Next: Writings & Talks Table »
« Previous: Person Table
Hardware: IBM AT Software: PC Paint
Memories of the Memory Stairs: the artworks depicted in these images and videos were originally part of a fully immersive digital “virtual reality” experience called The Memory Stairs. The idea of The Memory Stairs was to have a participant, via a head mounted display, immersive 3D sound, and scents released into the space, visit a number of chronologically ordered life memories, from before birth to near death that I designed. As a virtual environment experience it was somewhat successful, but very painstaking to do, and not many people were able to experience it because of the complexities of setting up the full system. In looking for a better way to share the essence of The Memory Stairs with more people, I came up with the concept of incorporating videos taken of the original memories and rear projecting them onto a screen. However, I still wanted the immersive, embracing effect of the virtual reality version, so I made a rig to hold three 5 x 10 foot silk panels which were folded in slightly so that the visitor could feel they were encompassed in a very unique and ethereal space. With the sound played, and wind from a fan used to gently blow the silk panels, a subtle liveliness was brought to the images. Many participants found the analogue nature of this experience to be more evocative than the fully digital version.
2004 Statement: Skipper’s Book is a tribute to my older sister illustrating my memories of her early years when we lived in Germany after the war. There are words, but no structured narrative as I wanted to convey the way I, as a baby and small toddler with little command of language, experienced this older, wonderful person, who was often lonely, lost and yet full of childish wonder. Each page represents emotions and events occurring during 6 months in 1950, starting with June. It can be viewed as sequential pages on a computer monitor or printed as a small folder accordion-style booklet
To evolve, visual thinking must take advantage of modern technological means of image generation, while keeping the best of what has gone before, thereby creating a truly unique visual vocabulary for our times.
Hdw: Apple II+/Graphics Tablet Sftw: Utopia Graphics
For the last decade, Jacquelyn Martino has focused her artistic practice on the design of a rule-based computational language to generate works in the visual design language of her evolving style. Travel Stones is an installation that applies this computational language to the creation of a collection of cultural artifacts from a fictitious ancient culture. Martino makes use of her rule system to generate a series of realistic cultural artifacts made plausible by the combination of their consistent design language and their grounding in a number of historical references. In the installation, the viewer reads a museum-style exhibition text detailing the origins of the artifacts. The imagined culture derives from an ancient people who carry their travel stones – much as house keys – as a way to access their home center, which is ultimately more spiritual than physical. The text leads the viewer to believe that the four accompanying paintings document a first-hand exposure to the stones by someone external to the culture. Passed from generation to generation, the stones further serve as resonant objects in the tracing of the people’s history. Prompted by the drawings on the stones, the ancients recount tales of their origins to the next generations as well as to those they meet in travel. Through their stories, they maintain their sense of identity and place while simultaneously transferring fragments of their culture to others. In this piece, the enabling algorithmic production system is integral to Martino’s process, but not particularly apparent to the viewer. The visual separation of high-tech process from pseudo-historic product calls into question any easy distinction between technology and culture in our own place and time.
This artwork is an interactive art website. The given link is no longer active.
Hdw: VAX 11/785/Ikonas F B Sftw: N.Y.I.T./GEM
By capturing the trace of meteors falling toward the Earth, the interactive sculpture Echos of Alakiwohoch reminds us of our celestial origins and the mutability of life our natal planet.
Face of City is a data visualization project portraying emotions in cities. Th e representative emotions of a city are selected through the thorough analysis of social media posts within a particular area. Th en these emotions are visualized through constantly changing ambiguous facial expressions. Th is exhibition features the facial expressions of Seoul and Bangkok, based on respective analysis results on the same social media keywords.
Beyond the Gravity is a work that lays its foundation in ‘Art + Technology Play’ platform, which means the combination of ‘art’ and ‘digital technology.’ The work materialized a new form of art by combining sound art and media art. It employed the technique of projection mapping and using the fundamental principles of light, which expanded the limit of expression in spatial terms. At the same time, the work enables audience who experience the work to imagine unreal conditions such as zero gravity by transforming the existing space into a new visual space and making an illusion as one exists as a being floating in the vast universe. Through the visual effect that is within the augmented virtual space created by projection mapping, audiences of the work go through a confusing experience and are dazzled by such experience. In other word, the illusion experienced within the work seemingly exists by a cognitional misjudgment while it does not exist in reality. Audiences are unable to fix their vision and experience fragmentary perception. Surrounded by light, their senses make mistakes, leading them to recognize the nonexistent phenomenon as reality.
Under such context, Beyond the Gravity presents an extended space in a virtual form. The work realizes it by systemic expansion and amplification of light, which is materialized through physical partitions that are used as screens for projection. In the space created by the work, the flickering lights follow a certain rhythm, appearing as if they are traces of stars in the universe or radioactive particles floating in the atmosphere. While they are moving in a very delicate manner, the fine particles interact with sound and represent the dramatic emotion in the work.
Light Space The Stone proposes a new form of Digital Media Installation Work which has a strong basis in modern Digital Technology, but is inspired by Korean traditional views of nature. It considers nature not merely by its environmental importance but also questions how to create a harmony between human-made Digital Media and ecological needs. The work has bumpy shapes just like rock surfaces and electronic circuits on its surface that change lighting when the surrounding brightness changes. Each electronic circuit has CdS Cell censoring the brightness, transistor and LEDs (Light Emitting Diodes). Each pixel is 2cm by 2cm; a square shaped pixel of two thousand is placed along the surface of the art work. This three-dimensional form of work is an attempt to pull away from a typical form of LED display used before, and to create visual enjoyment and explore the potential of digital sculptures. This work reveals its form by the element of light. Generally light is used to gleam through the texts or images to convey a message or to light the space as a lighting device. In contrast, the lighting of each pixel changes according to the change in lighting surrounding them. The light becomes an element of the sculpture.
I use nature as an interactive medium and agent to control my installations. My projects look for a new relationship among nature, art, and technology. How we use technology to interact with nature is a subject of great concern to me. In my work, I allow nature to literally control my installations, and by looking at the visualization of the movement of natural surroundings, viewers have an opportunity to achieve a closer connection with nature.
One rainy day, while watching the water flowing endlessly down the window, I thought how interesting it would be to express the movement and the shape of the water flowing past with light. The result is this interactive installation. When viewers approach the work, water flows over light-emitting diodes (LEDs), and the lights come on when the water touches an LED. The intensity of the LEDs is regulated by the quantity of water running over them. In addition, viewers can participate by sprinkling water on the surface of the installation, which then turns on the lights.
Water Lights was created using the following: Light-emitting diodes (LED, 210 pieces), micro-controller, transistor, and pyroelectric infrared detector. Although people usually turn on lights with a switch or a sensor, in this installation, lights are turned on by water, which gives viewers a new experience.
This work represents memories of childhood. A lollipop is one of the world’s most be loved snacks. Although it is common to normal people, a lollipop is not an affordable snack to poor children. This work expresses an imaginary lollipop by a user’s drawing. The candy drawing is printed on a paper having a message on its backside. The message represents memories of childhood. The printer uses fragrance inks to print out an origami with a lollipop shape. The audience carries on art works which have a fragrance and lollipop shape. This is a fake lollipop, however it may represent a hope for everyone.
Jamie Allen is interested in technologies that suggest ways of reinventing traditional relationships to art and performance. His work in digital media, music, performance, and public art seeks to create physical relationships between people and media. In this work, a bicycle generator powers a water pump and lighting system for a plantation of hy-droponically grown, edible plants. The plants provide nourishment for the biker, and this a sealed micro-ecosystem asks: What are the limits of human “sustainability”?
My work is based on the potential that technology offers artists to express imagination and ideas. I am interested in how emotion, fantasy, realism, and detail can all be composited together with the use of 3D and 2D software tools to compose compelling works of art.
I derive my inspiration from environments (urban or natural). I feel observation of characteristics and details of environments reveal more about the inhabitants than the inhabitants themselves. There is a language of inanimate details available and translatable to the astute observer that conveys a most beguiling force of life and energy
Darkcity is a member of a body of images formerly published in Computer Arts Magazine. It is a study of how 3D and 2D computer tools can represent the formal concerns of fine art such as color, perspective, depth, and detail to create an emotionally evocative atmosphere. This image was inspired by an affinity for, yet wariness of, certain large northern cities.
3D models built with Maya 4.0
My works are experiments with manipulating digital photographs. The primary software used is Adobe Photoshop and, sometimes, Newtek Lightwave 30.
Where are we? Where have we been? Location shapes who we are, how we think, and what we do. This knowledge forms a collective memory of “place.” All of us have a history of places: memories of a childhood home or neighborhood, the schools we attended, summer vacations, where we live and work. Some places are personal. Some are public. Through my work, some are shared. This is the starting point of the two series of digital prints: Drawing Lessons and Locations. I combine architectural and/or geographic imagery, scanned objects, and drawings referencing specific locations. I do not intend to suggest cause-and-effect relationships between these elements, or a clichéd reminiscence, but rather to create a layered spatial matrix, a controlled displacement of space, that presents places of personal or public significance and the possibility of their relationship to creative behavior.
Creating the Locations series required the use of both PC and Macintosh operating systems. Geographic data were located on the Internet and downloaded. ArcView, a software program for translating statistical data into visual form, was used to build terrain models of landscapes. These were exported into Photoshop, combined with scanned objects and small drawings, and manipulated further. The finished artworks form limited editions of archival prints that represent a synthesis of science and art.
I have called this picture Blue Bowls for no better reason than it’s blue and because of the bowl-like forms. I started out wanting to do something in vivid greens and yellows. I have been making reliefs in cardboard, painting them, photographing them from odd angles, and recreating them digitally. I felt I should go easy on the tan color of the raw cardboard. In the end, I found myself using these dominant blues.
Before it is anything else, this is a drawing, where the flow of the line and the rhythm of the design matter most. For some time (14 years), I have been working with paint programs and physical paint. By making drawing dominant, keeping it as the foreground layer, using the line like a language, I can play around with other shifts and contrasts. The drawn motif is the constant, whether drawn with brio, on a Wacom tablet, or photographed as a brush-mark. You can convey quite a lot in the character of a line. It’s visual and direct, a good way to keep on top of the technology.
Having a sketchbook is practical too. While working on this project, I came across a fascinating dish in ochres and reds in the Victoria and Albert Museum’s English Decorative Arts section. It was, in fact, Slovakian, late 18th century, based on an Iznik design. The curves of the leaves fascinated me, so I did a quick sketch.
I elaborated some ideas in doodles and realized I could link this theme with the cardboard structures. Instead of fixing these shapes to the studio wall, I left them on the floor. I found three cardboard reels discarded along the road (they are used to manufacture watchstraps). I painted six large-scale blue gouaches and realized how much better they would be if composited together digitally and reworked. I often make such drawings as source material for digital works, and vice versa.
Part of the point of the relief series has been to play with lines that bend in 3D. The concavity of the bowl’s surface and the flow of the line led me to make further studies, both physical and digital. The lower layer derives from the photographed gouaches mixed with the painted relief, and with drawing in digital liquid ink. In the final picture, the scaffolding has fallen away, though one of the reels is restated in outline. The top layer of drawing was made in one rapid session using Painter 7’s pattern- brush feature. Having sampled the range of blues from the gouaches, I made some simple patterns, which I used in alternating phases as I drew. Having tested a number of printings, I then set about producing this giclee print edition.
While experimenting with the transparent floaters on Painter 5, the artist discovered that sometimes a few variations in brush behavior are enough to lift the space and give it the right luminosity. Digital painting provides a depth and clarity that is impossible to achieve with oil paint.
This work also includes some real-life grit, from backyard photographs of pots and toy guns.
“Filament,” a term that refers to thread-like forms in astronomy, botany, biology, and incandescent light bulbs, is a useful concept for a series of works that uses filigree patterns, hinting at shifts of scale between plant forms, distant galaxies, and painted marks. It is one way of approaching the question of how “nature” might be visualized with the power of digital tools. The Filament series alludes to the difference between liquid threads of paint spread by the brush and the filigree patterns of digital drawing, the play between physical material and the electronic image. It represents my continuing project of integrating drawing, painting, and photography into a digital process, a preoccupation addressed in my book Painting the Digital River: How an Artist Learned to Love the Computer (Prentice Hall 2006). The series began as a commission from the London Print Studio to produce four large-scale prints. Beginning with photographed drawings and watercolours, which were re-assembled digitally, the series developed a format where graffiti, folk motifs, botanical illustration, and rapid drawing were juxtaposed. In some pieces, brushes and paints are presented in the role of motifs.
The Filament series consists of large-scale Epson inkjet prints. Each piece draws from a common set of sources: drawings, watercolours, digital drawings using customised pattern brushes, and photographs of brushes and palettes. Most of the drawing, painting, and assembling were done in Painter IX, but Photoshop and Illustrator were also used. The main point was to facilitate the integration between physical and digital media to allow for structured but spontaneous improvisation.
Lately, I have been thinking more and more about drawing, and some of these ideas are becoming part of the work I make. I draw the same motif (a tree, a chair) switching between a brush and a Wacom tablet, and play around with the differences. For someone like me, who has both a painting studio and a digital studio, drawing with line is one of the options that bridge the gap between media. I still don’t know the right term to use, because though I usually end up with a giclée iris print, I do not feel I am a digital printmaker, a computer artist, or a digital painter. If I identify this work as “drawing,” and my larger paintings, which use similar techniques, as “drawn paintings,” then I am getting closer. What excites me is the continuing convergence between painting, photography, and the digital. The processes, techniques, and, of course, software can be so rich and surprising I sometimes feel like standing back and letting the pictures make themselves without any interference from me.
I have been using prefabricated components, sections of cardboard that I paint and build into temporary constructions before photographing. When I reassemble these drawings, which are overlaid with digital drawing, I may introduce quite arbitrarily an unrelated photo, a street scene. This may hold the attention and subordinate the rest of the picture, but it can also lift the mood of a picture and activate latent contrasts.
Drawn Trees reflects on the interplay between the drawn and painted motif, which is more or less repeated, not by copy and paste but by my autopilot memory. Gouache drawings, trees painted on boxes, are photographed, and pattern brush drawings (sampled from the gouache) all coalesce in the same space.
“F-G and the Iron Clocks of Film” was a by-product of some research I was doing at Kingston University for an exhibition last June entitled “Silent Motion.” This exhibition juxtaposes Muybridge’s photo sequences of the 1880s with present-day digital work. Muybridge came from Kingston, near London, and spent his last years there. Contraptions such as his “zoopraxiscope,” or the Friese-Greene camera-projectors in this picture, represent pioneering hardware – some would say extinct media – that hold iconic status for artists working to come to terms with the hybrid forms of digital art. In 1889, William Friese-Greene made a film in Hyde Park; the film was stereoscopic, made of paper, and looks like a Seurat painting. I photographed these cameras in Kingston Museum. Damaged by fire 100 years ago, they were salvaged from an Islington. factory and given to the museum in 1974. They also appear reproduced in the 1948 biography by Ray Allister – a pseudonym for Muriel Forth. By the time I photographed the cameras, the reels had been transposed.
Figures in a Landscape is the title of a picture that used a much larger (12 feet x 10 feet) initial study as a ground, which consisted of motifs developed from small doodles, derived from an evening spent at a flower-arranging demonstration (I was the only male there, but got through my embarrassment by realising the dandified geometry/botany had possibilities for the digital artist). I tried several ways to resolve this in its digital stage, but one night I recalled that I never quite made proper use of one of the hundreds of photos I had recently taken in Japan. The couples with the umbrella are in Kyoto, and there could be some small affinity between the wetness of the paint and the rain.
In our London back garden, we are lucky each summer to have two resident frogs. I tried this image out on a variety of backgrounds before settling on this one, which I think of as having a slight art nouveau feel to it. Some of the physical drawing is done with sticks in both left and right hands, and some of the digital drawing is done in vector format, so there are several contrasting methods at work. What fascinates me about some images is what they tell you about the position of the observer, and in this case the intimate overhead view of the frog is combined with an implicit landscape elevation.
The line drawing here is a fusion of various digital and physical methods, each with their own constraints. The frog photograph is reduced to three colours.
I have made several pictures on the theme of indecision. I also find it interesting to work on impulse – digital cameras being so small – in a meditative genre like still-life. “Global Coffee” hints at how the best ideas sometimes flow when you are creatively offline, looking at your coffee cup. The title was prompted by a visit to the Global Cafe, a meeting place for media people near Piccadilly Circus, where I attended a meeting about installing digital pictures as background decor. It didn’t work out.
The Pigeons, Kyoto title refers to the central motif. The rest of the piece consists of large-scale cardboard paintings and structures reassembled and drawn over. I poached the central motif from one of a series of works that emerged from a trip to the Nagoya ISEA conference in 2002.
In Studio Chairs, there are two chairs, one a small model in cardboard. The “drawing” is laid around the floor, the picture surface, and I suppose the overall atmosphere is of uncertainty: the confusion and mess that is often the necessary prelude to a spell of creative activity.
This picture happened more or less by chance. I photographed the background in a wallpaper museum in Germany. It is painted in gouache on newspaper, a virtuoso piece of 18th-century chinoiserie by a German artist. I had also been speculating about drawing and movement. Put simply, just about every kind of drawing you can think of involves either the movement of brush or pencil, the implication, or the depiction of movement. I was thinking about running past drawings, seeing them blurred. In this case I was interested in spinning drawings, making drawings that had to be seen as they rotated. Here the drawing is shown in negative. I realised, too, that the ceremony shown on the wallpaper would be the perfect setting for this little event.
The background is photographed. The central drawing is gouache, painted fast, and photographed by a turning camera.
I like the idea of capturing inconsequential slices of life and weaving them into the fabric of a picture: shoppers carrying bags, the cup of coffee to avoid doing the work. As an abstract painter, I needed this extra dimension, this extra texture of the ordinary: pigeons on the pavement like touches of the brush. I have been wondering whether the confusion I feel as a painter working both physically and digitally couldn’t be a creative starting point. Sometimes there’s a point in making pieces that are about being aimless, just absorbing whatever you come across walking down the street.
Undecided, a mix of digital snapshots and drawing, feels its way round the surface. In Market Research, I happened to record in a sequence of eight shots a young mother of two being stopped by a market researcher. I was impressed by the children’s patience. The Narrow Way is the name of the street in Hackney, London, in the picture. Now I think about it, I suppose it’s also a narrow kind of improvisation, as everything stems from those eight shots from the digital camera.
STOC is an interactive data visualization, using the metaphor of a planetary system, that maps parameters of stocks in the S&P 500 to animated visual outputs. Existing methods for displaying large amounts of stock-market data do not easily allow comparison between companies, as the data are often presented in tabular format. Some solutions implement a price-over-time graph, with the option of layering on additional stocks or market indices for comparison. STOC allows immediate comparison of hundreds or thousands of stocks, by mapping various stock-specific parameters (such as price percent change, earnings per share, volume, market capitalization, dividend yield, moving average, and comparison to the group average) to easily observable visual outputs (such as size, color, opacity, stroke width, satellite size, orbital distance, orbital direction, and speed).
This visualization is particularly suited for comparisons between items, as users can immediately identify the largest, or reddest, or quickest item in the group. Users control the overall speed, zoom level, and clustering, and they can extract parametric details for each individual element in the group. This system is not limited to displaying stock-market data, and could be used in a wide range of statistical visualizations. For example, one could visualize the parameters of students in a university (such as grade-point average, credit completion rate, total credits, and student account balance) or the parameters of daily weather (daily temperature range, relative humidity, wind speed, precipitation, and comparison to record highs and lows).
I am searching for an activity that will place maximum demands on the full complement of our creative faculties, something that will realize our potential as human beings. It is increasingly difficult for me to find such demands and realizations in object-oriented art-making, which often seems to be locked in a log-jam of self-indulgence, narrowing rather than expanding the artist’s range of activities. Process-oriented art may well point a way around this blockade, and computers offer an extremely high level of involvement in process. The computer is a tool, but a qualitatively different kind of tool than, say, a paint brush. The computer is more like a partner.
Hardware: Apple II, Amdek RGB monitor
“altzero” aims to create musical pieces that can be explored in an intuitive, non linear way, where the composer’s original musical direction is developed and augmented by those visiting the interactive space.
By navigating through these virtual environments, visitors can explore the sounds and create an infinite array of different soundscapes, defining their own musical experience.
The project was initiated in 1999, and consists of a series of experiments (online and offline) exploring the possibilities of interaction, communication, and multi-user collaboration based on sound and space.
As well as the online format, “altzero” has also been shown as an installation in a number of venues.
“altzero1” First shown in June 2000, this is a 3D space where visitors can place specially composed sound loops, creating different soundscapes. The music you hear depends on where you enter the environment, the route you take, the time spent in specific areas, who you encounter along the way, and how you and others select and affect the sounds.
Your presence within the space is defined by the interaction you have with the soundscape.
Installed at the Futuresonic festival in Manchester, United Kingdom, June 2000; and Transcinema, New York, November 2000.
“altzero2” An abstract deep ocean space where vertical lines of bubbles rise towards the surface, each line representing one sound. There are 50 distinct sounds placed in the environment, tuned to create rich, complex chords that change smoothly over time. The aim is to motivate people to explore the environment at their own pace, guided by the sounds they hear and enjoy.
Installed at the Institute of Contemporary Arts (ICA), London, in February 2001.
squid s o u p squid s o u p is a group of interactive artists, designers and musicians based in London, UK. They have been experimenting with sound based interaction since 1997, and their work has been shown at international festivals such as Milia, Doors of Perception, Ars Electronica, Sonar FutureSonic, Micro Wave and Transcinema.
“altzero” won the Art Online category of the EMMA Award 2000 and was Macromedia Site of the Day in January 2001.
Inspired by a desire to push persistence-of-vision displays into the third dimension, The Orb is an attempt to bridge the worlds of art and design by creating a beautiful object of inherent interest that also functions as a platform for display. Having seen rather lowresolution attempts at three-dimensional cylindrical persistence of vision displays, I felt that concentrating a higher resolution on the surface of a spherical display would be of increased value, since the sphere has long held special significance as the shape of our home planet as well as many of the bodies we know and see in the sky. The Orb is a step toward re-establishing the relevance of the globe as spherical object for increasing viewers’ awareness and perspective on issues of worldwide significance, following in the footsteps of Buckminster Fuller’s Geoscope proposal in 1962, which called for a 200-foot-diameter sphere covered with 10 million computer-controlled light sources to be suspended over the East River in full view of the United Nations. By leveraging the efficiencies of persistence of vision, The Orb is able to produce about one quarter of one percent of the resolution of the Geoscope with less than one thousandth of one percent of the physical light sources. This efficiency will allow future iterations both to add full depth to the display and increase its scale.
The Orb creates its imagery using 64 RGB LEDs spaced around a 12-inch diameter ring. Each quadrant of this ring, consisting of 16 RGB LEDs, is controlled by a PIC microcontroller clocked at 40 MHz reading from its own independent stock of 8 MB of flash memory, which holds the bitmap data for the animations. Once per revolution, each microcontroller receives a position signal as the LEDs for which it is responsible pass by the rear of the piece. This allows it to extrapolate the necessary timing information to maintain the persistence-of-vision illusion by controlling each individual red, green, and blue element throughout the course of the next revolution. This process repeats continuously as the apparatus revolves at approximately 1700 rpm (about 28 revolutions per second) at a speed of just over 60 miles per hour (nearly 100 kilometers per hour) at the equator.
The Orb bridges the gap between the art object and functional information display, advancing desires for more sophisticated digital representations, while simultaneously establishing a dialogue between the new technology and the symbolic content of the display. Featuring an 18-inch-diameter display and aluminum and carbon-fiber construction, this version has a spherical resolution of 1024 X 216 with 24-bit color. It explores visualisations of the phenomena of creation and destruction within the universe, evoking a “big bang” and eventual climate collapse.
Summary
With a series of AI-generated horse paintings in 2×2 grid presentation, we convey a message – “Keep Running” during the lockdown period. Instead of showing one final painting, we deliberately show the evolving process of each horse painting in clockwise manner, to celebrate the mass-production and possible diversity by AI-generation.
Abstract
Keep Running is a collection of human and machine generated horse paintings using the generative adversarial network technology. The artworks are produced during the lockdown period in the Middle East due to the Covid-19. Horses are significant symbols in the Middle East region culturally and historically, representing strength, endurance and persistence. These are the spirits that keep us running during the difficult times, even when we are facing many physical constraints in daily life. Nowadays, many AI artworks are either photo-realistic or very abstract with distorted faces, fragmented figures and a combination of unknown objects. What technically unique in our work is to produce a series of AI-assisted paintings that shows distinguishable features and forms of horses, while creating aesthetic and even sentimental values in each horse portrait. Each of our art piece is presented in a 2×2 grid format that shows how an AI horse painting is evolved over the generation process. We believe that the machine learning process could unite human creativity with AI technology to produce a series of unique and aesthetic paintings – even these artworks were created in a large scale and mass production method that is never been possible before. With the artistic and technical novelty in our work, we also wish to pay a salute to the pioneers like Eadweard Muybridge and Andy Warhol, who first popularised the use of machines like Camera and Silk-Screener in art-making, redefining the meaning and expanding the horizon of art.
Many Generative Adversarial Networks (GAN) technologies can nicely generate photo-realistic images, or the other extreme of images with abstract hybrids with distorted face, fragmented figures or unknown combination of objects. To master a fine balance in between these two extremes, it is very challenging to generate a painting of a common subject in art history like a horse with complete features and figures along with aesthetic styles and even sentimental perception. We modified certain parameters (e.g., AdaIN gain and bias values) in our StyleGAN’s algorithm to train the machine using our collected images of horse paintings and photo-realistic images. Here what we achieved is the fine balance between these extremes, in order to produce a set of stylish and artistic paintings of horses with clear features and figures, and even sentiments. Finally, we just let the machine generate every painting on its own, and select some evolving moments that are aesthetically and interestingly being put together with its final result in a grid format. Each piece can be exhibited physically by a 60CMx60CM display, or online by an animated image with 1024×1024 pixels.
Some argued that Andy Warhol’s silk screening art pieces are lacking high art qualities and fine art values, as they were mass-produced by machine with the image clippings from newspaper or magazines. Warhol, however, happily called himself a machine, and even named his art studio as “The Factory” in the 60s, produced a large amount of silk-screening artworks under the help of a team of assistants. Although the image of the same subject was reprinted again and again, such repeated process and generation actually gave life to Warhol’s most known work – “Marilyn Diptych”. With the help from AI, we produced a set of similar repetition art of horse portraits using GAN technology with a massive data base of horse paintings and photo-realistic images. From the top left corner in each canvas, one can see how a stylish and artistic horse portrait was being generated and was evolving from pixels to a brush strokes stage by stage. With the same 2×2 grid presentation, one could be further amused by how the same repeated machine learning process could in fact produce different and unique horse paintings in different stages. Eadweard Muybridge and Andy Warhol have both proven that even with the use of machines, like camera and silk-screening machine, the uniqueness of a machine-created artwork won’t be diminished or sacrificed; same for our artwork, we want to emphasize and celebrate the use of machine and mass production through AI technology, while showing the possibility to create, explore and discover more unpredictable but aesthetic and interesting values in AI art making. This perfectly aligns to theme of “Untitled and Untied” in SIGGRAPH 2020 Asia.
Nowadays, many AI-generated artworks are either photo-realistic or very abstract with distorted faces, fragmented figures and a combination of unknown objects. What technically unique in our work is to produce a series of AI-assisted paintings that shows distinguishable features and forms of horses, while creating aesthetic and even sentimental values in each horse portrait.
To train our AI generative algorithm, collecting the required number, type and quality of horse images from the local horse stables is the biggest challenge, especially during the COVID-19 lockdown period. The following video described our behind-the-scene story.
http://cyphymedia.com/aiart/keeprunning//
Swept-volume solids are 30 models that represent the space objects occupy or sweep out while moving. We’ve been working with complex swept volumes at Boeing for several years and often produce models with visually interesting shapes. This display is a collection of some of those models.
The purpose of this display is to show engineering-related swept volumes created by three different types of applications. The geometry for each model was generated by the voxel-based software we developed for use in design analysis, which is based on the methods discussed in the haptics interaction paper we presented at SIGGRAPH 99. The physical 30 models were printed on a Z Corp model 406 color 3D printer.
The first model is a representation of human-figure reach analysis motion for a new aircraft seating design project. The motion was created by keyframing positions of a human model performing several tasks, including reaching under the seat. The tessellated model was generated by the swept-volume module of the Voxmap PointShell (VPS) software toolkit.
The second model is of the extend/retract motion of the main landing gear of a large commercial aircraft. It is shown here without wheels for better visibility of internal linkages. The motion was created in CATIA and exported to our FlyThru visualization software for swept-volume model creation using VPS.
The motion paths for the third model were created by manipulating objects in a physically based virtual environment using a haptics force-feedback device. The collection of swept volumes shows the extraction paths of hydraulic system components through an access port. Like the other two models, the tessellated solids were created by the swept-volume generation functions of the VPS toolkit.
For close to six years, I have been acquainting myself with GIS (Geographic Information Systems) and have utilized this medium in tandem with other digital imaging systems to chart the geography of physical and psychological space. The GIS components include people and methodologies as well as the hardware and software devices used to combine and generate data and visual displays. This image is a map that gives form to the aesthetic preferenes of a group of people that I selected to do a visual survey of my neighborhood in Portland, Maine. While the subject matter is local, the project has relevance in the larger context of exploring the role of art, aesthetics, and creativity in community development. The map is part of a series of small-scale mutltiples that reflect my concern with visual cognition; I am interested in creating images that serve to illustrate or embody thought patterns and processes. Influences on my thinking and creative work include the writings of Theosophists Annie Besant and C.W. Leadbeater, who in 1901 published the book, Thought Forms, which addressed the power of thought and its manifestation as visible form. I am also very interested in the blackboard drawings of Rudolf Steiner and Joseph Beuys, which were a means of visualizing ideas about art and other subjects. Beuys once stated: “Everyone is an artist,” which is a concept central to my project. While I am trained in the tradition of making authentic forms in relationship to a specific medium (painting) and a primary discipline (visual art), my current interests lead me toward producing visual forms that can be co-authored or replicated by individuals other than myself. GIS has to do with spatial analysis and awareness, and has the capacity to create a better understanding and appreciation of both the natural and the built environment. My intention is to make maps of individual and societal perceptions, views and opinions, which serve to both unite and separate human beings from one another. Many contemporary artists are incorporating elements of GIS into their work, such as spatial coordinates, digital maps, and remote-sensing images. I am very interested in the full aesthetic impact of this medium, and more specifically I’m interested in using it to address issues related to cultural and environmental sustainability.
For close to six years, I have been acquainting myself with GIS (Geographic Information Systems) and have utilized this medium in tandem with other digital imaging systems to chart the geography of physical and psychological space. The GIS components include people and methodologies as well as the hardware and software devices used to combine and generate data and visual displays. This image is a map that gives form to the aesthetic preferenes of a group of people that I selected to do a visual survey of my neighborhood in Portland, Maine. While the subject matter is local, the project has relevance in the larger context of exploring the role of art, aesthetics, and creativity in community development. The map is part of a series of small-scale mutltiples that reflect my concern with visual cognition; I am interested in creating images that serve to illustrate or embody thought patterns and processes. Influences on my thinking and creative work include the writings of Theosophists Annie Besant and C.W. Leadbeater, who in 1901 published the book, Thought Forms, which addressed the power of thought and its manifestation as visible form. I am also very interested in the blackboard drawings of Rudolf Steiner and Joseph Beuys, which were a means of visualizing ideas about art and other subjects. Beuys once stated: “Everyone is an artist,” which is a concept central to my project. While I am trained in the tradition of making authentic forms in relationship to a specific medium (painting) and a primary discipline (visual art), my current interests lead me toward producing visual forms that can be co-authored or replicated by individuals other than myself. GIS has to do with spatial analysis and awareness, and has the capacity to create a better understanding and appreciation of both the natural and the built environment. My intention is to make maps of individual and societal perceptions, views and opinions, which serve to both unite and separate human beings from one another. Many contemporary artists are incorporating elements of GIS into their work, such as spatial coordinates, digital maps, and remote-sensing images. I am very interested in the full aesthetic impact of this medium, and more specifically I’m interested in using it to address issues related to cultural and environmental sustainability .
Inventions often expand human capacities. As a car is a physical protease and improves transport speed and comfort, a computer can be seen as a mental protease that speeds up calculations. Marshall McLuhan considers all media forms as expansions of the human senses, and the global network as an extension of the nervous system. Our intention was to make the first small steps toward the emotional protease that could allow us to influence our surroundings by means of affective input-a new way of nonreflected and unconscious decision-making.
When visitors put their hands into the installation’s sensors, their emotions are measured by galvanic skin response. As a result, visitors get a personalised video performance that influences the character of image and sound, the order and the rhythm. As visitors follow different branches of the nonlinear structure, they enter an emotional-technological dialog.
affectiveCinema is difficult to categorize. It is somewhere in the convergence of art, games, and science. The idea of emotional navigation can be very close to interhuman communications, which include many more factors than the spoken language. The video image is exclusively the face of an actor whose limited expressions are extended by means of multimedia. affectiveCinema could be interpreted as an encounter with someone strange, someone virtual, or even oneself. Because affectiveCinema includes live takes of the visitor’s face, the frontier between monitor and visitor is even blurrier.
affectiveCinema is a video installation that deals with unreflected human reactions and perceptions. Humans respond to affective content from a video. The intensity of the emotional response is measured by sensors, and the resulting signal is sent to a computer. Each person follows different branches of the non-linear structure of the video clips depending on their different ways of perceiving and reacting. Furthermore, the parameters of image and sound on the video are influenced by the visitor’s emotional input. A camera built into the system allows live video of the visitor to be built in real time. The resulting personal video can be recorded and documented on CD-ROM.
The Installation The appearance of the installation is rather functional and can be adapted to different productions. For this first production, there is no need to hide the technical equipment because it represents the actual physical appearance of the character. The installation consists of two main elements: the sitting and background unit for the visitor and the display element for the technical equipment. A lamp guarantees optimal light conditions for the built-in camera. affectiveCinema is meant to be set up in a quiet area, with no special separation elements. The minimal measurements are 50 x 250 cm, but some additional space for access and ambience is required.
Controversial new art forms have always been closely inspected, including their underlying environmental and cultural influences, which are revealed in artwork over time. This work is a reflective time-based piece that visually tells a story about the artist’s aesthetic journeys, including the journey from traditional to digital. A 20-year period is dilated by juxtaposing, segmenting, and interweaving passages of artistic works and influences.
The artist is intrigued by stories told by other new-media artists, and their journeys are reflected in the motion of the piece. The artist considers the use of computers and other new forms of technology that deal with time an exciting medium in which to bring life to aesthetic expressions.
A wide range of artistic processes was employed to form this time-based piece. The artist used a body of original artwork, both traditional and digital. The traditional art was digitized through the use of digital photography, digital video, and high-to-low-resolution scans. The digital original art pieces were created using digital video, digital photography, animations, and motion graphics. Software used: Macromedia Flash, Adobe Photoshop, Adobe Illustrator, Motion, Final-Cut, Adobe After Effects, Soundtrack Pro, and 3ds Max. Windows and Mac platforms were used, and the final piece was assembled in Final-Cut Pro and DVD Pro.
Hardware: Dicomed lmaginator Software: System
Hardware: PLZT glasses, Polhemus tracking device, Ramtek frame buffer Software: Model Kit – J. Nisselson
Jane Prophet’s project explores brain activity during the contemplation of artworks and death.
The questions that underpin this project are: Can contemporary neuroscience and new imaging technologies increase our understanding of consciousness? When we look at memento mori artworks are we prompted to contemplate our own mortality? What parts of the brain are active when we look at these artworks? What parts of the brain are active when we meditate on death? Is there any similarity in brain function in these two instances? This project is a collaboration between the visual artist, Jane Prophet and neuroscientists Zoran Josipovic (NYU) and Andreas Roepstorrf (Aarhus University). Jane will be the subject of a trial where she will look at representations of memento mori and vanitas paintings and objects while being MRI scanned to monitor the functions of her brain. Following Zoran Josipovic’s instructions, she will learn to meditate, specifically to contemplate death. She will repeat the meditation exercises in an fMRI scanner. Accumulated fMRI brain images will be processed, producing 3D data of the artist’s brain. Sculptural objects made from this data will show the brain in general and highlight the active areas identified during the meditation exercises. The collaborative process also forms the basis for co-authored papers.
Jane Prophet的作品探索對於冥想死亡時的腦部運作情形。此計劃中所蘊含的提問,包含當今神經科學與顯影技術,是否有助於對意識的了解?面對象徵死亡的作品 (memento mori artworks) 時是否會促使觀者思考自身的生死?而在反省死亡時,腦部的什麼部位是活躍的?這兩種例子中,腦部的活動又有何異同?
此計劃是視覺藝術家Jane Prophet、神經科學家Zoran Josipovic (NYU)與Andreas Porpstorrf (Aarhus University)合作而成。Jane會作為受試者,觀看死亡象徵與浮華虛空繪畫的同時接受功能性核磁共振掃描(fMRI),監測她腦部的活動。 隨後Zoran Josipovic會指導她冥想,並專注於反省思亡。藝術家在fMRI掃描器內重複前述的練習,而累積的腦部斷層造影圖,會被立體堆疊成藝術家的大腦,而這透過資料形成的雕塑物件,則會突顯在冥想行為中活躍的部分。此合作研究亦會成為未來論文發表的起點。
Video projection mapped onto a life-sized 3D printed self-portrait sculptures produced by combining 3D facial scanning with fMRI brain data that is gathered during novel MRI experiments, designed in collaboration with two neuroscientists, during which the artist views memento mori paintings and meditates on death in the scanner.
This performance interlaces the movements of a performer with the choreography of the sound. The flutist uses the sound, the room, and her movements to affect the resonances of a space, mixing technology, music, and pathways to discover new meanings of space. A webcam tracks the movements, and a tiny wireless triggering device attached to the flute controls the structure and pacing of the work as well as the sound processing in real time.
This work-in-progress is part of the artist’s 2009 Japan-United States Friendship Commission Fellowship Award project. It is based on five months of research into various Japanese dance traditions and spiritual spaces (architectures), and collaborations with traditional and electronic musicians. The final goal of this work is to create an ensemble piece in which two to four players are able to move within a space and interact with the music, each other, and the sound that travels within the space. The spatialization (sound diffusion) is an important feature of the piece, like an additional player in the ensemble.
Hardware: Datamax UV-1 Zgrass computer Hardware Support: Real Time Design, Inc. & Dave Nutting Associates
Hardware: Datamax UV-1 computer Software: Zgrass
Hardware: Datamax UV-1 Graphics Computer Software: Zgrass Language Interpreter Custom VIZGAME Software Environment
HARDWARE/SOFTWARE SGI, Quantel Harry, Ascension Flock of Birds, SOFTIMAGE
I was born in Detroit in 1964 and now live in Santa Cruz, California. An artist from day one, I perfected my skills over the years in design by working alongside top designers in the graphic design trade and constantly experimenting with my artistic abilities.
My art consists of paintings digitally rendered on the computer using a combination of drawing and painting software, then outputting on an inkjet plotter. Each digital image is a one-of-a-kind signed artist’s proof with limited editions of 250.
Hardware: Genigraphics 100C
“The Digital Me” series explores my interactions with the digital world on both physical and metaphysical levels. I share my artistic vision using the skills and tools at my disposal; this invariably involves technology.
“Pixel Mask” involves self-expression with a clay mask molded from my face. Using several digital prints, I have reconstructed my head from punched out “pixels,” which, in this case, are literally “picture elements.” Unlike a jigsaw puzzle, where the image is predetermined, my re-creation here is more adventurous. Bits of beard turn into hair; bits of forehead turn into cheek, and in the end, the eyes just stare back at you with some of the spirit but none of the life of the creator.
“Pixel Portrait” is a lithograph that explores technique, the self, and reproduction. I started with a low-resolution digital image of my face, and for each pixel, I placed one drop of touche (a greasy liquid) on the lithography stone. The drop dried, leaving the grease (and the desired gray). The resulting print is a hybrid: the medium is analog; the image is digital. The original digital image took a moment to shoot and can be printed endlessly. The lithograph took hours of painstaking labor to produce, and only eight were printed. Step back. As a whole, the image takes on more character and life than the original digital print. There is only one me, but unlike my images, I am ever changing.
“Vector Block” is hand-cut linoleum that represents the interaction of self and tool. I converted a digital photograph of myself into a vector graphic. To maintain the spirit and integrity of the vector image, I plotted it on an old HP graphics plotter. The plotter was my inspiration as I held the blade in my hand, and the plot guided my cutting. Doing by hand what a machine can do is challenging, yet it can empower the artist in new ways.
Traditionally, the block is used to create prints, and I printed an edition of seven. The prints, however, are secondary; they mirror the image as they mirror my true intention. The block itself is my true representation. I am a tool for creation, a source. Influenced by technology, history, and a desire to disseminate my ideas and ideals, I show myself for all to see.
Simulacrum is a single channel video that documents people using electronic media as soft memory, electronic bodies flickering through simulated experience. Behind a screen, recording the act of being behind a screen, recording. The work examines the liminal states of language, time and memory through the lens of glitch systems, sonic sculpture, performative/participatory video and indeterminate database sequencing.
Software: Max/MSP/Jitter / Sony VG-20 HD Camera
Mind and Body Environment is an installation artwork about the act of visual objectification. An ominous kinetic sculpture in the shape of a head looms above gallery visitors. Behind its transparent face are various media devices that replace body parts and a neon circle and crosshairs that symbolizes gun sights, missile targeting systems, photographic scopes, and cinema camera viewfinders. The sculpture makes targets out of its viewers and attempts to locate, analyze, and react to the movements and sounds they make within the space. It has the capacity to capture and control the visual and acoustical representation of its audience.
There is a long history in the visual arts of investigations into the act of looking. This work takes specific inspiration from Edouard Manet’s paintings of The Execution of Maximilian (1868) and Olympia (1863), and from the technological arena of modern conventional war machines — where seeing is destroying. On the political level, the sculpture references the national leader who uses a network of information such as satellite surveillance (or media polling) to monitor enemy position, and then orders manuevers to be carried out by weaponry (or campaign specialists) in remote locations. On a personal level, it can be a metaphor for a thought process that occurs when looking at another human being, object, or ideology. The installation is meant to provoke ideas about the borders between logic and instinct, local interest and global responsibility, and the mind and body.
Contemporary technological and aesthetic developments challenge us to play a more engaged and active role as cultural consumers. We help create the content we enjoy: we curate the playlists we listen to, we compete in the online games we play, and we collaboratively filter the media we watch. Within this context, traditional concert performance, particularly of classical and contemporary music, seems increasingly anachronistic. Audiences sit in dark halls, often looking at a conductor whose back is turned toward them, afraid to cough or sneeze lest they disturb their neighbors.
Graph Theory aims to bridge this experiential gap. Through its availability on the internet, Graph Theory creatively engages audiences outside the concert hall. The project incorporates their activities into the context of a live concert performance. Web site visitors, who need not have specialized musical training, use a visual interface to navigate short, looping musical fragments to create their own unique path through the open-form composition for solo violin. Before each concert performance, the live performer, a violinist, visits the web site to print out a new copy of the score, the linear fragments of which are ordered based on the decisions made by site visitors.
Graph Theory is a commission of New Radio and Performing Arts, Inc. (aka Ether Ore) for its Turbulence web site. It was made possible with funding from the Greenwall Foundation. I created this work in collaboration with designer Patricia Reed and violinist Maja Cerar.
This artwork is simplistic in composition, in contrast to the code complexity that created the image. The code is the ASCII scene file that created the rendered image. This piece demonstrates that what we see in digital imagery is much more complex in creation that in visualization. The composition of this image consists of a hot-sauce bottle, a fork, and a plate rendered as realistically as possible, then represented by changing colors in the code.
Being, Nothing More is an object that occupies the same physical space as my body. My volume, calculated using air displacement plethysmography, was found to occupy 5,616.188 cubic inches at age 38. This number is the basis for a series of artworks in which every object occupies the same volume.
The work is playable here. i made this. you play this. we are enemies. is an art game and interactive digital poem which uses game levels built on screen shots from influential community based websites/portals. Using messy hand drawn elements, strange texts, sounds and multimedia layering, the artwork lets users play in the worlds hovering over and beneath what we browse, to exist outside/over their controlling constraints. Your arrow keys and space bar will guide you, with the occasional mouse click begging for attention. Each day the internet is humming with a million small interventions. From the humorous mocking of community content sites like Fark, to the net gate keepers Yahoo and Google, partisan political portals like Huffington Post or the open source/file sharing pirates of Mininova, the web is an easy tool/weapon for meddling/influencing and sharing/forcing/alluring your opinion on whomever clicks. And yet this digiscape is a deceiving and uneasy place, with continual streams of generic expression/content, cute dogs and accident clips, knocking against an incredible range of political/social beliefs hidden beneath the screen. Even short sequences of words, titled links or blinking ads can reveal the strange, wondrous and treacherous.
This image is from a series that explores the deconstruction of the human body. The humans have been combined with mechanical parts to create beings that are a hybrid of man and machine. This particular image represents all that remains of a natural body. The body has been broken down and used for parts while the head remains locked away waiting for the time when it will also be taken and used in the creation of another being.
In my work, I merge objects that have been captured with a digital camera with objects that have been modeled three-dimensionally in the computer. This allows me to have greater control over the image and the environment I am creating. I am able to represent my ideas without restrictions or limitations.
The Insatiable is a video installation composited from a dozen sets of footage filmed at an open night market in Taiwan. It is part of the Things that are edible series, created by artist Jawshing Arthur Liou during an artistic residency in his hometown of Taipei after 16 years of living abroad. Working with both lens-based representation and digital post-production, Liou aims to transform recognizable imagery into realms only the mind can reach. His photographically realistic digital videos are filled with details with which he responds to the experience of illness, spiritual sanctuary, and the spectacles of life. The street scenes here are only half a mile away from his home. The visual strategy is a fusion of macro and micro views. The streetlights and mingling walkers are transformed into bodies of massive creatures, bearing resemblance to snakes, dragons, or even huge intestines. Liou says, “Our intimacy with food and food-related culture makes this my first choice of subject matter. With digital post-production tools, I transformed the night market into massive bodies in the sky, a wedding banquet into jewelry-banded plates, and my mother’s rice dish into landscapes.” In this way he creates “a rewarding treat in and of itself.”
In this interactive art installation, first exhibited at the Massachusetts Institute of Technology in 1998, panes in a suspended window frame are substituted for a semi-translucent material suitable for rear projection. A video camera mounted above the suspended window is pointed toward a real window behind it. The panes in the real window are covered with mirrors.
The area between the two windows is the interaction zone. When a person walks between the two windows, the primary projected image breaks up into squares that rebound back and forth with elastic properties. Breaking up the primary image reveals a second one, consisting of the spectator’s own live video image.
The installation interlaces multiple layers of real and virtual surfaces, effectively suspending the normal function of the real window. As they wander through the interaction zone, viewers find themselves hovering between the laminations of this fictitious space. Their movement creates an organic disturbance in the layers, focusing attention on the nature and function of spatial boundaries in physical and virtual worlds.
The body of work that I have created in the past year reflects my internal confrontations. Growing up in a conservative Latin environment, there were many adjustments I had to make to meet the expectations of my own culture. As I grew up and came into my own identity, I asked questions that most Mexican families do not take lightly. LGBTQ culture and mental health are two things that seem to create friction in a Latin household. The work I created this year directly links to these questions, as I had to experience my identity and mental struggles in silence for most of my life. These experiences created very deep wounds to which I only applied temporary sutures. Questioning authority is also a taboo for many Latin cultures, but that is exactly what I did. I began to create my own rules that my family slowly began to follow. Now, as an adult, after years of catering to traditions with which I did not agree, I began to create the art displayed as a method of healing. This body of work explores the complexities of internal issues of healing. The themes explored all come from this vulnerability and how I have embraced said vulnerabilities. As I come into my own and open my heart to the possibilities of love. Now, in the middle of my transition, I chose to externalize these experiences. The E-Zine on the site is a chronicle of these experiences in written form. In the form of love letters and mixtapes to the individuals who have given me the opportunities of the heart necessary to take these steps toward loving myself. Inspired by the visual pieces I created in conjunction with the writing as well as the teen rom-coms of the ’90s. This body of work fleshes me out in ways simple words cannot express.
This short abstract film with dark accents appears like a fleeting dream in which forms come and go like ghosts in the midst of nocturnal chaos. It was created by way of an original approach to digital animation (“fortuitous accidents”) based on an unusual exchange between director/animator Jean Detheux and composer Jean Derome. With no storyboard, no preconceived idea of where to go, Detheux gave Derome a silent clip to set music to. Detheux then took that music and made new images for/from it. Derome took the new images and made new music for them, and so on, until Detheux and Derome had about 50 minutes of original material to work with. Editing produced two films, Liaisons (9 minutes) then Rupture (about 3 minutes).
Hardware and Software
Power Mac 95, Synthetik Studio Artist, Apple Final Cut Pro, Corel Painter.
Viewporter is an interactive installation that displays a computer-generated video of a city. Viewers can rotate the screen to accelerate the playback speed of the video. The project makes an analogy between the screen and a telescope to re-think on the illusion promoted in development programs.
Viewporter is an interactive installation that displays computer generated video of a city. Viewer rotates the screen attached to a device that resembles a telescope to accelerate the playback speed of the video. In this project, the machine learning technique is utilized to train and generate the city skyline. Images that capture the Seoul skyline with a drone was collected and trained. As one of the developed metropolitan city, Seoul is continuously being developed to construct high- rise buildings. While the image of the skyline with high-rise buildings have been utilized to symbolize dream and utopia of the city through the media, the lives of the residents with mundane duties have been far-fetched from the attractive image promoted through the propagandistic videos on media. The installation Viewporter uses the analogy of a telescope in a tourist attractions to emphasize the distance between the idealized and the real and have us re-think the illusion and fantasy that are promoted through images of development programs.
A 7” screen is connected to a mac mini computer to display previously generated interactive video. The playback speed of the video is then accelerated through Max8 to respond to sensor data. A digital gyroscope (MPU 6050) with an Arduino board captures the angle of the rotation of the screen. To train and generate video, the project utilizes DCGAN programmed through a tensorflow environment. Videos on Youtube were collected that capture Seoul skyline using a drone. Image stills from the video are collected to train the system. Series of images are generated through gradually changing the noise in a 30 dimensional space and then gathered as a video. To create the enclosing that resembles a telescope, plywood was cut through a laser cutter and assembled with a rotating bearing on the bottom.
As a media artist and researcher, I digitally and physically recreate narratives around our personal memories, belonging, and socio-cultural issues. The installation, which often consists of an interactive system, an embodied interface, and a digital audio-video installation, stages an immersive environment of the recreated narrative. Through the installation, people become part of the story through their bodily engagement to recall and reshape those narratives. In my work, technology immerses the visitors to the recreated narratives to physically and cognitively involve the visitors of the imaginative narrative environment. Algorithms are utilized to collect, generate, and reflect the desires of our society as computer generated images. Furthermore, the embodied interface recreate sensible, reactive, and hybrid narrative experiences in a physical-digital space. Overall, my work that utilizes technology and algorithms in a humanistic way to helps us understand ourselves relates to the overall theme of SIGGRAPH Asia.
Hardware: Sun Spare Station. Software: Post Imaging Processing (APE) by Jeff Light.
Hdw: Genigraphics Sftw: Genigraphics
Hardware: GENIGRAPHICS computer Software: KXS-GE Level 4
Hdw: Solar Computer/FB by artist Sftw: By artist
Hardware: J. F. Colonna Software: J. F. Colonna
Sisyphus is the first embodiment of an idea by Jean-Pierre Hebert using sand as a digital art medium. Sisyphus was made by Ho, a collaboration between Jean-Pierre Hebert and Bruce Shapiro. Sisyphus is a quiet piece inspiring awe and calm, an invitation to relax and encouragement to meditate. Utilizing the means and resources of our time, the work extends humanity’s old sacred traditions of scratching the surface of the earth and working, with sand. Our historical use of patterns and designs, from Aegean spirals to modern geometries is incorporated. At rest, an innocent sandbox, Sisyphus contains mechanisms, controls, and software that animate and shape its surface. Original etchings in plays of sand, light and shadow, geometries and colours unfold a new space of consciousness and inspiration.
Ulysses is the second generation development of this idea, created by Jean-Pierre Hebert with help from Denny Bollay, David Bothman and Scott Masch. While Sisyphus was sly, Ulysses is shrewd and having landed on many beaches, knows silicon better. Ulysses can be a quieter Zen garden for the meditative. It can also mutate into a quicker interactive piece evolving to advanced graphics capabilities and internet connectivity, stimulating a sharp mind and keen wit. Currently in infancy, Ulysses‘ new capabilities will bloom rapidly. Why Ulysses and not Odysseus? Because James Joyce envisioned hypertext.
Sponsors Animatics, Santa Clara, CA; ExperTelligence, Santa Barbara, CA; and SGI, Mountain View, CA have supported the construction of Ulysses.
The process is a convergence of mathematics and drawing. Arrangements of forms and numbers, geometries and structures, perspectives and symmetries are found and evolved in code form to produce images. This results in lines that are then drawn one by one on paper, using graphite leads, silver points, water colors, inks with pens, or brushes using analog rather than digital technology. This said, only the appearance of the process has been outlined. The mind and soul behind it remain, in fact, why and how the work is done, essential while the process remains circumstantial. Art – with computer.
Content: no; Intent and invitation: yes.
The work is abstract by choice.
Mathematics is an inspiration and a path in the search for the spiritual, on inspiration and a powerful means in the conception and execution of the work. Each one will interpret abstraction at one’s own inclination and whim: so it is hoped that the work will set the viewers’ thoughts, imaginations, dreams, and meditations free.
“a few drawings, mere ‘restes d’encre’,
each, a few lines on a sheet of paper,
each, countless & invisible lines of code in a computer,
each, minute & uncertain ink strokes by an indefatigable plotter.”
Statement: This book is inspired and structured by Invisible Cities of Italo Calvino (translated by William Weaver), the mesostics of John Cage, the galactic tides of Alar and Juri Toomre, the typography of Iliazd. I wrote software to let me read through Italo Calvino’s English translation of his original Le Citta Invisibili by William Weaver in order to create a series of mesostic poems. This process only kept a small fraction of the original text. I illustrated the poems, using my own software.
Overview of the software: First, the book title as mesostic line filters and selects proper city names as wing words. Then city name mesostics assemble each poem from snippets chosen in their order of appearance within each city chapter. Last, fractal timelines animate worlds of lines, colors, and symbols implied by each city character and textual properties. Overall, generative poetry composed by ideas translated into code, with deliberate rule breaking through chance or bugs, and digital humor.
Media: The poetry is printed with metal types on the letterpress, and the illustrations are printed on the inkjet. The altered original book is a digital intervention completed by traditional, analog processes. Seventy-three copies were designed using Gil Sans Light composed by Michael and Winifred Bixler and then Sandra Lidell Reese and Harry Reese used letterpress printing to print the books. Drawings are by Jean-Pierre Hebert and printed on Niyodo Natural with an Epson Stylus Pro 4800. Handmade paper cover and binding by Turkey Press.
I have always admired calligraphy, sketches, drawings, etchings, for these works show so clearly not only the artist’s hand, but also the eye, the mind guiding it. I have always loved drawings and loved to draw. Also, for 20 years my personal endeavor has been to create a new kind of drawing, where my mind or my eyes or my hand would no longer be a limit. Drawings that would not be constrained by fatigue, cramps, inaccuracies, distraction, or the limits of time. Drawings where new levels of imagination, patience, surprise, and desire would become possible.
To draw, some artists use their whole bodies, some their shoulders, their elbows, or their wrists. Some use five fingers, or one, or only their finger tips. I use only my brain to draw. To conceive and produce these drawings, I have studied the micro gestures that drawings are made of, and I have created and tamed tracing devices to handle them for me. As Victor Vasarely or Sol Lewitt instructed their helpers, I pair the creative concept behind each piece with the necessary instructions for the helpers I employ to produce it.
My helpers are tools and devices, not people. My helping devices are balls, magnets, pendulums, plotters, smart motors, spinners, syringes, teflon tubes, tops, water, and wires combined and driven by natural forces or software. I write the software myself, using many of the paradigms found in nature for creation of shapes. This is how my abstractions often inherit their organic character. My material is the line, the thread, the filament my tools can trace. My favorite medium is pen and ink or graphite on paper. Sometimes, I may trace these lines into sand, or wood, or etching plates; or I may align blobs, drips, drops, or use a brush. Often, I add hand marks of some sort.
My work abstracts inherent structures that underly nature at all scales to explore space and time. Its purpose is to stimulate the mind, elevate the spirit, quiet energies, and encourage meditation.
I started this art project in 2004, with a clear vision of [lines that never meet, filaments, glyphs, quantum foam, maze packing, linelets, glyphlets, squiglets, and finally stringlets]. Differentiated elements self assembling, covering the plane, but never touching or intersecting each other. At times I saw ecology [habitats, species], or people [invasions, colonisations, migrations, roadmaps for peace, mazes], or bacteria [infections, resistances], and then it appeared in 2016 that the model evokes the physics of polymer strands unfolding [for instance in the case of new solar photo-voltaic material research].
The art is rendered in panels up to 8 x 4ft. with 2.5 millions stringlets, or displayed as simple, short animations. (Works currently exhibited in the Art | Sci Center: “Quantum Metaphors” at the UCLA California NanoSystems Institute).
For an algorist, the line is a dream medium. It is at the same time simple, extensible, rich. It can be suggestive of motion, time, music, light, nature. It can be rendered in innumerable ways, styles, and processes. It is perfect material for geometry, for art, for thought. It is a natural object-oriented software subject.
This year, I have been pursuing my investigation of the line. In the past I have asked a single line with a complex behavior to build the whole work. Now, instead, I consider the line simply an element in a set, or a working individual within an active group of peers. The individual and the group have their own characterizations and behaviors, and their release and interactions create the work. I define, in particular, sets of grids (akin to the one used by Fran9ois Morellet, Sol Lewit, and others) and subject them to abstract force fields and chance, striking a balance between order and chaos. This starts as a concept piece created in software, but it does not stop there: I want to see a proof on paper produced in an appropriate medium. Rosettes grises is one of the initial sketches and explorations made for this series. Currently, I work on similar pieces that I render on plotters or engrave as dry points on copper plates to produce hand-pulled prints on etching presses.
This piece results from running variations of an algorithm written in Mathematica first and later in Python. Defined sets of lines fit randomly in the space reserved for the work and are subjected to deformations and motions induced by arbitrary or random forces and also to various rendering and coloring procedures. The output mode is a choice of eps, hpgl, dxf, and tiff formats, as required by the device selected to produce the proof on paper.
I have always admired calligraphy, sketches, drawings, and etchings, for these works show so clearly the artist’s hand and the eye and mind guiding it. I have always liked to draw. But for 20 years, I have also endeavored to use mathematics, personal software, and computer driven devices to conceive and produce drawings of a compelling quality, matching the masterpieces of past tradition.
This work is an exploration of the world of lines; supple watercolor lines building surfaces like threads make fabrics in abstract landscapes, concrete geometries, or minimal scenes. Flexible, innumerable lines, their crafted rhythms organize shapes and shades.
Their accurate arrangement is planned by precise calculations. These calculations are organized by a master plan composed as a framework uniquely describing the piece. A piece results from its conception, from a plan, and made visible by drawing lines. Preliminary sketches and studies are usually necessary before a good size piece can be completed.
The hand is too impatient to render the accuracy and intricacies of the final design. As a weaver needs a loom to manage one’s thread, mechanical help is required to guide pens faithfully and save the elegance and details of the work. Thus empowered, the mind can request and perform what hand alone cannot do.
Each piece is unique and rendered with light fast inks or leads on quality, acid-free paper. According to size and complexity, a few hours to a few days are needed to set-in inks the few yards (or the few miles) of lines to create the piece.
Help comes from a mechanical device: the plotter. A computer is needed to drive this plotter. It can also help in the computations mentioned before – as a piece is defined by thousands (or millions) of points – and in composing the computations plan. Only custom software that I write myself is used here. This allows for an intimate dialogue with the computer and insures the complete originality of this work.
Although a computer is involved in the creative process, this work is nothing but a tribute to and a continuation of thousands of years of drawing, geometry, and fine art from all civilizations past. In fact, the computer as a tool fades entirely behind the aesthetic and spiritual concerns that art builds upon.
More recently, I have ventured into new media: from Gide prints to etchings, from works on wood and steel, to glass and sand. In this diversified approach, the above process remains exactly the same. In fact, the power of the process is a clear invitation to explore new media as new production techniques extend the process reaches, and new means render my conceptual lines in new ways. So I continue creating images by writing software, abstract description of visions that I then translate to the world of objects.
Four Scenes of Mount Tai’ In empathy with Carl Jung’s concept of unus mundus, and feeling that numbers are in the same continuum as our minds and souls, I was tempted to try a series following the classical Chinese scholars’ fantasies, in my own algorithmic way. I chose the most venerated of the five sacred Chinese mountains – Mount Tai in the Shandong province – as the location of four scenes.
The Primary Lady of Blue Mist was the goddess sharing Mount Tai with the Mountain god, who controlled the life and death of all individuals. Shandong Mountains, a diptych, draws a symbolic map of the whole area. Ascending the South Heavenly Gate was a 6,000 stone steps grueling effort, a preliminary to offering the Feng ritual to heaven.
I draw because I love to draw and always had a passion for drawings. Since the late 1970s, I have been working with the conviction that to gain power and beauty, drawing should become pure mental activity more than gestural skill. I have endeavored to make it so by banning completely the physical side of drawing. I create drawings by writing original code that will define the very concept for each piece. Running this code produces the path that guides the device that actually produces the physical proof on paper with pens, leads, or brushes. My process is thus akin to composing or choreographing or simply … thinking. It starts with the vision of the piece. It continues with the precise anticipation of the imaginary hand motions or the real pencil path implied by the development of the drawing. It ends with a final proof of concept on paper.
What makes it so rewarding is my continuing fascination with the slow, mesmerizing apparition of each drawing on the paper and the anticipation of witnessing the correct unfolding of the proof. There is also the possible good surprise of a happy “accident,” always tempered by the possible ink failure. Here, everything went wrong for the proofing, so much so that I annotated all the problems by hand afterwards. Nevertheless, I gave the piece a name that marks my attachment to my charming but temperamental plotters.
An evolving abstraction of the landscape within a cell as it prepares itself for division. Swarms of DNA strands uncoil as they are copied during chromosomes replication. The multiplicity of scales, the vast number of strands surging from the deep inner space of the cell into the forefront, the myriad spirals all suggest the complexity and the vastness of the underlying coded information. The fuzzy symmetries evoke the replications as life evolves. The self-similarities convey that what we see has happened before and knows how to happen again. Each panel illustrates one phase in the process.
The work is not a scientific illustration, and it does not attempt to illustrate or explain genetic processes in the cell. It means to provoke a meditation about the awesome nature and structures of life and of our efforts to understand it.
Hardware: Sun 4, HP 7585 B plotter. Software: Written by the artist.
This work was inspired initially by traditional Japanese Zen gardens. As the sand trace proceeds at a slow, quiet, meditative pace, time becomes an important element of the work. Drawing on paper, or tracing sand, takes time, and has its own rythms. I have also explored the possibility of composing and synthesizing music, by linking space, time and sound. The current version of Ulysse is an investigation of the sets of rules that allow exploration of this continuum. Victor diNovi built the mahogany plinth. David Bothman helped with motion control. And the music was developed in collaboration with lannis Zannos .
A few drawings, mere ‘restes d’encre’, each a single line on a sheet of paper, each, countless invisible lines of code in a computer, each, minute uncertain ink strokes by an indefatigable plotter.
I worked at Digital Effects, the first 3D computer animation company in New York City, until its bankruptcy in 1985. Jeanne Mara’s partner, Steve Legensky, purchased equipment for Intelligent Light at the Digital Effects auction.
When SIGGRAPH announced that the 1986 Art Show would be a Retrospective, I half-jokingly mused aloud about framing my Digital Effects jacket; the concept evolved to include a coat rack with an auction ticket.
I was surprised the piece was accepted into the show, and recall a telephone conversation with the 1986 Art Show Chair, Patric Prince, who pressed me for a title — and used my reply verbatim.
D. L. (Debbie) Deas
Intelligent Light
Folding along curves is very different from folding straight lines. The most important difference is that when you make a curved crease, the two parts of the paper that lie on opposite sides of the crease cannot be made to lie flat against each other. So while in conventional origami, facets of the paper become layered and hidden, in curved origami most of the paper remains exposed to view. This usually results in larger spans of paper that must be self supporting, so even the materials used are different: most origami paper is as thin as possible, while curved origami often requires very heavy paper or card stock.
I strive to create designs in which complexity arises from the interaction or repetition of simple shapes, so that the results are both immediately comprehensible and unexpected. I begin with experimentation: I put some creases in the paper, bend it and see what shapes interest me. Shall I repeat the shapes symmetrically or transition to a different shape? How will the regions interact with each other, and what can be done with the paper between two regions to allow a smooth transition, without stretching or crumpling the paper?
By modeling paper as an idealized mathematical surface and applying theorems from differential geometry, we can develop methods for analyzing and designing curved origami shapes. Paper can be represented as a “developable” surface, which means that no matter how you fold or bend it, at every point on the surface it is possible to embed a straight line in the surface passing through the point. Developable surfaces may be planes, generalized cylinders or cones, or tangent surfaces.
Intuition tells us that we cannot fold a sphere from a piece of paper, and yet the tops of the triangular pillows in Sails (see image and crease pattern) appear to be domed. Look closely, and you will see that they are in fact equilateral triangles with three tapering cylindrical sections attached. On the other side of the three curved creases are three cones that all come to a point below the center of the dome. These units are connected with a planar tiling of triangles. All the component surfaces are developable. Even for models where the curves are all circular arcs, like Sails, the length and position of those arcs cannot be calculated without computer assistance.
The constraints imposed to guarantee that the repeated units will tile the plane require us to numerically solve an equation containing an elliptic integral. Since the parameter solved for is not algebraic, we also need the computer to plot the resulting curves. I use Mathematica for these tasks.
Because of the malleability of paper, it is often possible to construct curved models that do not conform to theory, but I feel that such models incorporate a kind of lie that even the eye of the untutored viewer can detect, and that designs founded in mathematics have a greater appeal, as they reveal that truth visually.
GORI.Node Garden is a physical and ambient data visualization as a network garden in which each plant is nourished by communication data. The network garden has plants with blossoms and roots that feed the data to the garden by “watering” when each plant vibrates, similar to how plants move in the wind.
Audiences are encouraged to participate by using instant messaging. They create communication data by “logging in,” “sending,” or “receiving” messages. When they log out, they are asked if they want to implement their chat communication in the garden. When the data enter the garden, a participant becomes a gardener and the data are recycled.
GORI.Node Garden proposes an alternative view of the network. “Gardening” emphasizes the intentional blurring of the distinctions between natural and man-made materials and “Gardening data” explains circular flow and the recycling of data.
Metaphors of nature are used here to represent that flow; chat communication is “a seed.” Identifying each plant with the seed is to “plant.” Pushing data into the installation from the database is “watering” and the database is a “water tin.”
The project consists of three parts; computers used as terminals for running GORI instant messenger, a server computer running Flash Communication Server with PHP/MySQL, and an installation of electronic plants.
A plant called GORI consists of a steel disk on the top, an acrylic tube with light source inserted, a small control board connected with Ethernet cable, two motors, and related accessories; one motor is for shaking and the other for growth.
When participants move to the gardening stage, they see a Flashbased screen where the same layout of the garden is displayed. They can view the current status of each plant (how much it has grown, whose communication was planted first, and later, whose communication provided water, etc).
After the audience adds, deletes, or “waters” data, the updated information is stored in the database and sent to the installation in real time.
These pieces are from a body of work entitled Emergent Codes. They are inspired by some recent technological and scientific innovations, including cellular automata, fractal geometry, complex systems, chaos theory, connectionism, Turing waves, and remote sensing. These exciting discoveries are creating remarkable, never-before-seen images of our world and the processes that create it. The catalyst for these broad changes in our understanding is the introduction and use of the digital computer and its ability to crunch complex calculations that were never before possible. As an artist, I am communicating my own personal vocabulary inspired by the artifacts of science. So it seems appropriate to use the computer as an art tool to discuss ideas that have come into being as a result of the computer.
The computer lies at the core of this series of work. The inspiration comes from recent scientific discoveries that could be categorized as post-structuralist. The post-structuralist paradigm has come about largely due to the immense number-crunching ability of the digital computer, and it really is a philosophy born of the computer age. So it seems only fitting to use the computer as a tool to talk about these new ideas. I begin by creating a graphic vocabulary, drawing inspiration from scientific artifacts such as diagrams, satellite photos, market analysis graphs, etc. I create the simple geometric elements using the Postscript graphics program Freehand, which allows me to create elements that are very precise, so the elements line up properly when placed on a grid. Working in Postscript also allows me to import the graphics into Fontographer, a program that can create font sets. I then use Fontographer to create font sets of graphic elements. I have created half a dozen or so fonts with names such as Vector, Connectionist, Rhizo, Neural net, Crop Circle, and Al. Putting the elements into Fontographer helps automate the process of layering and reinforces the language and machine aspect of the process. I create the final pieces in Freehand, which has excellent layer control and, of course, keeps the process in Postscript.
I start with a basic concept that I would like to explore. Urban Growth is inspired by satellite photos and fractal simulations of city morphology. Like all art activities, the layering is a nonlinear process. The structure of the piece has a tendency to self-organize at some point in a way that I never can foresee. The interaction of the different layers of code begins to dictate how the final piece will evolve. Finally, color is used to enhance the depth of the piece and as a way to bring about a sense of light. The differentiation of short-wavelength color (red) and long wave-length color (blue) is used by the anaglyph 3D glasses to create depth.
The first panel is called the inspiration panel. It consists of nine images of satellite photos and screen captures of programs that I use to create the final artwork. By juxtaposing the screen captures to photos that are implied in the artwork, I hope to create a sense of the dialogue of the different influences that goes into my work. The second panel hanging below the artwork is called the deconstruction panel. It shows in nine steps the layering of the image from back to top. This allows the viewer to see how the back layers influence the front layers.
All images exist within a wider context. Artists complete the context.
Hdw: DEC PDP 11-73 Sftw: Images 2+/Big-N-Fast
Hardware: DEC PDP-11 Software: Images II
Quantum Qupids the juxtaposition of Baroque imagination and our current scientific envisioning of the quantum field mechanics. Our collective memory topology is the accumulation of past generations and the ideas they passed down to us. My experience today is the shifting planes of metaphors (past and present) which serve to create context.
“Invisible Threads–A Virtual Sweatshop in Second Life” is a mixed reality performance installation created by Jeff Crouse and Stephanie Rothenberg. The project explores the growing intersection between labor, emerging virtual economies and real life commodities through the creation of a designer jeans sweatshop in the online, 3-dimensional world of Second Life (SL). Simulating a real life manufacturing facility that includes hiring Second Life “workers” to produce real world jeans sold for profit, the project provides an insider’s view into current modes of global, telematic production.
Using a just-in-time production process, customers in the real world are able to purchase their jeans in SL Linden dollars directly from the virtual manufacturer, Double Happiness Jeans. A microphone and web cam connected to a computer creates a live stream of customer orders into the virtual factory. The audio/video stream projected inside the factory enables SL workers to see each customer and hear their order. On the assembly line, the first worker starts the production process that involves loading cotton bales into the Jaquard loom. Once the fabric is made it moves down the assembly line through each machine. Each worker stationed at a machine is responsible for selecting the correct option based on the customer’s order, men’s or women’s size for example. The worker also has a limited time frame in which to press the correct button otherwise the assembly line stops and the order has to start over. At the end of the production process, the jeans go through the SL to real life (RL) “portal” resulting in an output from a large format printer. Some assembly required.
Hardware: Apple Macintosh IIcx, Howtek scanner, Fuji ink jet printer. Software: Studio 8.
Adrift in the modern world, the new millennial citizen is held captive by technology whose slightest whim can fell empires (or inspire fits). Set upon by the digital hegemony, s/he finds the bit-wise facility of Turing’s and Babbage’s enfant terrible far too persuasive. This short piece arose out of an exercise to create a non-traditional countdown for a video reel. The actual countdown takes place sonically, descending from an octave interval to a major 2nd, while the digital video provides the title’s analog – humanity turning to noise.
Hardware: Mirage, Abacus A64, ACO, SuperNova, Amiga, Silicon Graphics Personal Iris, Paint Box Software: Various
“a text for the navigational age,” a 3D textual environment, is a reflection of my displacement in both physical and virtual space, and an attempt to expand the activity of reading and writing beyond the two dimensional.
I grew up in Orlando, Florida, home to four generations of my family. There, I navigated the city through its building facades, lamp posts, billboards, and mailboxes. When I moved to the West Coast in 1993, I had to comprehend the layout of Los Angeles in its totality. Not knowing the landmarks, I turned to the map. Here I was confronted with a different conceptualization of space: the view from above.
“a text for the navigational age” is about reconciling these two ways of understanding space at a time when the Internet has thrust the rapid dematerialization of space upon us. The reader/flaneur is invited to interact by moving within a textual body that is always present in one, two, and three dimensions.
I am interested in physical phenomena and human perception. In this piece, I explore the intersections of three different resonant systems. The first is mechanically resonant: the motor and the extension spring are tuned to resonate with each other. The second system is electrical: 2000 LEDs strobing at the resonant frequency of the spring. The third is the visual phenomenon of light resonating in tune with the motion of an object, which, through a human observer, is perceived initially as no motion at all.
The reversal of the strobing effect is interesting. Normally, strobing is used to take still images and make them appear as a moving object, such as in a movie reel. This is known as the “beta phenomenon” and is a fundamentally human perceptual effect. A computer can recognize every frame as a frozen object in its own right, but we mentally connect distinct elements together to create motion.
In order to reverse this effect, I use a rapidly moving object and initially strobe it to make it appear frozen in space. Why? Strobing a rapidly moving object can make it appear to be moving in almost any way one desires. Physics appears broken. In this case the climax becomes the fact that the strobes, occurring at different times in different locations on the spring, can make the spring appear to break into 12 parts and float separately in midair. Usually people do not initially believe that this is a physical object. Their perception of the world around them is altered.
A custom voice-coil actuator vibrates linearly at roughly 50 Hz, at the resonance frequency of the die springs coupled with the moving motor mass. This shakes a three-foot extension spring, tuned to match the voice-coil frequency for its fifth resonant mode. Twelve banks of 165 LEDs each strobe behind the spring, through a translucent acrylic window, matching the vibrational frequency and running at roughly 1% duty cycle, allowing the viewer to see the spring in a suspended or frozen state. Changing the relative strobe phase among the 12 banks of LEDs creates a positioning system for each segment of the spring, which allows the spring to be broken into segments and seemingly moved independently of the physics governing the original vibration. Various effects are explored from this initial thought.
My current project, Dig, explores the interplay between our industrial past, current development, and the natural world. The images posses a strong psychological undercurrent through both the iconography and the application of textural surface patinas, both physical and digital.
The images begin as rudimentary charcoal drawing that when photographed and reworked, become virtual landscapes. Elements and symbols reflecting loss, industrial development, childhood, decay, and disinterment are then worked into this terrain under layers of digital material. The resulting 360 degree landscape Flash panoramas were to be my original end point. However, I decided to rework the images further and inter them with a true physical barrier. So, the works were printed onto large pieces of cotton sateen fabric, adhered to wood, and coated with several layers of wax medium.
In the end, the final pieces reflect a rich combination of physical and digital layering. I consider both the 360 Panoramas and the works on cloth to be finished works. The two formats each distinguishing characteristics that make them unique, yet both possess this digital/analogue duality.
HARDWARE/SOFTWARE Silicon Graphics Indigo XS24, Abekas A66, Macintosh llci, SOFTIMAGE, Adobe Photoshop
My prints are constructs of territories and borders, catalogs, and crowds. They became more personal when I returned to Southern California, where already expensive real estate increases in value daily, traffic is congested, neighborhoods are bursting at the seams, and different cultures and lifestyles are the rule and not the exception. I think of the print area as real estate. The objects and individuals become crowds, populations, neighborhoods, and contained worlds. I view them as cultural portraits and visually percussive formal arrangements.
They are organized as both vistas and flatland, panoramas and page spreads, and consist of thousands of digital photographs, primarily of people, taken in specific locations. Some elements are obtained through web searches and scans.The process involves shooting over 200 photographs a day for several weeks in various locations. As I cut and paste the images together, I’m balancing digital and painterly aesthetics, allowing aliased rips and rough edges to be the drip and gesture of paint The obsessive activity of cutting, pasting, reducing, and combining hundreds or thousands of images together is done without a formla and permits radical redirections and changes in form, open to unexpected developments. My background as a painter influences the way I work digitally. In my studio projects, it can be the unintentional mark, the under-painting. or a subtractive process that resolves the image. Digital technology and installation are natural evolutionary steps, embracing accident, chance, and coincidence. Elements are easily rearranged, stacked. erased, enlarged, suspended, and ordered.
Over the past several years, my work has spanned photography, video, installation, and new media. The creation process is a combination of practical steps, intuitive decisions, and experiments with technology, media, and platform. As a painter, I found the additive and subtractive process, the unintentional action, often resolved the image. Digital media lend themselves to this approach, through their malleability, modularity, variability, and automation. In digital media and installation, elements can be rearranged, stacked, erased, enlarged, suspended, and ordered. Invention, and an engagement in the rapidly changing dialogue between media and culture, are fundamental components of the work.
Recently I have been working on the Habitat and Debris series, which present a database of people, their codes of dress, gesture, and artifacts. Collecting the material for Habitat involves shooting over 200 digital photographs per day in specific locations, usually for several weeks. My presence on the boardwalk, on the street corner, in the crowds takes on elements of a performance as I attempt to blend in, become invisible. Some people are unaware of the camera, others notice but ignore it, and still others are disturbed or curious about my intent.
The work presents a large array in an ambiguous flatland that flows visually with a percussive rhythm, read like hieroglyphs or text. The digitized images are individually traced and cut out in Photoshop and composed into a site-specific digital collage, consisting of between 1,000 and 3,000 separate files. Working with such a huge database at times promotes a rough-edged, painterly aesthetic as editing speed increases. At other times, it slows down into a mechanical, painstakingly exact activity. The challenge is striking a balance between an efficient production strategy and formula, and a more exploratory process that allows for change and discovery.
Hdw: Cubicomp FB/IBM XT Sftw: By artist
A robotic arm plays back hallucinated gestures from a machine learning system trained on my interactions with my phone, exploring issues of human/machine empathy and agency.
Media Mirror is an interactive video installation in which over 200 channels of live cable television are continuously arranged in realtime to form a mosaic representation of the person that stands in front of it.
The piece explores the bidirectional relationship each of us has with mass media. It attempts to illustrate how we are inexorably shaped by the media, while at the same time, how the media itself reflects the demands of our society. The piece is also simply meant to evoke an overwhelming sense of the sheer scale of mass media.
When no user is present, Media Mirror places itself into an autonomous mode, in which the piece forms mosaics of one of the live channels. In effect, the mirror gets turned into the media itself.
While techniques for constructing photo mosaics are well known, there has been little work in constructing mosaics on video sequences [Klein et al. 2002]. However, since we restrict ourselves to utilizing only the latest (“live”) frames of video, the optimization problem becomes much more tractable, as the working dataset is much smaller (-256). Template matching is performed on decimated proxies of all video sources on the graphics hardware. A slight amount of luminance correction is applied to each tile. It was found that this combined with a distance function that is weighed towards chroma components works well.
As in [Klein et al. 2002], working with video tiles brings up a new issue: temporal coherence. If the problem is treated as an individual per-frame photo-mosaic, the resulting output tiles lose their original sense of continuity. Consequently, we apply a temporal weight to the optimization-cost function, in order to bias tiles to remain “tuned to the same channel” as long as possible.
I create machines that respond to and record physical forces within the natural environment. Specific mechanical devices are directly controlled by the movements and energies that they were designed to respond to, at a chosen site. The machines function to visually document the selected natural activity, continuously, over a period of time. The documentation, which is usually designed to be displayed in the form of a continuous line, is made to be seen entirely at once, to immediately reveal its complete history and progression to the viewer. In presenting these linear records, it is my goal that my machines achieve a relative and true representation of the specific activity and energy that they were designed to respond to. I consider that visual line to be more engaging than the device used to create it and to be more noticeable than the force of its origin. It is my hope that through this process of collecting and presenting a force’s history as a perceivable line, I can stimulate a genuine appreciation for the natural forces that created them, and the energy they possess.
In Solar Self-Portrait, a micro-controller (Parallax Basic Stamp 2 ) uses a computer program t o detect the light o f the sun and control the drive motors on the stylus. The light-sensitive components are simply photo resistors, which are mounted on the very top of the stylus. When used in conjunction with .1 uf capacitors in a “resistorcapacitor circuit,” the micro-controller collects a numerical value of light intensity on each sensor. As the stylus moves along the ground, the contour of my shadow must stay in between the light sensors. That means that one must stay in direct sunlight, and the other must remain in my shadow. When these conditions are satisfied, both drive motors on the stylus turn forward, allowing it to move in a straightforward path. When the stylus strays from its course, the photo resistors detect a change in lightness, and the micro-controller reverses the direction of the corresponding drive motor, to bring the stylus back on course. A 200 RPM geared motor (12 VDC) continuously turns within the chalk funnel to distribute the chalk to the ground. The drive motors are 2 RPM, 12 VDC . A remote-control circuit, independent of the micro controller, allows me to switch the stylus on and off easily from a fixed position nearby during the initial calibration phase of the piece. The drive motors, chalk motor, and micro-controller can all be switched off independently.
Based on the novel of the same name by ltalo Calvino
Hardware: IBM PC, Time Arts – graphics subsystem, audio digitizer Software: Lumena; special applications software – L. Abel
This piece explores the synchronization and hybridization of media for the creation of a unified and balanced work of art. Jeffrey Treviño created Substitute Judgment as an autonomous solo multi-percussion work, inspired by his readings of philosophical inquiries into the ethics of Alzheimer’s Disease patients’ legal status as decision makers. Ross Karre created Metal Catalogue, a synchronized video response to Treviño’s work. Substitute Judgment presents four very simple compositions as one composition in which four different pieces interrupt each other. The piece focuses on the profound changes that come about by an apparently simple, even trivial change in priority. The goal of Metal Catalog is to create an entirely new piece that utilizes the hybrid of both media, live percussion and video. The concept for the video is derived from the concept of Substitute Judgment. Hyper-simultaneity guides the temporal construction of the imagery. A sectionalized formal structure, consisting of four seemingly disjunct cells of musical materials, is represented graphically by a catalog of metal objects. Comprised entirely of still photographs of decaying metal farm equipment, Metal Catalog displays images in motion through a variety of graphic manipulations. First, a moving collage appears as a backdrop for overlaid images whose perspective is twisted and turned in response to the resonance of the tam-tam. Next, the surprise introduction of a mechanical drum groove is represented with shifting and fading colored pencil drawings of the photographs. The materials gain more clarity in the next section, when the twisting images are transferred to a single-layered unity on the screen. At the entrance of the penetrating wood block, the audience flips quickly through the pages of the catalog while the sound of glass bottles evokes memories of images as they pass quickly by, twisting in and out of sight. The music and video permute these previous materials. Finally, a choice is made: The glass bottle remains as the decisive final sonic element, resting uneasily on the resonance of the tam-tam and the fading imagery of the metal collage.
The artists designed chains of communication between various industry-standard applications. Treviño’s solo multi-percussion music was originally notated in Sibelius, a commerically available music notation program. Then he exported the notated score from Sibelius as a MIDI file and imported this file into ProTools, the industry standard for mixing and editing audio. He used ProTools to create a click track from the imported MIDI file and exported the click track, a beat-by-beat representation of the musical composition’s metric skeleton, as an audio file. Karre imported this file into Final Cut Pro and, with reference to the musical score, was able to create a video that synchronizes exactly to each and every audio event in the piece of music. He then authored a DVD in which the soundtrack is this click track. In performance, a Macintosh laptop plays this DVD. The laptop sends its video to a projector, which throws onto small screens integrated into the solo multi-percussion setup; the laptop sends its audio, the click track that is the DVD’s soundtrack, to Karre’s headphones. In this way, Karre is able to perform the composition in complete synchronization with the video.
Hardware: SGI Iris 3020 Software: Pascal
“When Manfred E. Clynes and Nathan S. Line created the term cyborg in 1960, short for cybernetic organism, the concept was a spunky way to think about conquering new frontiers in alien environments.” – Tyler Stallings
“The Cyborg is resolutely committed to partiality, irony, intimacy, and perversity. When boundaries are being transgressed and when fusions create new entities, then it is hard to discern between the natural and artificial, especially in today’s technology mediated society.” – Donna Harraway
My cyborgs appear so quietly you could hear a hawk’s pinion feathers rasp against an updraft of wavy hot air before they came upon you. Floating across the salt flats, they are husks-sharp, dry, weird, and eerie. They resonate as crackled memories of survivors who fled from fears of final conflict, seeking peace in a parched earth. Squeezed out of my own contradictions, they can stay alive in Death Valley, an ancient and elementally awesome place, a sanctuary of great majesty, refuge and inspiration.
I have innate joy in creating things that have never existed, and a horror that every “thing” manufactured masks displacement of vital life forces that become increasingly distanced from being. The sense of power and misery in this vulnerability is astonishing. On a bad day, I worry that my interactive work with computers will contribute in any way to the triumph of the undead and the unborn. On a good day, I look forward to hearing a rock talk back.
Someday, I would like to exhibit my cybertouch shells as they were originally intended to exist. They are life-sized, 30, virtual figures of light, and, at the same time, frozen gestures, literal songs, and 20 fictions. Until then…which could take years…I can tease you with print composites. They can be deconstructed as artifacts of unprecedented science, non-sequitors that look like really cool sci-fi movie stills.
“Human-Computer Interaction in a Semi-Immersive Environment”
Steven Schkölne invited “Jen Zen” to work with his proprietary software at the Caltech Multi-Res Modeling Lab. Featured in Emerging Technologies at SIGGRAPH 99, Surface Drawing is unprecedented, fostering free conceptual thinking in translating motion into form. Steven is shown using a CyberGlove in the interactive, semi-immersive, 3D environment of The Responsive Workbench. Stereoscopic CrystalEyes glasses provide an illusion of depth that makes freehand drawing strokes appear to float in space. [Schkölne S., Pruett M. & Schroder P. Surface Drawing: Creating Organic 30 Shapes with the Hand and Tangible Tools. Proceedings of CHI 2001.]
“Jen Zen” invited Sheriann Ki Sun Burnham to collaborate in pushing Surface Drawing in a direction for which it was not intended. Next to the Responsive Workbench, the artists built a temporary platform for drawing live models. Wearing CrystalEyes, Sheri traced Judith Moncreiff (a respected digital-art pioneer) from head to toe with the CyberGlove, politely avoiding tickle spots. Coordinating head-hand distance and movement minimized apparent multiple perspective distortion. Eliminating movement of the stereoscopic glasses yielded greater “realism”, so “Jen Zen” chose not to wear the glasses while drawing Tyler Stallings. Instead, the CrystalEyes were taped to the ceiling above the model, which established a fixed vanishing point for motion capture. In the spirit of traditional blind contour drawing, the intention was not to look at the virtual form as it was created, but to focus on the interactive, kinesthetic aspect of cybertouch drawing. The curious 3D form created was alien, anthropomorphic but not human.
Different views of the Tyler figure are central characters in two digital prints Badwater and Hotlicks. The experimental life drawing was exported from the Responsive Workbench as an .iv file, then converted to edit as a 3D VRML file in Bryce 4.0. The figure was texture-mapped and keyed to a different light source before editing as a .psd file in Photoshop 5.5. The flame panel in Hotlicks is 100 percent pure digital painting, in no way photographic. Landscape backdrops, however, were originally shot in Death Valley with a 35mm SLR Canon F-1 camera and 28mm lens. Highly realistic effects were achieved using Photoshop tools to edit the work, as only a painter trained in old-school traditions can do. Finishing layers in both works were filtered in Painter 6.0. Recreating human scale was important, so large-format digital prints were output on a ColorSpan Display Maker XII at Jack Duganne’s Atelier, using Epson 1200/ MIS archival ink.
The computer is more than a tool. It is a medium that transcends traditional boundaries between fact and fiction.
Centaur is a mythic metaphor suited to the fusion of identity in human-computer interaction. The centaur bridged the age of men and giants, as the cyborg now bridges the age of human and artificial intelligence. The cyborg in “Centaur” is a life-sized, 3D drawing imaginatively developed in the semi-immersive computer environment of the Caltech Workbench, then edited in standard software programs. Although entirely fictional, the alien centaur becomes hyper-real in context with high-tech computer composites of Death Valley, affording poignant speculation on the paradoxical nature of life on earth. This work would not have been possible a few years ago, yet it respects influences by great artists of the past millennium: Ansel Adams, Magritte, Picasso, and Severini in particular.
The eerie Centaur is as much a product of computer interaction as of my own action. The cyborg was created as a consequence of beta testing tangible tools that Steven Schkolne invented to work with his proprietary Surface Drawing system (a project fostered by the Caltech Multi-Res Modeling Group). The life-size, 3D drawing appeared as ribbons of light beamed from my fingers as I worked. Strokes were shaped by hand gesture and curvature, and could be erased by holding fingers in different positions. I could see compound strokes fluidly joined and modified in progress. This was fun, and astonishingly practical, yet I often developed the form without looking. That way I depended on kinesthetic drawing ability and could work faster than the computer-generated visual feedback image.
For more controlled results, I adjusted the tempo and complexity of freehand drawing to the processing speed of the computer motion-capture system. The computer simplified complex forms drawn too quickly. Ambidextrous sculptural drawing ability was fundamental to rotating and resizing forms with tongs held in one hand, while using the Cyberglove to draw with the other. The results are intriguing. Surface Drawing is responsive to spontaneous kinesthetic gesture in ways CAD programs are not. This is uniquely significant. Practical and esthetically functional forms of human-computer interaction should retain vital aspects of human touch.
Hardware: Caltech Workbench, Cyberglove, ChrystalEyes, PC & Mac Computers Software: Bryce 4.0, Painter 6.0, Photoshop 5.5, Surface Drawing Printer: Jack Duganne Ateliers (Color Span Display Maker XII)
The red figures are “cyber-touch shells,” created in virtual reality by petting actual human beings, head-to-toe. Flattened views of the originally life-sized, 3D forms are curious images of limbic kinesthetic experience. I have them spinning on Devil’s Racetrack in Death Valley, an elementally awesome place.
Images from Survival of the Spirit are computer generated paintings. A pressure sensitive stylus and tablet is utilized to electronically paint. The computer generated images are matted and framed. Traditional paint media continues the colors and motifs onto the mats and frames. This layering technique produces an illusion that images are exuding and emanating seeping into the surroundings. The sizes of the images are quite small and intimate ranging from approximately 8″ x 10″ to 11″ x 14″. The intimacy of the size coincides with the personal nature of the visual messages. The images are abstract, colorful symbols provoking spirit and dreams. The spirit thus revealed focus on self discovery and positive outcome.
This work contributes to the design of the Hybrid Craft exhibition itself by using a parametric design tool to create patterns for the exhibition’s walls and pedestals, combining drawing, programming, and making. A series of these forms is then translated to wooden panels using CNC-milling techniques.
This Web work utilizes text, animated gifs, and MIDI tracks to explore the stereotypes and clichés associated with the word and symbol “heart.” A lounge-lizard MIDI snare track and pumping, animated hearts introduce each text section, where a play on what a reader might expect to see when told to “Take Heart” or following statements such as “Heart Felt” and “Heart Ache” introduces wording quite other than “Hallmark.”
This piece first appeared online at the Web journal frAme4, hosted by the trAce online writing community.
Small Appliances is a two-channel interactive digital video project that employs issues of domesticity to probe women’s use and control of technology. The narrative consists of 10 short stories told by 10 different women.
Viewers control the narrative flow of the video stories, visually moving from subjective to objective points of view by interacting with a kitchen sink filled with animated bubbles. Sculpturally, viewers look out from the vantage point of a 1940’s environment to witness the present complex commingling of subjective experience with technological processes.
Formally, this narrative material is delivered in three different forms: as an interactive video installation, as a stand-alone CD-ROM, and as an Internet project. In each case, the viewer moves through a graphical representation of the domestic environment, with the chosen path determining a specific thread for organizing the narrative and visual segments.
Technically, the gallery installation runs from a single Power Mac 8500 equipped with 8 gigabytes of hard-drive storage. All the video material is digital, which provides maximum flexibility to scale the video data and simultaneously present the work through a variety of channels: gallery, CD-ROM, or Internet.
Hardware: Silicon Graphics 25 TG. Software: Alias.
A series of hand-drawn graphic scores seen anew in augmented reality.
The augmented reality layers question the legitimacy of language/composition and the intention of those who legitimize it (seen metaphorically through the principles of formal compositional notation versus the experimental nature of graphic notation). Derrida, speaking about language and following from Martin Heidegger, calls for a “critical re-evaluation of the relationship between text and meaning.” This work is meant to offer such a re-evaluation.
Branching Morphogenesis is an investigation of the relationship within branching structures formed by interacting vascular cells. The study and quantification of this network allows for greater understanding of how variable components give rise to structured networks in biology and architecture.
The primary function of the lung is to provide gas exchange during our post-natal life. Determining how networks of blood vessels are generated and maintained during development represents a major challenge in contemporary lung biology. The aim of this project is to model the networking process involving blood vessels and airways in vitro. The resultant digital tools and structures are abstracted for architectural application.
Using parameters that govern branching morphology, the study investigates how cell-to-cell and cell-to-underlying-extracellular matrix networking interactions develop. We have experimented with modification of parameters that prohibit networking behavior such as intercellular communication, environmental catalysts, and cellular geometry.
Biology and architecture regularly borrow from each other. Tensegrity structures and geodesic domes have led to new insights into how living systems (such as eukaryotic cells, tissues, and organisms) are assembled and function, as well as to a new understanding of how the micro-ecology of cells influences the genome. Conversely, models found in biology, particularly relating to self-organization and the emergence of complex, non-linear, global systems from simple local rules of organization, have led to discovery of new forms and structural organizations in architectural design.
The intent of this project is to jointly investigate fundamental processes in living systems and their potential application in architecture. Through investigation of cell-tissue biological models, algorithmic tools and digital models reveal the parametric logic inherent in biological and responsive systems. The result is a component-based networked surface architecture capable of responding dynamically to both environment (context) and deeper interior programmed systems.
As one traces the technological and cultural history of weaving, a link is revealed between the punch-card technologies used to automate the Jacquard looms of the mechanical age and the early binary systems used for computation in the first computers. This link is rooted in the coded binary patterning system of warp and weft; its configuration is the weave. Because weaving exists within the space of zero and one, it is possible to weave computational designs that are rooted in a binary structure of data points.
Fourier Carpet and Body Blanket involve computational models that describe data as fields of woven points. These digital algorithms reveal a spectrum of scalar possibilities found in the point, the field, and the woven skin. The extension of this space is immanently vast in weaving. This relationship is important to architecture because it describes the geometry and matter of diverse collections of harmonic and dynamic data through woven material.
By taking advantage of an algorithmic process rooted within binary space, selected datasets may be input into the digital interface of a Jacquard loom. Through this process, one can begin to intuit spatial patterns within datasets that through study and analysis lead to multi-scalar textile tectonics. The process gives rise to questions regarding data imaging, technology, interface, and empowerment through materialized representation of information. Data are no longer represented as static images, but rather as a dynamic, woven model that is driven by the code inherent in the archetype of weaving.
These relationships were investigated in Fourier Carpet, a 36-foot by 5-foot tapestry that was generated from multiple Fourier series. In this instance, the data are transformed into a CAD file of binary block code, which is then used as input to a digitized Jacquard loom. The Fourier Carpet represents the materialization of music, color, and sound data.
Data provided by the human body may also be woven. For example, when undergoing Magnetic Resonance Imaging (MRI), the human body emits a series of frequencies that are then filtered through a transform called the Fourier transform. Once filtered, the harmonic data emitted from the body are transformed into a static image.
In the Body Blanket project, the output is more than a static image. The filter enables transformation of data along a curve into a material output. The discrete mathematics behind the Fourier series enables dynamic manipulations of material outputs. The Fourier transform is a useful tool for filtering and transforming generic data from points to waves to multiple woven waves, allowing for various representations of data. The transformation reveals a new interface between technology and the individual.
The Emergent Mind of City (EMC) project has been inspired by Leonardo da Vinci’s “City of Water, Design of City as an organism.” A city is an evolving creature with a very complex system that comprises men and systems like various organizations. In the EMC project, we look at the contemporary city in a data-flow, instead of water-flow, perspective. In the human body, afferent and efferent neural transmissions among nerves enable various organs to work as one inter-connected organism. If the city is viewed as a human body, the neural transmissions can be likened to the data flow of our time.
However, if we consider the whole of data emerging daily in the city, it is an opaque, tantalizing, floating chaos. The data only assumes meanings as it is arranged and categorized in light of news, issues, and opinions. EMC specifically focuses on three flows of “Fringe” data: ‘event,’ ‘feeling,’ and ‘appearance’ data. When perspectives and meanings are projected and focused on an event, ‘News-network’ emerges; on a feeling, ‘Emotion-network’; and on an appearance, ‘Image-network’. A news-network that extracts meaningful structures from the meaningless flow of event data represents a flow of words that conceptualizes the city, and reveals the collective intelligence. An emotion-network, consisting of emotion data, is both a flow and a collective emotion that endow an identity to the news. We searched over tweets in Twitter for emotional words related to current news to create a network out of them. Then, how does the city expose its embodied mind? Through its hybridizing a microindividual-perspective and macro-social-minds, EMC creates the ‘Virtual Mind Neuron’ of cities (Boston, Dublin, Mumbai, Seoul…) and visualizes real-time mind of cities related to specific issues.
As citizens of the world, we acknowledge that electronic technological gadgetry has become pervasive. Technology, like other sectors of our economy, reinforces our shopping instinct and consumer culture, and it is a catalyst for the growth of capital. The original consumer goods are now edible products of a food production and distribution system, a system that has evolved into the contemporary global food supply chain, a semi-automated system that allows suppliers to electronically track food shipments from farms to processing facilities and distribution centers to restaurants and stores to our homes. The logical next evolutionary step is obvious: to embed electronics directly into the food we consume. Our electronics should be as consumable and as perishable as our food. This new epoch will be drenched in the savory sauces of Electronic Cuisine. Let us go forth then, to harness the energy of mold and bacteria as renewable resources to power our electronic sandwiches and our robotic sushi deluxe and all the new delectable delights that will be GPS and Wi-Fi enabled, sending nutritional information to our doctors and automatically updating our social-media web pages, allowing our friends and fans to be privy to all the minute intimacies of our daily consumption and digestion, all while our meals are enlivened with internal image displays that transform our sustenance into a media-rich advertising and entertainment platform.
Hardware: Tektronix, Benson plotter, BBC Micro Model B Software: Picaso (Picture Algorithm Subroutine Oriented), TEGEA paint program
Hardware: Volpi Lens Software: Anamorphic mapping
Inhale, Exhale is a book about the history of the relationships between the women in my family from the past four generations. Photographic manipulations use the hands of the individuals (when possible) along with memorable artifacts that belonged to the individual. The text addresses the positive and negative aspects of the relationships.
In the midst of a desert, Tau, a sort of giant larva, is dying. Around this agony a variety of little creatures enter into conflict.
As I have been on a spiritual search during the last few years, any work tends to deal with spiritual matters. Since I began this search unconsciously, starting as a scientific, rational, skeptic, this path has not been an easy one. It has opened my eyes to the enormous light and darkness present within myself and the world. The world is indeed enchanted, but this enchantment is as often from the darkness as from the light. Nevertheless, I believe that today, in our late capitalist, consumer society, this search for the spiritual has become perhaps the most important, most difficult and the most rewarding task of art. Perhaps paradoxically, the cyberarts provide unique capabilities to artist engaged in this search. Technology is providing tools which can allow us to explore our inner spiritual worlds and create shared spirituality; or can allow us to destroy that spirituality entirely. I chose to create the spiritual.
[un]wired is a live-processing installation that responds to interactions from personal radio-frequency devices such as mobile phones, WiFi signals, Bluetooth signals, and car-key fobs. It tracks real-time statistical information from wireless “mesh” access points (designed for seamless handoff of moving wireless traffic, like a cell phone network), along with periodically updated information from handheld and wireless access points. Control information is collected from network services via SQL and transferred into Max/MSP/Jitter.
“Proximal Actuator” is a metaphor for modern society’s technologically mediated interconnectedness. Our fingers are both actuators and mediators of many forms of communication. In this work, fingers are cast from each member of the artist’s family, incorporated into the system, and serve as a metaphor for family connection. While we remain in contact, our connections are not physical but are transmuted by our communication devices. They are detected, digitized, interpreted, compressed, relayed, transmitted, and reconfigured into something that is often less than human and detached from the source.
“Proximal Actuator” is an interactive open system. It requires an input of energy to be active. Here the viewer’s fingers set off chain reactions, bringing the piece to life. “Proximal Actuator” falls silent when there is no viewer interaction. This reflects the primary reality of relationships: that they cease without interaction.
A live, interactive drawing installation that facilitates collaboration between human and a robot named NORAA, a machine learning how to draw. It explores how we communicate ideas through drawing strokes, and how might a machine also be taught to draw through machine learning, instead of via pre- programmed, explicit instruction.
How does machine learning contribute to our understanding of how ideas are communicated through drawing? Specifically, how can networks capable of exhibiting dynamic temporal behaviour for time sequences be used for the generation of line (vector) drawings? Can machine-learning algorithms reveal something about the way we draw? Can we better understand the way we encode ideas into drawings from these algorithms?
While simple pen strokes may not resemble reality as captured by more sophisticated visual representations, they do tell us something about how people represent and reconstruct the world around them. The ability to immediately recognise, depict objects and even emotions from a few marks, strokes and lines, is something that humans learn as children. Machinic Doodles is interested in the semantics of lines, the patterns that emerge in how people around the world draw – what governs the rule of geometry that makes us draw from one point to another in a specific order? The order, speed- pace and expression of a line, its constructed and semantic associations are of primary interest, generated figures are simply the means and the record of the interaction, not the final motivation.
The installation is essentially a game of human-robot Pictionary: you draw, the machine takes a guess, and then draws something back in response. The project demonstrates how a drawing game based on a recurrent-neural-network, combined with real-time human drawing interaction, can be used to generate a sequence of human- machine doodle drawings. As the number of classification models is greater than the generational models (i.e. ability to identify is higher than drawing ability), the work inherently explores this gap in the machine’s knowledge, as well as creative possibilities afforded by misinterpretations of the machine. Drawings are not just for guessing, but analysed for spatial and temporal characteristics to inform drawing generation.
Dataset: Google QuickDraw dataset, custom trained models for SketchRNN. Neural Networks: QuickDraw Classifier network (Google), SketchRNN (David Ha). Main software interface built with Processing (interaction + drawing kinematics); Python (actuator communication); and Node.js (QuickDraw + SketchRNN communication); Physical machine:
Bespoke drawing mechanism installation comprising of x2 safety glass tops + steel stands; custom machined aluminium arms + pen apparatus; Dynamixel smart actuators; interactive lighting elements (light caps integrated into glass table); Tracing paper, stickers and pen refills.
My earliest interests in drawing and machine learning began with an intention to explore how drawing with a machine could be a generative, creative and collaborative process. Specifically, I am interested in how neural networks capable of exhibiting dynamic temporal behaviour for time sequences can be used for the generation of line (vector) drawings. Can machine-learning algorithms reveal something about the way we draw? Can we better understand the way we encode ideas into drawings from these algorithms?
The intent is to maintain the explorations around a time-based approach to both drawing and machine – the idea of drawing as process, where the surface (be it paper, trace, 2d screen or 3d modelling coordinate space), holds a record of the changes of meaning or reveals traces of the drawing’s development is the primary concern, rather than contemplation of a fixed, complete image. These interests in the temporal nature of drawing tie into a fascination with drawing machines, how they insert themselves into the style-hand-eye circuit, how they are drawn out over time, their physical nature inherently creating qualities that other mechanised image making processes (such as photography and inkjet prints) cannot – the slow reveal, and the gradual accumulation of contours and marks into the image.
Recent advances in generative image modelling using neural nets and its increased accessibility have seen these techniques become hugely popular within the creative arts. There are many other projects that aim to understand human-input drawings, however they predominantly involve pixel based image recognition and generation and lack a time-based approach to their models. The NORAA project is notable in that it explores time based drawing with neural networks for the generation of vector line drawings. The aesthetic quality of the drawings is crude given the limited conditions under which the dataset was produced (the drawing skill of the players, the time constraint, the use of a non-intuitive drawing input (e.g. mouse). The medium of simple pen strokes also inherently limits the ability to resemble reality as captured by other, more sophisticated techniques of visual representation. In spite of these limitations the work reveals ideas of how people abstract ideas of the world and how they are communicated. Insights and similarities in the way people draw universal shapes such as circles can be dependent on geographic location, cultural habits and language. It is important to note that the classification does not measure aesthetic quality nor clarity of representation (i.e. recognisability of a drawing figure), but rather how likely someone is to come up with drawing the figure in this way.
Technically the NORAA project makes use of two neural networks – one for classification and the other for drawing generation. The latter, for synthesis and new drawing prediction, is based on David Ha’s SketchRNN neural network, trained on datasets of many drawings which not only include the x,y coordinates of each point within each line, but also the timestamp, encoding both spatial and temporal qualities. The classification network analyses and classifies timed sequences of strokes that people draw while interacting with the system. As the number of classification models is greater than the generational models (i.e. ability to classify is higher than drawing ability), the work inherently explores this gap in the machine’s knowledge, as well as the creative possibilities afforded by the misinterpretations of the machine. Drawings are not just for guessing, but analysed for spatial and temporal characteristics to inform drawing generation.
Another interesting aspect of the work is that NORAA is visually ‘blind’ in the sense that there is no camera, no traditional image analysis – the drawings are encoded by the machine through a movement and sequence based approach (recording the motor rotations over time, along with timestamps for the pen up/down switch). This is different from other systems that may use digital stylus or computer vision based input methods. The motor angle recordings are then translated to stroke data through the kinematics of the mechanism, before being sent to the drawing classifier. In the case of no direct match between classification and generation, an alternative generative model is chosen and drawn by the machine.
Jess Loseby is an established net and digital artist from the UK. Her primary medium is the internet. She exhibits in national and interna tional projects both online and offline. Her work ranges from small and intimate online installations to large-scale digital projections and video. Loseby’s unashamedly low-tech net installations and video build comparisons of the network and digitality into their frustrations, attention to triviality, and repetition as absurdly compatible to the female domestic routine. Themes dealing with individuality and cyber identity reoccur frequently, as do the faces of her children, who seem to be bound up irrevocably with her digital self. Jess Loseby is young(ish), has three children, one husband, and no time!
“Views from the ground floor …” views [view, see, perceive] point of vie physical height, opinion, point of view, [opportunity for] to see, as seen from a particular place, distinctiveness of vision, under observation f m a place or [standjpoint [in view] to consider or judge or foreseen [g und} lower, floor level, domestic or single-story [story] trivial lower base.
Views from the ground floor … is a networked installation, a view of a pixilated domestic landscape that can seem in one scene utopian and in another transformed into a constricted area full of suppressed fears and desires. Loseby draws unexpected and compelling com parisons between female domesticity and cyber culture; where low and high technology live side-by-side in an uneasy partnership of repetition, interaction, and consequences. Her positioning as a wheelchair user means these visions are always viewed from the ground floor …
Flash 6 plug-in Soundcard and speakers Internet Explorer 5+ Broadband or ISDN connection recommended
The digital technology involved in the making of Views from the ground floor … is compatible with Loseby’s ideas of hi-tee/lo-tee synergy. The work was created using a home PC, DV cam, and a range of “off-the-shelf” software and (domestic) tech. However, its utilization of the internet as the primary medium creates a linear/ non-linear and unique narrative, which is arguably only possible on the net. Aspects of the net are deliberately employed in the produc tion of the piece, from page-loading hierarchies to using “bugs” in both Internet Explorer and Flash to visually affect the work. Multiple Flash movies are repeatedly embedded into the HTML pages (dis rupting the corporate rectangle) and video. Gifs and texts are layered over and above static icons in a style perhaps closer to mixed media or montage than the web.
Clive Loseby, a composer more known for his work in film and television, wrote the music for the piece. Polished, studio-based music created in a high-technology environment was then deliber ately mixed (collaboratively), using manual and lo-tee techniques and DV-cam-recorded domestic sounds and samples, to create a fragile and wishful audio narrative that supports the visuals.
Views from the ground floor … was made with the generous support of the Daniel Langlois Foundation.
The key is often a mystical symbol sometimes referring to the unconscious world. It has been known to represent discovery, possibilities, and answers. The image I created depicts several keys all attached to separate wires. The largest key (in the foreground) focuses our attention on the detailed glass structure of the key itself. Many keys mean many possibilities. In life there are various paths that present themselves to us. The question is which one should we choose to follow, or should we even follow a beaten path at all? When keys are held out before us there are a number of questions that arise. Who is holding the key? Is it out of reach? Which one do you take and how do you grasp it? It is necessary to ask these questions because as opportunities present themselves we must be aware of the sacrifices that are attached to them. Wires are attached to the keys because in a way, although keys can be the link to freedom and happiness, they can also have other meanings. The wires represent restrictions. As we make decisions in life we have to make sure that we are being true to ourselves. It is often tempting to follow in another’s footsteps or take someone else’s advice. We must choose the key that is ingrained within ourselves, not one that is attached to the ideals of others.
We all sometimes feel overwhelmed by the various aspects of our lives. It is only natural to, at some point in time, start to wonder where we really belong. This piece speaks of the various layers that make up our existence. Social, moral, spiritual, and emotional layers, along with many others, combine to form who we are.
Connecting with the outside world is essential in life. The wires shown in the image are going in and out of the mind. These wires are carriers of energy and information. We are constantly taking outside experiences and bringing them in, building more layers.
It becomes hard to make sense of all the information because the layers become so meshed and intertwined. Although it is often difficult to see past the mass of layers, we must try. We may not know where we belong at the moment and what it is that we are meant to do, but we should never give up hope. When one takes a step back and looks at the overall picture (in other words: life), one can see that there is an undeniable consistency and overall beauty throughout.
Exponential Growth references growth that is continuous over a period of time. The map represents a layer of growth, particularly growth and expansion of the human population in and around Tucson, Arizona. This area is represented because of its rapidly expanding population and because of its rich physical beauty and spiritual history. The landscape possesses a particular mystique all its own, which is quite awe-inspiring.
Maps are used to clarify and document the land, but if viewed as an abstract pattern, the organic lines of the map reference the natural growth and energy that exists in nature. Energy and growth are intrinsically tied, and as the human population grows and expands, so too does the energy in the space the humans occupy. What makes this concept so intriguing is that energy is the potential for action, and while some forms of energy can be mapped out and quantified, the potential of other forms, such as the spiritual energy of a person or place, cannot be so easily decoded.
This mixed-media piece combines both digital and traditional forms of art. The digital art is comprised of three separate digital prints, all created in Adobe Photoshop 7.0. The images on the lower part of the piece began as scans of photographs the artist took of cotton fields in Arizona. The photographs were then pieced together and combined with scans of old wood to create the final images. The prints were done on a heavy watercolor paper. The digital print of the map that makes up the majority of Exponential Growth is a scan of a map of Arizona, which was then cropped and manipulated before the final print. The print was produced by an HP5500 large-format printer on matte photographic paper. After the prints were done, they were attached to a wood panel using an encaustic process. Beeswax both protects the prints and adds a luminous texture to the surface.
Hold On is part of a series of work that addresses various cycles of struggle and acceptance that are repeated throughout lives. This is a broad topic but can become extremely specific when applied to our own personal problems or “repeat loops.” We each have our own stories, and Hold On focuses on the point in the story when we are trying to hold it all together. The red scarf represents strength, passion, and energy. All of which are needed when we are trying to Hold On.
The journey of the spirit is woven through this piece. A weathered house is shown, the gaping holes in its wooden exterior allowing the elements in. Clearly, this structure is no longer a home, but is in the process of fading into history. The stories once played out inside its walls are slowly getting lost in time. The house exists in a field, and the wide-open space is a perfect image of memory, expansive and exhausting. Yet overlapping and perhaps entwined with this memory field are the organic lines of a map. The map twists and turns across the surface, intersecting with the house itself, to create yet more holes in its structure. We normally associate maps with places, travel, and clarity. The map in this work blends all of these associations with layered histories, emphasizing the overlapping nature of our lives and the underlying network of connections.
Jessica Maloney works with digital and traditional techniques to create two-dimensional images. She begins by collecting source material, which can consist of photographs she has taken, found objects, found text, or a combination of the three. She then scans all the images and objects that she plans to use and opens them in Adobe Photoshop to begin creation of the image. In Photoshop, she manipulates the scans, rearranges elements, and selectively changes areas of the image until it feels right. Sometimes her composition is planned in advance, but most often it evolves and resolves itself as she works on the image on screen. When the work is final, it is printed as an archival print using a Hewlett Packard 5500 large-format printer and further manipulated with mixed media.
The box within a box within a box entangled with wire shows that the truth is often not obvious. It may take work to get to. This could be the truth about us or about other people. Initially, we can only see so much of a person. What is it that tempts us to want to know more? The face depicted in the box could be someone looking out as us, or it could be a reflection of ourselves. The plants made of wire are bare, which alludes to winter, coldness, and death. These plants represent restricted growth. They are moving forward while at the same time being bound by that which they are made of. Even if the restrictions we place on ourselves are protective measures used to prevent us from getting hurt, at times these restrictions also prevent personal growth. The box structure is a source of containment as well. It is safe, but it can also start to act as a constraint. Both wood and boxes are feminine symbols meant to nurture and protect. Then there is the myth of Pandora’s box, which eludes to the significance of the unconscious, paying particular attention to the excessive, destructive, and unanticipated potentials. The house in the lower part of the box is meant to represent the human body and soul. The box structure that has been created can also be viewed as a home. The body acts as a container where we store our experiences, thoughts, and troubles. The home is viewed as a safe place to go, the body a private space, and the box a sturdy structure. Containment is needed at times, but too much of an inward view and our lives will cease to go on. Just as we grow and eventually leave the safety of our homes for a new life, so must we over time break free from our personal constraints and continue on to new experiences.
Someone, Somewhere, Sometime, is a mixed media piece, but the image was developed using inkjet transfer on silkscreen, created with Adobe Photoshop 6.0. The dream-like face in the image was originally a photograph, but was then transformed by an overlaying texture created from a scanned drawing of a pot, a scan of Saran wrap, and manipulation in the computer. After the image was finished, it was printed onto inkjet transfer paper, which began the process of bringing the digital image into the physical realm. Once the image was on the paper, it was cut down to size and sprayed with a fixative. After drying, it was submerged in water for 60 seconds, which allowed the thin, plastic-like transfer to separate from the sturdier paper backing. The transfer was then applied to the silkscreen and patted with a towel to release any air pockets. The box, which makes up the outside structure of Someone, Somewhere, Sometime, was made from used silkscreen frames that were glued and then hinged together. This was then combined with wooden rods, wood stain, permanent markers, pencil, and found objects in creation of the final piece.
These three images represent separate layers in Photoshop. They were combined to form the image presented in the final piece. The face began as a photograph taken on 35mm film. This was scanned into the computer and put on the Web as a small JPEG file. Later, I decided to use this picture, so it was brought from the Web into Photoshop, manipulated, and printed. This print was scanned again at a higher resolution and manipulated further (additional images 1-3).
These three prints show preliminary sketches done on paper using a pencil or pen. These were used either directly or ideologically while creating Someone, Somewhere, Sometime (additional images 4-6).
This combination of image and text was done in a sketchbook following the completion of the project. It was my way of collecting my thoughts on the meaning of the piece as a whole (additional image 7).
The words and the imagery can be used to describe sleep, dreams, and even death. The eye is said to lead to your soul. As the eyes grow dark, we leave this conscious world and journey into a more spiritual one.
This piece invites the viewer to slip into the unconscious world of the female figure represented in the image. As the viewer’s eye slides back and forth across the panels, making their way down the piece, the image gets darker and goes out of focus. The figure is trapped within the frame, and the same motion is repeated again and again. The mood of the figure is somewhat serene, the closed eyes suggesting sleep. Yet the darkness closing in towards the bottom panels talks more about suffocation than peace. The female figure is trapped in a repetitive moment and is drowning without even being aware of the gravity of her situation.
We all have hopes and dreams that at times may seem far away and distant. The irony of this is that our hopes and dreams lie within us; coexisting with the potential to fulfill them. We are constantly in search of who we really are and what we really want in life. Yet it is all too easy to get caught up in the image that others build up for us. In order to find our true selves we must shed outside constraints and look deeper inside. There we will find the pure energy and desire needed to move us forward. While chasing our own dreams may appear to be selfish, in fact it is just the opposite. Living up to our full potential will allow us to give to the world the gifts we, as individuals, were meant to give, instead of the gifts others think we should have.
The deep warm hues throughout the piece speak of energy and passion. The face represents the self, mainly the inner or spiritual realm. Wires run across the top of the piece because they are known to transport information and energy. This transfer of information is necessary, especially the transfer between the conscious and subconscious levels of our being. Our desires and thoughts are abstract but as the words show, with much searching can become more concrete and possible. The words are also a way to transfer inner thoughts to the outside world. Overall, the texture of the piece ties everything together, in that it shows that the process of self-discovery and self-fulfillment is never a smooth one. It is instead filled with a fine grain combined with both a coarse line and jagged edge.
My works are motivated by comparing the images of old and new Hanji (traditional Korean paper) taken by an electron microscope. In the image of the old Hanji, Mother Nature is engrained with the traces of time accumulated. The image resembles the scenery of mountain in that there are soil, trees grow, flowers bloom and fruits are born. With this motive, the background of this work turns to the nature. The photo works are harvested in the process of shooting all over the country by time and season. They highlight the contingency rather than intentionality and enhance fictitiousness by blurring the line between the actual forest and the virtual reality synthesized with a nano-image. Why don’t we imagine that the screen-like image in the wild nature is the screen of an outdoor theater? By stimulating the emotional code of a fictional drama, it spurs us to recall movies based on a specific situation.
The performance has three different screens of three different points of view. The long white scarf has ambiguities that suggest other meanings, such as woman’s ego, child’s memory, and god’s power. Salp’ uri (Korean Spirit-Cleansing Scarf Dance) is a tool to express my point of view because the dance means literally to wash evil spirits. It is the solo dance of spiritual cleansing. The only tool the performer uses is a long white scarf as she moves through a series of emotions from sadness to invigorating joy. The performer expresses a woman’s desire to call her identity back to the world of the living. The white scarf is a symbol of life, virginity, birth, space, time, and emotion. The performance does not fulfill any religious function. It only portrays itself in every step. During this process, the performer’s movement reveals striking energy and movement as she creates each shape of the long white scarf .
The SkyWindow is an immersive and intimate experience with sky-like projections on the ceiling as an interactive installation in a dark room. Metaphorically, the SkyWindow implies a piece of “hope” people desperately desire under hours of quarantine in an entire enclosure space over this pandemic crisis.
The concept of the SkyWindow comes with the idea of being a mental escape from reality, especially under the unprecedented time. Being quarantine in an entire enclosure space continuously for numerous hours and days, people are desperately looking for reliefs in any possible ways. Through the artist’s interactive design, looking up to the imaginary sky could be the most enjoyable solution to get the immediate comfort without going out.
The SkyWindow is an immersive and intimate experience with sky-like projections on the ceiling like putting a void hole to it as an interactive installation. A dark environment with the projected sky/universe on the ceiling intriguing the audience to walk closer underneath. Further, the visual graphic will induce the audience to reach out to their hands like touching the sky to trigger the raindrops and sounds falling from the SkyWindow.
The SkyWindow here metaphorically represents a piece of “hope” people can expect during the pandemic. No matter a planet far away in the dark or sunlight in the bright, it gives you unexpected joy and surprise in the design. Besides exposing under different spatial scenes, through this SkyWindow, waving hands in the air will trigger the (meteor) shower falling from the Sky which ironically implies the power of control that people have been losing it for a while under such an unpredictable moment. And the rain implicitly refers to wash out all the illness and sadness for returning the clean and pure spirits.
For the hardware part, a laptop (PC) is required as a central mechanism for calculating the input detection from the audience’s posture to trigger the raining audio and sound effect. A webcam is the sensor for detecting the dynamic posture data to trigger the interaction mechanic as input data. A projector sitting on a 45-centimeter high table shooting towards the ceiling is the core device for visual projection onto the ceiling. 2 Bluetooth speakers connected to the laptop (PC) are for the audio output.
For the software part, P5.JS as a generative tool is the software used to operate the installation. It is utilized with PoseNet (ML5.JS) for the motion skeleton tracking and P5.Sound.JS for sound creation. Good quality of internet connection (WIFI or Ethernet) is needed since the P5.JS, ML5.JS, and P5.Sound.JS are all running via a web editor.
For the spatial setting, preferably in a not extremely dark room with no windows and around 2.5m x 3 (to 3.5) m is required. The installation will be set at the corner of the room with a 40cm(w) x 50cm(l) x 45cm(h) for locating the projector. 4 power plugs (or extension cord) for laptop, projector, speakers, and a backup is needed. (Please refer to the technical plan drawing).
My current artist statement focuses on relationships between the human body and inhabited space, mediated by technology. In my works, I am interested in questions about how a space can proactively interact with users through artificial intelligence?
The well-known communication theorist, Marshall McLuhan, has foreseen the impact of emerging technology on our bodies and arouse the question of what are the new bodily senses that emerge with technology development? I believe that interaction which implicitly incorporates bodily senses and environmental factors is a key concept to seek for the answer by involving the merger of body, technology, and space. Therefore, my creative research investigates emerging interactive technologies to generate new sensory experiences that expand our understanding of what it means to be human.
Following the conceptual trajectory of my artistic statement, SkyWindow is built as a small but intimate environment attempting to provide a mental escape (window) from our reality, especially under this pandemic crisis. In such a panic moment, people desperately looking for comforts from all aspects while getting stuck in a total enclosure space. What one’s minimum desire is to look up through the window to sense the sky, to feel the light. The SkyWindow represents a slight piece of a “hope” here no matter it is a planet far away in the dark, a sunlight in the bright, or a (meteor) shower falling,
Just like what the curator, Soh Yeong Roh, states “They(artists) use the technology as a tool, not as a purpose”, the SkyWindow shares the same concept to use technology to serve humanity. Hence, the Artificially Intelligence as Machine Learning is used as a posture detective tool to sense the users’ bodily movements and trigger the interaction with the artwork for making audio and visual effects as raining) to accomplish the project’s implicit meaning behind.
The challenge actually reflects my quarantine life in the US. Because of staying in my tiny apartment with my wife, it is pretty hard to set up a clear space for motion tracking. But this exactly showed the constraint and the real experience that we have been through during the quarantine. Therefore, it might not be the most perfect project but definitely the most authentic one for me.
Human perception has long been influenced by technological breakthroughs. An intimate mediation of technology lies in between our direct perceptions and the environment we perceive. Through three extreme ideal types of perceptual machines, this project defamiliarizes and questions the habitual ways in which we interpret, operate, and understand the visual world intervened by digital media. The three machines create: Hyper-sensitive vision – a speculation on social media’s amplification effect and our filtered communication landscape. Hyper-focused vision – an analogue version of the searching behavior on the Internet. Hyper-commoditized vision – monetized vision that meditates on the omnipresent advertisement targeted all over our visual field. The site of intervention is the visual field in a technologically augmented society. All the three machines have both internal state and external signal. This duality allows them to be seen from outside and experienced from inside.
3D printed Pen and Wave Ring are derived from the technology of applied generative design. In these works, the simple geometric algorithm systems for generating variations served as a point of departure. I then explored both automatic input methods and manual inputs, using surface analysis and random parameters. In the many variations of Wave Ring, the resulting forms represent creative works that challenge the conventional design formats of commercially produced jewelry. The entire process of input and evaluation changed my own approach to inventing form.
In making these prototypes, I used most of the available 3D printing technology, including SLS, SLA, and Titanium. I collaborated with the Additive Manufacturing Center of ITRI in Taiwan and am currently exploring the possibility of applying advanced 3D printing technology to creative design production.
Many ideas came out in this project, including the possibility of customization and the collection of big data from customers. These works combine generative design and 3D printing, and represent the potential of new access to creative design for the general public.
3D列印的筆與波浪指環是應用衍生性設計技術的產物。在這些作品中,基本的幾何演算系統是產生各種造型的起點。作者分別探索了自動的表面分析參數輸入,與人為的隨機參數輸入。各種造型變化的波浪指環,是用來質疑傳統大量生產模式的珠寶設計,所做的的創作品。這套設計流程也改變了作者在造型過程中的輸入與評估方式。
在這些原型中,作者使用了手邊可得的數種3D列印技術,包含SLS、SLA與鈦金屬,並與台灣工研院積層製造中心(Additive Manufacturing Center)合作,實驗在創造性設計製造中應用先進的3D列印技術。
在這計劃中形成許多想法,包含客製化的可能性,以及從客戶搜集資料。結合衍生性設計與3D列印的作品,所呈現的是為大眾設計創造的可能方向。
This project explores the relationship among physical painting with ink on paper, digital painting with LEDs controlled by code, and the handcrafted circuitry that connect the two.
This VR project is a conceptual response to Ground Truth in the modern AI age. From a neural network (NN) trained to recognize thousands of objects to a NN can only generate binary outputs, each NN, like human beings, has its own understanding of the real world, even the inputs are the same. LAVIN provides an immersive responsive experience to visually explore one understanding of a NN in which the real world is mapping to less than a hundred daily objects. LAVIN constantly analyzes the real world via a camera and outputs semantic interpretations, which navigate the audience in a virtual world consisting of all the fluid abstract structures that designed and animated based on the photogrammetry of daily objects that the NN can recognize.
The current AI technique allows a neural network to recognize over 20 thousand different categories of objects. Meanwhile, countless neural networks are trained for different applications that the outputs of each neural network is a unique projection of its own understanding of the real world. Regardless of the complexity of the projection, it shapes the “world value” of the neutral network it belongs. Therefore, an interesting question arises as to what ground truth is in the modern AI age, given the fact that the most complex neural network model cannot inclusively represent the real world. This VR project tries to address this question by providing an immersive responsive experience to evoke people’s awareness of regrading values and beliefs
Abstract Reality is an interactive installation to create 3D geometric structures as an abstract expression of physical human bodies that the viewers’ physical features and their relations to each other and the physical space are transformed into geometric forms and placed in a virtual 3D space, which aims to project the real world into a denoised and human-centered virtual world to connect body and mind through indirect coordinations.
The works are about the sense of isolation and alienation experienced by the individual in modern society. In the author’s eyes, we human are within a technological and bureaucratic landscape, and he express this kind of alienation by using metaphoric virtual media, such as text, voice, image and music made from digital information, typically used to make data visualization or works that are systematic, impersonal and informational.
Hardware: IBM 286, ENSONIC SAMPLER, MIDI control, five video cameras, VOX 4 input mixer/monitor, U-matic player, video monitors. Software: Written by the artist.
An interactive survey of technological terrain, architecture, transport, and design from a woman’s point of view. Using domestic technology as a metaphor for human interface, it explores scientific and industrial technology from four time periods: 1900, 1930, 1960, and 1990.
This piece is a social commentary modeled after the design influence of the Russian Constructivists. The corporate brand mongers have created an infantile consumer monster with a voracious appetite.
These mongers attempt to control the beast in order to get its valuables for the corporations.
This group of images has evolved from photographic works that emphasize the artificial nature of that medium and draw on its capacity to project idealized environments.
Throughout this evolution, I have developed an increased interest in objects and how we perceive them in photographs. The images include elements such as miniature toys, diagrams, cursive and gestural marks, industrial debris, and photographs themselves combined with synthetically generated, three-dimensional digital objects.
Within the artificial framework of a digitized photograph, I can easily juxtapose these found and virtual objects and lead the viewer to new associations among them. I find this new arrangement to be a more flexible extension of traditionally constructed photographic tableaux, one in which the camera may isolate and scrutinize objects for comparison. Through this process of controlled fragmentation and reassembly, I hope to create a representation that reflects my interest in photographic observation and illusion.