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
  • Poem Vacuum Cleaner
  • Eunmi Yang
  • SIGGRAPH 2001: n-space
  • 2000
  • Reading poems purifies feelings of readers. When a viewer vacuums the poetic words projected on the floor, the word will be replaced by a flower. This work reflects that the role of a poem is like that of a flower in city life; with pleasing scent and color, the flower makes people relaxed and enriches our desolate urban existence.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 2m x 2.5m
  • nature and poetry
  • Alpha And Omega
  • Eunsol Kim
  • SIGGRAPH Asia 2020: Untitled & Untied
  • 2019
  • Kim: Alpha And Omega
  • Summary

    Alpha and Omega, 2019. Audiovisual Installation. HD Video, two channel sound, single channel, 3min Alpha and Omega presents the emotional temperature difference in Seoul and Pohang. The artists use seismic data of two cities for 10 yrs., data sonification and the objective indicators of earthquakes to provide a new synesthesia experience.

    Abstract

    Alpha and Omega deals with the emotional temperature difference between the fear and anxiety of those who have experienced a disaster and the attitudes of those who have not.

    The artist who returned to Seoul after having experienced an earthquake at around 5:00 am on February 11, 2018, when the second largest earthquake (intensity 4.6) occurred in Pohang, was experienced the atmosphere of Seoul in contrast to Pohang.

    This is because the seriousness of the earthquake felt in Pohang, the epicenter, is not shared in Seoul. The writer interprets the difference in reaction between the two cities as “the difference in sensation due to the imbalance between information and experience.”

    In order to express the sense gap between the two cities, we use the seismic data of two cities, which are objective indicators of earthquakes. Rather than simply recreating the overwhelming fear and pressure of the image of a disaster, data sonification will be able to hear the data and provide a new synesthesia experience.

    In the space where the disaster data is replaced with light and sound, the audience can freely experience a new type of disaster.

  • Data Preprocess – Seismic data from Seoul and Pohang for 10 years was collected from the public data portal.

    230 data sets(ex. 1, 4.8 35.9 1; ) of list earthquake data for each city that occurred at unequal times as events occurring on the same time line, It was pre-processed in the following form, and it is listed in the order of the order of time, progress, and latitude.

    Data Sonification- If there was no earthquake at the same time, or if there was an earthquake in only one city, then there will be no sound or only one channel.

    In the patch, these data are stored in the coll function, and these are passed to the next value every second, and in FM- Synth the magnitude, variable in tempo, pitch, and modulation ratio are applied as latitude and modulation index values.

    The rhythm is set randomly and the channels of Seoul and Pohang are separated.

    It is designed to facilitate the installation of each speaker to be installed in a different location during offline installation so that the difference in sound according to the two data can be clearly felt.

    You can feel the same difference when listening to headphones when implementing an exhibition on the web.

    Visualization- In the case of visual, it is almost the same as the interaction of the sound according to the data, and the image disappears when there is no data value and only one data, like the sound, but only one axis is activated.

    The intensity value is linked to the bar on the horizontal axis in Seoul and the vertical axis in Pohang. In addition, the generated sound affects the flicker effect, resulting in a consistently flickering image in the video.

    The vertical axis with a lot of data has a higher frequency of response, and the higher the intensity, the more the bar corresponding to each axis is widened horizontally.

  • Animation & Video, Installation, and Sound Art
  • Shin'm 2.0
  • Eunsu Kang, Donald Craig, and Diana Garcia-Snyder
  • SIGGRAPH Asia 2012: Echo
  • 2012 Eunsu Shin'm 2.0
  • Shin’m 2.0 is the second version of Shin’m project that was created in 2009. Using the Kinect sensor, spatialized sound and two video projections aligned together, it creates an interactive space of nebula bubbles in one corner of the exhibition space. This fluid space is filled with nebula bubbles constantly circulating through a “black hole” in the center. As the participant moves in deeper, first the bubbles’ gravity center moves to the participant, and forms the shape of the participant’s body. If the participant jumps or raises his or her hand up high, bubbles explode as their bubble-filled-body dissipates. Sound texture is designed to enhance the illusion of attachment and dissipation through this experience.

  • Installation
  • Interactive installation
  • Disintegration #13
  • Eva K. Sutton
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: PC-compatible, Howtek scan­ner, Apple Macintosh, Sun 3, Dunn film recorder.
    Software: Lumena, Adobe Photoshop, written by the artist.

  • 2D & Wall-Hung
  • Photographic print
  • 36 x 40
  • Untitled
  • Eva K. Sutton
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1990
  • 1990 Sutton Untitled
  • 2D & Wall-Hung
  • photograph on photo-linen
  • 2 ft x 4 ft x 4 in
  • Audio Printer
  • Eva Verhoeven
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • The project’s main purpose is to explore strategies in the field of media art that enable a critical understanding of the medium that is being used and thus critically reflect upon the computer as a medium. In order to investigate these questions and issues, I explored strategies like instructions, appropriation, and intervention in the everyday that were developed in the context of art by the avantgarde of the 1950s and 1960s, in particular. John Cage’s work on Prepared Piano Music has been of particular interest. In 1940, Cage prepared the strings of a piano with screws. This led not only to alteration of the medium, but also the need to change the visual character and contents of the score. On the level of the programme, or the score and the hardware, or the instrument, Cage appropriated and intervened in the conventional conception of the instrument. I began exploring the hardware itself, trying to find ways to intervene and lay open the structures of the computer as a symbolic system. The installation Audio Printer emerged from this research. Documents that are sent to the printer can be heard as the sounds of the data. The data on the level of the binary system represent the document, and it becomes visible and accessible though its own production of sound. The underlying structures are conceptually made visible or audible.

  • Computers work with signs and symbols. In other words, they work with different structures of representation. The computer operates with little bursts of electricity (only about five volts) that correspond to the on-and-off, or zero-and-one, states of the binary system. These electric pulses are, generally speaking, translated into assembly codes and machine languages, which are further translated into sets
    of instructions and finally into a language that the user can understand. This representation appears to the user as an operating system and application software. With the aim of exploring these underlying structures, I started to have a look at the parallel port as an output device that is usually
    used to connect a printer. The parallel port sends bits of data across eight parallel wires in the form of voltages. To represent a 1 in the binary system, approximately five volts are sent through, and for zero, a nearly zero voltage is transmitted, to signify O in the binary system. The data are loaded and sent through on lines 2 to 9. The next step was to connect an amplifier and speaker to the lines that load the
    data. By linking transformers in between the parallel cable and the amplifier, five volts turned out to be efficient to hear the data streams. The information from the document that is sent to the printer, passing through several layers of representation and being translated into several different languages, becomes data sound.

  • 3D & Sculpture
  • Computer, printer, amplifier, and speakers
  • 90 centimeters x 80 centimeters x 190 centimeters
  • Alison: Statified Cooperative Storytelling in Dissociative Identity
  • Evan Boucher and Matthew Smith
  • SIGGRAPH Asia 2008: Synthesis
  • In the Alison installation, different plot elements are presented based on the viewer’s movement within a physical space. The space works as both a form of interaction and another method of presenting story elements.

  • Installation
  • Sports Car
  • Evans & Sutherland Computer Corp.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Evans & Sutherland ESV Graphics Workstation with Advanced Rendering System (ARS) Hardware.
    Software: Conceptual Design and Rendering (CDRS).

  • Design
  • Car rendering
  • 11 x 14
  • Turbo Coupe
  • Evans & Sutherland Computer Corp.
  • SIGGRAPH 1991: Art and Design Show
  • Hardware: Evans & Sutherland ESV Graphics Workstation with Advanced Rendering System (ARS) Hardware.
    Software: Conceptual Design and Rendering (CDRS).

  • Design
  • Car rendering
  • 14 x 11
  • Putti
  • Eve Mosher
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: SunStation, Matrix-QPR.
    Software: Artisan.

  • 2D & Wall-Hung
  • Ink jet printout
  • 14.4 x 24
  • Eclipse
  • Evelyn Chiyoko Hirata
  • SIGGRAPH 1988: Art Show
  • 1988 Hirata Eclipse
  • Hardware: PDP11 I 73, Peretek frame buffer, Affiflex 16MM camera
    Software:OSU

  • Animation & Video
  • Animation
  • 1:18
  • RothkoViz
  • Everardo Reyes
  • DAC Online Exhibition 2018: Designing Knowledge
  • 2018 Reyes: RothkoViz 1
  • RothkoViz is an online visualization program that organizes 201 images of paintings by Mark Rothko. It offers three ways of exploring data: 2D image plots, 3D interactive spaces, and some image generators.

    The first visualization method is presented as simple large static images. One of them localizes crossings on the Cartesian plane that summarize 50+ visual features. The dimension reduction is achieved with a Principal Component Analysis (PCA) calculation. The other image shows an orthogonal view of our archive (which means cropping every image into thin slices), but this time in a polar Cartesian plane. Statistic operations were made with Mondrian and image plots with ImageJ. The expected viewer reactions include understanding image transformations and experimental spatial representations of the same archive that might highlight visual patterns.

    The second manner uses extensively WebGL as a graphics engine to explore and navigate the corpus. I first plotted chromatic values as color points with P5.js. The extraction of red, green, and blue values was made with image processing tools included in ImageJ. Then I plotted those values following the RGB color model (a cube whose vertices stand for black, white, red, green, blue, yellow, cyan, magenta). While the first plot rightly depicted color values, I was more interested in displaying the images themselves. For this reason I adapted code with the three.js library to create a virtual environment. After a user session, she could orbit within a virtual world of images floating around the space.

    The third case consists of a simple image generator of Rothko styles, using only JavaScript, CSS and HTML. This generator is based on a hand-made description of the main shapes and color rules that characterize a Rothko style at a certain time of his career. In our program every time the user clicks the image, the program randomizes the rules and shows a new model. It could be of course that at some point the generator will produce the same combinations used by Rothko, nevertheless, it fulfills its function as long as a viewer identifies a generated image with Rothko’s style.

    Technically speaking, data was obtained from The National Gallery of Art website (http://www.nga.gov/, Washington, DC). Data was extracted from the web with free tools such as import.io. Visual features extraction and quantification was made with ImageJ and Cultural Analytics Lab tools. Data was cleaned and processed with several tools: MS Excel, Google Spreadsheets, Open Refine, Mondrian. Web development was made with Atom editor.

    The methods and lessons learned from the project are used regularly in higher education courses on data visualization. Moreover, it inspired recently an exhibition at the Winchester School of Arts, as a curatorial approach to art and data. https://anti-materia.org/a-curatorial-approach-to-dataviz-eng

  • Internet Art
  • http://ereyes.net/rothkoviz/
  • Late Afternoon
  • F. Kenton Musgrave and Benoit B. Mandelbrot
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Musgrave Mandelbrot Late Afternoon
  • Hardware: Encore Multimax, Sun 3I 160, IRIS 40I60, Celco
    Software: Special, extended Optik ray tracer – Univ. of Toronto

  • 2D & Wall-Hung
  • photo
  • 24" x 20" in.
  • Zabrisky Point
  • F. Kenton Musgrave, C. E. Kolb, and Benoit B. Mandelbrot
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Hardware: Network of 9 DEC 5000 work­stations.
    Software: C-Linda, Optik Raytracer (custom).

  • 2D & Wall-Hung
  • Ink jet printout
  • 20 x 40
  • untitled
  • F. Kye Goodwin
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Goodwin Untitled
  • Hardware: Cubicomp frame buffer, AT clone Dunn film recorder
    Software: F.K. Goodwin

  • 2D & Wall-Hung
  • photo
  • 14" x 11" in.
  • Alternity - The Projected Perception of Spatial Harmonics
  • F. Myles Sciotto
  • SIGGRAPH Asia 2011: FANTAsia
  • Sciotto: Alternity The Projected Perception of Spatial Harmonics
  • Alternity is a real-time immersive and interactive architectural installation driven by brain-waves. Data from a wireless Electroencephalography (EEG) headset is collected and analyzed looking for coherent and harmonic patterns. These patterns are mapped to parameters of generative geometry and sound and spatially visualized by projecting on and through an array of silver hyperbolic screens while being sonified spatially using Ambisonics on a multiple channel sound system. The user now exists in virtual and physical tandem, his/her current perspective and awareness creates an immersive experience whereby they are experiencing the dynamic geometric landscape which they are generating in real time.

  • Installation
  • Piranesi Collection
  • Factum Arte
  • SIGGRAPH 2015: Hybrid Craft
  • 2010
  • 2015 Arte, Piranesi Collection
  • Factum Arte used digital tools to realize work in 2010 that Giovanni Battista Piranesi designed between 1760 and 1770. The objects were digitally modelled, 3D printed in highly detailed stereo-lithography, and then made in cast, hand-chased, and polished.

  • 3D & Sculpture
  • LifeScience - Fakeshop
  • Fakeshop
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • This work is the result of a fascination with aesthetic by-products of computer procedure. It is a visuavisuaisuaegies of electronic audio/visual transfer (CuseeMe video-conferencing, Real Audio broadcasting, and other assorted hi/lo tech tools). We’ve endeavored to build an electronic theatrical device, to create conditions in which simultaneous transfer of digital information can occur in real time (transfer of experiential data being collected at a site of production to remote receiving and/or reciprocally re-transmitting audience participation, collaborational links).

    The live action continually repeats the attempt to reveal the relationship between public and personal-memory. Details extracted from the media sphere are investigated, dissected, redigested, in a series of multi-media tableau vivants. In the Web site, there is a remote point of entry into these various setups, hookups, site-specific installations, etc. It exists as a window into these actions and as evidence of these ephemeral procedures.

    Recent performances and exhibits include: Whitney Biennial 2000 (Internet category), Ars Electronica ’99, Next 5 Minutes 3 Conference, Hell.com, WKCR Electronic Music Festival, and Rhizome Artbase.

     

  • Internet Art
  • Internet art experiments
  • http://www.fakeshop.com/
  • digital imagery, memory, and website
  • 366
  • Felice Hapetzeder
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2013
  • 2013 Hapetzeder: 366
  • 366 is the number of confirmed drowned-at-sea deaths as a 20 meter long fishing boat with 518 people, most of them from Somalia and Eritrea, got into distress about 550 meters off the Lampedusa coastline in the Mediterranean on October 3rd 2013. The work 366 is an interpretation of the event, filmed in a bathtub with a toy coast guard boat. The sound track is made out of news flash reports on the events at Lampedusa, all reporters speaking at once and the sound fading down as the boat sinks. An allegory on how the media works in the aftermath of a disaster. Border politics of the European Union and Italy were discussed as it is thought that many more could have been rescued. But at the same time as politicians say that this should not happen again, it is actually happening every day.

  • Software: Final Cut Pro, ProRes HQ from Atomos Ninja, jDownloader, Magic Bullet Suite / Atomos Ninja 2
    Hardware: Canon Cinema EOS C100, Macbook Pro.

  • Animation & Video
  • Video
  • 1:24 min.
  • Touchdown
  • Ferdinand Maisel and John Chadwick
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Rch.in
  • Ferdinand Maisel
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • 8520 S.W. 27th pl v.2
  • Fernando Orellana
  • SIGGRAPH 2006: Intersections
  • 2006 Orellana 8520 S.W. 27th pl v.2
  • Free will requires that we make continuous decisions on which direc­tions our lives should take. As newborns, we learn how our bodies work, through countless unconscious decisions. As we age, this process continues, becoming more conscious and abstract. We spend our lives with this endless string of problems to solve, contemplating what action to take on each, evaluating the consequences from the decisions, and moving on to the next. The reconfigured Gemmy Corporation Dancing Hamster toys found in 8520 S.W 27th pl. symbolize this human decision-making and its inevitably limited consequences in our highly constrained existence.

  • Each robot found in 8520 S.W 27th pl. has the ability to walk forward or backward on a track in its house. The robots have been pro­grammed with a unique set of eight numbers. These numbers are used to determine what type of kinetic behavior the robots demon­strate. Some robots might appear to be confident in their decisions as they walk valiantly back and forth in the house, while others might exhibit what seems to be hesitation, staying in one place for a long period of time or fidgeting between decisions. In the end, the deci­sion is random, but it serves as a metaphor for the overall redundancy of our decisions. The random seed used to generate the decision is extracted from a small infrared sensor installed at one end of each house. Like our decision process, the sensor allows for external forces to influence the outcome of each choice the robot makes. As people view the piece, they unknowingly influence how the robots behave and what they decide from one moment to the next. The robots pause at every new assessment, pulsing a small light in their heads, which makes them appear to be contemplating future action.

  • 3D & Sculpture
  • Robotics and art
  • 10' x 15' x 10'
  • The Drawing Machine 3.141.15926v.2
  • Fernando Orellana
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Orellana: TheDrawingMachine
  • The connection between the arts and the sciences has consistently intrigued students of both disciplines. This connection has led some scientists to make art, believing that their discoveries are as appropriate for museum walls as paintings. Similarly, some artists who work closely with scientific fields believe that their discoveries are important enough to warrant placement in any scientific journal. This marriage of art and science is not a phenomenon specific to modernity. Throughout history, a fine line has separated where art ends and science begins; da Vinci, Tesla, and Kandinsky are some examples. In the information age, artists and scientists are increasingly using the same language, and they are carving out new paradigms in techniques, materials, and process for both disciplines. With an emphasis on experimentation and exploration, I, too, have found my way down this undefined path.

    The most recent manifestation of this exploration is my series of drawing machines, all of which are examples of my experiments with physics, electricity, drawing, and chaos. Each machine, controlled by a microprocessor, is fed random behavior to change the quality and weight of line. This behavior allows the machines to have a pseudo-intelligence that can be perceived in the drawings and the machine’s behavior.

  • The Drawing Machine uses the Parallax Basic Stamp 2 module as its primary control device. In addition, the piece uses custom electronics and four microphones to monitor the audio levels of the space. These audio data are then fed into the Basic Stamp, which interprets it and uses it to generate different drawing styles for the machine. The Basic Stamp is programmed using BASIC computer language.

  • The Drawing Machine 3.141.15926v.2 explores the possibility of creating machinery or systems that create art objects on their own. In this case, the machine has been designed to listen to its environment, using a microphone installed in the gallery. What it hears is then interpreted by the machine’s software and used as the primary driver or inspiration to make complex, nonrepresentational drawings. Since the noise the machine hears is relative to the given event or venue, the drawings generated can be said to be the machine’s interpretation or portrait of that experience. Using several Papermate ball-point pens (blue ink), the machine can generate one drawing measuring 4 feet x 4 feet over a period of 144 hours, the length of the SIGGRAPH 2002 conference.

    For the last several years, I’ve been using 3D visualization tools to design and build machine/sculptures. Especially in the early stages of design development, I find it very helpful to be able to previsualize what the materials, size, mechanics, movement, and general form might look like in virtual space. In recent designs, I have been using 30 simulation techniques such as gravity, friction, and inertia to synthesize the “real-world” behavior of the machines.

  • Installation
  • Installation
  • connection, line drawing, and science
  • Graffiti Analysis
  • fi5e
  • SIGGRAPH 2006: Intersections
  • 2006 fi5e Graffiti Analysis
  • Graffiti is an important part of urban human communication that is often marginalized. It is a raw form of self expression divorced from regulation, curation, and control, and it is a phenomenon evident in varying cultures from cave paintings to Roman baths to the F train. Despite governments’ best efforts at elimination, graffiti is innately tied to the human condition and will continue to be prevalent in urban centers, constantly adapting to the realities of nature, economics, technology, and law enforcement. Graffiti is an important and, in many cases, a healthy voice in urban environments.

    By melding the technical language of code with the visceral language of written graffiti, I aim to reach the attention of city dwellers who have become numb to the relevance of the writing on the walls. The transformation of written graffiti tags into new and unexpected digitally augmented forms allows them to be looked upon with fresh eyes. Graffiti is often branded as “gang related,” “vandalism,” and “a quality of life offense.” By digitizing the written form and re-present­ing it in an analytical, thoughtful, and expressive way, these stigmas recede into the background, creating an environment where the viewer is free to explore un-tainted form and content. It is my intent that through the language of analysis, viewer’s defenses will be lowered just enough to see a glimpse of the beauty that is written all around them.

  • Graffiti Analysis makes visible the unseen movements of graffiti writers in the creation of a tag. Motion tracking, computer vision technology, and a custom C++ application are used to record and analyze a graffiti writer’s pen movement over time. These gestures are processed to produce algorithmically generated digital projec­tions that appear at night in motion on the surfaces of buildings in New York City.

    Relationships are created between analog and digital graffiti styles, forming a link among traditional graffiti, experimental street art, and new media. Graffiti is re -presented in the language of information analysis, offering a system for greater understanding of a highly coded form of creative expression.

  • Installation
  • Urban projection, grafitti artist HELL pictured
  • Love: Greatest Mystery Of Life
  • Firdaus Khalid
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Khalid: Love: Greatest Mystery Of Life
  • The greatest mystery of life comes when you’re least expecting it and disappears when you thought it is here to stay. The heat that ignites it at the beginning is doused by the intimacy it creates. That, my friend, is what we call LOVE.

  • Conceptually, it could have been visually crafted as organic as a picture of two people in love. But thinking deeper into the idea of love, it is more emotionally linked to the sensual feeling that reaches to touch our hearts.

    Technically, I find that drawing traditionally with a canvas and paint & digitally with software to be the everyday norm. Whereas when one moves our hands within the audacity of the virtual reality environment, the creation far surpasses expectations as it opens up a different kind of canvas much akin to something almost.. magical.

    The biggest challenge when creating this project was the learning process. Not the learning process technically, as I am well trained in virtual reality art. But more into the learning process of conveying the idea into a space with no limitations. When one thinks of drawing from an ideation towards an empty canvas was a task by itself, now imagine that particular moment but creating something out of mid-air of nothingness!

    My behind the scene story of this is quite simple, yet quite poignant.

    The idea came on a still silent night when I was about to go to bed, when I saw both my wife and baby boy sleeping so soundly and safe within our home. That moment was just filled with love in heart. I can imagine this was how my parents saw me sleeping when I was a baby myself and how that would have similar lovely feelings for them too.

  • Augmented Reality/Virtual Reality
  • Nipper
  • Fletcher Hayes and Tom McMahon
  • SIGGRAPH 1987: Art Show
  • 1987 Hayes, McMahon: Nipper
  • Hdw: Dupont Design Tech/System 1-E
    Sftw: Dupont Design Tech/System 1-E

  • 2D & Wall-Hung
  • Photo
  • 11" x 14"
  • Vise from Vise Versa Series
  • Florence Ormezzano
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Ormezzano Vise from the Vise Versa Series
  • This Vise is half of a set called Vise Versa from a picture series called Handy Tools. The other Vise (Versa, missing here) is a tool made from two middle and two index fingers joined at their “top” to form an arch. The Versa arch contains the energy of the tool within its core, or “body;” the tool can pull in or out from the center. In Vise, (the picture presented here), the tool is split in the center, creating an active energy field between its jaws, in the empty space. Vise seems to be either reaching towards the middle or pulling apart.

    This idea of attraction and tension between two poles is inherent in most of my work. I came to the idea while exploring a nearly abandoned research center in Tokyo. One building was filled with machine tools from the 1920s, all somehow still in working condition, shiny with oil. The center had been used to develop airplane technology in the 1920s and 1930s (another building nearby had a wooden windtunnel). This gave a slight modernist accent to this specific series.

  • 2D & Wall-Hung
  • Digital photography
  • 24" x 36"
  • digital photography
  • seri_A_G1
  • Floyd Gillis
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • While growing up in Vancouver’s West End during the 1960s, my neighborhood of two- and three-story wood frame houses was being torn down and replaced by high-rise concrete apartment buildings. I loved it. To me, it was as if whole city blocks were being transformed into massive sculpture installations, with each piece soaring hundreds of feet high. By the late ?Os and early 80s most of my personal work consisted of pen-and-ink and color-wash drawings of complex geometric compositions. I always viewed these pieces as frozen moments in time when moving geometric elements had coincidently come together to form a dynamic interaction. Although it was labor intensive and extremely time consuming, I used this technique in 1980, while attending the Nova Scotia College of Art and Design, to create a rather successful animated short film titled, appropriately, “Perspectives.” In 1981, I was introduced to serious computer graphics and animation through Jerry Barenholtz’s GRAX software running on Evans & Sutherland computer systems at Simon Fraser University. From that moment, I was obsessed with computer graphics and the potential of creating images and animations using computers. Attending my first SIGGRAPH conference in 1982 strongly reinforced that obsessionI had already received first-half funding from the Canada Council for my next hand-drawn animated film, but I ended up spending all the money on a PC so I could immerse myself in graphics programming. This led to a two year collaboration in improvised music and live computer-animated performances with Canadian musician/composer John S. Gray at Toronto and Halifax art galleries and performance spaces. It also led to 22 years of full-time commercial CG work at Vertigo Computer Imagery, Omnibus Computer Graphics, and finally my own New York commercial CG facility, AFCG, Inc. My current personal work echoes those pen-and-ink compositions of the late ?Os and early 80s. I consider a piece complete when elements have been combined to form a dynamic composition that not only continues to move on the page, but also recalls those early feelings of immersion within massive, neighborhood filling, concrete sculptural pieces. The process of creating a successful image calls for an extensive exploration of composition and lighting arrangements, and tends to be almost wholly intuitive. Having worked with 30 graphics software for almost 24 years, the physical process of working with computers has become comfortably transparent.

  • The 30 models, scene composition, lighting, and shading elements for this image were created with the Houdini software package from Side Effects Software. The scene was rendered with Houdini’s MANTRA renderer using “radiant,” a pseudo-radiosity shader written by “anonymous” and posted on the OdForce.net web site. The final image was output as a tiff file at a resolution of 4096 x 2048. The hardware used to compose and render the final image was a Dell Precision 340 running the Red Hat Linux operating system.

  • 2D & Wall-Hung
  • Archival inkjet - 1 of 1 O limited edition print
  • 26 inches x 15 inches
  • seri_B_A1
  • Floyd Gillis
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • While growing up in Vancouver’s West End during the 1960s, my neighborhood of two- and three-story wood frame houses was being torn down and replaced by high-rise concrete apartment buildings. I loved it. To me, it was as if whole city blocks were being transformed into massive sculpture installations, with each piece soaring hundreds of feet high. By the late ?Os and early 80s most of my personal work consisted of pen-and-ink and color-wash drawings of complex geometric compositions. I always viewed these pieces as frozen moments in time when moving geometric elements had coincidently come together to form a dynamic interaction. Although it was labor intensive and extremely time consuming, I used this technique in 1980, while attending the Nova Scotia College of Art and Design, to create a rather successful animated short film titled, appropriately, “Perspectives.” In 1981, I was introduced to serious computer graphics and animation through Jerry Barenholtz’s GRAX software running on Evans & Sutherland computer systems at Simon Fraser University. From that moment, I was obsessed with computer graphics and the potential of creating images and animations using computers. Attending my first SIGGRAPH conference in 1982 strongly reinforced that obsession.I had already received first-half funding from the Canada Council for my next hand-drawn animated film, but I ended up spending all the money on a PC so I could immerse myself in graphics programming. This led to a two year collaboration in improvised music and live computer-animated performances with Canadian musician/composer John S. Gray at Toronto and Halifax art galleries and performance spaces. It also led to 22 years of full-time commercial CG work at Vertigo Computer Imagery, Omnibus Computer Graphics, and finally my own New York commercial CG facility, AFCG, Inc. My current personal work echoes those pen-and-ink compositions of the late ?Os and early 80s. I consider a piece complete when elements have been combined to form a dynamic composition that not only continues to move on the page, but also recalls those early feelings of immersion within massive, neighborhood filling, concrete sculptural pieces. The process of creating a successful image calls for an extensive exploration of composition and lighting arrangements, and tends to be almost wholly intuitive. Having worked with 30 graphics software for almost 24 years, the physical process of working with computers has become comfortably transparent.

  • The 30 models, scene composition, lighting, and shading elements for this image were created with the Houdini software package from Side Effects Software. The scene was rendered with Houdini’s MANTRA renderer using “radiant,” a pseudo-radiosity shader written by “anonymous” and posted on the OdForce.net web site. The final image was output as a tiff file at a resolution of 4096 x 2048. The hardware used to compose and render the final image was a Dell Precision 340 running the Red Hat Linux operating system.

  • 2D & Wall-Hung
  • Archival inkjet - 1 of 10 limited edition print
  • 26 inches x 15 inches
  • seri_CA_1
  • Floyd Gillis
  • SIGGRAPH 2005: Threading Time
  • 2005
  • When I was growing up in Vancouver’s West End during the 1960s, my neighborhood of two- and three-story wood-frame houses was being torn down and replaced by high-rise concrete apartment buildings. I loved it. Not only did it provide exciting (and dangerous) places for me to play in after the construction workers had gone home, it also made me feel that whole city blocks were being transformed into massive sculpture installations, with each piece soaring hundreds of feet high. By the late 70s and early 80s, most of my personal work consisted of pen-and-ink and color-wash drawings of complex geometric compositions. I always viewed these pieces as frozen moments in time when massive, moving geometric elements had coincidentally come together to form a dynamic interaction.My current personal work continues to echo those pen-and-ink compositions of the late 70s and early 80s. Elements are combined to form dynamic compositions that not only continue to move on paper but also recall those early feelings of immersion within massive, neighborhood-filling, concrete sculptural pieces. The process of creating these images calls for an extensive exploration of structural composition and lighting arrangements, and tends to be almost wholly intuitive. Fortunately, after working with 3D graphics software for almost 25 years, the physical process of using computers to create these images has become comfortably transparent.

  • 2D & Wall-Hung
  • Giclee on archival paper
  • 30 inches x 15 inches (image area)
  • seri_C_D1
  • Floyd Gillis
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • While growing up in Vancouver’s West End during the 1960s, my neighborhood of two- and three-story wood frame houses was being torn down and replaced by high-rise concrete apartment buildings. I loved it. To me, it was as if whole city blocks were being transformed into massive sculpture installations, with each piece soaring hundreds of feet high. By the late ?Os and early 80s most of my personal work consisted of pen-and-ink and color-wash drawings of complex geometric compositions. I always viewed these pieces as frozen moments in time when moving geometric elements had coincidently come together to form a dynamic interaction. Although it was labor intensive and extremely time consuming, I used this technique in 1980, while attending the Nova Scotia College of Art and Design, to create a rather successful animated short film titled, appropriately, “Perspectives.” In 1981, I was introduced to serious computer graphics and animation through Jerry Barenholtz’s GRAX software running on Evans & Sutherland computer systems at Simon Fraser University. From that moment, I was obsessed with computer graphics and the potential of creating images and animations using computers. Attending my first SIGGRAPH conference in 1982 strongly reinforced that obsession.

    I had already received first-half funding from the Canada Council for my next hand-drawn animated film, but I ended up spending all the money on a PC so I could immerse myself in graphics programming. This led to a two year collaboration in improvised music and live computer-animated performances with Canadian musician/composer John S. Gray at Toronto and Halifax art galleries and performance spaces. It also led to 22 years of full-time commercial CG work at Vertigo Computer Imagery, Omnibus Computer Graphics, and finally my own New York commercial CG facility, AFCG, Inc. My current personal work echoes those pen-and-ink compositions of the late ?Os and early 80s. I consider a piece complete when elements have been combined to form a dynamic composition that not only continues to move on the page, but also recalls those early feelings of immersion within massive, neighborhood filling, concrete sculptural pieces. The process of creating a successful image calls for an extensive exploration of composition and lighting arrangements, and tends to be almost wholly intuitive. Having worked with 30 graphics software for almost 24 years, the physical process of working with computers has become comfortably transparent.

  • The 30 models, scene composition, lighting, and shading elements for this image were created with the Houdini software package from Side Effects Software. The scene was rendered with Houdini’s MANTRA renderer using “radiant,” a pseudo-radiosity shader written by “anonymous” and posted on the OdForce.net web site. The final image was output as a tiff file at a resolution of 4096 x 2048. The hardware used to compose and render the final image was a Dell Precision 340 running the Red Hat Linux operating system.

  • 2D & Wall-Hung
  • Archival inkjet - 1 of 10 limited edition print
  • 26 inches x 15 inches
  • seri_GB_1
  • Floyd Gillis
  • SIGGRAPH 2005: Threading Time
  • 2005
  • When I was growing up in Vancouver’s West End during the 1960s, my neighborhood of two- and three-story wood-frame houses was being torn down and replaced by high-rise concrete apartment buildings. I loved it. Not only did it provide exciting (and dangerous) places for me to play in after the construction workers had gone home, it also made me feel that whole city blocks were being transformed into massive sculpture installations, with each piece soaring hundreds of feet high. By the late 70s and early 80s, most of my personal work consisted of pen-and-ink and color-wash drawings of complex geometric compositions. I always viewed these pieces as frozen moments in time when massive, moving geometric elements had coincidently come together to form a dynamic interaction.My current personal work continues to echo those pen-and-ink compositions of the late 70s and early 80s. Elements are combined to form dynamic compositions that not only continue to move on paper but also recall those early feelings of immersion within massive, neighborhood-filling, concrete sculptural pieces. The process of creating these images calls for an extensive exploration of structural composition and lighting arrangements, and tends to be almost wholly intuitive. Fortunately, after working with 3D graphics software for almost 25 years, the physical process of using computers to create these images has become comfortably transparent.

  • 2D & Wall-Hung
  • Giclee on archival paper
  • 30 inches x 15 inches (image area)
  • Granular Graph
  • Fong Wah Hui
  • SIGGRAPH Asia 2011: FANTAsia
  • Hui: Granular Graph
  • Granular Graph II: The tank and the pendulum is an audio-visual interactive instrument about musical gesture and its notation. The idea is inspired by a pendulum-based scientific instrument called Harmonograph. In its simplest version, two pendulums are suspended through holes in a table. The swinging pendulums cause an attached pen to move, thus creating a curvaceous geometric image that represents harmonies and intervals in musical scales. Granular Graph II: The tank and the pendulum not only re-appropriates the idea of a mechanism by inviting audiences to form a living pendulum, but uses water to graph the amount of energy, effort and tension involved in causing the sounds. According to its original design, two pendulums are arranged in a perpendicular relationship. While one pendulum keeps the distance between the pivot and the center of mass (in this case, weight) constant, the other pendulum changes the position of the weight to create different lengths, resulting in different frequencies. In the current version, any visitor can play the instrument by sitting or standing on one of two swings. The sitting swing functions as the constant length pendulum, while the standing swing changes the length of the pendulum by changing the center of mass, depending on the actions of the visitors. The resulting pendular movements alter the waterflow in a tank located above the beam, generating not only a vibrating pattern but also sounds. These sounds result from the combination of the two vibrations, just like two notes playing in unison. The image of the water vibrations is shown via video projection. The sounds and images can be regarded as forms of dynamic notation that graphically and kinetically represent the audience’s gesture and energy expenditure.

  • Interactive & Monitor-Based and Sound Art
  • Experimental Car
  • Ford Motor Company, Guiseppe Delena, and Stephen H. Westin
  • SIGGRAPH 1984: CAD Show
  • Image Not Available
  • Equipment:
    Prime Computer Zeta 52″ Drum Plotter
    Renderings done on Cray 1/S Computer by Cray Research, Inc.
    Mendota Heights, MN

    Images created on Dicomed D48S Film Recorder by Dicomed Corp.
    Minneapolis, MN

    Software: Product Design Graphics System (PDGS) (surface development)
    Modified MOVIE.BYU (rendering)

  • Design
  • computer graphics
  • Surface Generation by Computer
  • Ford Motor Company
  • SIGGRAPH 1986: A Retrospective
  • 1965
  • Image Not Available
  • Animation & Video
  • 2.5 minutes
  • Project Crystal
  • Foster + Partners
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Project Crystal Foster Partners
  • Crystal Island is a vast mega-structure covering a total floor area of 2.5 million square meters. At 450 meters, the building is one of the tallest structures enclosing the largest space on the planet. It also creates a spectacular new emblem on the Moscow skyline.Conceived as a self-contained city within a city, it contains a rich mix of buildings, including museums, theatres and cinemas, to ensure that it is a major new destination for all of Moscow. It is located on the Nagatino Peninsula, edged by the Moscow River, only 7.5 km from the Kremlin and offers panoramic views across the city.

  • Architecture
  • Russia Tower
  • Foster + Partners
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • Russia Tower is the tallest building in Europe. It is a striking new addition to the dynamic high-rise skyline of Moscow. The 600-meter building continues the firm’s investigation into the nature of the tower, taking structural, functional, environmental and urban logic to a new dimension. The mixed-use project incorporates apartments, hotel, office, and leisure space, and it will have an “energy cycle” that pioneers sustainable architecture and reinforces the economic and social vitality of Moscow.

  • Architecture and Design
  • The Millennium Tower
  • Foster + Partners
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • Tokyo is among the megacities forecast to exceed populations of 15 million by 2020. The Millennium Tower presents a timely solution to the social challenges of urban expansion on this scale and to the particular problems of Tokyo, with its acute land shortages. Commissioned by the Obayashi Corporation, the building rises out of Tokyo Bay. The tower is capable of housing up to 60,000 people, generating its= own energy, and processing its own waste. Developed in response to the hurricane strength wind forces and earthquakes for which the region is notorious, the tower’s conical structure, with its helical steel cage, is inherently stable. It provides decreasing wind resistance toward the top, where it is completely open, and increasing width and strength toward the base to provide earthquake resistance.

  • Architecture and Design
  • Birdcall #3
  • Frances Valesco
  • SIGGRAPH 1986: Painting in Light
  • 1986
  • Image Not Available
  • Installation
  • Mixed media print
  • Deep Water Test #4
  • Frances Valesco
  • SIGGRAPH 1985: Art Show
  • 1985
  • Image Not Available
  • Hardware: Apple II, IDS Microprism printer, Koala Pad
    Software: Micro Illustrator

  • 2D & Wall-Hung
  • Silkscreen-marbling (mixed media)
  • 26.5 x 40 in
  • Fish #9
  • Frances Valesco
  • SIGGRAPH 1994: Art and Design Show
  • 1993
  • 2D & Wall-Hung
  • Inkjet on rag paper
  • 8.5 x 11 inches
  • Transition 12
  • Frances Valesco
  • SIGGRAPH 1989: Art Show
  • 1988
  • Valesco: Transition 12
  • 2D & Wall-Hung
  • Serigraph
  • 20 x 30 in
  • Algorithmic Signs- Five pioneers of computer art in conversation
  • Francesca Franco
  • DAC Online Exhibition 2018: Origins + Journeys
  • Franco: Algorithmic Signs- Five pioneers of computer art in conversation
  • Algorithmic Signs – Five pioneers of computer art in conversation” is a short video documentary where curator Francesca Franco introduces her most recent curatorial project, “Algorithmic Signs” (Venice, 2017). The exhibition took place in the historical gallery of the Bevilacqua La Masa Foundation in St Mark’s Square, Venice, from October to December 2017, and featured works by five international pioneers of computer art: Ernest Edmonds (b.1942), Manfred Mohr (b.1938), Vera Molnár (b.1924), Frieder Nake (b.1938), and Roman Verostko (b.1929). Coming to the computer from completely different backgrounds and experiences – monastic life, jazz music, traditional painting, philosophy, mathematics, and logic studies – they began to experiment the creative use of the algorithm and computer code to construct their works and make art. Focussing on the relationship between computer programming, art and creativity, the presentation of each artist explores the role of programming in their work, looking at how their practice has kept pace with the rapid advance of technology in recent decades.

  • Animation & Video
  • Oxygen
  • Francesca Samsel
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2011
  • Oxygen is a work reflecting the expanding hypoxic zones in the oceans. Hypoxic zones are areas where there is not enough dissolved oxygen to support life. The original is a video in which etchings, drawings, and photographs morph across the screens tracking the journey of the water and accumulating contaminates which contribute to dead zone formation. The work builds on the unexpected connections between our lifestyle and changing species distribution within the oceans.

  • The work was created in in the ACES Visualization Lab of The Texas Advanced Computing Center at the University of Texas at Austin on their 75-monitor tiled-display.

  • Animation & Video
  • Vapor
  • Francesca Samsel
  • DAC Online Exhibition 2012: Environments: Natural-Constructed
  • 2011
  • Vapor speaks global water vapor pattern and their predictive and contributing role in climate change.

    The original is a video in which etchings, drawings, and photographs morph across the screens highlighting the connections and implications of the changes occurring in water vapor patterns and thus water distribution and climate change.

    The embedded visualization is by Jamison Daniel at NCCS.

  • Vapor was created in in the ACES Visualization Lab of The Texas Advanced Computing Center at the University of Texas at Austin on their 75-monitor tiled-display

  • Animation & Video
  • http://www.francescasamsel.com/home_html/MOVING_PIXELS.html
  • Three Dimensional Anamorphoses
  • Francesco De Comité
  • SIGGRAPH Asia 2015: Life on Earth
  • 2013
  • 2015 Comite: Three Dimensional Anamorphoses
  • Anamorphoses are distorted images needing to be seen in a mirror to reveal their real meaning. In these works, the distorted object is a three-dimensional sculpture. By using complex mirrors, and new ways of constructing the distorted structures, the hidden design is hard to guess. My goal is to build anamorphoses that can only be understood from a particular point of view. Moreover, the distorted structures have their own aesthetical appeal.

  • 3D & Sculpture
  • 3D printed sculpture pieces
  • 50 cm x 100 cm x 50 cm
  • Spirits Reborn
  • Francine Bonair
  • SIGGRAPH 1999: technOasis
  • 1994
  • The spiritual strength of women is thematic. Divine feminine feeling is elicited through subject, style, and essence. Enhanced by an authentic combination of line, movement, color, and texture, the visual story evokes tradition through technology, creating an impression of watercolors. Visions project a narrative of relationships that spring from the artist’s life, luminously expressing the raw emotion of the subconscious mind. Ideas are born, transform, and are reborn as the digital art medium magically fuels the artist’s inner spirit, riding a higher power. Pleasure is derived from the active process whereby the mystery is revealed only when the final image is completed.

  • 2D & Wall-Hung
  • Fine Art Iris Print on Watercolor Paper
  • 10 inches x 8 inches
  • digital painting, iris print, and subconscious
  • Newnorth
  • Francis Olschafskie
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • Hardware: Perkin-Elmer 3220, Grinnell frame buffer

  • 2D & Wall-Hung
  • Polaroid print
  • 22 x 28 in.
  • photography and polaroid
  • Untitled
  • Francis Olschafskie
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Olschafskie Untitled
  • Hardware/Software: Graphic Design Workbench

  • 2D & Wall-Hung
  • C print
  • 11 x 14 in.
  • c-print
  • Palavrador
  • Francisco Marinho
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Palavrador is a poetic cyberworld built in 3D. It was conceived and implemented from a synergetic collective assemblage of ideas and activities contributed by a group of researchers. Authors with backgrounds in the arts, literature, and computer science worked together to conceive and produce a cyberworld interface that is as interactive as a game interface, as dynamic as motion pictures, and as deep as poetic discourse. Free from the constraints imposed by written texts, the poetry in Palavrador flies, using computer graphics and artificial intelligence to achieve new articulations in its aesthetic structure and unveil new conceptual possibilities. Poetic verses constructed as graphic images achieve a scenographic dimension, surpassing ornamental features and acquiring strength as interactive actors. Six flocks of meandering poems wander autonomously through the three-dimensional space. The movement logic was implemented with artificial-intelligence procedures based on swarm behavior and the steering behaviors of autonomous locomotion agents. A labyrinth architecture is generated by mathematical procedures. The models in the labyrinth receive texture maps organized through a procedural poetic logic engineered for computational systems. The logic allows real-time actualization of the words and makes the poems, mapped over the faces of the models, change from time to time according to the positions occupied by the avatars. The interface between users and Palavrador is a physical multi sensorial that “displays” a variety of poems, such as drawing poems (functional electrical tracks as in printed circuits) and electromechanical sound poems. Each page has sensors that capture user actions and react by generating responses in Palavrador. It is an environment of multisensorial poems.

  • Palavrador is programmed in Lingo, which uses AI resources as swarm behavior to create autonomous poems. It also uses systems based in rules as structure to procedural poems that compose a 3D labyrinth. Data communication between Palavrador and the book pages is fostered by a serial port controlled
    by an Arduino microcontroller, which deals with control programs developed in C. Pages react in different ways to user interactions by producing real sounds and movements. The book has two folds, so it is a book with three leaves: two regular pages and one throw-out, where the LCD monitor is
    located.

  • Alckmar Luiz dos Santos, Alvaro Andrade Garcia, Carla Viana Coscarelli, Carlos Augusto Pinheiro de Sousa, Cristiano Bickel, Daniel Poeira, Delaine Cafiero, Fernando Aguiar, Gustavo Morais, Jalver Bethonico, Leonardo Souza, Lucas Junqueira, Marcelo Kraiser, Marilia Bergamo, Rafael Cacique Rodrigues, Ricardo Takahashi, Tania Fraga, and Walisson Costa
  • Installation
  • Interactive book with multisensorial pages
  • 32 inches x 40 inches x 72 inches
  • Ojo Por Ojo
  • Francisco Zepeda
  • SIGGRAPH 2001: n-space
  • 2001
  • This video was made for the opening show of a national festival of fine art painting in Mexico and is a tribute to the eye. We used several kinds and forms of eyes, or in its particular name that you find in the Spanish language like the huracans eye, or the eye of a needle, but no human eyes. We created motion graphics and effects with Adobe Photoshop, Adobe Illustrator, and Media 100 on a Macintosh G4.

  • Animation & Video
  • Animation
  • eye, language, and motion graphics
  • I am on the bus II. Gwangju – Suncheon
  • Françoise Chambefort
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2016
  • I am on the bus is a series of videos questioning our perception of reality in a world of ubiquitous digital technologies. After I landed in Quebec for the first time, I took the bus and expected to see fantastic landscapes beyond the window throughout the ride. The glass panels were yet covered with a thick layer of grime, smears of dirty, dried out snow, through which I could see absolutely nothing. While the outdoor space could not be seen through the window, it was paradoxically thoroughly accessible through WiFi and Google Street View. I could see what was outside the bus by geolocating myself and displaying the view of the outside world on my iPhone.

    This experience gave birth to the first installment of I am on the bus. In South Korea I conceived a second installment: I am on the bus II. Gwangju – Suncheon.

    In the foreground on the left is an iPhone screen displaying the picture of a place in Daum (the korean Google Street View equivalent) whereas on the right one can see an image that is hard to describe at first sight, a coloured fuzziness covered in droplets, the contours of which are pronounced. This second image bears an obvious relation with the first one, in the forms and colours. It is the same place, photographed through the bus window, with the focus on the glass panel itself.

    Pairs of images are displayed on the screen at an irregular, broken pace, making it difficult for the viewer to perceive anything. The black and white left background is blurred at first. Then, it gradually shows a picture of a subject, arms raised in a selfie stance. This “I” person who is on the bus and whose gaze, both on the iPhone and bus window, make up the foreground. Concurrently with the picture, the music unfolds to its own asynchronous rhythm. It was composed from an audio-recording of buddhist ceremony. Just like the image, the sound is fragmented.

    It is on a daily basis that one struggles with this fragmentation of perceptions, which is inherent to the hybridization of our sensitive experiences as they are multiplied through the use of smartphones and other 21st century technologies. I am on the bus shows the absurd and poetic dimension of our condition as connected human beings. Digital technologies transform our comprehension of reality, in this case of space. But what is most real? That which is displayed on our iPhone screen? That which we can see through the window? The image that we order our digital camera lens to capture, supposed to render what we can see? That which we can feel? Would the image in the dirty window have the same emotional weight, were it not confronted with such a clean picture as that on Google Street View or Daum? In contrast, digital technologies lead us to pay specific attention to the imperfect materiality which our senses can grasp, and to cherish it.

  • Animation & Video
  • http://www.francoise-chambefort.com/je-suis-dans-lautocar
  • Untitled (Peppermint wineglass and green glass ball)
  • Frank Crow
  • SIGGRAPH 1986: Universal Spheres
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Digital Reflections (1-11)
  • Frank Dietrich, Deborah M. Gorchos, and John Goss
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • 1981 Turner Synthetic Hexagon with 3 Tones
  • 2D & Wall-Hung
  • B&W photo
  • 8 x 10" @ 54 x 27" total
  • Softy
  • Frank Dietrich and Greg Turk
  • SIGGRAPH 1986: Painting in Light
  • 1983
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Circle Twist
  • Frank Dietrich and Zsusza Molnar
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Dietrich Molnar Circle Twist
  • Datamax UV-1 Zgrass Computer

  • Joe Pinzarrone and Eugene Rator
  • Animation & Video
  • Video, color/sound
  • 3:30 min.
  • abstract and pattern
  • Snake, Rattle, Roll
  • Frank Dietrich and Zsusza Molnar
  • SIGGRAPH 1982: Art Show '82
  • 1982
  • 1982 Dietrich Molnar Snake Rattle Roll
  • Hardware: Datamax UV-1 Zgrass Computer

  • Joe Pinzarrone and Eugene Rator
  • Animation & Video
  • Video, color/sound
  • 3 min.
  • abstract
  • Antarctica
  • Frank Dietrich
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • C-Mix (a)
  • Frank Dietrich
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • C-Mix (b)
  • Frank Dietrich
  • SIGGRAPH 1986: Painting in Light
  • 1984
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Softy3
  • Frank Dietrich
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Dietrich Softy3
  • Hardware: VAX 750, AED 767
    Software: Fortran by artist and David Coons

  • 2D & Wall-Hung
  • C print
  • 20 x 24 in.
  • abstract and c-print
  • Untitled (Blobby)
  • Frank Dietrich
  • SIGGRAPH 1986: Universal Spheres
  • 1984
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Chicago River II
  • Frank Kulesa
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Kulesa Chicago River II
  • Hardware: Macintosh plus, Apple Laserwriter
    Software: MacDraw, Microsoft BASIC

  • 2D & Wall-Hung
  • mixed media
  • 24" x 24" in.
  • Labayrinth of Data List
  • Frank Smullin
  • SIGGRAPH 1982: Art Show '82
  • 1981
  • The sculptures were designed and fabricated with an interactive computer technique that I have developed over the past 8 years. The model for the cylindrical network is a mathematical one consisting of orthograph gonal coordinates of the intersections of cylinder axes, a list of connections between these vertices, and the diameter of the cylinders. Analysis, graphic inspection and modification of the model is accomplished by invoking a variety of vector operations encoded in my program, SCULPT. At present the programs are in PLI, accessed under TSO. The graphics have been plotted on CALCOMP and on a TEKTRONIX 4052 using PLOT-10 Terminal Control System. The actual sculpture is fabricated using mitering data and templated drawn either on the plotter, by an analog device that I invented or by standard projective geometry graphics.

  • Hardware: Calcomp 1051 plotter, Amdahl 470-V8, Tektronix 4052
    Software: Frank Smullin, Perspect

  • 3D & Sculpture
  • Sculpture (working drawings), Corten steel cylinder
  • 111 x 135 x 120 in.
  • 3D object
  • remember when we thought television was flat and the center of the universe?
  • Franklin Joyce
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Still images on three outer screens are choreographed to the sound and video of a central cylindrical screen. Coupling video art (a continually emerging, experimental discipline) with sculpture (dynamic yet historically more traditional), the installation becomes the ideal venue for exploring the relationships between art and technology, form and content.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • http://www.electricbaby.com/
  • digital video, sculpture, sound, and technology
  • Lautriv Chromagnon/Medusa
  • Franz Fischnaller
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Fischhaller Lautriv
  • Lautriv’s body is an interactive sculpture. Both sexes are contained in unique figure, composed by a synthesis of classical forms: the head of Medusa, the ears (serpents) of Medusa, the chest and hand of Discobolo and the abdomen and legs of Venus di Cenere. Lautriv Chromagnon/Medusa guides the interactive visitor through different ambiences in diverse ways: Digital Mode (Virtual Reality), stereoscopic 3D vision interactive and analog interactive in real time (telepresence).

    The name Lautriv comes from the reversal of the word Virtual=Lautriv. Chromagnon is a word made up of Chroma key + Cromagnon. Lautriv Chromagnon/Medusa is part of a Lautriv Community, a family of interactive sculpture. The members of this community will have their own: identity, objects, dreams, desires, … the concept is to place some of the members or objects of Lautriv’s community in “neuralgic points” (museums, cultural spaces, etc.) of the world and to interconnect them to an electronic network, always interacting through their eyes, skin, body … Medusa is placed in a room 5 x 6 meters large, immerse in a play of shadows breaking the darkness.

    When the public step in her space, the interaction starts. There are no boundaries between her skin and the surrounding environment. Her sensibility is spread in the whole room. Medusa’s body is a vehicle of artistic communication. The interactivity starts in the artistic input given by the sculpture. Her body painting recalls a telematic poem, it is a prolongation of her inner electronic life.

  • Hardware: Pentium 200Mhz, 2.5GbHD, 64Mb memory, Projector (front projection), 2 Amplifiers and 4 stereo-boxes, 2 small videocameras, 2 microphones

    Software: Operative system: FreeBSD 2.6.1 with standard packages, Graphic software: XFree86 3.1.2, Other software: vRweb 3.1 from IICS University

  • Yesi Maharaj Singh
  • Installation, Augmented Reality/Virtual Reality, and 3D & Sculpture
  • Virtual reality/3D
  • 210 x 100 x 120 cm
  • Animation, Jr. (Cyclical Animation Game)
  • Fred Dech
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Dech Zanimation
  • Hardware: AT&T 6300+, Targa M8, joystick
    Software: RT|1, C

  • Stephan Meyers and Kathy Tanaka
  • Interactive & Monitor-Based
  • Interactive Installation
  • Golden Child #3
  • Fred Fleisher
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • I was born in a small steel town in Pennsylvania. At 17, I enlisted in the US Army and became an Airborne Ranger. I often feel that part of my youth and innocence was lost at that moment. While the decision to leave was mine to make, I was completely unaware of the ramifications. By using old photographs, toys, and found objects, I’m able to reclaim, or even re-define, that lost innocence. I manifest my ideas in a variety of ways, including photography and digital manipulation, installation, sculpture, drawing, and video. Current work includes the Golden Child series, where I’m re-writing my own personal history to create a mythological aura around the child I once was , and photographing combinations of toys and found objects that create a familiar, yet uncanny moment.

  • By scanning old photos and using Photoshop, I replace the backgrounds with punched-up, saintly, religious art colors. I also add a quasi-halo in certain places. By using these techniques, I’m able to create the myth of the Golden Child. This project is ongoing, and video will be included in future work.

  • 2D & Wall-Hung
  • Digital print
  • 30 inches x 40 inches
  • Landscape Portfolio
  • Fred Jones
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Jones Landscape Portfolio
  • Hardware: Amiga
    Software: DPaint

  • Artist Book
  • book
  • 2' x 8' ft.
  • The Labyrinth
  • Fred Truck
  • SIGGRAPH 1993: Machine Culture
  • The Labyrinth is the setting for participation in the myth of Dædalus, builder of the maze for Minos, legendary ruler of Crete. When Daedalus ran afoul of the King and was imprisoned in the Labyrinth, he built wax wings on which he and his son Icarus attempted the flight to freedom. The Labyrinth floats above, its two-faced blocks a visual pun based on the double-headed axe that marked the original Labyrinth. The ornithopter (as improved upon and built by Leonardo da Vinci) is poised below, ready to fly to freedom, needing only a pilot.

    For Leonardo da Vinci, swimming under water was the original flight simulator. In Codex Atlanticus, he notes: “Write of swimming under water and you will have the flight of the bird through the air.” Nowadays, we can use computer technology in the form of virtual reality to create very credible flight simulations for jet fighter pilot training. What, I wondered, could I do with virtual reality techniques to construct an artist’s flight simulator for one of Leonardo’s flying machines?

    The da Vinci Flying Machine is a heavier-than-air craft sustained in and driven through the air by flapping wings. My design, based on a combination of one Leonardo developed in the 1490s and his design for the bicycle, uses bicycle pedals to drive the wings. Rather than try to model in detail all the ropes and pulleys that provide Leonardo’s machine with avionics, I eliminated them, emphasizing instead its spare, geometric lines, and of course, the bat-like wings he drew so many times.

    The da Vinci Flying Machine differs from conventional aircraft in major ways beyond the use of flapping wings and human muscle for power. Leonardo’s designs have no instrument panel. Flying is actually done by the seat of the pants—that is to say, visually. The pilot’s head is the foremost object, rather than a windshield, cockpit canopy, or engine and nose.

    These points raise a good question. How will the user’s point of view operate once the user is piloting the machine? Since the pilot’s head is the foremost object, does the ornithopter need to exist as a 3D model in memory while flying?

    In typical virtual reality directional techniques, motion of the user follows in the direction the user points. This technique allows flying through the Labyrinth, and means that while flying, the flying machine need not exist in memory since the pilot’s gaze would usually be linked to direction. It is more desirable for the pilot to be able to look in a direction that differs from the ornithopter’s flight path. This lends a degree of visual realism to the virtual experience of piloting the craft, because there are no restrictions on the pilot’s ordinary manner of surveying the environment.

    When the user has a point of view independent of the direction of movement, it is sometimes referred to as the hummingbird metaphor. The hummingbird metaphor is particularly appropriate for the da Vinci Flying Machine because like the bird, its wings flap.

    In the future, several directions are planned. These include, but are not limited to, 1) comparison of third-person virtual reality (in which the user sees himself or herself piloting the flying machine) and immersive virtual reality (in which the user experiences the virtual environment directly); and 2) construction of a hardware interface for the Leonardo computer model, which will give the user the physical experience of piloting da Vinci’s flying machine.

  • Interactive & Monitor-Based
  • SoN01R
  • Frederik De Wilde and Frederik Vanhoutte
  • DAC Online Exhibition 2016: Science of the Unseen: Digital Art Perspectives
  • 2016
  • 2016 De Wilde, Vanhouette: SoN01R
  • SoN01R is a realtime dynamic artistic data visualisation and sonification of quantum fluctuations.

    SoN01R is a new media artwork that focusses on artistic data visualisation. How can one visualise something immaterial, short lived and universal as quantum fluctuations? In classical physics (applicable to macroscopic phenomena), empty space-time is called the vacuum. The classical vacuum is utterly featureless. However, in quantum mechanics (applicable to microscopic phenomena), the vacuum is a much more complex entity. It is far from featureless and far from empty. Quantum fluctuations are the temporary appearance of energetic particles out of nothing, as allowed by the Uncertainty Principle. For example, a particle pair can pop out of the vacuum during a very short time interval, and then annihilate one another in accordance with the Uncertainty Principle.

    SoN01R is using a realtime data feed from the Australian National University, Department of Quantum Science lead by Dr. Thomas Seymul. By tapping into a physical quantum source they can generate true random numbers in realtime which drive the audiovisual work.

  • Media Used: Quantum fluctuation data, Processing, Final Cut proX.

  • Animation & Video
  • 3:52 min.
  • CPA [Consistent Partial Attention]
  • Freya Björg Olafson
  • DAC Online Exhibition 2020: Digital Power: Activism, Advocacy and the Influence of Women Online
  • Olafson: Excerpts of CPA Consistent Partial Attention
  • This video returns the 60-minute stage work CPA [Consistent Partial Attention] to the internet, in a condensed version broadcast from Olafson’s studio in Winnipeg over Skype. CPA is an exercise in ‘nowness’; the performer engages in the act of real-time translation of data/movement vocabulary from a video score of dances that were found on YouTube. In CPA, we experience dance as a vernacular, learned language, permeating, and crossing communities, provoking consideration upon the evolution of dance in the age of the internet. Societal engagement with everyday media remains a cornerstone of my work investigating contemporary culture and the body as inextricably linked with technology. The integration of technology in live performance is an ongoing dynamic negotiation, which continues to inform the thematic content of my work. Using the fluctuations and oscillations apparent in computer/body interfaces; Olafson’s work permits a ‘cyborg’ viewing – a hybrid and highly unstable presentation of body-as-dis / place(ed) which, in its unpredictability, activates various possibilities for viewing. Developed through digital collage, the CPA [Consistent Partial Attention] performance is guided by a video score of pre-existing / found Internet footage of individuals improvising in their homes. As performers, we sight-read the choreographic video score off diverse screens: laptop, external monitors, video projector and heads-up displays. Through the rich confluence of sources, we experience dance as a vernacular, learned language, permeating and crossing communities, provoking consideration upon the evolution of dance in the age of the Internet. Curious about returning these dances originally found on the web back to the internet as a site for performance, this video is the result of research created in 2017. CPA was presented by the Cluster Festival of New Music & Integrated Arts in Winnipeg in March 2017, OFFTA in Montreal in June 2017 and  represented Canada at Les Jeux De La Francophonie in Ivory Coast, Africa in July 2017.

  • Animation & Video, Internet Art, and Performance
  • Contribution to Ars ex Machina
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1972
  • Image Not Available
  • 2D & Wall-Hung
  • Serigraph
  • 20 x 15 in
  • Hommage to Paul Klee
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1965
  • 1965_Nake_HommagetoPaulKlee
  • 2D & Wall-Hung
  • Serigraph
  • 20 X 20"
  • Matrizenmultiplikation serie 40
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • 2D & Wall-Hung
  • Plotter drawing with felt pen
  • 20 x 20 in.
  • Matrizenmultiplikation serie 42
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1968
  • Image Not Available
  • 2D & Wall-Hung
  • Plotter drawing with felt pen
  • 20 x 20 in.
  • Random Polygon
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1963
  • 1963 Nake Random Polygon
  • 2D & Wall-Hung
  • Photograph of plotter drawing
  • 8 X 6"
  • Random Polygon, Controlled Randomness
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1965
  • Image Not Available
  • 2D & Wall-Hung
  • Serigraph
  • 20 x 20 in.
  • Random Walk Through Raster (series) 2. 1-4
  • Frieder Nake
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • Image Not Available
  • 2D & Wall-Hung
  • Serigraph
  • 18 x 18 in
  • Perceivable Bodies
  • Frieder Weiss and Palindrome
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Palindrome Perceivable Bodies
  • This dance performance investigates the representation of the body and the changing perception of media enriched dance performance. Perceivable Bodies metaphorically observes how the technological age has fundamentally changed the understanding of human kind. Along with technical developments that enable the computer systems to behave in an intelligent and human way, the performance enables the understanding of human nature in a more technical and functional way.

    Modern brain research interprets our lives in a similar fashion to the story told by our biological CPU. Aspects of humanity such as love, art, religion, etc. are understood as functional, virtually created from sensory information. Perception is the negotiation between our interaction with the physical world and the images and experiences we already have stored in our memory.

    For more than 10 years Fried er Weiss, co-director of Palindrome IMPG has worked with real-time computer media in dance perfor­mances. His goal is to support real-time presence in performance and provide new methods for performers to develop their work. Dance is typically difficult to represent in fixed media – it demands that the performer’s physical presence exists in a real space. With dancer and choreographer Emily Fernandez, Palindrome developed a series of performances that focus on real-time acoustical and visual interaction.

    With composer Dan Hosken, Weiss and Fernandez are able to further develop the movement-real-time sound generation aspects of the performances. One of their primary concerns, is the ability of the audience to perceive the connections between the physical motions of the dancer and the sound and video that results. This perceivability falls along a continuum from overly simple (one motion yields one sound) to overly complex (something’s changing but we don’t know what). Their desire is to stake out ground in the middle of that continuum while still allowing for creative choreography and rich sound output.

  • For the performance, Perceivable Bodies, Frieder Weiss developed various software systems and projection techniques. “EyeCon” and “Kalypso” are two programs specifically developed for use in the dance performances. They are internationally available and used by numerous companies around the world.

    “EyeCon” is a camera-based motion sensing system where the movements of the dancers are analysed and used to control other media such as software synthesized sound, images, etc. “Eyecon” maps the stage into different zones and functions. Parameters like position, activity, symmetry, size, etc. are analysed and mapped to sound and video parameters.

    In contrast to this analytical approach, “Kalypso” allows aesthetic transformations of video images for scrims, screens or on body pro­jections. Special algorithmic abstractions are made and allow visual effects such as shadow layering, variable time delays, body outlines, etc. Special care is taken to allow the visual effects to be interactively scripted and transformed.

    Dan Hosken, composer and expert digital sound processor, works with MAX/MSP to develop his sound scores. MAX/MSP is a graphi­cal data flow programming language for sound. The program patch for this piece introduces several variations of granular synthesis, a technology that cuts sampled sound material into ‘grains’ that are layered and looped to generate new sounds.

  • Emily Fernandez, Dan Hosken, Min Jeong Kang, and Christian Croft
  • Performance
  • Interactive dance performance
  • Badland
  • Frogmind
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Frogmind: Badland 1
  • BADLAND is an atmospheric side-scrolling action adventure located in a gorgeous forest full of various inhabitants, trees and flowers. The player controls one of the forest’s inhabitants to discover what’s going on.

  • Interactive & Monitor-Based
  • http://badlandgame.com/
  • Bio Synergy
  • Fumihiko Ariga
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Ariga: Bio Synergy
  • My true motivation in creating art is driven by this definition: Art is not what the artist sees, but it is the world of imagination that the artist reveals to his audience. I am interested in creating immersive and responsive art experiences for the viewers. I arrived at digital imaging naturally through a path that has become increasingly surrounded by digital technology. The computer is an instrument for allowing certain images to come forward and others to recede into the barely recognizable forms of dreams. Using the computer as a medium of art allows me to investigate the relationships among layers, dimensions, and elements.

    My work in progress undergoes an engineering process that is vital, yet unpredictable. Solid structures are evident in my concepts and the direction of the artwork. However, I find these journeys simply come to conclusions on their own prerogative. The result creates a language that cannot be perceived in the world as we know it. Rather than attempting to speak to audiences through a universal language, I would like to use my works as opportunities to listen as each person takes something different from them.

  • 2D & Wall-Hung
  • 30 in x 30 in
  • Shiva First 20 Beam Shot
  • G. Myers
  • SIGGRAPH 1986: Universal Spheres
  • 1979
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Dark Days - New York
  • Gabriele Peters
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 peters dark days
  • This photography series addresses the isolation of contemporary urban life. The images depict scenes of an intersection in New York, from a distance, at night. The figures in the images are only visible with extreme enlargement. The photographs are intended to evoke a feeling of nostalgia and can be regarded as criticism of the inhospitable environment of cities. These photographs are a small excerpt of about 70 works that emerged from journeys to several cities in the winter of 2005-2006.

  • 2D & Wall-Hung
  • photography
  • The Stanley Parable
  • Galactic Cafe
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Galactic Cafe: The Stanley Parable 1
  • The Stanley Parable is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end. Contradiction follows contradiction, the rules of how games should work are broken, then broken again. This world was not made for you to understand.

    But as you explore, slowly, meaning begins to arise, the paradoxes might start to make sense, perhaps you are powerful after all. The game is not here to fight you; it is inviting you to dance.

  • Interactive & Monitor-Based
  • Googling the Anthropocene
  • Garfield Benjamin
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • The scars of humanity can be seen across the Earth. However, observing such ecological violence often requires the right perspective. At every scale, humans make their mark, expressions of the rapid expansion of creative and destructive collective consciousness. This process is aided by technology, from the history of written language that enabled larger settlements and the agricultural revolution to contemporary computer technologies that create an alternative hyperspace within the Earth. The Anthropocene represents the idealisation of material reality by the subjective intentionality of human creation and destruction.

    It is the virtualisation of ecology, a disruption through the inclusion and impact of humanity. Thus we require new, posthuman modes of viewing ecology in relation to humanity in the Anthropocene. Enter Google – the ultimate virtualisation of the universe, not merely its digitisation but also its embedding within the global collective human consciousness via digital technology. Just as there persists the dilemma of needing technology to view the effects of technology, so does Google as a company embody this tension in the problematic relationship between startup ideals, marketing rhetoric, and the needs of a multinational corporation.

    However, through Google’s tools – such as Maps, Earth, Streetview – we can adopt new forms of viewing our ecological situation by breaking free of our conventional human position. These post-human perspectives allow for spatiotemporal detachment from the Anthropocene and therefore a position from which to rethink the future, recapturing a reality without humans. However, we must remain mindful of the mediating technologies that entwine our histories and futures in relation to the planet.

    This work exposes these frameworks of mediation through its presentation within specific frames. These are literal, technical frames – loaded in html iframes using javascript and the Google API – as well as metaphorical frames – built upon the constraints of the work. The spectator can attempt to manipulate their perspective, to take control of how they are viewing the Earth through Google interfaces, but the work itself constrains this. The windows appear only for limited periods of time, too short to allow full interactivity.

    Thus, while we are exposed to views beyond our normal individual human grasp of the world, we are also manipulated in the external and automated control of our usual access to information provided by Google. This process not only highlights the limits of post-humanity by its technologies, but the bombardment of changing views demonstrates the volume of data available and the sheer scale of views necessary to comprehend the Anthropocene as a whole. The entangled and embedded nature of individual humans, mediating technological structures, and corporations such as Google unveils itself in the breaking down of the work.

    Sooner or later, systems crash, connections get overloaded, and the metaphorical frameworks we construct are revealed as the human constructs they are. While we can stage post-human technical demonstrations, to attain a truly post-human perspective would be to transcend the current limits of our individual and collective, technocultural and biopolitical structures, motives and responses.

  • Interactive & Monitor-Based
  • https://digitalcultu.re/media/googlingtheanthropocene.html
  • Spines
  • Gary Day
  • SIGGRAPH 1999: technOasis
  • 1999
  • This series of works, Obres de la Caixa, is an investigation of virtual objects that could exist in a “cabinet” of curiosities. The sources for the objects are multiple: scientific, decorative, fantasy, etc. They are simply things that one might collect because they initiate enough visual interest to pick up and save in a virtual box.

  • 2D & Wall-Hung
  • Fuji Print
  • 8 inches x 10 inches
  • abstract and digital imagery
  • Twigs
  • Gary Day
  • SIGGRAPH 1999: technOasis
  • 1999
  • This series of works, Obres de la Caixa, is an investigation of virtual objects that could exist in a “cabinet” of curiosities. The sources for the objects are multiple: scientific, decorative, fantasy, etc. They are simply things that one might collect because they initiate enough visual interest to pick up and save in a virtual box.

  • 2D & Wall-Hung
  • Fuji Print
  • 8 inches x 10 inches
  • abstract and digital imagery
  • Rainbow Pass
  • Gary Demos
  • SIGGRAPH 1986: A Retrospective
  • 1974
  • Image Not Available
  • Animation & Video
  • 4.75 minutes
  • Videograms
  • Gary Hill
  • SIGGRAPH 1982: Art Show '82
  • 1980-1981
  • 1982 Hill Videograms
  • Hardware: Rutt/Etra synthesizer

  • Animation & Video
  • Video, B&W/sound
  • 13:25 minutes
  • abstract and monochrome
  • Windowscapes
  • Gary Lindahl
  • SIGGRAPH 1991: Art and Design Show
  • 1990
  • Lindahl: Windowscapes
  • Hardware: Truevision Targa Graphics card/camera, Diaquest edit controller.
    Software: Written in RT1.

  • Animation & Video and Installation
  • video installation
  • At Home With Others
  • Gary McLeod
  • SIGGRAPH Asia 2015: Life on Earth
  • 2015
  • 2015 McLeod: At Home With Others
  • Revisiting locations in photographs of Japan made in 1875 during the Challenger expedition (1872–1876), rephotographs of the contemporary locations produced in collaboration with local residents are presented within an informal discursive space where images and experiences are continually situated and resituated within historical, technological, global, local and personal contexts: from this emerges a reconsideration of digital photography amongst everyday camera users.

  • 2D & Wall-Hung
  • Boris the Spider (Hanging by a Thread)
  • Gavin S. P. Miller and Jon Hunwick
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Oscar in: A Room With A View
  • Gavin S. P. Miller and Jon Hunwick
  • SIGGRAPH 1987: Art Show
  • The fur was grown procedurally on the surface of the animal called ‘Oscar’. It was rendered using a special lighting model and an A-buffer algorithm in order to give it a realistic appearance.

  • Hdw: Prime 2655/Sigmex/ARGS 7000 Series Frame Store
    Sftw: DUCT/G.Miller

  • 2D & Wall-Hung
  • 12" x 12"
  • On-the-fly Counterpoint
  • Ge Wang and Perry R. Cook
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Wang Cook On-the-Fly Counterpoint
  • The performance centers around two new interfaces for musical expression: the Voice-Oriented Melodica Interface Device (VOMID) and the technique and aesthestics of writing code “on-the-fly” to generate sound, music, and visuals.

    The VOMID is a massively modified Korg MicroKontrol device, now augmented with sensors for continuous pitch transition, breath sen­sors, formant control interfaces, and controls that can be mapped to various speech and singing synthesis parameters.

    In On-the-fly programming, audience members observe the entire process (via projection and sound). They watch the performers write code, and experience the sound, music, and graphics as they evolve. While the observers/listeners may not understand all the spe­cifics of the code, the various on-screen changes can be construed as “gestures” for which there are musical or sonic consequences. On-the-fly programming seeks to reveal the intentions and modus operandi of the performers at every stage in the process. Each per­formance can (and does) differ drastically from another.

  • On-the-fly Counterpoint is constructed piece-by-piece in real time, using the facets of concurrent audio programming and on-the-fly programming in ChucK. Contrapuntal simultaneities can be sepa­rated and compartmentalized into autonomous, concurrent entities. This is part of the authors’ ongoing investigation into using code as an interactive and expressive musical instrument.

    The VOMID is suspended by a neck strap on the chest and played somewhat like an accordion. Thanks to Korg, the VOMID sports a 37-note keyboard, 16 programmable touch-sensitive buttons, a joystick, eight rotary pots, and eight slide pots (all programmable). Custom additions to the base controls include a breath-pressure sensor, sensitive to both blowing and sucking. It is mapped to pho­nation (singing) when blown and breathing sounds when sucked. A linear FSR is located along side the top two octaves of the keyboard and is mapped to continuous pitch control, directly related to the discrete pitches of the keyboard. Finally, inside the VOMID, there is a three-axis accelerometer, which is sensitive to leaning and shaking. The sounds are synthesized and mapped using the ChucK program­ming language.

  • Performance
  • Interactive performance, real-time sound, music, and graphics
  • The Smoker
  • Gene A. Felice II
  • SIGGRAPH 2001: n-space
  • 2001
  • The original concept for this piece was formed on a trip to my hometown near Pittsburgh, in the spring of 2000. I was driving along a highway that followed a very industrialized portion of the Ohio River. My view was dominated by a mass of steel factories and their billowing smokestacks pouring unknown amounts of damaging byproducts into the surrounding environment. I was struck by the random beauty of the smoke against the amber glow of the factories at night. I too, was smoking; a habit that is especially hard to break on long drives. That’s when the connection occurred to me: I am no different than these factories. I am a living machine that consumes and creates.

    I have combined this point of inspiration with ongoing research I am currently conducting with interactive sculpture and its ability to create “random” byproducts through user interaction.

    In my interactive sculpture, “The Smoker,” these byproducts possess their own aesthetic. There are random ash piles that build up over time creating a beauty of their own. There are billowing smoke patterns, which the viewer is able to influence through exhaust fan switches on the control and filter boxes. Finally, there are random yellow and brown tar stains, which form in the filter device itself. The filter box has been designed to include removable filters. With enough time, these tar-stained filters could be displayed along with the piece, referencing the tar that coats all smokers’ lungs.

    Other intentions seemed to emerge during and after the completion of this work. “The Smoker” can be seen as an attempt to show the sublime beauty involved in smoking tobacco, while also acknowledging the damage and evil that is inherent to the act. This sculpture simulates the actions of the lungs during the process of smoking. These ideas are stressed by the sounds of my own breathing and coughing, which can be heard as the pump breathes in and out. The speed of the breathing matches the speed of the pump, which is controlled by the viewer’s interaction with another dial on the control box. The heavy mechanical nature of this machine stresses the toxic nature of smoking. The single cigarette at the heart of this machine shows the isolation that is placed upon smokers in today’s society but simultaneously points to smokestack industries as polluters that effect the collective lungs of all.

    One final goal of this piece was through a closer examination of the act itself for me to quit smoking. Unfortunately, this has not worked out so well. I find myself smoking with the machine as though it was a friend on a smoke break. It has surprised me – that this machine has begun to take on a personality of its own through its ability to mimic a simple human act. In the end, I realize that though there is an intrinsic beauty created by a cigarette’s byproducts, the good still does not outweigh the evil.

  • 3D & Sculpture
  • Interactive sculpture
  • isolation, pollution, and smoking
  • Passage
  • Gene Cooper
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Image Not Available
  • Hardware: PC compatible, Targa board
    Software: Digital Arts

  • Animation & Video
  • VHS videotape
  • 4'51"
  • Commute
  • Gene Greger
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • 2004 Greger Commute
  • When people are driving, they spend most of their time focused on the road in front of them. Occasionally, circumstances allow or dictate viewing of scenery or road signs, forcing drivers to change perspective momentarily. As a section of road is traveled repeatedly, such as in the case of a daily commute, more pieces of the surrounding environment fall into place, forming a more complete mental landscape of the totality of the surroundings. With this artwork, I put forth a perceptual view of my commute as an amalgam of previous travels along the same route.

  • This image was created from frames taken from a video of my daily commute from Troy to Albany, New York. Frames from the video were stacked together to form a 30 “lattice” with each lattice point corresponding to a pixel in a particular frame.
    Visual data contained within the lattice were projected on a cutting plane that ran diagonally through the lattice, forming the resulting image. Each row of the image represents a constant time value in the video sequence, with the top of the image corresponding to the first frame and the bottom row the last. Each row was also taken from a different horizontal scanline of each video frame. The top row of the image was taken from the topmost row of the first frame of video, the second row from the second highest scanline of the second video frame, and so forth.

  • 2D & Wall-Hung
  • LightJet print
  • 6 inches x 70 inches
  • Mackintosh Dreamtime
  • Gene Greger
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Greger: Mackintosh Dreamtime
  • Mackintosh Dreamtime is inspired by the works of the architect Charles Rennie Mackintosh. This image is a stylized rendering of the entrance hall of Mackintosh’s Windyhill house in Kilmacolm, Scotland. Now that the house is empty and just a museum, what might it look like late at night when the world becomes ethereal?

  • 2D & Wall-Hung
  • 37 in x 30 in
  • architecture, history, and rendering
  • Psychopharmacology
  • Gene Greger
  • SIGGRAPH 2006: Intersections
  • 2006 Greger Psycho pharmacology
  • This piece is based on a photograph of myself taken at a time when I was being treated for acute depression. When undergoing treatment for serious mental illness, medication can become the focal point of your life. Medication to target your illness, medication to offset the bad side effects of your primary medications, medication to sleep, medication to help you stay awake. Months and maybe years of try­ing to find medications that work and continue to work.

    Basic questions of self-identity come into play. How much of what I feel, or don’t feel, is caused by the drugs? How much by the illness, and how much by my innate personality? I am not my illness, but to what extent am I my medication?

    All of the pills comprising the image are, or were, commonly pre­scribed for mental illness; some I have been on in the past, and sev­eral I am currently taking. There are 23,373 pills in this image, taken from a unique set of 198 original images.

  • Custom software was written by the artist in C++ and Perl on a Macintosh to create this image. The elements used to build the image were a high-resolution photograph of the artist, and 198 unique digital images of pills. Each pill image was rotated by one degree increments, resulting in 360 images for each original pill.

    An iterative process was used to create the pill mosaic. For each iteration, a random location was chosen on the photograph. Every pill image was compared against its “footprint” on the photograph at that location and given a value corresponding to how closely it matched the underlying image. The one which most closely matched was considered a candidate for placement on an initially blank “canvas” image.

    A second value was computed to represent how completely the candidate pill would cover previously placed pills on the canvas. The two values were combined, and, if they met a pre-defined metric, the program painted the pill onto the canvas; otherwise it was rejected and nothing was done for the current iteration. For this image, the program ran through 160,000 iterations, resulting in the placement of 23,373 pills.

  • 2D & Wall-Hung
  • LightJet digital print
  • 25" x 33"
  • Car Rendering Software
  • General Motors and David R. Warn
  • SIGGRAPH 1984: CAD Show
  • A CAD system can create a rendering of an automobile design in a fraction of the time required to build the customary realistic full-size model used for aesthetic evaluations.

    The computer began the rendering of this car by approximating its surface with a mosaic of more than 10,000 planar polygons.

    Using the “Light and View Selection” display the designer “set up the shot” with hypothetical camera and lighting fixtures just as a photographer would.

    The result is this nearly photographic image. The apparent colors of the car and the lights could be altered by choosing different values from the “Color Mixing” display.

  • Equipment:
    Digital Equipment Corp.
    VAX 11/780 Raster Technologies Model One/25
    Display Processor
    Ramtek 9300 Color Display

  • Unlimited Detail and Variation

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

  • Design
  • 3D model and rendering
  • Storybeat
  • Geoffrey Thomas
  • SIGGRAPH 2002: Art Gallery
  • 2002
  • 2002 Thomas: Storybeat
  • In my work, I am most interested in exploring themes of human connection. These explorations are often filtered through the culture of technology. I am increasingly influenced by the destabilizing elements of digital media. In my work, I hope to find ways to unravel the control of traditional narratives, adopt nonlinear and nonhierarchical structures, develop more responsive interaction, and include moments of chance.

    I created the Website Storybeat to house experiments in interaction, animation, and narrative. The site hopes to explore the potential of a responsive, motion-based space. I view Storybeat as a fluid site. Posted work will be continually adjusted, rearranged, expanded, and modified.

  • To build the site, I used a range of software applications: Macromedia Flash and Director, Adobe Illustrator and Photoshop, Apple Final Cut Pro and Bare Bones Software, BBEdit. The site requires a 4.0+ Internet Explorer/Netscape browser with Director and Flash plug-ins.

  • I try to approach each project as a new beginning, a chance to explore unfamiliar combinations of motion, interaction, and storytelling. I view my work as an ongoing process, a discourse with my cultural environment and a reflection of my current concerns and interests. As each project progresses, I expect awkward moments of disorientation and doubt combined with flashes of clarity. Through the process, I try to discover potential areas of investigation and expression. In my work, I hope to examine, entertain, re-contextualize, and parody. I also hope to connect with others through moments of shared experience and recognition.

  • Interactive & Monitor-Based
  • Web Site
  • connection, motion, and technology
  • Beethoven's Sixth in C!G
  • Geoffrey Y. Gardner
  • SIGGRAPH 1986: A Retrospective
  • 1981
  • Image Not Available
  • Animation & Video
  • 5.5 minutes
  • Cloudscape
  • Geoffrey Y. Gardner
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Geoffrey Y. Gardner Clouscape
  • Hardware: Data General Eclipse, Genisco GCT3000, Matrix-2000
    Software: G. Gardner

  • 2D & Wall-Hung
  • On-Line image
  • Quadric Clouds
  • Geoffrey Y. Gardner
  • SIGGRAPH 1985: Art Show
  • 1985
  • Gardner: Quadratic Clouds
  • Hardware: Data General Eclipse, Genisco GCT3000, Matrix-2000
    Software: G. Gardner

  • 2D & Wall-Hung
  • Print
  • 8 x 10 in.
  • Spectral Landscapes:Fourier Mountains
  • Geoffrey Y. Gardner
  • SIGGRAPH 1987: Art Show
  • 1987 Gardner Mountains2
  • My approach to scene simulation has been to minimize computation by implying scene detail with texture instead of modeling it explicitly with intricate geometry. My motivation in the “Spectral Landscapes” series was to overcome a limitation in my previous quadric surface modeling, which did not simulate rugged mountains convincingly.

  • Hdw: VAX 11/780/Raster Tech/Seiko Prtr.
    Sftw: Original Terrain Synthesis

  • 2D & Wall-Hung
  • Terrain Synthesis
  • 8" x 10"
  • Quintessence
  • Georg Hajdu, Kai Niggemann, Johannes Kretz, Stewart Collinson, Ivana Ognjanovic, Andrea Szigetvari, and Ádám Siska
  • SIGGRAPH Asia 2009: Adaptation
  • Hajdu: Quintessence
  • Quintessence is based on the five elements that, according to the alchemists, make up the world: fire, water, earth, air, and the mythical substance aether. Aristotle included it as a fifth element distinct from the other four. It is believed to be the substance that fills the region of the universe above the terrestrial sphere and forms the heavenly bodies.
    Aether was also called Quintessence (from quinta essentia, “fifth element”). In physics, quintessence describes a form of dark matter. It is seen as the highest form of essence, the innermost core of a substance.
    The four elements and quintessence have very distinct qualities. Water is liquid, strives downward, and it can bring floods, tsunamis, or maelstroms. Fire burns, strives upward, and is a deadly force that delivers forest fires or man-made disasters such as 9/11 and (atomic) bombs. Earth strives downward. It is cold and dry. From it, volcanoes erupt, and earthquakes rock it. It holds a special place because alchemists believe it to be the “prima materia,” which spawned everything else through a process of “original insemination.” The air strives up in relation to the other elements. It can bring all sorts of storms, can be very hot (desert, draught) or cold (ice age). Quintessence is a greater force. It can bring Armageddon (metaphysical, or in the shape of a large meteorite that strikes the earth). Contrary to the others, it moves in circles.
    The Quintessence performance builds upon the characteristics of the elements.
    Each element is represented by one player, with video acting as an additional comment-track to the music, containing all five elements. In a Jungian sense, Quintessence explores the subconscious projections that the elements and related disasters invoke and how human society takes action and responsibility, or neglects to take it.
    The software used in the performance (Quintet.net) is a real-time interactive environment for intermedial composition and performance on local networks as well as the internet. Since its premiere in 2000, the environment has been used in several large projects connecting players in Europe and the USA, including a Münich biennale opera project. In a virtual environment, Quintet.net implements the metaphor of five performers under the control of a conductor, so it deals with important aspects of symbolic, aural, and visual communication among the participants and the network audience.
    A composition development kit has been added to the environment (client, server, conductor, and viewer) to facilitate development of pieces that take full advantage of the wide continuum between composition and improvisation.

  • Performance
  • Corridor
  • Georg Nees
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 2D & Wall-Hung
  • Serigraph
  • 39 x 28 in
  • Gravel Stones
  • Georg Nees
  • SIGGRAPH 1986: A Retrospective
  • 1966
  • 1966 Nees Gravel Stones
  • 2D & Wall-Hung
  • Serigraph
  • 39 X 28"
  • Swarm Vision
  • George Legrady, Marco Pinter, and Danny Bazo
  • SIGGRAPH 2013: XYZN: Scale
  • 2013
  • Swarm Vision is an installation consisting of multiple pan-tilt-zoom cameras on rails positioned above spectators in an exhibition space. Each camera behaves autonomously based on programmed rules of computer vision.

    In the installation, four visualizations are featured on two screens or projections. The first screen features what each of the three cameras sees. The second screen shows a 3D reconstruction of the environment featuring a live video stream of the location of the cameras and the images they generate. Each camera continuously produces 10 still frames per second and fills the 3D space with up to 100 images per camera, their size and location determined by the focal plane and focus location. Early images fade away, creating a continuously changing sculptural structure.

    In the exhibition setting, visual segments of spectators who enter the viewing space populate the images, leaving an imprint of their presence that is later erased as the images sequentially fade away. With the two screens, viewers can perceive both individual cameras’ behaviors (microcosmic) and their relationships to each other (macrocosmic). The project explores the transformative condition of the photographic process as it transitions from the still, transparent image to one that is reified within physical space.

    The installation synthesizes knowledge and experience from the three collaborators to translate human perception and cultural usage of the photographic image to machine vision. Contributions from George Legrady address the function and our perception of photography. Danny Bazo’s background in robotics, visual arts, and image processing helps realize many technical aspects of the project. Marco Pinter’s extensive background in engineering, medical robotics, and research provides a logistic framework.

  • Installation
  • Making Visible the Invisible
  • George Legrady and Rama Hoetzlein
  • 2005
  • Making Visible the Invisible is a commission for the Seattle Central Library, situated in the Mixing Chamber, a large open 19,500 sq ft space dedicated to information retrieval and public accessible computer research.

    The installation consists of 6 large LCD screens located on a glass wall horizontally behind the librarians’ main information desk. The screens feature real-time calculated animation visualizations generated by custom designed statistical and algorithmic software using data received each hour. This data consists of a list of checked-out items organized in chronological order. The item may be a book, a DVD, a CD, a VHS tape, etc. and from the list we can collect and aggregate titles, checkout time, catalog descriptors such as keywords, Dewey classification code if they are non-fiction items. There are approximately 22000 items circulating per day. Items with Dewey Decimal System labels provide for a way to get a perspective on what subject matters are of current interest at any given time as the Dewey system classifies all items according to 10 major categories: 000 Generalities; 100 Philosophy & Psychology; 200 Religion; 300 Social Science; 400 Language; 500 Natural Science & Mathematics; 600 Technology & Applied Sciences; 700 Arts; 800 Literature; 900 Geography & History. These are then subdivided into 100 segments. There are 4 visualizations at this time.

    The circulation of checked out books and media transforms the library into a data exchange center. This flow of information can be calculated mathematically, analyzed statistically and represented visually. From a cultural perspective, the result may be a good indicator of what the community of patrons considers interesting information at any specific time. Visualizing the statistical information of the titles and their categories therefore provides a real-time living picture of what the community is thinking

  • Installation and Interactive & Monitor-Based
  • 6 LCD Screens on glass wall
  • 45" x 24'
  • The Ising Model: Blink and Polyptic
  • George Legrady
  • SIGGRAPH Asia 2018: Forcefields
  • “Blink”and “Polyptelic” are software generated animations that consist of a matrix of cells that transition going back and forth between states of stability where all cells try to be like their neighbors, and states on instability when they can’t decide if they should be like them or not.

  • Interactive & Monitor-Based
  • Fifth
  • George S. Roland
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • n.d.
  • n.d. Roland Fifth
  • 2D & Wall-Hung
  • inkjet print
  • 10.5 x 7.5"
  • Orangez
  • George S. Roland
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • n.d.
  • n.d. Roland Orangez
  • 2D & Wall-Hung
  • inkjet print
  • 10.5 x 7.5"
  • Thirteen Sketches for an Incompetent User Interface
  • George S. Roland
  • SIGGRAPH 1998: Touchware
  • 1998
  • 1998 Roland Thirteen Sketches for an Incompetant User Interface 2
  • My work is concerned with human beings and their uneasy relationships with the machines that inhabit the world, especially the computer. The computer is the central metaphor for our “Information Age” and its most characteristic artifact. I use it as both the medium and subject of my work. I am interested in creating work that questions the boundaries between what is “human” and what is “technological,” poking fun at the illusions of empowerment and control we enjoy if we acquire the newest, fastest, and most costly devices available. The computer promoter’s utopian promises of seamless perfection and ever-enhanced productivity and leisure may be contrasted with crashes, lost data, the “millennium bug,” and a host of other less-than-perfect facts of daily life.

    In this work, common computer user interface objects have been programmed to be humorously dysfunctional. There is, to me, a special, perverse irony in using computer programming, an activity constantly perceived as practical and helpful, to produce faulty, incompetent behavior in the command and control devices we expect to do our bidding.

  • Installation and Interactive & Monitor-Based
  • Interactive Installation
  • 75" x 24" x 34"
  • interactive installation and technology
  • Ice-rays
  • George Stiny
  • SIGGRAPH 2008: Design and Computation
  • 2008
  • 2008 Ice-rays George Stiny fig4
  • Ice-rays are a kind of traditional Chinese lattice used in ornamental window grilles (figure 1). 1 Ice-rays form irregular patterns that suggest cracking ice on still water — straight lines meet longer lines in myriad ways.

    Rules for Ice-rays are easy to define in a shape grammar. 2 They are in two equivalent schemas: x -> div(x) and x -> x’ + x’’, where x, x’, and x’’ are triangles, quadrilaterals, or pentagons, and div(x) divides x into x’ and x’’. Sample rules are in figure 2.

    Rules apply in alternative ways. Imagine a Chinese craftsman at a building site, with his tools and a trove of sticks. Shown a window opening, he starts an ice-ray. He selects a stick of the right size and inserts it between two sides of the rectangular frame to form two quadrilaterals. He continues his work by dividing one of these areas into a triangle and a pentagon. Then he divides the triangle into a triangle and a quadrilateral, and the pentagon into a quadrilateral and a pentagon. He goes on connecting sides of polygons to make others of the same kind. Everything is stable in this process, if he keeps to the rules.

    It is striking how rules apply recursively, but also notice something new. Calculating in a shape grammar is visual. Rules apply directly to ice-rays. There are no hidden representations that limit what you can do — what there is, you can see, and what you see is there.

    Divisions in Ice-rays may vary — some require multi-axial figures and motifs (figures 3 and 4). Just put them in rules: draw what you see before you divide, and then draw what you want. Or let the schema x -> div(x) include your rules, so that polygons are divided into two areas or more.

    The Ice-rays in this exhibit were made using CNC milling. There is no end to the ice-rays you can get from the schema x -> div(x): both known ones, and ones that are new. Go on and try the schema — make an ice-ray of your own!

    1. Daniel Sheets Dye, 1949, A Grammar of Chinese Lattice, Cambridge MA: Harvard University Press. 2. George Stiny, 2006, Shape: Talking About Seeing and Doing, Cambridge MA: The MIT Press.

  • The project was funded in part by a Director’s Grant from the Council for the Arts at the Massachusetts Institute of Technology. The Council’s generous support is greatly appreciated.

  • Design
  • Between the Self and the Digital Self-image
  • George Themistokleous
  • DAC Online Exhibition 2018: The Urgency of Reality in a Hyper-Connected World
  • 2018
  • In our hyper-connected age and the digital exteriorization of memory through computational extensions what happens to our physical bodies? As the physiology of the body is undergoes a digital transformation via 3D scanning, what does this mean for one’s perception of their own body?
    I attempt to explore these questions through a custom-made interactive media installation of my own making, the diplorasis. In the installation participants unexpectedly encounter three-dimensionalized projections of their selves in ‘real’ time. How is the relationship between the actual self and its digital likeness defined through this encounter?

  • Cultural Services, Cyprus Ministry of Education and Culture

  • Installation and Interactive & Monitor-Based
  • http://www.para-sight.org/installations-devices/4589953031
  • Pool Balls
  • George Tsakas
  • SIGGRAPH 1986: Universal Spheres
  • 1986
  • Image Not Available
  • 2D & Wall-Hung
  • Photograph of raster image
  • Uncontrolled Flight to Vegas
  • George Zucconi
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Zucconi: Uncontrolled Flight to Vegas
  • I did not look for it. It came looking for me. And I don’t know where it came from, but there it was. Pictures speaking to me, casting a spell. All I could do was follow. And I wanted to show others that magic, to let them see the wonder that is there, to make it plainly clear, to find the visible in the invisible. Everything in nature conforms to some design developed and refined by the test of time. Discovering the wisdom embedded in this natural history is always exhilarating. The commonplace is miraculous if rightly seen, if recognized. The richness of nature and life begs one to form a collage from its objects, to reassemble fragments in such a way as to form a new picture.

  • 2D & Wall-Hung
  • 32 in x 40 in
  • collage and nature
  • Reveries and Line Drawings
  • Georgia Wall
  • SIGGRAPH 2011: Tracing Home in The Age of Networked Techniques
  • 2011
  • Image Not Available
  • Video projection, sound, looped, first shown at the School of the Art Institute of Chicago’s New Blood exhibition.

  • Animation & Video
  • Spherical Corner
  • Gerald Hushlak and David Jevans
  • SIGGRAPH 1989: Art Show
  • 1989
  • Hushlak, Jevans: Spherical Corner
  • 2D & Wall-Hung
  • ink on paper (plotter drawing)
  • 90 x 90 x 90" (floor and two walls around vertex of a corner)
  • Ain't No Navel Forces in Dis'Dress
  • Gerald Hushlak and Larry Sinkey
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Ink on paper
  • 30 x 40 in
  • Intuitive Ordering of Aqueous Humor Into a Likeness of Mount Rushmore
  • Gerald Hushlak and Larry Sinkey
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Ink on paper
  • 30 x 40 in
  • The CEO Apologizing to her CRT from a Mount in Marlboro Country
  • Gerald Hushlak and Larry Sinkey
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • 2D & Wall-Hung
  • Ink on paper
  • 30 x 40 in
  • ... or, The Structure of a Building is Sometimes More Beautiful than the Building
  • Gerald Hushlak
  • SIGGRAPH 1985: Art Show
  • 1983
  • 1983 Gerald Hushlak ...Or, The Structure of a Building is Sometimes More Beautiful than the Building
  • Hardware: IBAS-Calcomp 718
    Software: Intergraph

  • 2D & Wall-Hung
  • Flatbed vector plots
  • 22 x 30 in
  • Chernozen Fields Forever
  • Gerald Hushlak
  • SIGGRAPH 1986: A Retrospective
  • 1977
  • Image Not Available
  • 2D & Wall-Hung
  • Ink on paper
  • 18 x 18 in
  • Depth Enigmas
  • Gerald Hushlak
  • SIGGRAPH 1983: Art Show
  • 1982
  • 1983 Hushlak Depth Enigmas
  • Hardware: Calcomp 718, PDP 11/45
    Software: by Lynn Sveinson

  • 2D & Wall-Hung
  • plotter drawing
  • 22 x 30 in.
  • plotter drawing
  • Rubber Stamping the Lonely Angels of Reality
  • Gerald Hushlak
  • SIGGRAPH 1986: A Retrospective
  • 1982
  • Image Not Available
  • 2D & Wall-Hung
  • Ink on paper
  • 30 x 40 in
  • The Excessive Image
  • Gerald L. Cannon
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Cannon The Excessive Image
  • I continue to work on this series of images that are them­selves parts of other contained series. The total of the images is large – more than 200 in all. Their recursive nature and their excessive number are part of the installation component in which I have worked for sever­al years.

    The images range in size from relatively small (8.5 x 11 inches) to sizable (48 x 60 inches). They
    are created from various found images (flat and three-dimen­sional), my own snapshots and videos, as well and complete computer constructions. Many of the images contain ele­ments from other series in rather distorted relationships in time and place. The ways in which a pseudo-narrative is set up and then destroyed are numerous.

    One large portion of the images is installed in the Ernest N. Morial Convention Center and another similar portion is installed in the Contemporary Arts Center. Though the con­text and imagery will be similar in the two venues, there are no duplicate images. My intent is that these images will be stacked, grouped, abutted, and arranged in ways that both a id the viewer in sorting and assimilating meaning and ultimately prevent them from gaining cogent ground due to information overload. Think of this as a fog bank on the information superhighway.

    Components of these images are in frequently repetitive, thereby creating links that reflect recontextualization, such as those created by differ­ing representations of O.J. Simpson, for instance. It is also my intent to play with the cheapening of images in a way similar to what happens in society’s burgeoning image glut while investigating what this means to viewers con­fronted with this in an art con­text. In the case of The Bridge, it allows me to link two diverse audiences: the SIGGRAPH 96 attendee and the Contemp­orary Arts Center patron.

    I am not interested in electronic interactivity between these groups, nor even in researching the divergence or similarity of their responses. I simply wish to present each group with an experience that on the face of it is the same, but in fact is imagistically unique to each venue.

    The images are complete, self- contained, finished artistic cre­ations. The computer simply allows me to appropriate, recontextualize, and create such works rapidly and effec­tively. I am little interested in the fact that these are “computer-generated” prints. They are instead simply art works – individually, serially, and in composite. This may not meet all the criteria set forth in The Bridge paradigm, but it is what I consider important for myself in using the computer to make art. It is work that arises from the medium’s strengths while not weighing itself down with the categorical stipulations of the medium’s obvious attributes in high tech.

  • 2D & Wall-Hung
  • computer art and digital print
  • Head III
  • Geri Smith
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 2D & Wall-Hung
  • Iris print
  • 5 x 5 inches
  • Winke Winke
  • Gerfried Stocker and Horst Hörtner
  • SIGGRAPH 1994: Art and Design Show
  • 1994
  • 1994 Stocker And Hortner Winke
  • The highly suggestive force of marine imagery meets the imma­teriality of digital information, which is not yet surrounded by myths.

    During the French Revolution, the first optical telegraphy net­work was established (under gov­ernment control) in France from 1794 onwards. The system’s achromatic objectives, which were already available at that time, were capable of spanning long distances. The invention of the electric telegraph was vehe­mently opposed by these sup­porters of visual telegraphy. Ever since, their line of reasoning has determined the discussion on open media and communication.

    In Winke Winke, a simple com­puter terminal (modem, key­board, and monitor) located in a public space is connected to a robot set up over the roofs of the city. Visible over a long dis­tance, this robot visualizes the messages entered into the com­puter by means of the interna­tional marine semaphore system. Each letter typed into the key­board or received via the modem is immediately translated into the corresponding semaphore sign.

    From the roof of a high building in a neighboring town, a video camera with a powerful telephoto lens records the robot. These pictures are fed into a computer that recognizes the signals by means of motion scanning (digital picture acquisition) and outputs them on-screen-again as letters.

    This project leads back to the cradle of current communication technologies that are about to radically change the world’s appearance. The basic kinetic structure of the digital communi­cation process is slowed down by the “effort” of translating, of understanding.

  • Arnold Fuchs, Toni Mareshofer, Wolfgang Reinisch, and Jutte Schmiederer
  • Installation
  • Interactive Installation
  • Searching All Sources Of White
  • Gi Wai Echo Hui
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Hui: Searching All Sources Of White
  • Summary

    Searching All Sources of White presents the failure in the display as the landscape. It is an interactive video installation that requires audiences’ bodily movement. It examines the idea of the limitation of seeing through the blue standby mode display and the illusion of white.

    Abstract

    Searching All Sources of White presents the error as the landscape. It is an interactive video installation examining the idea of the limitation of seeing and digital display devices. The projector projects a Blue screen while a white spot falls in the middle. Blue is often seen in a digital display namely default screen, calibration screen, sleep mode and ‘Blue Screen of Death’. In an exhibition setting, this work gives the impression of a failure in the display when the projector displays a blue, standby-mode. Standby is a component mode in which a system is kept readily available in case an unexpected event occurs. A system may be on standby in case of failure, shortage or other similar events.

    The interaction is analogue rather than a digital. The work invites the audience body movement as a variation in the scene. The blue landscape is an illusion to the audience that the display device is having a malfunction situation. The switching text on the bottom first misleads the audience that it is a common standby mode text searching for the input source. It invites the audience to step into the projection area. When the blue light source from the projector is blocked by a body, a yellow light appears. The white spot in the middle is never a white light source. The white results from the addition of complementary-coloured light source – yellow and blue. In the RGB colour system, mixing the primary colour blue with the complementary colour yellow would produce the colour white. There is a limitation of the human eyes which cannot analyse a mixture of complementary-coloured light, results in perceiving it in white. The malfunction scene and the illusion of color in human eyes encourage the audience to think about what they perceive through seeing.

  • There are two main pieces of equipment need to be installed. The projector should be placed on the floor on the end of the space, giving the far distance from the projection wall. The LED light par should be hanged from the ceiling and spotted at the middle of the projection. After setting the LED into yellow colour, the light intensity has to be controlled carefully to obtain a spotted area where human eyes perceive as white.

  • Searching All Sources of White makes use of fundamentals of the display to question the fundamentals of seeing. Standby mode is very common in a display device. When electronic devices are receiving power but not running, they are in the standby mode. ‘Untitled’ gives the impression of an undefined quality. The lack of character in the standby mode shares a similar idea with ‘Untitled’. The audience will easily overlook the projected video as a sleep mode by instant intuition. The projector displays this ‘untitled’ mode, while unties our deep-rooted perception towards a certain scene. We take the way we see the world for granted. But our experience of the world is shaped in part by our visual system. Impossible colours, which are sometimes called non-physical colours. According to the opponent-process theory, no colour could be described as a mixture of opponent colour. The combination of yellow and blue in this work is an example of impossible colours. The work reminds the audience to re-consider our perception and experience of the visual world.

    First, I turned the error into an artwork to trick the audience. Searching All Sources of White presents the error as the landscape. It is an interactive video installation examining the idea of the limitation of seeing. The projector projects a blue screen while a white spot falls in the middle. Blue is often seen in a digital display namely default screen, calibration screen, sleep mode, and ‘Blue Screen of Death’. In an exhibition setting, this work gives the impression of a failure in the display when the projector displays a blue, standby-mode. Standby is a component in which a system is kept readily available in case an unexpected event occurs. A system may be on standby in case of failure, shortage, or other similar events.

    Secondly, the audience’s body also becomes a variation in the artwork and helps demonstrate the limitation of the human eye. The interaction is analogue rather than digital. The work invites the audience’s body movement as a variation in the scene. The blue landscape is an illusion to the audience that the display device is having a malfunction situation. The switching text on the bottom first misleads the audience that it is a common standby mode text searching for the input source. It invites the audience to step into the projection area. When the blue light source from the projector is blocked by a body, a yellow light appears. The white spot in the middle is never a white light source. The white results from the addition of complementary-color light sources – yellow and blue. In the RGB color system, mixing the primary color blue with the complementary color yellow would produce the color white. There is a limitation of the human eyes which cannot analyze a mixture of complementary-color light, resulting in perceiving it in white. The malfunction scene and the illusion of color in human eyes encourage the audience to reflect on the limitations in the spectrum of human visual perception.

    The idea of the work was accidentally developed during that time when I was setting up one of my artworks. My light stand was broken so I am trying to have an alternative device to replace the light sources. Later, I noticed the projector in the venue was projecting a highly saturated blue light and it could be a perfect alternative to a light source in my work.

  • Installation and Interactive & Monitor-Based
  • We Can’t See The Rainbow In The White
  • Gi Wai Echo Hui
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Hui: We Can’t See The Rainbow In The White
  • Summary

    We Can’t See the Rainbow in the White is a process deconstructing light. I deconstruct the white light to monochromatic ‘rainbow’ colour using a prism. When there is light, everything is visible. I decompose the fundamental element in the visual world to let the invisible become visible.

    Abstract

    When there is light, everything is visible. I decompose the fundamental element in the visual world to let the invisible become visible.

    It is a process deconstructing light. I project a white source of light on a surface while using prism and some moving images to “deconstruct” it. “White” is not an independent colour. It is a mixture of colour in the visible spectrum that is composed of the primary colour red, green and blue.

    Through refraction of light, I separated the white source with the three primary colours to rainbow light using a prism. After that, I took away green light from white light, leaving a mixture of red and blue light. Without green, the light source gradually reflects a new colour called magenta, hence the ‘rainbow’ becomes a ‘duo-coloured rainbow’. Eventually, I erased red from magenta. The line results in pure blue colour. As blue is a primary coloured light that cannot be further decomposed by the prism, it appeared the ultimate light source in a monochromatic ‘rainbow’ color.

  • All the electrical equipment should be placed on the end of the slanted platform, giving the far distance from the projection wall. The fog releasing the button of the fog machine is controlled by the Arduino. The fog machine must to switched on and off every day manually before and after the opening hour. The projector, BrightSign player and the motorised prism device will be switched on and off automatically every day according to the opening hour.

  • We all know that when there is light, everything is visible. Can we recognise the elements that composed light through our eyes? This project starts with my curiosity about elements that make up the natural appearance of “light”. The intangibility of light is beyond description, is ‘untitled’. I decompose the fundamental of light to turn it into individual elements for us to see. The ‘Untitled’ is being ‘Untied’ by the motorised prism and controlled light source.

    White light is not included in the visible spectrum. It is ‘untitled’ in the visible spectrum. It is a mixture of different wavelength of visible light. I consider white light as an ‘optical illusion’. The inability to differentiating the mixture of light in discrete colours may give us the ‘illusion’ of the colour white.

    I decomposed the white light by prism by refraction and pixelization. I removed the primary colours step by step until the primary blue colour has left. A bright blue light flashes, leaving the ‘purest’ form of light in our brain as the after-image. Human eyes recognize smooth, analogue light in the air. When the light is shown as a projection, it is a shape formed by pixels. I transformed a smooth line into pixelated line to exaggerate the pixelated reality. Afterwards, I broke the pixelized line into fragments. I tried to ‘cut’ the line in a physical way to reduce it into the ‘simplest’ form.

    I call this process the deconstruction of light. I question the ways human define “reality” by using optical illusion. Light, shapes and line refer to the fundamental forms of reality. I wanted to manifest the reality in an alternate way, so I created an alternative scenery by deconstructing the white light.

    A rainbow produced by a prism is not an unusual picture. I would say the differences that make my work distinguishable is that I am turning the rainbow into a moving image of the narrative of light deconstruction.

    I project a white source of light on a surface while using prisms and some moving images to “deconstruct” it. “White” is not an independent colour. It is a mixture of colour in the visible spectrum that is composed of the primary colour red, green and blue.

    Through the refraction of light, I separated the white source with the three primary colours to rainbow light using a prism. After that, I took away green light from white light, leaving a mixture of red and blue light. Without green, the light source gradually reflects a new colour called magenta, hence the ‘rainbow’ becomes a ‘duo-coloured rainbow’. Eventually, I erased red from magenta. The line results in pure blue colour. As blue is a primary coloured light that cannot be further decomposed by the prism, it appeared the ultimate light source in a monochromatic ‘rainbow’ colour. The moving image not only helps translate the mechanism but also becomes an alternative scenery.

    Moreover, throughout the narrative, there is a device controlling the movement of the prism.  I want to add a human touch to the robotic motion of the device. Therefore, the motions varied from moving fast or slow, dramatically shaking, and calmly swinging.

  • Design and Performance
  • The Unfinished Swan
  • Giant Sparrow and Sony Computer Entertainment America LLC
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Giant Sparrow: Unfinished Swan 1
  • Explore the unknown. This is the idea behind The Unfinished Swan, developed by Giant Sparrow and published by Sony Santa Monica Studio. The Unfinished Swan allows players to explore a surreal, unfinished kingdom by splattering paint on white spaces to uncover their surroundings.

    Players take on the role of a young boy named Monroe, who is on the search for a runaway swan that has wandered off into the unfinished kingdom. The game begins in a completely white space where players are tasked with throwing paint to reveal a new world around them.

    As players advance, they will discover stranger new worlds, bizarre game mechanics and will eventually come face-to-face with the eccentric King that built this realm.

  • Interactive & Monitor-Based
  • Mask of Intent, Mask of Sleep, Mask of Whispers
  • Gil Bruvel
  • SIGGRAPH 2006: Intersections
  • 2006 Bruvel Mask of Intent Mask of Sleep Mask of Whispers
  • My masks represent my fascination with perception. I see the tension or “ambivalence” between what I call “constraint and freedom,” that the individual human perception of self and psyche can either limit or liberate. We have the ability to make ourselves our own prisoners – but we can also free ourselves as well. These masks seek to ex­amine the mutable nature of identity in order to understand the ways in which individuals perceive and represent themselves to the world.

    Nowadays, culture is not about the art so much as it is about what it can represent socially.

  • For his 3D modeling, Gil Bruvel uses modo, Maya and Zbrush, and for STL file manipulations, Magic X from Materialise. He typically builds his sculptures from very simple polygonal meshes that he turns into subdivision surfaces with modo. Once the modeling is finished with modo, he does some detailing in ZBrush. When he considers the sculpture finished, he converts the polygonal mesh into an STL format, and then uses Magic X to fix the parts or cut them into different parts if necessary to fit the building block of his 310 Zcorp printer.

    He also uses another rapid prototyping process from ProMetal, printing his 3D models with an R2 Direct Metal machine. This process is capable of producing components directly in metal that would be otherwise impossible to produce by any other means, examples are shown above. Bruvel considers this a revo­lutionary process that is changing the paradigm of the creative process.

  • 3D & Sculpture
  • Stainless steel, 3D modeling and rapid-prototyping sculpture
  • 11.5" x 6" x 6"
  • Jam'aa for Haile
  • Gil Weinberg
  • SIGGRAPH 2006: Electronically Mediated Performances
  • 2006 Weinburg Jam'aa for Haile
  • Computer-supported interactive music systems are hampered by their inanimate nature. They cannot provide players and audiences with the physical and visual cues that are essential for creating expressive musical interactions. Such systems are also limited by electronic reproduction and amplification of sound through speakers, which cannot fully capture the richness of acoustic sound.

    Our approach for enhancing and enriching human-computer musical interactions is to utilize an anthropomorphic mechanical apparatus that can convert digital musical instructions into acoustic and physical generation of sound. We believe that musical robots can combine the benefits of computational power, perceptual modeling, and algorithmic music with the richness, visual interactivity, and expression of acoustic playing. Interactive musical robots can bring together real-time analysis and response algorithms that are not humanly possible with rich sound and visual gestures that cannot be reproduced by speakers. This kind of novel human-machine interac­tion can lead to new musical experiences, and new music, which cannot be conceived by traditional means.

    Our first effort in this area is Haile, a robotic percussionist designed to demonstrate musicianship. We define robotic musicianship in this context as a combination of embedded musical, perceptual, and in­teraction skills with the capacity to produce rich acoustic responses in a physical and visual manner. Haile listens to live players, analyzes perceptual aspects of their playing in real time, and uses the product of this analysis to play along in a collaborative and improvisatory manner. Haile can therefore serve as a test-bed for novel forms of musical human-machine interaction, bringing perceptual aspects of computer music into the physical world both visually and acousti­cally. “Jam’aa” is a composition for this type of anthropomorphic robotic percussionist and two human players, designed to showcase Haile’s mechanical, perceptual, and musical interaction skills.

  • Haile listens to audio input via a microphone installed in each drum. Its low-level perceptual-analysis algorithms address aspects such as note onset, pitch, and amplitude detection. Haile can also detect rhythmic beat, density, accuracy, and a number of high-level percep­tual aspects such as rhythmic stability and similarity. Based on these detected features, Haile responds by utilizing six interaction modes (programmed in Max/MSP). Some of these modes, such as imita­tion, stochastic transformation, and perceptual transformation, are sequential. Others, such as beat detection, simple accompaniment, and perceptual accompaniment, are synchronous.

    Haile responds by operating its mechanical arms, adjusting the sound of its hits in two ways. Pitch and timbre variety are achieved by striking the drumhead in different locations, while volume variety is achieved by hitting harder or softer. The robotic arms’ main hard­ware components consist of a linear slider driven by a gear motor and hitting mechanisms that utilize a solenoid and a linear motor. Haile’s hitter can strike at about 15 Hz with approximately five notice­able volume levels. It can be moved from lowest to highest pitch at 3-4Hz.

  • Scott Driscoll and Travis Thatcher
  • Performance
  • Interactive performance with an improvisational robotic percussionist
  • BioSoNot 1.2
  • Gilberto Esparza
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Gilberto Ezparza, BioSoNot 1.2
  • BioSoNot 1.2 (2014–2016) is a musical synthesizer that translates biological activity into sound while cleaning contaminated water samples. A hybrid bio-sound instrument, this sonic device generates music and noise from the biological activity of different living microorganisms.

    BioSoNot 1.2 consists of a series of custom-made microbial fuel cells that work as biosensors, capturing the electrons produced by the metabolic processes of the bacteria living in polluted rivers and urban municipal waters, such as Geobacters, commonly found in decomposing organic waste. This bio-electrical information is harvested and fired as energy into an oscillator that expresses the information as sound, generating an organic symphony of bacterial life.

    Part machine, part organic system, BioSoNot 1.2 is a product of the artist’s longstanding interest in creating symbiotic systems that reimagine the management of contaminated waters and the recycling of urban waste.

  • 3D & Sculpture
  • Epicure
  • Gina Lewis
  • SIGGRAPH 1987: Art Show
  • 1987 Lewis Epicure
  • Hdw: IBM PC/Diablo prtr
    Sftw: EASEL

  • 2D & Wall-Hung
  • 5.5" x 5"
  • Erch
  • Gina Lewis
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 Lewis Erch
  • Hardware: IBM PC
    Software: Time Arts EASYL

  • 3D & Sculpture
  • paper sculpture
  • 6" in.
  • Anti-Horário
  • Gisela Motta and Leandro Lima
  • SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
  • 2017
  • 2017 Gisela Motto and Leandro Lima, AntiHorario
  • Anti-Horário (Counterclockwise) (2011) is a video installation, and a “wall-clock,” that addresses the cyclical movement of human existence and the poetics of duration and perception. Anti- Horário combines several layered elements (the earth, a child, an adult couple, and the sky) moving at distinct cadences, registered from the same point of view that results in a disorienting analogic clock. While the child covers a circular movement like the clock’s second hand, the adults represent the minute hand. With each revolution, the child causes the couple to move foward, representing the passage of time as well as the cycle of life.

    The “clock” uncannily proceeds at a unified pace, as if reordered by the latent narrative of time itself. Unlike the classical narrative of film, Anti-Horário is a looped montage that continues Motta and Lima’s recurring explorations of temporality and the suspension of time. For the artists, their task is not to replicate or simulate reality, but to produce concrete systems of phenomena and artificial images that make evident that the perception of the real is partially constructed.

  • Animation & Video
  • Of Shifting Shadows
  • Gita Hashemi
  • SIGGRAPH 2001: n-space
  • 2000
  • “The origin is not a point. It cannot be defined, explicated, represented. The origin has no fixed coordinates. It is a continuum, a non-delimited space.”

    Taken from a commentary by The Author, a silent character in “Of Shifting Shadows,” these words encapsulate the approach of this interactive hypermedia narrative in its attempt to represent the unrepresentable. Using video, animation, spoken word, text, and archival material (in English and Farsi), this CD-ROM presents the tales, past and present, poetic and abrasive, of three fictional women—Bica, Mina, and Gali—who lived through the 1979 Iranian Revolution and its aftermaths.

    Portraying the shifting character of exilic existence, “Of Shifting Shadows” is driven by its content. Hashemi uses hypermedia technologies and artistic practices to intensify expression without overwhelming the senses, to play with form, to amplify dialogue, and to transform experience without the pretense of virtuality. The open-ended narrative unfolds in 48 segments, each layered with smaller narratives that are inhabited by bodies and voices, animated by metaphor and metonymy, and connected through movements that reenact a ritual of remembrance, personalized by each viewer’s individual engagement. Although a narration of the Iranian experience, the work enters a universal stage as it embraces broader themes of displacement and alienation that permeate our collective histories of social trauma.

    “Of Shifting Shadows” variously takes shape as a political history, a life story, and a poetic reflection through its use of the medium’s affinity for the non-linear movements of memory. When the viewer’s subjectivity suffuses and connects with the narrative’s fragmented spaces in the process of “reading,” the work engages the viewer as both witness and accomplice in exploring a highly specific, yet “non-delimited” space.

    Visually lyrical, and full in charge of its medium, the interface deliberately uses a conventional interaction methodology that, aptly – and perhaps ironically, seems transparent because it allows the technology to disappear to let content speak for itself, though not by itself. As voices and histories are thus recovered, the work imparts a certain anxiety that characterizes responsibility, expecting the viewer to think and learn, not immerse and indulge. – Carly Butler

     

  • Interactive & Monitor-Based
  • Interactive CD-ROM
  • history, hypermedia, interactive CD-ROM, and poetry
  • Olive & Green Seascape
  • Glen Entis
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Entis: Olive and Green Seascape
  • 2D & Wall-Hung
  • Ink on paper
  • 12 x 17"
  • Red Mountain Seascape
  • Glen Entis
  • SIGGRAPH 1981: Computer Culture Art Show ’81
  • 1981
  • Entis: Red Mountain Seascape
  • 2D & Wall-Hung
  • Ink on paper
  • 12 x 17"
  • Monet's Breakfast
  • Glenn McQueen
  • SIGGRAPH 1988: Art Show
  • 1988
  • 1988 McQueen Monets Breakfast
  • Hardware: VAX 11-785, Ikonas frame buffer
    Software: N.Y.I.T.

  • 2D & Wall-Hung
  • photo
  • 26" x 21" in.
  • Pulled Away
  • Glenn Mitsui
  • SIGGRAPH 1995: Digital Gallery
  • 1995 Mitsui: Pulled Away
  • 2D & Wall-Hung
  • Digital Illustration, Iris print on rag paper
  • 30 x 40 inches
  • Cloud Study
  • Gloria Brown-Simmons, Victor Tom, Tom Parr, Larry Gelberg, and W. Dent
  • SIGGRAPH 1988: Art Show
  • 1987
  • 1988 Brown-Simmons Tom Parr Gelberg Dent Cloud Study
  • Hardware: PIXAR IMAGE
    Software: PIXAR ChapLibraries, C Fractal Generator

  • 2D & Wall-Hung
  • photo
  • 30" x 20" in.
  • (7581) From Language/Text II
  • Gloria DeFilipps Brush
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Brush: (7581) From Language/Text II
  • This image is from the series Language Text II, which I began in 2001. The images are about the changing aura of language and its relationships with the objects existing in what we call real space. Objects wait to be recognized and enveloped by words, which form trajectories of both communication and miscommunication. Sometimes they are breaths without voice. They seek a secure syntactic position, but meaning is constantly devised, relocated, de-created.

    Language slips, revealing and reviving, negotiating the soft and uncertain terrain of thought and interpretation.

    The image was made with a scale-model architectural camera, which enables focusing on relatively small objects that are rendered in relatively sharp focus even when they are only inches away from the lens. The source images are then scanned using Photoshop software and digitally mediated.

  • 2D & Wall-Hung
  • 20 inches x 24 inches
  • communication and language
  • 7369
  • Gloria DeFilipps Brush
  • SIGGRAPH 2001: n-space
  • 1999
  • These images are about the aura of language, the trajectories of words forming and attempting to move toward some syntactic position.

    Meaning is devised, relocated, de-created.

    Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

    The images in this series have their sources in photographs made with a scale model architectural camera. These sources are computer mediated and published via an archival inkjet printer.

  • 2D & Wall-Hung
  • Archival inkjet print
  • 24 inches x 20 inches
  • ink jet print, language, and photography
  • 7450
  • Gloria DeFilipps Brush
  • SIGGRAPH 2001: n-space
  • 1999
  • These images are about the aura of language, the trajectories of words forming and attempting to move toward some syntactic position.

    Meaning is devised, relocated, de-created.

    Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

    The images in this series have their sources in photographs made with a scale model architectural camera. These sources are computer mediated and published via an archival inkjet printer.

  • 2D & Wall-Hung
  • Archival inkjet print
  • 24 inches x 20 inches
  • ink jet print, language, and photography
  • 7471
  • Gloria DeFilipps Brush
  • SIGGRAPH 2001: n-space
  • 1999
  • These images are about the aura of language, the trajectories of words forming and attempting to move toward some syntactic position.

    Meaning is devised, relocated, de-created.

    Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

    The images in this series have their sources in photographs made with a scale model architectural camera. These sources are computer mediated and published via an archival inkjet printer.

  • 2D & Wall-Hung
  • Archival inkjet print
  • 24 inches x 20 inches
  • ink jet print, language, and photography
  • Language/Text Series - #3-7238
  • Gloria DeFilipps Brush
  • SIGGRAPH 1999: technOasis
  • 1998
  • These images reveal the aura of language, the trajectories of words forming and attempting to move toward some syntactic position. Meaning is devised, relocated, decreated. Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

  • 2D & Wall-Hung
  • Large Format Inkjet Prints
  • 16 inches x 36 inches
  • abstract, ink jet print, and language
  • Language/Text Series - #6-7278
  • Gloria DeFilipps Brush
  • SIGGRAPH 1999: technOasis
  • 1998
  • These images reveal the aura of language, the trajectories of words forming and attempting to move toward some syntactic position. Meaning is devised, relocated, decreated. Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

  • 2D & Wall-Hung
  • Large Format Inkjet Prints
  • 16 inches x 36 inches
  • abstract, ink jet print, and language
  • Language/Text Series - #9-7329
  • Gloria DeFilipps Brush
  • SIGGRAPH 1999: technOasis
  • 1998
  • These images reveal the aura of language, the trajectories of words forming and attempting to move toward some syntactic position. Meaning is devised, relocated, decreated. Language slips, revealing and reviving, negotiating the soft terrain of ellipsis and substantiation.

  • 2D & Wall-Hung
  • Large Format Inkjet Prints
  • 16 inches x 36 inches
  • abstract, ink jet print, and language
  • Rouen Revisited
  • Golan Levin and Paul Debevec
  • SIGGRAPH 1996: The Bridge
  • 1996
  • 1996 Levin Debevec Rouen Revisited
  • Between 1892 and 1894, the French Impressionist Claude Monet produced nearly 30 oil paintings of the main facade of the Rouen Cathedral in Normandy. Fascinated by the play of light and atmosphere over the Gothic church, Monet systematically painted the cathedral at different times of the day, from slightly different angles, and in varied weather conditions. Each painting, quickly executed, offers a glimpse into a narrow slice of time and mood.

    We are interested in widening these slices, extending and connecting the dots occupied by Monet’s paintings in the multi-dimensional space of turn-of-the-century Rouen. In Rouen Revisited, we present an interactive art installation in which users are invited to explore the facade of the Rouen Cathedral as Monet might have painted it, from any angle, time of day, and degree of atmospheric haze. Users can contrast these re-rendered paintings with similar views synthesized from century-old archival photographs, as well as from recent photographs that reveal the scars of a cen­tury of weathering and war.

    Rouen Revisited is our homage to the hundredth anniversary of Monet’s cathedral paintings. Like Monet’s series, our instal­lation is a constellation of impressions, a document of moments and precepts played out over space and time. In our homage, we extend the scope of Monet’s study where he could not go, bringing forth his object of fascination from a hundred feet in the air and across a hundred years of history.

    The Technology
    To produce renderings of the cathedral’s facade from arbitrary angles, we needed an accurate, three-dimensional model of the cathedral. For this purpose, we made use of new modeling and render­ing techniques developed at the University of California at Berkeley that allow three-dimensional models of architectural scenes to be constructed from a small number of ordinary pho­tographs.¹ We traveled to Rouen in January 1996, where, in addition to taking a set of photographs from which we could generate the model, we obtained reproductions of Monet’s paintings as well as antique photographs of the cathedral as it would have been seen by Monet.

    Once the 30 model was built, the photographs and Monet paintings were registered with and projected onto the 30 model. Re-renderings of each of the projected paintings and photographs were then generated from hundreds of points of view; renderings of the cathedral in different atmospheric conditions and at arbitrary times of day were derived form our own time-lapse photographs of the cathedral and by interpolating between the textures of  Monet’s original paintings. The model recovery and image renderings were accomplished with custom software on a Silicon Graphics lndigo.² The Rouen Revisited interface runs in Macromedia Director on a Power Macintosh, and allows unencumbered exploration of more than 20,000 synthesized renderings.

    References
    1 Paul E. Debevec, Camillo Taylor, and Jitendra Malik. Modeling and rendering architecture from photographs: A hybrid geometry and image-based approach. Technical Report UCB//CSD-96-893, U.C. Berkeley, CS Division, January 1996.

    2 http://www.cs.berkeley.edu/
    -debevec/Research/

  • Interactive & Monitor-Based
  • history and interactive installation
  • Virtual Art Sessions
  • Google Data Arts Team
  • DAC Online Exhibition 2017: Immersive Expressions: Virtual Reality on the Web
  • Google: Virtual Art Sessions
  • Virtual Art Sessions by the Google Data Arts Team lets the user observe six world-renowned artists as they develop blank canvases into original works of art using Tilt Brush, a VR drawing tool. Artists were recorded with 3D volumetric video, so each session can be explored in interactive mixed reality, from start to finish. By showing the artists in the context of their VR artwork, we give users a unique look into the process and possibilities of using VR as a new creative medium. On any desktop or mobile browser, you can watch the sessions in 3D WebGL. Spin around to view the process from any angle, even from the artist’s perspective. The site gives people who might not have access to room-scale VR a deeper understanding of how it works and the creative potential it contains. Users with a room-scale VR setup can view the project in WebVR and step into the room with the artist at work. The user can walk around the artist and sculpture, speed up and slow down time, and even adjust the scale of the artist: shrink them to miniature and watch a tiny 3D sculpture come to life in your hands, or scale them into a towering giant and see them create strokes the size of skyscrapers.

  • Augmented Reality/Virtual Reality
  • Spruce
  • Gordon Lescinsky
  • SIGGRAPH 1991: Art and Design Show
  • 1991
  • Hardware: AT&T Pixel Machine.
    Software: Original program in C using Pixel Machine’s DEVtools.

  • 2D & Wall-Hung
  • Ink jet printout
  • 42 x 72
  • Lilt Line
  • Gordon Midwood
  • DAC Online Exhibition 2014: Aesthetics of Gameplay
  • DAC2014 Midwood: Lilt Line 1
  • Lilt line will confound your senses and rock your soul. Stay on the track as you tap to the beat of the filthy soundtrack by dubstep superstars, 16bit. It’s a race to the finish line that has to be experienced to be believed.

    Lilt Line features 15 levels of intense musical racing and award winning audio.

  • Interactive & Monitor-Based
  • http://liltline.com/
  • Bright Angel Canyon from Dana Butte
  • Grant Johnson, Ted Driscoll, and Glenn Hanson
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Grant Johnson Bright Angel
  • Hardware: l2S Model 75
    Software: l2S System 575 version 3.1

  • 2D & Wall-Hung
  • Cibachrome print
  • 16 x 26 in
  • Bunny's Choice
  • Grant Johnson
  • SIGGRAPH 1983: Art Show
  • 1981
  • 1983 Johnson Bunnys Choice
  • Hardware: Sandin image processor, Paik Abe synthesizer, Templeton Telenetics Quantizer
    Software: by the artist

  • 2D & Wall-Hung
  • 9 Cibachrome prints
  • 8 x 10 in. each
  • cibachrome print
  • Filament
  • Grant Petrey
  • DAC Online Exhibition 2015: Enhanced Vision - Digital Video
  • 2014
  • 2014 Petrey: Filament
  • Filament plays with the temporal aspects of cinematic phenomena.

  • Animation & Video
  • Video
  • 6:08 min.
  • Estate
  • Greg Daville
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Estate is one of an ongoing series of digitally manipulated photographic prints called Rescued Items from Babel. The figure is employed in staged environments in order to explore the failings and aspirations of visual, verbal, and written communication, particularly in relation to the thought process and the creative act. In this particular image, urban architecture, bureaucracy, and the homogenous ambience of the office environment provide the theme. The images form a group of self-portraits that use visual states of collapse as a metaphor for the human condition, particularly with regard to aspiration, planning, and even self-sabotage. Each piece includes one or more figures posed with a variety of props: artist’s notebooks and miniature ladders have been used thus far. The recorded constructions made from the human form and props are further developed into impossible structures through photo manipulation. This work forms part of a larger cross-media proposal called Abbauhaus, the main theme of which looks at collapse as a state of resolution. Further information and downloadable pdf documents are available at: www.site-to-be-destroyed.co.uk

  • I have been using digital technology in my work for some years now, working with Director, Flash, Dreamweaver, animated gifs, and Final Cut Pro. The main software I use is Photoshop, which I employ when making digitally manipulated or constructed images. In the past, Oust as I did when I used to make traditional collages with paper), I would appropriate found images as source material. In Rescued Items from
    Babe/, I photograph the pieces myself. Each “set” is individually researched and constructed. It usually takes a number of different photographs taken from the set to acquire all the necessary information to make the final image. I use an Olympus Camedia (5 million pixel) camera and shoot at the highest available quality setting, which in this case is Tiff. T he high-resolution photographs are imported into
    Photoshop, layered, coloured, and collaged. With this particular series, I am interested in attaining an almost painterly quality in the ambience and light, and realising images that do not look obviously digitally manipulated. Post-production work is carried out closely with the printer, usually making a number of test runs before the highest
    quality is realised. Using video, Director and Final Cut Pro, I plan to develop some of these images into interactive plasma screen presentations.

  • 2D & Wall-Hung
  • Digitally manipulated photographic print
  • 42 centimeters x 59.4 centimeters
  • Trying to Thinking
  • Greg Daville
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • Trying to Thinking is one of an ongoing series of digitally manipulated photographic prints called Rescued Items from Babel.2004

  • 2D & Wall-Hung
  • Digitally manipulated photographic print
  • 42 centimeters x 59.4 centimeters
  • A Forbidden Love
  • Greg Klamt
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Klamt: A Forbidden Love
  • I have been integrating traditional media with digital technology since 1982. blend photography, drawings, paintings, etchings, found objects, and other resources with digital painting techniques in an original style I call Technorganic PhotoSurrealism. My goal is to create an organic feel by combining traditional techniques and materials with technology to integrate these varied sources. The computer allows me flexibility and power available in no other medium.

    My greatest inspiration is nature. I am fascinated with form and texture, both natural and man-made. I study and photograph rocks, sand, plants, old paint peeling off of walls, anything that might feed my creativity, my image library, and my understanding of natural form and color. I also create mixed-media paintings, marbling, and other abstract textural elements that I can incorporate. combining these resources with my layering techniques, I have created a wide variety of textures to use in my work and to inspire images that tell stories.

    Influenced by surrealism and fantasy art, classical paintings, graphic design, and illustrative styles, I seek to investigate realms beyond normal consciousness. There are amazing untapped mysteries in the twilight of the subconscious and the infinite depths of the imagination. I like to think of my subject matter as “Possible Moments in Improbable Worlds.”

  • 2D & Wall-Hung
  • 25 in x 30 in
  • nature, surrealism, and texture
  • Cornucopia
  • Greg Shirah
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Shirah: Cornucopia
  • I am inspired by the beauty in mathematics and science. I’m particularly interested in relationships between natural phenomena and algorithms, and how algorithms can be used to create naturalistic artwork. I’m also interested in how scientific data such as satellite imagery can be used in producing artwork.

    I favor detailed organic and natural structures that are created procedurally (for example, using parametric-equation series to define gross form and fractal-based algorithms to define detail and texture).

    The proceduralism in Maya and RenderMan is well suited for the types of artwork that I create. Other software packages that I use include Photoshop, Lightwave, and IDL.

  • 2D & Wall-Hung
  • 21 in x 20 in
  • algorithm and fractals
  • The Verge
  • Greg Shirah
  • SIGGRAPH 2008: Slow Art
  • 2008
  • 2008 Gregory Shirah Verge
  • We are facing a global climate crisis. This piece symbolizes our environmental underpinnings that could collapse in the near future unless we accept global responsibility and act. In the past, global climate change was thought of as a slow process. However, in recent years this slowness has been hotly debated.

    A contrast is drawn between the complex balance of global climate change issues using an accessible, familiar approach: a house of cards. Satellite images of the Earth are used with accessible themes such as sea ice and cloud patterns. The implication is that complexity realized in this piece was very slow in developing and that the construction was a very slow, tedious process. A future history is represented where many of the environmental underpinnings have already given way, allowing the observer to experience the null space where components have disappeared. How close is this future history to our present?

    Satellite images courtesy of the MODIS Rapid Response Project at NASA/GSFC.

  • 2D & Wall-Hung
  • Colin Wilson - Distorted in Triangles
  • Gregg Smith and Kathy Neely
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 2D & Wall-Hung
  • Ink jet print
  • 11.5 x 15 in
  • Delano
  • Gregg Smith and Kathy Neely
  • SIGGRAPH 1986: A Retrospective
  • 1985
  • 1985 Smith Neely Delano
  • 2D & Wall-Hung
  • Inkjet print
  • 12 x 16"
  • Willoughby Sharp
  • Gregg Smith
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Gregg Smith Willoughby Sharp
  • Hardware: Artronics PC2000 Studio Computer, ACT-II Chromajet
    Software: System

  • 2D & Wall-Hung
  • Ink jet print
  • 11 x 15 in
  • Akkad
  • Grégoire Pierre
  • SIGGRAPH 2006: Intersections
  • 2006 Pierre Akkad
  • Concentrated populations, mass transportation, architecture, and town planning are the main causes of people’s isolation, drowning them in a hurried crowd. In western society, individualism, lack of communication, solitude, behavior standardization, and the imposed routine of big-city rhythms should lead us to think about our way of life and the importance of human relationships.

  • Hardware and Software

    PC, Mac, Photoshop, After Effects, Final Cut Pro.

  • Animation & Video
  • Art animation
  • 7:17
  • LIFO
  • Gregorio Rivera
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Rivera LIFO
  • Hardware: Perkin-Elmer 3220 CPU, Grinnell frame buffer, Reticon CCD scanning camera
    Software: VLW

  • 2D & Wall-Hung
  • Polaroid print
  • 20 x 24 in.
  • polaroid print
  • Four Threads
  • Gregory MacNicol
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Catholic Turing Test
  • Gregory P. Garvey
  • SIGGRAPH 1993: Machine Culture
  • As the title of the piece suggests, the Catholic Turing Test takes its inspiration directly from the artist’s experiences as a youth with the Catholic sacrament of confession combined with the now-famous test for judging whether or not a computer can be said to think. This test was first described in the famous article by Alan Turing, entitled “Computer Machinery and Intelligence,” which appeared in the philosophical journal, Mind, in 1950.

    This work challenges the sinner in the confessional to decide whether or not a priest or a computer programmed to act like priest is hearing the confession. In doing so the user/sinner can experience the ecstasy of forgiveness in a Manichean system governed by the binary logic of good and evil where guilt, shame, sin, and salvation, are all input variables that determine the catechism of output: namely how many “Hail Marys” and “Our Fathers” must be said for redemption.

  • Interactive & Monitor-Based
  • Decline & Fall
  • Gregory P. Garvey
  • SIGGRAPH 2004: Synaesthesia
  • 2004
  • “One’s mind and the earth are in a constant state of erosion, mental rivers wear away abstract banks, brain waves undermine cliffs of thought, ideas decompose into stones of unknowing.” – Robert Smithson

  • 3D & Sculpture
  • Sand, gravel, water, beakers, halogen lights, plastic sheeting, MIDI, softVNS, video camera, microphones, speakers, mixer, amplifier
  • 12 feet x 3 feet
  • Genderbender
  • Gregory P. Garvey
  • SIGGRAPH 1998: Touchware
  • Image Not Available
  • This artwork is an interactive art website. The given link is no longer active.

  • Internet Art
  • interactive and website
  • Homage to the Square Stereoscopic Suprematist Composition
  • Gregory P. Garvey
  • SIGGRAPH 2005: Threading Time
  • 2005
  • HOMAGE TO THE SQUARE: STEREOSCOPIC SUPREMATIST
    COMPOSITION II revisits the reductionist impulse of 20th-century modernism, literally through the “lens” of cognitive and perceptual psychology. To the unaided eye, the prints depict different sized squares that have different shades positioned side by side. When viewed with the handheld stereoscope, the different-sized squares, seen separately with each eye, are fused into a single “virtual” image
    of squares nested one inside the other. It is not a stereoscopic 30 illusion. Instead, a kind of 2.50 space is perceived. The squares appear to slowly slide over or behind the other as the brain’s visual apparatus strives to maintain a single coherent view that exists “only in the mind’s eye.” As seen in the Suprematist Compositions of Kazimir Malevich, the mid-century Homage series by Joseph Albers, and the later minimalism of Ellsworth Kelly, the square has held a special attraction for successive generations of artists. Malevich considered the square the most elementary formal element of a creative art striving toward the “supremacy of pure sensation.” Echoing the empiricism of Bishop Berkeley, Malevich wrote in 1915: “Nothing is real except sensation … the sensation of non-objectivity.”Albers systematically used the square to investigate vision. By means of color contrasts, he created advancing and receding shapes that engaged the viewer’s private visual mechanisms. Cornelia Lauf suggests: “This shift in emphasis from perception willed by the artist to reception engineered by the viewer is the philosophical root of the Homage to the Square series.” Ellsworth Kelly’s single saturated color panels with a matte finish are exhibited singly or in multi panel arrangements. Kelly pursued a rigorous anti-illusionistic approach to eliminate figure-ground relations from his “painting-objects.” How does the brain create what Steven Pinker refers to as the monocular cyclopean image? When each eye sees significantly different images that cannot be combined into a single coherent cyclopean image, binocular rivalry and hemispheric dominance suppress one image so that a coherent view is maintained. This work seeks to investigate what happens when there are two related but different images.

  • 2D & Wall-Hung
  • Inkjet print
  • 14 inches x 11 inches
  • Portrait of Vlada Petric (after Ingres)
  • Gregory P. Garvey
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Garvey: Portrait of Vlada Petric (after Ingres)
  • When I first discussed doing a portrait with Vlada Petric, the force his of personality immediately conjured up Jean Auguste Dominique Ingres’ famous sketch and painting of Louis Bertin. Serving many years as the first curator and now a member of the Advisory Board of the Harvard Film Archive, Vlada Petric has a compelling presence, which reinforces his passion for the rich legacy of film.

    With this portrait, I pursue concerns similar to those that inform my interactive computer-based installations. With a background in drawing, painting, and printmaking, I’ve retained an interest in the human figure and in the role of the individual gesture and mark as essential parts of image making. In both prints and installations, I seek to explore the nature of the digital medium and the human-computer user interface by engaging the eye, mind, and body of the viewer or participant.

    In the early 1980s, I began to experiment with using computer graphics paint systems to directly “frame grab” a subject. Limits in resolution led me to digitally collage multiple views together to achieve greater detail, resulting in a composite image that could be produced in no other way. I noted my affinity with the strategy of analytical cubism to juxtapose multiple points of view and the Polaroid collage portraits by David Hockney.

    With painting and drawing, the brush stroke and the gesture of the line are the substrate upon which the illusion of representation is built. With computer graphics, the pixel is the “means of representation” but is not meant to be discernable. As with the pointillism of Seurat, the variation of pixel resolution becomes an essential part of the surface of the work. As the eye makes discrete movements called saccades, it fixates on regions of high-resolution detail. Unlike depth of field generated by a single-point-of-view optical lens, I compose placement of areas of high-resolution (in-focus details) and areas of lower resolution (out-of-focus) to create an artificial depth of focus in the image.

    When we look at 2D images, we perform a dance of perception, moving not only our eyes, but also our bodies. We interactively look at parts and wholes of an image at different distances over time at our own volition. In my view, the very essence of interactivity is found in the act of looking, which takes place in space and time.

  • 2D & Wall-Hung
  • 38 in x 28 in
  • computer graphics and digital portrait
  • Suprematist Composition V
  • Gregory P. Garvey
  • SIGGRAPH 2006: Intersections
  • 2006 Garvey Suprematist Composition V
  • Suprematist Composition V explores the space between stillness, expectation, surprise, and confirmation. Through the glass window of a porthole, the viewer sees digital video of a black cross in dramatic perspective, undulating slowly and silently. Opening the window of the porthole triggers the display of a swimmer in motion. Closing the porthole window triggers the redisplay of the “Suprema­tist Cross.”

    This work is part of a continuing series that re-investigates or reme­diates the early 20th century reductionist impulse as seen in Russian Suprematist art. Exploring the possibilities enabled by technologies of interaction, Suprematist Composition V not only “refashions” a prior media form, but also turns it on its head by including prohibited subject matter.

    For Kazimir Malevich, “the supremacy of pure sensation” was the guiding principle and was best expressed by “non-objective” ab­stract geometric forms (square, circle, cross). Malevich wrote in 1916: “We will not see a pure painting before the habit to see in canvases depictions of nature, Virgins or shameless Venuses is abandoned … ”

    However, pure sensation gives way to expectation inspired by the moving image and furthered by interactivity. Although the visual syn­tax of narrative film is avoided, a story is told as the viewer constructs a new experience, lasting as long as he or she wishes. Functional brain imaging reveals that as we gaze at either male or female semi-clad bodies, localized areas of the brain light up in response to this “pure sensation,” leading to a cascade of associations, memories, and emotions and physiological responses.

    Noting the affinity between the work of Malevich and Kandinsky’s Weisses Kreuz (White Cross) of 1922, Lucy Flint observes: “The cross is an evocative, symbolic form.” Today its evocative power remains beyond “pure sensation.”

  • In this interactive digital video installation, a magnet reed switch mounted on the porthole window frame is connected to the USB port of the computer. When closed, it sends a mouse-down event, and when opened, it sends a mouse-up event. The script handler written in Macromedia Director Lingo responds to a mouse-up event by randomly selecting one of 10 digital video sequences. When the script receives a mouse-down event, it returns to the “Suprematist Cross” digital video loop sequence.

  • Interactive & Monitor-Based
  • Interactive digital video
  • 9.75" x 9.75" x 5"
  • Ted & Liza
  • Gregory P. Garvey
  • SIGGRAPH 1992: Art Show
  • n.d.
  • no date Garvey Ted Liza
  • 2D & Wall-Hung
  • Thermal printout
  • 6 x 3'
  • Terrain:06:10:15:14
  • Gregory P. Garvey
  • SIGGRAPH 1990: Digital Image-Digital Cinema
  • 1989
  • 1989 Garvey Terrain 06101514
  • Terese Freedman and Jim Coleman
  • 2D & Wall-Hung
  • print
  • 8 x 6'
  • The Automatic Confession Machine A Catholic Turning Test
  • Gregory P. Garvey
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • “But what if God himself can be simulated, that is to say, reduced to the signs which attest to his existence?” – Jean Baudrillard, Simulations, 1983 “The human speaker will contribute much to clothe ELIZA’s responses in vestments of plausibility.” – Joseph Weizenbaum, discussing ELIZA in 1966 “Hence, I have no doubt but that every one is absolved from his secret sins when he has made confession, privately before any brother.”– Martin Luther, The Babylonian Captivity of the Church, 1520 The Automatic Confession Machine (ACM): A Catholic Turing Test is a computerized confessional designed and fabricated to resemble an automatic banking machine (ATM). This work is inspired by memories of the Catholic Sacrament of Confession and the Turing test for artificial intelligence. In his 1950 essay entitled “Computer Machinery and Intelligence,” Alan Turing replaced the question “Can machines think?” with “Are there imaginable digital computers which would do well in the imitation game?” With this maneuver, an intractable philosophical problem becomes a simple problem of interface design. This artwork should not be misunderstood as an attack against religious faith. Rather, it serves as a warning of the potential of technology to intrude into the most private sphere of our personal convictions. The doubting Thomas kneeling at this automated confessional must make a digital leap of faith and surrender to a belief in the power of silicon absolution. Thus the user/sinner can experience the ecstasy of forgiveness in a Manichean system governed by the binary logic of good and evil, where guilt, shame, sin, and salvation are all input variables that determine the catechism of output: namely how many Hail Marys and Our Fathers must be said for redemption.

  • First deployed in 1993, ACM Release 5.0.1 retains the look and feel of the original user interface design. Originally developed using Hypertalk/Hypercard running under OS 8.6, it has been converted to SuperCard and repeatedly upgraded and now runs under OSX and will be soon available on many mobile devices. A sinner’s spiritual accounting requires selections from a menu of the seven deadly sins and the Ten Commandments. When the Amen key is pressed, forgiveness is computed, and the user receives appropriate penance as confirmation of the transaction.

  • Installation
  • iMac, keypad, plexi-glass, wood, carpet, fluorescent light, neon light, faux leather
  • 96 inches x 36 inches x 48 inches
  • The Smart Stall
  • Gregory P. Garvey
  • SIGGRAPH 1996: The Bridge
  • 1996
  • Greg Garvey: The Smart Stall
  • The Smart Stall challenges the aims of ubiquitous computing with the question: Will com­puters be with us no matter where we are? If consumers have told the talking car to shut up, who will tolerate the user­friendly bathroom fixture cheer­fully ma king suggestions or worse interrogating the user? What could be more inappropri­ate than a bathroom stall doing double duty as a telecommunica­tions interface where the user can look down into the bowl, see another user (looking as well), and hold a conversation across a local area network? Is no aspect of the human condition safe from the gratuitous intrusion of technological improvements?

    Operation
    Motion sensors detect potential users passing by, and a bureau­cratic voice announces: “STAND IN LINE! SINGLE FILE AND NO TALKING!” Once a user walks into the stall and closes the latch, the deafening roar of a stadium-sized crowd fills the environment. A shrill voice commands the user to lift the seat and barks additional instructions. The docile user looks down into the toilet bowl and sees another user through CU­SeeMe technology. The user can talk, or, if graffiti-minded, write on the white board section of the enclosure to post messages. When there is no other user, the head of a famous politician appears grafted onto a body of a fly and is video-projected onto the water in the toilet bowl squealing “HELP ME! HELP ME!” (In homage to the movie “The Fly”). When the user exits the stall, a status check is performed and a female voice admonishes the user to “PUT DOWN THE TOILET SEAT!”

  • Installation
  • communication, interactive installation, and technology
  • Ecstasy
  • Greta Weekley
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Greta Weekly Ecstasy
  • Hardware: Dicomed D-80
    Software: Dicomedia II

  • 2D & Wall-Hung
  • Cibachrome print
  • 14 x 21 in
  • Rousseau Dreaming
  • Greta Weekley
  • SIGGRAPH 1985: Art Show
  • 1984
  • 1984 Greta Weekly Rousseau Dreaming
  • Hardware: Dicomed D-80
    Software: Dicomedia II

  • 2D & Wall-Hung
  • Cibachrome print
  • 21 x 14 in
  • Seven Curved Chords, Version Ill
  • Greta Weekley
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Plotter
  • The H.E.A.R.T. of Stone (Human Experiences Art Reflection Technology)
  • Guan Hong Yeoh and Yulius
  • SIGGRAPH 2000: Art Gallery
  • 2000
  • Research into “stone” as a metaphoric representation of nature’s influences on human development in art and the urban environment, and how these factors engage with technology today. Movement, change, light, growth energies, materials, the textures and sound of natural elements – these natural elements bring great changes to human art development and process. By encouraging people to study these basic principles and the concepts behind them, we will be able to apply them to our future designs. The aim of this installation is to let users experience the processes of development in human art, natural environments, and sounds through the technology of today.

  • Installation and Interactive & Monitor-Based
  • Interactive installation
  • light, movement, nature, and technology
  • Stone-Topology
  • Guan Hong Yeoh
  • SIGGRAPH 2003: CG03: Computer Graphics 2003
  • 2003
  • 2003 Yeoh: Stone-Topology
  • If we say stones are the pages of Earth’s diary, then it is not surprising to find our human art on these pages. These pages recount the details of the whole story of our human art evolution.

    In 1879, Señor Marcelino de Sautuolo found the first art painting on the rocks in Spain. This cave-art painting not only acts as evidence of our art foundation, it is also a representation of human imagination and creativity. Such human imagination and creativity enable us to communicate our understanding in ways that cannot be verbally expressed, if we truly believe “a picture is worth a thousand words,” not only in its descriptive value but also in its symbolic significance.

    Stone can be seen as a marker of the boundaries between art and life. It is also the embodiment of culture and nature (Harper, Glenn, 1997). Because it is a primal element of nature’s identity and container of a history, stone is the key element of bringing art and aesthetic experiences into life today. Stone as art, art as stone, there are no differences between the two. “Stone” can be seen as a representation of natural material that can be used to express an abstract intellectual form and the contemporary ideas in art development.

    In fact, stone is the oldest material used by humans.

    This artwork emphasises the relationship between humans, nature, and art, and how this relationship re-examines and is applied to artistic creation and the thinking process. All the images have their own interpretations. “Thought” expresses emotion, while images promote the aesthetic principles of art and nature.

  • 2D & Wall-Hung
  • 42 cm x 42 cm each
  • culture, imagination, and nature
  • Dots
  • Guenther Tetz
  • SIGGRAPH 1983: Art Show
  • Hardware: Datamax UV-1 computer, Roland Juno-60, Moog audio synthesizer
    Software: Zgrass

  • Animation & Video
  • Color/Stereo
  • 8:22 min.
  • Untitled
  • Guenther Tetz
  • SIGGRAPH 1983: Art Show
  • 1983
  • 1983 Tetz Untitled
  • Hardware: Datamax UV-1 computer
    Software: Zgrass

  • 2D & Wall-Hung
  • C print
  • 20 x 24 in.
  • c-print
  • V
  • Guenther Tetz
  • SIGGRAPH 1983: Art Show
  • 1983 Tetz V 02
  • Hardware: Vector Display Device, General PDP 11/45, Sandin image processor, Roland Juno 60, Moog audio synthesizer
    Software: Grass Computer Graphics/Video Synthesis
    Sound: Guenther Tetz
    Editing/Additional support: Raul Zaritsky

  • Animation & Video
  • Color/Stereo
  • 9:50 min.
  • Chairs III
  • Guy Guillet
  • SIGGRAPH 1985: Art Show
  • 1985
  • 1985 Guy Guillet Chairs III
  • Hardware: Perkin Elmer 3220, Grinnell frame buffer
    Software: Visible Language Workshop

  • 2D & Wall-Hung
  • Print
  • 16 x 20 in.
  • Time Bracketing Study: Stata Latin
  • Guy Hoffman
  • SIGGRAPH 2007: Global Eyes
  • 2007
  • Time Bracketing is an interactive time-as-space compositing technique intended to photographically depict a time-varying space or object in a single image without spatial distortion or visual fragmentation. One of its main artistic motivations is restoration of the central role of subject over technique in digital time-as-space manipulation. Time Bracketing is also intended as a new way to consider architectural photography, as shown in these studies. The images were created using custom authoring software written specifically for this process. In the past, various techniques have been employed to represent the passing of time in media. However, most of these applications are procedural in nature, insofar as they follow a strict mapping between time and space. Short-span mappings, such as those employed by traditional slit-scan photography, usually contrast dynamic with static subjects, leading to an intentional distortion of moving scene elements. Longer term time-as-space studies usually focus on static subjects, as commanded by the temporal and spatial resolution of the study, rendering dynamic elements illegible. Additionally, long exposure time, procedural mapping from time to space, and the necessary choice of a static subject often result in seemingly unchanging areas of the image. In either case, the manipulation, whether it’s distortion or fragmentation, and not the subject, is at the conceptual stagefront of the artwork. Time Bracketing attempts to restore the centrality of the scene’s subject to the realm of time-as-space photography, by giving the artist tools to create a seamless study of the changing scene. This results in unique time-as-space photographs that provide for simultaneous faithful depiction of both dynamic and static elements, while retaining a natural-seeming, yet physically impossible representation of the subject.

  • Time Bracketing studies time-as-space by combining a set of images of a subject taken from the same or similar vantage point into a single image. Each image covers an arbitrarily sized and arbitrarily oriented trapezoid-shaped slice of the final photograph. In addition, each image slice is gradually transitioned to neighboring image slices by using cross-dissolving superimposition. Importantly, the number and choice of images, the size and orientation of slices, and the length and direction of transition between the images are not procedural, but instead left to the artist’s decision based on the subject and illumination at hand. By using arbitrarily large segments, the artist can choose to incorporate dynamic elements into the composition, while at the same time using small slices to span a long time period over a short spatial area. By manually extending the spatial transition, the photograph can seamlessly combine temporally distinct and color-distinct image slices. By varying the orientation of each slice, the artist can adapt the mapping to the particular object, disguising the transition in the subject’s
    own geometry. Time Bracketing is made possible with a new authoring software written in Objective-C using Apple Computer’s Core Image Frameworks

  • 2D & Wall-Hung
  • 18 inches x 32 inches x 1.25 inches
  • Digital Numeric Relevator Mk VII - Round Numbers
  • Guy Marsden
  • SIGGRAPH 1995: Digital Gallery
  • 1995
  • 1995 Marsden Digital
  • The Numeric Relevators series are designed to satirize our implicit trust in electronically represented numerical information by generating and displaying irrelevant numerical data. Each work is inspired by a different form of numeric display. These displays, which look like vacuum tubes are not Nixie tubes but incandescent filament displays- each segment is a glowing filament of wire like a light bulb.

    I found the round shape of these displays to be so entrancing that I designed tubular supports, and a cylindrical base to re-iterate their form. This piece more than any other in this series celebrates most tangibly my enjoyment of numbers. I have a peculiar relationship with numbers, since I am terrible at math and can barely add 2 numbers in my head. Yes when programming a computer I have happily delved into mysteries of linear equations, and matrix algebra in order to create 3D computer graphics! It is my intuitive understanding of numeric relationships which attracts me to formulas and numbers in general.

  • 3D & Sculpture
  • Electronic parts and acrylic
  • 15 x 12 inches diameter
  • Burj Babil
  • Guy Schofield and Tom Schofield
  • SIGGRAPH Asia 2011: FANTAsia
  • G Schofield, H Schofield: Burj Babil
  • The direct indexical relationship between text and material is not only structurally embedded in the computer systems which manage, facilitate and entertain us, but rests in a history of science, belief, law and magic. While text is compiled in machine code, enacting the processes which turn on our street lights, render our videos and send data packets to the server, older societies performed other enactments of text, containing their own syntax and lexis. Religion, sorcerers, alchemists, writers of constitutions brought forth, with hubristic self-certainty, the world as we know it; spells, gold and human rights in that order. Burj Babil (Tower of Babel) is a video installation work. To create the tower, the source code file has been subjected to a number of transformation processes which corrupt and destroy the tower in different phases. The processes transform the vertex and face coordinates from the source code file into ASCII (American Standard Code for Information Interchange 2) characters. The results are then fed into language translation services (babelfish.yahoo.com). Most of the file is ignored since the sequence of characters do not correspond to real words. However when chance causes the ASCII sequence to form a recognizable word this will cause a corresponding physical translation of that vertex point. The resultant corrupted code is then used to re-make the model causing its eventual collapse. The final result of this process is a number of video sequences showing the destruction of the tower as its source code file is translated into different languages.

  • Animation & Video and Installation
  • Journey
  • Gwen Sylvan
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Santorini
  • Gwen Sylvan
  • SIGGRAPH 1986: Painting in Light
  • 1985
  • Image Not Available
  • Installation
  • Photograph of raster image
  • Special Habitation
  • Gyuwan Choe, Jin Wan Park, Seonhee Park, Eunsun Jang, and Hoyeon Jang
  • SIGGRAPH Asia 2009: Adaptation
  • Choe, Wan Park, S Park, E Jang, H Jang: Special Habitation
  • A new urban development in the area north of the Han river raises many complex questions. How much living space will be provided for residents? What will happen to the current residents of the area? How does the new development fit into the national housing plan? Who will profit from the development? The residents? The politicians? The real estate developers?

  • Animation & Video and Internet Art
  • Illusion: you can hear, but you can't see.
  • Haein Kang
  • SIGGRAPH Asia 2019: Deep Dreaming
  • Kang: Illusion
  • “Who am I? Where do I come from and where am I going?” Human beings are noble in that they contemplate who they are. The fundamental question of human existence is a recurring theme not only in art and philosophy but also a driving force for the development of science and technology. The endless endeavors to understand human beings are devoted to exploring the nature of our body and consciousness and building machines that resemble ourselves.

    LLUSION explores the relationship between the body, mind, and machine by taking advantage of the latest brain-computer interface(BCI) technology. BCI is a novel approach to communication between human and machine using neural activity. Its BCI system is designed to play sounds that appeal to emotion when the performer closes their eyes and stop playing sounds when they open their eyes. In other words, visual stimulation or blocking is used as a switch system to play or pause sounds.

    How to produce consciousness is one of our oldest dreams we want to know. ILLUSION is an instrument propelled by the mind and the experience of a moment of obscurity.

  • Installation and Performance
  • dot . a scene = sinθ at the sea _ tactuaL [si:gak] series #2
  • Haemin Kim
  • SIGGRAPH Asia 2008: Synthesis
  • A proposal for new media installation artworks for empirical communication design of visual information based on digital graphic design in the social context. The significance of this project is to promote public awareness of the disabled in formative ways. As users touch the tactile dots of the installation, they experience “tactile seeing” of ocean scenery in shining dots. This project is a successor to Dreaming a Fingertip Conversation with You, which was shown in the SIGGRAPH 2007 Art Gallery.

  • Installation
  • Playing With Remine
  • Haemin Kim
  • SIGGRAPH Asia 2020: Untitled & Untied
  • Kim: Playing With Remine
  • Summary

    Introduction of Artist Remine(Kim Hae-min) through the interaction and Audiences experience the author’s world of work firsthand.

    Abstract

    Title of my work is ‘Playing with Remine.’ Playing means playing or interacting with each other.

    There are two reasons why I design this work.

    Currently, I’m designing my website using interactive pictures and videos which visitors can play with them by clicking. Because I unsatisfied with traditional way to communicare with audiences only through the art piece of the artist is one- sided communication.

    If you click my character on the website, you can meet Kim Hae-min(me) sitting in the room. Kim Hae-min doesn’t has any attention to visiotors and doing her own habits. But if visitors matches certain conditions which attracts Kim Hae-min she beings to interreact with visitors. After that text messages pops up and visitors can choice questions to ask they want. Kim Hae-min’s response depends on which question you choose. The response can be kind,ignoring the questions, explain the work, or talk about society. In other words, it is a reactive character with various events.

    Motivation of this project is also my personal experience. I’ve felt that there’s actually not a lot of communication between people, and how can I be honest, comfortable and funny?

    In other way i also plan to expand this work to installation project. The audience passes by and sees Kim Hae-min. The audience enters the installation space and asks questions to the character. And then, if you don’t agree or if you have conflicting values, you move on to the mini-game format. ‘Battle with Remine’ I’m thinking of trying this piece with interactive projection mapping. In the mini-game, I’m going to put various devices to solve the conflicts between me and visitors.

  • Introduction of Artist Remine(Kim Hae-min) through the interaction and Audiences experience the author’s world of work lively.

    I try to apply various techs for the character’s livelinss and various events. 1. Coding Website Co-work with programmer to develop digital character. 2. AI Chatbot Create natural conversations of character by using AI software such as Danbi. 3. Developing Unity Games Develop games by using Unity for events after conversation.

  • Interactive & Monitor-Based and Internet Art
  • OpenStreetMap 2008: A Year of Edits
  • Hal Bertram
  • SIGGRAPH 2009: Information Aesthetics Showcase
  • 2008
  • OpenStreetMap is a wiki-style map of the world. In this animation, each time a feature is entered or updated it flashes white and then decays through yellow and red to purple. Some edits are a result of a physical local survey by a contributor with a GPS unit and a notepa. Other edits are done remotely using aerial photography or out-of-copyright maps. Large areas of simultaneous edits are the result of bulk imports of official or donated commercial data.

    OpenStreetMap started in 2004, and the rate of contributions is accelerating. Four times more people contributed to the project in 2008 compared to 2007. During the year, edits were made by over 20,000 individuals, and there were bulk imports of data for many places, including the USA, India, Italy, and Belarus, which are clearly visible in the animation.

    The goal of this animation was to show how the OpenStreepMap community had become truly global from its roots in the United Kingdom. It was designed to celebrate the combined work of the community, most of whom are working on a much smaller scale.

  • Animation & Video