Hutton
  • Douglas Kingsbury, Peter Carswell, and D. Close
  • SIGGRAPH 1987: Art Show
  • 1987 Kingsbury, Carswell, Close: EF Hutton 2
  • Hdw: Pyramid Tech/VAX 11/780/VAX 11/750/
    Sun/E&S PS 300
    Sftw: Cranston/Csuri

  • 2D & Wall-Hung
  • 11" x 14"
  • Baby Sphere
  • Douglas Lyon
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: DeAnza IP5532, Prime 750
    Software: FORTRAN 77, Straw Raytracer – M. Potnesil

  • Animation & Video
  • 0:36
  • Sky: Overhead Projectornoids
  • Douglas Lyon
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Lyon Sky Overhead Projectornoids
  • Hardware: Prime 750, DeAnza Image Array Processor
    Software: by the artist and Prof. H. Freeman

  • 2D & Wall-Hung
  • C print
  • 16 x 20 in.
  • c-print
  • AI: Artificial Interruption
  • Dr. Hyejin Hannah Kum-Biocca and JinHong Kwon
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Kum-Biocca, Kwon: AI: Artificial Interruption
  • Summary

    In Artificial Interruption, the cube, a digital abstraction interrupts the natural order. The seasons fold like boxes; we see time crystalize. AI slides open a door and leaks into a tightly networked sea of ice. Underneath the last mammal escapes and swims away with our past, coded in her genes.

    Abstract

    The artificial, a cube, a digital abstraction interrupts and breaks the natural order.

    The AI builds into rectangles and cubes, abstract, perfect, but empty of life. The seasons fold like boxes into structures of gray, as we see time crystalize.

    As the artificial interruption spreads fields and leaves shatter into ice cubes. Nature once fluid, splatters, then freezes.

    The AI slides open a door and leaks into a tight, glacial surface of data cubes, a networked sea of ice. Under this sea sheet of networked ice, the last mammal escapes and swims away and with her, our past, coded in her genes.

  • Animation & Video
  • River’s Edge
  • Takuya Yamauchi
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Yamauchi: River’s Edge
  • Summary

    The generative art project was founded in 2016 to experiment with generative algorithms to create new art forms. Since then, numerous creators from all over the world have developed and used novel methods to create such art, and we have had numerous opportunities to admire and appreciate their legacies.

    Abstract

    River’s Edge is the title of a series of collage artworks created from images obtained via the Internet through the medium of generative programming. In this series of images, the artist used a keyword associated with his childhood memory “River’s End” to conduct an in-depth search for and gather associated images, which he then assembled into vivid and visually appealing collages. In the River’s Edge artwork, blue, gray, and green sections of the collected images were associated with water, stone, and sky. Pieces from hundreds of images were extracted from the Internet in data form, processed, and emplaced in the images. The creative process was based on an algorithm that examined the collected images, extracted appealing sections, subjected them to a limited set of modifications, and then emplaced them into the artwork. Although the algorithm’s functionalities are limited to magnification, rotation, and choosing the areas to extract from the collected imagery, the process made it possible to create a wide variety of collages. In the numerous trials that were conducted to develop this art form, several new expressions were identified, and many beautiful patterns were created.

  • This series of collage artworks was created from images associated with the keywords “River’s Edge” collected using an Internet retrieval function. In this generative art process, portions of the collected images were extracted, rotated, magnified randomly, and then pasted into the collage. The algorithm used in the artwork creation was based primarily on the following parts. The first part was data reading, during which the algorithm randomly selected image data from numerous photographs associated with “River’s Edge” from a directory compiled using the title as the keyword. The second part was image processing, during which the program randomly magnified and rotated the image data before finally pasting into the artwork. Although this generative artwork creation method was simple, the actual processing was cumbersome and time-consuming.

  • After formulating the idea of creating artwork by finding collage pieces using Internet keyword retrieval, I contemplated my past experiences to search for suitable keywords. I eventually decided on River’s Edge, which is the title of Japanese manga written by Kyoko Okazaki. That story, set in a suburb of Tokyo, was filled with characters experiencing sadness and misgivings. However, over time I have realized that although the world described in the story was full of life and death, they were always in a state of coexistence. I now realize that events related to life and death are often natural, simple, and beautiful – even though these matters seem more crucial and profound when they occur. Based on those recollections and thoughts, I decided to use River’s Edge as both the title of the generative art collage series and as the keyword for my image searches. I then collected numerous images related to “River’s Edge,” and wrote and executed the code necessary to create the generative art. When the process was complete, I was surprised by the many vivid blue and green patterns that had been generated spontaneously and noted that each different program execution resulted in clearly distinctive shapes, patterns, and colors. In this series, the colors were classified as blue and green for water and gray for stone. The images were allocated by rotating and magnifying extracted portions before including them in the collages. The final results evoke fascinating vivid impressions, and the simple and beautiful colors reminded me of the artwork of Gianluigi Toccafondo.

  • 2D & Wall-Hung and Design
  • Tokyo
  • Takuya Yamauchi
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Yamauchi: Tokyo
  • Summary

    The generative art project was founded in 2016 to experiment with generative algorithms to create new art forms. Since then, numerous creators from all over the world have developed and used novel methods to create such art, and we have had numerous opportunities to admire and appreciate their legacies.

    Abstract

    Tokyo is a generative artwork created by visualizing continuous recorded Tokyo temperature data obtained from the Japan Meteorological Agency from 1990 to 2017, and then printing out the result in a creative manner. The colored dots in the artwork reflect the temperature of each day. Cold days were colored in blue while warm days were displayed in orange. There are two primary reasons for using natural phenomena, such as temperature data in generative art creation. First, the data allows us to embrace and comprehend the unpredictability of natural phenomena. Second, when used with a generative algorithm, it makes possible data visualization in ways that allow us to create abstract art. Since there are massive amounts of historical temperature data, such artwork would be impossible to create without computers. Simple patterns like noise are not always random and often contain repeating patterns that can be expressed harmoniously. The seeming randomness of dots showing temperature distributions of hot summer days can be painted as patterns that result in abstract artwork. When applied to Tokyo temperature data, the stain-like patterns that resulted are among the most attractive characteristics of generative art painting and would be difficult to express without the generative algorithm.

  • The artwork, which uses a generative algorithm for data visualization, was created via the following steps. First, Tokyo temperature data from 1990 to 2017 were extracted from a Japan Meteorological Agency database and processed for visualization. Then, 24-h temperature data for each day were arrayed and read in data buffers. The starting and ending dates on the four corners of the artwork are given as 19900101 (Jan. 01. 1990) to 19901231 (Dec. 31, 1990), and 20170101 (Jan. 01, 2017) to 20171231 (Dec. 31, 2017), and the temperatures during that period were visualized. The generative algorithm mapped the values of the arrayed data to the arbitrary color tones values set for each temperature. For instance, in the case of a cold day, the temperature data was assigned to a blue color tone value and then plotted in the artwork. Hot days were shown similarly in orange. The Tokyo temperature data execution results provide a clear visualization of Tokyo’s past and current seasonal changes, and artistically beautiful patterns appear periodically during each year. From a scientific point of view, since the orange dots that indicate hot days are more prevalent on the bottom of the latest year’s area, it is clear that Tokyo has become warmer and that there are more hot days than seen in the earlier years shown.

  • The purpose of this artwork was to visualize data related to natural phenomena via a generative algorithm. I was especially interested in the ways data visualization could express abstract patterns. Data related to natural phenomena are often complicated, but through the use of mining data, it is often possible to bring out their beautiful and straightforward characteristics. I decided to create “Tokyo” to show the city’s temperature changes from 1990 to 2017, and thus artistically display the effects of climate change via data visualization. I have lived in Tokyo for many years and have experienced the four seasons here over the entire time. However, I have sometimes noticed differences between the current seasons and those I remember when growing up. The past winters were colder compared with those more recently, and current summer days are hotter than those of previous summers. Therefore, I collected Tokyo temperature data and created a program that allowed me to map the data in my artwork using colored dots. In the completed work, warm days were expressed in orange, while cold days were shown in blue. It quickly became clear that the more recent lengths of orange-colored dot patterns expressing warm weather were longer than those showing past days, most likely because of global warming. Although I found this scientific proof of global warming by chance, I could feel the data visualization more empathetically when expressed in the form of an abstract painting.

  • 2D & Wall-Hung and Design
  • Untitled
  • Duane D. Bray
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Dye sublimation print
  • 10 x 8 inches
  • #22 Picasso 2
  • Duane M. Palyka
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Palyka: Picasso 22
  • 2D & Wall-Hung
  • Photograph
  • 14 x 18"
  • #22 Picasso 2
  • Duane M. Palyka
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Palyka: Picasso 22
  • 2D & Wall-Hung
  • Photograph of raster image
  • 16 x 20 in.
  • #26 Blue Figure
  • Duane M. Palyka
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Palyka: Blue Figure 26
  • 2D & Wall-Hung
  • Photograph
  • 14 x 18"
  • Centered Bubbles
  • Duane M. Palyka
  • SIGGRAPH 1986: A Retrospective
  • 1974
  • 2D & Wall-Hung
  • Photograph of raster image
  • 20 x 16 in
  • Computer Art
  • Duane M. Palyka
  • SIGGRAPH 1986: A Retrospective
  • 1967
  • Image Not Available
  • 2D & Wall-Hung
  • Printer drawing
  • 28 x 20 in
  • Oh! Oh! More Craziness!
  • Duane M. Palyka
  • SIGGRAPH 1986: A Retrospective
  • 1986
  • Image Not Available
  • Animation & Video
  • 3 minutes
  • Self-Portrait
  • Duane M. Palyka
  • SIGGRAPH 1986: A Retrospective
  • 1975
  • 2D & Wall-Hung
  • Photograph of raster image
  • 16 x 20"
  • Slight Orange Fig #27
  • Duane M. Palyka
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Palyka: Slight Orange 27
  • 2D & Wall-Hung
  • Photograph
  • 14 x 18"
  • Fractal Fantasy
  • Duncan Brinsmead
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Brinsmead Fractal Fantasy
  • Hardware: Silicon Graphics, Iris, Sony recorder
    Software: D. Brinsmead, using C

  • Animation & Video
  • Animation
  • 4:00
  • Meros: Remapping Experiences of Light in the Urban Daily Journey
  • Dylan Moore
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Dylan Moore Meros fig 3
  • This project examines the everyday journey of bicyclists and pedestrians in the New York City area by mapping their paths using data captured from ambient lighting conditions at various times of day. The end result is two-fold. First, a duration-based animation shows the cityscape over a 24-hour period, not through geographical representation, but from light and dark information captured by the cyclist. The second outcome consists of an illuminated glasswork pane that is marked with a composite of the map. The project uses light to remap space in an effort to re-examine familiar locations.

    Light plays an important role in the function of a city. Light conditions, whether natural or artificial, inform our perceptions and responses. By aggregating data over time, we transform the urban landscape into a digital painting of light.

  • Animation & Video
  • Animation and glasswork pane
  • Object Lesson
  • Dylan Sisson, Andrew Woods, and Kyle Hanson
  • SIGGRAPH 1999: technOasis
  • 1999
  • In this animated short, Flotsam, our hero, is found wandering through a world of cross hatchings and boxes until he stumbles upon a rather curious device and quickly learns a valuable object lesson. The animation was created with PowerAnimator and RenderMan, and it uses textures created with pen and ink to achieve a unique look.

  • Animation & Video
  • Animation
  • 3D image, animation, and computer graphics
  • Paxville
  • Dylan Sisson
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The works in this series toy with the perception of macro and micro. What seems large, resembling surface terrain, might very well be seen as minute, like microscopic gestations in a petri dish. These images are neither. They are, instead, entirely procedural entities. Each image is a 30 shader rendered on a plane, representing a “pure” world of mathematical functions, a world that is neither big nor small but somewhere else altogether, yet not entirely unfamiliar.

  • Each work in this series was created as a single procedural shader and rendered, more or less, as a shader swatch applied to a flat plane. These procedural shaders were created using Pixar’s Slim, an interactive tool for shader assembly. Each shader is composed of many, many layers of simple procedural functions (like Worley and turbulence). These functions create simple, non-repeating patterns (dots, for instance) that were then painstakingly sized by manipulating surface parameterization, mapped to color and/or layer opacity, and
    adjusted by various other methods. Each image was built up manually with many different layers of these simple functions. No painting, digital or otherwise, was involved at any point in the process (a selfimposed constraint of this project.) After completion, each shader was rendered directly from Slim as a glorified shader swatch, but perhaps with a larger resolution than normal: 15,400 x 15,400 pixels. The shaders displaced the surface of the plane to make bumps. The shaders were rendered with Pixar’s RenderMan, and the images were not altered by any other means.

  • 3D & Sculpture
  • Procedural shader
  • 44 inches at 15,400 pixels x 15,400 pixels
  • Worley Basin
  • Dylan Sisson
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The works in this series toy with the perception of macro and micro. What seems large, resembling surface terrain, might very well be seen as minute, like microscopic gestations in a petri dish. These images are neither. They are, instead, entirely procedural entities. Each image is a 30 shader rendered on a plane, representing a “pure” world of mathematical functions, a world that is neither big nor small but somewhere else altogether, yet not entirely unfamiliar.

  • Each work in this series was created as a single procedural shader and rendered, more or less, as a shader swatch applied to a flat plane. These procedural shaders were created using Pixar’s Slim, an interactive tool for shader assembly. Each shader is composed of many, many layers of simple procedural functions (like Worley and turbulence). These functions create simple, non-repeating patterns (dots, for instance) that were then painstakingly sized by manipulating surface parameterization, mapped to color and/or layer opacity, and
    adjusted by various other methods. Each image was built up manually with many different layers of these simple functions. No painting, digital or otherwise, was involved at any point in the process (a selfimposed constraint of this project.) After completion, each shader was rendered directly from Slim as a glorified shader swatch, but perhaps with a larger resolution than normal: 15,400 x 15,400 pixels. The shaders displaced the surface of the plane to make bumps. The shaders were rendered with Pixar’s RenderMan, and the images were not altered by any other means.

  • 3D & Sculpture
  • Procedural shade
  • 44 inches at 15,400 x 15,400 pixels
  • Isolet Belts Given by Linear Light Source
  • E. Nakamae, T. Nishita, and I. Okamura
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • The tones caused by a linear light source are more delicate than those are generated by a point source, especially for the penumbra areas and reflective effects of metal, china, and glass.

  • Hardware: Okitac System 50/40, Graphica M-508R display

  • 2D & Wall-Hung
  • Cibachrome print
  • 29 3/4 x 31 1/4 in.
  • cibachrome print
  • Lighting Simulation of a Linear Light Source
  • E. Nakamae, T. Nishita, and I. Okamura
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • The tones caused by a linear light source are more delicate than those are generated by a point source, especially for the penumbra areas and reflective effects of metal, china, and glass.

  • Hardware: Okitac System 50/40, Graphica M-508R display

  • 2D & Wall-Hung
  • Cibachrome print
  • 29 5/8 x 29 5/8 in.
  • cibachrome print
  • Léger Reconstructed (Overhead View)
  • E. Tulchin
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Tulchin: LegerReconstructed
  • There supposedly was an exchange of letters between Leonardo and Michelangelo wherein Leonardo asserted that painting was the superior art form, because Michelangelo could not sculpt fog. Michelangelo’s retort was that only when Leonardo could walk behind the painting would he agree!

    Can we now have our cake and eat it too? Computer graphics and 30 imaging suggest that it might be so. To that end, I decided to explore the possibility of looking at the other side(s) of a painting.

    I have long been sympathetic to the Cubist movement and particularly to the work of Fernand Léger. Central to the idea of Cubism is the notion of multiple views changing over time and condensed into a single image. (Duchamp’s Nude Descending a Staircase is a good example). I was quite curious as to what would happen to a “decompressed” and then “reconstructed” Cubist work. What would it lead to? Would it still be Cubist? Would it still hold together? And, finally, would it validate the rather abstract ideas of Cubism and yet be a substantive and independent work of art?

    What you see is my attempt to answer those questions. The work that was “processed” was a 1923 pencil drawing by Léger: Still Life With Bottle.

  • Léger’s drawing is rather straightforward, for a Cubist piece, but it does require some analysis as to the meaning of each element. After analyzing what each item “is,” it was modeled within the computer in 30 space with the same sense of weight, volume, emphasis, opacity, surface, dimension, etc. It simply became a matter of observation, construction, texturing, lighting, and placement. The fully dimensional items were all assembled to match the drawing, but the camera was placed a great distance away with a field of view of less than 10 degrees. This telephoto lens collapsed the sense of depth so that the perspective in the “front” view was as “flat” as the drawing. Thereafter, with a normal lens on the camera, I moved around the still life: overhead, three-quarter, behind, etc.

    Further, I realized that it should now be possible to view the scene stereoscopically. In consultation with stereoscopic imaging expert Gerald Marks (www.pulltime3d.com), I was able to render the appropriate left and right eye views. Marks combined these views to produce anaglyphs: stereo images that can be viewed with red/blue glasses. The anaglyph process has been used to view stereo for a I most 150 years but has found renewed utility in digital multimedia and for the Web. We are also planning to utilize other methods of stereoscopic display, including lenticular, vectograph, polarizing projection, shutter glasses, and holography.

  • Traditionally, the working artist has always been concerned with the physical as well as the visual quality of the final product. Though 3D computer graphics has been resolution-independent for quite a while, there has not been, until relatively recently, a suitable way of getting one’s work out of the box and up on the wall. Maintaining, in the printed image, the richness of the colors, textures, and lighting effects that are now part of 3D packages is a formidable challenge. The recent introduction of archival photographic printing of high-end digital files now permits an affordable quality solution. The exhibited print is a KRIST’L Fine Art Archival Print by NancyScans of Chatham, New York.

  • 2D & Wall-Hung
  • crystal print
  • 20 x 24 inches
  • 3D model, abstract, crystal print, and history
  • The Night Journey: Walk Through
  • EA Game Innovation Lab
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • The Night Journey is a video game/art project based on the universal story of an individual mystic’s journey toward enlightenment. Visual inspiration for The Night Journey is drawn from the work of Bill Viola. Narrative inspiration comes from the lives and writings of great historical figures including: Rumi, the 13th-century Islamic poet and mystic; Ryokan, the 18th-century Zen Buddhist poet; St. John of the Cross, the 16th-century Spanish mystic and poet; and Plotinus, the 3rd-century philosopher. The interactive design attempts to evoke in the player’s mind a sense of the archetypal journey of enlightenment through the “mechanics” of the game experience: the player’s choices and actions. A voyage through The Night Journey takes a player through a poetic landscape, a space that has more reflective and spiritual qualities than geographical ones. The core mechanic in the game is the act of traveling and reflecting rather than reaching certain destinations (a trip along a path of enlightenment).

  • The game is being developed with videogame technologies, but it attempts to stretch the boundaries of what game experiences
    may communicate with its unique visual design, content, and mechanics. The team has created a set of custom post processing techniques for the 3D environment that evoke the sense of “explorable video,” integrating the imagery of Bill Viola’s work into the game world at both a technical and creative level.

  • Interactive & Monitor-Based
  • A video game/art project in progress
  • Disk Camera
  • Eastman Kodak Company
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    Intergraph LSI Monochrome and Color Raster
    Design Stations

    Digital Equipment Corp.
    PDP 11/70 Computers

  • Design
  • camera
  • News Knitter
  • Ebru Kurbak and Mahir M. Yavuz
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2007
  • News Knitter materializes ephemeral online data through wearable garments. Large-scale data gathered from online political news is used as a source to generate patterns for a fully computerized knitting machine. Knitting, a very conventional mode of physical production, is preferred as a medium to embody digital information and to produce daily, wearable, washable sweaters. Digital bits are transformed into physical stitches and the information is visualized through three-dimensional, tactile, personal belongings.

    News Knitter proposes an innovative workflow and production pipeline as an alternative for the common methods of fabrication of knitted garments. It translates the individual design process of patterning into a worldwide collaboration by utilizing live data streams as a source for pattern generation. Due to the dynamic nature of live data streams, the elements of worldwide participation and unpredictability are introduced into the design process. Situated at the intersection of digital data visualization and analog knitting, News Knitter offers a fresh insight to new modes of industrial production. It brings two controversial concepts, unique design and mass production, into discussion.

  • 3D & Sculpture
  • http://casualdata.com/newsknitter/
  • Ecce Homology
  • Ecce Homology
  • SIGGRAPH 2005: Threading Time
  • 2005
  • This physically interactive new-media work visualizes genetic data as calligraphic forms. A novel computer-vision interface allows multiple participants, through their movement in the installation space, to select genes from the human genome for visualizing the Basic Local Alignment Search Tool (BLAST), a primary algorithm in comparative genomics. For both ethical and technical reasons, the function of each gene in the human genome cannot currently be ascertained directly from the human genome itself. Usually, in order to determine the function of a gene, scientists must rely on comparisons between our genes/genome and those of other organisms. BLAST allows researchers to compare DNA or protein sequences of unknown identity, function, and structure with “knowns” from validated databases, providing a measure of similarity or homology among sequences. BLAST analyses are conducted worldwide via web servers supported by major genome sequencing consortia in Europe, Japan, and North America, as well as in local laboratories on individual computers. Every day, an average of 100,000 unique BLAST runs from 70,000 unique IP addresses are conducted on the US National Center for Biotechnology Information’s web servers. BLAST is arguably the most widely used data-mining tool in history. Yet, despite its ubiquity, BLAST is a “black-box” process that is not well understood, even by researchers in the biological sciences. For Ecce Homology, intermediate information about the progress of BLAST is revealed by an animation of the intermediate products of the algorithm as it operates on genomic data in real time overlaid on the calligraphic forms. This revelation of the operation of a normally invisible process is at the core of the installation’s aesthetic experience. Transformed into an experience that proceeds at the scale of human-perceived time, BLAST is the engine and subject of this interactive installation. We believe that an artistic, holistic visualization of genomic data coupled with an esthetically engaging interactive experience of genomics-based biology can encourage the general public to engage the subject critically. Additionally, Ecce Homology’s novel calligraphic visualization of multi-dimensional genomic data is an example of artscience research that explores the possibility that artistic or aesthetic approaches can nurture discovery in the sciences. Unprecedented amounts of genomic data are generated daily. To capitalize on this wealth of data, new tools must be developed. T he need to build knowledge from data, or to find patterns within vast datasets, is driving development and application of interdisciplinary and alternative approaches. Ecce Homology is one such approach. Its outcomes are both hybrid process and product. As the next era in the life sciences becomes increasingly dominated by interdisciplinary and discovery-based inquiry, Ecce Homology exemplifies an integrated art-science practice that goes beyond models of influence and convergence to explore the deep structures of science and technology in search of their expressive potentials and cultural relevance. T hough it is driven by aesthetics, Ecce Homology suggests a new form of scientific visualization that may one day contribute to comparative genomics. If the arts can nurture discovery in the sciences, it is possible that the process can bring about a new paradigm for our relationship to nature, one in which human creativity is the avenue for our rapprochement with nature. Ecce Homology is sponsored by Intel Corporation; NEC Solutions America, Inc.; Visual Systems Division, University of California, Los Angeles; Technology Sandbox, UCLA Academic Technology Services; Computer Graphics and lmmersive Technology Laboratory, University of Southern California Integrated Media Systems Center,;University of California, San Diego Center for Research in Computing and the Arts; UCLA HyperMedia Studio; UCSD Sixth College: Culture, Art and Technology; National Center for Microscoypy and Imaging Research; and the University of California Institute for Research in the Arts. We also gratefully acknowledge the instruction in calligraphy offered us by Hirokazu Kosaka, Buddhist priest, calligrapher, and director of the Japanese American Cultural and Community Center in Los Angeles. Special thanks to Neil R. Smalheiser, BetaTPred2, and the UCLA Fowler Museum.

  • Installation
  • Examples of Current Computer Graphics Technology
  • Ed Catmull, Henry Christiansen, Jim Clarke, Frank Crow, Fred Parke, and Phong Bui Tuong
  • SIGGRAPH 1986: A Retrospective
  • 1974
  • Image Not Available
  • Animation & Video
  • 5.75 minutes
  • Wall Sculpture with Postits
  • Ed Eaton
  • SIGGRAPH 2006: Intersections
  • 2006 Eaton Wall Sculpture with Postits
  • This work combines and contrasts the highly architectural and sculp­tural materials of acrylic sheet and polished stainless steel with the ubiquitous, instantly disposable office Postlt note. Each red acrylic square holds a fresh, unmarked Postlt.

    The work forces viewers to re-address their views on tough, struc­tural materials and everyday, throw-away objects.

  • Unable to produce large-scale sculpture in real time, Ed Eaton uses 3ds Max to produce virtual pieces of sculpture that look real but are unaffected by irritating real-world influences such as gravity.

    Working in the CG world, complex pieces can be completed in a matter of hours, using any material, and at any scale.

  • Installation
  • CG-generated 2D image (3ds Max)
  • 42" x 32"
  • Skin Matrix S
  • Ed Emshwiller
  • SIGGRAPH 1986: A Retrospective
  • 1984
  • Animation & Video
  • 4.5 minutes (artist's excerpt)
  • Thermogenesis
  • Ed Emshwiller
  • SIGGRAPH 1986: A Retrospective
  • 1972
  • Image Not Available
  • Animation & Video
  • 3.5 minutes (artist's excerpt)
  • AFI/SONY Video Festival Poster
  • Ed Emshwiller
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Emshwiller ARI Sony Poster
  • Carol Gerson and Lance Williams
  • 2D & Wall-Hung
  • Ektachrome print
  • 24 x 30 in.
  • ektachrome print
  • Sunstone
  • Ed Emshwiller
  • SIGGRAPH 1986: A Retrospective
  • 1979
  • Animation & Video
  • 3 minutes
  • Self 3
  • Ed Post
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • Hardware: Tektronix 4662 plotter
    Software: Tektronix I.G.L. graphics package

  • 2D & Wall-Hung
  • Plotter drawings (3)
  • 13 1/2 x 16 1/2 in. each
  • plotter drawing
  • Digital Dancer
  • Ed Tannenbaum
  • SIGGRAPH 1983: Art Show
  • 1983 Tannenbaum Digital Dancers
  • Music: “Mighty Dog Meets Jah Flea” by Mighty Dog
    Dance: Pons Maar
    Hardware: Apple II, Chroma-Chron Digital image processor, (designed by E. Tannenbaum)
    Software: Apple II, FORTH and assembly code

  • Animation & Video
  • Color/Stereo
  • 4:46 min.
  • motion
  • Oua Oua
  • Ed Tannenbaum
  • SIGGRAPH 1983: Art Show
  • Hardware: Apple II, Chroma-Chron digital image processor, (designed by E. Tannenbaum)
    Software: Apple II, FORTH and assembly code

  • Animation & Video
  • Color/Stereo
  • 2:50 min.
  • Viscous Meanderings
  • Ed Tannenbaum
  • SIGGRAPH 1985: Art Show
  • 1985
  • Hardware: Proprietary image processor
    Software: E. Tannenbaum

  • Animation & Video
  • Live Performance
  • 3:40
  • Cityman Takes a Walk
  • Edie Paul
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • S[tr]eam
  • Edrex Fontanilla
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Fontanilla & Goldschmidt S[tr]eam
  • S[tr]eam is a video art installation that straddles the boundaries between video projection and sculptural object. The project examines the capability of the digital to enhance or confuse the human perceptual experience of the environment. The mind’s capacity for learning, pattern grouping, and reification enable swift perceptual comprehension. At the same time, the increasing pervasiveness of the digital redefines how we perceive and interact with the world around us. Digital media can combine virtual and physical space, presenting new and unique perceptual challenges. The virtual has the potential to extend or reinvent the physical, but it can reorganize and even fracture perception. S[tr]eam integrates organic phenomena with formalist approaches to explore fragmentation and fluidity, and to challenge our notions of logical and natural boundaries. S[tr]eam also explores the tensions and harmonies between the digital projection and the physical sculpture.

  • Animation & Video
  • Omen
  • Eduardo Kac
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Apple Macintosh II.
    Software: Swivel 3D.

  • 2D & Wall-Hung
  • Computer hologram
  • 8 x 10
  • Ornitorrinco
  • Eduardo Kac
  • SIGGRAPH 1992: Art Show
  • 1992 Kac Ornitorrinco
  • Ornitorrinco (platypus in Portuguese) is a telepresence artwork. It provides the conditions for a participant to experience presence in a remote and decidedly odd space. This is accomplished by allowing a person to see through the eye of a telerobot and to control its motion. By employing regular telephone lines, this project launches the concept of personal telepresence. It generates on experiential context which the participant explores. Two main features of the project are l) the creative solutions the participant improvises in configuring a “strategy of vision” and 2) the organization of the remote space, which takes a number of forms (installation, maze, mirrored environment, etc.). Special thanks to Steven Waldeck and Joan Truckenbrod of the School of the Art Institute of Chicago and to Geof Goldbogen, Academic Computing Deportment, Columbia College, Chicago.

  • Installation
  • Teleporting an Unknown State
  • Eduardo Kac
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Kac Teleporting an Unknown State
  • The title of this interactive installation, Teleporting an Unknown State, is borrowed from the first scientific paper ever published on the subject of teleportation. The installation takes the idea of teleportation of particles (and not of matter) out of its scientific context and trans­poses it to the domain of social interaction enabled by the Internet. Following my previous work with telematic interactive installation and my exploration of non-semiologi­cal forms of communication with electronic media, this new installation uses remote trans­mission of video images not for their representational content but for their optical phenom­enon as wavefronts of light. Internet videoconferencing is used to teleport light particles from several countries with the sole purpose of enabling real biological life and growth at the installation site. A new sense of community and collective responsibility emerges from this context without the exchange of a single verbal message.

    This piece connects a physical gallery to the placeless space of the Internet. In the gallery, the viewer sees an installation: a monitor hangs from the ceiling and faces a pedestal, where a single seed lays on a bed of earth. At remote sites around the world, anonymous individ­uals point their digital cameras to the sky and transmit sunlight to the gallery. The photons captured by cameras at the remote sites are re­emitted through the monitor in the gallery. The video images transmitted from the interna­tional sites are stripped of any representational value and used as conveyors of actual wavefronts of light. The slow process of growth of the plant is transmitted live to the world over the Internet as long as the exhibition is running. All the participants are able to see the process of growth.

    Through the collaborative action of individuals around the world, photons from distant countries and cities are teleported into the gallery and are used to give birth to a small and fragile plant. It is the par­ticipants’ shared responsibility that ensures the plant’s growth as long as the show is open.

    This piece operates on a dramatic reversal of the regu­lated unidirectional model imposed by broadcasting standards and the communica­tions industry. Rather than transmitting a specific message from one point to many passive receivers, Teleporting an Unknown State creates a new situation in which several individuals around the world transmit light to a single point in the New Orleans Contemporary Arts Center. The ethics of Internet ecology and social network survival are made evident in a dispersed and collaborative effort.

  • Apple Computer, INC.

  • Installation and Interactive & Monitor-Based
  • communication and interactive installation
  • tardigrade
  • Eduardo Makoszay, Eduardo Medina, and David Sánchez
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Makoszay, Medina, Sanchez: tardigrade
  • I’m interested in recurring patterns, forms that one perceives in the micro and the macro, textures and sensations that appear in the leaf of a tree, the behavior of a city and our online interaction. This piece combines recorded footage of a girl walking in a forest processed through digital software, generative visuals and texts.

  • Media Used: Digital video, image processing and generative visuals with Max Jitter.

  • Animation & Video
  • 6:32 min.
  • Still from Simulation of a Two-Gyro Gravity-Gradient Attitude Control System
  • Edward E. Zajac
  • SIGGRAPH 1986: A Retrospective
  • 1963
  • 1961 Zajac Still from a Simulation of a Two-Gyro
  • Animation & Video
  • Film
  • 16mm film 3 3/4 minutes
  • Looking at Clouds, Variation 2
  • Edward Johnston
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2009
  • I go on walks and photograph curious shapes in the surrounding environment. I highlight these shapes using image-editing software. In 3D modeling software, I stack these photographs proportionally to the time at which each photograph is taken. Next, I extrude a virtual surface through the collected shapes in each photograph. Then, I collect the virtual forms and fabricate them as physical objects using additive manufacturing machines. The original photographs are at the top left. The photograph of the fabricated sculpture is in the bottom right.

  • Software used includes Adobe Photoshop, Autodesk Maya, Materialise Magics.

  • 2D & Wall-Hung and 3D & Sculpture
  • Time-based Digital Composition; Digitally-Fabricated Sculpture, Photopolymer
  • Looking at Trees, Variation 2
  • Edward Johnston
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2009
  • I go on walks and photograph curious shapes in the surrounding environment. I highlight these shapes using image-editing software. In 3D modeling software, I stack these photographs proportionally to the time at which each photograph is taken. Next, I extrude a virtual surface through the collected shapes in each photograph. Then, I collect the virtual forms and fabricate them as physical objects using additive manufacturing machines. The original photographs are at the top left. Photographs of the fabricated sculpture are on the right.

  • Software used includes Adobe Photoshop, Autodesk Maya, Materialise Magics.

  • 2D & Wall-Hung and 3D & Sculpture
  • Time-based Digital Composition; Digitally-Fabricated Sculpture, Nylon
  • A Short Morality Play Involving a Jewel Like Insect
  • Edward Kinney
  • SIGGRAPH 1988: Art Show
  • 1986
  • 1988 Kinney Short Morality Play Involving a Jewel Like Insect
  • Hardware: AVA
    Software: AVA

  • 2D & Wall-Hung
  • photo
  • 14" x 11" in.
  • Beauty Reads the Black Book; War Planes Closing
  • Edward Kinney
  • SIGGRAPH 1988: Art Show
  • 1986
  • 1988 Kinney Beauty Reads the Black Book War Planes Closing
  • Hardware: Apple
    Software: Alpha plot

  • 2D & Wall-Hung
  • collage
  • 40" x 25" in.
  • Doctor Artist
  • Edward R. Pope
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • Installation
  • Apple IIe microcomputer
  • Envisioning Information
  • Edward Tufte
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Apple Macintosh II, Scitex.
    Software: Adobe Illustrator, Microsoft Word, SuperMac PixelPaint Professional.

  • Design
  • Book
  • 10.75 x 8.875
  • Logic Moments in Color LMC 3002086
  • Edward Zajec and Matjaz Hmeljak
  • SIGGRAPH 1986: A Retrospective
  • 1976
  • 1976 Zajac Hmeljak Logic Moments in Color
  • 2D & Wall-Hung
  • Alphanumeric print
  • 14.5 x 16"
  • The Cube: Theme and Variation TVC 3
  • Edward Zajec and Matjaz Hmeljak
  • SIGGRAPH 1986: A Retrospective
  • 1971
  • 2D & Wall-Hung
  • Plotter drawing
  • The Cube: Theme and Variations TVC 3271
  • Edward Zajec and Matjaz Hmeljak
  • SIGGRAPH 1986: A Retrospective
  • 1971
  • 1971 Zajac Hmeljak The Cube
  • 2D & Wall-Hung
  • Plotter drawing
  • 12 x 12"
  • The Cube: Theme and Variations TVC 59888
  • Edward Zajec and Matjaz Hmeljak
  • SIGGRAPH 1986: A Retrospective
  • 1973
  • 1972 Zajac Hmeljak The Cube Theme
  • 2D & Wall-Hung
  • Plotter drawing
  • 15 x 15"
  • 1A
  • Edward Zajec
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Zajec: 1A
  • 2D & Wall-Hung
  • Collage
  • 18 x 18"
  • 1B
  • Edward Zajec
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Zajec: 1B
  • 2D & Wall-Hung
  • Collage
  • 18 x 18"
  • 2A
  • Edward Zajec
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Zajec: 2A
  • 2D & Wall-Hung
  • Collage
  • 18 x 18"
  • 2B
  • Edward Zajec
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Zajec: 2B
  • 2D & Wall-Hung
  • Collage
  • 18 x 18"
  • g/Amor
  • Edward Zajec
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • “glAmor” is a visual ode to the mysterious powers by which geometry is able to move our emotions, ranging from the purely sensual and erotic to the cerebral, the spiritual, and even the sublime. It was programmed by the author in C and OpenGL using a Macintosh G4 computer. The sound track was developed using Digital Performer and was recorded by the author using a Yamaha PSR 500 keyboard. Production and post-production were done with After Effects and Final Cut Pro.

  • Animation & Video
  • Experimental Animation
  • Length 4:20
  • Logic Moments in Color LMC 2701041
  • Edward Zajec
  • SIGGRAPH 1986: A Retrospective
  • 1976
  • 2D & Wall-Hung
  • Inlaid paper
  • 17 x 17"
  • Prismiance 1122
  • Edward Zajec
  • SIGGRAPH 1986: A Retrospective
  • 1978-81
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 16 x 16 in
  • Prosier V. 8. 1
  • Edward Zajec
  • SIGGRAPH 1986: A Retrospective
  • 1968-70
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 18 x 18 in
  • Spatial Metaphors
  • Edward Zajec
  • SIGGRAPH 1986: A Retrospective
  • 1970-3
  • Image Not Available
  • 2D & Wall-Hung
  • Serigraph
  • 22.5 x 22.5 in
  • Open Reel Ensemble
  • Ei Wada, Kimitoshi Sato, Haruka Yoshida, and Keitaro Kuno
  • SIGGRAPH Asia 2009: Adaptation
  • Wada , Sato, Kuno, Yoshida: Open Reel Ensemble
  • Open Reel Ensemble is performance art by remodeled reel-to-reel tape recorders.

    Ivan Illich once said: “Convivial tools are those which give each person who uses them the greatest opportunity to enrich the environment with the fruits of his or her vision.” Convivial is originally a French word that means “live together with joy”, and by “convivial tool”, Illich indicates “an instrument (technology) used differently from the usage of industrial value”.

    This idea inspired transformation of a reel-to-reel analog tape recorder, a device that some consider obsolete, into a musical instrument, as a “convivial tool” using today’s information technology. Reel-to-reel tape decks have disappeared from mainstream use, but by asking, “what if it never disappeared?” the artists recreated it. They attached USB ports to the recorders and customized them so they can “play” them as a musical instrument.

    The system uses an iPhone as a remote control to synchronize several decks through an OSC transmis-sion network, auto-switching, and real-time sound processing while recording vibrating tapes to forge a sound using solenoids to control the recording operation and looping the output.

    Welcome to the world of sound where “what if” echoes!

  • Performance
  • The Eidomatics Tie
  • Eidos
  • SIGGRAPH 1985: Art Show
  • 1984
  • Image Not Available
  • Hardware: Computervision CV CGP 200X, CGP 4000
    Software: Proprietary Eidos Animation

  • Animation & Video
  • 2:07
  • Windgrass
  • Elaine Brechin
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Brechin Windgrass
  • Windgrass explores the contrast between natural forces and computa­tional processes, between human intimacy and technology that creates distance. Computational technology often leads us further away from the physical world, particularly when the interaction it supports is channeled through the narrow bandwidth provid­ed by the keyboard, mouse, and screen. Windgrass seeks to address this problem by bringing more intimate physicality into the play between human and machine.

    Lightly blowing across the surface of Windgrass sets off an undulating visual display on a field of 768 tiny incandescent lights. In addition, Windgrass amplifies the users’ soft blowing. This movement makes the object pull against its tether in the same way a dog pulls against its chain.

    Windgrass evokes the emotional closeness we associate with our rela­tionships to domestic animals. It sug­gests a domesticated piece of tech­nology with a dependency on intimate human input. The user is compelled to bend down closer to the tethered object to interact with it in an intimate way. This recreates a sense of famil­iarity in the interaction the object requires.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 20" x 18" x 18"
  • interactive installation and technology
  • Portrait
  • Elaine Cohen
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Elaine Cohen Portrait
  • Hardware: Dicomed D38
    Software: System

  • 2D & Wall-Hung
  • Print
  • 11 x 14 in.
  • StellrScope
  • Eleanor Gates Stuart and Sherry Mayo
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Gates-Stuart, Mayo: StellrScope 1
  • StellrScope: ‘Wheat’ builds on a story connecting the Canberra region to Australia’s major crop in delivering a science artwork. It celebrates a 100 years of wheat innovation from the days of William Farrer through to the present day research undertaken at the Commonwealth Scientific and Industrial Research Organisation (CSIRO), namely in the Future Foods and Computational Informatics. In coining the term, StellrScope to describe translating information complexity into a simplistic visual rendering of meaning, it is significant in such a project where the volume of scientific information is possibly overwhelming for people outside of the scientific field and requires a comprehensive visual interpretation. In tackling such a project, the processes involved are not always predetermined and respond much more to the direction of ideas, content building, researching and an aesthetic understanding and construct for creating the artwork.

    StellrScope: ‘Under the Surface’ uses the same methodology in investigating scientific innovation in Australia’s minerals research with a focus on mining in Western Australia.

    These images are actually constructed to form video content for the hemispherical projection system that requires a two video track process and one layer is part removed by body detection to reveal new information. As the images require several layers of manipulation first, the composition of elements (CT scans, 3D animation stills, 3D models & sketches) are combined to create a visual aesthetic that is a result of scientific and artist collaboration. The images are an important step in the creation of the video and also artworks as singular images.

    All the works that were produced in StellrScope were a result of an artist and scientist in collaboration with results that proved valuable for both parties, including the science host organization.

  • Media Used: MeshLab, Photoshop, CT scanning, Photography.

  • 2D & Wall-Hung and Animation & Video
  • And
  • Eleanor Gates Stuart
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Stuart: And
  • And is drawn from a series of large-scale digital images by gatescherrywolmark that construct a series of intersections between disparate practices, technology, and subjectivity, word and image. Intersections are transitional points at which the familiar becomes defamiliarised, unsafe, and capable of creative reinterpretation. Their existence at the site of such intersections enables the images to disrupt the dualisms on which traditional categories of both artmaking and art criticism are based. Thus, categories such as original and copy, artist and technician are at issue, as is the whole notion of authenticity. As the boundaries between practices and processes begin to break down, the work increasingly finds itself in an unfamiliar “elsewhere,” a “placeless place” that is appropriately hybrid, plural, and impure. This “placeless place” might be thought of as a paraspace (a space that has a symbiotic, non-hierarchical, and ultimately subversive relation to ordinary space). As such, it is a transgressive place, a place of power and excess in which space, place, and identity become fluid.

    And is located within such a paraspace, or placeless place. The work explores the dynamic interplay between time and memory, presence and absence, being and becoming, and it contains meanings that are incomplete and partial. The contours of this placeless place are mapped through metaphors of the ordinary and the everyday, generating intimate and feminised spaces within which new narratives of the self can be constructed. The work can be seen as part of an ongoing gatescherrywolmark project to create improvisational and open-ended work in which control over meaning becomes a negotiated process between makers and viewers.

    The members of gatescherrywolmark are Eleanor Gates-Stuart, Jean Cherry, and Jenny Wolmark.

  • 2D & Wall-Hung
  • 1,200 mm x 1,200 mm
  • digital imagery, memory, technology, and time
  • Dice Gold
  • Eleanor Gates Stuart
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Stuart: Dice Gold
  • The members of gatescherrywolmark are Eleanor Gates-Stuart, Jean Cherry, and Jenny Wolmark.

  • 2D & Wall-Hung
  • 1,200 mm x 1,200 mm
  • digital imagery, memory, technology, and time
  • Save Face
  • Eleanor Gates Stuart
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Gates, Stuart: Save Face
  • If to Save Face centers on our fear of humiliation and reputation, then our instinct may be to change face, hide face, to become faceless. Yet, if we were to be fearless, would our strength be to protect our face, our visual identity, to confront matters face on and without concern that our human image will be harmed? Save Face, a stark photographic portrait, almost non-human in appearance yet distinctively of the artist herself and that of her partner, both captured in a performance of physical endurance. As we ask ourselves “How to survive?” “How to communicate?” whilst asking others to “Talk to me… what do you want?” Trusting fellow humans in sharing our innermost thoughts, shy in that our facial expressions may reveal emotional truth, even the rush of color as our face flushes with embarrassment… a glow, Save Face is saved through the outer face.

    Save Face is a digital portrait of my work concerning human mapping. The work stems from a body of work looking at plant systems as a means to characterize organic shape and form over soil-based heads in classifying ‘human likenesses.” The documentation and results are often recycled into various outputs, having used a range of technologies to facilitate the direction of artworks. This includes 3D scanning and experiments in VR. Save Face research extends from Eleanor Gates-Stuart’s research, ‘Growing Likeness’, where human characteristics are defined via plant growth systems. These ‘portraits’ were grown as human casts design to withhold human shape form whilst being capable of intake of water irrigation and seed development. ‘Growing Likeness’, the project enabled collaboration with plant scientist Sergio Moroni at Charles Sturt University in comparing root growth development in canola plants. ‘Save Face’ places the human inside the cast as the notion of identity becomes one of new facial reconstruction.

  • Animation & Video and Performance
  • Shell Stamps
  • Eleanor Kent
  • SIGGRAPH 1987: Art Show
  • 1987 Kent Shell Stamps
  • It is important to me philosophically to be able to make a personal thing with an impersonal machine or system: I like to use tools. I have made pictures with pens, pencils, brushes, needles and knives, and I enjoy the process of making an image. With a computer and a graphics tablet or light pen I use my hands and head and the hands and head of the computer and software writer …. I believe strongly in the peaceful and creative use of technology and in the sharing of information.

  • Hdw: Apple IIe/Gibson Light Pen
    Sftw: Pen Painter/Koalatech

  • 2D & Wall-Hung
  • Stamps
  • 5" x 7"
  • Video Eggs
  • Eleanor Kent
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Kent Video Eggs
  • Hardware: prototype colorizer by Jack Pines

  • 2D & Wall-Hung
  • Cibachrome print
  • 11 x 14 in.
  • cibachrome print
  • Occupation
  • Elena Knox
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Knox: Occupation
  • Obliged to fill in a border-transit form to enter a particular country, a female-appearing, humanoid robot wonders what it will do. What are its ambitions, possibilities, likelihoods, dreams? Occupation ponders numerous robot roles in society, taking into account what we already know about the societal roles and occupations of women and immigrants. The robot ‘imagines’ and then announces a litany of occupations it might take up once it passes the physical border. The screenplay draws from the existing online knowledge network: the occupations (with a couple of exceptions) were gleaned from the Australian Department of Immigration’s website. The robot shares booth-space with a creature of nature, the common fly, and it follows the insect’s trajectory with jerky, robotic head movements as it tries to pass as human, or as integrated into a humanized landscape. The android can certainly watch the fly, and have a relationship to the fly, and follow the fly’s line of flight with its camera-eyes, its computer-driven eyeballs, and its roto-head. Nevertheless, it cannot really (or, yet) ‘act naturally’ like the fly. It performs its ontology as a stranger. This young stranger, a machine-woman of the future, considers what to write on her immigration form: can a being be reduced to its functional identity? Thus the video revels in the disinclination of the imagination, and even the internet, to be reduced to fields on an administrative form.

    Studies have found that institutional hiring policies, and also the general public, adopt particular gender stereotypes toward many occupational roles. The backlash effect, wherein people who violate occupational stereotypes are evaluated as less advantageous workers, extends into the field of human-robot interaction via humanoids produced to do certain tasks. For instance, a 2013 study in Singapore by Tiong et al. found that people perceived a security robot with matching gender-role stereotypes (male) as being more useful and acceptable than a “mismatched” security robot (female).

  • Animation & Video
  • Bitter Wind
  • Elizabeth Hunter
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Hunter: A Decade of Grief Greek Tragedy in Spatial Computing
  • Bitter Wind adapts the ancient Greek mythos, Agamemnon, for Microsoft’s spatial computing HoloLens headset. This mythos tells the story of Agamemnon, an arrogant king who helped Greece win the Trojan War. The day Agamemnon arrives home from the war, his wife Clytemnestra murders him in his bathtub. The murder is revenge for Agamemnon sacrificing their teenage daughter Iphigenia ten years earlier, so the Greek ships would have enough wind to sail to Troy. The moment Agamemnon sails away, Clytemnestra devises a plan to murder him. She sets up a relay system of torches stretching from her palace to Troy, so she will be first to know when Troy falls and Agamemnon is headed home. Then, for ten years, she paces about her house, looking out the windows for her torches to light. During those ten years checking out her window, she is where her daughter grew up. For 2500 years, Clytemnestra has been written off as one of the most enraged, power-hungry, and lustful characters in Greek mythology. To show that Clytemnestra’s grief drives her actions just as much as rage and power-hungriness, Bitter Wind was given a guide—a sad girl hologram who speaks mournfully to the user and points to the next triggers. Users curious enough to read about the mythos will realize the girl is Iphigenia, the daughter Agamemnon sacrificed.

    A Decade of Grief: Greek Tragedy in Spatial Computing – Through the HoloLens’ multiple affordances and a set of 3D-printed puzzle pieces, an individual user slowly “unlocks” a series of interactive holograms that reveal the mythos’ key elements and the user’s role as Clytemnestra. Bitter Wind’s experience design uses spatial trigger boxes, spatial sound, directional gaze, first-generation air tap, and object recognition to place users in Clytemnestra’s embodied point-of-view as she paces, besieged by memories of her slaughtered daughter. The HoloLens is used to emphasize a crucial element of Clytemnestra’s ignored story.

    Bitter Wind TEAM CREDITS:

    Elizabeth Hunter, Project Director and Designer.
    Nick Segreti, Project Manager and Programming
    Don Herweg, Lead Programmer
    Paul Sullivan, Technical Artist
    Diana Kogan, Additional Art
    Andrew M. Edwards, Music and Sound Design

  • Animation & Video and Interactive & Monitor-Based
  • Regarde le Ciel
  • Elizabeth Leister
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Leister: Chalk Body
  • Regarde le Ciel, a WordPress blog (2016-2019), began as a fluke, an experiment, a self-imposed challenge. At the suggestion of a colleague, I started a “newsletter” and reluctantly began writing out ideas, thoughts, musing, and questions on the process of producing a performance that was messy and confusing at the time. I sent these writings to an audience of about a hundred friends and art community acquaintances on a weekly basis as email.  Eventually, an image accompanied the text.  These were generally photos I had taken which on occasion illustrated the language.  Others were intuitive juxtapositions.  Over several months, I began to enjoy this regular writing exercise. I put no pressure on myself. My inexperience as a writer granted me permission to generate the writing quickly and share it without self-censor or judgment.  This was radically different from my regular artistic practice and it felt liberating. My audience grew and began responding with images, texts or often words of encouragement and appreciation. This was a lovely and unexpected consequence.

    In October of 2017, I began a series of sequential posts labeled “Woman #1 – #100” which ran until September 2019.  Initially inspired by my research and subsequent VR project, “Rockhaven Creepers Trilogy”, shot at the Rockhaven Sanitarium, these posts are short stories or poems of female characters who were institutionalized. Ultimately the “100 Women” stories broadened in scope to include autobiographical moments woven into imagined characters, female identities I had read about, seen in films or instants from the lives of women I know or have observed. The language ranges from descriptive – textures, objects, and colors, to fragile internal dialogues and expressions of biting anger. Naturally, the one hundred accounts reference a range of emotional and psychological states.  There are stories about violent acts, isolation, despair, and calm resolve.  The complex women I write illustrate the rich and powerful state of female strength and resilience.

  • Performance
  • Chaos
  • Elizabeth Regan
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Regan Chaos
  • Hardware: Leading Edge
    Software: Artronics Genigraphics

  • 2D & Wall-Hung
  • photo
  • 11" x 11" in.
  • Beresheet
  • Elizabeth Rosenzweig
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Syzygy
  • Elizabeth Rosenzweig
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Tzvia/Eliazer
  • Elizabeth Rosenzweig
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Elizabeth Rosenzweig Tzvia Eliazer
  • Hardware: Perkin Elmer 3220, Grinnell GMR27
    Software: In-house

  • 2D & Wall-Hung
  • Print
  • 16 x 20 in.
  • When
  • Elizabeth Rosenzweig
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Embodied Distortion
  • Ella Husbands
  • DAC Online Exhibition 2018: Origins + Journeys
  • Husbands: Embodied Distortion
  • The aim of this piece is to immerse the viewer in an environment that expresses altered sensory perception. It is full of colour and movement, the viewer feels disorientated by dizzying video projections as they weave their way in between harsh geometric shapes. The two films represent different types of environments (urban and natural) and my experience of them in the early stages of Chronic Fatigue Syndrome where movement through the world produced a feeling of sensory overload.The urban films were processed using scientific software (MATLAB), employing optic flow algorithms to isolate the movement and plot it out as ‘flow fields’ (arrows indicating the main directions of perceived motion) which were overlaid on the original footage. The flow fields added to the disorienting nature of the films. While the urban film is flooded with fast moving arrows, the natural film is gentler reflecting my greater tolerance of natural environments. The sculptural shapes serve as surfaces to break up the video over multiple planes. The arrangement puts the two films in conflict, but as they develop they begin to physically overlap suggesting the beginnings of resolution and recovery as my greater tolerance of natural environments begins to invade the urban.

  • Animation & Video
  • NaturArte
  • Ellen McMahon
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Faculty and students from the University of Arizona have teamed up with the Intercultural Center for the Study of Deserts and Oceans (CEDO) to promote conservation and sustainable use of Puerto Peñasco’s six major estuaries. This multifaceted conservation project, spearheaded by CEDO conservationist Alejandro Castillo López, brings together art, architecture, graphic design, ecology, land use planning, micro-business, technology, and ecotourism. The tourism industry in Puerto Peñasco is growing at an unprecedented rate. Currently, there are plans to build an international airport, a coastal highway, nine golf courses, over 15,000 new rental units, and a marina in each estuary. One of CEDO’s strategies to protect the estuaries from environmentally-damaging tourism development is to support sustainable micro-businesses and ecotourism in the wetlands areas. One of these projects, funded by Global Greengrant, was to build a small building to serve as an indoor kitchen and seating area for Sociedad Cooperativea Única de Mujeres, a collective of oyster farmers in Morua Estuary. At CEDO’s request, University of Arizona students created a mural on the new building, illustrating indigenous plants and animals, to serve as an informative starting point for CEDO-led and self-guided tours of the estuary. Other projects include: a visual identity system for NaturArte by faculty Ellen McMahon and Kelly Leslie; a mural for a Kayak ecotour business in Morua Estuary by Puerto Peñasco high school students, University of Arizona undergraduate students, and alumnus Mike Buffington; La Cholla Museum of Natural and Cultural History, a virtual museum for Cholla Bay and Estuary by graduate students Heather Green and Jeff Case; a web site and documentary video by graduate student Ben Kirkby; an interactive DVD by Kelly Leslie and Ben Kirkby; and interpretive kiosks by architecture faculty member Erin Moore and her students.

  • The interactive DVD is a Flash-based multimedia project that uses RSS feeds to dynamically draw itself based on current tidal conditions in the Sea of Cortez. The project features high-definition digital video, still photography, and audio clips from the six estuaries. Interactive maps of the estuaries provide a visual reference for additional information about the area’s natural history, the ecological effects of tourist development, and the role of art in our perceptions about our relationship to the natural word.
    Video featurettes capture the images and sounds of the environment and document oyster farmers, research biologists, conservationists, and University of Arizona faculty and students as they work together toward assuring sustainable usage of these wetlands.
    Mural
    Drawings for the natural-history mural were scanned and imported into Corel Painter IX and converted into flat color. Using Adobe Illustrator’s live-trace feature, the drawings were vectorized. Color images were adjusted to black-and-white outline drawings at 1:1 scale, printed on a large-format plotter, perforated by hand using a pouncing wheel, and applied to the wall by hitting the drawings with bags of colored chalk. All of the painting was done by hand.

  • Ben Kirkby and Kelly Leslie
  • Interactive & Monitor-Based
  • A Bi-National, Interdisciplinary Wetlands Conservation Project in Sonora, México
  • Surveillance Siddhi
  • Ellen Pearlman
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Pearlman: Surveillance Siddhi
  • Increased use of sensor technologies, big data, algorithms, surveillance, monitoring and tracking question what it means to be human in terms of privacy, individuality, authority, and the State. Using robotized voices, enhanced visual processing developed by MIT’s CSAIL Lab, and haunting imagery issues of surveillance are explored in a dialogue between law enforcement and a single individual. A siddhi is mystical clairaudience and clairvoyance, powers now enabled due to enhanced technologies.

  • Software: Eleutherian Algorithm (MIT), Final Cut Pro, Mac Tex to Talk / Macbook Pro

  • Animation & Video
  • Video
  • 4:59 min.
  • Eggdrop
  • Ellen Sandor, Karl Wirsum, and (art)n Laboratory
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Sandor, Wirsum: Eggdrop
  • (art)n: Virtual Visions
    In the 21st century, artists are using everything from natural materials to electronic media to make art, revealing new metaphors in the meaning of the work and the process by which it was created. In the past 100 years alone, artists have explored humanity through the different kinds of materials they have used to make art. And within every new material lies the critical quest to invent new techniques, new forms, new approaches, new meanings, new theories, and continued dialogues with art history.

    After more than four decades since the first works of digital art were created, one of the most intriguing directions has been the reinvention of collaboration as an artistic process. Throughout history, collaboration has existed by necessity to facilitate the massive scale of a project or the technological challenges of working in a new medium. Artists today are increasingly working in groups to respond to a variety of options that are available to them, revealing provocative changes in the behind-the-scenes look at how art is being made.

    (art)n’s approach to making art in the 21st century includes a broad spectrum of disciplines and views that have inspired new concepts of what art is, what it can be, and how it can be made. These developments have emerged from working in collaboration with peers from other disciplines, combined with the invention of the group’s unique digital-imaging processes. Over the past three decades, (art)n has witnessed the transformation from the physical to the virtual, producing a compelling body of work that reveals an elegant portrait of the digital landscape.

    The art of our times exists as singular objects authored by singular artists, and it is evolving as a rich collection of ideas produced with multiple media by multiple authors in multiple locations at different moments in time. The greatest reward in producing art under these condition s is creating a shared language for embedding meaning into the unknown outcome of each experimentation.

    (art)n ‘s collaborations address subjects that place the most current issues of art, science, and technology into the public arena. (art)n continues to manifest its concern with social issues such as disease, warfare, urban poverty, and remembrance. It is the group’s mission to continue to create works that will influence, inspire, and preserve a cultural heritage that combines the old and the new for all generations.

    Eggdrop is (art)n’s third collaboration with Chicago imagist painter, Karl Wirsum. The piece features a whimsical virtual portrait of Karl’s fantasy characters performing in cyberspace. (art)n has also worked with Ed Paschke, Mr. Imagination, and the Roger Brown Study Center at the School of the Art Institute of Chicago. These special works have been shown in galleries and museums worldwide, and have introduced Chicago imagists to future generations of artists.

  • 2D & Wall-Hung
  • PHSCologram
  • 40 in x 30 in
  • cyberspace and digital imagery
  • Chaos/Information as Ornament/A Tribute to Louis Sullivan
  • Ellen Sandor
  • SIGGRAPH 1989: Art Show
  • 1989
  • 1989 Sandor Chaos In formation as Ornament A Tribute to Louis Sullivan
  • John Hart, Randy Johnson, Ron Nielsen, Alan Norton, Tom DeFanti, Daniel J. Sandin, and Stephan Meyers
  • 3D & Sculpture
  • aluminum, glass, barrier-strip autostereograms
  • 18 x 60 x 96"
  • Telomeres Project On Imminent Immortality
  • Ellen Sandor
  • SIGGRAPH 2001: n-space
  • 2001
  • Gene therapy, bio-engineering, and cloning have captured the concerned attention of scientists, scholars, and artists alike. These fascinating issues are precursors to monumental debates that advances in DNA therapy will soon unleash. What is this cutting-edge DNA research about? In one word: immortality.

    Currently, genetic researchers are focusing on one discrete area at the end of the human chromosome strand, where telomeres are located. These gene-free DNA sequences are fractionated with each cell division. While loss of telomere material causes cellular aging, telomeres do not always degrade and can be regenerated by the telomerase enzyme. If scientists succeed in controlling the regenerating telomerase enzyme, they will have not only the remarkable power to neutralize cancer and revive the immune systems of AIDS victims, but also the potential to make individuals immortal on a cellular level, initially doubling the average human lifespan. Within 15 years, researchers expect to be testing a life-prolonging pill or injection that will indefinitely freeze age and health, and possibly even reverse the aging process.

    Though this may seem radically futuristic, it is tangible, invaluable, and ethically dubious. Who will receive and control distribution? Will longevity become a basic human right, and should the Everliving procreate? Meticulous reverse-engineering seems reasonably justified to cure fatal disease and human suffering. But can wrinkling and aging be considered causes of unnecessary suffering? Why is immortality desirable, and how would it effect our consciousness?

    (art)n’s Telomeres Project On Imminent Immortality contains interpretive sounds of a genetic environment engaged by contact from participants: footsteps on the floormats surrounding its base. Illuminated from within, eight PHSColograms evoke the feel of an imagined regenerative laboratory in the form of an octagonal sculpture.

    Rotated computer-interleaved Duratrans and Kodalith films, plexiglas, fluorescent bulbs, ambient sound. GenConAD and AudioMegaTablet by Sky Boy Productions, Inc.

  • Hardware/Software: Proprietary, SGI Indigo2, Macintosh, Microsoft NT, Maya 3.0, 3D Studio Max, Photoshop 5.5.

  • Thomas J. McLeish, Fernando Orellana, Nichole Maury, Pete Latrofa, Keith Miller, Todd Margolis, Sabrina Raaf, Barry Flanary, Stephan Meyers, and Janine Fron
  • Installation and Interactive & Monitor-Based
  • Interactive PHSCologram sculpture
  • 4 feet x 4 feet x 6 feet
  • science and sculpture
  • The Politics of Pleasure (extended remix)
  • Ellen Sandor
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: AT&T Pixel Machine 964d, ECHO Scanner
    Software: Piclib, custom

  • Animation & Video
  • 3/4" videotape
  • 3'30"
  • Harmonic
  • Ellen Scott
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Scott: Harmonic
  • These mixed-media prints are derived from an interactive animation titled “Harmonic.” Conceptually, the project is an expression of harmony among humans, nature, and technology, and an argument for the power of computer-based art to engage and inspire through its behavioral life in addition to its audiovisual aesthetic.

    The prints represent a merging of the digital and physical worlds in a process that integrates the computer as both tool and collaborator. Birds are drawn by hand, then digitally scanned and programmed to come alive with flocking behaviors based on Craig Reynolds’ Boids. As users interact with Harmonic, they make music and guide the flocks through space; background color changes with each touch.

    Each image is derived from a flock in motion – a truly unique moment in time. Screenshots of the interactive animation in progress are captured digitally, printed on transparent film, mounted on plexiglas, and finished by hand. While the creative process starts (drawing birds) and ends (sanding surfaces) directly with the hand, it comes alive in the computer.

    Aesthetic imagery is designed for simplicity, with an eye toward integrating the respective strengths of digital and physical media. These prints intentionally avoid the distraction of hyper-reality by offering a simple, semi-abstract, organic look and feel.

    Finally, these prints directly address the question of the original in digital art. Is the original the idea? Is it the code? Is it the hand-drawn bird or the finished mixed-media piece? Each print is a single moment in interactive experience in progress. Randomness implicit in the behavioral code combined with variances in human behavior dictate that each screenshot is, essentially, unique. Finally, variations in the hand-finishing process yield a different piece each time.

    The computer has much to offer art, beyond the realignment of existing material. At the core of this potential is an exploration of the fundamental forms and patterns replicated across organic entities of all kinds. Furthermore, these representations are most powerful when they move beyond the screen with a sense of space, dimension, and physicality.

    The elusive horizon between the physical universe and the digital universe promises something sublime, whether you call it art, science, or entertainment. Harmonic is a simple gesture toward that promise.

  • 2D & Wall-Hung
  • Mixed media, series of three
  • 40 in x 6 in (horizontal) or 12 in x 20 in (vertical)
  • mixed media, nature, and technology
  • Grotesques
  • Ellen Wetmore
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Wetmore: Grotesques
  • “Grotesques” is a new series of video installations inspired by a deep study of the Alessandro Allori frescoes on the ceiling of the artist’s corridor in the Uffizi Museum, Florence, and in the Roman Fourth period paintings on which they are based, found throughout archeological sites in Italy. I am interested in the symmetry, formal order, and decorative language of these paintings as they warehouse categories of beauty, possession, human frailty, exploits, and monsters. They tell stories: Grotesques is a set of vignettes around feminist themes of death rebirth, spousal relations and child bearing.

  • Animation & Video
  • Video
  • 3:00 min.
  • Monstrum Series
  • Ellen Wetmore
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003 Wetmore: Quadrafin
  • I am deeply interested in monsters, not the terrifying kind, but an undiscovered sort of fantastic fauna. Rather than manipulating once-living creatures, I prefer to play these issues out digitally and with traditional sculpture materials. I am also interested in skeletal anatomy as the formal and practical problem of line, levers, and hinges, and blood vessels as signal-bearing audio and electrical cables.

    This is a set of drawings and sculptures that explore my ideas of fantastic fauna. This is my way of being Dr. Moreau or Dr. Frankenstein without the corpses or the smell. Bicephalous Intonare is a two-headed creature wired with speakers that moan and breathe. Spina llluminatio is made of similar materials, but it illuminates according to available light (or, actually, lack thereof). These characters are mounted under plexiglass in hand-built, wall-mounted, display cabinets. The installation also includes two drawings: Quadrafin and Monstrum Thyrsus.

  • 3D & Sculpture
  • anatomy and nature
  • Lit Tree
  • Elliot Woods and Mimi Son
  • SIGGRAPH Asia 2011: FANTAsia
  • Lit Tree invites viewers with a choreographed cloud of light that can respond to visitors’ motions. By applying a superficial layer of immediate interaction to the tree, people can better appreciate the long term invisible interaction that they share with it. Kimchi and Chips proposes an alternative to media facades, where designers and advertisers use LED and projection technology to display graphics through the built environment. They suggest the use of media facades can lead to an asymptote of confusion and visual pollution. Instead, they ask if an unscripted entity within our environment can also be visually celebrated. If the use of trees can be promoted as outdoor visual media, then cities can be planned to balance between nature and our continuing desire for large scale outdoor visual media. Since the color temperature of light produced by a video projector’s bulb is similar to the surface of the sun (5800K), the tree naturally reacts to the light that is projected onto it. In this way we can speak to the tree in the medium it can react to most immediately, light. We listen to the tree’s reaction by the means of the detailed 3D scans of its shape that are produced by the projection system. This type of photosynthesis allows for the tree to self-optimize for projection. Leaves which are in shadow move out to find the projector’s light. Light wasted inside the tree is absorbed by photosynthesis, converting local carbon dioxide to oxygen

  • Installation and Interactive & Monitor-Based
  • EYE SLING SHOT LIONS
  • Elliott Peter Earls
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • “Excerpts from EYE SLING SHOT LIONS” is an interactive digital composition conceived and constructed around the Quicklime Media Layer, Max2, and Supercard technologies. During live performance, a mélange of typography, sound, video fragments, interactive digital video, simulated live performance, short films, and pop music is controlled via MIDI and interwoven with live poetry, sub-urban hip-hop, and spoken-word texts. Custom built interface elements link Elliott to computer-controlled video and typography, through extensive use of piezoelectric elements. Utilizing CD-ROM and LCD projection, “Excerpts from EYE SLING SHOT LIONS” is programmed to be modal. Not only is it a performance, it’s a product … a shiny disc full of ones and zeros ready to be taken home the night of the performance and put into your Walkman2 or your Mac. “EYE SLING SHOT LIONS” is the follow up to Elliott’s critically acclaimed CD Plus “Throwing apples at the Sun.”

     

  • Performance
  • Live Performance
  • interactive and multimedia
  • What if it happened here?
  • Elsi Vassdal Ellis
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • There are two types of witnesses: one who has direct experience, and another who chooses to stand and witness, to remember and remind others. Although I do not always feel comfortable with the concept of “bearing witness” because of its religious overtones and the response it evokes in others, as a book artist I see my current books as intimate witnesses, testimonies of history and human behavior. I have focused on issues of war and genocide since 1999 and have attempted to explore different methods of presenting information to the reader to initiate a personal examination of what has happened, what may happen, and the responsibility to confront injustice, no matter where it occurs. Although we have many examples of how history has taught us nothing, it is my hope to present history in such a way so it does teach something. In What if it happened here? I have manipulated personal and family photographs to remind the reader that not too long ago, the West virtually ignored the plight of Yugoslavians as their country became embroiled in nationalistic conflicts. The United Nations, Europe, and the United States failed to confront the problems of ethnic cleansing, the g-word (genocide), the conflict of a foreign policy of self-interest vs. a major humanitarian crisis. How many must die before action is taken? Why is timing everything? Who should we believe? I rarely create work to be framed, and so I have translated what could be a book into a series of framed two-page spreads housed in hinged double picture frames, just like the ones we put on our desks and mantles. Although these are “massaged” images, some of the originals have been presented in such frames. Some of the images would never be presented in such an intimate manner, but perhaps they should be, to keep us sensitized to the problem. To maintain a connection between my work and the book format, these picture frames can be left open or closed to remove the uncomfortable material from one’s sight. This nine-spread series is a sampling of what is a larger text.

  • Image editing software and scanners have destroyed the veracity of photographs as historical evidence. History can be altered, exaggerated, fictionalized. With the digital tools of Adobe Photoshop, lnDesign, a Mac G3 and G4, a UMAX scanner, a Mavica digital camera, and an Epson C82 printer, I have created the “Balkanization” of the United States, complete with evidence of war crimes. Digital photographs from my own house fire in March 2003 have been combined with scans of black-and-white and color photographs, NATO photos, and artwork in Photoshop that is merged with text in lnDesign. In this series, I am Croatian, Bosnian Muslim, Serb, ethnic Albanian. I am the victim and the perpetrator. I want to make you believe I have lived in a war zone.

  • 2D & Wall-Hung
  • Ink jet prints of Photoshop images combined with text in lnDesign
  • 31.25 inches X 22.25 inches
  • Instababy Generator
  • Emi Kusano and Junichi Yamaoka
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Kusano, Yamaoka: Instababy Generator
  • This artwork is an installation that expresses the future in which users can manufacture designer’s babies themselves. You can design, customize, buy and manufacture your baby with your favorite gene on your laptop.

    Today, with the spread of social media and e-commerce, it has become possible to purchase the products you love at a reasonable price instantly from all over the world. Furthermore, with the development of digital fabrication technology, the time will come for everyone to create custom-made products. This artwork is an installation that expresses the future in which users can manufacture designer’s babies themselves.

    Now that human genome editing is possible, we face the ethical dilemma of designer baby. Technology makes it possible to control children’s health status, IQ, appearance, and etc. This artwork is questioning the morality of people when designer baby technology become a more casual and fashionable trend.

    In this artwork, we conceptualize a society in which technologies such as digital fabrication, machine learning, biotechnology, and online shopping are highly developed.

    We want to give users an opportunity to rethink ethics by reimagining the world of technology acceleration.

    For that purpose, we developed a technology that expresses how the physical world and the virtual world switch. Furthermore, the image recognition technology is applied to incorporate expressions for designing fictional children.

  • Installation and Interactive & Monitor-Based
  • Paper Town VR
  • Emil Polyak, Patrick Fitzgerald, Simon Park, Connor Shipway, Hilary Smith, Julia Lineberry, Nattanun Sumpunkulpak, Monica Nguyen, and Lucas T. Gargano
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Polyak: Paper Town VR
  • Paper Town VR is an interactive art installation that immerses the user in a miniature 360° physical environment that can be experienced remotely through WebVR. The integral part of this project is a handcrafted artwork that adds a human touch to the experience. Utilizing a motorized camera as a scaled-down vantage point, the user can observe the scenery and goings-on of a tiny two-dimensional village as if it existed at a human scale. We created an even greater illusion of depth using warmer, more saturated colors to make objects come forward and cooler, more muted colors fade them back.

    Inspired by the 1937 debut of the Disney Multi-Plane Camera, Paper Town VR enlists the effect of motion parallax to add spatial realism to the captured environment. This allows the viewer to use their natural perception of space to more intuitively understand the layout of the environment. Paper Town VR also opens up possibilities for a variety of hybrid and augmented realities, such as overlaying weather effects into the digital viewing space. Finally, since the video stream is live, it provides the opportunity to be used as a live set – objects or characters can be added to the set to appear to the viewer in real time.

  • Augmented Reality/Virtual Reality and Installation
  • Chirp
  • Emil Polyak
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Polyak: Chirp 1
  • Chirp is the result of a particle simulation frozen in time, created by mapping of the “chirp” sound of the gravitational waves to various physical forces that escalate into a vortex. It presents the unfiltered data to tell a story through the use of the familiar appearance of a ballpoint pen scribble. The spatially distributed regular pattern turns into a noise while it transforms memories throughout hidden structural symmetries. The previously interconnected pieces separate in order to align in a direction and finally form a cohesive purpose. Art has proven to be an extremely effective translator when it comes to communicating difficult concepts in an abstract way to trigger emotions. We often see a mark on the paper that could potentially become something else, such as a line, a drawing or a letter that has meaning. By constraining the marks to forces the unforgiving quality of the ballpoint pen leaves permanent memories on the paper and acts as a metaphor for stories from the past, describing not only the “what” but also the “how”. The concentric force is without an origin, symbolizing a black hole that we have limited knowledge of so far. Chirp was processed in two different versions, the “positive” and the “negative”, focusing on the sudden disconnection of scale and time by losing the familiar connection with the medium.

  • Media Used: The chirp sound of the gravitational wave, recorded by the Laser Interferometer Gravitational-Wave Observatory (LIGO) was used to map a particle simulation driving sampled brushes of ballpoint pens. Autodesk Maya, Adobe Photoshop.

  • 2D & Wall-Hung
  • Homeostasis
  • Emil Polyak
  • SIGGRAPH 2020: Think Beyond
  • 2019
  • Polyak: Homeostasis
  • The project “Homeostasis” is a speculative, interactive visual experience. It is a metaphorical representation of human interference with data interpretations. The animated artwork is generated in real time, reflecting cumulative and dramatic changes in sea level for the world’s oceans for over the past 100 years. The viewer can manipulate the data through a unique, interactive vapor cloud that also modulates the generative process, providing a natural flow and rhythm to digital motion. During the interaction, the viewer disrupts the phenomenon that alters the abstraction as an “aftermath” effect.

    Extended Summary:

    Emerging technologies are more than ever impacting human interactions, while public perception of automation, artificial intelligence, and human enhancement remains critical. In creative fields innovative ideas are often triggered by intersecting dissimilar phenomena filtered through aesthetic considerations. It can be argued that introducing Ai in artistic practice destroys spontaneity, intuition, and serendipity; consequently, the outcome is deliberate and premeditated. However, art is open to interpretations and through designing of unorthodox digital artifacts, interfaces, and experiences in contrast with main stream processes we can challenge existing beliefs and provoke new ideas to reach a better understanding of how our culture is affected by technology. The project “Homeostasis” is a speculative interactive visual experience. It connects a unique interface design with generative art and meaningful data to communicate an important topic. Shapes, colors, form, and timing is manipulated based on a set of design principles, while the pattern of a vapor cloud from an ultrasonic vaporizer is analyzed and processed in a machine learning model in real time. The variations of the vapor pattern enable infinite possibilities between the natural boundaries and provide exciting data through computer vision which is then driving the spatial and temporal attributes of the animation. The design is a biologically inspired and it attempts to create an illusion of cellular lifeforms in deep waters.

  • Animation & Video and Interactive & Monitor-Based
  • Interactive, generative art on GPU
  • 6ft x 6ft x 6ft
  • Transiconmorphosis
  • Emilio Vavarella and Fito Segrera
  • SIGGRAPH 2014: Acting in Translation
  • 2013
  • 2014 Emilio Vavarella and Fito Segrera, Transiconmorphosis
  • TRANSICONMORPHOSIS, the result of a theoretical reflection on the development of new forms of technological communication and their effects on human beings as well as their political impact, comprises a conventional chat service hosted in a computer interfaced with a series of electrodes connected to the face of the artist. The emoticon received through the chat translates into electrical impulses that force the artist’s facial features to mimic the expression of each emoticon.

    The TRANSICONMORPHOSIS system translates emoticons into facial expressions. An interactive artwork, it proposes an ambiguous and experimental communication system for the near future, foreseen in part by Nobel Prize winner Elias Canetti in the 1980s, when he wrote: “We know that the influence of a man on another is what determines incessant and fluctuating metamorphosis that occurs in gesture and facial expressions; when these are strictly prohibited, every metamorphosis becomes difficult and, in the end, impossible.” If, in the future, face-toface communication becomes less widely used and written communication becomes crystallized in a series of immutable forms, humans will lose the empathic abilities that today are, in part, reproduced by emoticons. If humanity fails to invent new metamorphoses, devices such as TRANSICONMORPHOSIS will be diffused worldwide.

  • Interactive & Monitor-Based
  • Invisible Places
  • Emily Blair, Michelle Illuminato, and Phuong Nguyen
  • SIGGRAPH 2001: n-space
  • 2000
  • Next Question is a group of three artists who have been collaborating since 1994: Emily Blair, Michelle Illuminato, and Phuong Nguyen. Next Question is committed to involving the audience directly in the art – both in its development and, through interactivity, in the piece itself. Summaries of our work can be found on our Website (nextquestion.org).

    “Invisible Places,” our installation for SIGGRAPH’s N-Space, is part of a conceptual mapping project that took place in Buffalo, New York. Working in collaboration with women and girls in Buffalo, we examined the diverse ways in which women perceive and navigate urban space. Entitled “Two Degrees of Separation,” this project and accompanying installation were part of CEPA Gallery’s Unlimited Partnerships Series. “Two Degrees of Separation” included material from our earlier mapping project, the “South Side Atlas,” which took place in the South Side neighborhood of Pittsburgh. In symmetry with this previous work, we concentrated on the area of South Buffalo. Attention to these specific urban spaces allowed stories of women’s interactions with the city to emerge, yielding a mingling of narratives rather than essentializing generalizations. However, the project continually flowed beyond the borders of South Buffalo, as indeed had been the case in Pittsburgh.

    For we strive to keep our approach as flexible as possible. The question of how women navigate space is admittedly a broad one; its ambiguity allowed many points of entry for collaboration. In Buffalo, we worked with the Urban Girls, a group of middle school and high school poets who conducted their own interviews and composed new poetry about urban space, which they read on opening night at CEPA Gallery. Three of the girls also created an audio tour of places important to them, which is included in Invisible Places.

    The title “Two Degrees of Separation” reflects both the proximity between participants as well as that between Buffalo and Pittsburgh. It also describes the structure of the interactive installation, where specific stories were placed side by side. For the “Invisible Places” part of the project, we asked women and girls to talk about where they were most and least comfortable. By plugging headphones into jacks in a chalkboard, visitors can hear portions of the interviews and then add their own observations using chalk. For SIGGRAPH, we have added a computer component that allows visitors to share their thoughts regarding digital or online space. The narratives enhance, redirect, and contradict one another, yielding a variety of stories about how women experience space.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 12 feet X 12 feet
  • collaboration, perception, and women
  • Lifesavers
  • Ephraim Cohen
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Image Not Available
  • 2D & Wall-Hung
  • Cibachrome
  • 16.5 x 12.87"
  • X-Mas Storie
  • Eran Steinberg
  • SIGGRAPH 1992: Art Show
  • 1991
  • Steinberg: X-mas Storie
  • 2D & Wall-Hung
  • Backlighted transparencies (3 pieces)
  • 11 x 11" each
  • Symmetric Sculptures
  • Ergun Akleman
  • SIGGRAPH 2006: Intersections
  • 2006 Ackleman Symmetric Sculptures
  • This new sculptural family was created with interactive topological modeling. With this procedure, tested in a computer-aided sculpt­ing course, students can rapidly create a wide variety of shapes. Although the shapes are completely different, they indistinguishably belong to the same family. The shapes are manifold surfaces, so they can be easily reproduced using 30 printing. Because of their strong symmetry, they can be constructed using a few building blocks. Current investigations are exploring physical construction of large versions (more than three meters square) of these complicated shapes using low-cost materials such as concrete.

  • These sculptures are created using TopMod, a topological modeling system developed by Ergun Akleman, Jianer Chen, and Vinod Srinivasan with the contributions of more than 10 graduate students.

  • Ozan Ozener
  • 3D & Sculpture
  • Sculpture
  • 10" x 20" x 20"
  • Boite Noire
  • Eric Augier
  • SIGGRAPH 2001: n-space
  • 2001
  • This is a clip about a crash test dummy who works in a copy center and is subject to ubiquity. He photocopies documents and repeats gestures rhythmically, surrounded by clones that do the same as he does. Then he has a fantasy about total reproduction.

    Boite Noire is about the mechanisms of life and their micro variations (daily repetitions of gestures, rhythmic beats of a body driven by a large number of internal and external stimuli, the pleasure of repetition in musical trances) both corporal and sexual, up to and including the principle of life itself with the reproduction of DNA sequences to generate a clone that beats to the rhythm. In this project, digital technology allows the artist to model his own reality so that it might become real in the eyes of others.

  • Animation & Video
  • Animation
  • 3D animation, life, and technology
  • TeleZone
  • Eric Berger
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • A project of Ars Electronica Center and Telekom Austria AG. TeleZone is a telerobotic art installation that creates a parallel between the real and the virtual using a CAD interface within the virtual space and the real space of the Ars Electronica lobby.

  • Installation
  • Installation
  • interface, mixed reality, and virtual environment
  • Pe One
  • Eric Egas
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Egas Pe One
  • 2D & Wall-Hung
  • Pen plotter drawing
  • 6 x 32"
  • Homo Ludens
  • Eric Haines
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Sphereflake
  • Eric Haines
  • SIGGRAPH 1987: Art Show
  • Haines: Sphereflake
  • Sphereflake is an image of procedurally grown objects made of shiny steel balls. Each ball has nine smaller spheres budding out from its surface, recursively. Altogether there are 7381 balls in the environment.

  • Hdw: HP 320/HP-320 SRX
    Sftw: In-house

  • 2D & Wall-Hung
  • 11" x 14"
  • Caustic I
  • Eric Heller
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Heller: CausticI
  • There is no need to be an expert in celestial mechanics to marvel at a lunar eclipse. Few can look at a space telescope image with hundreds of galaxies without a passing thought about our place in the universe. Indeed, astronomy enjoys an immediate visual accessibility and appeal that most physical sciences do not. I view my role as an artist-scientist as attempting to make the mystery and beauty of other aspects of nature more apparent to nonspecialists. My subjects come from what I know best-those fields where I do research: quantum mechanics, chaos theory, nanoscale physics, and chemical physics.

    Science these days generates many beautiful images. But the scientific illustrations must put science first. My images do not attempt so much to teach or to convey information as to convey the emotion of discovery, of knowing nature at her deeper levels. My computer-generated images are based on science, but the scenes are created rather than found. My work uses diverse physical phenomena as a medium for painting scenes that seem somehow familiar. The familiarity banks heavily on nature’s passion for repeating herself. It is key to the emotional engagement I hope to achieve.

  • When a water colorist puts a wet brush to paper, physics rules the result: wetting and fluid flow on paper, scattering and absorption of light by pigment on fibers, evaporation and drying hold sway. These physical phenomena mimic other aspects of the natural world and with experience can be harnessed to wonderful effects. Similar statements hold for pastels, egg tempera, oils, photographs, etc. To date, digital painting tools have tried to emulate traditional media and effects. Digital artists need no longer emulate traditional media only. The computer allows us to create new media, with new rules, more naturally suited to the new tool. But such rules are best when they too follow physical phenomena, instead of arbitrary mathematical constructs.

    I have learned to paint with electrons moving over a potential landscape, quantum waves trapped between walls, chaotic dynamics, and with colliding molecules. Nature often mimics herself, and so these new media, exposing the beauty and mystery of the atomic world, yield a variety of effects that recall familiar aspects of our macroscopic experience.

    The images are mostly the result of computer code, which I have written, with output to raw RGB files which I then manipulate in Photoshop. My prints are EverColor Luminage Direct-Digital Prints produced on a CSI LightJet 5000 printer using high resolution RGB lasers to expose RA 4 photographic print materials. The process provides the highest resolution color output available.

  • The creative process leading to Caustic I is typical of my artwork: a synthesis of research and artistic creation, each one enhancing the other.

    Experimentation with various methods of recording individual electron tracks (overwrite, transparency, color combination) leads to a variety of effects and expands the horizons of the medium.

    Meanwhile, we begin to wonder about the effects that traveling in a narrow wire would have on the electron flow. The random, low hills and valleys are still present, but the additional confinement to narrow channels leads to new effects-both artistic and scientific. The first “wire” images are promising:

    Color keyed to quantum phase (the wave nature of the electrons) adds a new dimension to the images. Nanowire is created as a synthesis of the scientific and artistic experience summarized here.

    Inspired by the success of the electron transport images, which took place in a so-called 2D electron gas, the question of propagation in 3D naturally arose. I decided to look at what happens when light hits a wavy surface; this of course is becoming commonplace in 3D simulations. But I needed to know what happens when lights passes through many successive wavy surfaces. This is the analog of the electrons traveling over many hills and valleys.

    Rather than show the whole path of the light rays, I interrupted them with a plane, as in a swimming pool bottom. Using a point source of light, the caustic formation in this case is unfamiliar if there are many surfaces. In Caustic II there were seven successive surfaces. This gives remarkable, but perhaps unfamiliar caustic structures. I began to back off the number of wavy surfaces, for artistic reasons, mainly.

    Caustic I shows light interrupted by the “bottom” after passing through just two surfaces. Still, the resulting pattern could not quite be seen on a pool bottom.

    There is much room for creative effects (and new physical effects) in the nature of the waves used on the surface and the number of surfaces. Caustic I jumped out at me: here was an image almost like scenes I have seen, full of interesting caustic structures. I could not resist it!

  • 2D & Wall-Hung
  • lightjet print
  • 36 x 46 inches
  • abstract, lightjet print, and nature
  • Exponential
  • Eric Heller
  • SIGGRAPH 2001: n-space
  • 2000
  • The images in this series render electron flow paths in a “2D electron gas.” They were inspired by the experiments of Mark Topinka, Brian Leroy, and Prof. Robert Westervelt at Harvard University. Eric J. Heller, Professor of Chemistry and Professor of Physics, Harvard University, and Scot Shaw, a graduate student in the Physics Department at Harvard, conducted the theoretical work for the experiments.

    A word about the process: each print is an original created by sending a digital file to a LightJet imager, which writes to 50 inches wide photographic paper. The images are then developed through the normal photographic process. The resulting prints have a 60- year archival life under normal lighting conditions. Autumncolor in Worcester, Massachusetts handles print management.

    “Exponential” depicts electron flow patterns generated by electrons riding over a bumpy landscape. I have created numerous versions of the same phenomenon; the point being that electron flow is not so much of an object or occurrence to be captured or “photographed,” but rather is a fluid medium with which one can paint scenes. Using electron flow becomes analogous to using watercolor, which flows on paper in nature-mimicking ways that are often exploited to good effect. In “Exponential,” we may see landscapes or a monstrous bird with feathers. The tendency of nature to mimic herself on many different scales and in many disparate contexts is being highlighted and exploited at the same time. For me, the southwestern motif colors and the gradient sky evoke a sense of universal erosion patterns on landscape; the effect is of the landscape being poured out from the upper right. Together with the bird, this image is primordial, showing the creation of landform and life on the earth, making clear their unity.

  • 2D & Wall-Hung
  • LightJet - using Lumniange process printer on archival color photographic paper, Fuji Crystal Archive
  • 48 inches x 36 inches
  • abstract, lightjet print, and science
  • Rogue IV
  • Eric Heller
  • SIGGRAPH 2005: Threading Time
  • 2005
  • Art has a unique capacity to intuitively and emotionally convey insights about complex subject matter. If there is a short circuit to wisdom, it is through art. I try to exploit the powers of art to relate secrets of nature that have only recently been uncovered. A key element in my work is exploitation of nature’s almost narcissistic self-similarity, her repetition of pattern on vastly different scales and in radically different contexts: the motion of the planets around the sun and electrons orbiting a nucleus; or waves on water and electron waves in a semiconductor. With such repetition, nature provides her own windows into otherwise secret worlds.

  • 2D & Wall-Hung
  • Lightjet print
  • 34 inches x 24 inches
  • Transport II
  • Eric Heller
  • SIGGRAPH 2001: n-space
  • 2000
  • “Transport II” shows the flow pattern for electrons riding over a bumpy landscape. The bumps are caused by the irregular arrangement of nearby atoms, some of which donated the electrons, and are thus positively charged. The electrons have more than enough energy to ride over the highest bumps in the landscape. The concentrations of electron flow into branches are newly discovered indirect effects of that bumpy ride. The branching seen here was not anticipated; it was thought that the flow would be more evenly spread out some distance from the center. This has significant implications for small electronic devices of the future. This image comes from a numerical simulation which closely approximated what is seen experimentally, using extremely sensitive probes which can sample thousands of data points inside a space as small as a typical bacterium. The whole picture occupies a hundredth of the width of a human hair.

    About 60,000 individual electron tracks are shown here. Each track added grayscale density to nearby pixels as it passed by, so the dark areas depict where many electrons went, one at a time. All electrons were launched at the center and were sent in all directions equally. The existence of dark branches rather far from the launch point is surprising, as no valleys or other simple features of the landscape guide the branches. A color map change to green tones and some sharpening and contrast control provide the organic allusions.

    This image was used as the cover of the March 8, 200 I Nature magazine, in conjunction with publication of the article about the science.

  • 2D & Wall-Hung
  • Lightjet - using Lumniange process printer on archival color photographic paper, Fuji Crystal Archive
  • 50 inches x 36 inches
  • abstract, lightjet print, and science
  • Transport III
  • Eric Heller
  • SIGGRAPH 2001: n-space
  • 2000
  • “Transport III,” another image in the electron flow series, emphasizes the phenomenon of “caustics,” or lines of accumulation where we look edge on. Loosely speaking, caustics are edges, lines along which one object or space ends and another begins. But edges are usually much more. In a drawing, caustics determine where a line should fall, and where it should begin and end. If the object being rendered is a smooth, 3D, light will usually collect or diminish rapidly at an edge, and detail will accumulate there. This is because the caustic of a curved surface is where we look tangent to (i.e. along) the surface. If we imagine the surface as a thin shell of smoky plastic in front of a uniform gray sky, then the caustics will be very dark, because there light must pass through much more material to get through than at a typical place. Whether by training or by instinct, we associate a line in a simple drawing with a caustic in the real world. Even the cave painters 50,000 years ago knew these tricks and rendered some images of animals with subtle use of line to represent caustics.

    But caustics are not always found at the obvious places. Caustics are found whenever there is “projection” to lower dimension. When we see something which is really three-dimensional, we automatically are projecting it onto the plane of our retina, using only two dimensions. Nowhere are caustics as beautiful as when looking through a thin folded translucent sheet, such as translucent kelp. One of the caustics we are bound to see is called a “cusp.” It happens when a flat part of the kelp develops a fold as we follow up along a blade. At a definite point, we start to see two new edges or caustics arise where before there were none.

    Once again, nature has mimicked herself and given us the appearance of an underwater scene even though the medium is the flow of electrons on the micron (one millionth of a meter) scale. The fish was added to emphasize the aquatic allusions.

  • 2D & Wall-Hung
  • LightJet - using Lumniange process printer on archival color photographic paper, Fuji Crystal Archive
  • 48 inches x 32 inches
  • abstract, lightjet print, and science
  • Transport IX
  • Eric Heller
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Transport IX renders electron flow paths in a two-dimensional electron gas. It is based on the actual electron flow patterns for electrons riding over bumpy landscapes. The electrons have more than enough energy to ride over any bump in the landscape, and the concentrations of electron flow are newly discovered indirect effects of that bumpy ride. The channeling or branching was unexpected and has serious implications for small electronic devices of the future. The Transport series was inspired by the electron-flow experiments of Mark Topinka, Brian Leroy, and Professor Robert Westervelt at Harvard. Scot Shaw of my group and I did the theoretical work. Transport IX follows the paths of electrons for a short time. It represents the effect of starting the electrons in a narrow beam at two different places on the random potential landscape on which they live. The distinct and overlapping patterns resulted from the particular hills and valleys encountered from a new location. It is seen that the branches emanating from different initial launch points cross and seem independent, confirming that they are not due to any fixed features in the potential landscape but rather are due to the history of encounters with hills and valleys “upstream.” There is a connection, a feedback from the science to the art and back again. In me, this has happened many times and has led to new scientific discoveries through the attempt to produce art. In the viewer and also in me, I strive for feedback of a different kind. I want the scene being rendered to evoke emotion and familiarity so the viewer can project back onto the science behind the image to sense the power and mystery in the world of quantum mechanics and the microscopic chaos that is just under the surface.

  • The computer is a new artistic medium. It can draw fantastically detailed and imaginative things that are impossible for human hands to render. Most of the images in this work are produced pixel-bypixel using a computer algorithm, which I have written. I send the pixel data to a high end LightJet imager, where typically 150,000,000
    pixels are rendered by a laser onto archival photographic paper. The paper is then developed in the traditional way in chemical baths. So far, the color brilliance and permanence of this method exceeds the best inkjet technology. As a theoretical chemical physicist, I have always taken a very visual and intuitive approach to my research, which involves application of quantum mechanics to various problems in the atomic world. I produce images as a regular part of my research, believing that the visual processing power we carry around with us is enormous, and that the right image can go a long way to prove a key point or leave a lasting impression on a colleague. Imagery is a formidable tool, to teach
    ourselves, our colleagues, and the public. Images are increasingly being used in the mathematical and physical sciences. The computer has made them compelling, by drawing things of incredible information and detail (and sometimes beauty) in a short time.

  • 2D & Wall-Hung
  • LightJet digital image on Fuji Crystal archival photographic paper
  • 26 inches x 22 inches
  • Transport VI
  • Eric Heller
  • SIGGRAPH 2001: n-space
  • 2000
  • “Transport VI” is perhaps the most abstract of the transport series. A grayscale image, made by accumulating tracks of individual electrons, has been color mapped and sharpened, gradient filled, etc. to evoke something beyond the data itself. I see vaguely familiar things, such as pine trees with snow, a red sunset behind.

    There is a connection, a feedback from the science to the art and back again. In me, this has happened many times and has led to new scientific discoveries through the attempt to produce art. I want the scene being rendered to evoke emotion and familiarity. The viewer can project this back onto the science behind the image and sense the power and mystery in the world of quantum mechanics and the domain of the atom and the electron.

  • 2D & Wall-Hung
  • LightJet - using Lumniange process printer on archival color photographic paper, Fuji Crystal Archive
  • 25 5/16 inches x 32 3/16 inches
  • abstract, lightjet print, and science
  • Touchy
  • Eric Siu and Tomohiko Hayakawa
  • SIGGRAPH Asia 2015: Life on Earth
  • 2012
  • 2015 Siu, Hayakawa Touchy
  • Touchy is a human camera – a wearable device that encourages offline communication through touch and eye contact. As well as a being a performance piece, Touchy has performed over hundred times in different countries and cites. It is well covered by media internationally such as Discovery Channel, Washington Post and Neural Magazine. Touchy was a highlight of Ars Electronica 2014.

  • Performance
  • http://touchy.camera/en/
  • Cycles #1
  • Eric W. Flaherty
  • SIGGRAPH 1992: Art Show
  • 1991
  • 1991 Flaherty Cycles #1
  • 2D & Wall-Hung
  • Ink-jet printout
  • 16 x 16"
  • FLUID
  • Eric Zimmerman, Ranjit Bhatnagar, Frank Lantz, Peter Lee, and Michael Sweet
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 ZimmermanBhatnagarLantzLeeSweet: FLUID
  • Housed in a blue plastic industrial waste container, FLUID is a multi-level touchscreen installation, an ecosystem as play, a system designed for meaningful interaction. The touchscreen is parallel to the floor, and players interact with the system by touching, stroking, and poking at the screen. This core activity is the sensual substratum with which the user explores relationships among the elements of the system.

    Within the ecosystem of the screen live a number of simple organisms, each species relating to the user and to each other in unique ways. Some of the organisms need to be guided by the user in order to move about the environment. Others have their own means of locomotion. Some of the elements can be combined with others to form new organisms. And some of the organisms have the ability to transform elements of the ecosystem.

    The elements of the ecosystem include:

    • Algae, the grid of dots that form the substratum of the system.

    • Feeders, organisms that have to be assembled by players and that in adult form turn algae into edible food.

    • Foragers, hungry creatures that move toward and eat edible food.

    • Muck, the gray substance that first appears and spreads slowly about the screen when a player touches a forager.

    FLUID is a system, abstracted to a simple, stylized language. The graphics resemble geometric design patterns of the 1950s. The rich audio mixes natural sounds with procedurally generated electronic static. Playing with FLUID means exploring the relationships between the organisms. In a sense, the structure of the ecosystem, the interactions between the organisms, is itself the content. The immediate sensuality of the experience, combined with the dynamic quality of the evolving ecosystem, provides a curiously structural set of pleasures. The toy-like interaction rewards deeper and deeper exploration, as players continue to uncover the relationships between the organisms. For example, to rid the ecosystem of muck, the player has to lead the foragers around the screen by strategically moving the feeders over algae, creating a trail of “bread crumbs” that indirectly maneuver the foragers toward the muck. In order to accomplish this goal, the player has to understand the properties of all of the elements in the system: the algae, feeders, foragers, and muck.

    There is also within FLUID a kind of moral fable. Interacting with one of the organisms in the ecosystem releases an unpleasant gray “muck” that slowly spreads across the entire screen if the player does not discover a way to stop it. If FLUID is a game, then the goal of the game is to eliminate the muck from the screen. Yet paradoxically, the muck is only present because of the user’s own seduction to interact with the system.

    FLUID was commissioned from gameLab by the Swiss Re Center for Global Dialogue.

  • Inside the plastic industrial waste container is a high-end Windows PC. Speakers and a subwoofer are also inside the container. The LCD touchscreen measures 20 inches diagonally. It is set flush inside the lid of the waste container. The FLUID software is a Director 8 Projector file.

  • As with all gameLab projects, FLUID evolved through a highly iterative process. Our design and development methodology has a strong emphasis on prototyping and play testing, in which we develop a playable version of a project as early as possible and then base our design decisions on our actual experience of interacting with the prototype.

    gameLab was initially approached by the Swiss Re Center for Global Dialogue to create a game experience on the theme of water and sustainability. FLUID began life as a short written treatment, which was quickly turned into a rough, skeletal prototype. The visuals evolved as we altered, redefined, and tweaked the player interactivity and the relationships among the elements of the system.

    While our initial impulse was to create a graphically rich 3D experience, the game visuals became simpler and simpler as we proceeded. Since we were aiming for a gallery context, the moment-to-moment interactivity had to be self-explanatory and immediately gratifying. At the same time, it was important that players be able to discern the actual relationships among the ecosystem elements. The final version of FLUID has a balance of ambiguity and clarity. It is a puzzlingly abstract system that rewards exploration and experimentation.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • ecosystem, game, and virtual environment
  • BLiX
  • Eric Zimmerman
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • BLiX is an elegant and innovative computer game that uses approachable gameplay and stylish pop aesthetics to engage with and expand the culture of digital gaming.

  • Augmented Reality/Virtual Reality and Interactive & Monitor-Based
  • aesthetics, culture, game, and human-computer interaction
  • Silicon Menagerie
  • Erik Brunvand
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 Brunvand: Silicon Menagerie 1
  • These are micro-scale multi-layer images on the surface of silicon integrated circuits. The basic idea of these “silicon prints” is to use layers of materials that would normally be used to fabricate electrical structures on a chip to instead make images. The images on those chips range from 300 microns to 500 microns on a side, and the entire chip area is 3000 x 1500 microns (3.0 x 1.5mm). For comparison, a human hair is around 100 microns in diameter. On these chips the rectangular gridded structures are actual digital circuits. In this case the circuits are small static random access memories (SRAMs) that were being tested for use in a Digital VLSI course. The striped features on the edge of the chips are the gold bonding wires that connect the chip electrically to the integrated circuit package.

    The basic process for these silicon prints incorporates a number of different metallization layers on an integrated circuit, each separated by an insulating material, in a similar way to layering different types and colors of ink in the production of traditional fine-art prints. The metal layers each have different visual properties so once these properties are understood, a multi-layer silicon print can be made using these layers of materials.

    Even though it is often prohibited, engineers routinely sneak their names, or small cartoon-like images and logos onto their chips (typically in a single “color” or layer). This activity has direct parallels with graffiti art and tagging. The artwork, nearly impossible to see with the human eye, is present yet requires additional equipment to be seen properly by the viewer. This directly challenges notions of scale, and of the seen and unseen. I have created and fabricated these images using multiple integrated circuit layers to increase their visual complexity, and to create parallels with traditional fine-art printmaking. These images are superfluous to the function of the chip and, like graffiti taggers, utilize empty blank spaces as a surface for the images.

  • Media Used: Photomicrograph of silicon print (image on silicon).

  • 2D & Wall-Hung
  • Silicon Print
  • Speculatorum Oculi
  • Erik Brunvand
  • SIGGRAPH 2014: Acting in Translation
  • 2014
  • 2014 Erik Brunvand, Speculatorum Oculi
  • Quis custodiet ipsos custodes? Attributed to the Roman poet Juvenal in the 2nd century, this question is as relevant today as ever. Who guards the guards themselves? Who watches the watchmen?

    In this installation, a model of an urban environment is intruded upon with a set of menacing, looming cameras. The resulting surveillance is shown on a set of high-resolution CRT security monitors. Other monitors show feeds from other cameras around the installation. Is constant covert surveillance our new reality, or is it a reflection of some abstracted meta-reality playing out on secret security monitors? How is this reflection and translation of our daily lives used and interpreted by the watchers of this mundane drama? To what end are the minutiae of our daily lives being archived?

    Speculatorum Oculi are the eyes of spies, the ways of seeing of the watchmen, the guards, as spectators. These impersonal, omnipresent eyes translate our daily existence into data. These data are archived and catalogued, tucked away into vast arrays of bits in data warehouses. In this piece the viewer is presented with an omniscient view of this data collection, but also becomes part of the unfolding drama on the security monitors. This can lead to questions and contemplation of the role of surveillance, data collection, and privacy in a free society.

  • Speculatorum Oculi (The Eyes of Spies) comments on current surveillance activities of governments and corporations through an installation that includes an architectural model surveilled with looming video cameras providing live feeds to a set of video monitors. These monitors show views of the model and of other video cameras placed around the installed site.

  • Installation
  • Chroma
  • Erik Loyer
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Loyer: Chroma
  • If you could redesign your body, what form would it take?

    A computer interface is a filter that translates human action into digital space. Thus, it gives us a new body within that space, defined by its parameters. Interface design gains an ethical dimension in the degree to which it limits or augments our natural capabilities. For eight years, I’ve been exploring real-time interactive animation as a way to give the user a presence within the screen that is responsive, conceptual, and intimate. I rely heavily on algorithmic animations that react instantly to mouse movement, presented in a narrative context where they become expressive of the thoughts and emotions of characters in a story.

    Chroma is a large-scale application of this approach, in both its form and its content. An experimental interactive Web narrative, the site explores the nature of racial identity in the digital environment. Chroma follows four characters as they construct new digital bodies for themselves, encountering thorny questions of identity and race along the way. The piece is episodic in nature, containing 25 total episodes that are published on my interactive art site, “The Lair of the Marrow Monkey,” as they are produced: www.marrowmonkey.com

  • Chroma was authored using Macromedia Director and is experienced via the Shockwave plug-in. The piece is built on a custom Director-based multimedia engine called “Mneme,” which handles the complex animation and synchronization tasks required for each chapter.

    Most of Chroma‘s animation is algorithmic (generated dynamically by the program code). In this way, the visuals can be as responsive as possible to the user’s actions without increasing the download time of the chapters. As a result, Chroma delivers more experience per kilobyte
    downloaded than the typical Web site.

    The visual design of Chroma was developed using Adobe Illustrator and Adobe Photoshop, with some complex vector elements converted to Macromedia Flash format for inclusion in the various Director movies.

    Chroma‘s voice-overs were recorded on a DigiDesign ProTools system, and the final musical score was recorded and mixed with Steinberg’s Cubase software in conjunction with a Mark of the Unicorn 2408 mkII audio interface. Streaming Audio was compressed into the Shockwave format using SoundEd.

  • “This amoeba-like object starts to slowly increase in size, and then organically grows three ‘legs.’ These legs are in constant, fluid motion, like the tentacles of a sea anemone or the legs of a floating starfish. The appearance of the legs coincides with Dr. Anders’ reading of the names of his proteges.” – From the script for Chapter Three of Chroma

  • Interactive & Monitor-Based
  • algorithm, identity, and interface
  • Zen3 Tao2
  • Erika Galvao
  • SIGGRAPH 1992: Art Show
  • Zen3 Tao2 is a spiritual journey through form, a metaformalism. The film depicts awareness of spirit through analytical contemplation and awareness of self through spiritual contemplation. The process of developing Zen3 Tao2 was more important than the product of final film.

  • Hardware: Sun SparcStations

  • Animation & Video
  • 4:13
  • City Block
  • Erika Schwarz
  • SIGGRAPH 2001: n-space
  • 2001
  • “City Block,” an experimental animation, emulates the bustling, crowded, busy, chaotic feeling of a city. Timing and rhythm of the city comes together in moments of synchronicity like the choreography of chaos.

  • Animation & Video
  • Animation
  • movement, rhythm, and time
  • Broadway One
  • Ernest Edmonds and Mark Fell
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • When we watch a film, we accept music as a natural part of the work. More generally, the sound track is recognised as a crucial element in the quality of the film in its total sense. However, at times the music is thought of as an accompaniment to the visual element, whereas it might alternatively be thought of as having equal weight and importance. By far the most interesting integration, however, is where the music and the visual element are equal so that, for example, one can see a visual display as one instrument in which other instruments, such as violins, happen to produce sound. The composition of such work can begin either with the music or the visual or swap between them. Alternatively, it might begin from some more abstract description or notation that can be mapped into either sound or image. The idea of integrating sound and vision in art goes back at least to the early 1700s, when Louis-Bertrand Caste created “Colour Organ.” Many have been inspired by Baudelaire’s poem “Correspondence,” in which he speaks of” … Perfumes and colours, answerable sounds … Joining to form a deep, mysterious whole … ” There is considerable interest in this integration today. The advent of the computer has enhanced the possibilities in this area enormously, for two key reasons: 1. Its ability to control the real-time production of sound and image with considerable flexibility and speed. 2. The computer is basically a symbol manipulation machine, so it is able to take a symbolic form (such as a score that is a symbolic representation of music) and automatically work with it by, for example, transforming it according to a rule. In this work, the idea is to operate with structures that can mediate between sound and vision, to produce a unified work that integrates both. Thus a single unified abstract structure is mapped into sound and image to produce the integrated “synaesthesic” work.

  • The work is displayed on a wall-mounted plasma screen, with sound relayed over a small pair of audio monitors or headphones. It is a generative piece that is written using Max/MSP/Jitter software running on a Macintosh computer. This is a graphic programming environment for sound, image, and interaction, which provides an ideal system for exploring the correspondence between sound and image. In this work, which is part of a series, the artists and programmers use predefined colors that are specified as RGB values and two-dimensional bars specified as co-ordinates. These correspond to synthetic sounds that occupy temporal rather than spatial positions. The software consists of several discreet processes. These are grouped together into three sections: pattern generation, image display, and audio output. Of these, the second and third are intended to be reusable, and they simply wait for instructions from the patterngenerating
    system. The image display section waits for a list of two
    integers. The first integer relates to a position, and the second a color. The audio output waits for the same two integers but treats the first as a position in time not space, and the second as sound. Given this flexibility, several different pattern-generating modules can be written to explore the outcome of different algorithmic processes.
    In this case, an algorithm generates a list of eight numbers, each element of which counts from zero to three. These elements are connected in series, so that as one element reaches the maximum value, the next one counts up one. The outcome of this is a series of absolutely linked color bars and a shifting musical pattern.

  • 2D & Wall-Hung
  • Plasma Display
  • 41 inches x 25 inches x 5 inches
  • Art Systems: 1968 to 2018
  • Ernest Edmonds
  • SIGGRAPH 2018: Original Narratives
  • 1968-2018
  • This project showcases Ernest Edmonds’ (UK) 2017 ACM SIGGRAPH Lifetime Achievement Award in Digital Art, featuring the following artworks: Nineteen (1968), Datapack (1969), Communications Game (1972), and Shaping Form (2002). All these artworks are directly related to papers published in Leonardo since 1973, from issue 3 until now.

  • 2D & Wall-Hung
  • Self Portrait
  • Erol Otus
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: IBM AT, TARGA 32 & VISTA Graphics Boards, Summagraphics Tablet.
    Software: GiantPaint and Vista Tips Paint Systems. 1642 x 17 45 pixel image paint­ed entirely on the computer.

  • 2D & Wall-Hung
  • Ink jet printout
  • 36 x 30
  • Unloading
  • Erol Otus
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Otus Unloading
  • 2D & Wall-Hung
  • print
  • 24 x 20"
  • Hot Pool
  • Erwin Driessens and Maria Verstappen
  • DAC Online Exhibition 2011: Analogue is the New Digital
  • 2010
  • Hot Pool is a diorama in which a landscape of wax continuously transforms under the influence of melting and solidification phenomena. The installation is an autonomous generative system wherein candle wax and heat are the shaping elements. The ongoing process is visible for the audience through a small window.

    A black container is standing on six metal legs. A window opening is located at the front. Inside the container the basic facilities are installed: 20 kg of candle wax, 61 heating elements, fans, electronics and lighting. The heating elements are mounted underneath the bottom of the metal container. These elements are switched on and off individually by a special algorithm so that the candle wax melts locally and solidifies again after a while. Through expansion and shrinking during the melting and coagulation process an expressive landscape emerges that slowly changes in time.

  • Installation
  • Wood, lacquer, metal, heating elements, fan, candle wax, electronics
  • 113 x 154 cm
  • https://notnot.home.xs4all.nl/hotpool/hotpool.html
  • Continua
  • Erwin Hauer and Enrique Rosado
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Continua Erwin Hauer Enrique Rosado fig3
  • The concepts of continuity and potential infinity have been central themes of Erwin Hauer’s opus from very early on in his career as a sculptor. In his native Vienna, he began to explore infinite continuous surfaces that evolved into perforated modular structures that were appropriate in architectural applications. Hauer’s sculptural walls are intricately woven forms that create a visual sense of infinity – a frozen poetry in motion. He patented these designs, developed the technology to produce them, and installed the modular, light-diffusing walls in buildings throughout the United States and seven other countries.

    Hauer continued this work after he moved to the US, first as a Fulbright scholar and then as a faculty member in the Department of Design at Yale University, where he was invited by Josef Albers, a giant of modernism and one of the pillars of the Bauhaus.

    Hauer derived the concept of continuous surface primarily from his studies of biomorphic form, an experience reinforced by his first encounters with the work of Henry Moore. He examined how Moore interlaced “… the dominant continuity of surfaces with an unprecedented cultivation of interior spaces within his sculptures.” These reflections led Hauer to the awareness of the so-called saddle surface, a type of mathematical surface that looks like the peculiar shape of horse saddles that curve both up and down. These surfaces influenced his sculptures and soon evolved into a repeat pattern because, as Hauer states, “the saddle surface refuses to permit the closure of form.” While Naum Gabo accepted this fact, Hauer responded to the open-endedness of the single saddle by adding replicas of it around its boundaries, in a seamless and flush manner. When this procedure is repeated for every open-ended edge, the result is in an infinite continuous surface. This characteristic is central to most of Hauer’s screen designs.

    In 2003, Hauer formed a partnership, Erwin Hauer Studios, with Enrique Rosado, a former student of his at Yale who has extensive knowledge in the digital field. Their purpose is to re-issue a selection of Hauer’s original screens of the 1950s, to adapt some of these classic designs to modern production methods using digital technology, and to develop new designs as well. With the same intensity and scrutiny Hauer applied to his original molds and casts, Enrique Rosado now focuses on design transformations, creation of custom tools, and CNC-milling techniques.

  • Design
  • Bodygraphe
  • Esteban Garcia Bravo, Tim McGraw, and Aaron Zernack
  • SIGGRAPH Asia 2016: Mediated Aesthetics
  • 2016
  • Bodygraphe is an interactive, visual music application that unifies gestural computing with live performance art. Dancers become instruments and conductors that wholly generate graphics and sounds that correspond with their movements in real time. This video is the result of a process in computational aesthetics that explores the relationship between the body and form. Most specifically, we were inspired by visual art avant-gardes that prioritized expressive geometry, such as the Neo-concrete movement of the 1950s. Through this project, we seek to make an aesthetic statement while also offering new implications for research regarding the interconnectivity between body and technology.

  • Amberly M. Simpson
  • Interactive & Monitor-Based
  • Art and Code
  • Esteban Garcia and David Whittinghill
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • Interactive & Monitor-Based
  • Computer software and traditional media
  • Occupation
  • Esteban Gutiérrez
  • DAC Online Exhibition 2018: Origins + Journeys
  • Gutiérrez: Occupation
  • Occupation explores the relationship between body and space, the transformation and information interchange generated during the process of occupying an empty space. This relationship evolves during the occupation of the territory, while the space develops a graphic memory the bodies broke apart just to emerge again. Finally, both entities become part of the same visual construction.

    This piece is part of the AVD Project (FUBA, Medellín) a techno-conceptual investigation of the expressive potential of visual data within digital systems. Using code and video as main materials the registered information on any given frame varies according to movement variables defining how body and space merge.

  • Animation & Video
  • Divided Sea
  • Eudice Feder
  • SIGGRAPH 1986: A Retrospective
  • 1983
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 12.5 x 15 in
  • From Darkness into Light
  • Eudice Feder
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Feder From Darkness Into Light
  • Hardware: Calcomp plotters 410, 1051
    Software: SIMPLOT by Russell Abbott

  • 2D & Wall-Hung
  • plotter drawing
  • 16 x 20 in.
  • plotter drawing
  • Homage to Moholy-Nagy
  • Eudice Feder
  • SIGGRAPH 1998: Touchware
  • 1979
  • 1979 Feder Homage to Moholy-Nagy
  • From Zero to One

    The landscapes of the world that I saw from an airplane window flying in the sky; the feel under my feet of the living land itself; the fragrance of air, from the Sinai to California, and in-between; and the legacy of painters, especially the 19th Century Luminist painters – all these have all instructed me.

    Through the maze of the brain, earth visions are restructured into a universal code of zeroes and ones that only a computer can understand and obey.

    The gifted painter’s hand then can be bypassed, diverted to another track, faithfully driven by a robot with instructions of which, what, where, and how to deliver the loaded train of earthscapes, transposed, transmitted and transferred to pen, paper, and ink such as The Clearing.

  • 2D & Wall-Hung
  • 14" x 11"
  • abstract and coding
  • Permutations
  • Eudice Feder
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • 2D & Wall-Hung
  • Plotter
  • 8.5 x 11 in.
  • Pillar of Smoke
  • Eudice Feder
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 2D & Wall-Hung
  • Plotter Drawing
  • 12 1/2 x 22 in.
  • abstract and plotter drawing
  • Pillar of Smoke and Fire
  • Eudice Feder
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 2D & Wall-Hung
  • Plotter Drawing
  • 12 1/2 x 22 in.
  • abstract and plotter drawing
  • Separation
  • Eudice Feder
  • SIGGRAPH 1986: A Retrospective
  • 1980
  • 2D & Wall-Hung
  • Plotter drawing
  • 16 X 23"
  • Southern Lights
  • Eudice Feder
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter
  • 16 x 23 in
  • Swarm
  • Eudice Feder
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1988
  • 1988 Feder Swarm
  • 2D & Wall-Hung
  • plotter drawing, ballpoint, felt tip, ink
  • 30 x 25"
  • The Clearing
  • Eudice Feder
  • SIGGRAPH 1998: Touchware
  • 1988
  • 1988 Feder The Clearing
  • From Zero to One

    The landscapes of the world that I saw from an airplane window flying in the sky; the feel under my feet of the living land itself; the fragrance of air, from the Sinai to California, and in-between; and the legacy of painters, especially the 19th Century Luminist painters – all these have all instructed me.

    Through the maze of the brain, earth visions are restructured into a universal code of zeroes and ones that only a computer can understand and obey.

    The gifted painter’s hand then can be bypassed, diverted to another track, faithfully driven by a robot with instructions of which, what, where, and how to deliver the loaded train of earthscapes, transposed, transmitted and transferred to pen, paper, and ink such as The Clearing.

  • 2D & Wall-Hung
  • 5 1/2" x 9"
  • abstract and coding
  • The Fourth Prime
  • Eudice Feder
  • SIGGRAPH 1987: Art Show
  • 1987 Feder The Fourth Plane
  • Hdw: CDC Cyber 750/Calcomp Pltr
    Sftw: Simplot

  • 2D & Wall-Hung
  • Plot
  • 23" x 12"
  • Wind-Warn
  • Eudice Feder
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Eudice Feder Wind Warn
  • Hardware: CDC Cyber 750
    Software: Simplot, R. J. Abbott

  • 2D & Wall-Hung
  • Plotter
  • 9 x 18 in
  • Rhythm Analysis; A Temporal Stereopsis Urban Telecommunication Data Topography
  • Eunju Han
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2009
  • This inspirational installation reveals a stereoscopic representation of temporal and spatial telecommunication data, an urban communication indicator of everyday life, for 24 hours in a central area of Seoul, created by “transparent LED display sheets” of conductive carbon nanotubes.

    We live in electronic surroundings that are invisible and intangible, though they are very powerfully influential in our lives. Communicative devices such as mobile phones are becoming more and more dependent on digital technology. This urban telecom data visualization in stereoscopic displays on layered, transparent LED sheets reflects data changes hour after hour, so we can recognize telecommunication transitions in urban space over time, which makes it possible to deduce the rhythm in everyday life. In addition, this urban telecom datascape conveys an inspirational insight on a new cognitive communication domain in urban space.

    By adopting one of the most notable and futuristic high-tech inventions, this combination of conceptual design and advanced technology suggests the future direction of cross-disciplinary work.c o n t a c tEunju Han Royal College of Art eunjuhan.arch@gmail.com

  • Installation
  • Future Creatures
  • Eunjung Hwang
  • SIGGRAPH Asia 2011: FANTAsia
  • Hwang: Future Creatures
  • The main aspect of my art making is to explore unexercised images from the world of dreams and infancy, follow them to their farthest points and then represent them in unique combinations of digital and physical forms. My intended result is to fully restore the dynamic and beauty of the intense image world. My projects start from creating a variety of characters which are rooted in dreams and subconscious images. In the belief of animism, everything in my artistic observation has been represented as a form of visual characters. The characters unfold narratives by their fantastic reality following a structure of interwoven dream logic. Different narratives are connected to each other through this dream logic. The narratives loop through a series of imaginary cycles of infancy, dream, death and the beyond.

  • Animation & Video
  • Monsters of Time
  • Eunjung Hwang
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Hwang: Monsters of Time
  • The world I encounter in my memory is pictorial and cryptic. I run into multifarious images, odd beings, terrors, and ghosts there. Everything I’ve beheld in this world has been compiled in a huge usable mental catalogue of images, and I strive for an encyclopedic achievement there. I’d like to be a mirror reflecting the cause of all things, the personification of the world’s memory. To reveal the enigma of the memory pictures, I dare to descend into an everlasting image-producing abyss in my memory and explore the undercurrent with a fluoroscopic vision. My works are “thought pictures” or “puzzle pictures” from the abyss. They are questions rather than answers.

    In my private, unrecognized pantheon of dreams, I met the monsters of time. Feeling empathy with them, I joined them in their symbolic feast.

  • Animation & Video
  • dreams and memory