Essays (sorted by Exhibition Year)

Sort by:

[Title] [Author Last Name] [Year]


Title: From Artificial Life to Augmented Reality: "It's not about technology, it's about what technology is about"
Author(s):
Exhibition: SIGGRAPH 2002: Art Gallery
Writing Type: Essay
Abstract/Summary/Introduction:

This paper examines the influence of two areas of technological research upon my art practice. For me, technologies provide inspiration in a variety of ways. It can begin with a simple instinct on first contact with a technological object, a system, or a scientific idea. Often, an extended period of play or exploration with the technology needs to take place before the artistic possibilities reveal themselves. The two main areas of technological focus in this paper are Artificial Life and Augmented Reality, with particular attention to the development of ideas and philosophical concerns underlying the art that I make. Examples of completed works and works in progress will be shown. It is my intention in doing this to examine some aspects of the artist’s role in unraveling the meanings nesting within technological and scientific endeavors.

View Full Paper: [View PDF]

Title: Fun, Love, and Happiness — or The Aesthetics of Play and Empathy in Avatar Worlds
Author(s):
Exhibition: SIGGRAPH 2002: Art Gallery
Writing Type: Essay
Abstract/Summary/Introduction:

I was asked recently why I would be interested in theorizing on play outside of the context of games and persistent environments. The answer has to do with the processes of creativity, self expression, and authorship that arise when we consider interactivity in virtual worlds. Artmaking as play, and empathy as a foundation of collective authorship, are the central themes of this talk. But is that art? If one allows that art is an outgrowth of a set of techniques, tools, conventions, visual histories, aesthetic vocabularies, and above all an urge of creative self-expression then we would have to say yes. If, additionally, we posit that the digital medium may, perhaps, bring with it a special quality that we have not yet pinned down, despite various efforts to do so, then I would like to suggest that that special digital quality is reflected precisely in aesthetics of play, empathy, and a sense of collective identity and multiplicity of authorship.

View Full Paper: [View PDF]

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?

View Full Paper: [View PDF]

Title: Recovering History: Critical and Archival Histories of the Computer-Based Arts
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

During the 1960s, artists first began to get involved with digital computing. By 1968, it was possible for Jasia Reichardt to curate a survey of digital work in the influential Cybernetic Serendipity exhibition held at London’s Institute of Contemporary Art (ICA). The show went on to tour the United States and Japan, and many young artists were inspired to get involved with computers after seeing it.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

Title: Why Digital Prints Matter
Author(s):
Exhibition: SIGGRAPH 2003: CG03: Computer Graphics 2003
Writing Type: Essay
Abstract/Summary/Introduction:

In the beginning(s) was the digital image.

It has been established that “computer art” started approximately in 1950 with Ben Laposky’s oscilloscope images, which he generated with analog electronics and then recorded onto high-speed film. This event occurred in the wake of the then-recent developments of the first electronic digital computers: a machine built by John Atanasoff and Clifford Berry in 1941 and then the well known Electronic Numerical Integrator and Computer (ENIAC), the first major general purpose computer, introduced in 1946. Completed in 1951, the Whirlwind Computer was the very first to be equipped with a (vector scope) video display monitor. A “bouncing ball” animation was actually produced to demo this feature.

View Full Paper: [View PDF]

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?

View Full Paper: [View PDF]

Title: Audiovisual Discourse in Digital Art
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

This paper discusses art systems that employ image and sound as equal elements. This can be called the evolution of the “audiovisual discourse” in art and technology. Recent software for manipulation of audio and visual material is briefly described, and audio/visual digital artworks, developed during an artist-in-residence-based project, are illustrated as examples of contemporary artistic projects concerned with this theme. Different artistic approaches in the use of audio/visu­ al systems are identified on the basis of the historical research and the second author’s work, as a technologist, in collaboration with the artists participating in the project. Finally, the role of the computer as audio/visual instrument is discussed.

View Full Paper: [View PDF]

Title: Interface as Image: Image Making and Mixed Reality
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

This paper will explore the use of the graphical user interface as art, product and inspiration, drawing on my own practice as a digital image maker and installation artist, and a theoretical investigation of digital image making in hybrid art practice. As the boundaries and reference points between physical and digitally grounded imagery become less defined, the possible duality and interplay for a com­ bined image space moves towards a seamless self-referencing and continuous activity. A visual feedback loop or strip, where the clues of originality become increasingly hard to differentiate and, perhaps, increasingly irrelevant, a state of “deterritorialisation.”1 Some thought will be given to examining the potential for mapping digitally ground­ ed imagery into both two- and three-dimensional physical space to create a mixed-reality experience and to what can happen when we extract the real-world metaphors from the digital environment and take them back into the physical world. Questions about the trans­ parency of the human/computer interface, and about just how trans­ parent we really want this to be, are also raised. What are we left with when we remove the content from the graphical user interface? What traces of human interaction (from the physical) become evident, and what are the “aid memoirs” we employ to assist us in navigation and colonization of the digital landscape?

View Full Paper: [View PDF]

Title: Sensational Technologies
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

This paper is part of an ongoing study of performances that make a physical and psychological connection with the public by synthesiz­ing various media such as sound, image, smoke, smell, etc. The research project will focus on the history of the live image and try to connect this to current practices in popular culture and art, for example live video jockey (VJ) performances and interactive-technology-based installation art. For our presentation at SIGGRAPH 2004, we will con­ centrate on three cases that make use of state-of-the-art technology in order to create specific bodily sensations. We will also take their temporal character into account and explore whether, and if so, how these “events” can be presented and preserved for future genera­ tions as part of our cultural heritage.

View Full Paper: [View PDF]

Title: The Kitchen as a Graphical User Interface
Author(s):
Exhibition: SIGGRAPH 2004: Synaesthesia
Writing Type: Essay
Abstract/Summary/Introduction:

Everyday objects can become computer interfaces by the overlay of digital information. This paper describes scenarios and implementa­ tions in which imagery is digitally painted on the objects and spaces of a kitchen. Five augmented physical interfaces were designed to orient and inform people in the tasks of cleaning, cooking, and accessing information: Information Table, Information Annotation ofKitchen, HeatSink, Spatial Definition, and Social Floor. Together, these interfaces augment the entire room into a single graphical user interface.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

Title: Mapping Art's Escape From the Traps of Technology
Author(s):
Exhibition: SIGGRAPH 2005: Threading Time
Writing Type: Essay
Abstract/Summary/Introduction:

The 2005 SIGGRAPH jury was more than a chance to survey the digital art scene with a roomful of passionate but collegial comrades. It was also an opportunity to reflect on the role, for better or worse, that technology is playing in the production and exhibition of digital
artwork. More than any of my fellow jurors, I think I was particularly conscious of the stereotype that many artists, critics, and curators attach to exhibitions of art with a technological focus. According to this perception, the SIGGRAPH Art Gallery is less art exhibition than display showroom, where technicians show off the latest Maya or Illustrator special effect rather than pushing the boundaries of art.

View Full Paper: [View PDF]

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.”

View Full Paper: [View PDF]

Title: Flashimation: The Context and Culture of Web Animation
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

On October 15, 1997, the first-ever cartoon produced solely for the web made its premiere [Sullivan 1997]. Spumco, a Hollywood-based animation house formed by “Ren & Stimpy” creator John Kricfalusi, commonly known as John K., produced the first installment of The Goddamn George Liquor Program after experimentation with Marcomedia’s popular animation and interface-development program, Flash [Tanner 2001]. Although only eight one-minute episodes of the program were produced, the web cartoon launched a new style of animation, which has since earned an unofficial nickname: “Flashimation.” The purpose of this paper is to explore the origins and effects of this type of animation; examine the forces that turned animators towards the web, its visual style, and the meanings with which it is associated; and the effect Flashimation has had on modern animation and the current animation community. Several threads of thought explain the evolution and culturalization of the new-media phenomenon known as Flashimation. Television animation, increasing access to and preference for the internet, the technological restrictions of this new medium, and the availability of animation software itself have coalesced to produce a major change in the cultural reconceptualization and consumption of modern animation. Collectively, they explain a complex and layered transition from “kid-vid” cartoons to short and crude forms of sophomorically humorous animation produced specifically for an adult audience.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

Title: Painting in a Digital World: I Told You So
Author(s):
Exhibition: SIGGRAPH 2006: Intersections
Writing Type: Essay
Abstract/Summary/Introduction:

Over the past 10 years, the proportion of painters who use computers in their work has been rising, and rising dramatically. They may not all be expert users, and they probably know next to nothing about digital art or its origins, and nothing at all about its pioneer artists.
They will not have heard of SIGGRAPH. They read Frieze. They probably outnumber hardcore digital artists by a factor of 50 to one. So if we are to speak of the way things are going in “digital art,” they are part of the picture.

View Full Paper: [View PDF]

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.

View Full Paper: [View PDF]

Title: Building Possible Dreams
Author(s):
Exhibition: SIGGRAPH 2007: Global Eyes
Writing Type: Essay
Abstract/Summary/Introduction:

Never before have media had such a strong effect on life as in the 21st century. Looking at the history of moving images in the previous century – the visions and agendas of filmmakers, corporations, and governments – we find evidence of the potential for humanistic inclusion and exclusion. Do digital media increase our understanding of life and cultures? Is there the potential to know ourselves better by recreating life in an artificial environment? Is the fascination with artificial worlds proof of our limited understanding of the “analog” human experience? It is possible to control and destroy cultures. When it happens, human heritage is impoverished, and the world has less
diversity and less focus. The corporate digital media revolution is a kind of involution, a return to the type of destruction of colonial eras that exploited continents. With the current level of destruction at its highest level, our life experience is disconnected
from the physical world. Digital media can be a negative game, entertaining young people with virtual destruction, preparing them for analog wars and a multifaceted system of economic domination. Misinformation, decreased plurality of viewpoints, increased disconnection with life, and the spectacularization of human experience are only some of the symptoms of the strategies used by the corporate media world. Our analog lives need analog values connected to nature and respect for our planet and its fragile resources. These values must inform our digital world.

View Full Paper: [View PDF]

Title: Introduction to Unsettled Artifacts
Author(s):
Exhibition: SIGGRAPH 2017: Unsettled Artifacts: Technological Speculations from Latin America
Writing Type: Essay
Abstract/Summary/Introduction:

The motivation for the 2017 Art Gallery was, in fact, not only to examine the current state of art, science, and technology, but also to return a sense of “agency” to these technological artifacts and to help us recognize that we all make the choices that create the future. Therefore, convinced of the power of the poetics of technological speculation, and with the intention of mapping the ground on which we can imagine alternative futures, the Art Gallery traveled south in order to exhibit works of art produced outside the traditional centers of industrial and technological development, by artists living and working in Latin America.


« First ‹ Previous 1 2