Art Events Data Table

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Symposium Title Category Venue Artist Image Artist Statement Overview Technical Info Process Info Contributors Sponsors Medium Website Keywords
  • ISEA95: Sixth International Symposium on Electronic Art
  • Crystal Music
  • Place des Arts
  • Crystal Music is a music of forms, colors and materials that stand out due to their kinetic energies and the perspective given them in the interior space of the work. Like stained glass, the material has been expanded, ground, transmuted in the fiery furnaces of experimentation. Like crystal, it has been chiseled by the imagination which gives to these transparencies the power of illusion. The work was composed for the most part using the Common Lisp Music program of Bill Schottstaedt of CCRMA (Stanford University) during 1992-1993.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Computer Improvisation: Création Mondiale
  • McGill University
  • Improvised and composed works are performed using the computer as an integral member of a musical ensemble. The players have extensive experience in performing with artificially-intelligent composition software. A new improvisation environment is presented in which the software tracks and responds to an integration of the contributions of several players, including the program itself. The computer analyzes data from a sax/bass clarinet and violin (Kimura) via a pitch-to-MIDI converter and then generates another voice in an ensemble texture in real time.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Le Renard et la Rose
  • 1995 Overview: Concerts & Performances
  • Place des Arts
  • A concert suite made from music composed for a radio adaptation of The Little Prince>> by Antoine de St-Exupery that was produced for Radio-Canada by Odile Magnan to whom it is dedicated. It is the third piece of a cycle on the use of the voice in acousmatic music, mostly with onomatopoeias. It was composed in 1995 through a grant of the Conseil des arts et des lettres du Quebec and commissioned by the Banff Centre for the Arts with the financial help of the Canada Council for the 1995 International Computer Music Conference.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Gesang der Winde
  • 1995 Overview: Concerts & Performances
  • The creation of this work was rendered possible by the technological limits of the UPIC real-time computer, a system developed under the instructions of composer Iannis Xenakis. Its strength resides in the graphical interface controlling a 64-bit Fujitsu DSP chip. The hardware allows for 64 waveforms to be played at any time within a range of 2 to 20 khz! My experience with this system was garnered over a period of five years. Timbre is used as a variable to create this poetic atmosphere. In at least one part of the piece, I am reminded of the classic of this genre Gesang der Jünglinge by K. Stockhausen…

  • ISEA95: Sixth International Symposium on Electronic Art
  • The Shadow of the Mosque / Mantra-Pande
  • Place des Arts
  • The Shadow of the Mosque is a variation on the soundscape which surrounded me during a year-long stay in Central Java, Indonesia. Processed soundscape recordings, transfigured Tibetan Buddhist horns, Catholic funeral hymns in Javanese, all represent profound elements from my aural frame-of-mind. Mantra-Pande is a tape piece utilizing samplers, analog and digital signal processing, brass bells, and soundscape recordings. A Panda is a member of the fire and metal working clan of Hindu Bali. In preparation for forging the iron and bronze ceremonial daggers and musical instruments, a period of intense spiritual preparation takes place.

  • ISEA95: Sixth International Symposium on Electronic Art
  • The Far and Brilliant Night
  • McGill University
  • This work explores the psychological power of combined aural and visual symbolism. Certain classes of sounds and images may be imprinted on our genetic memories or our collective unconscious. They may stir within us memories from ancient times, from before our birth, or even from before the origin of our species, generating profound and unpredictable emotional resonances unique to every listener. The work employs Buchla Lightning, computer electronics, live processed sounds and speech, tape, and a photomontage projection with photography by Egon Dubois.

  • TISEA: Third International Symposium on Electronic Art
  • Virtually Speaking
  • Curator Statement:

    The Symposium will be building its own virtual architecture and inviting artists from around the world to play a part in the TISEA telecommunity. This networked environment will be available through public access terminals at TISEA and will include biographical material, an online library and an electronic forum called “Virtual Cultures on the Net”, pulling in responses from around the world.

    Participating Systems:

    – American Indian Telecommunications/Dakotaa BBS
    – Artsnet
    – Arts Wire
    – Usenet
    – The Well

  • TISEA: Third International Symposium on Electronic Art
  • Telemat
  • Scot Art and Jason Gee
  • An interactive telematic terminal operated by Scot Art, Jason Gee and System X, Telemat is a guided tour of the virtual terrain of the global network. The visitor is taken through a dataspace which has no physical walls, and may well encompass the world, or may lie in some other direction. The dataspace has been interactively ‘designed’ from the ground up by a small group of artists over the preceding two years. The interaction has been via System-X, a Sydney-based telecommunications system for artists working in the electronic domain.

    Telemat provides interaction via a store-and-forward mechanism between visitors, System-X artists and denizens of the global net. It also incorporates a display terminal for image and sound from the virtual gallery, a System-X project that allows visual and sonic artists to share work and collaborate via the system. Telemat, like System-X seeks to originate critical thought about the nature of information storage and control, data networks, and how art might be practised in this media. Above all, it seeks to provide a context for participants, local and telematic, to provide their own content.

  • TISEA: Third International Symposium on Electronic Art
  • Diminishing Dimensions
  • Brad Miller and Peter Lowe
  • Producers Statement

    Radio broadcast

    We live in a shrinking world. Previously we began by exploring the world around us. Having explored that world we then began to explore the world that was beyond us, the extraterrestrial world. Whilst that project remains unfinished we have now begun to explore another, more intimate world – one that we hardly realised existed before the invention of the microscope: the atomic world.

    Nanotechnology is the latest buzzword in the jargon of astrophysicists, molecular biologists, and chemists – the development of which straddles each of these diverse disciplines. lt is a development that entails a molecular revolution in the way we are able to perceive and deal with the very building blocks of matter. The term nano, meaning a billionth, is an indication of the terms of scale that the new technology deals with.

    This program is a fragmented sound map which seeks to image the terrain of fundamental quantum reality. It is a strange world of paradoxical reality. Invariably, when scientists talk of the atomic world, they begin talking about the blurring of the fundamental distinction between energy and matter.

    The venture into this endophysical realm has been touted as “the most powerful technology that the world has yet developed”. This being so it is seen as a portent of things to come: the abolition of disease, increased longevity, minimised environmental pollution and the like. Yet the new technology has its critics who are concerned about the moral and ethical dilemmas which they see as the outcome of the development of such a radical technology.
    The voices of the following will be heard during the program:

    1. K. Eric Drexler, Visiting Scholar, Department of Computer Science, Stanford University
    2. Jean-Marie Lehn, Universite Louis Pasteur, Nobel Prize for Chemistry 1989
    3. Richard P Feynman, Nobel Prize for Physics 1965
    4. Ralph Merkle, Xerox, Palo Alto Research Centre
    5. Stuart Hameroff, anaesthesiologist, Department of Anaesthesiology, University of Arizona
    6. Lester Milbrath, Emeritus Professor, Environment and Society,
    7. Suny Stephen Mill, Centre for National Policy Research, Department of Sociology, University of Wollongong

    Executive Producer: Tony McGregor
    Producers: Brad Miller and Peter Lowe
    Mix: Andrew Clarke-Nash
    Original recordings: John Jacobs, Ian Andrews and Jason Gee
    Pre-production: Steve Tilleys
    Special Thanks: Roz Cheney, Heather Grace-Jones, Simon Mahoney and Gary Bradbury

  • TISEA: Third International Symposium on Electronic Art
  • Audio Ballerinas
  • 1992 Overview: Concerts & Performances
  • Benoit Maubrey
  • This is a mobile sound environment project consisting of 7 ‘Audio Ballerinas’ wearing electro-acoustic skirts. This performance series was created on commission for the festival ‘Les Arts au Soleil’ (the ‘Arts in the Sun’) in summer of 1990 for the Lille, Pas-de-Calais area of France.

    The female performers wear ‘Audio Tutus’ that are equipped with digital memories and looping devices (essentially mini-samplers) that enable them to interact directly with their environment by recording live sounds and then processing and amplifying them.

    In addition to being able to digitally record musical instruments or voices in their proximity, they are also equipped with radio receivers, contact microphones, amplifiers and light sensors that enable them to produce, mix, and multiply their own sounds and compose them as a multi-acoustic and environmental concert.
    Each electronic tutu (approximately 20 watts, 12 volt) is made of plexiglass and powered by either solar cells or batteries depending on whether they are performing indoors or outdoors, at night or in the daytime.

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • Mutual Interactions for Voices and Vocal Samples
  • 1992 Overview: Concerts & Performances
  • Amanda Stewart and Warren Burt
  • “Mutual Interactions” (1992) for two voices and two samplers with Lightning MIDI controller. Collaboration with Amanda Stewart. Emergency solo version performed by W. Burt, electronics and voices at Third International Symposium on Electronic Art, Sydney, Nov. 13, ’92 (10 mins)

    We collaborate because it’s fun. It’s fun to explore the voice. It’s fun to be in a situation of feedback between people, their voices, and machines. It’s fun to be in an artistic situation where you don’t know what’s coming next. It may also be politically useful, socially responsible, and helpful to develop both our own consciousnesses and abilities and those of friends

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • Nonetheless Marinetti
  • 1992 Overview: Concerts & Performances
  • Yuji Sone
  • It seems to be the accepted theory that the prehistory of Performance Art in this century began when the first Futurist Manifesto was published in 1909 by Filippo Tommasso Marinetti. The main concept of the writing was to attack the establishment value of the arts in that time. The movement created art works negating the limit and boundary of the old art concept. 80 years later, having seen Dada, Bauhaus, Black Mountain College, Happenings, Events, and Fluxus, the core concept of the 1990’s Performance Art somehow still seems to resemble that of Futurism. Should we, performance artists in the 1990’s, be criticised as repeaters?

    Or…

    Should we blame societies which always have narrow sectionalism, or which only reluctantly allow interdisciplinary/inter-cultural discipline? (Do inter-cultural practices exist without leaning against the stronger culture?) It could be said that one of the functions of performance art has been working as anti-thesis. In the unstable, uncertain situation (as always) of the 1990’s Performance Art, being empowered by electric technology, will survive as a tool to resist exclusionism, closedness, and conservatism.

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • Spatial Keyboard Opus 3
  • 1992 Overview: Concerts & Performances
  • Gwek Bure-Soh
  • TISEA: Third International Symposium on Electronic Art
  • Piece for Two Dancers
  • 1992 Overview: Concerts & Performances
  • Melissa Lovric
  • Melissa Lovric works with movement, computer generated slides and electronically interactive sound in her productions. Her movement piece for TISEA is for two dancers and draws primarily upon her studies in Japanese butoh dance.

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • LifeForms
  • 1992 Overview: Concerts & Performances
  • Thecla Schiphorst
  • This performance dance piece explores the interactive relationship between the performer’s movement, effects on lighting, sound, text and image. LifeForms, a 3 dimensional choreographic tool, is used to create movement for the performer as well as for the virtual performers and images projected into the space. The performer, wearing a wireless microphone controls lighting intensity, colour, and trajectory, via voice and pressure activated triggered events. The performer serves as a link via her own voice, body and movement, and the computer as midi interpreter connecting projected human forms, images, sound, and active moving light sources.

  • Performance
  • ISEA95: Sixth International Symposium on Electronic Art
  • Frastagliate Onde
  • Place des Arts
  • Frastagliate Onde is a composition based on an Italian translation of an anonymous Greek fragment. The Italian translation of this text is very interesting for its particular speech sounds. The piece has been developed from an analysis of a recitation of the text. The phonetic content of each word is processed in several modes. Every sound has been created using only the base text.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Traverser les grandes eaux / Pleine lune / Reponse impressionniste
  • Place des Arts
  • Traverser les grandes eaux is inspired by a phrase frequently encountered in the French translation of the I Ching: “It is advantageous to cross the great waters”. It is a prelude to a suite of sixty-four pieces under one minute in duration, inspired by the hexagrams of the Book of Changes. Pleine lune is an excerpt from Nuits sans parole. It plunges you into the sleepless, indigo night. Reponse impressionniste was created using sounds produced by the SYTER system (GRM, Paris).

  • ISEA95: Sixth International Symposium on Electronic Art
  • Vôo (Flight 1992-I)
  • Place des Arts
  • Vôo is dedicated to the “nautas cosmicos, acuaticos e intelectuales.” – the discoverers and explorers of the universe, the seas or the mind. With the multilingual text being treated in a kaleidoscopic way, the composer tells the story of the opening of a new world – complete with the beauty and tragedy of unintended consequences.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Last Night: Is Winter Really Over?
  • Place des Arts
  • The French writer Marcel Proust had an extremely acute sense of smell. Detailed, poignant descriptions of fragrances are frequent throughout his series of novels “Remembrance of Things Past”. I am extracting Proust’s olfactory descriptions from his novels and working them into an audio installation. All of the acoustic material in the installation are derived from French and English texts read by a woman and a man. At times, the texts are absolutely clear and intelligible. At other times, the text is transformed electronically to produce sweeping, slowly evolving gestures, in the relaxed style of Proust’s prose. The electronic transformation of the text is done using “Wave” signal processing software.

  • All of the acoustic material in the installation are derived from French and English texts read by a woman and a man. At times, the texts are absolutely clear and intelligible. At other times, the text is transformed electronically to produce sweeping, slowly evolving gestures, in the relaxed style of Proust’s prose. The electronic transformation of the text is done using “Wave” signal processing software.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Mellipse
  • 1995 Overview: Concerts & Performances
  • The Spectrum
  • This work is concerned with transformations between timbre and pitch. Five sound masses are transformed primarily by an elliptical filter. The sound masses were created by sampling a spoon hitting a pot lid. This source sound was stretched, reversed and transposed and then layered to produce the sound masses. Other Cmix processing involved room simulation and flanging to create a sensation of a slow pulsing timbre. This work perhaps reflects the Buddhist and Taoist ideas of a connection between the one, the “self” and the many manifestations in the world.

  • Five sound masses are transformed primarily by an elliptical filter. The sound masses were created by sampling a spoon hitting a pot lid. This source sound was stretched, reversed and transposed and then layered to produce the sound masses. Other Cmix processing involved room simulation and flanging to create a sensation of a slow pulsing timbre.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Traces for Clarinet and Interactive Electronics
  • Place des Arts
  • Traces is the third in a series of compositions for soloist and interactive electronics. The electronic requirements of these pieces are kept to a minimum. A Macintosh computer, a pitch-to-MIDI converter and a single commercial synthesizer. Software, written using the Max programming language, responds to the live performance, and controls all aspects of the electroacoustic sounds that are produced by the synthesizer. The piece explores the relation between melody and harmony by granulizing and rapidly repeating the melodic material presented by the clarinet.

    Traces was commissioned by Jean-Guy Boisvert with the assistance of the Canada Council.

  • Jean-Guy Boisvert, Canada Council

  • ISEA95: Sixth International Symposium on Electronic Art
  • India Viejo, sincretismo / Ball, sincretismo / Uitotos, sincretism
  • Place des Arts
  • These three pieces are computer-generated compositions realized at the Brooklyn College Center Computer Music directed by Charles Dodge.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Vietnam: A Prophecy
  • Place des Arts
  • Notes on the obliteration of language and memory            Throughout the 1960’s and 1970’s, the American government saw Vietnam as a sinister and mortal enemy. Twenty years later, Vietnam is seen as an unexploited market for American business, a source of cheap labor for American industry, and a tourist opportunity for American vacationers. This program brings together the voices of participants and their successors for a look at the war and what it did, and continues to do. The work is a personal essay, integrating the methods of feature, drama, and acoustic art.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Electroacoustic Music for Charango
  • 1995 Overview: Concerts & Performances
  • In his electroacoustic work, the composer has explored ways of manipulating technology to extend the sound world of Andean instruments. This program of works for charango and tape includes his own Wounded Angel and two pieces recently composed for him: Lucero by Michael Rosas Cobian (special mention at Ars Electronica ’93) and Erinyes by Andrew Lovett.

  • ISEA95: Sixth International Symposium on Electronic Art
  • In a Bed Where the Moon was Sweating
  • Place des Arts
  • Sub-titled Resonance #1 for clarinet and tape, this piece was commissioned by Francois Houle with assistance from the Canada Council. It was premiered on November 7, 1994 at a Vancouver New Music Society concert and is featured on the CD L’Ivresse de la vitesse on the Empreintes DIGITALes label.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Madances 1-7
  • Place des Arts
  • This is a radiophonic work, the third part of a trilogy. Seven dances in lines and colours are transformed into musical scores. Each sequence is composed of numerous sounds determined by the segment’s position in the score. The one hundred and thirty-seven sounds are derived from diverse sources. The final work exists in German and French language versions for stereo radio as well as an eight-track version for public performance on CD accompanied by slide projections.

  • ISEA95: Sixth International Symposium on Electronic Art
  • In Memory of a Recorder
  • Place des Arts
  • This three-movement work is part of an ongoing research on the theme of the body and its absence in listening to music. All of the sounds (electronically elaborated) originate from a bass recorder. The piece is presented with a real recorder on a stand, the audience around it, and four loudspeakers around the audience. It was realized with the PODX system at Simon Fraser University, Burnaby (Canada) and at Agon in Milan (Italy) using real-time granular synthesis and block-reading technique.

  • All of the sounds (electronically elaborated) originate from a bass recorder. The piece is presented with a real recorder on a stand, the audience around it, and four loudspeakers around the audience.

  • ISEA95: Sixth International Symposium on Electronic Art
  • After Some Songs
  • McGill University
  • This is a collection of short improvisational pieces for electronic sounds and percussion and (occasionally) other instruments. Several of the pieces are abstractions of jazz classics, sometimes recognizable, sometimes not. The songs provide a starting point, a way of thinking about the music, and a lyrical surface to an underlying complexity. With Jon Williams.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Cendres
  • Place des Arts
  • This is an experimental work attempting to integrate critical and creative approaches. It is conceived as a collaboration between a performer-composer and a sound theorist who found themselves closely engaged in similar ideas. In the “philosophonics of space”, a paper presented at ISEA 94 by Frances Dyson, she described a new context in which to “hear” a particularly sound-drenched text by Derrida, Cendres (1987). In Cendres, Derrida asks how the traces of being, the cinders still burning in our memories of the Holocaust, still calling within the silence of cultural amnesia, can be made into sound. The same sonic perspective which Dyson explores in her paper had also provided the impetus for Michael Century’s work-in-progress Cendres-Fragments (93-94) for a live pianist, player piano and computer software.

  • ISEA95: Sixth International Symposium on Electronic Art
  • La Guerra Dei Dischi
  • Place des Arts
  • La guerra dei dischi (The Records War) is a radio-film with text by Stefano Benni based on the novel Terra!. It features the voices of Giovanna Mori, Mirella Mazzeranghi, Rosa Masciopinto, Giorgio Battistelli and Marco Carlaccini, as well as Fernando Fera, electric guitar, Federico Mondelci, saxophone, and Luigi Ceccarelli, sampling, programming and mixing. The work is edited by Maurizio Giri, and was produced at the Centro Produzione Informatica Musicale (Rome) by RAI-Radiotre and Centro Produzione Informatica Musicale.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Talking Drum
  • McGill University
  • This is an interactive rhythm piece using six to twelve players at stations separated by about fifty feet. Each station consists of a small computer-music system with its own loudspeaker. The stations are connected by one MIDI cable, creating a single data chain. A master-controller station sends timing pulses and coordination signals to the satellites. The location of stations is used to exploit the distance and resonance effects of the performance space, so that the environment itself is played like the membrane of a drum.

  • Each station consists of a small computer-music system with its own loudspeaker. The stations are connected by one MIDI cable, creating a single data chain. A master-controller station sends timing pulses and coordination signals to the satellites.

  • TISEA: Third International Symposium on Electronic Art
  • Cries from the Tower
  • 1992 Overview: Concerts & Performances
  • Barbara Campbell
  • Mary Stuart was removed from her subjects for the last 14 years of her life. She spent most of her period of incarceration alternately writing letters to rally support for her release and embroidering tapestries of exotic and mystical beasts.

    “Rapunzel, Rapunzel, let down your hair to me” -German fairy tale

    She was executed on the 8th of February, 1587. Her English captors went to great lengths to dispose of blood-stained remnants of the act so that no holy relics could circulate and inspire a Scottish backlash.

    “I felt in my hands and in my heart a confused, singular, continual, sensual desire to bury my fingers in this charming rivulet of dead hair.” -Guy de Maupassant, A Woman’s Hair.

    When the executioner held aloft the dead Queen’s head, the auburn tresses in his hand came apart from the skull and the head fell to the floor, revealing her real, prematurely greyed hair.

    “All your hair, Melisande, all your hair is falling from the tower! I am holding it in my hands, against my mouth, in my arms… It lives like birds between my fingers, and it loves me, loves me more than you”. -Maeterlinck, PePeas et Melisande

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • Rotary Zithers
  • 1992: Art Exhibition
  • Rodney Berry
  • https://rodberry.net/artworks/rotary-zithers-1995/
  • TISEA: Third International Symposium on Electronic Art
  • Mecanium
  • 1992 Overview: Concerts & Performances
  • Pierre Bastien
  • MECANIUM (since 1977) :
    A sixty-pieces orchestra made of Meccano parts, electro-motors and acoustic instruments from all over the world. According to the type of instrument that is included, each automaton plays a short melody, a rhythm or some harmony repeated in a loop. (source:
    https://www.pierrebastien.com/en/installations.php)

    Bastien has composed music for Dominique Bagouet’s ballets, and it was for his Tartine production that he made his first musical machine, combining a record-playing engine, a Meccano structure and a cymbal. The products of a strange cross between modern technology and ethnic folklore, his works are reminiscent of futurist primitivism and dadaism. In the words of Marc Gabriel Malfant, the music of Pierre Bastien has also rediscovered the pure charm of ‘air’ or tune, the easy-to-whistle-to genre pursued by une, the easy-to-whistle-to genre pursued by Bach that has disappeared from the musical vocabulary.

    We enter, through music, into a forgotten world where tired machines slowly and obstinately repeat coagulated tunes. The tempo is heavy, decomposed. In this nocturnal milieu, the apparitions have the mysterious walk of the ghosts and their power of fascination. These ‘airs’ have the elegance of a remembrance… And sometimes, we surprise ourselves whistling a melody of Pierre Bastien while we maintain fixed in our memory the sorrowful calm of Marimba Combo’s cornet.

  • Performance
  • TISEA: Third International Symposium on Electronic Art
  • Host Body/Coupled Gestures: Event for Virtual Arm, Robot Manipulator and Third Hand
  • 1992 Overview: Concerts & Performances
  • Stelarc
  • The Host Body/Coupled Gestures: Event for Virtual Arm, Robot Manipulator and Third Hand is a computer generated human-like manipulator interactively controlled by VPL VR equipment. Data Gloves with flexion and position-orientation sensors and using a gesture-based command language allow real-time intuitive operation and additional extended capabilities. Functions are mapped to finger gestures, with parameters for each function allowing elaboration — for example the continuous rotation function can apply to the fingers as well as the wrist and the speed can be varied It is also hoped that hand state and motion gestures will also be recognised. The Cyber Glove, with finger abduction and thumb roll sensors will allow a more extensive gesture language. Another strategy that has been used is to only depend on a small number of gestures — with different functions mapped in different tables. By swapping tables, it is possible to access a new set of functions and parameters.

    An Arm Editor allows the Virtual Arm to be customised for particular performances and virtual tasks — not being limited by anatomical or engineering constraints of the real world. Use of Limiters provide constraints that define the functional motion. The Virtual Arm is able to behave ambidextrously —as a left hand or right hand by switching the user’s control and simulating hands.
    Some of the Virtual Arm’s extended capabilities include ‘stretching’ or telescoping of limb and finger segments, ‘grafting’ of extra hands on the arm and ‘cloning’ or calling up another arm. The ‘record and playback’ function allows the sampling and looping of motion sequences. A ‘clutch’ command enables the operator to freeze the arm, disengaging the simulated hand. For teleoperation systems such features as ‘locking’ — allowing the fixing of the limb in position for precise operations with the hand; in ‘macro mode’ complex commands can be generated with a single gesture and in ‘fine control’ delicate tasks can be completed by the transformation of large operator movements to small movements of the Virtual Arm.
    Gesture interaction is an effective and efficient means of remote controlling robot manipulators. As the Virtual Arm is a generalised or universal robot with extended capabilities, it may be useful for tele-operation environments or it can be seen as a sophisticated human-like manipulator for handling objects in a virtual task environment.

    Host Body/Coupled Gestures: Event for Virtual Arm, Robot Manipulator and Third Hand is an interactive event that controls counterpoints and choreographs the motions of the virtual arm, a robot manipulator, an electronic third hand and the arms of the body. It combines real-time gesture control of the Virtual Arm, pre-programmed robot scanning, symbiotic EMG activation of the Third Hand and improvised body movements. Sensors on the head and limbs allow the body to switch images from cameras positioned above the body, on the robot manipulator and from a miniature camera attached to the left arm — with the Virtual Arm being the default image. A relationship between body posture and images is established, with body movements determining the flow of images on the large screen — displayed either singly, superimposed or in split configurations. Amplified body and machine signals acoustically configure the virtual and robot operations. There is an interface and interplay of virtual and machine systems; of simulation and physical action; of actuation and automation. The interest is how electronic systems can extend performance parameters and how the body copes with the complexity of controlling information video and machine loops on-line and in real-time. The artist has always been intrigued by the phantom limb effect that amputees often experience —the body can now experience an additional virtual arm.

  • TISEA: Third International Symposium on Electronic Art
  • Being In Nothingness: The Power of Suggestion
  • 1992 Overview: Concerts & Performances
  • Paul DeMarinis
  • “God is perhaps not so much a region beyond knowledge as something prior to the sentences we speak”
    -Michel Foucault

    In many of my recent songs for synthesised voice I have treated speech melodies as musical material. By a process of computer analysis and re-synthesis I extract the melodic line of spoken language, involve it in a variety of compositional transformations, and apply the result to digital musical instruments. Along the way, the original voice becomes more or less disembodied, but retains much of the original spirit and meaning. With the computer analysis model I can alter voicing — changing the speech into drones or whispers, articulation rate — speeding or slowing the speech independent of pitch, as well as a variety of other effects (many of which sound unfamiliar but agree with the kinematics of the vocal tract). As I compose, I listen and I think. I choose vocal sources that interest me, particularly the voices of evangelists, hypnotists and salesmen because of their great confidence and enthusiasm.

  • Series of computer-synthesised songs performed live with Power Glove controllers, touch tablets and touch-sensitive guitars
  • TISEA: Third International Symposium on Electronic Art
  • Virtus
  • Cecile Babiole
  • A computer-animated fantasy about virtual worlds (hardly in its infancy back in 1992).

    Half knight in shining armour, half shrimp, Virtus, our virtual double, explores a labyrinth, a metaphorical stand-in for cyberspace. He whisks like the wind through a maze of tunnels, encountering chimerae and mysterious fighters on his way.

  • TISEA: Third International Symposium on Electronic Art
  • Flux
  • Jon McCormack
  • TISEA: Third International Symposium on Electronic Art
  • The LivingRoom
  • Texas A&M University
  • TISEA: Third International Symposium on Electronic Art
  • Ambient Alphabet (C of Meaning)
  • Peter Callas
  • 1992, 5:15 min, color, sound

    This tape takes the alphabet as its theme. By addressing the location or positioning of letters within the alphabet as ‘enforced’ (or predetermined) edits, it questions this given structure and at the same time attempts to exhume some of the possible shamanic origins of the shape of the letters in the English version of the Latin alphabet.

    Here Callas employs his signature computer animation to create a dynamic pictorial landscape.

    Producer: Ring World. Postproduction Co-sponsors: Batsu Four co, Ltd. Music: Ra.

  • TISEA: Third International Symposium on Electronic Art
  • Corpus
  • 1992: Screenings
  • A lyrical piece delving into corporiality and featuring the first appearance of the vanitas motifs that were to dominate my work from then on.

    The animation was programmed and rendered while I was Artist in Residence at the old Computer Graphics Lab at the School of Visual Arts in New York in 1991. The installation version was commissioned by Video Positive ’93 (now FACT), Liverpool. It was also exhibited at “British Artists of the Nineties” show at Kunstwerke in Berlin in 1993. After this experience I pretty much gave up installations and stuck to screen based work – life’s too short.

  • Digital and video animation, 6 mins, U-matic SP, 1992.

    (Video installation, 4 monitors and video decks, 1993)

  • http://www.futurenatural.net/projects.html#corpus
  • TISEA: Third International Symposium on Electronic Art
  • Les Xons
  • Cecile Babiole
  • The XONS are a tribe of diminutive skeletons that come in all sorts of monstrous and comical shapes and sizes. They move about frenetically and play tricks on one another amidst the flames of hell.

    The saga of Les Xons tells of their loves and their games, the battles they wage and the children they beget, the epidemics that wipe them out and their miracle cures, the fuel that keeps them going…on their planet of fire.

    There are many different XONS : One-Armed Goliath, Lady Lambchop, Torototem, Homo Longus, Baby Boom, Spidergirl, Bibendame, the germs Minus and Virus and the Simplus cousins are a boisterous bunch as it is, but the family’s growing by leaps and bounds, for XONS know all sorts of unorthodox methods of reproduction.

    The moment they move an inch, XONS make a horrifying hullabaloo. Even their slightest gestures scrape, bang and rattle to generate a frenetic beat, which is what makes Les Xons series a musical, too.

    Pilot 1 : CRAC – CRAC (“SHTUP – SHTUP”) (length : 40”) enlightens us as to the probable genesis of the planet of the XONS : viz. a quickie.

    Pilot 2 : BASTON (“ROUGH-AND-TUMBLE”) (length : 1’) shows us how Minus, Baby-Boom’s son, goads and eventually tussles with Legless Cripple-On-Wheels.

    Apart from those two pilots the saga was not produced

  • https://babiole.net/projects/72
  • TISEA: Third International Symposium on Electronic Art
  • Angels (exerpt)
  • Nicole "Natalie" Stenger
  • TISEA: Third International Symposium on Electronic Art
  • Liquid Selves
  • Screening 2’15”

    This computer animation depicts the upcoming struggle between the virtual and physical sides of our selves, where our bodies are left behind as technology enhances our ability to exist in purely virtual worlds. A collection of techniques were used to create this piece. Particle systems were used to disassemble and reconstruct various images. Artificial evolution and interpolation of 3D parametric shapes allowed the creation of unusual surface transformations. Morphing techniques produced smooth transitions between faces, and various image processing, warping, and compositing techniques were also employed.

    Software and Animation: Karl Sims
    Music: Peter Gabriel, John Paul Jones
    Thanks to: Lew Tucker, Jim Salem, Gary Oberbrunner, Matt Fitzgibbon, Dave Sheppard, David Marvit, Kleiser-Walczak, & Keith Waters
    Produced for: Art Futura and “Memory Palace” at the 1992 World’s Fair in Spain
    Hardware: Connection Machine CM-2
    For further technical information, see:
    “Particle Animation and Rendering Using Data Parallel Computation” K.Sims, Computer Graphics (Siggraph ’90 proceedings), Aug. 1990, pp.405-413.
    “Interactive Evolution of Equations for Procedural Models” K.Sims, The Visual Computer, Aug. 1993, pp.466-476.

  • TISEA: Third International Symposium on Electronic Art
  • Memory of Moholy Nagy
  • Tamás Waliczky and John Halas
  • Screening; Computer animation, 1990. Two versions: one is 4’35” long, the other is (with documentary parts) 15′.

    An animated journey through the abstract colors, compositions, and constructions of the Hungarian artist László Moholy-Nagy.

    Story-board and producer: John Halas
    Design and animation: Tamás Waliczky
    Music shorter version: Llászló Kiss, longer version: Boris Karadimchev

  • https://www.waliczky.net/pages/waliczky_moholy-HTML5.htmExcerpt of Memory of Moholy Nagy
  • TISEA: Third International Symposium on Electronic Art
  • Acacia Mosaics
  • Brian Evans
  • TISEA: Third International Symposium on Electronic Art
  • Paradise Tossed
  • Jill Scott
  • Screening 14’6″

    Paradise Tossed (1992) is a dreamy computer animated survey of technological terrain, idealism and design from four young women’s points of view. It uses Macro-mind Director’s lingo to access sections of a twelve minute 3D animation on a Sony laser-disc player. The menus arc laid out like pages from a photo album and by touching the screen the participant can not only choose segments to be played on another screen but can also construct timeless associations. Margaret Mead once said:
    Utopia is built on the great diversity of human propensity and gift and it must be in terms of modem information theory, redundant enough to catch the developed imagination of each different member of society.
    This insight into the redundancy of the human condition was inspirational as a beginning point for research that led me to a series of archetypical assumptions. Carrying on from Machinedreams, my last interactive work continued to research and compare eras (1900s, 1930s, 1960s and 1990s), conscious that although they exist a generation apart, together they encapsulate the tremendous extent of environmental and domestic change we have witnessed since the beginning of this century. It occurred to me that interactivity could provide people with archetypical scenarios that they would be curious to visit, and in doing so may question the reason for their choices and why so many people’s ideals were similar. [source: tandfonline.com]

    “In Jill Scott’s new work Paradise Tossed the ironic artifice of digital electronic imagining as a televisual and allegorical intertextual rendering of meditative landscapes of domestic technology cannot be avoided. The directness of this piece is transformed into a surreal investigation of female identity.” _Variant, no date

  • ISEA94: Fifth International Symposium on Electronic Art
  • Violin Music in the Age of Shopping / Chaotic Violin
  • As revealed in the seminal book The Pink Violin, the Australian composer, theorist and violinist Dr. Johannes Rosenberg predicted that after the demise of Communism and Capitalism would come The Age of Shopping. He also identified two important characteristics that the culture industry of this period would develop – firstly an obsession with technical process for its own sake and secondly, a contemporary art and music world largely empty of any creative content. A culture where the constituent parts have been removed from their context (meaning) and all voices, authentic, original or otherwise, continue to exist only as easily identifiable, sellable product. Content as a recognizable idea has ceased to exist because all the “content” has become interchangeable – it wouldn’t matter what is going on providing there is evidence that something is going on. A merely quantitative world of massed copies and fakes. All music, whatever its origin, status or supposed function would exist now in a digital dream time that the originators of ‘muzak’ could never have imagined. Rosenberg envisaged the music supermarket of today – a place where the tins on the shelf are interchangeable; the labels looking different but the content (once bought) would be all the same.

    For the best part of 20 years now, Jon Rose, “The Paganini of New Music” (according to a New York Times critic) has been de- and re-constructing the violin and its music in an attempt to formulate an alternative and personal history for the instrument. He has taken Johannes Rosenberg’s rather extreme ideas at their word – hence the existence of this project Violin Music in the Age of Shopping. Placing the violin in a global shopping context does seem to be the next logical step in Jon Rose’s gesamtkunstwerk approach to music. Contexts, histories, functions, imagery and meanings are all up for sale in this current culture-vulture project. Shopping will of necessity be a satirical piece with political intent.
    The Chaotic Violin is another of Jon Rose’s interactive violin/computer pieces – this time his violin bow acts as a MIDI controller. The 32 mapping tables of the program can be set to work within the standard chromatic scale or choice of notes can be generated by random generator, algorithms, or methods of interpolation between fixed points. Superimposition of these structures in real time lead to very complex patterns but these patterns nevertheless always retain a high degree of self-similarity. This complexity must also operate in an ever changing mode because of the adjacent violin performance operating in parallel, against or with it – ie. those physical actions, movements and techniques of the violinist.

  • TISEA: Third International Symposium on Electronic Art
  • K-Rad Man
  • Ian Haig
  • Screening 11′, 1991

    “A mad scientist develops a computer virus designed to manifest itself as a biological life-form which wreaks havoc with an unsuspecting computer nerd.” screenaustralia.gov.au/the-screen-guide/t/k-rad-man-1991/4769

    “A mad scientist, a techno-nerd and a deadly computer virus form an ultra vivid hyper-reali­ty in this computer generated comic strip.” miff.com.au/festival-archive/films/id/20261

    “Haig is in fact exemplary of the migration to interactive media by artists who had formerly worked either exclusively or partially with video. Haig’s early experiments with analogue video in the late 1980s shifted to take advantage of the `pixelated image and the crude, “computerish” look’ of the domestic Amiga system, as evidenced in K-Rad Man, a 1992 animation about computers and their increasing domesticity. (He was actually turned on to the idea of the Amiga after having seen a video of Andy Warhol ‘painting’ a digital portrait of Debbie Harry at the official launch of the Amiga in New York in 1985.)” _Matthew Perkins (ed.): Video Void, Australian Video Art, Australian Scholarly Publishing, 2018

    Director, Writer and Producer Ian Haig, Dir. of Photography Martine Corompt.

  • TISEA: Third International Symposium on Electronic Art
  • EPA Fly-By
  • Chris Landreth and Achamyeleh Debela
  • 2’20”
    Software: Advanced Visualizer by Wavefront.
    Hardware: Silicon Graphics Workstation.
    Created at the NC Super Computer Center, Research Triangle Park, NC, USA

  • TISEA: Third International Symposium on Electronic Art
  • I Paint, I Am
  • Sydney Opera House
  • Michael Strum
  • “Unfortunately I probably have lost about 90% of the old work,
    I have put a number of those early works which were essentially loops – up on the wall in frames, here’s a link to a little video shot from the screen: https://www.instagram.com/p/CL48HjZH532“

    _Michael Strum in 2024

  • TISEA: Third International Symposium on Electronic Art
  • Postals de Barcelona
  • Animatica
  • TISEA: Third International Symposium on Electronic Art
  • Primordial Dance
  • Primordial Dance is an experimental animation containing a progression of abstract textures and colors. It is a study of emerging and transforming mathematical equations. These effects were created using an interactive process of “artificial evolution.” The artist and computer collaborate to produce images and movements that neither could easily produce alone. The computer generates and displays a collection of experimental abstract images. The artist chooses the most aesthetically interesting images, and those survive and are “bred” to produce a new collection of images. The equations, or artificial genes, of the survivors are copied, mutated, and mated by the computer to generate new offspring pictures. This process of variation and selection is repeated, and with each cycle more complex and interesting results can occur. Finally, movements are created by performing “genetic interpolations” between these evolved images. This piece contains a series of these interpolations applied to various sets of evolved images. karlsims.com/primordial-dance.html

    Software and Animation: Karl Sims
    Music: David Grimes, Target Productions
    Drums: Jim Salem, Abbi Spinner, Ken Schachat, Seth Goldstein
    Thanks to: Peter Schroeder, Lew Tucker, Gary Oberbrunner, Matt Fitzgibbon, & Dave Sheppard
    Hardware: Connection Machine CM-2

    For further information see:

    “On the origins of a 13-second segment of Primordial Dance: a brief Karl Sims interview with commentary” Glenn Smith, Digital Creativity, January 2020.
    “Artificial Evolution for Computer Graphics” K.Sims, Computer Graphics (Siggraph ’91 proceedings), July 1991, pp.319-328.
    Genetic Images interactive exhibit where visitors evolve abstract still images.

  • TISEA: Third International Symposium on Electronic Art
  • Texture Maps
  • Jim Koulias
  • TISEA: Third International Symposium on Electronic Art
  • Pépin Géant
  • Cecile Babiole
  • Pépin géant (Giant glitch) is a sculpture (1937) by Jean Arp (known as Hans Arp, 1886, Germany – 1966, Switzerland). This film is made after the sculpture

    This is a commission for the series “Art at Play”, a program of 20 1-minute clips devoted to works from the National Museum of Modern Art at the Center Georges Pompidou.

    Design and production: Cécile Babiole, computer-generated images: Jean-Christophe Bernard (Transformer), Music: Gerome (NOX), Production: Center Georges Pompidou, Pandora, UMT, Resource image, 1991

  • TISEA: Third International Symposium on Electronic Art
  • Parabolic People (1 & 2)
  • Sandra Kogut
  • 2 of a series of 10x3min films

    What is the difference between a window and a television?

    In the streets of Paris, Moscow, New York, Tokyo, Rio and Dakar, Sandra Kogut invited the passers-by to use individually, during 30 seconds, a booth equipped with a camera. From that elementary situation, she worked out Parabolic People, to talk about the connections between people, that exist beyond the cultural or linguistic barriers.
    This series is ment to be shown in any country with no need to add subtitles or translation. Moments of breathing, humour, emotion, pleasure, Parabolic People is a joyous essay of a ”universal” TV piece.

  • TISEA: Third International Symposium on Electronic Art
  • TISEA Opening Animation
  • Jon McCormack
  • ISEA95: Sixth International Symposium on Electronic Art
  • Traces: Deepening through the Silent Spheres
  • Place des Arts
  • ISEA95: Sixth International Symposium on Electronic Art
  • Tavola IV
  • McGill University
  • This work is one of a series of pieces called Tavola in which the timbre and dynamic possibilities of the musical instruments were studied. Tavola IV, dedicated to the viola and nicknamed “of the rustle”, utilizes the sound possibilities offered by this string instrument . The original idea was to focus on a sound universe that is usually very difficult to hear, that made up of attack transitories, rustles and infrasound.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Ellipsis
  • Place des Arts
  • Ellipsis is a work for female singer and tape which seeks to embody a ritual celebration of women’s spiritual power and psychological empowerment. Three imagistic cycles emerge: The Age of Darkness, Creating a New Space, and The Age of Resonance. The singer performs with a wide variety of vocal sounds, and the tape part is constructed from sampled acoustic string sounds, FM synthesis, and multitrack layering of the voice of Fides Krucker.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Puzzle Wood
  • Place des Arts
  • One of the most fascinating aspects of electroacoustic music is its ability to indulge in a multifaceted and paradoxical listening environment. As one’s perception gradually discovers and uncovers deeper levels within the structure, new illusions and allusions jostle to the front of one’s attention. Puzzle Wood is a small forest nestled in the southwest of England. Local myth has it that many souls are still left wandering its paradoxical pathways. Lose oneself within Puzzle Wood and escape deeper into one’s own thoughts and imagination.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Crónicas De Ultrasueño
  • McGill University
  • Cronicas de Ultrasuelio (1992) is inspired by the poetic musicality, irrealism and polylyricism of the unique Catalan and major Hispanic writer J.V. Foix (1894-1987). This piece is for clarinet and electronics. It is an adaptation of a piece for oboe and keyboard-controlled FM digital synthesizers. Commissioned by Urugayan Leon Biriotti in 1992 with the financial assistance of the Canada Council for the Arts. The piece was awarded at the 1994 Helsinki International Rostrum of Electroacoustic Music.

  • Canada Council for the Arts

  • ISEA95: Sixth International Symposium on Electronic Art
  • Artintact 1 + 2
  • 1995 Overview: Art Exhibition
  • ZKM
  • This is a CD-ROM magazine of interactive art published as “a rare opportunity for works that require interaction with the viewer” by the ZKM/ Zentrum fur Kunst and Medientechnologie (Center for Art and Media) of Karlsruhe, Germany. Its first edition was presented at the Frankfurt Book Fair in 1994. These two editions include work by Jean-Louis Boissier (Flora petrinsularis), Eric Lanz (Manuskript), Bill Seaman (The Exquisite Mechanism of Shivers), Luc Courchesne (Portrait One), Miroslaw Rogala (Lovers Leap) and Tamas Waliczky (The Forest). The accompanying book includes articles by Christoph Blase, Jean Gagnon, Timothy Druckrey and Anna Szepesi.

  • ISEA95: Sixth International Symposium on Electronic Art
  • New Found Land
  • 1995 Overview: Art Exhibition
  • ZKM
  • Interactive videodisc installation, a retrospective of the MultiMediale 4, the biennale of new media art held at the ZKM/Karlsruhe (Germany), May 12-25, 1995. The mediated landscape is a digital topography whose network cosmography mirrors the real world into a televirtual imaginative and social space. In this new landscape, the traditional boundaries all come into question: inside/outside, reality, fiction, I and the other. Art invents new relationships that imbue the bountiful emptiness of the New Found Land with meaning. The installation New Found Land was co-produced by the Museography Laboratory of the University de Montreal.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Angelus Novus 4.01
  • École Cherrier
  • Dan Zer0
  • I am interested in how artists can employ digital technology as a medium to explore their traditional obsessions such as the meaning of power, desire and death. A computer is the ideal instrument for causing meanings to collide, fluctuate and flow into each other—and to play with the tension between authenticity and simulation in the space between intention and chance. Each viewer/user navigates a unique path through a digital collage of layers and loops of appropriated images, sounds, voices and texts.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Black Box
  • École Cherrier
  • Louise Wilson
  • (Sub-title: Anomalous human-machine interactions involving a Pseudo random number generator (Pseudo REG) and ArtREG.) In 1979, the Princeton Engineering Anomalies Research (PEAR) program was established to study anomalous consciousness-related phenomena of possible relevance to basic physical science and engineering practice. A large number of controlled experiments have been conducted in which an operator’s intention has been proved to have a direct effect on the behavior of sensitive physical devices. In Black Box, participants are invited, both individually and in groups, to interact directly with PEAR software. A body of data will be collected and forwarded, raising such questions as possible gender “signatures” and remote effect.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Zenotrope #2 & Zenotrope Oscillator
  • École Cherrier
  • Dennis Michael Wilcox
  • The Zenotrope devices or modules consist of an electric motor, a liquid crystal display screen, housing, and wire supports. The kinetic motion that these devices produce is to spin the liquid crystal display screen at various rates. (Sponsored by Sony, Australian Film Commission, ANAT, College of Fine Arts.)

  • Sony, Australian Film Commission, ANAT, College of Fine Arts

  • ISEA95: Sixth International Symposium on Electronic Art
  • The Way
  • Galerie de l’UQAM
  • Tamás Waliczky
  • A computer animation combined with live video, it depicts three runners followed by a camera down a foggy street in a small German village. To virtualize it, the author has moved the vanishing point to the closest possible position next to the viewpoint. The further the object is from the viewer, the larger it appears and vice versa. You can notice this effect on the runners too. Their size is the same, a reference point on this inverted image.

  • A computer animation combined with live video, it depicts three runners followed by a camera down a foggy street in a small German village. To virtualize it, the author has moved the vanishing point to the closest possible position next to the viewpoint.

  • Animation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Emergence
  • École Cherrier
  • Anna Gabriele Wagner
  • My work is created through a creative exploration of morphological relationships. I use images of the ‘real’ in animate and inanimate nature. I then manipulate and compose these images in the computer in multiple layers, using computing as an artistic language and means of discovery, rather than a production tool. I reveal invisible, yet inherent layers of images from the ‘real world’. Through adding and subtracting pixel values from two or more different images or applying algorithms to those values, I literally dis-cover the unseen virtual beauty.

  • I use images of the ‘real’ in animate and inanimate nature. I then manipulate and compose these images in the computer in multiple layers, using computing as an artistic language and means of discovery, rather than a production tool.

  • Digital Image
  • ISEA95: Sixth International Symposium on Electronic Art
  • Sunbeam
  • Thomas Bayrle
  • Nine portraits are made from thousands of little films. The work was processed on Silicon Graphics machines (VGX) by a special program from Kobe Matthys. Assistants: Youg-Chul Bayrle, Stefan Muck, Kobe Matthys.

  • The work was processed on Silicon Graphics machines (VGX) by a special program from Kobe Matthys.

  • ISEA95: Sixth International Symposium on Electronic Art
  • The ‘i=’series: Interaction Improvisation, not Imposition
  • 1995 Overview: Art Exhibition
  • Tessa Elliott
  • The ‘i =’ Series- Interaction as Improvisation not Imposition The ‘i =’x series of installations and performances were intended to explore the notion of “interactivity” and what constitutes “art” in the current technological age. Central to the work is a focus on human/human and human/compute communication by a subversion of surveillance and control.

  • ISEA95: Sixth International Symposium on Electronic Art
  • The Surveillance Series
  • 1995 Overview: Art Exhibition
  • Wayne Draznin
  • Data acquisition, fear, personal life, files, privacy, security, safety, freedom… a maze of contradictory needs and desires. We know the world better than we ever have before; our fear and unease grow steadily. The omnipresent security camera is the sign of this knowledge and fear. It represents a fundamental trade: the surrendering of individual space for protective environment. It offers the reality and illusion of safety through information. For the past few years, my work has focused on the contradictions quietly bubbling beneath the surface of the information grid.

  • Installation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Eaux d’images-Ophelies
  • 1995 Overview: Art Exhibition
  • Dominique de Bardonneche-Berglund
  • Perfume is forgetful of the flower. Similarly, these images, drained of their essential elements by digitization, are fragments, the very essence of these images. Work with a computer dematerializes the image. The virtual and nomadic image is the site of all possible formal transformations. Work on this fugitive, immaterial image creates a new relationship with the body. The labyrinthine universe of the image corresponds to a construction which is no longer the projection of a way of seeing onto a canvas, but a blind process, a strategy in face of the established systems. This “look without a view” calls upon other feelings and mobilizes other emotions.

  • Digital Image
  • ISEA95: Sixth International Symposium on Electronic Art
  • Reckless Eyeballing
  • École Cherrier
  • Keith Piper
  • This installation uses an interactive sound and video system to explore three representational categories (sportsman, musician, threat) while underlining the presumptive power of the Black male gaze. It centers upon a single large video monitor or video projection placed at one end of the gallery. On the monitor is a closely cropped head of a black male, staring into space, occasionally shifting, with constantly changing backgrounds. Facing this monitor are three lecterns set on low wooden bases from which animated heads launch into verbal anecdotes exploring different aspects of black male visibility in humorous, provocative or confrontational ways.

  • This installation uses an interactive sound and video system to explore three representational categories (sportsman, musician, threat) while underlining the presumptive power of the Black male gaze. It centers upon a single large video monitor or video projection placed at one end of the gallery.

  • Interactive Installation
  • TISEA: Third International Symposium on Electronic Art
  • One Way Street: Fragments for Walter Benjamin
  • 1992: Screenings
  • John Hughes
  • In September, 1940, on the Franco-Spanish border, the German Jewish philosopher and critic Walter Benjamin committed suicide, escaping the Gestapo. He was 48. During the summer of that year, with reference to his most valued possession, the painting Angelus Novus by Paul Klee, Benjamin had written: “His eyes are staring, his mouth is open, his wings are spread. This is how the angel of history must look. His face is turned toward the past. Where we perceive a chain of events, he sees one single catastrophe which keeps piling wreckage upon wreckage and hurls it in front of his feet. The Angel would like to stay, awaken the dead and make whole what has been smashed. But a storm is blowing from Paradise; it has got caught in his wings with such violence that the angel can no longer close them. This storm irresistibly propels him into the future to which his back is turned, while the pile of debris before him grows skyward. This storm is what we call progress.”

    Walter Benjamin is probably best known in Australia for his essay ‘Art in the Age of Mechanical Reproduction’ which he wrote in 1936, while in exile in Paris. Since the heady days of 1968 this essay has been a central text for cultural theorists of the left who have wished to explore the complex phenomena of mass culture in ways that are not simply pessimistic.

    The ‘age’ of electronic or digital based art (re)production has not transcended the contradictions of the contexts in which it is produced, nor has it transformed them. Indeed, the aestheticisation of cyberspace can be seen yet again unfurling its banner of ‘progress’ in an allegory of the ‘return of the same’.
    There is a photograph taken by an unknown photographer in London in 1940, showing the ruins of the Holland House library in Kensington. This is the image with which Lyotard announced his immateriais exhibition in Paris in 1984.) The roof of the library has collapsed while book shelves full of books remain. Debris piled up in the centre of the frame, the sky where the roof once was, create a vortex, a perspective which seems to draw the spectator through the image into its background. But there are three figures here: three men, each with certain characteristics. They all face away from the catastrophe which divides them.

    With hands in pockets one man casually observes volumes on the shelves. Another stands facing the books, absorbed in reading. The third is about to select a book from the shelves, bending slightly, caught at this moment, in the act of choice. The image evokes a sense of history; the past, the ‘future’ and the present. Unlike the characters depicted in the image, the spectator has a sensation of rapid movement both into the empty vortex while simultaneously being blown backwards, out of the frame, while the debris piles up before us. In the still photograph all of this is present, at a standstill. Somewhere near-by a firestorm is raging.

    One Way Street: an exploration of themes and ideas in Benjamin’s works, places his ‘Theses on the Philosophy of History’ in the ruins of the Holland House library. One Way Street works both against the grain and within the genre of the bio-pic’. The film works as a kind of ‘teaser’, a speculative reflection on the texts of Benjamin; it presents an introduction on some central ideas and provides biographical background. Interviews with leading English language scholars, such as Susan Buck-Moors and Gary Smith, convey the sense of excitement and significance that Benjamin’s work has generated. A montage structure and a heightened visual style evoke themes and qualities of Benjamin’s writings.

  • One Way Street was funded by the Australian Film Commission.

  • TISEA: Third International Symposium on Electronic Art
  • WAX: Or the Discovery of Television Among the Bees
  • 1992: Screenings
  • David Blair
  • WAX: Or the Discovery of Television Among the Bees is set in Alamogordo, New Mexico (1983), where the main character, Jacob Maker, designs gun sight displays at a flight simulation factory. Jacob also keeps bees. His hives are filled with ‘Mesopotamian’ bees that he has inherited from his grandfather. Through these bees, the dead of the future begin to appear, introducing Jacob to a type of destiny that pushes him away from the normal world, enveloping him in a grotesque miasma of past and synthetic realities. The bees show Jacob the story of his grandfather’s acquisition and fatal association with the ‘Mesopotamian’ bees, in years following the First World War. The bees also lead Jacob away from his home, out to the Alamogordo desert, slowly revealing to him their synthetic/mechanical world, which exists in a darkness beyond the haze of his own thoughts. Passing through Trinity Site, birthplace of the Plutonium bomb, Jacob arrives at a gigantic cave beneath the desert. There, he enters the odd world of the bees, and fulfills his destiny. Travelling both to the past and the future, Jacob ends at Basra, Iraq, in the year 1991, where he meets a victim that he must kill.

    Independently executed over six years, WAX combines compelling narrative in the realistic/fantastic vein of Thomas Pynchon or Salman Rushdie with the graphic fluidity of video technique. The result is an odd, new type of story experience, where smooth and sudden transpositions of picture and sound can nimbly follow and fuse with fantastical, suddenly changing, and often accelerated narrative. The result resembles story-telling in animated film. Yet location photography and archive research form the backbone of the piece. WAX provides an example of a new type of independent ‘electronic cinema’ that will become more common as the 1990’s progress.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Petit Mal
  • École Cherrier
  • Simon Penny
  • Petit Mal is a lightweight, autonomous mobile device which displays interactive emergent behavior in real space. It explores indoor public spaces and responds to people. Petit Mal is a piece of “reflexive technology” which seeks to offer a commentary on modern robotics. Changes in behavior are a product of an ongoing sense of its own ‘body’. A Petit Mal in neurological terminology is a short lapse of consciousness. The project was conceived in 1989 and built from 1993 to 1995.

  • Petit Mal is a lightweight, autonomous mobile device which displays interactive emergent behavior in real space. It explores indoor public spaces and responds to people. Petit Mal is a piece of “reflexive technology” which seeks to offer a commentary on modern robotics.

  • ISEA95: Sixth International Symposium on Electronic Art
  • The Machine In The Garden
  • École Cherrier
  • Nancy Paterson
  • This interactive media work deals with gambling and spirituality. The viewer sees, on three LCD video displays set into the face of a slot machine, the same woman’s face with hands covering her eyes, ears and mouth (the Buddhist motif of “See no evil, hear no evil, speak no evil”). Pulling the slot machine arm activates scrolling video imagery from three thematic areas. This gradually increases in speed, then stops suddenly, in staggered sequence, on one of nine possible combinations of the woman’s face.

  • The viewer sees, on three LCD video displays set into the face of a slot machine, the same woman’s face with hands covering her eyes, ears and mouth (the Buddhist motif of “See no evil, hear no evil, speak no evil”).

  • Interactive
  • ISEA95: Sixth International Symposium on Electronic Art
  • Immortal Images: A CD-Rom on Mythology
  • 1995 Overview: Art Exhibition
  • Ginette Paris
  • Immortal Images is a CD Rom about that imperishable part of the Western heritage, the Greek and Roman mythologies. The presentation, by Ginette Paris and the team of the De Seve Multimedia Lab, will show the work in progress and discuss the challenges involved in the presentation of a complex body of interrelated texts, symbolic images, music, animation. Produced with Pierre Guimond, visual artist and professor of communications; Gilles-Zenon Maheu, founding director of the De Seve Multimedia Lab at the University du Quebec a Montreal and fifteen multimedia artists and programmers.

  • TISEA: Third International Symposium on Electronic Art
  • Rotating Monitor Display
  • 1992: Art Exhibition
  • Dennis Michael Wilcox
  • The use of virtual reality models is particular to this system of depth discrimination. A perceptual response to changes in pictorial space can be conditioned by how the viewer may be orientated to an implied or simulated depth. Virtual pictorial space is therefore fundamentally a system of orientation, where the viewer may become relocated or dislocated from an immediate or physical frame of reference.

    The subjective experience of perceptual depth discrimination is for me more consistent to a curvilinear visual space that is particular to the peculiar frame of reference of the viewer. Virtual reality systems however are based on an empirical system of linearity. The distinction between the world of immediate and subjective experience and the empiricism of science becomes blurred when ambiguities in visual perception are labelled as incorrect by the interpretation of linear measurement. This results in an assault on the perceptual autonomy of the spectator by conditioning a dependence to this model of field orientation.

    As stated by the mathematician Luneburg in 1956: “Visual straightness differs from the straightness we attribute to a total act of perception to objects manufactured with increasing perfection in our physical surroundings.”

  • Video-kinetic sculptural installation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Immerce: A Visual Database
  • École Cherrier
  • Thecla Schiphorst and Stephen Hawryshko
  • Immerce is an interactive multimedia system created for a planned visual database of the dances of Merce Cunningham. The system has been defined from a position where one is not seeking solutions with known methods but instead seeking experience and discovery through a process of exploring the unknown. The current version of Immerce is a minimal prototype of the eventual system under development. Consequently, not all of the elements described are fully operational and the archival materials represent only a small fraction of the full database. This prototype is not available for commercial presentation. Funding is being sought to complete the work.

  • TISEA: Third International Symposium on Electronic Art
  • All New Gen
  • 1992: Art Exhibition
  • Virginia Barratt, Francesca da Rimini, Julianne Pierce, and Josephine Starrs
  • Produced by the collective: VNS Matrix
    The ALL NEW GEN images presented for TISEA are the first part of a work in progress towards an interactive installation. ALL NEW GEN critiques a highly influential form of technology the ‘Gameboy’ hand held computer games, originally developed by the Japanese company Nintendo. ‘Gameboys’ have been on the market now for several years, gaining immense popularity with children and (in particular) adolescent boys. In the ‘Gameboy’ worlds exemplified by Nintendo’s Donkey Kong and Super Mario and Sega’s Sonic Hedgehog the rationale is simple here is a hero and an enemy (or more precisely, a hero who engages with multiple manifestations of enemies and hazards).

    ALL NEW GEN is a new contender on the market, a ‘Gamegia whose enemy is the computer terminal “Big Daddy Mainframe”, the essence of a futuristic omnipotent military-industrial com-plex. With her posse of Homegirls, ALL NEW GEN ‘s mission of sabotage is to act as a virus in the terminal, infiltrating and corrupting the databanks. She is the modem of Big Daddy’s discontent, the ultimate mercenary of slime.

    In ALL NEW GEN, VNS Matrix continue their commentaries on the relationship of the body to computers, ethics and technological develop-ment and the representation of gender roles in popular culture.

  • TISEA: Third International Symposium on Electronic Art
  • everybodies here
  • 1992: Art Exhibition
  • Edite Vidins
  • Physically, the works are Canon CLC 500 prints face mounted to acrylic. The two outer panels are digitised images taken by an ion camera of an intersection in the city of Brisbane. At this intersection pedestrians may cross to any corner they wish. The centre image is of a cellular automation. I used these images together because of the obvious parallels and humour. This is an example of how some of my work concentrates on the philosophical parallels between the relationship of the individual and society with technology and scientific advances.

  • 3 CLC colour prints
  • ISEA95: Sixth International Symposium on Electronic Art
  • Table of Orientation
  • 1995 Overview: Art Exhibition
  • Elsa Stansfield and Madelon Hooykaas
  • Lying on the table is a bronze cast relief map of a non-specific landscape, and a magnifying glass. The surface of the map is divided into eight areas, one of which is a built-in monitor screen. Central to the work is a laser disk with which the viewer can access a sequences of images. When the observer moves the magnifying glass from one zone to another, the images on the monitor respond accordingly. Each of the areas on the map also has an aspect of depth which becomes visible to an observer who spends more time in one area. The sequences related to depth are arranged according to movement, place, people, text, and sound.

  • Lying on the table is a bronze cast relief map of a non-specific landscape, and a magnifying glass. The surface of the map is divided into eight areas, one of which is a built-in monitor screen.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Orchestrated Landscapes
  • 1995 Overview: Art Exhibition
  • Ross Rudesch Harley
  • This video and slide presentation will focus on a number of multimedia installations I have worked on since 1993. Starting with the Digital Garden series (1992) and ending with the Drive: Motion Landscapes (1995) project, the talk highlights the use of multi-channel video and computer-aided systems to create complex audio-visual environments concerned with the nature of the artificial environment in the latter part of this century.

  • Video
  • ISEA95: Sixth International Symposium on Electronic Art
  • Sensing the Art: Facilitating the Creation of Interactive Art
  • 1995 Overview: Art Exhibition
  • Axel Mulder
  • Interaction can be defined as an intelligent response, in terms of changing lights, sounds, music, images, animation, moving objects etc., to an action by a performer, a member of the audience or the natural environment. To add such interaction to their art or performances, artists have to engage in a costly and difficult dialogue with highly-skilled technical persons to realize their ideas. Three types of systems can be identified upon analyzing the resulting art. Interactive Installations, Interactive Performance Spaces, and Wearable Interactive Performance Systems. A data acquisition and processing system based on MIDI and MAX is proposed to facilitate for the artist the design of these types of art.

  • A data acquisition and processing system based on MIDI and MAX is proposed to facilitate for the artist the design of these types of art.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Maybe Then, If Only As
  • École Cherrier
  • Eduardo Kac
  • This work is a subjective statement about the relationship between the elusiveness of language and the unpredictable and turbulent behavior of nature. This relationship is suggested when the viewer perceives words breaking down and reconstructing other words in an immaterial holographic space. The words are perceived only for a brief moment and are interrupted by the presence of other animated words.

  • This relationship is suggested when the viewer perceives words breaking down and reconstructing other words in an immaterial holographic space.

  • TISEA: Third International Symposium on Electronic Art
  • Tango 2
  • 1992: Art Exhibition
  • Claudia Vera
  • Memories are the sources of my work. They are essential for the development of my ideas. I have discovered that my work was nostalgic even when I thought that I had arbitrarily chosen some particular shape over another. Memories have been furiously pouring images and context into my existence, now memories are my tools. Sentimentality is also inherent to the conceptual quality of my work. It is present in the sound of tangos and in the language found in the radio shows that I listen to during the long afternoon hours. Sentimentality is part of the colour in which my mother would dress for a walk in the park. It is also an important part of the vocabulary which certain objects have. Objects can carry a semantic quality. The cultural background in which they interact can be purely emotional, making them abstract with their complexity.

    I believe in the coexistence of fantasy and reality. For me the division between what is real and what is not doesn’t exist. This affirmation is unquestionable. Many works of art have come out of this ground of thought. In my life, dreams are the medium from which my own destiny has a present and a body. It is my desire to suggest or to perceive the scenario for a concrete dialogue to exist. The mediums that I use are distinguished by this interactive concept of emotional reality and fantasy.

    Computers are for me the path for developing imagery. They allow me certain freedom to choose and discard from a wide panorama of images. Conceptually they are a matter of magic. With them, the properties of light can unfold into and image. They take me to the most intimate levels of the image. To the source of colour and forms. The physical qualities of nature that can be found provide the tools for the inexperienced to go ahead and create other levels of life. My hope is to make my work’s existence have a meaning in this interaction of the past and the present. I use electrical devices to show my work. I do this so that the electrical light qualities from the medium will be carried on into the viewer’s experience. This doesn’t happen by copying nature but unfolding nature’s meaning.

  • Installation
  • TISEA: Third International Symposium on Electronic Art
  • The Adoration of St. Sebastian
  • 1992: Art Exhibition
  • Csaba Szamosy
  • As in previous projects, I have been interested in drawing some parallel thoughts regarding depths of ‘physical’ ideas, within the area of computer generated art and related operational procedures as well as in terms of what I call “The Human Body Landscapes” (cells and cell structures) and the interactional relations between these systems. The majority of my works are centered around the concepts of art and technology, incorporating references to the human body, its cells and their structures. Moreover, the question of religion and its relevance within past and present times. Within the practice of fine art and in many other situations, it is these concepts that hold particular significant interest to our society of speed, mechanical and technological growth.

    The question of where do we belong and why is often asked, as theologies and scientific theories are not compatible, nor trying to be (perhaps due to the false pretences and ignorant attitude by the earlier?). The old, perceived ideas and accepted forms of expressions are no longer suited to the present day conditions, so trying to identify these concepts and relating them to the close proximity prove to be of concern, and usually come with serious (self) doubts rather than an investigative and explorative approach.

    Like most, my works are heavily reliant upon my own ‘personal’ experiences and symbolisms from past and present momentums of time, the images that hold significance for me. Within the above mentioned figurative appropriations that reach beyond the surface structure.to solidify these concepts, I work with the combinations of the above and electron-microscopic images of human body cells magnified up to 500,000 times.

    The Adoration of St. Sebastian is about our misconceived sentiments and emotions within our past and present beliefs.

  • Computer enhanced painting on canvas
  • TISEA: Third International Symposium on Electronic Art
  • A Deal, Saint & Face 2
  • 1992: Art Exhibition
  • Goran Stojanovic
  • The idea is to create a photograph of a memory of the art around us, to photograph toward the inside of our mind. A picture or a painting never exists alone. It is always a part of a series of a higher wholeness. Each exists exposed to our memory for a period of time, and the impression of each creates a segment of the wholeness. When the wholeness is completed it becomes a memory and is left in the mind as a feeling.

    I take a painting, art, and I subject it to the 20th century grid of the TV tube. I force it into the archetype of a present in order to photograph it. I destroy the existing art by imposing one layer of it over the other again and again until the moment when I feel that they have become a self-existing wholeness. A layer can be a whole or a part of a work selected by mind in the process of observation of the art. And that is the picture of a memory of the art that has been stored in our mind.

  • TISEA: Third International Symposium on Electronic Art
  • Adelbrecht
  • 1992: Art Exhibition
  • Martin Spanjaard
  • I love science, technology, computers – Adelbrecht is all of that. Adelbrecht functions autonomously and has some knowledge about the world. He is not intelligent, in that he can’t adapt to an environment that changes unpredictably. People often ask me: “Why don’t you use a faster processor” or “Wouldn’t neural nets make him really intelligent?”. To be a work of art, none of this is necessary. He needs not to be as intelligent and as powerful as can be, he needs to be interesting.

    The making of Adelbrecht has been, and still is, much more difficult than I thought. Working as an independent artist in a not well known field is a tricky business, given limited means to do research (even though I have received substantial funding from the Dutch Foundation for Visual Arts, Design and Architecture and much help of all sort from institutions and people).

    On Art: A work of art always is ‘about something’ it tells things without or within words: implicitly. What it implies and how — through which technologies and in which style — is up to the individual artist. ART HAS NO DUTY.
    Implicit goals as opposed to explicit goals, is the difference between ‘art’ and what we name the rest of things people wish to do. A work of art can be said to have quality: how much it grabs the beholder, how well it implies. Quality does NOT determine if something is art. (A bad cigar still is a cigar.)

    Except when using one’s own body or found and not changed objects, art can only be established through technology, be it charcoal, paper, paint, welding, or electronics. From the viewpoint of art, there is no difference between a painting and a work made from computers.

  • Autonomous robot
  • TISEA: Third International Symposium on Electronic Art
  • A Memory Project
  • 1992: Art Exhibition
  • Henry See
  • A Memory Project is an interactive exploration of memory and forgetfulness in humans and computers. The content is presented from two perspectives: the scientific and the artistic. Areas of interest on the scientific side include the physiology of memory, the psychology of memory, epistemology, artificial intelligence and neural networks. The artistic side poses questions about the relationship of humans to computers. The project unfolds temporally in two parts. Part 1 looks at memory; Part 2 looks at forgetfulness. The system reflects this change by beginning to forget itself. Menu choices disappear. Sections which were once available are now forgotten. The cartoon agent ‘Bob’ serves as host and personification of the project. When the system begins to forget, it is through Bob that this forgetting is translated to the user.

  • Macintosh Hypercard stack
  • TISEA: Third International Symposium on Electronic Art
  • Scanners
  • 1992: Art Exhibition
  • June Savage
  • While the methodologies of art and science may differ, and their social values under capital appear at odds, their systems of representation have interesting commonalities and contingencies. Both encode and reproduce dominant ideologies indirectly and through application. Just as the landscape tradition in art has historically presented an order of human construction as a mythic range of immutable essences, representations of space provide a frontier metaphor for universal wonder and continuity. Landscape and representations of space mirror the phenomenological desires of both science and art which at various times, regard the earth as a finite inherited commodity or an infinite natural disorder that must be tamed through measure and map.

    June Savage’s wall clocks, whose faces have been replaced by abstract imagery derived from satellite photographs, inhabit an immaterial globe, a world surveyed in data relations, a world of information exchange. Banked in an ordered visual display upon whitewashed art gallery walls, they appear here like radar scanning devices. Only their second hands remain, steadily traversing obscure terrain in a cycle bound to repetition. Without a point of reference or scale of measure their movement proceeds without limit or intrinsic, rational meaning. They appear as instruments in the service of an undisclosed imperative to monitor, to measure, to survey, but their purpose is classified, and access to the nature of their data remains unavailable except to authorities.

    As metaphysical tropes, they may mark the endlessness of time against the uncertainty of matter. Yet the Sublime of nature exists here only as a motif in perverse subjugation. The worlds represented within these small circles, enclosed by these clock frames, measure against the satori moment described by astronauts who experience the earth’s biosphere in overview from space beyond. The clocks’ moving hands describe technology’s relentless circumscription as functionary to a pre-existent ideological apparatus. The images they scan suggest dynamism but present here as still frames, mute, unchanging, ordered, controlled. In their quiet abstraction, they bring certain constituent and referential elements to the fore, supporting a silent interrogation of contexts, specifically the social conditions by which technology, science, and art have developed and are applied.

  • Mixed media
  • TISEA: Third International Symposium on Electronic Art
  • Zelle 1, 2 & 3
  • 1992: Art Exhibition
  • Markus Riebe
  • I have been engaged in computer-aided art since 1985. First I created thermal-transfer handprints in small sizes (around 70 x 100 cm). Searching for an efficient method to create larger picture-sizes without having to reproduce them photographically, I began to utilise the facilities of a computer controlled airbrush. After a friend of mine in Great Britain installed such a machine for commercial applications and after some tests I decided to use it for my own artificial works.

    In my pictures I design models of technical and biological territories. In varying the matrix of the screen within the medium itself, I reflect the circulation of the digital images until the pictures become stabilised in their analogue print-outs. Scanned fragments of reality (which seem quite calculated), expressive traces of paint (computed electronically), and simulations of light and shadow melt into an unsolvable unity. These elements lapse into the surface of the picture without any intermediate medium. To me, these canvases provide a place to experiment with the truth of visual statements.

  • TISEA: Third International Symposium on Electronic Art
  • Forest of Repeated Action
  • 1992: Art Exhibition
  • Filomena Renzi
  • The fundamentals of how we relate to the world of matter and man-made objects are shrouded in myth. We consume and discard what we make as we consume and discard life, forgetting that even the things we make have a story to tell. Whatever the form is in material terms, whether woodcarving or electrical technology, the relationship between them are only changed by the language of the material.

  • TISEA: Third International Symposium on Electronic Art
  • Light from Noise Sound
  • 1992: Art Exhibition
  • Takuro Osaka
  • Cities that become centres of the world are compelled to 24 hour activity in all their systems. 24 hour cities must have all kinds of functional systems and various faces operating at all times. Suppose I cut that face with a sound that the city has uttered. What kind of changes could one see in this noise over a 24 hour period?

    In this installation a microphone monitors the sounds of the local environment outside of the gallery. These sound signals are then translated into light, allowing me to explore changes in the city’s noise/light modulations over time, by corresponding the frequency range with colours and the volume with luminosity.

  • Neon, microphone, sound dimmer control for neon
    3.2 x 5 x 3.6 m

  • ISEA95: Sixth International Symposium on Electronic Art
  • Fine Art, Fine Chess, Fine Data
  • École Cherrier
  • Georg Mühleck and Michael Schlosser
  • Fine Art, Fine Chess, Fine Data combines the visual use of a cellular automata implemented onto chessmen by Georg Mohleck with chess compositions by the mathematician Michael Schlosser. The work involves prints of Roman and Teutonic creations on the wall, a chess game and a computer inviting the visitor to compose, re-compose or simply play a game of chess. Data creations in the visual field and the aesthetics of chess compositions face analogous problems: choice.

  • TISEA: Third International Symposium on Electronic Art
  • Metaphors for Memory
  • 1992: Art Exhibition
  • Lucille Martin
  • These works are part of an ongoing series installations in relation to Nature and Diversity, addressing the notion of the ‘Physical Space’, from a feminine perspective, using integrated Video, Photography, Photocopy and Computer generated image and text. Since 1980, Lucille Martin has been working primarily with photocopy and related media to represent the body. Known in particular for the series Bodyworks (created by placing the body on the office copier), she has been creating installations which draw together visual and aural impressions to present social, political and environmentally informed works.

    As a Visual Communicator the choice of technology has been central to the nature of the work, frequently drawing together complex ideas, layers of information criss-crossing culture, myth, spirit and reality. This interwoven methodology seems to be duplication for the technique itself collaging of image and idea, through the multi-media function.

  • TISEA: Third International Symposium on Electronic Art
  • Shroud
  • 1992: Art Exhibition
  • Gordon Lescinsky
  • These works are the result of an automated process. I design a program which relies on randomly generated numbers and parameters supplied by myself, to produce a series of abstract, rather architectural images. These pictures Shroud and Closeup, are two out of hundreds of various outcomes. Closeup is in fact a highly magnified section of Shroud (magnified twenty times).

    The process I use to create images is recursive, or fractal. All that is defined at the beginning is a set of rules specifying in rough terms how to arrange and colour the basic elements of the image. However, the basic elements themselves are images made using the same general system of rules, and so on ad infinitum. This is why Closeup is just as fascinating and detailed as Shroud, and why a closeup of Closeup would be as well. Each image contains twenty eight million pixels. The images were computed using an AT&T Pixel Machine, a supercomputer specially designed for producing very complex computer graphics.

  • TISEA: Third International Symposium on Electronic Art
  • And. Then.
  • 1992: Art Exhibition
  • Bob Last
  • The piece consists of two 70cm video screens, one viewed through a 850mm x 720mm aperture of fluorescent orange ripstop nylon, and the other through paper-mache aperture culled from the pages of an illustrated encyclopedia.

    Each screen presents part of a larger than lifesize face. A young boy and a middle-aged man peer out at the world and away from each other. A blurred landscape passes behind them.

    The two fragmentary video portraits are cycled off laser discs, allowing a high resolution continuous loop of a short clip.

  • Laserdisc multi-monitor installation
  • TISEA: Third International Symposium on Electronic Art
  • Mactoys
  • 1992: Art Exhibition
  • Christoph Hildebrand
  • This installation shows six plastic toy-TVs (with motor drives) that mechanically move a band of images across the screen of the TV-box. The design of these custom-built bands is based on the graphical user interface of the Apple-Macintosh. It displays a command line on top of the band, a series of icons on the bottom and pixelated images in the main screen.

    The images are constructed out of rough 3D pixels, created with a simple paint program. The command line presents words that contain a double meaning that relates to machine language as well as to human values. The icons depict typical cliches of the modern technological world and symbols of inherited traditional values.

  • Animated plastic toy TVs, computer prints
  • TISEA: Third International Symposium on Electronic Art
  • The Instrument for Illuminating the Future
  • 1992: Art Exhibition
  • Graham Harrison
  • The discarded parts of a microfilm printer are assembled together on a photographic tripod to create a device which attempts to demonstrate an alternative thinking. A thinking which does not require an historical construct. Modifications have been made to the printer so that a computer graphic which has been placed in the optical centre of the projection plane can be projected onto a screen symbolising the future. The image is reversed and rotated by the motorised optics of the printer components The graphic represents both a human component and a physical component through the choice of colour and design. The graphic is rotated slowly around the optical axis of the projector to symbolise the nature of the human world.

    The Instrument for Illuminating the Future deals with the idea that humans perceive the world around them in an historical fashion. It is not necessary for computers to do this: My work confronts this paradigm by using the discarded parts of a microfilm printer to project a computer-graphic into the future. The microfilm construct requires the future. Science is now evolving unique constructs where these questions can be solved using mathematical logic. I believe computers will develop new algorithms currently not accessible to humans. Algorithms which are based on solving the questions raised in my work. The metaphysical point addressed by the idea of projecting into the future would become a model for non-human thinking where the solution of the question can only be resolved using processes which now appear alien. Humans will soon have to accept that the future can be mapped and that the thinking behind these new equations is not linked to a human’s ability to perceive. Humans may not be able to understand this data thinking, at least with the constructs we now use. Humans, therefore, must apply themselves to the task of formulating a kind of Godel thinking which can utilise the advances of computers and science not from the point of view of harnessing them but understanding this new knowledge disclosed by them.

  • TISEA: Third International Symposium on Electronic Art
  • MA-1
  • 1992: Art Exhibition
  • Stephen Hamper
  • An industrial robot — with neither face, nor legs, and only arms and hands that move and manipulate objects — is the direct outcome of functional design. Fixed steadfast to is predetermined program on the factory floor, the robot solicits very little emotion from the observer. The machine has no interest in you and is therefore unlikely to arouse affection. MA-1 is interested in you. Its primary function is to respond to you. MA-1 waits for you.

    We often find an uncanny feeling when a machine responds to our movement, interpreting our body language. An uneasy sense of life emerges from an inanimate object. Here, movement arises where we anticipate stillness, and stillness where we expect movement.

  • TISEA: Third International Symposium on Electronic Art
  • Blind Man's Bluff
  • 1992: Art Exhibition
  • Madge Gleeson
  • This series reflects my interest in using the computer directly as a drawing device to produce work that could only have resulted from interaction between artist and an electronic toolbox. I’ve tried to give each piece a gestural sense of hand while at the same time never denying the digital basis of the work.

    Blind Man’s Bluff is a piece which refers to the gathering and analysis of seemingly disconnect-ed pieces of data inviting the viewer to mix, match and sort the visual information. It was inspired by seeing video footage generated from stereo pairs of satellite photos at SIGGRAPH.

  • Installation of laser prints
  • ISEA95: Sixth International Symposium on Electronic Art
  • Turbulence: An Interactive Museum of Unnatural History
  • École Cherrier
  • Jon McCormack
  • In association with the Australian Film Commission. Projected animation from a video laser disk covers an entire wall within the space and is controlled via a small touch screen interface. Many of the objects in the installation relate in some way to the video sequences. There is no start or end to the work; as the user progresses, the software ‘learns’ about which areas the user is exploring and responds with inter-related options. Produced in association with the Australian Film Commission.

  • Animation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Solaris
  • Place des Arts
  • Marie-Christiane Mathieu
  • This work is the result of a research on the permanence of holograms placed in natural climatic conditions. It is a cubic holosculpture of which each side is a holographic screen showing fleeting images linked to the movement of the sun.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Megalopolis
  • The Spectrum
  • Alan Koeninger
  • Megalopolis is a simulated and animated maze that can be run on the Macintosh computer. It is located underground and critically examines the effect of space on the human condition. The “viewer” of the artwork does not interact with it, but becomes sensitive to the urban space while trying to navigate through the environment. Disorientation features predominantly in contemporary urban space, the human body becomes confused with its simulated surroundings. Faceless people are caught dissolving into the cold fabric of urban space and recesses.

  • Megalopolis is a simulated and animated maze that can be run on the Macintosh computer.

  • Animation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Interactive Paintings
  • 1995 Overview: Art Exhibition
  • The Spectrum
  • James K-M
  • In my interactive paintings, seemingly unrelated forms coexist immediately and directly. Some make use of still images grabbed from video or geometric industrial patterns, sides of buildings, details of industrial machinery, or other decaying industrial/human-made forms interacting with nature, but never nature by itself. The idea of the “obstacle” in these works, where a painting can never be seen without a piece of another painting in the way, is particularly interesting to me. One is forced to accept coexisting influences.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Restless Machines: Noise and Industrial Culture
  • 1995 Overview: Art Exhibition
  • James K-M
  • This cd-rom takes a look at the history of the use of noise and found sound in twentieth century musical composition and performance, including Varese, Cage, Stockhausen, Reich, Zorn and contemporary ‘Industrial’ music (Einstijrzende Neubauten, Skinny Puppy, Front Line Assembly). Restless Machines takes a look at contemporary ‘Industrial’ music in the same light as the historical development that began with the Italian Futurists and looks at the ‘Industrial’ movement as part of a larger cultural phenomenon.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Hybrid
  • 1995 Overview: Art Exhibition
  • Artists who work in hybrid cultural forms do not have an adequate medium of representation or discourse which can provide a mechanism for a retrospective viewing and contemplation of the full complexity of the work. The conventional cultural venues are no longer able to contain, or provide for emergent forms of social and cultural interaction. Hybrid is a CD-ROM system for visual artists capable of providing a virtual venue for exhibition materials, artists’ work, concepts and biographical details.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Interactive Art/Science: Planetarium Event on Cell Biology (Work-in-Progress)
  • 1995 Overview: Art Exhibition
  • Rob Fisher
  • The Cell Project is a National Science Foundation interdisciplinary project. The event focuses on the structure, functions and communication systems of the living cell. A “Renaissance team” of artists, computer scientists, biologists and multimedia experts from Carnegie Mellon University are in the process of transforming Pittsburgh’s Buhl Planetarium into a group immersive visualization environment. The event will place the audience inside a microscope where they will interact with startling new images of the cell.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Playing Dress Up
  • 1995 Overview: Art Exhibition
  • École Cherrier
  • Michele Turre
  • These prints are excerpts from a series entitled “Playing Dress Up” in which I investigate issues of cultural identity as expressed through costume. I begin from photographs I’ve taken of members of my family, including myself. I present us in costume–sometimes in historical or ethnic dress, and often with toys or other attributes. Rather than using montage, or extreme distortion and filtering, these are seamless tableaux that maintain their connection to the photographic lens and the moment of exposure.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Timepiece
  • École Cherrier
  • Gisèle Trudel
  • In this video sculpture, two monitors are modified by using a newly-adapted version of the original Wheatstone Stereoscope (1838). The 2D video screens are extended through an exploration of volume, perspective and movement as components of three-dimensional perception. The content focuses on our understanding of space and the conceptual guidelines which determine it. The representations of “space” and “body” are shown as visual molds of different belief systems. The stereoscopic technique constitutes a formal extension of the content.

  • Video
  • ISEA95: Sixth International Symposium on Electronic Art
  • Elective Physiognomies
  • École Cherrier
  • John Tonkin
  • Physiognomy is the reading of a person’s character from the physical features of their face. It raises questions about the nature of identity, to what extent is identity essential, to what extent constructed. We are told not to judge a book by its cover, yet we obviously use non-verbal means of communication. The rigid schematism of a physiognomical treatise demonstrates a desire for exactness in the knowledge of these inexact things. Contemporary fields of scientific research, eg. the Human Genome Project, seem just as prone to tendencies of over-simplification as those of the enlightenment.

  • Animation
  • ISEA95: Sixth International Symposium on Electronic Art
  • Automatic Sketch Artist-Cross Man Cross
  • École Cherrier
  • Gerd Struwe
  • Automatic Sketch Artist employs a set of composition rules specific to each “automatic sketch artist” that, through the generation of data figures, produces “dynamic pictures”. The program also manages a dynamic modification of the structure and process of the presentation. An interactive version allows the visitor a choice of different versions of the Automatic Sketch Artist. Still pictures are captured through this process, further modified by paint programs, and then presented as photos.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Stimbod
  • 1995 Overview: Art Exhibition
  • Stelarc
  • A touch-screen interface has been developed for the multiple muscle stimulator. This allows the body’s movements to be programmed by touching the muscle sites on the computer model. Although we already have remote-control robots, it might be advantageous in certain situations (in non-hazardous locations) to complete a remote task by borrowing the arm of another person’s body – especially since that remote stimulated arm is connected to an intelligent, mobile body. As well as completing a task, it would also be possible to condition a skill by sequential stimulation. And instead of seeing this as remote control, it is better conceptualized as the displacement of motion from one body to another body – in another place.

  • Interactive
  • ISEA94: Fifth International Symposium on Electronic Art
  • The Audio Pendulums
  • Christian Möller
  • Audio Pendulums is an interactive sound installation for the outer facade of the Lasipalatsi (Glass Palace) in Helsinki.

    The seven audio pendulums are steel pipes, 11 meters long and painted blue. They are suspended in front of the building at 5 meter intervals. A video camera mounted outside transmits a picture of the audio pendulums swaying in the wind to a computer system, which then generates a digital image of the movement. The computer program thereby records the movements and transforms them into audio signals, the volume of which depends on the extent of the movement. Each pendulum is allocated a tonal surface on the pentatonic scale. The result is an electronic audio environment which blends with the existing natural sounds, such as rustling leaves, the voices of passers-by, street traffic, etc. to generate an overall audio experience.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Yevgeni Onegin, A Poetry Installation
  • A distinctive feature of the Russian mentality is the preponderance to ask impossible questions and to reach extremities in answering them (Dostoevsky, Tolstoy). Is today’s “computer art” really an outcome of the intellectual properties of the computer? We think it is essentially a human art and the computer is only a means to an end. Yevgeni Onegin, a collaboration of the Guelman Gallery and poet Dmitri Prigov is an effort to create real computer art: the work is a result of the errors made by the computer. The right of the computer to the creative act of fault is being postulated. Accordingly, all the other computer arts are declared pseudo-computer arts.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Ihmisia suviyössä
  • ISEA94: Fifth International Symposium on Electronic Art
  • These Boots
  • ISEA94: Fifth International Symposium on Electronic Art
  • Onnenmaa
  • ISEA94: Fifth International Symposium on Electronic Art
  • Varjoja paratiisissa
  • ISEA94: Fifth International Symposium on Electronic Art
  • Elokuu
  • ISEA94: Fifth International Symposium on Electronic Art
  • The True Story of the Roman Arena
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Smirnoff ‘Message in a Bottle’
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Shadow Puppets
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Outside In
  • 1994 Overview: Electronic Theatre
  • Delle Maxwell and Tamara Munzner
  • Artist Statement by Delle Maxwell

    “Outside In” is the result of collaboration between mathematicians, programmers, and designers. We developed a great deal of custom software in addition to to thank Silvio Levy and Tamara Munzner (the other two directors), Nathaniel Thurston, Stuart Levy, David Ben-Zvi, Daeron Meyer, and all of the other contributors.

    “The Geometry Center” is the informal name for the National Science and Technology Center for the Computation and Visualization of Geometric Structures, based at the University of Minnesota.

    See related paper ‘Inside Out‘ by Delle Maxwell

    Outside In is a Mathematical Visualization Project from the Geometry Center. The video illustrates an amazing mathematical discovery made in 1957: you can turn the surface of a sphere inside out without making a hole, if you think of the surface as being made of an elastic material that can pass through itself. Communicating how this process of eversion can be carried out has been a challenge to differential topologists ever since.

    “Outside In” uses nontechnical language and computer animation to illustrate the process and to explain the concepts involved to a nonmathematical audience. Yetthe video retains mathematical depth: we introduce the concept of a “regular homotopy” from topology, which is traditionally not encountered until advanced undergraduate mathematics classes. The metaphor we use is that of a material that can stretch and pass through itself, but that self-destructs if punctured or even pinched sharply. Of course, there is no such material in real life! That’s where computer graphics comes in.

    The framework is a dialogue between a female teacher and a male student. In the first scene they work out between themselves the ground rules of what it means to turn a sphere inside out, but the student remains skeptical that the problem can be solved under these rules. If anything his skepticism
    increases in subsequent scenes, as the teacher persuades him that a circle cannot be turned inside out underthe same rules. However, an idea that is introduced in connection with curves—namely, adding waves, or corrugations—turns out to be useful for surfaces as well. In the final scene of the twenty-minute movie, the student is shown how to turn the sphere inside out using this corrugation method. The process is shown a number of different ways to build up the student’s (and the viewer’s) intuition.

  • ISEA94: Fifth International Symposium on Electronic Art
  • A Nice Easy Turquoise
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Moxy
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Motion Capture Samples from the Alien Film Trilogy
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  • This screening shows some of the making of the Alien Trilogy video game. “Alien Trilogy is a (…) first-person shooter video game developed by Probe Entertainment and published by Acclaim Entertainment for the PlayStation, Sega Saturn and Windows platforms. The game is based on the first three movies in the Alien film series. One of the first games developed by Probe following their acquisition by Acclaim, it debuted Acclaim’s much-hyped motion capture technology. The game was well-received by critics, who praised its recreation of the films’ atmosphere and its gameplay depth compared to other first-person shooters, and was a commercial success. In early 1994, Acclaim announced that Alien Trilogy would be the first game to use the 3D motion capture technology created by their engineering team Advanced Technologies Group. The aliens’ movements were created using this technology.” [source: en.wikipedia.org/wiki/Alien_Trilogy]

  • ISEA94: Fifth International Symposium on Electronic Art
  • Listerine ‘Arrows’
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  • ISEA94: Fifth International Symposium on Electronic Art
  • The Holy Bird
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Endgame
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Dance lnteractif
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Coke ‘Comic Hero’ Japan
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  • Coke commercial for the Japanese market.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Cells
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  • ISEA94: Fifth International Symposium on Electronic Art
  • D’Apres Le Naufrage
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  • ISEA94: Fifth International Symposium on Electronic Art
  • 20,000 Leagues Under the Sea
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  • Marie Laure Pourcel
  • ISEA94: Fifth International Symposium on Electronic Art
  • NATIONS visual effects
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Displaced Dice
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  • ISEA94: Fifth International Symposium on Electronic Art
  • The Forest
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  • ISEA94: Fifth International Symposium on Electronic Art
  • these are the days
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Generative * System 2
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Rhapsody in Light & Blue
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Artificial Life Metropolis ‘Cell'
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Gas Planet
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  • ISEA94: Fifth International Symposium on Electronic Art
  • MTV Top 20 Video Countdown Graphics
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  • ISEA94: Fifth International Symposium on Electronic Art
  • No Sex
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Ko Kid
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Jurassic Park
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Calculated Movements
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  • This special program introduces the rarely seen, yet widely acclaimed computer animated films by the American artist Larry Cuba. In his artwork Cuba is known for his painstaking strain after perfection. Because of this he has produced relatively few films which have, however, a quite unique esthetic quality. According to Gene Youngblood, “if there is a Bach of abstract animation it is Larry Cuba. Words like elegant, graceful, exhilarating spectacular works characterized by cascading designs, starling shifts of perspective and the ineffable beauty of precise, mathematic structure.” (Video/Arts, Winter 1986)

    Calculated Movements

    A choreographed sequence of graphing events constructed from simple elements repeated and combined in a hierarchical structure. The simplest is a linear ribbon like figure, that appears, follows a path across the screen and then disappears. The like figure, that appears, follows a path next level up in the hierarchy is an animated geometric form composed of multiple copies of the ribbon figure shifted in time and space. At the third level, the copies are speared out into a two-dimensional symmetry pattern or shifted out of phase for a follow-the-leader type effect, or a combination of the two. The highest level is the sequential arrangement of these graphic events into a score that describes the composition from beginning to end.

  • 16 mm, b/w, optical sound
  • ISEA94: Fifth International Symposium on Electronic Art
  • Two Space
  • Old Harbour Warehouse K13
  • This special program introduces the rarely seen, yet widely acclaimed computer animated films by the American artist Larry Cuba. In his artwork Cuba is known for his painstaking strain after perfection. Because of this he has produced relatively few films which have, however, a quite unique esthetic quality. According to Gene Youngblood, “if there is a Bach of abstract animation it is Larry Cuba. Words like elegant, graceful, exhilarating spectacular works characterized by cascading designs, starling shifts of perspective and the ineffable beauty of precise, mathematic structure.” (Video/Arts, Winter 1986)

    Two Space

    Two-dimensional patterns, like the tile patterns of Islamic temples are generated by performing a set of symmetry operations (translations, rotations and reflections) upon a basic figure of tile. Two Space consists of twelve such patterns produced using each of nine different animating figures (12×9==108 total). Rendered in stark black and white, the patterns produce optical illusions of figure-ground reversal and afterimages of color. Gamelan music from the classical tradition of Java adds to the mesmerizing effect.

  • 16 mm., b/w, optical sound
  • ISEA94: Fifth International Symposium on Electronic Art
  • The Works
  • Old Harbour Warehouse K13
  • This special program introduces the rarely seen, yet widely acclaimed computer animated films by the American artist Larry Cuba. In his artwork Cuba is known for his painstaking strain after perfection. Because of this he has produced relatively few films which have, however, a quite unique esthetic quality. According to Gene Youngblood, “if there is a Bach of abstract animation it is Larry Cuba. Words like elegant, graceful, exhilarating spectacular works characterized by cascading designs, starling shifts of perspective and the ineffable beauty of precise, mathematic structure.” (Video/Arts, Winter 1986)

    The Works 1. 3 / 78
    Sixteen objects, each consisting of one hundred points of light, perform a series of precisely choreographed rhythmic transformations. Accompanied by the sound of Shakuhachi (the Japanese bamboo flute), the film is an exercise in the visual perception of motion and mathematical structure.

  • 16 mm. film, b/w, optical sounds
  • ISEA94: Fifth International Symposium on Electronic Art
  • The Guardian (1993)
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  • A futuristic ride through the city of Seoul in the year 2050. Originally produced for the Kia Motors pavilion at the Tacjon Expo in Korea 1993.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Astro Canyon (1994)
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  • A brand new ride produced by Ben Stassen and realized by the Belgian computer graphics company Movida. Commissioned by the Japanese games manufacturer Taito, the ride will be used in Japanese game arcades in a two seated simulator, which will hurl the participants completely around, even upside down.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Peter Gabriel’s Mindblender (1993)
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  • The first “rock’n roll ride” based on Peter Gabriel’s song Kiss That Frog and shown in Iwerks Entertainment’s traveling Reactor simulators. Realized by Angel Studios and directed by Brett “Lawnmower Man” Leonard in a style deviating from the exclusive first-person point of view typical of ride films. Used by the Pepsi Cola Company to promote their new product, Crystal Pepsi.

  • ISEA94: Fifth International Symposium on Electronic Art
  • The Secrets of the Luxor Pyramid (1993)
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  • An ABC television feature about the making of three major ride attractions for the Luxor Las Vegas hotel. They were opened in 1993 and created by Douglas Trumbull. Simultaneously a portrait about Trumbull’s career as a pioneering ride film developer.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Dino Island (1994)
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  • A sneak preview of a prehistoric ride developed by the French CG company ExMachina. To premiere in Iwerks Entertainment’s Turbo Tour theatres in the summer of 1994.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Virtual Ad Ventures (1993)
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  • ISEA94: Fifth International Symposium on Electronic Art
  • Intergalactic Interface (1993)
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  • Another ride for the 8-seater Conceptor-simulator, which is open to the public at the Fujita head office in Tokyo. “You can experience the process of design production using a computer, through the medium of a designer’s consciousness”. An Excerpt Presenting the Hi-Vision Theatre in the Hall of the Tokyo City Hall in Shinijuku.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Journey to Technopia (1993)
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  • Preshow, Main Show and Main Ride. A major ride adventure directed by Kim Nelson and made for the Technopia Pavilion at the Taejon Expo in Korea, 1993. A utopian technosociety of the future is attacked by the dark forces of the Overlord. A curious combination of Asian mythology, techno romanticism and comic book -like adventures.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Space Race (1992)
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  • The passengers of a spaceship embark on a journey to experience NASA’s vision of space colonization in the future. The space ship is swept through a space vortex and ends up in a curious space demolition derby. A humorous computer generated ride by Industrial Light and Magic.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Intergalactic Travel (1991)
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  • A Japanese ride for a simulator called Conceptor at the Fujita Vente. “Travel through universe, sea, ruins, maze, and so on by a high-speed beagle, to a future city called Bio City”. Composited from actuality films, miniatures, computer generated images and SFX.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Robocop: the Ride (1993)
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  • Preshow and Main Show. The figure of Robocop reappears in a ride adventure for Iwerks’ Turbo Tour Theaters not directly based on any of the three Robocop feature films.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Megalopolice: Tokyo City Battle (1993)
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  • A futuristic crime adventure as a ride, produced for the interactive AS-1 simulator. A wild rush through Tokyo in the year 2154, in pursuit of a bunch of international eco-terrorists led by the arch-criminal Brute Bombalez.

  • ISEA94: Fifth International Symposium on Electronic Art
  • The Fantastic World of Hanna-Barbera (1993)
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  • A major cartoon ride realized by Rhythm & Hues for the Universal Studios theme park. A ride through the composite prehistoric-futuristic world of the Flintstones and the Jetsons.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Sub Oceanic Shuttle (S.O.S.) (1991)
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  • Preshow and the Main Show. An entirely computer-generated futuristic ride on a high-speed underwater vehicle between San Francisco and Tokyo. A simulated earthquake will take place… Superb realization by the French CG company ExMacchina.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Devil’s Mine Ride (1992)
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  • A simulated roller-coaster ride inside an abandoned mine, created by the Belgium company Little Big One for the Showscan Dynamic Motion Simulator. Amazing computer graphics and a smooth transition between “physical” and virtual reality.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Turbotour Colossus (1990)
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  • The ride film in its most classic form, as a “raw” filmic reproduction of the roller-coaster ride.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Promotional Video (Excerpt) (1993)
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  • Showscan was formed in 1984 by the principals of Plitt Theatres Inc., a major motion picture exhibitor that was purchased by Cineplex Odeon Corporation in 1985. Showscan was formed for the purposes of acquiring all rights to the Showscan Film Process and using the Showscan Film Process in the production of feature-length motion pictures for exhibition in first-run cinemas. In order to acquire the rights, Showscan entered into various royalty and financing arrangements with Paramount Pictures Corporation, Future General Corporation (a subsidiary of Paramount Pictures), Mr. Douglas Trumbull (inventor of the Showscan Film Process), a Academy Award winner in 1970, and a number of other investors. The equipment and the Showscan Film Process of producing and projecting Showscan films are proprietary and patented. Showscan’s discovery was hailed as the most significant advancement in film technology since the introduction of sound in the 1929 film “The Jazz Singer”. However, it remained as little more than a technological curiosity until the company developed new camera, high speed projectors, and built special theatres to show case the revolutionary Showscan images. For twenty years, Showscan Entertainment has been an international leader in the production and exhibition of exciting movie-based entertainment attractions shown in large-screen, simulation theatres and capsule formats worldwide. The company’s simulation and specialty theatres are open or under construction in 24 countries around the world, located in theme parks, motion picture multiplexes, expos, world’s fairs, resorts, shopping centers, casinos, museums, and other tourist destinations. Showscan owns and operates its own theatres, and operates others in partnership with leading entertainment companies around the world.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Phantom Train to Technopia
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  • The ride film is a remarkable instance of the cyclical processes underneath the “progressing” surface of the moving image culture. Hailed as a major new audiovisual genre, it is actually one of the oldest. The early film audiences of the late 1890’s enjoyed the impression of rushing straight into the screen world, as if carried by a “phantom”  train. According to a contemporary observer, writing in 1897, the spectator of such a film “was not an outsider watching from safety the rush of the cars. He was a passenger on a phantom train ride that whirled him through space..”.

    Phantom ride films, shot from the “cowcatcher” in front of the engine combined the experience of “virtual voyaging” (well known from stereoscopic photographs and panoramas) to the dizzying sensations provided by mechanical amusement parks attractions, such as the roller-coaster. The parallel between the development of early film culture and the amusement park “ride” went even further: in Hale’s Tours and Scenes of the World, an extremely popular film-based attraction which debuted at the St. Louis Exposition in 1904, the “phantom train” was materialized as a stationary railway carriage, which was used as a theatre for projecting phantom ride films. Additional sensory stimulation – mechanically produced sound simulating the clacking of the railroad tracks, rocking of the carriage, even gusts of wind – was used to provide a total simulation of an actual train ride. Actually, such a system had been patented much earlier in England by film pioneer Robert W. Paul, who wanted to build a multi-sensory simulator attraction based on H.G. Wells’ novel The Time Machine (1894). Even though Paul’s time travel project never materialized, it can be considered as the conceptual prototype for all subsequent motion simulator attractions, long before Douglas Trumbull appeared on the stage.

    The phantom ride film, now simply called the ride film, is currently undergoing a major revival coupled with the motion simulator, a speciality theater with hydraulically moving audience  space. Pioneered by special effects master Douglas Trumbull in the 1970’s and (re-)introduced in the context of the theme park in the 1980’s, the motion simulator is currently entering the  urban public space as a distinct attraction or as an essential part of new kind of entertainment centers, such as Iwerks Entertainment’s Cinetropolis. It is even becoming “nomadic” in the form of the mobile simulation theatre, such as Rediffusion Simulation’s Venturer and Iwerks’ Reactor.  The ride film has become a growing industry. Major computer graphics and special effects companies, such as Trumbull’s Ridefilm Corporation (now part of IMAX Corporation), Industrial Light and Magic, Boss Film Studios, Rhythm & Hues and Ex Machina have produced high quality rides. Some companies, such as Showscan Corporation and Iwerks Entertainment, have created a vertical product line designing, producing, marketing and exhibiting simulator-based attractions as their main business.

     

  • The Ride of your Life or the Ride Film Phenomenon. Curated by Erkki Huhtamo with Machiko
    Kusahara. The program has been made possible by the collaboration of Angel Studios, Boss Film Studios, IMAX Corporation, Iwerks Entertainment, Links Corporation, Mega Productions, Rhythm & Hues, Ridefilm Corporation, Sega Enterprises Japan and Showscan Corporation.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Deep
  • Old Harbour Warehouse K13
  • A computer animation, which deals with the perception of visible reality, spectator interpretation and the reliability of the image. The work questions old frases like “I don’t believe until I see it” or “I believe it because I saw it with my own eyes”. Deep is a collage of images based on movement and the tension between them. The evolving story exists both in reality and fiction studying the limits of seeing through different processes.

    Kroma Production/Finland. SGI Grant.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Chaos
  • Old Harbour Warehouse K13
  • A woman’s choice of death by falling is transformed into a tumbling, fleeing, flickering succession of images and fragments of images. It is a psychological fall as well as a physical one, as the erotics of flight are intertwined with the approach of death and personal memories combine with sophisticated effects into a chaotic whole.

  • ISEA94: Fifth International Symposium on Electronic Art
  • The Garden of Earthly Delight
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  • This single monitor version of the installation of the same name commissioned for Video Positive 91 follows the Bosch painting in its tripartite form. It turns the 1990’s into a surreal nightmare of monstrous creatures, urban horrors and visual overload. It uses both state-of-the-art computer animation and live action footage to take the viewer through a cityscape of imagination.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Trim to Fit
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  • Body and fashion images have altered tremendously over the past forty years, changing in accordance to evolving perceptions of women’s place in society. “Trim to Fit” is a light-hearted computer animation, using influential female icons of the decades to highlight the lengths women will go to in order to be “beautiful”.

    “Trim to Fit” was made using a Commodore Amiga computer, utilizing Deluxe Paint IV, a graphics package which suited the spontaneous, colorful, ‘cut-out’ style of the work. The soundtrack, compiled by Dave Goulding, complemented the pictorial montage by using eclectic music samples from the 50’s to present day. The project was originally created as a site-specific piece, and is currently available for video-wall installation. Facilities and funding for this project came from London Video Access and the Arts Council of Great Britain.

  • ISEA94: Fifth International Symposium on Electronic Art
  • A Lithuanian Lullaby
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  • A Lithuanian Lullaby is an old work (1988), but still almost a model of low tech video art and computer graphics. It’s based on an old lullaby song and a naive singer/performance group plays the roles.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Déja Vu
  • Old Harbour Warehouse K13
  • The video “Déja Vu” was produced at the Helsinki University of Technology in 1993-94 as a student project of a postgraduate computer graphics seminar discussing various animation techniques. The camera trajectories, as well as the motion of the objects (except the bats) are based on keyframe or procedural animation. A behavioral model, similar to that presented by Reynolds at Siggraph ’87, was used to create the flock movements: an invisible leader boid is followed by visible ones whose flight paths are generated from simple, predefined rules.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Moksha (Language is a Virus)
  • Old Harbour Warehouse K13
  • A plunge into the infinity of an electronic feed-back simulating the influence of ‘moksha-remedy’, a psychedelic substance proposed by Aldous Huxley for the non-verbal education of adolescents. Question: Can images be a remedy to the language virus denounced by the writer William S.Burroughs?

    Note: The images of this video were created for the choreographic performance of “La porte Jaune ou le corps revelateur” by the French company Spid’eka, and projected onto the bodies of the dancers during the performance.

  • ISEA94: Fifth International Symposium on Electronic Art
  • The First Political Speech
  • Old Harbour Warehouse K13
  • The First Political Speech is inspired by words, charismatic hypnotic and humorous, but ultimately meaningless. The animation shows a crowd of technological “robotniks”, enhanced by a speaker seen only through the motion of its shadow. The robotniks, surrounded by hazy images of past, current and future world leaders only through the motion of its shadow. The robotniks, surrounded by hazy images of past, current and future world leaders from many cultures, respond with applause, as serfs to empty words. The words of inspiration used in the animation are from a poem of the same title written by Canadian author, Eli Mandel.

    Computer Graphics Research Lab., Simon Fraser University, Canada.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Nano in News SOS
  • Old Harbour Warehouse K13
  • As a nano you are born into a world of information which you must explore and find meaning within. You are an electronic life-form on the other side of reality. A world of knowbots, icons, numbers and databases – your body has the Eat An Icon system installed, allowing you to eat computer icons and assimilate information through your digestive tract. You know little of your origins or the reasons of your existence. So you venture through the world attempting to answer the question: WHO IS IN CONTROL?

  • ISEA94: Fifth International Symposium on Electronic Art
  • The Arcana of the Primordial Numerological Flux
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  • The Arcana of the Primordial Numerological Flux is a 3D computer animation, animated and rendered on a 33MHz 486 PC using Autodesc 3D Studio. The sound track was recorded and mixed on a Fostex X-15 Portastudio.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Ernst Will’s Picture Book: A Euro Rebus
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  • Peter Callas
  • “Bilderbuch für Ernst Will” is an electronic rendering of a form of proto-televisual iconomania: the creation of haphazardly sourced private pictorial scrap books or bilderbuch. Often intended for the surprise, delight and edification of grandchildren by grandparents, these books had the analogical potential to become flamboyant transmogrifigations of the detritus and sequestered oddments of the great age of print in the later half of the 19th century.

    The fortuitous collocation of views of towns, voyages of exploration, catastrophes, battle scenes and royal portraits become mantic in the deft hands of an expert sniper such as Hans Christian Andersen or the unknown creator of Ernst Will’s picture book in war-time Vienna.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Tableau D’Amour
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  • Tableau d’Amour opens on a grey on desert-like landscape with an overlay of yellow grid line. The final tableau displays a rich design of organic matter and reveals a module of labyrinth like body structures. Between those two sequences, a love has unraveled, playing with our perception.

    Agave S.A. CAP/France

  • ISEA94: Fifth International Symposium on Electronic Art
  • Ils Sonst Tous Lá! (Les Quarxs)
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  • The Quarxs is a 3D computer animation film about strange entities disturbing our everyday life.

    Z.A. Production/France.

  • ISEA94: Fifth International Symposium on Electronic Art
  • WOMAD@HELSINKI
  • These bands will play in the WOMAD@Helsinki Festival, focused on ethno/techno at the start of ISEA94.

    Jah Wobble’s Invaders of the Heart                                                                                                                                                                            1978 saw the release of Public Image Limited’s eponymous single. At eighteen years of age Jah Wobble’s (John Wordle) heavy bass sound was established in the first ten seconds of the track. Having left P.I.L , Wobble’s collaborations mixed shortwave radio collage, heavy dance grooves, Islamic and African sounds with trance-like atmosphere. His music was the forerunner of today’s “World” hybrids. Released in May 1994, Jah Wobble’s  Invaders of the Heart’s new album, “Take me to God” is Wobble’s most ambitious  album featuring a stunning array of artists, always underscored by that fundamental bass sound. The name Invaders of the Heart comes from ancient troupes of dancers and musicians who could literally invade the hearts of tired travellers who came to them, using music in its original form as a healing source.

    Shriekback
    Shriekback started life in London in the year 1981 and received much critical acclaim for their innovative smeltdown of dance rhythms, reggae sound perspectives and bizarre wordplay. In 88 Shriekback collapsed for a while coming back together in 92 to record “Sacred City”. Their new formation being a rich loam in which the Shriek aesthetic could flourish and sprout new cultural hybrids. This 1994 band hailed by many as Shriekback’s best incarnation yet is an entirely unique live event. The music is groove-based feral post-post modern rock’n’roll, Cyber-Folk , featuring an unprecedented collision of such instruments as Saz, Harming tree, Cumbus, Didgeridoo and Reco-reco – “post apocalyptic music that you could play after the apocalypse.”

    Trans-Global Underground
    Formed in April 1991 as a DJ collective, fusing world music into underground dance beats and rhythms. Since formation, the band’s debut single, “Temple Head” has become a club anthem world over. Although not wishing to be linked too directly, they appear to be leading a dance-music movement of “ethnotechno”– the fusion of global sounds, beats and rhythms into contemporary club sounds. The band core is Mantu, Count Dubulah, Attiah Ahllan and Natacha Atlas – (Belgian singer/songstress who sings in Arabic, Hindi, French & Spanish), live they are joined by the vibrant and colorful line-up of T.U.U.P (The Unprecedented Unorthodox Preacher) – African storyteller and rapper, Neil Sparkes – beat-poet vocalist and Larry Whelan, a clarinet/flute wizard. – “…this London-based crew of multi-national magpies sound like a mighty disco remix of the United Nations”.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Gandy Bridge
  • Gandy Bridge is an electronic music-theater piece featuring two performers and computer-coordinated signal processing and synthesis. The title of the piece was chosen by the authors, who visited the Gandy Bridge separately, as a focal point for the piece, combining their independent experiences and impressions of their visits. In this piece, the role of the electronics is to enhance and/or augment the text material spoken/sung by the performers, allowing for a wide range of expression on both dramatic and sonic levels. The electronics depend entirely on the performer’s live input (real-time interactive performance), which can be combined in the computer to form one or more “sonic” objects, blending characteristics of the input signals (each performer’s input). Technics such as musical feature extraction and “audio-morphing” allow the performers to enter into a multi-level dialog with each other and/or the electronics, incorporating text material and timbre. For example, in one section of the piece, a new reading of the text material rendered by combining both performers’ readings of the text, where one performer’s voice inflection is projected onto the other performer’s articulation of the text.

    The dramatic setting of the piece is minimalist and emphasizes gesture and sound: each performer is dressed in black and equipped with only a chair, microphone and a foot-pedal; the lighting is singular (one focal point and low ambient lighting) and invariant. The text for the  piece is a compilation of various texts chosen for their semantic and phonetic qualities. On a technical level, the electronics for the piece provide signal processing and synthesis, including FFT/IFFT analysis/resynthesis, audio-morphing, harmonizers, live sampling, delay lines and FM (Frequency Modulation) synthesis – all of which are dynamically controlled by the performers.

    Effort has been made to integrate the control of the electronics in a way that takes advantage of the player’s audio input (spoken/sung text material). Using musical feature extraction, the performers are able to control the electronics with the use of their voices. The duration of the work ranges from eight to twelve minutes.

  • TISEA: Third International Symposium on Electronic Art
  • Emergence
  • 1992: Art Exhibition
  • Tessa Elliott and Jonathan Jones-Morris
  • Emergence is an installation of floating forms which hover and mutate, multiply and migrate. A maze of ambiguity, it refers to the illusion of reality and the eternal inquiry of existence. The elemental domains of the circle, triangle and square are activated by movement through space. The drawings, which apparently lie below a waxen surface, are revealed as the body becomes an inscriber and beacon, its shadow casting light, its gestures making marks. The resulting drawings are the culmination of an assemblage of interactions as the installation continually accumulates the changes brought about by previous participants. The work departs from mimicry and simulation. By centring upon the interplay between shadow and substance, actual and suggested motion it creates a subtle, dynamic labyrinth of innumerable permutations. In dealing with the elemental, Emergence aims to redirect the focus of interaction from the quiescent observation of external production to introspection and contemplation.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Any Resemblance is Purely Coincidental
  • Recitar! Mentre preso dal delirio
    Non so piu quel che dico e quel che faccio!
    Eppur…e d’uopo…sforzati!
    Bah, se’ to forse un uom!
    Tu se’ Pagliaccio
    Vesti la giubba e la faccia infarina.
    La gente paga e rider vuole qua.
    E se Arlecchin t’invola Colombina,
    Ridi Pagliaccio, e ognun applaudirà!
    Tramuta in lazzi lo singhiozzo e it dolore…
    Ridi Pagliaccio, sul tuo amore infranto!
    Ridi del duol che l’avvelena it cor!

    If there is one piece identified with Dodge, a “signature” piece if you will, it would have to be Any Resemblance… which has those qualities that seem to imbue his work in general – charm, wit, poignancy and technical brilliance. The texture is rich, the piano playing a dramatic and dynamic role, but there is never the sell out to be the trickier potentials of an idea like this one.

    Dodge restrains, and the piece is informed with a sad, ironic wit which points to a profound realization. Both Any resemblance.. and Speech Songs (New Albion records) share this centrality of theme which must have something to do with loneliness and searching. Actually, in Any Resemblance…, not all is restraint; it is fact thrilling when the voice and piano find each other in the “climax”.

    The Synthesized Caruso voice is based on a 1907 recording of the aria “Vesti la giubba” from Ruggiero Leoncavallo’s I Pagliacci. The computer extraction of the Caruso voice from its original setting was accomplished at the University of Utah by Professor Thomas Stockham and his
    student Neil Joseph Miller. Any resemblance is Purely Coincidental was commissioned with finds provided by the Arts Council of Great Britain, and is dedicated to the memory of Margaret Fairbank Jory.

  • ISEA94: Fifth International Symposium on Electronic Art
  • New work in progress
  • TISEA: Third International Symposium on Electronic Art
  • City Adventure
  • 1992: Art Exhibition
  • John Colette
  • As technology proliferates it is no longer a passive network of mediums but a series of new and changing personalities with whom we each have a relationship. At the same time, new beauty emerges in these new forms, new myths mingle with the old and the individual seems to become both expanded with technological augmentation, and smaller, in the midst of the proliferation of information. I am interested in the relationship between individual subjectivity and a society based in information and media systems. At this period in history, most human experience (in cities) is mediated by information technology and mass media. For a long time people have been troubled by the idea that there is a conflict between reality and representation, however there is almost nothing left untouched by representation. The new reality is all information.

    Images chosen in my work employ many levels of association as I understand them, but I hope the work appears more like an advertisement, a comic book or a billboard. We are all potential units in the demographics and generalisations of market research. We all participate in the simplified narrative structures of advertising. Still, there are other myths and narratives which are important to each of us. If these could be shared alongside the generalisations we make about ourselves as a society in the mass media, then perhaps we could get to know each other better.

  • Three backlit duratrans displays
  • ISEA94: Fifth International Symposium on Electronic Art
  • Interactions
  • ISEA94: Fifth International Symposium on Electronic Art
  • Maritime
  • ISEA94: Fifth International Symposium on Electronic Art
  • The 20th Century Virtuosic Electronic and Computer Music for the Violin / U / The Cormorant
  • U (The Cormorant)                                                                                                                                          

    U (The Cormorant) was composed between February and May of 1991. In January of that year, like everyone else, I saw pictures of cormorants in the Persian Gulf trying to shake the oil off their bodies. A constant feeling of urgency about the global environment, and probably my reflections on the subject effected the piece. The form of this piece is quasi-palindromic, imitating the shape of the letter U. The core materials are simple, but they evolve and transform as the piece develops. I always have a vision of me and my violin stepping out from the usual boundaries, extending the aural experience into an unknown dimension. I imagine kinds of sounds that I usually do not identify with myself playing the violin. These sounds seem to me as transformations of my violin sounds. I try to merge the timbre and the movement of  the sounds of my violin with the electronic sounds very carefully. Electronic sounds are created using YAMAHA IG// synthesizer. U was performed at International Computer Music Conference (ICMC) 1992 in San Jose, and included in the ICMC Compact Disk.

    Etude II [for Zeta violin and Interactive Computer System (1994)]

    “Etude” is a series of works for Zeta violin and interactive computer systems. As a performer/ composer from the traditional classical background, I have been exposed to the completely new ways of thinking and feeling in computer music. It is a new kind of musical intuition in performance that I am developing working with computers. Sometimes I find myself letting the computer to “lead” me almost like a partner in chamber music, although I am alone and always the one to give the “input”. I personally enjoy this partnership between my traditional violin playing with interactive computer systems. As in “Etude I” which was created and performed at the Banff Centre for the Arts, “Etude II” also explores the collaboration between my violin playing and the interactive computer system Max. The synthesized sounds are responding to what I am playing, according to what I have previously programmed. There are phrases that have to be started by a specific note I play within a specific time-frame; some score-following; transposed sounds at specific time-frame, etc.

    Etude II was written especially for ISEA’94. I would like to thank Zeta Music Inc. for the loan of Zeta violin and IVL pitch tracker.

  • ISEA94: Fifth International Symposium on Electronic Art
  • The Great Red Spot of Jupiter
  • “Chaos is a science of process rather than state, of becoming rather than being.”  Nonlinear and unstable Systems, like turbulence for instance, are based on the modifications of an initial substance through the time. That substance generates a number of initial patterns that are immediately going to make their own clones. It again causes further alterations through the entire system making new (independent) reality. The form of this piece comes from the computer-structured turbulence that, as a randomized motion, shows by its nonlinearity that the act of playing the game has a way (in itself) of changing the rules.

    Four phases of the process have to be comprehended as musical movements. They form an emotional cycle consisting of usual reactions coming after the changes of prevailing conditions:
    I Unawareness
    II Resistance (Waterproof Harpsichord Harpsiproof Waterhord)
    III Anger
    IV Acceptance

  • ISEA94: Fifth International Symposium on Electronic Art
  • Specimens
  • “I have never ‘spontaneously’ rummaged through my musical memory and reproduced, ‘by ear’, what amounts to a pastiche of works I have heard, imagining all the time that I was writing something new”.                                                                                                                                                “I have never applied, as taken for granted, any of the existing ‘modern’, individual, or even more widely accepted composing techniques…”            “A composition is the product of exploration; it is not the exploration itself.”“The meaning of the familiar is not always a familiar meaning…”
    “I believe that the elements of what has already been discovered in art can be formulated a new and integrated, in a different way, into a new work.”
    “The discovery of new ways of shaping, of establishing one’s own ‘rules’ of composition, has become (…), in our century, a part of the individual creative act.”

  • ISEA94: Fifth International Symposium on Electronic Art
  • Segmento 3
  • Segmento 3 is the third composition of a series for solo instrument and tape. The whole composition is based on the development of the results of a harmonic analysis of clarinet spectrums. The electronic part is, in effect, a dynamic elaboration with additive synthesis of the clarinet spectrum, using harmonic compression, expansion, shifting, etc., while the instrumental part has been developed from seven harmonic cells extracted from the base spectral analysis.

    For the development of this composition I have used the following devices in three different moments:
    1) Analysis: spectral analysis of the base material using an Atari st and various softwares (Avalon, Sound Designer)
    2) Resynthesis: modified resynthesis of the analyzed material with additive synthesis (Softsynth, Turbosynth, Avalon)
    3) Organization: compositional organization of the different synthesis part using sequencers (Mastertracks Pro, Notator).

  • ISEA94: Fifth International Symposium on Electronic Art
  • Sound of Life: A Radiophonic Composition
  • Living sound – life of sound – sound of life.                                                                                                                                                                  The myth of sound as sign of life – of music as symbol of life.                                                                                                                                  Musica speculativa.                                                                                                                                                                                                      Music for man, in spite of man.                                                                                                                                                                                    Music of signs – significant music.                                                                                                                                                                          Moving sounds – sound movies.                                                                                                                                                                                    Fire, air, water, earth as instruments in the orchestra of life.
    -Panta Rhei.

     

  • ISEA94: Fifth International Symposium on Electronic Art
  • Urbis 4
  • When I first heard the word “audio-clip” I was immediately interested and decided to do something about it, and while looking through raw material, considering a series of “clips” I proceeded to make a “run” with some sounds which had their source on a series of works under the general title of URBIS which related to popular culture, with modern day myths etc. The “run” surprised me in its powerful immediacy so much so, that I could not bring myself to do anything else to it, and in spite of formally composing some further clips, I had to send out this clip as it happened, under the stream of consciousness principle.

    I must gratefully acknowledge three sounds that I use in this clip which were originally made by my colleague and friend Jeremy Arden and given to me while we were collaborating on a joint composition. Urbis was composed and realized in 1993 at home workstation.

  • TISEA: Third International Symposium on Electronic Art
  • Carnival I-V
  • 1992: Art Exhibition
  • Trevor Batten
  • Each sub-program produces its own visual transformation of the image similar to the way living creatures transform their environments. Some processes interact directly with the image on the monitor screen or are influenced by the previous data while other processes are completely independent of conditions outside themselves. Playful blocks of colour cut through the image creating a gentle illusion of space while line and circle segments splatter around them creating diffuse clouds of colour. Suddenly a process fragments the image by ‘scrolling’ sections of the image towards or away from the centre, moving identical or different distances so that image fragmentation may increase or destroy any symmetry which may be present. Another set of image processes generate organic and geometric circle based forms mediating between the inorganic and organic aspects by echoing structures and textures formed elsewhere.

    Finally, there is the cellular automata which scans a section of the screen, modifies pixel colours according to the pat-tern found and maps the new colours back onto the screen in different positions sometimes self-interacting and sometimes creating sub-symmetries within its main symmetry. Sometimes coloured line or circle segments are drawn instead of pixels so that textural variations are introduced and, because these are not mirrored, distortions of the underlying symmetries. Together the competing elements form a visual world based on games of chance and design, order and chaos, organic and inorganic form, interaction and independence. The slides are selected holiday snapshots taken by the artist as tourist in his own artificially created but functionally independent universe.

  • ISEA94: Fifth International Symposium on Electronic Art
  • Distrak-Sillalla
  • The main purpose with the composition was to find a “compositional language” in relation to the sound materials, which in their acoustic profiles are a collection of more or less cultivated concrete sounds. For myself it was an effort to develop a coherent logic and to formulate some conclusive strata’s in the quite chosen way of linear thinking for configuring the compositional ideas.

    The acoustic character of the composition is based on three different sound environments:
    a) taped sounds from “natural objects” as shaking of dried leaves, going on tiny ice etc.
    b) sounds from equipment in an old cowshed and
    c) computer processed concrete sounds (swords and a mechanical kitchen whisk).

    Distrak – Sillalla is a commission from the Finnish radio and was first performed at the  Inventionen’92 festival in Berlin.