Essays (sorted by Author)

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Title: Is the Age of Expertise Over?
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

As I read journalists’ reports about the decline in confidence in many financial institutions, the troubles in modern education, and the failure of diplomacy to solve international problems, I am faced with the question: Is the age of expertise over?

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Title: Getting Women Wired: New Connections in Art and Technology*
Author(s):
Exhibition: SIGGRAPH 1996: The Bridge
Writing Type: Essay
Abstract/Summary/Introduction:

Does computer science in its theory and practice embody discrimination nation against women, and if so, how does embedded discrimination work itself out in applications to the arts? This essay, guided by this introductory question, will connect concerns of discrimination against women in the field of computer science with issues that arise in the development of theory and application in the emerging electronic computer based arts. Bias against women in computing, I will suggest, occurs in the epistemology or knowledge construction of modern science, works itself out in knowledge construction of modern science, works itself out in knowledge distribution and socialization processes, alienates women, ethnic groups, and class groupings, limits access, and skews applications in the arts.

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Title: Meta-visual/media/space - algorithmic "intersection," the new aspect of media art exhibition
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

When we start to think about “vision,” imaging, and our ways of perceiving the outside world, we must be clear about what we mean. Even in Japan, where imaging technologies play a central role, there are misunderstandings about what “imaging” is and what comes under its umbrella. By “imaging,” I mean the creation of images through any medium that is not simply manual: those that can be traced, reflected, photographed, reproduced, and projected. The term is not restricted to animation, video, film, or other means of creating pictures in motion. “Imaging” encompasses shadow play, magic lantern, anamorphoses, and all the processes of visualization. Since the Tokyo Metropolitan Museum of Photography (TMMP) opened as a center for photography and other visual media, it has been important to discuss what “imaging” means.

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Title: Living Laboratories: Making and Curating Interactive Art
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

This paper describes the development of laboratory concepts in the making and curating of interactive art, in which the exhibition becomes a site for collaboration between curators, artists, and audiences. It describes Beta_space, an experimental public venue that seeks to realise the concept of the exhibition as living laboratory
through the participatory qualities of interactive computer-based art. The paper places this initiative within an emerging phenomenon of hybrid production and exhibition spaces. It argues that the evolution of such concepts has been hampered by the continued distinctions,
within traditional cultural institutions, among art, science and technology, object and experience, creation and consumption.

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Title: Threading Time Machines
Author(s):
Exhibition: SIGGRAPH 2005: Threading Time
Writing Type: Essay
Abstract/Summary/Introduction:

Threading Time, the title of the SIGGRAPH 2005 Art Gallery, invokes a vision in which the essence of lived reality, time, is measured and used through instrumentalization technology. The very subject of much of the technologically-based new media arts is time itself its uncovering, its displacement, its loss, and its reiteration. The urgency for visual artists to explore the experience of time is pervasive. Indeed, what could be more contemporary than an exploration of the lived moment as a network of relations and responses that too often
go unnoticed? The construction and imaging of visual languages through which time is not only expressed but enunciated and parsed by visual poets, have always and will always fascinate audiences. This instrumentalization is evoked and invoked through our language and the way we move, and through the very social relations between people. SIGGRAPH is both an actor in this play and an instigator; it serves as a barometer (giving us a sense of the pressures we face) and a thermometer, indicating the temperature of the body social and political.”

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Title: Computers and the Visual Arts: A Retrospective View
Author(s):
Exhibition: SIGGRAPH 1982: Art Show ’82
Writing Type: Essay
Abstract/Summary/Introduction:

“In the computer, man has created not just an inanimate tool but an intellectual and active creative partner that, when fully exploited, could be used to produce wholly new art forms and possibly new aesthetic experiences.”

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Title: Around the Antenna Tree: The Politics of Infrastructural Visibility
Author(s):
Exhibition: SIGGRAPH 2007: Global Eyes
Writing Type: Essay
Abstract/Summary/Introduction:

With the globalization of mobile telephony during the past two decades, cell towers have sprouted up across different parts of the world. The “unsightliness” of these towers has resulted in responses ranging from neighborhood protests to manufacturers’ concealment strategies. This essay explores the installation of towers in different locations from urban spaces to national parks and considers how their emergence relates to a set of concerns about technology, knowledge, and power.

In addition to examining cell towers in different environments, I describe various “concealment strategies,” including covering towers in tree camouflage, mosque minarets, flagpoles, birds’ nests, and other hiding places. I explore what is at stake in hiding infrastructure and how such practices end up trading technological awareness for a highly synthetic version of “nature.” By disguising infrastructure as part of the natural and/or built environment, such strategies keep citizens naïve and uninformed about the network technologies they subsidize and use. Finally, I consider whether it might be possible to develop modes of affective engagement with infrastructure sites such as cell towers by discussing the work of artists such as Robert Voit (Enchanted Wood), Marijetica Potrc (Permanently Unfinished House with Cell Phone Tree), and Olaf Nicolai (Antenna Tree).

Communication infrastructures are frequently visualized as flow diagrams designed to approximate the spatial relations of a network. As a result, there is a tendency to overlook the uniqueness of particular nodes in a network: their physical form, the stories of their development, or the practices that surround them once they are activated. The antenna tree, I want to suggest, represents the potential to develop a more nodecentric and materialist approach to the study of infrastructure. As a cell tower disguised as a tree, the antenna tree draws attention to the materiality of infrastructure in the very process of trying to conceal it. People often chuckle at these uncanny objects that have been designed to soften the severity of the steel tower with botanical plastics. This tower in disguise not only relays signals, but it is implicated in an array of industrial, legal, and socio-cultural relationships. Each antenna tree can be understood as a symptom of processes of fabrication and installation, state and local regulation, community deliberation, and urban transformation. Thinking around the antenna tree, then, involves considering the fields of negotiation that are produced as an effect of infrastructure development and placement.

In this essay, I describe the emergence of cell-tower concealment strategies and discuss art works by Robert Voit (Enchanted Wood) and Marijetica Potrc (Permanently Unfinished House with Cell Phone Tree) that integrate antenna trees and provoke discussions of infrastructural in/visibility. I explore what is at stake in hiding infrastructure and how such practices may end up trading technological awareness for a highly synthetic version of “nature.” By disguising infrastructure as part of the natural environment, concealment strategies keep citizens naïve and uninformed about the network technologies they subsidize and use each day. We describe ourselves as a “networked society,” yet most members of the public know very little about the infrastructures that support that designation in broadcasting, web, or wireless systems. This issue of infrastructure literacy becomes more prescient as we enter an era of ubiquitous computing in which many different kinds of objects and surfaces will be used as relay towers and/or web interfaces. Since infrastructure sites are becoming more pervasive and less invisible, the work of visual artists can be extremely important in drawing our attention to them and triggering conversations about their design, placement, and effects.

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Title: Old Ideas in New Boxes
Author(s):
Exhibition: SIGGRAPH 1993: Machine Culture
Writing Type: Essay
Abstract/Summary/Introduction:

When we look at ‘cutting edge’ technologies, it is the radical newness that we are encouraged to see. This radical newness helps us forget that technologies arise out of past culture. The generation raised on Buck Rogers grew up to make the space race, and the generation raised on Star Trek are making the Holodeck. In order to understand the historical significance of 3D imaging, we must place it as part of the historical development of the automation of perspective. Lev Manovich has followed this line of study in his essay, as do Paul Virilio and Harun Farocki elsewhere. According to this line of reasoning, we must look at computer graphics, interactivity, and virtual reality as moments in the larger cultural progression of the automation of visual systems.

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Title: Computer Aesthetics: New Art Experience, or The Seduction of the Masses
Author(s):
Exhibition: SIGGRAPH 1986: A Retrospective
Writing Type: Essay
Abstract/Summary/Introduction:

In the early twentieth century, Modern artists, notably Suprematists, Cuba-Futurists and Constructivists, rejected scientific perspective and descriptive art [1]. Although this dismissal of the world of appearances in art was never accepted by the general public, Modernism evolved from that rejection.

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Title: The Art of Understanding: Or, A Primer on Why We Study History
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

Why did a substantial number of submissions to the SIGGRAPH 2003 Art Gallery demonstrate a lack of knowledge of the history of digital art? There is an art to understanding creative invention that involves information as well as experience and personal preference.

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Title: Mapping A Sensibility: Computer lmaging
Author(s):
Exhibition: SIGGRAPH 1983: Art Show
Writing Type: Essay
Abstract/Summary/Introduction:

“The work of art,” as the surrealist André Breton said, “is valuable only so far as it is vibrated by the reflexes of the future.” These “reflexes of the future” have introduced, since the early 1900s, increasingly powerful visual technologies. To rephrase André Breton — in certain critical epochs, art anticipates effects that are only fully realized by newly emerging technology and new art forms.

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Title: New Media, New Craft?
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

This paper will examine the use of computer programming in relationship to the practice and approach of traditional crafts, paying specific attention to the ethos of the Arts and Crafts Movement as a model for assessing the use and status of computation in a creative context. In order to consider the role of programming in the context of traditional craft, it is important to provide a brief outline relating to the ethos and practice of craft. What is understood by the term craft, what are its characteristics and outcomes? After considering this, it will then be possible to apply this understanding to the role of programming and its engagement with digital material.

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Title: Interaction and Play
Author(s):
Exhibition: SIGGRAPH 1993: Machine Culture
Writing Type: Essay
Abstract/Summary/Introduction:

“I prefer the form of seduction for it stems from a mysterious duality/confrontational relationship, an enticing, intense, and covert attraction between the living and the non-living. It is not a form of response, but a challenge, a duel, imbued with an intriguing sense of distance and constant antagonism on which the rules of theme are also based.” – Jean Baudrillard

Reflecting upon the frantic commotion sur­rounding the new media, one can easily gain the impression of a world turned upside down. Natu­rally, there are technologies available today that in the course of evolution have attained a certain de­gree of complexity and perfection offering mind­boggling possibilities not only for the entertainment industry but for the artist as well. However, when we consider the perilously desolate state of computer art, it is difficult to understand why in our so-called post-modern era-inured as we are to the euphoria of technological advances-so much rhetorical and institutional endeavor is be­ing invested in persuading artists to take up tech­nologies that neither they nor their recipients re­ally comprehend. Traditional modernists might, of course, take a more balanced view and contend that a different artistic concept is needed. They may also view that the arts simply have to yield to state-of­the-art technology and its inherent forms of per­ception in order to remain contemporary, or offer viable alternatives to the prevailing forms of application. But occasionally it is difficult to avoid the impression that instead of the artist creating the art, it is the art and the artists that now have to be manufactured for a technology, which has not ar­rived but has made deep inroads into our daily ex­istence. If we exclude musicians and composers, artists have been very reticent in availing them­selves of the computer, in the area of computer graphics, it was the technicians, programmers, and scientists who first submitted computer images as art. Quite the contrary was true in photography, cin­ema, or video, where artists soon seized upon this technology and began developing it in the initial phases without the generous support from the state and patrons of the arts.

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Title: Virtu-Real Space:
Author(s):
Exhibition: SIGGRAPH 1993: Machine Culture
Writing Type: Essay
Abstract/Summary/Introduction:

A significant shift is occurring in the makeup, physical nature, and composition of space as it is experienced in contemporary culture. This shift, which is a direct result of the ubiquitous presence of information technologies in the cultural landscape, signals that physical components alone no longer comprise the infrastructure of the contemporary social environment. The ads, which show American Express cards in locations where they function as architectural elements (i.e., a bridge support, a path on a golf course, a canopy over a restaurant dining area, and others), indicate that it is now a combination of physical components and virtual systems that support and sustain the “real” world. Virtual credit space, symbolized in the advertisements by the credit card, functions not only as structural support for the physical world, but also as solid footing and shelter for the people who live in that world. And since virtual credit space is operationalized by information technologies, it becomes clear in these commercials that the extent to which physical space has been infiltrated by information technologies is both extreme (the cards are pervasive) and covert (no one in the ads notices the cards). Furthermore, because the cards blend into their surroundings unnoticed, these corporate images also indicate that information technologies are our natural setting. It becomes clear, then, that the use of the credit card icon in these commercials represents the extent to which information technologies have become naturalized as an intrinsic part of contemporary social life.

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Title: The Noetic Connection: Synesthesia, Psychedelics, and Language
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

The literatures that touch on synaesthesias – scientific, art-historical, literary, phenomenological, ethnographic, psychedelic – vary widely in their definitions, their interpretations, and their degree of comfo with the first-person, subjective nature of experiential reports. The signi cances given to synesthetic experiences are similarly wide­ ranging. This paper explores the relationships among synaesthesias, psychedelic experience, and language, highlighting Terence McKenna’s synesthetic language experiences on DMT and magic mushrooms. We describe the complexities of creating and pe orm­ ing with the Synestheater, a system that provides the means to weave together, in multiple mappings, two or more complex visual, aural, and linguistic systems in live pe ormance.

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Title: Will There Be "Computer Art" in 2020?
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

It is ironic that the more computers infiltrate our daily lives, the more they seem to disappear. Computer-driven technologies like ATMs and email are part of the subconscious landscape of modern life and require no more attention to use than, say, tuning the radio while driving the car. As the science of computer graphics continues to progress, will computer art become a more prominent feature of the art world? Or will it, like the technology it uses, merge, at least in part, with the background of other art materials and methods?

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Title: The Transformed And Transforming Image In The Shift From Print To Digital Culture
Author(s):
Exhibition: SIGGRAPH 1995: Digital Gallery
Writing Type: Essay
Abstract/Summary/Introduction:

This paper investigates issues germane to “reading” images in a digital medium by considering both visual language as it is constrained by hardware and software, and visual culture as it is changed by a medium that pushes us towards a thought idiom that embodies multiplicity and simultaneity.

Images in and of a culture reflect our cultural understandings of ourselves. Images in any culture are constantly changing, and as they change, they transform the culture. Likewise, as a culture undergoes change, the images of the culture are transformed. In this way, image and how we read images are both the trace element of and a visual wake following the shifts in our collective understandings. Image operates both as an integral part of an organic, changing energy system that generates momentum towards a culture shift and as a footprint that references visual metaphors in describing a cultural shift that is taking—or has taken—place.

To understand the transformed and transforming nature of images in culture, we must first understand the components of the image, particularly the compositional or visual language and the cultural context of the image. What sits between the visual language and the cultural context of the image is the medium in which the image appears. It is not that the medium is the message as Marshall McLuhan has suggested; rather the medium creates both a cultural context and a medium-particular visual language, contributing significantly to the meaning we “read” from an image.

Medium in a larger sense designates the boundaries of our collective understandings – our epistemology – in the ways in which it is integral to both how we “read” the cultural context and visual language of the text and how that constructed “reading” defines our thought idiom. Just as the medium in a fine arts context creates a medium-specific visual grammar and a cultural context from which the artist is able to shape an image from his or her own inner vision or knowing, so too does medium in the larger sense define what kinds of “pictures” we collectively create to understand or know the world. In this way, the digital medium is much more than a new tool or toy used by visual artists. Rather, this paper argues that our tentative steps towards using this new medium represent a shift as significant as the move from oral culture to print culture — that we are in the midst of a shift from print culture to digital culture.

Through a comparison of images based on Manet’s Luncheon on the Grass and the Mona Lisa, this paper lays a foundation for similar comparisons of hypertexts which use visual images. By looking at the characteristics of digital visual language and cultural context and noting the similarities and differences between them and the more familiar print culture visual language and cultural contexts, this paper considers issues germane to reading images in the digital medium.

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Title: Marking Space: on Spatial Representation in Contemporary Visual Culture
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

The following paper looks at different ways that space is being dealt with in contemporary visual culture, and attempts to link these evolving modes of spatial representation to emerging technologies, particularly GPS, GIS, and openGL, as well as to suggest links between the depiction and thinking about space in the current moment with similar or related explorations from the history of late-twentieth century avant-garde artistic practice. While this paper is necessarily more suggestive than exhaustive, I’ve made an attempt to choose contemporary visual practices and practitioners that I felt could stand as representatives for larger tendencies in their respective domains. This paper originated as a somewhat personal document, an attempt to situate my recent art practice within a larger historical and cultural context. As such, at times the links between these divergent practices must be made through the sensibility of the author.

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Title: The Digital Becomes Contemporary
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

We are at a special and paradoxical moment in the development of digital art. Now that it is finally gaining widespread public and critical attention, digital art is also being quickly absorbed into the world of contemporary art. The next generation of artists and critics will not look at making art with a computer as something extraordinary or unusual. This phenomenon is already quite apparent in galleries in New York and abroad. While galleries like Postmasters and Bitforms specialize in new-media art, numerous other galleries in Chelsea exhibit similar work, but do not make the distinction that it is new-media art. Another growing trend in New York is for artists to display prints along with new media as an integral part of the exhibition. The return to the object is due in part to the recent widespread availability of archival printing methods. Museums are also in the process of refitting to accommodate the next wave of contemporary art. The Museum of Modern Art in New York has closed for two years to update its galleries, and the Stedelijk Museum of Modern Art in Amsterdam is planning a major renovation for 2004. For those of us who have followed the SIGGRAPH Art Gallery for many years, this acceptance of digital art by the contemporary art world is refreshing, but also raises many questions. Digital art has operated outside the art establishment for many years, and this has allowed it to remain relatively free.

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Title: Thoughts on Hesse, Digital A and Visual Music
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

This essay describes the influence of Hermann Hesse’s ideas on my creative work and how I create interactive music sculptures and visual music. In his book, Magister Ludi, Hesse describes a game in which art and music blend together in a way that allows for transformation of creative content into various forms of media. “Variations” is an ongoing exploration of interactive sculpture and visual music that began in 1999 and still continues. The following describes my thought process for early versions of this work, as well as for “Variations 03,” an interactive music installation that was exhibited as part of the SIGGRAPH 2003 A Gallery. My approach in creating this work was to develop a three-dimensional sound matrix that viewers could change as they interacted with the sculpture.

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Title: Hypermedia, Eternal Life, and the Impermanence Agent
Author(s):
Exhibition: SIGGRAPH 1999: technOasis
Writing Type: Essay
Abstract/Summary/Introduction:

We look to media as memory, and a place to memorialize, when we have lost.

Hypermedia pioneers envisioned the ultimate media within the ultimate archive, with each element in continual (versioned) flux and constant new additions – dynamism without loss.

Instead we have the Web, where “Not Found” is a daily message. Projects such as the Internet Archive and Afterlife dream of fixing this uncomfortable impermanence. Marketers, instead, promise agents that will make the Web comfortable through filtering (hiding the impermanence and overwhelming profusion that its dynamism engenders).

The Impermanence Agent operates differently. It begins by telling my stories – my grandmother’s stories – and as users browse, the images and texts they pull from the Web are interwoven with her stories. In time, the original stories are lost. New stories, collaboratively created, have taken their place.

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Title: TV NEEDS MTV LIKE MTV NEEDS COMPUTERS
Author(s):
Exhibition: SIGGRAPH 1986: A Retrospective
Writing Type: Essay
Abstract/Summary/Introduction:

J. S. Bach’s last unfinished work, THE ART OF THE FUGUE, is a magnificent network of simple theme and variations that are interwoven, transposed, inverted, and retrogressed. Some believe that Bach’s counterpoint, which consists of a complementarity of voice-parts, exhibits an affinity with algorithmic computer-program instructions and procedures. I agree, and I believe that a video counterpoint offers a special complementarity between its own musical and its visual voice-parts.

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Title: Soft Future
Author(s):
Exhibition: SIGGRAPH 1993: Machine Culture
Writing Type: Essay
Abstract/Summary/Introduction:

Will you see a technological utopia, a city of gleaming metal spires orbiting spacecraft, a world spared from nuclear annihilation and united by a common belief in the benefits of rational progress? Nowadays, probably not. At most your vision is likely to be an end to recession, economic stability for at least a while, a new order of gray-suited bureaucracy. Perhaps you see nothing at all, just a hazy mist of half-forgotten ideals. But when I close my own eyes there is still something there lurking in the background, like a memory chopped up into disparate fragments. It coagulates, forming an surface-it is the surface of a computer screen.

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Title: A Medium Matures: The Myth of Computer Art
Author(s):
Exhibition: SIGGRAPH 1983: Art Show
Writing Type: Essay
Abstract/Summary/Introduction:

We embark upon SIGGRAPH’s second decade with a growing conviction that the leading edge of culture us no longer defined by the fine arts community — by what’s being shown in galleries, purchased by museums, published in art magazines or talked about in SoHo lofts. The excitement and power and significance today seems to lie in electronic technology, especially the computer, which we are convinced will reveal the way to unlimited new aesthetic horizons and produce wholly new art forms. And yet the idea of computer art — of an art unique to the computer — remains after twenty years an unrealized myth, its horizons barely in view, its forms still to be manifest. For, ironically, most of what is understood as computer art today represents the computer in the service of  those very same visual art traditions which the rhetoric of new technology holds to be obsolete.

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Title: Toward Autonomous Reality Communities: A Future For Computer Graphics
Author(s):
Exhibition: SIGGRAPH 1982: Art Show ’82
Writing Type: Essay
Abstract/Summary/Introduction:

It may live in a vacuum tube (for a few more years at least), but to hear the Mercantile Masters talk you’d think computer graphics lives in a political vacuum as well. For electronics, however, the last quarter-century has been equivalent to pulling back the string on a bow – the storing of enormous technological potential. Now the string is about to be released in the universal application of that technology: the next 25 years will be the flight of the arrow, propelling us into the Electronic Age and precipitating an historically unprecedented revolution in commu­nications. And in the shadow of the Communica­tions Revolution we begin to understand the awesome cultural and political implications of that protean force we refer to so feebly today as computer graphics.

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