Presentation Data Table

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Title Presenters Symposium Type Category Image Venue Abstract Sponsorship Support Keywords
  • "Benefit Game: Alien Seaweed Swarms"–Real-time Gamification of Digital Seaweed Ecology
  • Dan-Lu Fei, Zi-Wei Wu, and Kang Zhang
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • Benefit Game: Alien Seaweed Swarms combines artificial life art and interactive game with installation to explore the impact of human activity on fragile seaweed ecosystems. The project aims to promote ecological consciousness by creating a balance in digital seaweed ecologies. Inspired by the real species “Laminaria saccharina”, the author employs Procedural Content Generation via Machine Learning technology to generate variations of virtual seaweeds and symbiotic fungi. The audience can explore the consequences of human activities through gameplay and observe the ecosystem’s feedback on the benefits and risks of seaweed aquaculture. This Benefit Game offers dynamic and real-time responsive artificial seaweed ecosystems for an interactive experience that enhances ecological consciousness.

  • Digital Ecologies, Interactions, sustainability, Ecological Consciousness, virtual environments, and Environmental Game
  • "Tilling Roots&Seeds", the Role of Art in the Future of Agriculture
  • Tatiana Kourochkina
  • ISEA2024: 29th International Symposium on Electronic Art
  • Artist Talk
  • Brisbane Convention & Exhibition Centre
  • “Tilling Roots and Seeds” is an international cooperation project between Ars Electronica (AT), KILOWATT (IT), University of Barcelona (ES) and Quo Artis (ES) as lead partner and co-funded by the Creative Europe Programme of the European Union.

    “Tilling Roots and Seeds” aims to enhance cultural cooperation and capacity for artistic research and practice on the topic of the plant biodiversity crisis and sustainable food system.

    The project also supports the role of art as a tool to awaken a critical understanding of climate change that sheds light on how humans generate and affect it through the current food consumption systems. The project assumes that innovative solutions require the engagement of those involved in farming and food production as well as the voice of communities, as innovation can derive also from traditional knowledge.

    This project builds upon the lessons learned through the EU funded project “Roots and Seeds XXI”. It further expands the capabilities and opportunities of the EU creative sector to contribute to fight the biodiversity crisis and the environmental degradation of our times and opens up opportunities for artists to collaborate with the scientific and farming sectors to imagine future sustainable scenarios. It also transfers knowledge and disseminates good practices and results to the cultural and scientific sector as well as to the general public. In this second phase, the project will also engage food consumers and promote mental, emotional, and physical well-being of current and future generations.

  • Biodiversity, art and agriculture, techno-agrarian society, and regenerative agriculture
  • (+/‑) Pendulum
  • Ajay Kapur and Raphael Arar
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • Inspired by the ISEA 2014 call for work on the theme Location, (+/‑) Pendulum is comprised of an electro‑mechanically operated kinetic sculpture that is driven based on user input from a participatory smartphone application. The basis of the installation is founded on the mechanics of the Foucault Pendulum. Unlike a conventional pendulum, the arm of the installation will operate horizontally using the same physical properties as if gravity is still impacting it. The intent of the work is to reflect on the intersection of our digital lives with our physical lives. While the Foucault Pendulum was created in the mid‑19th Century to exemplify the Earth’s physical properties, we now live in an era where the aspects of physicality may not bear as much weight.(+/‑) Pendulum’s operation is thus based on user input from a smartphone application which asks the question ‘Where do you want to be?’. From collective user input, an average of all data points orient the pendulum to a collective desired location, which seeks to show that our world is not flat, round or oblong—it is malleable and democratic in the digital sphere.

  • (Re)coding the Past for the future
  • Annet Dekker
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • In light of increasing social unrest and wars around the globe, a growing number of not-for-profit organizations and commercial businesses are trying to fill the gaps that befall cultural heritage sites due to bomb strikes and looting. 3D scanning and printing are among the main vehicles to restore cultural heritage by generating detailed copies of an artifact, building or even site. In terms of accessibility and preservation there are undeniable benefits, but in what ways do these technologies affect cultural heritage politics? While commercial businesses profit from selling copyrighted files, or by providing restricted access, several artists’ initiatives try to  counter these practices. Even though they use similar technology, their aim is to empower people by giving them control over their lost heritage.

    These ‘decolonial’ practices signify a desire to overcome or resist a colonial conditioning, favoring collaboration and freely sharing over individual and/or monetary gains. In the process, such examples challenge the  conventional meaning of value, which is dictated by the market and based on copyrights around authorship and ownership. Instead what is valued and becomes valuable is belonging to a wider community in which control over (re)use is embedded in the network.

  • (Re)imagining human-yeasts relations via art-science collaboration
  • Olga Timurgalieva and Patrícia Raquel Moreira
  • ISEA2023: 28th International Symposium on Electronic Art
  • Paper
  • Forum des Images
  • More-than-human beings are largely de-animated in Western cultures and perceived as the backdrop for human activities. At the same time, with the modern modes of consumption and production, customers often do not know how specific products have been created and which more-than-human beings have been involved in manufacturing particular consumables. As a partial response to such alienation, this text presents the book, Yeasts as We Do Not Know Them, as a means to learn about human-yeast interactions and the ways these fungal microbes are used to manufacture different products and substances. The book, therefore, (re)imagines yeasts as omnipresent, diverse, and symbiotic. Conceiving symbiosis as a set of interspecies relations, including mutualistic, pathogenic, and commensal ones, the project, Yeasts as We Do Not Know Them, as this article argues, maps diverse interspecies interactions and, by doing so, helps to navigate through material systems, thus invoking trans-corporeal ethics.

  • (ready)Media: Towards an Archaeology of Media and Invention in Mexico
  • Tania Aedo Arankowsky
  • ISEA2010: 16th International Symposium on Electronic Art
  • Forum
  • Westfalen Forum
  • I’m pleased to present the project (ready)Media: Towards an archaeology of media and invention in Mexico, initiated almost two years ago by Laboratorio Arte Alameda in collaboration with a number of curators, artists and researchers. As one of the two spaces in Mexico City devoted specifically to media art practices or, as we prefer to say, those practices that engage a dialogue with the multiple relations between art and technology, Laboratorio Arte Alameda’s archive has a lot to say. Our archive was not organized, lacking even the form of one a few years ago. Being extremely active in exhibiting and promoting, but most of all, contributing to connect the several media arts’ communities in the country, systematizing was not a priority from the beginning.

    It takes time for documents to be needed, and now, ten years later, we have the need to organize them. We wanted to deal creatively, critically and, above all, collaboratively with this task. First we set a specific physical space for it and begun to dig in to all the hard discs and drawers holding over ten years of intense production.

  • 1001 Nights – An Open-domain Narrative Game Using Text Generation Model
  • Yuqian Sun, Chang Hee Lee, and Ali Asadipour
  • ISEA2022: 27th International Symposium on Electronic Art
  • Poster
  • 2022 Overview: Posters
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • To immerse everyday storytelling into real-life contexts in digital interactions, we created a game that turns entities in a story into digital assets that have functional roles. Taking the classic folklore as inspiration, we created 1001 Nights, a co-creative, mix-initiative storytelling game using an existing AI creative writing system. In this game, Shahrzad (driven by the player) needs to tell stories through a dialogue interface, while the King (driven by the AI model) will continue the player’s story in turn. Text from the story is utilised in actual game mechanisms, so that weapon keywords in the game like “sword” or “shield” will turn into equipment that can be used for battle. The game aims to facilitate player engagement and creative interactions through “invading language”, which points to the text that will change the reality in game.

  • intelligent narrative, Machine Learning, Gaming, storytelling, and artificial intelligence
  • 104factory Paris&Co: Cultural and Creative Incubators
  • Marialya Bestougeff and Catherine Peyrot
  • ISEA2023: 28th International Symposium on Electronic Art
  • Forum
  • 2023 Overview: Focus Programme
  • Forum des Images
  • Whether in the heart of a cultural institution for 104factory or within an innovative platform for Paris&Co, how do incubators support young innovative structures in the cultural and creative industries? Discover two ecosystems described by their directors and some emblematic collaborations between innovative structures and cultural institutions. Symbioses are multiple, whether they are through imaginations, organizations or individuals.

  • 2025: Deriving plausible futures of domestic objects through three-axis cube world design, foresight techniques and ideational drawing
  • Slavica Ceperkovic
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • This research paper examines at the possible evolution in domestic, household object design and its function using foresight methods as a primary mode of inquiry. The twentieth century industrial evolution changed how objects were conceived, made and mass distributed. In the current digital era objects have significantly shifted in how they are made and distributed from the industrial era in ownership, technology and function. Given changes in ownership, technology and function, what might objects look like in 2025?

  • 21st Century Schizoid: Bear Masculine Transitions Through Net Pornography
  • Francesco Macarone (WABEAR) Palmieri
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Panel
  • The Chinese University of Hong Kong
  • This talk is about Bears as gay male subculture and on-line gender performance. It contextualizes definitions of new masculinities by analzying different fields of netporn research. The presentation will focus on socio-anthropological analysis of the end of Gay culture and Bear culture within by building a digital genealogy of its own represenations, from digital networks archeology of Bullettin Board Systems and Mailing Lists to today’s Internet porntube platforms and smart technology.

  • 2467/3970: A shortcut to connect Purdue University (USA) and Universidad de Antioquia (Colombia) in an interdisciplinary experience between art and technology
  • Esteban García Bravo and Isabel Cristina Restrepo Acevedo
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • Approximately 2467 miles / 3970 kilometers separate West Lafayette (USA) from Medellín (Colombia). Although this distance represents geographic, cultural, and social differences, it also offers a bridge to creative possibilities that connect the two cities by an intercultural dialogue around new media. This paper describes the process professors Esteban Garcia from Purdue University (USA) and Isabel Restrepo from Universidad de Antioquia (Colombia) developed in 2013‑2014 to teach the course ‘Interactive Art and 3d Animation’ in the city of Medellín, Colombia. This interdisciplinary course deals with cultural questions related to location and society by integrating art and technology.

    This course combines research expertise on interactive visualization and open source software to develop socially interactive projects. Following the idea of an open studio, and the pedagogy proposed by the artist Luis Camnitzer, in which students are in a horizontal relationship with the professors, students in the course played the active role of co‑investigators. Garcia and Restrepo developed the course as a research experience that integrates faculty members and students of both institutions to explore creative reflections about the topic of location in the city of Medellín. The continued methodology for the class integrates field trips inside and outside the city, brainstorming sessions, technical training, conceptual dialogues, and input from all co‑investigator participants. The planning and development process has been documented in a variety of media that combine analogue and digital tools, such as handmade sketches, digital modeling, audiovisual recording, and GPS mapping. The resulting projects were available for public view at the Centro Cultural of Universidad de Antioquia (Colombia), and online as multimedia interactive experiences accessible to people across the world.

  • 25 Years ARCHIVE FOR DIGITAL ART (ADA): Next Steps
  • Oliver Grau
  • ISEA2024: 29th International Symposium on Electronic Art
  • Celebrating the 25th anniversary of the Archive of Digital Art. For over a quarter of a century, ADA has been a leading project, with a background of more than 35 years. It has grown to become one of the most significant online ar- chives, documenting the rapidly evolving world of digital art and its related fields. In cooperation with established me- dia artists, researchers and institutions it documents thou- sands of artworks at the intersection of art, science and tech- nology: www.archive-digitalart.eu

  • Digital Art Documentation, archiving, MediaArtHistories, media archaeology, education, Museum collections, preservation, and HUB
  • 27 years of artistic exploration – merging pixel, particles and people – MAD emergent art center
  • René Paré
  • ISEA2022: 27th International Symposium on Electronic Art
  • Institutional Presentation
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • In the early days of Multimedia MAD emergent art center was bringing the new media platforms to the city of Eindhoven and Dutch creative industry to foster new artistic practice, connecting to networks in society and reaching out to a broad public.

    In 2000 MAD emergent art center transformed into a new phase: the name changed to MAD emergent art center. Collaborators are artists, designers, technologists, working as freelancer, volunteer, partner, together with interns and students.

    Pioneering into new possibilities and exploring technologies is showing a track of fast changing perspectives and realities. Now in 2022 we see the term Digital Culture settled in academic, policy and economic realms.

    MAD emergent art center has been catching up with sequential development of cultural implementations of technology, by creating ever new approaches. MAD ways of working shows a number of different activities.

    Along the way we have seen paradigms change: from pure artistic autonomy to relevance for society; from technology focus to human esthetics; from economic niche to crucial ingredient in innovation. Having an optimistic view on the future we believe we can make a difference, and will imagine things no man has seen before.

    New horizons unfold as we progress in time, unlocking metaverses, dreaming of quantum leaps, imagining AI enabled sustainable societies, where humans are key to a new balance between nature and artificial realities.

    Next up is our focus on the urban ecosystems where the big issues of our times become apparent and urgent. Artists and scientists are on the forefront of new solutions and systemic change. We need to support and facilitate their research and operation.

  • Multimedia, artistic research, e-culture, and Eindhoven
  • 360° Dance Film: Reflections on the Making of Tidal Traces
  • Nancy Lee, Kiran Bhumber, and Emmalena Fredriksson
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • Tidal Traces (2017) is a 360° dance film collaboration between filmmaker/media artist Nancy Lee and choreographer/dance artist Emmalena Fredriksson, with sound design/music composition by Kiran Bhumber. This paper accounts for the creative and technical differences of creating a dance film versus 360° dance film, and the conceptual, practical and ethical challenges the artists encountered throughout their interdisciplinary process where 360° video, film and dance intersect.

  • 3D Printing backwards
  • Theo Harper
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The ethical development of these technological parameters is paramount, as our entire made environment is created through interactions with computers. The stakes are environmental, geological, and political. As computers connect with making machines it is important to address issues within the automated future we are facing and have begun to live with (Bennett 2010, Vallgårda, A. 2009, Ingold, etal).

    Examples include robotics and advanced manufacturing tools that rely on top-down desk-based instructions generated by a select few. This clay-first perspective on making seeks to realise a deeper understanding of the materials and processes involved in our daily lives and to describe the hybrid materiality we are part of. This approach is made possible by working with computer programmers to create disruptive innovations that affect the framework of how our fabricated environment is designed. In so doing, it is possible to ‘3D print in reverse’, allowing the digital to be touched.

    In this article I describe how 3DP clay has served as a learning tool and conduit for a new digital expansion in my practice. I describe a way of making digital sculpture that directly originates from an experienced physical place through the blended interaction with clay and new technologies. The projects that I will describe are based at Grymsdyke Farm, the European Ceramics Work Centre (EKWC) and my home studio, expressing this hybridity in the form of hand-printed clay, digital models, robotically printed and 3DP clay and ceramics

     

  • digital, Clay, Movement, innovation, and sculpture
  • 45 Revolutions
  • Mathias Fuchs
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Artist Talk
  • Run Run Shaw Creative Media Centre
  • “45 Revolutions” investigates the media archeology and cultural heritage of a revolving audio-storage and reproduction device, the record player, and its media: vinyl records. Vinyls have not only had been at the centre of (sub)cultural revolutions, like the flower-power movement, punk, German “Schlager” and DJing cultures, they have had a colourful history as revolving media themselves. Vinyls have had their experimental phase, gained the status of mainstream media (1960s), have been declared dead (around 1995), had a revival (2005) and seem to be considered hopeless once again now.

    The story of success, oblivion and reincarnation of vinyls can probably nowhere on earth be seen clearer than in Hong Kong’s record store culture. Rapid changes in public favour, openness to new technologies, a faible for gadgets and a commitment to quickly follow fashion seem to constitute the breeding ground for the culture of vinyl records in Hongkong. This text also refers to the game art installation “33 1/3 Revolutions” that will be premiered at ISEA in Hongkong in 2016.

    Archeology of Vinyls
    In “Gramophone, Film, Typewrite“ Friedrich Kittler reminds us that Marshall McLuhan finds new media content in predecessor media. According to him, one medium’s content is always other media: film and radio constitute the content of television and records the content of radio. Digital media would create their content from pre-digital media. That is why vinyls can very well survive as content of CDs, sample-based synths, Mp3s, computer games and other more recent media.

    This paper reflects upon mediatic reincarnations of vinyl cultures in a globalized digital cultures context by exploring traces of the predecessor medium in the streets of Hongkong. Famous Hong Kong record stores like the ones of Paul Au at 239 Cheung Sha Wan Road in Sham Shui Po or by Ho Hing Ming at Lamma Island are taken as a starting point for an investigation of how media can cannibalize predecessor media or foster mediatic reincarnations.

  • 4D – Virtual Urban Art
  • Igor Nedelkovski
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Panel
  • Run Run Shaw Creative Media Centre
  • People today use new media, for creating identity, communication, social effects, fun or learning. Participation in cultural heritage learning not only means to integrate the “active visitor” into the museum, it means to generate an environment in which one can take part and can realize his- or herself in complex processes more easily – emotionally as well as cognitively – and in social exchange with others in-situ at place of origin.The 4D Virtual Urban Art is a solution based on a precise 3D model of an urban environment, in which the users can explore the past and suggest changes of the areas they live in and upload their ideas to the online database.

  • 4E cognition for symbiotic architecture?
  • Yann Blanchi
  • ISEA2023: 28th International Symposium on Electronic Art
  • Short Paper
  • Forum des Images
  • With the aim of reconnecting humans to their milieu, we propose a conceptual tool to think of architectural apparatuses as actors within a continuum composed of both artificial and natural agents. For this we look at the cognitive sciences and particularly the 4E cognitive (embodied, embedded, enactive, and extended). We use examples from contemporary architecture to test our hypothesis and thus attempt to define what symbiotic architecture could be.

  • A 3D Computer Sculpting System
  • Mike King
  • FISEA: First International Symposium on Electronic Art
  • Paper
  • The author describes Sculptor, a three-dimensional computer modelling system that allows the use of sculptural methods for the construction of objects. These objects can be subsequently realised as physical sculptures through the use of a contour-slicing routine, though the major use of the system.

  • A Basic Design for the Interactive Artwork Image Garden based on the Traditional Korean Myth ‘Lady WonAng’
  • Je-ho Oh and Chung-Kon Shi
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • The aim of this study is to propose a new framework for interactive artwork through the Korean archetype. Based on the framework, we proposed a basic design for an interactive artwork called “Image Garden” by applying the Korean myth “Lady WonAng.” In the myth, Lady WonAng bloomed in a wasteland and saved the world, triumphing over adversity through her devotion. To turn the myth into an interactive artwork, we focused on two factors based on the text of the myth: a main activity of the character and a major emotion by development of the myth story by the character. To extract interactive activity factors, we analyzed the text of “Lady WonAng.” In an interactive artwork based on audience activity, the audience becomes a character in the myth and performs the narrative of the myth. Verbs in the text become actions of the character. And we adjust the extracted verbs to an Action Model by Activity Theory, a basic triangle model for analysis of the relationship between the actions of a character (personal) and society. The adjectives in the text are the states of the character. We extract the classifying patterns of the emotions in the myth. And then we adjust the classifying patterns of emotions to the “Pleasure Framework” of Brigid Costello. We completed thirteen emotions through the adjustment of thirteen pleasure categories. Based on the extraction of these two factors, we propose a new framework for an interactive artwork through the archetype. This framework consists of activities and emotions of the audience. The framework focused on the combination of two factors, which create an interactive artwork. The audience has an experience with the archetype narrative through its own actions and feels emotions during the interactive artwork installation. This framework creates an opportunity to produce an interactive artwork to attribute basic design, artwork structure, embodiment of contents and creativity. Using this framework, we propose a basic design for an interactive artwork called “Image Garden” by applying the Korean myth “Lady WonAng” using a narrative approach. The artwork involves an audience member performing in front of a screen as a character in the “Lady WonAng” myth, and the action of the audience member advances the artwork in three stages ‑ Floral initiation, Combination, and Spread (prosperity). The audience member makes the images of flowers bloom  through their own actions as Lady WonAng or as their own character in a wasteland, overcoming trials in an environmental crisis. In summary, we propose a framework to convert the text of the myth into an interactive artwork through character activity and emotion. The audience will have an experience of the world of the Korean myth and experience the meaningfulness of their own actions of making the flower bloom in the artwork, recognizing the devotion of human beings from the value of the traditional Korean story.

  • A bottle of weather: an interactive media installation
  • Zune Lee, Chang Young Lim, and Sangwon Nam
  • ISEA2009: 15th International Symposium on Electronic Art
  • Artist Talk
  • Waterfront Hall
  • Artists Statement

    The sense of taste is an important sense in ordinary life, but it has been ignored in media art. In the area of art the word ‘taste’ has usually been used to describe an appreciation of art pieces and to express artistic styles, though we never literally taste artworks with our mouths. This artwork is the author’s first step to ‘taste’ art in synesthetic ways. It also refers to the strong will that a visual artist uses in attempting to taste image and sound albeit not literally tasted by the mouth. In this artwork the author suggests the mixology of cocktail, and the context of cocktail bar, as a metaphoric methodology of mixing images and sounds, thereby enabling people to taste image and sound rather than see and hear them. Firstly, the author presents a set of tangible user interfaces with a network connection to blend image and sound: a bottle, table, and dish interface.

  • A Case for Play: Immersive Storytelling of Rohingya Refugee Experience
  • L.C. Ray and Fabeha Monir
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The displacement of refugees from their natural homes have caused violence and estrangement all over the world, to the detriment of victims who live in unbearable conditions outside their homelands. There’s misunderstanding amongst hosts and Western media that see refugees as destructive hoarders of resource. Educating two sides of a refugee-host divide have applied immersive filmmaking following the cinematic 2D approach, portraying static scenes with narratively voiced works that try to put us inside refugee camps to elicit empathy. Instead of this approach, we embarked on a refugee-centered journey-based approach to show the daily lives of Rohingya refugees in Balukhali, Bangladesh using dynamic movements in VR space, spatial audio that surprise, and collaborative filmmaking that involves the participants empowering themselves using 360 camera and phone as tools for exploration. Instead of investigating the hardships of refugees from a Western perspective, we enabled a boy and his family in the refugee camp to create a visual experience that represent their lives. The interactive VR film is an empowerment tool to enable self-expression in a corner of the world that have become used to being the observed as opposed to the observer, taking advantage of VR as a medium for immersion and capability to surprise.

     

  • Virtual Reality, 360 film, refugee camp, and social empathy
  • A certain geography: disrupting site-specific sound through networked performance
  • Maria Papadomanolaki
  • ISEA2015: 21st International Symposium on Electronic Art
  • Artist Talk
  • 2015 Overview: Artist Talks
  • A Cognitive Vernacular for the Internet of Things?
  • Daniel Buzzo
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • As the spread of engineer culture is embossed upon the minds of those increasingly ordering and interacting with their lives and that of the lives of others (for the current zeitgeist of  technology is to mediate and interpose in rather than directly enable communication between people) the world is walking to the beat of a new drum of cognitive hegemony. Just as there is a vernacular in architecture, an awareness of the value of difference, locality and diversity in our shaping of our physical world. This paper proposes I that we can look to a future we would like, that we may prefer, that we may want to have the option to choose for our future environments. That we can conceive of a vernacular for the interaction design of the future of smart objects.

  • A Collaborative, Experimental VR Artists’ Studio Program
  • Josh Harle
  • ISEA2023: 28th International Symposium on Electronic Art
  • Artist Talk
  • Forum des Images
  • Using examples from a long-running VR-focussed artists’ studio program, Harle will illustrate how non-digital artists inform a critical understanding of technology, as experts in representational politics and history, while benefiting from the allowances of new technologies.

    In this talk, digital media artist, educator, and researcher Dr Josh Harle will introduce the experimental virtual reality artists’ studio program he has been hosting since 2017. Harle will give a brief overview of the model, its significant outcomes, and illustrate through examples the value of the studio to a broad set of stakeholders. These examples will show how, as a symbiotic relationship, non-digital artists can inform a critical understanding of technology as experts in representational politics and history, while benefiting from the allowances of new technologies for their practice.

    They will also show how the artists’ studies have engaged general audiences in both innovation in art, emerging technology, and the potential implications of these technologies, through
    livestream artist talks, and have been used as showcases for both ‘demystifying VR’ and inspiring the expressive use of technology, through creative technology workshops delivered to 4 different age/skill groups. Harle will finish by pointing to the recent expansion of the project into game platforms as an interactive experience.

  • collaboration, experimentation, skills development, Virtual Reality, emerging technology, visual artists, education, practice-based research, antidisciplinary, and STEAM
  • A comparative study of practice-based research and research-creation in media art: Comparing two doctoral studies in Australia and Canada
  • Sojung Bahng, Jon McCormack, and Stéphanie McKnight
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • This paper examines the differences and similarities between practice-based research (PBR) and research-creation (RC) in media art. As case studies, two PhD research projects — one from Australia (Sojung Bahng, PBR) and the other from Canada (Stéphanie McKnight, RC) — are compared. The comparative analysis demonstrates that critical reflection and phenomenological awareness through creative practice are crucial in generating knowledge in both PBR and RC. Simultaneously, this study shows that research methods and approaches between PBR and RC differ due to different academic and socio-cultural factors. PBR’s main aim is to generate knowledge through practice in a broader sense, whereas RC, with its conceptual roots in fine arts, emphasizes social and community-based engagement.

  • practice-based research, Research-Creation, Media Practice, Cinematic Virtual Reality, and Surveillance Studies
  • A Computer-Controlled Marionette for ‘Out of the Body Theater’
  • Jennifer Hall
  • TISEA: Third International Symposium on Electronic Art
  • Panel
  • Society has created the female robot in what we thought was the male ideal of pleasure and personal servicing. In response, the’Marionette constructed in Feu de Helene is an alternative to the robot cliche. de Helene is a story about a woman’s journey as she decomposes and recomposes herself through the use of a computer-controlled Marionette. The computer-controlled Marionette is used as a reflection into the very nature of the Performer. Out Of The Body Theater can be defined as a network of electronic devices that, through their interconnections, service each other in some defined manner.

  • A Cross-Temporal Robotic Dance Performance: Dancing with a Humanoid Robot and Artificial Life
  • Hui-Ting Hong, Isadora Teles de Castro e Costa, and Arnaud Tanguy
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • We present a case study exploring the integration of artificial, autonomous, and interactive artifacts into the realm of choreography. Specifically, we assessed our experimentation on the HRP-4 humanoid robot and an evolving virtual ecosystem, utilized as characters and dynamic scenography in a dance performance. Our research sheds light on the mechanisms enabling dynamic interplay between human beings and artificial entities, with a specific emphasis on the significance of cross-temporal dialogues. Additionally, we demonstrate the potential of autonomous interactive systems in fostering improvisational co-creation in the process of stage development.

  • Human-Machine Co-Creation, Robotic Dance, Autonomy, artificial life, interactive art, performance, and Transdisciplinary
  • A Decade of Technoetic Innovation: Celebrating 10 Years of the Roy Ascott Studio Advanced Program at ISEA 2024 - Roy Ascott 90th Anniversary and the Planetary Collegium 40th Anniversary in 2024
  • Clarissa Ribeiro, Roy Ascott, and Eleanor Zhang
  • ISEA2024: 29th International Symposium on Electronic Art
  • Institutional Presentation
  • Brisbane Convention & Exhibition Centre
  • In 2024, the Roy Ascott Studio Advanced Program in Technoetic Arts marks a significant milestone—its 10th anniversary. This institutional presentation at ISEA 2024 aims to showcase the journey of the program, highlighting the innovative works and outcomes produced by its talented 4th-year and 3rd-year students who were incentivized to submit short papers and artist talk proposals to the ISEA 2024 Student stream. Roy Ascott and Clarissa Ribeiro— Technoetic Arts Program Director and the recipient of the Pete Townshend Endowed Senior Lecturership in Performative Technoetics (2023-2024), will shed light on the intersection of art, science, and technology, as manifested in the students’ projects and the studio education radical innovative philosophy. A unique element of the proposal involves organizing an edition of the ‘LASER talks at Roy Ascott Studio’ at ISEA 2024, providing a platform for intellectual exchange and exploration of aspects of Technoetic Aesthetics. The Planetary Collegium was conceived and established by Roy Ascott as the Centre for Advanced Inquiry in the Interactive Arts (CAiiA) 30 years ago, in 1994, at the University of Wales, Newport. At ISEA 2024, the joint celebration invites former Planetary Collegium Ph.D. researchers to contribute by sending short video testimonials, showcasing the evolution of Technoetic Arts from their particular perspectives over 30 decades of history. This joint celebration at ISEA 2024 is intended to serve as a testament to the global impact of the Planetary Collegium program in our field worldwide and the impact of the Advanced Program in Technoetic Arts designed by Professor Roy Ascott with the collaboration of Clarissa Ribeiro and the seminal team back in 2014. The short video messages from former Planetary Collegium Ph.D. researchers and former students from the T Technoetic Arts Program in China will be shared, offering heartfelt congratulations on the 90th birthday of Professor Roy Ascott.

  • Technoetic Arts, Roy Ascott Studio, innovation, LASER Talks, interdisciplinary, Performative Technoetics, Planetary Collegium 40th Anniversary, Technoetic Arts Advance Program 10th Anniversary, and Shifting
  • A Different Engine
  • Nigel Llwyd William Helyer
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • A Different Engine.This paper examines the historical exchange of concepts, images and technologies between East and West via the overland and maritime Silk Trade routes. In particular the paper will focus upon the importance of the Arabic traditions of Astronomy, Mathematics and Navigation showing how these facilitated this trade, as well as prompting the Renaissance in Europe.By employing the metaphor of pattern making and the weave of fabrics traded along the silk route the paper will examine the provenance of computer control which can be traced to the early industrial practices textile     production, where loom operating instructions were encoded as a series of punch cards, in essence ‘digitising’ weaving patterns in Jacquard looms.The virtues of this novel punch card system were not lost on Charles Babbage who adopted them to drive his Difference Engine, from where they were rapidly adapted to automate mechanical music devices, the punch patterns becoming, in effect a form of graphical score capable of sequencing music boxes’ barrel organs and later Pianolas.The Pianola (or Player Piano) was the most sophisticated manifestation of this development and in terms of    reproduction quality was far superior to the nascent technologies of audio recording and transcription, such as the Edison Wax Cylinder or disc based Phonography, by virtue of being able to not simply encode musical pitch but also performance characteristics.Ironically it was the punch card and subsequent punch tape technology that enabled the birth of the modern computer and its entwined history with music.The first public performance of computer generated music was demonstrated at the Australian Computer Conference in 1951 by a team from CSIRAC (council for Scientific and Industrial Research Automatic Computer) who fed their massive computer with spools of punched paper.

  • A Failed Coup At­tempt with Folk Songs (Part III): Anonymity and the Anony­mous in a Cul­ture of Shar­ing
  • Seda Gürses
  • ISEA2011: 17th International Symposium on Electronic Art
  • Panel
  • Sabanci Center
  • Panel: Sniff, Scrape, Crawl: Part 1

    In dystopian de­bates on dig­i­tal pri­vacy, it is sug­gested that pri­vacy can only be pro­tected if we hide our per­sonal in­for­ma­tion or prac­tice con­trol over it. Un­der­ly­ing this im­por­tant po­lit­i­cal and tech­no­log­i­cal turn is the fact that “my data = i”. Fol­low­ing this line of thought, com­puter sci­en­tists, com­pa­nies and other ded­i­cated per­sons from civil so­ci­ety have pro­posed a num­ber of tools to un­link or man­age the re­la­tion­ship be­tween the “i” and the data bod­ies that in­di­vid­u­als leave be­hind. These can be cat­e­go­rized under the title “anonymity tools” or “iden­tity man­age­ment” tools. If used cor­rectly, the for­mer guar­an­tees to some de­gree the anonymity of users traces, while the lat­ter pro­vides the in­di­vid­ual with “con­trol” over traces left be­hind. We are not new to anony­mous traces and the at­tempts to con­trol what we leave be­hind. “Anony­mous”, for ex­am­ple, is also a term used to refer to works with­out au­thor­ship or of un­known ori­gin. A pop­u­lar form of anony­mous works are folk songs. They are melodies that travel, which get a new life blown into them every time they move in time or space. In­ter­est­ingly enough, the lack of au­thor­ship and ori­gin in­vokes ques­tions of au­then­tic­ity and ev­i­dence, as it is shown in the film “Whose is this song?” from Adela Peeva. This also be­comes ev­i­dent in the film “I Love Alaska” where the query po­etry of an “anonymized user” be­comes the script of a film at the edge of fic­tion and non-fic­tion. Anony­mous has also been re­vived re­cently as the label of a dig­i­tal an­ar­chist move­ment, ques­tion­ing the bound­aries be­tween the phys­i­cal and dig­i­tal. In my paper I will look at the strengths and weak­nesses of anonymity in each case, both as a tech­nol­ogy as well as a strat­egy. I will also delve into its re­la­tion­ship to con­trol, mean­ing how it evades and re­places dif­fer­ent forms of con­trol.

  • A Flexible Approach for the Application of Immersive Audio to an Installation Performance
  • Sean Devonport and Richard Foss
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • This paper investigates the use of the ImmerGo spatial audio system and Ethernet AVB as a platform for the creation and deployment of immersive audio content. An analysis of Ethernet AVB and ImmerGo’s features is given. This is followed by a practical implementation of ImmerGo within an installation setting of a choreographed performance. This approach provided key features such as user control from a mobile device to render positions of audio tracks and control DAW transport. The Ethernet AVB network allowed for real-time synchronized audio streaming, audio device inter-operability, distributed endpoint processing and simple audio routing schemes.

  • A Forgotten, Almost Lost, and Partially Hidden Piece of History: New Media Arts in Latin America
  • Ricardo Dal Farra
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper
  • MACBA - Convent dels Àngels
  • Who tells history? We can find multiple versions of the new media art history, most of them with subtle differences. Still, until a few years ago, it has been unusual to find references pointing to countries out of a small group from Europe and North America. Several projects have been developed to change that situation. UNESCO’s Digi-Arts project, and the Latin American Electroacoustic Music Collection, hosted by The Daniel Langlois Foundation for Art, Science and Technology, are examples of the relevant role and the impact that the preservation and documentation of electronic artworks, together with its public access, can play in having another perspective on our recent history.

  • Latin America, new media art preservation, electroacoustic music history, sound art, and cultural decentralization
  • A hybrid listening to atmospheric processes
  • Juan Carlos Duarte Regino
  • ISEA2023: 28th International Symposium on Electronic Art
  • Paper
  • Forum des Images
  • TI reflect on my artistic practice concerning generative sound from atmospheric processes. The work in progress called Augury: Divinatory interfaces builds upon the notion of hybrid listening to wind and natural radio. To sense the atmospheric dynamics and events of those phenomena, it requires both an embodied attunement related to sentience, and articulated technical systems that cognize and translate environmental signals into perceptible experiences to humans. Accordingly, a hybrid listening implies a deep-time perspective linking the atmospheric knowledge from con- temporary and ancient meteorology, as well as a symbiotic ensemble across human and technical systems in order to listen to more-than human scales and processes from atmosphere. In response to the question of ISEA 23 proposes “what constitutes a symbiotic imaginary?” Hybrid Listening sets forth a confluence of diverse ideas from meteorological knowledge that reassure human sentience, and implement technical cognition systems for attuning and listening to atmospheric processes from an embodied perspective. This investigation orients the crafting of interactive instruments designed for experiencing immersive sound, to match and invoke the ancestral experience and narratives of meteorology, and to reconcile with the atmospheric order, an ecological system of complex interplays across matter and agency.

  • A Hyperaesthetic Case Study: Jennifer Steinkamp
  • Peter Lunenfeld
  • ISEA96: Seventh International Symposium on Electronic Art
  • Poster
  • 1996 Overview: Posters
  • Poster Statement

    Summary:

    Emerging digital cultures have to this point been more conducive to systemic analysis than to the close reading of individual art works. We must delineate objects, spaces, and sites worthy of consideration In their own right, rather than simply as manifestations or harbingers of things to come.
    Jennifer Sternkamp’s site-specific projections – explorations of color, environment, and the conditions of spectatorship – open up spaces mental and geographic for the contemplation of the future present. Her work, which I categorize as ‘light In space,’ constitutes a remarkable project for an hyperaesthetic analysis.

    Abstract

    I propose to do a close study of the work of three artists — Jennifer Steinkamp (Los Angeles), Christian Möller (Frankfurt), and Rebeca Bollinger (San Francisco)– to determine how new media forms have shifted our apperceptive faculties, especially as they relate to the play of light in space. Steinkamps lush imagescapes immerse viewers in shimmering fields of color and form. Her site-specific projections are predicated upon a finely focused production process, which involves 3-D modeling of the exhibition space, the rendering of animations on high-end hardware, the melding of image and sound, and finally the transformation of inert white walls into extruded, pulsating abstractions. If Steinkamp reacts to architecture with site-specific installations, then architect Christian Möller actively shapes the spaces in which imagery will be deployed. In building hybrids of hardscapes and imagescapes, M?ller constantly return to the question of the body — as it exists in both real and virtual spaces. Where Steinkamp deploys light in physical spaces and M?ller creates physical spaces to house light, Rebeca Bollinger virtualizes both light and space. In “Dorothy’s Room” (1995), Bollinger has created a CD-ROM which explores the use of three dimensional software (here, “Quicktime VR”) to reflect and estrange architectural space and the very process of vision. Here, the flatness of interior light and the conventions of the cinema are deployed to investigate the very impact of the apparatus of new media forms on our apperception at the close of the millennium. This presentation applies the critical techniques I outlined at ISEA in 1993 in my paper “HyperAesthetics: Art, Speed, and Interpretation.” The discourse around art has concentrated on the concrete object: painting, sculpture, and architecture. The advent of the computer, however, has destabilized these systems — blurring categories and boundaries beyond even postmodern models. A dynamic object demands constant recalibration in focus, a shifting between three temporalities. Hyperaesthetics demands theorization in real time — which is what I will be offering here.

  • A Journey through the Culture-Technology Valley
  • Kwangyun Wohn
  • ISEA2019: 25th International Symposium on Electronic Art
  • Keynote
  • 2019 Overview: Keynotes
  • Asia Culture Center (ACC)
  • Born in 1952, in the middle of the Korean War, I am one of the rare species who has witnessed and experienced all of the major industrial revolutions (IRs) – the first represented by machines, the second by electricity, and the third by computing. In retrospect, it is interesting to observe that my perception on the IRs has evolved; whereas the first IR was all about the matter of survival, the second one was intertwined with political ideology. In the third IR, I was proud to be in the mainstream, as one of the actors who led the technological innovation. In the course of these developments, I noticed that many crucial social and economic indices which are supposed to be in the form of the normal (Gaussian) distribution polarized into binary form: the rich and the poor, right and left, natural and artificial, technology and culture. Of course art and science is no exception.

    In this regard, I coined the term Culture Technology (CT) in 1994, to provide a stepping stone on which the techno-cultural studies and practices could be systematically approached with the goal of narrowing the gap between technology and culture, more specifically science and art. In this presentation, I will review some of my conventional and unconventional attempts in the context of Culture Technology (CT), with the hope that my storytelling will entertain (and hopefully stimulate) the audience who are interested in bridging the gap between science and art. As a bonus material, I will present some personal thoughts on the fourth IR in regards to HAI (Human-Artifact Interaction), claiming that 1) the fourth IR could be the last IR that we humans will ever experience, and that 2) the essence of the fourth IR lies in how we position humanities with respect to artificiality.

  • A Latin America Network for Art and Cybernetics: The Centre for Art and Communication [CAyC]
  • José-Carlos Mariátegui
  • ISEA2023: 28th International Symposium on Electronic Art
  • Paper
  • Forum des Images
  • At the end of the 1960s the Centre for Art and Communication (CAyC) was founded as an interdisciplinary experimental project that explored the relationship between art, technology and society. We discuss CAyC’s pioneering work through three main initiatives: Art and Cybernetics, Systems Art in Latin America and the International Open Encounters on Video.

  • A Matter of Orientation: Interactive Artwork Recasting Historical Artifacts in Latent Reality
  • Zhiwan Cheung, Oksana Kryzhanivska, and Pan Hui
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • With the rapid proliferation of artificial intelligence (AI) systems in multiple aspects of our lives, AI biases have emerged as a pressing and multifaceted challenge. What can these biases teach us about narratives existing in our cultural memories and storytelling? A Matter of Orientation is an interactive Virtual Reality (VR) installation that speculates on the complexity of this question forged by the Western mode of thinking. Our interactive 3D world, a multimedia assemblage of AI-generated content, tests the limits and affordances of generative AI and room-scale VR that shape the resulting artwork. A Matter of Orientation translates Edward Said’s critique of Orientalism into a new digital reality configured by large language models and gamification of storytelling. Players are immersed in an interactive VR temple that recontextualizes Oriental objects from San Francisco’s Asian Art Museum (AAM) into deepfake videos, image-to-3D models, text-to-image stories and architecture, and generative script writing. In their algorithmic recreation, these historical artifacts amplify the cultural distance already traveled away from their geographic home.

  • interactive art, Interactive Storytelling, Non-linear narratives, artificial intelligence art, Generative AI, Virtual Reality, Orientalism, Edward Said, expanded cinema, and Machine Learning
  • A Matter of Worldview
  • Cristóbal Martínez and Kade L. Twist
  • ISEA2024: 29th International Symposium on Electronic Art
  • Keynote
  • 2024 Overview: Keynotes
  • Brisbane Convention & Exhibition Centre
  • In their keynote, Postcommodity highlights the important roles that worldviews play in immersive art and interaction design. In the context of acceleration with profound resource limitations, they discuss the challenges of empathy, listening and consensus-building, and the dilemmas associated with the intersubjective negotiation of meaning across ways of being, knowing, and believing.

  • A Medial Perspective to Ecological Concerns: Global Developments/Local Responsibilities
  • Sabine Himmelsbach
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • Based on projects from the exhibition Ecomedia. Ecological Strategies in Today’s Art (2007 at the Edith-Russ-Site for Media Art in Oldenburg) the presentation is devoted to the very relevant topic of ecological change, which, among other causes, has been brought about by human interventions in existing ecosystems. Environmental catastrophes and global warming are the results and consequences of a highly civilized and industrialised way of life. Ecological rethinking and long-term action are among the present day’s most important tasks if we want to avoid further damage to the environment and thus to our own living space.

    The presentation, based on the exhibition Ecomedia, wants to show what art, and especially media art approaches and strategies are capable of contributing to these questions and problems. Works of art will be presented that deal with the complex field of ecology, with sustainability, with renewable energy, resources, global foodstuff transportation, as well as visionary approaches to solving the problems related to these subject matters. Various aspects of ecology, i.e. the science that examines the interrelation of organisms to each other and to their environment, will be demonstrated and discussed. The ambivalent and often paradoxical relationship between man and nature is at the forefront here, as is the role played by technological developments regarding the environment and how the electronic media can be responsibly used as a means to communicate information about the condition and demands of the ecosystem. In addition, our lifestyle, the wasteful dealings with fossil resources as well as recent social and urban developments will be critically examined and considered.

    Works shown and discussed are devoted to the potentials offered by the use of the media to comprehend ecological questions. They draw on the methods and results of scientific research and utilize global communications technologies to actively integrate the viewers into the projects. In a society influenced by medial and electronic networks, artists increasingly provide insights into scientific technological world designs. They create action spaces – globally as well as locally – in accordance with visionary approaches and risk innovative looks at well-known facts and problems.

    They invite the public to participate as well as to use technology to do research on social realities.

  • A Method to Being: The Time Space Scanner
  • Maria Lantin, Simon Lysander Overstall, and Alex Hass
  • ISEA2019: 25th International Symposium on Electronic Art
  • Long Paper and Paper
  • Asia Culture Center (ACC)
  • We describe the Time Space Scanner, a method of capturing living and dying organic matter that prioritizes neither time nor space but rather weaves them together into continuous coexistence, delving into the instability of memory, the insistence of being, and the constancy of change. The Time Space Scanner uses a 2D scanner programmed to scan spatially random small samples at regular intervals, collecting 25,000 to 50,000 images over a period of 3–5 days. These micro captures are then reassembled and animated in a real-time flow of constantly changing mixtures of growth, decay, time and space. Any frame of the animation contains pixels drawn from multiple times and locations of the scanner bed.

  • A Mixed Reality Installation to Elicit Reflexivity on Adverse Childhood Experiences
  • Chang Liu, Álvaro Cassinelli, and Christian Sandor
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Adverse childhood experiences (ACEs) are an underestimated public health threat. It impairs children’s brain development, immune system, and hormonal systems. These impairments predispose children to various chronic mental and physical dis- eases. However, its negative impacts are not widely known by the general public. Chang Liu created a mixed reality (MR) installation based on her personal experience with ACEs and ACEs related Post-traumatic stress disorder (PTSD), which aims to provoke the audience’s reflection on ACEs and the influence of their upbringings on their mental and physical de- velopment. We conducted semi-structured interviews with 12 audiences, and their response to this MR installation was ana- lyzed using the thematic analysis method. The analysis proved that this MR installation is capable of eliciting the audience’s reflection on ACEs and their upbringing. In addition, The VR experience enabled participants to emotionally and somatically experience several symptoms of PTSD, and 75% of the partic- ipants demonstrated a high level of emotional self-awareness during the VR experience. Lastly, the analysis revealed that participants who had never encountered ACEs are more likely to sympathize with both the victim and abuser in a fictional narrative about ACEs than those who had undergone ACEs.

  • Mixed Reality Installation, adverse childhood experiences, VR Spatial Montage, Emotional Self-awareness, and Post-traumatic Stress Disorder
  • A Montage of an Interactive Moving Image: A Study at the Crossing Point of Film Theory and Art Philosophy in the Framework of Pragmatism
  • Marikki Hakola
  • ISEA2000: 10th International Symposium on Electronic Art
  • Paper
  • The cinema as an audiovisual form of art will undergo significant changes in the next few years. Today in the Internet we find only the first experiments based on interactive cinematic expression. The development of interactive cinema is far slower in its cultural process than in its technical development. Changes in the contents, form and narration of interactive cinema require extensive changes in the cultural and social media sense on the deepest levels of conveying, expressing and understanding messages interactively.

    Intro

    The technical solutions of producing and distributing the digital moving image are developing fast globally. At present, interactive cinema is taking its first steps in information networks, and digital television, with its new services, will replace the analogue television system entirely before long. The borders of traditional media are disappearing, as seen both from the technical and communicative perspective. The consumer will use more and more information and media services, such as interactive cinema services available in the digital information networks in future.

  • A Networked Multi-channel Audio and Video Authoring and Display System for Immersive Recombinatory Media Installations
  • Miles Thorogood, Maria C. Correia, and Aleksandra Dulic
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Waterways Past, Present and Future is an informative interactive media exhibition aimed at increasing awareness of the fragile relationship between people and water in the Okanagan Valley and catalyzing sustainable water practices among residents. The exhibition draws on the power of multi-channel sound and video media immerse, provoke, destabilize, transform and move participants to act responsibly and sustainability. We describe the system design toward a networked multi-channel audio visual system capable of generating sequences of environmental recordings and interview footage over an arbitrary number of modules in an installation.

  • Environmental Science Communication, Indigenous Methodologies, Recombinatory Media, immersive installation, and Multi-Agent Systems
  • A New Colour Palette as Digitally Controlled Light
  • Sarah Taylor
  • ISEA2010: 16th International Symposium on Electronic Art
  • Paper
  • Volkshochschule (VHS Dortmund)
  • The paper discusses the development of a practice-based research project by the artist. The research set out to question the possibilities of enhanced colouration and lighting effects exploiting optical fibres in conjunction with laser and digital technology. It questioned the use of laser techniques to enhance light and the incorporation of new lighting mechanisms using digital mix (DMX) lighting systems to address the possibility of programmable colour as novel, time-based aesthetics.

    Research Context
    The work is in response to an interest in the use of and available of new materials and technologies that are challenging the face of science, art and engineering. Within the context of design at the technology interface, fashion and textiles are providing an exciting platform for innovation, as promoted by the recent Materials Knowledge Transfer Network showcase exhibition, ‘Made in Future’ featuring UK smart fashion and textiles. There is significant market awareness and interest in light-emitting and colour-change materials and this can be seen across a range of market sectors and in today’s products and artefacts. The use of optical fibres within light-emitting textile products, has steadily gained a greater market importance over the last 15 years and their use and visual exploration the arts and lighting design continues to grow as the inherent properties of the fibre and its related technology offer many possibilities and much scope for creative exploitation. Lighting mechanisms include light-emitting diodes (LEDs) as well as conventional light projectors, which continue to be the preferred option although their use is limited to lighting standard fibre bundle sizes.

  • A New Language for Artistic Expression: The Electronic Arts Landscape
  • Joan Truckenbrod
  • FISEA: First International Symposium on Electronic Art
  • Paper
  • Are artists and electronic technology in harmony with one another? What is the character of the interface between artists and electronic technology? It is clear that electronic technology has made available to artists new modes of expressing ideas, feelings, emotions, insights, events and information and thus has expanded traditional means of artistic expression.However, the author observes, the integration of this technology into the creative process also has led to the development of a new language that provides a context for artistic expression with new modes of communication. The elements, the vocabulary, of this new language translate the nature of electronic technology into the realm of the artist, allowing the emergence of new experiential art forms. The language consists of elements that describe the creative process and influence the character of the final artwork.By means of electronic technology, this language can be used by artists to express and communicate multidimensional experiences involving sound, image and movement, permitting the expression of previously impossible syntheses and transformations of ideas. The resulting art is alive, responsive and interactive. Artists become choreographers synthesizing the numerous dimensions of human experience. The issue of how to get the spirit and soul of the artist into the computer-and back out into the world-is manifest in new visions of artistic expression in the electronic arts.

  • A Path To Constructing A Diverse Future in Digital Media Arts
  • Hira Roberts, Tracey L. Moore, and Tim Mclaughlin
  • ISEA2022: 27th International Symposium on Electronic Art
  • Institutional Presentation
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Underrepresented minorities (URMs) interested in digital art and visual computing as career paths face unique challenges that can redirect their futures away from design. These challenges can be social, economic, or cultural and have historically led to a lack of diversity in the digital arts industry. Our institutions aim to get a better understanding of these challenges. We then hope to design solutions from the resulting research to create a pipeline that diversifies the future of art and technology. Our goal is to build roadmaps for URM middle-school students who wish to  pursue art and technology in Higher Education and help overcome  challenges that can hinder their ambitions.

    This project stems from an ongoing collaborative research project between the Digital Media Arts Program at Prairie View A&M University and the Department of Visualization at Texas A&M University with industry guidance from Gearbox Software and funding from the Simons Foudation’s Science Sandbox. The project’s primary focus is increasing enrollment in high school courses that lead to students being college ready, with a long-term goal on career readiness for digital world building, game development and other visual computing disciplines, for this project. This project aims to understand and build tools to address cultural and socio-economic barriers faced by minority students that wish to pursue the combination of art and technology as a career choice. The research data gathered from this study will be used to improve curricula and address issues that cause friction in pursuing digital art and visual computing careers.

  • Underrepresented, diversity, digital-art, future, and STEAM
  • A Performance Co-Created with an Autonomous Virtual System: A Symbiotic Approach
  • Isadora Teles de Castro e Costa, Chu-Yin Chen, and Hui-Ting Hong
  • ISEA2023: 28th International Symposium on Electronic Art
  • Paper
  • Forum des Images
  • This paper is a case study of a performance co-created in interaction with an autonomous virtual system. Our outcomes point to an essential production period where the creative team learns to know the virtual system through indirect interactions: the match-up phase. During this step, co-creation and co-evolution moments happened, indicating a possible symbiotic relationship. We discuss the implications and the outcomes of working with autonomous scenography in a performative context. We then expand the reflection to the potential creative associations between performance arts and autonomous technology.

  • A Portrait of Bradbury in Gamer Space
  • Timothy D
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Artist Talk
  • Run Run Shaw Creative Media Centre
  • Abstract
    A Portrait of Bradbury in Gamer Space is part of an evolving series of installation and interactive portrait works that seek to address and heighten the broader disconnects we have in our current era as interactive 3D, gaming and communication technologies begin to confuse the line between education and entertainment, solitude and isolation, reality and play, skill and ineptitude. This presentation will explore the various (and conflated) thematic/technical aspects of my most recently exhibited work. The work being an interactive video art game portrait of Garry Bradbury, an iconic and pioneering figure in the history of Australian electronic/ experimental music and former member of the seminal electronic post-punk outfit Severed Heads.

    Thematic Statement
    The concerns of this particular work are layered within the context of installation, interactivity, “gamification,” simulation, documentary, video, history and portraiture. Being a work that occupies such a wide plethora of artistic modes, it is natural that the ideas presented within this work occasionally operate in a conflated manner. Bradbury is an iconic and pioneering figure in the history of Australian electronic and experimental music. Having been a member of the seminal electronic post-punk outfit Severed Heads, he is a unique personality that reflects an important period in Australia’s musical and avant-garde heritage. Bradbury’s practice has covered a vast amount of ground in terms of musical experimentation and performance and he is an influential figure in shaping the ideas and identity of experimental Australian music. Working from the sub-cultural mores of the post-punk and industrial movements that existed between the 1970’s and 1980’s, where skill in the context of musicality was of little value compared to the effect of industrial sounds (where the “ultimate end of the industrial object is failure”), [1] this particular portrait and installation seeks to explore and expose similar junctures that exist within the realm of simulacrum, portraiture, biography, digital decay, isolation and addiction.

    Whilst assessing the politics and aesthetics of a connected digital age, one can witness the rise of similar concerns that were shared in part by Bradbury’s post-punk generation. This is the concern that humans were/are becoming increasingly disconnected from their natural/ immediate surrounds through a subservience to unthinking technologies and processes. However, where noise and experimentations with electronic audio were used in order to challenge and amplify the more discordant aspects of the Bradbury’s own era, A Portrait of Bradbury in Gamer Space seeks to address and heighten the broader disconnects we have in our current era as interactive 3D technologies begin to confuse the line between education and entertainment, solitude and isolation, reality and play. As we have moved beyond the age of mechanical reproduction into that of digital simulation, it is likely that these lines will become increasingly blurred. (timothyd.com/bradbury.php)

     

  • A Practitioner’s Objects: Reflections on a Slow Data Practice
  • Chuan Khoo
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • A creative practice that entangles the digital medium with consumer-oriented data and experience will invariably engage with notions of efficiency and the consequent brevity of digital data presentation. This is particularly the case when said digital data is consumed through the all-too-familiar digital screen. The vernacular of digitally augmented design processes emphasises this quality – a heavy lean towards succinct, contextually aware, ubiquitous experience and the promise of the everywhere, made even more possible by mobile and touchscreen-bound computing devices. As a counterpoint to this focus on interaction brevity, the notion of slow data encourages a rethinking of this strategy, suggesting the introduction of temporal-centric intents and layers of expressing data. This intervention speaks to a technologically backgrounded motif of the everywhen, and encourages creative practitioners to engage, through various outcomes, strategies and frameworks, the significance of slow data thinking in the human-computer interfaces that we create. This is supported by a reflective account and discussion of three works that have contributed towards an understanding of slow data practice.

  • temporal dynamics, temporal aesthetics, Slow data, Interaction brevity, human-computer interaction, and Tangible embodied interaction
  • A Project of Disjunction and Conjunction: On the Aesthetics of Climate Change
  • Lars Bo Løfgreen
  • ISEA2010: 16th International Symposium on Electronic Art
  • Panel
  • Volkshochschule (VHS Dortmund)
  • A project of disjunction and conjunction – the aesthetics of climate change

    In a way it is all a matter of aesthetics. In a way climate change is all a matter of sense perception. Whether talking about changes in the level of CO2, variations or deviations in the Earth’s orbit, mountain-building, continental drift or solar radiation, the question about what to do implies a clear understanding of what is happening. That question is a question of aesthetics, that question is a question for art.

    But if climate change is a matter of and for aesthetics, then what kind of aesthetics? What sort of aesthetics does art use to either establish connections or destabilize already fixed notions of sense perception when we talk about climate change? Are we talking about an aesthetics of the sublime, such as the one that has been proposed by the historical and neo-avantgarde for decades through their experiments with effects of shock, alienation or acts of detournément, or are we talking about an aesthetics of the beautiful, of that which doesn’t break with logical forms, notions of symmetry and delivers by providing the much needed constructed whole?

  • A Question of Antagonism: Identity, Representation of Self and New Media in Thailand
  • Helen Michaelsen
  • TISEA: Third International Symposium on Electronic Art
  • Panel
  • My starting point is the central question: how do we actually know that we are in fact at the beginning of a global culture which is more than a mere continuation or extension of a former, most likely, European/Western culture? In reference to this question, if one looks at the popular culture in Thailand (namely the apparent ease in seeking, using and appropriating foreign patterns, techniques and technologies) this seems to ‘support’ the thesis that it is only a mere continuation/extension of Western culture.

    The Fine Arts Departments of Chiangmai University, Thailand Silpakorn University, Chulalongkorn University and Chiangmai University are pushing to establish media departments, which to date do not exist in Thailand. Only in the last five years have intensive contacts with foreign art institutions and artists been made — in terms of art exhibitions, artist residencies and exchange programs (which have increased steadily ever since). The internal discussion about these developments has been controversial. In dealing with foreign-cultured art within the framework of receptive processes concerning the entire culture, the central arguments are to do with a fear of loss of identity and tradition, which in turn raises questions about self-representation the readiness to develop old internal structures into something new, to gain equal access and actively participate in the global culture.

    These contrasting standpoints are reflected in the three major directions of Thai contemporary art — a) to resume traditional subjects and forms and to develop them further, but not in conjunction with foreign art; b) to be strongly influenced by European art developments and at the same time to be critical towards their own tradition; and c) to try to establish a synthesis between their own tradition/history and foreign elements, which is neither a mere continuation of the old traditions nor a mere imitation of art directions from outside. Besides describing some of these problems, the paper will attempt to examine what it might possibly mean to gain access to new media and to ask what practical problems (e.g. language, access to information, art market, social status of artists) might arise in this context, for the artists as well as the art institutions.

    Note: Title of paper has a different title: Under Threat from the West

  • A Reflection of Photography as Media of Art and Technology, In Indonesia
  • Bahtiar Dwi Susanto
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • 2008 Overview: Paper Presentations
  • Singapore Management University, Seminar Room
  • Introduction
    The history of technology is the history of developing techniques and inventing it is supporting devices. Knowledge and cultural background urges mankind to invent and just the opposite almost most scientist analyzes maters by reflecting on technology because the proficiency of technology will directly effect on economic efficiency and other traits. Photography as a form of development in mechanic procreation of art is a phenomena of art and technology in indisputable growth. At it is commence, the documentary purpose of photography has taken over the era of realism painted artworks. At this period the human demand for documentation is crucial. Photography extends and becomes a new form of visual reality. For instance, the conception of studio photography for European high society, mass media illustrations, nature documentation and other fields of study. After over half a century after it was introduced, photography has given important contribution to cultural progression of the modern human particularly during the 20th century when it created a revolution in terms of vision or the way of seeing. Photography does not only create accurate imagery, but also specified and objective in presenting reality.

  • A relationship between the Internet and the physical for the art
  • Masanori Mizuno
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • In ‘The Aesthetics of Net.Art,’ Julian Stallabrass described, “The ‘objects’ of Internet art are far from being conventional art objects. They are not only reproducible without degradation but are almost free to transmit.” This point is concerned with the immateriality of art. The internet art can show artworks as almost perfect copies anywhere because of its immaterial nature. However, contemporary art is getting the immaterial nature and stepping on the Internet now. The immaterial nature of the Internet throws the art world into confusion. I want to show this disorder situation of the art form the viewpoint of the relationship between the Internet and the physical. I will examine 3 cases: Send me the JPEG by Winkleman Gallery, DISown by DIS, Internet Yami‑ichi by IDPW.

    1. Send me the JPEG by Winkleman Gallery

    Now, the physical place is equal to or subordinate to the Internet for the art world. “Send me the JPEG” is the exhibition which a contemporary art gallery tries to show the JPEG image of the artwork on the physical space while the JPEG image as the artwork has distributed on the Internet like net.art. This experiment is subversive of the relationship between the real artwork and the JPEG image. The art galleries have not addressed this situation.

    1. DISown by DIS

    DIS examines the “Internet‑ish” on the Internet and uses the Internet to revolt against art. The dichotomy between the physical space and the Internet is shifting to one between the art world, which is based on material culture, and the Internet, which represents immaterial culture. DISown is a “retail platform and laboratory to test the current status of the art object.” It opened as an exhibition using the format of a retail shop in the physical space; now, it has become an online store. DISown imported the “Internet‑ish” into the physical place, and, now, it has gone back to the Internet. The DISown online store suggests that DIS is trying to create an oppositional value against the art world on the Internet.

    1. Internet Yami‑ichi by IDPW

    IDPW downloads and installs the “Internet‑ish” into the physical place; the Internet Yami‑ichi is a flea market that deals with “Internet‑ish” things, face‑to‑face, in the actual space. IDPW evaluates the value of the real place via the Internet and makes use of it as a landing place for the “Internet‑ish.” Therefore, the relationship between the Internet and the physical space is twisted on the Internet Yami‑ichi. There is no big art market and art world in Japan like there is in America and in the EU; therefore, IDPW does not need to dis the art world as DIS does. Consequently, IDPW can focus on examining the relationship between the Internet and the physical space and hacking both the Internet and the physical space. The Internet Yami‑ichi shows the unique twisted connection between the Internet and the physical space. It becomes the location for bringing out many people from the Internet and linking them positively in the physical world.

  • A Seismic Moment: Sound as weapon, from Jericho to Waco
  • Virginia Madsen
  • ISEA95: Sixth International Symposium on Electronic Art
  • Panel
  • Hôtel Le Méridien
  • Today I want to retrieve for audit, the sound of one event that existed for a time on that critical and fragile border between what we term virtuality and actuality. I want to take your memories back – a memory formed through media images – to the siege of 1993 at Waco, Texas. I want to try and recover the overlooked and repressed sound track. I don’t imagine this memory jogging will be too difficult a task, considering how Waco has been re-cited and re-sounded through the Oklahoma City bombing which can be understood as an aftershock of the Waco conflagration.

    In the limited time available here, I want to re-perform a listening, a listening that depends upon a weak point in the system, a listening that has allowed me a way-in to what was to
    become, WACO – the media/military Show, WACO, the tragedy, WACO, the melodrama, WACO, the ‘freak occurrence’, the ‘pulp fiction’. My radiophonic practice involved taking a profile of this
    seismic moment and retrieving from the chaos of noise, (the shock waves still trapped in the system) some sense, some direction. In scoring Cankzfa of Fire, a radio ‘play’ on the ancient
    idea of sound as weapon, I sought to track sonic fault lines, recording the tremors and murmurs, diagnosing the ratio of attack to decay. Inspired by a reading of urbanist/philosopher Paul Virilio’s work on how speed and the accidents of speed re-organize both real and virtually real (VR) spaces (this is the space, in effect, that we inhabit), I decided to investigate the events at Waco with the sonographic tools of my trade. What interested me was the curious way in which son-et-lumière performed together to in fact determine the course of events. For the T.V. cameras, hungry for ‘lights, action, exposure,’ there was little to develop here, little to be seen on the outside, except the boarded up white building (the compound) on a treeless Texas plain.

  • A Serious Game: New Media, Censorship, and the Spectacle
  • Benjamin Poynter
  • ISEA2013: 19th International Symposium on Electronic Art
  • Paper
  • The University of Sydney
  • An austere reality of the 21st century human identity is denial towards the self-myth. Forces further than perception bestow surveillance upon Western and Eastern civilization to the effect of weaving simulacrum from the most tangible of artifacts we interact with. Narrative, dreams, and romanticism projected from new media often comes at an unseen labor. This taboo is due to dialogue between virtual realities and who is employing its mirage to shield a massacre in action. A complete work I propose for demonstration is a mobile game application that assaulted this reality from a political vernacular. For its efforts and a timeline of 900 work hours to this date, it received removal and censorship from the Apple iTunes merchandise store. Since the exodus of entitled In a Permanent Save State from distribution, it has received international tech and political media coverage throughout the viral blogosphere. It is an artwork heavily critical of the human rights violations surrounding electronic media devices produced by Apple itself, gaming outlets, and the Chinese labor campus Foxconn. In a Permanent Save State is a cerebral, fantasy driven application about these happenings. It serves as a game that falls into the evolving category of ‘serious games’ or if you will ‘games for change’. The interconnected narrative it tells sheds nameless perspective upon the Western spectacle vs. the Eastern dream. It chronicles the afterlives of seven migrant workers who died in the Foxconn factories. There is an effort to deconstruct the idea of where the games we cherish come from and an effort to deconstruct the video game form itself. Those who assemble the dreams of this world now have their own at a fatal cost.

  • A Short History of the International Symposium on Electronic Art
  • Wim van der Plas
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • Brisbane Convention & Exhibition Centre
  • This paper takes a critical look at the motivations to start the series of ISEA symposia and how the original intentions evolved over time.

  • ISEA, International Symposium on Electronic Art, Inter- Society for the Electronic Arts, ISEA-International, Electronic vs Digital, and Definition of Art
  • A Social Robot Design Project by Project-Based Learning (PBL) for STEAM Education
  • Jae Hwan So, So Hyeong Lee, Yeon Hyeoung Kim, and Jin Young Youn
  • ISEA2019: 25th International Symposium on Electronic Art
  • Poster
  • 2019 Overview: Posters
  • Asia Culture Center (ACC)
  • This study aims to develop an integrated education program that allows future users of social robots to personally contribute to the design process of social robots through project-based learning. Toward this aim, we selected a theme for the program that is relevant in modern school environments by examining the latest trends in the subject area. This program enables users to understand robot interactions based on basic knowledge of electronic circuits and to develop cooperative problem-solving skills in the process of designing emotional interactions between the user and the robot through engineering procedures.

  • A Software Tool for the Functional Performance of Music
  • Alfredo Stiglitz and Goffredo Haus
  • SISEA: Second International Symposium on Electronic Art
  • Paper
  • Cultural Center de Oosterpoort
  • FP is a tool for the performing of music structures and their processing; the executed score is depending on the music patterns previously defined (music objects) and gestural acts we do during performance (music functions). The same sequence of gestural acts may give different results with respect to music patterns; particularly, if we only use the subset of linear functions, we have a kind of music which is consistent with the music patterns: if we define serial patterns we get serial music, if we define modal patterns we get modal music. Otherwise, we can use non-linear functions which modify the syntactic characteristics of the music patterns.

    Music performance is traditionally made up by sequences of events (notes and chords, by example) as the basic objects. In this paper we show how music can be performed at a more abstract level in which the basic music object is a pattern of musical text (i.e. a chunk of a score).We have designed, implemented and experimented FP (Functional Performer), a software tool that allows the real-time processing of music patterns by means of music functions (e.g. tonal and modal transposition, specular inversion, juxtaposition, superimposition, time shrinking, etc.); functions are activated by the ASCII keyboard keys and are either deterministic or non-deterministic. Patterns obtained by functions may be arguments for other functions during the current performance. Music is generated as MIDI data and real-time executed by MIDI devices controlled by FP. Therefore, FP is a tool for the performing of music structures and their processing; the executed score is depending on the music patterns previously defined (music objects) and gestural acts we do during performance (music functions). The same sequence of gestural acts may give different results with respect to music patterns; particularly, if we only use the subset of linear functions we have a kind of music which is consistent with the music patterns: if we define serial patterns we get serial music, if we define modal patterns we get modal music. Otherwise, we can use non-linear functions which modify the syntactic characteristics of the music patterns.

    At present, the first version of FP is completed and is usually experimented at L.I.M. concerts; it runs on MSX computers. A second version is under development on the Macintosh II family of computers; it has many improvements on graphics, ergonomics, efficiency and functionalities and can import/export Standard MIDI File scores.

  • A Sonic Exploration of Spanish Flamenco and the Whirling Dervishes of Turkey with Wearable Technology
  • Hedy Hurban
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Humans have gone to great lengths in recent years to augment their bodies with wearable technology using commercial devices such as smart phones, watches, and jewelry. Wearable technology has also been incrementally shaping the future of the performing and fine arts. This research explores creating a device that can be worn on clothing or costumes that performers can interact with as a digital musical instrument. This device can be used as an extension to the body with built-in sensor systems and haptic vibrations for producing sounds. The work draws from multidisciplinary practices including, sound and music, digital technology, costume design, body movement combined with traditional forms of cultural practices. Creating and expressing sounds using gestures and body movements can allow the performer/wearer to engage in a more interactive movement experience. The practices of Spanish Andalusian Flamenco and the Mevlevi Dervishes of Turkey are inspirations for creating a performance with these devices that will morph these styles by creating historical links through music and sound, body movements and gestures. These devices will track specific movements while emitting sound compositions that are related to music performed in these traditions. The experience will be an embodied one; a new way of performing with sound that can entrance both the wearer and the audience.

  • wearable technology, performance, sonic art, digital art, and cultural dance
  • A Soundscape in the Virtual Reality World: How to Economically De-sign a VR Soundscape Assignment
  • Byeongwon Ha
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • This paper delineates an economically efficient approach to crafting a virtual reality (VR) soundscape assignment using a modest number of high-performance computers and VR headsets. The methodology outlined facilitates the integration of VR assignments into diverse educational settings, spanning from K-12 to college classrooms. The proposed solution advocates for the implementation of a collaborative VR soundscape project as a resource-effective means to design immersive assignments, offering students both personalized creative sound spaces and a communal sonic environment.

  • Soundscape, Virtual Reality, Unity, Free Assets, 360° video, and ambisonics
  • A Space
  • Nancy Paterson
  • SISEA: Second International Symposium on Electronic Art
  • Poster
  • 1990 Overview: Posters
  • Cultural Center de Oosterpoort
  • A story of love and loss: an investigation into ecological grief and artistic activism
  • Sabine Carter
  • ISEA2024: 29th International Symposium on Electronic Art
  • Doctoral Colloquium
  • 2024 Overview: Doctoral Colloquium
  • Brisbane Convention & Exhibition Centre
  • In the global accelerating ecological and climate crisis, feelings of ecological grief and climate anxiety are on the rise. Environmental artists and activists such as the Extinction Rebellion, use art to express environmentally related feelings of love and connectedness as well as grief, loss and despair. This practice-led study explores the effects of ‘eco artivism’ on the mental wellbeing of artists, activists and communities. It does so through creating handmade artefacts, reflecting on creative practice, engaging with communities and interviewing ‘eco artivists’. The results show that in a business-as-usual scenario that leads to global heating and a planetary ecocide with negative effects on mental health, ‘eco artivism’ has the capacity to give agency, connect communities and contribute to resilience and mental wellbeing.

  • A Study NPR Rendering with Spiral Drawing Style: Focused on the SSD (Single line Spiral Drawing)
  • Yang Kyu Lim and Jin Wan Park
  • ISEA2019: 25th International Symposium on Electronic Art
  • Paper and Short Paper
  • Asia Culture Center (ACC)
  • An SSD (Single line Spiral Drawing) is a reproduction of a rare illustration technique through computer graphics. Expressions that were previously neglected were a technique that could be produced only by a few people through a long period of training. Through the SSD, I want to draw a lot of art works and expression techniques that have not been noticed, and communicate them to many people. In this study, we analyze existing line drawing cases and theories and extract features of spiral drawing through NPR.

  • A study on an interactive construction tool for better interaction ability in an interactive installation
  • Kirak Kim, Chee-Onn Wong, Hohyen Lee, and Kyoungsu Oh
  • ISEA2009: 15th International Symposium on Electronic Art
  • Paper
  • Waterfront Hall
  • Abstract

    In this paper, a VisionArtTool (VAT) system that increases the ability of an interactive artwork is created in an interactive installation. The aim of the proposed VAT system is to widen the interactive range in order to provide a maximum freedom especially for young artists. In recent works, interactive installation relies on heavy participation from spectators. Due to this the quality of the artwork depends on the techniques the artwork deploys and represents instead of showing the intention from the artists. There is a common problem among interactive artwork and artists. A lot of interactive artists are restricted in their creativity to express an artwork, with a challenging task of allowing their artwork to be fully interactive from the perspective of the spectators.

    Moreover, in-line with the progress, with information communication technology, many artists are not majoring in art but in computer technology with experience in programming as well1. Taking the technological background of a prospective artist into consideration, technologically innovative artwork has an advantage for this group of techno-savvy artists. Also, there are different goals for engineers and for artists. A goal for an engineer is to create a developed technology for artists to use, but this goal is not achievable if the artist is not techno-savvy as this may restrict their creativity to express an artwork.

  • A Study on Constructing Immersive Cross-Sensory Experiences to Influence Temporal Perception
  • Tsun-Hung Tsai and Wan-Yu Lee
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • Brisbane Convention & Exhibition Centre
  • This chapter utilizes virtual reality technology to investi-gate its influence on the temporal perception of experienc-es. This analysis aims to explore the correlation between the artwork and its experiences and the impact of various temporal states shown within the artwork. The objective is to shed light on the ambiguous temporal awareness and disconnect between individual and collective time that the artwork evokes.
    This study integrates virtual reality technology with physi-cal space and installations to construct an immersive set-ting that effectively restricts individuals’ ability to disen-gage from the experience. The environment in question incorporates a range of sensory stimuli, encompassing visual, tactile, and aural components. By utilizing the dis-tinctive features of VR headsets, this study effectively immerses participants in a simulated environment, leading to sensory manipulation that triggers distortions in the sense of time. The objective is to encourage deep reflection on an individual’s connection with the concept of external time.
    This study integrates virtual reality technology with physi-cal space and installations to construct an immersive set-ting that effectively restricts individuals’ ability to disen-gage from the experience. For this purpose, we recruited twenty participants aged between 19 and 55 with varying degrees of experience with virtual reality, aiming to cover a wide range of time perception experiences.

  • Virtual Reality, Immersive Experiences, Time Perception, Cross-Sensory Experiences, and Illusion
  • A Study on Images That Can Give Intensive Perception in Photo Archive Exhibition
  • Dongwoo Shin and Yongsoon Choi
  • ISEA2019: 25th International Symposium on Electronic Art
  • Poster
  • 2019 Overview: Posters
  • Asia Culture Center (ACC)
  • The use of photographs for records is still being done as a significant medium for archives. The museum uses those photo-graphic records to organize exhibitions so that visitors can experience educational, aesthetic, and emotional experiences. However, the perception in a diversified digital medium has a form different from that of existing photographs. This is caused by common digital devices and by a visually stimulating form when exposed to the user by them. Therefore, this study aimed at proposing a display method using cinema graphs as a photograph that visitors can focus more on an exhibition consisting of photo archives. Art galleries and museums plan or archive exhibitions by using that collected pho-to graphs as visual materials.

  • A study on reconstructing meaning and experience with virtual restoration
  • Seyoung Han and Junghwan Sung
  • ISEA2009: 15th International Symposium on Electronic Art
  • Paper
  • Waterfront Hall
  • Abstract

    This study will discuss virtual restoration in cyber-space of Sungnyemun – one of the prime cultural properties which was ruined – through the creation of characters in cyber space.

    On 11 February, 2008, the Korean number one national treasure Sungnyemum, an ancient historical gate in central Seoul, was burnt down by an arsonist with foolish anger. The incident damaged national pride and people felt very sad for the loss of one of the most important symbols of Seoul city. The architecture, originating more than 600 years ago, was a considerable part of Korean’s everyday life. This created a feeling of absence in daily life – yet its spirit was felt to remain. There was a huge desire to restore the national treasure in various ways, including a reconstruction plan, collecting funding and creating a virtual Sungnyemum on-line. In this study we will look at the simulacra1 of the building in Second Life, to consider how virtual restoration of Sungnyemum was created in cyber space. This restoration was completed through a process involving four levels of reproduction. In this paper the process will be explained. Also, more broadly, the characteristics of cyber culture will be discussed.

  • A study on the Alternative Artworks and Gallery based on AR
  • Byoung Chul Kim and Jong Soo Choi
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • Introduction
    This study and its works are for displaying alternative artwork through the augmented reality system. Most artists want to get results through the reactions of the spectators in their exhibition. Thus, the exhibition space is of utmost importance to them. But they must pay heavy costs and invest much labor for the installation of their works. So, we suggest that there be an alternative exhibition space for art works. We expect that these alternative forms might face various restrictions when there are complex configurations involving physical installation. However, we hope to represent more visual information than actual installation even though we incur lower expenses and use less labor.

    Method and Implementation
    The methods for implementation of the exhibition and artwork through AR can be divided into the 3D modeling for augmentation on screen, with suitable adaptation for the diverse features of the artwork, and configuration of the exhibition environment.

    3D modeling is divided into plane work, solid work, and media installation. In plane work, we can render the plane image as orthogonal coordinates with patterns on the wall or the table and construct an environment similar to the real display. And we can render the image, play the movie as texture material, etc., responding to the user’s eye direction. Both static and dynamic images can be rendered. The solid form can be shown through 3D modeling. We can show various images according to the viewer’s angle by applying different materials to each side, using objects and animation. As we can include the text and sounds based on 3D within the image, the diverse effects of a display can be multiplied. We can install the work by configuring the space using a combination of patterns or by expanding various display devices.

    These works are implemented through 3D modeling programs such as 3DS Max, MAYA etc. and applying the various algorithms such as OpenGL, DirectX, VRML etc. If it satisfies the phsical conditions, we can present more visual effects and simulate reality in the virtual environment. In particular, we can send represent more information in the work when we use human body animation throughout real-time interaction images as compared to using static images in the traditional method. Thus, we can deliver greater satisfaction to the audience who demand multi-level expriences.

  • A study on the relation between the evolution of media platform and mobile content culture in Korea
  • Keumsun Son
  • ISEA2009: 15th International Symposium on Electronic Art
  • Paper
  • Waterfront Hall
  • Abstract

    At the candle rallies in April 2008 protesting against the import of U.S. beef under Korea-U.S. FTA, the participants paraded in the street with a candle in one hand and a camcorder or digital camera in the other hand. Using their mobile phones and laptop computers embedded with high-speed wireless Internet, citizens broadcast, live, the scene of the rally to Internet portal sites ‘Agora’ in ‘Daum’ and ‘afreeca.’

    The rallies took place, not only in the streets, but also at ordinary households throughout the country. Netizens who joined the candle rallies took satellite photographs of the scenes through ‘Google Earth’, reported the deployment and
    moving routes of police, and estimated the number of participants by counting candles in aerial photographs using pixel measuring software. Citizens gathered and reported news online using advanced technologies unimagined by established media companies and they also collected donations through the live Internet broadcasting of the candlelight rallies through ‘OhmyNews’ raising 100 million won (US$100,000) in eight days.

  • A Study on the Visual Communication in the Electronically Networked Society: Kabakov’s “Album” and Miyamae’s “Amishibai”.
  • Kiyofumi Motoyama
  • ISEA2000: 10th International Symposium on Electronic Art
  • Paper
  • Abstract (Intro)

    The purpose of this study is to investigate the mode of visual communication in the electronically networked society, referring to the works of two artists: Ilya Kabakov (1933-) from Russia, and Miyamae Masaki (1957-2000) from Japan. While not directly related to Media Art or Electronic Art, there is commonness between their visual images and cyberspace.

    Kabakov’s “Album”
    The ARPAnet, which is the original Internet, was put into action in the end of the 1960s. Since the first node for that computer network was set in UCLA, the net grew rapidly during the 70s. We can say that the electronic network age began at that time. In the art scene of those days, we know well the “Art & Technology” movement. And it was also during the early 70s, before Perestroika in the USSR, that Kabakov produced and performed a series of works he called “Album”. “Album” was a stack of thick cardboards displaying drawings and text, performed by showing one by one while reading the text before a small audience. I only point out a few aspects about “Album.” Kabakov used a flat material as a support to make “Album.” Each flat cardboard is an independent artwork without bound, but the artist says that he can also imagine another scenes, which precede or follow it. This means that there exists a story in “Album”, and the story progresses as the artist shows the drawings. It is not to say that his works are visual, but we can recognize that the text supplements or excludes the visual expression.

    Kamishibai and “Album”
    I introduce Kamishibai, which Miyamae, a Japanese artist, used late in his life. Kamishibai is a medium specific to Japan, in which a story is read dramatically while a series of pictures illustrate its scenes. We can find its origin in “Genji Monogatari Emaki”, which illustrates the early 11th century Japanese classic roman “Genji Monogatari.” After a long history, Kamishibai was established as a medium in the early Showa Era, around 1930, and it was used a sort of spectacle to sell candies and cookies to the children on the street. I notice the similarity between Kamishibai and Kabakov’s “Album”. First, both are composed of independent drawings, which combine to make a story. So the story progresses by showing drawings one by one. Secondary, both use not only visual expression but also text.

  • A sympoietic ocean: Design research with/in the marine holobiont
  • Rasa Weber
  • ISEA2023: 28th International Symposium on Electronic Art
  • Short Paper
  • Forum des Images
  • In the light of profound human impact on planetary systems, the global ocean, as a main source of life, is fundamentally transforming its interactions, flows and ecologies. These critical changes raise questions of other-than-human cohabitation on Earth, beyond the terrestrial ground also below sea level. In response to these radical ecological struggles, the design discipline seeks to reorganize its methodologies towards forms of multispecies collaboration with/in environments of anthropogenic change. In this paper, I argue for activating the evolutionary theory of Symbiogenesis, disseminated by biologist Lynn Margulis, based on the preliminary work of Mereschkowsky and Kozo-Polyansky. I am highlighting, how Symbiogenesis can serve as a point of departure for challenging and reinventing our disciplinary protocols in design. The ocean, as a prototypical space for symbiotic system relations serves as my experimental contact zone for shaping these multispecies encounters. Alongside a young generation of designers, the presented design research seeks to evade an extractivist mode of production in favor of developing process-oriented methodologies for interspecies design. A design research practice in underwater environments, together with sponges, algae, electrical circuits, marine biologists, fishes, cameras, limestone, polyps et al., gives rise to a new design strategy, which I suggest naming Sympoïetic Design.

  • A theoretical foundation for the integration of artistic and academic methodologies
  • Falk Heinrich
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • The paper reflects upon the integration of academic‑scientific methods and artistic strategies for art and technology projects that address user participation in socially defined domains. It addresses the difficulties in combining classroom teaching and experimental artistic project work in that each belongs to a different set of epistemology and pedagogical discourse. The paper describes its field of inquiry, namely art and technology student projects as being part of an extended art field. These projects deploy, firstly, artistic strategies and forms of expression that are the result of the cultural autonomy of art and secondly, scientific knowledge and methods from engineering, social science and the humanities alike. Consequently, these projects’ trajectories can neither respect the purposeless autonomy of art or the academic discourse of finding solutions to well‑defined problems. What kind of methodology can accommodate this seemingly paradoxical situation? The paper proposes Luhmann’s relative difference between medium (loosely coupled elements) and form (tightly coupled constituents) as a theoretical and heuristic tool for productive interferences between artistic and scientific methods. Art and technology projects operate within a field of existing forms (e.g., social patterns, urban and interior spaces, etc.), which must be de‑coupled prior to decisions related to novel forms. Art as novel re‑couplings is often considered as the artistic impetus per se, where form yields its own medium. But re‑coupling and new‑coupling is intrinsically bound to the decoupling process. Due to the complexity and aim of art and technology (or art and science) projects, the de‑coupling/re‑coupling/new‑coupling process necessitates a combination of various scientific and artistic methods. The paper elaborates upon and exemplifies the proposed heuristic through various art and technology projects as part of university teaching.

  • A Thousand Dreams Unbuilt: Navigating Digital Empathy in the Crisis of Unfinished Buildings
  • Jiahe Zhao and Cheng-Yu Pan
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • This study explores the role of art and technology in revealing and addressing social issues arising from urbanization, specifically in the case of unfinished buildings across various cities in China. Through literature review and practical case study of the “A Thousand Dreams Unbuilt” project, the application of 3D scanning, Virtual Reality (VR), and Artificial Intelligence (AI) in understanding and addressing housing issues is analyzed. These technologies not only illustrate the aspirations of the owners of unfinished buildings for ideal living spaces but also evoke a deeper understanding and empathy for their situation. “A Thousand Dreams Unbuilt,” by integrating technology and art, offers attention to marginalized communities while challenging the audience’s perception of reality and virtual worlds. This research demonstrates the potential of combining art and technology in promoting social justice and transformation, urging a re-examination of these tools in solving global housing issues.

  • Unfinished Buildings, Marginalized Communities, Virtual Residence, Real Estate, AI-assisted interior design, VR Interactive Experience, and 3D scanning
  • A thousand tiny interfacings: fertile acts of resistance
  • Andrew Goodman
  • ISEA2013: 19th International Symposium on Electronic Art
  • Paper
  • The University of Sydney
  • This paper examines the process of interfacing between organic and technical objects and how this might be utilized as a tactic to promote invention within new media art events. Raphael Lozano-Hemmer’s Relational Architecture is examined in relation to concepts of parasitic action and folding to show how the work develops a complex ecology of relation through interfacing.

  • A to X: Audience Experience in Media Art Research
  • Lizzie Muller, Peter Ride, Nathaniel Stern, Katja Kwastek, and Chris Salter
  • ISEA2010: 16th International Symposium on Electronic Art
  • Panel
  • domicil
  • The importance of the audience as part of the media art event is widely acknowledged, but although interaction and embodiment are well theorised, we are yet to achieve a well grounded understanding of audience experience. It is fundamental to defining the context around which an art work has been made and shown. The panel asks how we understand the concerns of audiences and how they respond to concepts of creativity and innovation in media art.

    The premise of the panel is that understanding how an audience experiences media art is fundamental to understanding the impact of the art work. Too often the “idea” of the audience is invoked in media arts rhetoric in vague and general ways, and the effect that art works have is discussed in terms of expectation and supposition. This panel aims to move beyond these limitations and argues that we need to pay particular attention to the use and value of specific methods and approaches for studying experience. The panel aims to create an opportunity for practitioners and researchers from different perspectives to consolidate and develop a vibrant emerging body of knowledge about audiences of media art, which can empower artists, curators and academics.

    As discussions around the necessity of archiving and collecting new media work expand, it is arguable that future iterations of such artworks can only have cultural meaning if we are able to provide information on the context in which they were experienced: how and why audiences responded to them. This also raises issues about the way such information can be recorded and incorporated within documentation of art works.

  • A Transdisciplinary Approach to Research-creation (When Art is Part of Everything Else)
  • Ricardo Dal Farra
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Panel
  • University of Caldas
  • Keywords: Transdiscipline, Collaborative Research, Education, ResearchCreation, Training

    The solution to complex problems is being explored, increasingly, from multi and/or interdisciplinary perspectives. However, those strategies are not enough in many cases and therefore developing a transdisciplinary approach becomes an essential tool. The traditional academic structure based on rigid disciplines has proven not to work well to face problems such as climate change or poverty, taking here only two among many multi-dimensional challenges we are facing. Can we really and effectively develop innovative useful ways to do research and apply our findings with a creative approach? This is an introduction to some experimental strategies used in transdisciplinary projects focusing on research-creation, aiming others could benefit and eventually emulate some of the experiences carried out.

  • A Tribute to John Whitney Sr.
  • Michael Whitney
  • ISEA96: Seventh International Symposium on Electronic Art
  • Public Presentation
  • 1996 Overview: Public Presentations
  • Public Lecture Statement

    The John Whitney retrospective will present the work of the late filmmaker in the context of his fifty years of developing core ideas concerning visual and auditory dynamics. In the 1930’s, Whitney was deeply influenced by life in Paris where he immersed himself in the music of Beethoven and Schönberg and the Bauhaus. Whitney was involved from the start of his career in the process of making tools to achieve his vision. A member of the Academy of Motion Picture Arts and Sciences, Whitney was awarded its Medal of Commendation for Cinematic Pioneering in 1986. In 1964 he wrote of a time when the camera itself would be abandoned as an imaging making tool. He understood that mathematical principles of harmony apply to visual images moving in time just as mathematical principles underlie harmonic relationships in music. The retrospective evenings will illustrate the principles of “Digital Harmony” Whitney envisioned. A guided review of Whitney’s work will illustrate his hypothesis, discipline and the method he devised in service of “Digital Harmony”. Whitney’s last computer compositions, a series he called “Moondrum”, transcend pure technique. An interplay of an inner creative source with a mastered technique is evident in “Moondrum”. This final work is largely unknown outside of Whitney’s own composing studio. The “Moondrum” series will be played from Whitney’s computer instrument during the retrospective.

    John Whitney Sr. was keynote speaker at the second ISEA symposium (SISEA, 1990)

    MOONDRUM: PROGRAM NOTES

    by John Whitney, september 16, 1995

    Sixty years ago, in darkness and suffocating dust I drove to somewhere in the New Mexican or Arizona desert to observe U. S. Government proscribed Indian Ceremonial Dances. It was the impact of drums so loud they pound in the heart, as well as brief visions in random firelight – rattle snakes, rascal dogs, effortless, entranced dancing, all in patterns and momentary symmetries, it was the inhaled and quaffed hallucinogens of such a night. It is as if all this were exposed on a single photo-plate at the very core of my being. These impressions forever color my dreams and reflections. They’re the content of my American essays – a series called MOONDRUM. I have composed over a dozen pieces attempting to evoke the mood, the colors, sounds as well as an appreciation of the artifacts that were native to the peoples of the western world who flourished centuries before any modern nation existed. This is my best effort to find some reverent evocations of the feel and quality of objects of utility, decoration and religious mystery present in most of the possessions of our native predecessors. These compositions also explore newly emerging cross-cultural developments. They are the fruition of my fifty-year effort to dignify the role of technology in art. Only in the last decade of this century a new music, a new symbolism — a new kind of abstract expressionist action painting with light and sound is becoming accessible to a solitary individual artist/composer in his own studio. With a special composing program on my computer, I create musical design intertwined with color design tone-for-tone played against action-for-action. Between the two — tone or color — I can’t say which comes first. I don’t copy “real” Native-American artifacts literally. Neither is there a real image of an engulfed cathedral or postcard of Iberia in the descriptive, impressionist musical works of Claude Debussy. The many examples of musical “image making” by composers a century ago have been an inspiration for these early essays in this new medium of audiovisual complementarity. For my part, I expect to continue to reconstruct, revise and rediscover these twelve works that I have named MOONDRUM as if they were unfinished chapters of the single volume of one’s lifetime work. They must become my magnum opus the preoccupation of the remainder of a life. I see much still to be done whit them finally to round out this life work.

  • A User’s Guide to the Electronic Cliche
  • Delle Maxwell and Annette Weintraub
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Paper
  • 1993 Overview: Paper Presentations
  • Come on down! Embark on a search for new aesthetic possibilities at the frontier of the digital revolution. Journey to the Edge, the place where art, science, entertainment and industry meet. See the Zone ruled by net cowboys, outlaws, digital revolutionaries and data surfers. The new breed of cyber-artist is exploring how mere images can be transformed into art-unique art. All with the aid of radically new tools! Stake your claim in cyberspace and help capture the imagination of the Entire Planet! Net SW! Skateboard to Cyberspace! Where Electronics and Art Converge. Entertainment enters a new dimension. And companies don’t want to ‘miss out’. If only myth and reality coincided. You may recognize this breathless hype as the cheerleader surrogate of the datasphere. It surrounds our interactions with electronic art, science and the computer industry. These verbal formulas have visual equivalents as well. It’s now almost a cliche to state that electronic art is cliched Everyone agrees. What does this mean?

    Digital art has a “perception problem”. It promises much more than it delivers. Witness the science-fiction extrapolation about its boundless potential for “changing the way we think”. Ads create false claims about new aesthetics which spring into existence in barely a nanosecond. Electronic tools, with their highly specific “effects,” spawn their own sets of cliches. Not yet able
    to grasp a vision of the electronic datasphere, artists unknowingly map new images into old formats and old images into new formats. This peculiar combination of cutting-edge technology and familiar images leads to cliche. The close connections between art and industry complicate this mix. Installations inadvertently function as marketing demos of new techniques; scientific illustration passes for both art and science. Image is mistaken for art.

  • A Virtual Modus Operandi
  • Merce Rodrigo García
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • The New Technologies foster a new kind of efficiency in the symbiosis of the traditionally differentiated economic, political and social systems, giving place to en entirely new situation which rather than constituting an even system, presents what Jose Luis Brea has come to define as a “fractal constellation of affinities” in an “immanence plane where differences play” and “a relational space in operation”; These fractal differences entail a new myriad of habits and urban concerns in an evolving participatory urban praxis. Far from established concept-based strategies, this unprecedented coexistence of subjectivities and disparities, such as transnational, local, individual, virtual, tangible and the spaces in-between, demands new spatial agencies and tactics.

    This paper is a reflection on the changing situation of global cities from a city-dweller’s viewpoint. In contrast with new leading urban practices that further global competition through construction this article explores the productive capacity of the increasingly available virtual environments in the city dweller’s hands to stimulate urban life in the contemporary city. Taking the Japanese city as a case study, the methodology employed in this investigation entails looking at the nature of virtual environments as alternative space-times to inhabit and exploring the relationships between virtual and tangible forms of inhabitation through examples of situations found between the two, such as fiction, moving images, informatics, mobile phones, the web 2.0 and DV technology. In so doing traditional Architect’s tactics such as ideology and the concept, are put into perspective through the notions of participation and subjectivity. Lastly I look at specific tactics employed by some Japanese documentalists in virtual space-time to actualize reality and argue their attitudes as a benchmark example for an entirely new urban practice in line with today’s urban milieu and with the changing concerns of the majority of urban dwellers.

  • A Womxn Destroyed
  • Amanda Stojanov
  • ISEA2024: 29th International Symposium on Electronic Art
  • Artist Talk
  • Brisbane Convention & Exhibition Centre
  • A Womxn Destroyed is a performance that delves into the anger felt by femme or femme-identified individuals who have traversed the spectrum of femme experiences, embracing, trans-forming, or relinquishing this identity while frequently concealing these emotions. Through this virtual performance, I create a space for the expression and exploration of anger. The first performance is a response to The Monologue, Part 2, of Simone de Beauvoir’s 1969 novel The Woman Destroyed. After the first iteration of this performance, other artists will be invited to perform a monologue in their personalized virtual ‘skin’ as a Metahuman. They will create a digital performance as a response to either “The Monologue”, a piece of literature of their choice, or another inspiring text or body of work. Using a set of digital tools, I create a virtual production method using Unreal Engine, Metahumans, biometric data capture from the app Live Link, a microphone, and using Twitch as the distribution platform, as a form of creative expression.

  • Real-time, temporal aesthetics, Non-linear narratives, virtual realities, cultural memory, Time-based visualisation, and Live performance
  • A [potential] cloud war
  • Mariejulie Bourgeois
  • ISEA2023: 28th International Symposium on Electronic Art
  • Short Paper
  • Forum des Images
  • The OuCliPo research project (Ouvroir of Potential Climates) that proposes surrealist solutions to climate problems ; controversial proposals in an anxious ecological context and in the perspective of premature solutions such as geoengineering. The project underlines the scientific and ethical dimension of climate manipulation.

    • Mariejulie Bourgeois (FR) is a digital artist an
  • a-[d]-dress.mov
  • Cat Hope and Anne Walton
  • ISEA2004: 12th International Symposium on Electronic Art
  • Artist Talk
  • 2004 Overview: Artist Talks
  • a[d]dress.mov is a work-in-progress – a wearable screen for musicians. It is conceived to be a platform responsive to past and present environments – where the use of video projection, sampling technology and interactivity widens the performative range available to any artist who wears it.

  • Aboriginal Imagination: Ngulliyangi
  • Jason Davidson
  • ISEA2004: 12th International Symposium on Electronic Art
  • Artist Talk
  • 2004 Overview: Artist Talks
  • I have just completed masters in cross cultural communication breakdown in Aboriginal health (combined with new media, Aboriginal knowledge & western knowledge of the anatomy of human biology) at the Northern Territory University. I have focused on the way health education has been delivered to the Aboriginal community (kidney failure & disease). Kidney failure has now reached epidemic proportions in Aboriginal Australia.

  • Absence in Common: An Operator for the Inoperative Community
  • Kevin Hamilton
  • ISEA2006: 13th International Symposium on Electronic Art
  • Paper
  • Expanding on Jean-Luc Nancy’s theory of the Inoperative Community, this paper will draw from recent memorial practices and communication theory to argue for the importance of absence in the construction of sound networks. Blindly celebrated by dystopian modernists, and blissfully ignored by utopian technophiles, the experience of absence is crucial to a nonviolent and just approach to communion.

  • Absences: Public Art Interventions in Natural Spaces using Autonomous Electronic Devices
  • Sofian Audry
  • ISEA2010: 16th International Symposium on Electronic Art
  • Paper
  • Volkshochschule (VHS Dortmund)
  • Over the past two years, I have developed several autonomous devices meant to act within natural spaces as part of the electronic art intervention  project Absences. This paper gives an overview of the challenges brought by this project. It gives actual and potential solutions as well as lessons learned through the research-creation process and opens up to the importance of adaptivity in future work.

    Acting within nature
    Electronic and natural systems have inherent differences. It is thus not surprising that introducing artificial autonomous devices in a naturally stabilized ecosystem is not as simple as it looks. The first challenge of artistic electronic intervention in nature is the mere “survival” of the device. Weather conditions such as extreme temperature, humidity and sunlight can harm components. In the context of using solar cells, such as was the case for all interventions so far, other factors need to be considered. Snow, dust and falling leaves can block the cells, while the shortening of days during Winter and the presence of clouds will reduce energy supplies.

  • Absolutum Obsoletum: If It Works It’s Out of Date
  • Catalina Ossa and Enrique Rivera
  • ISEA2010: 16th International Symposium on Electronic Art
  • Forum
  • Westfalen Forum
  • In 1970 at the beginning of Chilean socialist pacific revolution in the Allende’s government, Fernando Flores, an engineer in charge of CORFO, the office which was in charge to manage the nationalized companies, knew the work of the cybernetician Stafford Beer on Management Cybernetics, and invite him to apply his VIABLE SYSTEM MODEL. Beer accepted the invitation and the project started with the configuration of a transdisciplinary team and a branch of several Chilean and foreign institutions, like INTEC (Institute of Technology), ECOM (Computer Company of Chile), together with important theorists, scientists and designers such as Raul Espejo, Gui Bonsiepe, Humberto Maturana, Francisco Varela, among others. They developed the interface, software, technical implementation and the training of the people who will compile and transmit the data, a group compound by engineers and common workers.

  • Abstract people and model characters
  • Olga Goriunova
  • ISEA2022: 27th International Symposium on Electronic Art
  • Keynote
  • 2022 Overview: Keynotes
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • When data analytics abstracts people today, it follows some of the routines of statistics. However, understanding statistics paired with machine learning technologies is not enough to grasp what these newly abstracted people are like and what they do to us. This talk engages with these processes to show how model frameworks and idealising setups are used to delineate data-crunching in cultural, political and aesthetic terms. Ideal people and model characters are results of the work of collective imaginaries and the exercise of power beyond computing. Their embodiment of a return of the ideal calls for a re-think of our time in history.

    Moderated by Pau Alsina, general Chair at ISEA2022 Barcelona and professor and researcher in Arts and Humanities Studies at the Universitat Oberta de Catalunya, where he coordinates and teaches courses on art and contemporary philosophical and scientific thought. He is also editor in Chief at Artnodes Journal. He is the author of books such as Arte, ciencia y tecnología, co-author of Monstruos y quimeras: arte, biología y tecnología, of teaching textbooks such as Estética y teoría del arte o Pensamiento contemporáneo.

  • Abundant Intelligences: Indigenous Knowledges and AI
  • Jason Lewis, Hēmi Whaanga, Tiriana Anderson, and Johnson Witehira
  • ISEA2024: 29th International Symposium on Electronic Art
  • Institutional Presentation
  • Brisbane Convention & Exhibition Centre
  • The Abundant Intelligences research program imagines anew how to conceptualize and design Artificial Intelligence (AI) based on Indigenous Knowledge (IK) systems. Our approach is grounded in Indigenous epistemologies containing robust conceptual frameworks for understanding how technology can be developed in ways that integrate it into existing lifeways, support the flourishing of future generations, and are optimized for abundance rather than scarcity. Our goal is to advance methods for improving AI to better serve Indigenous communities and others through exploring and developing culturally-grounded AI systems that support Indigenous ways of knowing and that recognize the abundant multiplicity of ways of being intelligent in the world. This institutional presentation will introduce Abundant Intelligences, a six-year international research program that aims at exploring how Indigenous Knowledge systems might provide pathways towards rebuilding AI’s epistemological foundations to transform these tools away from colonial practices of exclusion, extraction, manipulation, and eradication and into engines of abundance for increasing our care of one another and our world.

  • Indigenous research, Indigenous epistemologies, Indigenous Knowledges, artificial intelligence, Machine Learning, computational practice, and Cultural knowledge
  • Abundant Intelligences: Integrating Computational Practices into Indigenous Epistemologies
  • Hēmi Whaanga, Johnson Witehira, Tiriana Anderson, and Jason Lewis
  • ISEA2024: 29th International Symposium on Electronic Art
  • Panel
  • Brisbane Convention & Exhibition Centre
  • This panel will explore the ideas and critiques, as well as practices and Knowledges that inform the Abundant Intelligences research program. The Abundant Intelligences research program imagines anew how to conceptualize and design Artificial Intelligence (AI) based on Indigenous Knowledges (IK) and Systems. Our approach is grounded in Indigenous epistemologies containing robust conceptual frameworks for developing technologies that integrate into existing lifeways, supporting the flourishing of future generations, and are optimized for abundance rather than scarcity. Our goal is to advance methods for improving AI to better serve everybody through exploring and developing culturally-grounded AI systems that support Indigenous ways of Knowing. This panel will present works from our co-investigators and discuss who will explore different aspects of the research program.

  • Indigenous research, Indigenous epistemologies, Indigenous Knowledges, artificial intelligence, computational practice, and Cultural knowledge
  • ACAT: Australian Center for Art & Technology
  • David Worrall
  • SISEA: Second International Symposium on Electronic Art
  • Institutional Presentation
  • 1990 Overview: Institutional Presentations
  • Cultural Center de Oosterpoort
  • This presentation will outline the new Australian Centre for the Arts and Technology (ACAT) at the Canberra Institute of the Arts which concentrates its efforts in the fields of computer music and computer animation. ACAT is somewhat unusual in that it grew out of an established electroacoustic music studio rather than a computer graphics and animation centre. As such it specialises in time-based interractions in the aural and visual domains. The presentation will detail the research and development work in the area of music composition, animation and electrospatial art, leading to the establishment of the Centre and will outline its directions in the areas of education, performance, recording, publishing, consulting and research and development.

  • Accessing and Displaying the Archive
  • Tabea Lurk and Jürgen Enge
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper
  • MACBA - Convent dels Àngels
  • The pressure to open archives and cultural collections is increasing. Not only the Open- GLAM movement (Galleries, Libraries, Archives, Museums) demands easy access to freely usable sources. Civil society and even in-house interests (e.g., communication during the pandemic) point to a considerable need for action. This paper therefore considers two types of accessibility: individualized access for humans and ways of (automated) access for machines.

    For interpersonal communication a curation tool for the exhibition context is presented that can be used quickly and is easily deliverable to different online and offline places. The automation aspect is structured according to the so-called FAIR-Principles. Here, too, a digital service is described that makes it easier for those archives and collections to become FAIR (Finable, Accessible, Interoperable, Reusable) and capable of (information) dialogues that would otherwise have to retrofit the existing systems.

  • archive, accessibility, Digital Curation, FAIR, and infrastructure
  • Accumulated Memory Landscapes: Real-time On-line 3D Landscapes Based on Prosthetic Memory Data
  • Fito Segrera
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Artist Talk
  • Run Run Shaw Creative Media Centre
  • This paper frames the conceptual workspace and development documentation of the art project titled Accumulated-Memory-Landscapes (AML). This project is an inquiry on how technology can mediate and enhance human memory by expanding the possibilities of interaction, experiencing and sharing of this. AML appropriates the 3 main steps involved in human memory (Encoding → Storage → Retrieval) and traces parallels between the biological human process and the technological devices and algorithms used for capturing, storing and recalling data. Using a portable wireless electroencephalogram (EEG) and a smart phone, we have built a wearable system able to measure attention levels in any given time. The device records significant moments of the wearer, in the form of image sequences and audio clips, which are then sent, in real-time, to a server that algorithmically processes them. The result is an immersive 3D procedural landscape built from these memories; a space where the wearer and any other individual can experience and share these accumulated memories in more abstract and spacial ways.

  • ACM SIGGRAPH Art Papers Programs 2019-2020
  • Andrés Burbano and Everardo Reyes
  • ISEA2019: 25th International Symposium on Electronic Art
  • Institutional Presentation
  • 2019 Overview: Institutional Presentations
  • Asia Culture Center (ACC)
  • This institutional presentation introduces the ACM SIGGRAPH Art Papers programs 2019 and 2020. The 2019 edition marks the 11th version of the program and our main goal is to highlight its principal novelties and projections onto 2020. At this occasion, we will discuss the main scientific and artistic contributions of art papers, but also different ways of accessing, experiencing, and enhancing the published content.

    ACM SIGGRAPH stands for Association for Computing Machinery Special Interest Group Graphics; the annual SIGGRAPH conference is on Computer Graphics and Interactive Techniques.

  • ACM SIGGRAPH Digital Arts Community
  • Cynthia Beth Rubin
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Institutional Presentation
  • Run Run Shaw Creative Media Centre
  • ACM SIGGRAPH Digital Arts Community
  • Cynthia Beth Rubin, Scottie Chih-Chieh Huang, Sue Gollifer, Bonnie L. Mitchell, and Gregory Patrick Garvey
  • ISEA2014: 20th International Symposium on Electronic Art
  • Institutional Presentation
  • 2014 Overview: Institutional Presentations
  • Zayed University - Dubai
  • ACM SIGGRAPH’s mission is to foster and celebrate innovation in Computer Graphics and Interactive Techniques. The organization promotes its vision by bringing people together in physical, on-line, and asynchronous communities to invent, inspire, and redefine the many creative and technical artifacts, disciplines, and industries that are touched by computer graphics and interactive techniques.

    ACM SIGGRAPH strives to be the premiere community and catalyst for the creation, promotion and dissemination of information on computer graphics and interactive techniques. ACM SIGGRAPH purpose is to foster a membership community of people whose core values help them to catalyze the innovation and application of computer graphics and interactive techniques.

  • ACM SIGGRAPH Digital Arts Community
  • Victoria Szabo
  • ISEA2020: 26th International Symposium on Electronic Art
  • Institutional Presentation
  • 2020 Overview: Institutional Presentations
  • The Digital Arts Community is a vibrant, international group within the Association for Computing’s Special Interest Group on Computer Graphics and Interactive Techniques (ACM SIGGRAPH). Our mission is “to foster year-round engagement and dialogue within the digital, electronic, computational and media arts. Facilitate dynamic scholarship and creative programming within the ACM SIGGRAPH organization. Promote collaboration between artists and the larger computer graphics and interactive techniques community.” We maintain an online community throughout the year, organize juried online exhibitions, and gather together at the annual SIGGRAPH conferences in North America and Asia.

    We coordinate our activities with the juried Art Papers and the Art Galleries presentations organized for the annual conferences, as well as partner with Leonardo/LEAF and ISEA on the annual Art Party and reception at SNA. We are also the home of the SIGGRAPH Art Show Archives and organize special sessions and exhibitions devoted to topics of interest to the digital arts community. We encourage the ISEA community to join us in Washington DC in July 2020 for the conference organized around the theme of ‘Think Beyond’ and in Daegu, South Korea in November 2020, where the conference will be organized around the theme of ‘Driving Diversity.’

  • ACM SIGGRAPH History Archive Comes Alive: 50 Years of Innovation, Creativity and Ground-Breaking Achievements
  • Bonnie L. Mitchell and Janice T. Searleman
  • ISEA2023: 28th International Symposium on Electronic Art
  • Summit
  • Forum des Images
  • The ACM SIGGRAPH organization is developing an online archive showcasing information about presentations and experiences as well as artifacts and the organization’s history. A physical archive was also established to supply information necessary for the online archive. In August 2023, SIGGRAPH will celebrate its 50th conference and the materials in the archive will be used in displays of collectables and other artifacts, visualization posters, interactive kiosks and an immersive, interactive time tunnel.

  • SIGGRAPH, archive, innovation, Creativity, time tunnel, and exhibition
  • ACM SIGGRAPH History Archives: Expanding the Vision through Teamwork
  • Bonnie L. Mitchell and Janice T. Searleman
  • ISEA2022: 27th International Symposium on Electronic Art
  • Invited Talk
  • MACBA - Convent dels Àngels
  • The ACM SIGGRAPH History Archives is a team effort involving students, interns, volunteers, and computer graphic pioneers. In 2022, it expanded from an online archive to include a physical archive of SIGGRAPH publications and artifacts. These archives include information about presentations, exhibitions, screenings and events at the annual conference as well as information about SIGGRAPH communities and committees. With such a vast array of information, developing a robust infrastructure was essential. Team members researched, digitized and entered tens of thousands of entries and programmed innovative features that enable users easy access to this valuable resource. The SIGGRAPH History archive team is also preparing the archive to be part of the world-wide distributed network of new media art archives.

  • SIGGRAPH, online archive, computer graphics, interactive techniques, and electronic art
  • ACM SIGGRAPH History Archives: Reclaiming the Past
  • Bonnie L. Mitchell and Janice T. Searleman
  • ISEA2024: 29th International Symposium on Electronic Art
  • Institutional Presentation
  • Brisbane Convention & Exhibition Centre
  • The ACM SIGGRAPH History Archives is an online repository and physical collection of artifacts and documents from the ACM Special Interest Group on Graphics and Interactive Techniques. SIGGRAPH is an international organization that promotes, produces and disseminates research and creative work in the field of new media art, animation and computer graphics techniques. The SIGGRAPH History archive is in its development phase and was used for a major exhibition in Los Angeles in August 2023. This presentation focuses on the current status of the archive, and also the challenges and goals.

  • archive, SIGGRAPH, computer graphics, new media art, animation, history, and emerging technologies
  • ACM SIGGRAPH History Online Archives: broadening our vision
  • Bonnie L. Mitchell and Janice T. Searleman
  • ISEA2022: 27th International Symposium on Electronic Art
  • Institutional Presentation
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • This institutional presentation focuses on the ACM SIGGRAPH History Archive and how it evolved from the ACM SIGGRAPH Art Show Archive. This massive project involved a rethinking of the information architecture as well as programming the interface and adding new functionality. Thousands of new entries were added, along with images, abstracts, and additional information. After a year of hard work by a group of volunteers and student workers, we have made tremendous progress but much more still needs to be done. When completed, this new archive will encapsulate the evolution of a fringe research endeavor to a visually rich technology integral to our daily lives.

     

  • SIGGRAPH, archive, preservation, electronic arts, Digital Arts, New Media, and computer graphics
  • ACM SIGGRAPH History Online Archives: Showcasing 50 Years of Innovation, Creativity and Ground-Breaking Research
  • Bonnie L. Mitchell and Janice T. Searleman
  • ISEA2023: 28th International Symposium on Electronic Art
  • Institutional Presentation
  • 2023 Overview: Institutional Presentations
  • Forum des Images
  • The ACM SIGGRAPH History Archive is a comprehensive reflection of the evolution of the field of computer graphics from a niche research and creative endeavor to an integral aspect of our daily lives. This institutional presentation focuses on the ACM SIGGRAPH History Archive and the progress made over the past year. The expansion of the archive from containing only digital art and art-related papers to now showcasing information about animations, emerging technology demos, virtual reality experiences, technical papers and so much more has amplified the workload as well as expanded the audience for this vastly informative resource. Over the past year, thousands of new entries were added, along with images, abstracts, and additional information. With the goal of showcasing this archive at the 50th SIGGRAPH conference celebration in Los Angeles, USA in Aug. 2023, we have amplified our efforts. Thousands of entries still need to be added and we are still missing many primary source materials. Our ultimate goal is to not only complete the data entry but also add the coding necessary to connect to other new media art archives around the world.

  • SIGGRAPH, archive, preservation, electronic arts, Digital Arts, New Media, and computer graphics
  • Acoustic Cluster
  • Mari Ohno
  • ISEA2015: 21st International Symposium on Electronic Art
  • Artist Talk
  • 2015 Overview: Artist Talks
  • Sound can be a tool for physically capturing the human body. This work seeks to investigate something we are largely unconscious of in our daily lives—our very presence—through the use of acoustic response. A number of pipes of different lengths suspended within a space each contain a microphone and are equipped with a freely movable speaker assembly beneath them. The distance between each speaker assembly and microphone is expressed in the “howling” acoustic response. Having divided the space with pipes, moving This series of phenomena seeks to make audible the normally inaudible material of space. Moreover, this work goes beyond transforming sound into information or data to imagine its exploration through a physical filter. This work employs space itself as an acoustic material representing people’s physical presence and makes it possible to experience a series of musical works by understanding the transformation of spatial properties as musical performance.

  • Acting and Enacting: Stakes of New Performing Arts
  • Sally Jane Norman
  • ISEA95: Sixth International Symposium on Electronic Art
  • Keynote
  • 1995 Overview: Keynotes
  • Montreal Conference Centre
  • For millenia, the theatre has served as an arena for displaying and modeling the human body: the actor offers up to the spectator’s gaze his or her morphology, kinetic potential, vital space, and interactions with other matters and other bodies. The spectacular body undergoes a kind of transubstantiation. It is simultaneously flesh and symbol, thus akin to what Artaud called “the virtual reality of theater”. Stage space is propitious for giving shape to unreal visions, “impossible bodies” endowed with superhuman dynamics and metamorphic prowess, constantly thwarting death. Today, the infinite combinatorial forces of digital technology are taking over from machines which used to ensure sublimation of the spectacular body, but theatrical specificity of the electronic body, its modes of acting and enacting, have yet to be defined. A new live art form is on the rise, oscillating between viewing and doing.

    Intro
    Performing arts history is marked by an ancient, profound tension which is assuming growing importance in the realm of new representational technologies, namely the tension between seeing and acting, or between viewing and doing (theasthai = see -> theater; dran = do -> drama). New participatory, immersive live art forms are emerging at the dividing line between these two states. Whether they comply with existing definitions of theater is debatable, and closely hinged on how the “doing/ viewing” components are gauged, although pedantic comparison with existing categories of spectacle is of limited value when dealing with unprecedented perceptual arenas. Irrespective of how new performing arts end up being designated and categorized, the real task at hand is recognition and creative exploitation of nascent representational systems (repraesentare in Latin meaning to “make present”) in situations involving live action and actors.

    Harbingers of new technologies announce more or less virtual feasts of the senses which solicit sight, audition, haptics, and kinesthesia. Longstanding western theater traditions, where staged visions and verbal renditions are essentially based on a literary starting point, are thus challenged by radically new ways of building and communicating multisensory works. Given the
    vertiginous possibilities opened up by new representational technologies, attempts to resuscitate aesthetic principles from obsolete performing art forms are to a certain extent useful and understandable. A major pitfall, however, is that over-zealous, overhasty  appropriation of defunct models exhumed as stock formulae leads to neglect of other models which, while not as obvious or readily transposable, may point the way to richer, more meaningful lines of experimentation.

     

    Full text p.211-214

  • Acting-Centred Definitions of Vactors, Synthespians, and Digital Doubles
  • Jason Kennedy
  • ISEA2019: 25th International Symposium on Electronic Art
  • Paper and Long Paper
  • Asia Culture Center (ACC)
  • This paper is an attempt to formalise definitions of different types of performance common to computer-generated (CG) characters in feature films, and to create a taxonomy of modes of performance among these characters. Terms such as a “virtual actors” (vactors), “synthespians”, and “digital doubles” are frequently, but incorrectly, used interchangeably due to a lack of established definitions. What is the relationship of these terms to each other, and how should they be understood from both technological and performancebased perspectives? By articulating clear definitions for these terms, it is possible to theorise a variety of performance types specific to CG characters in feature films. These categories provide an expanded understanding of how performance is created among CG characters, and draws into question whether classic examples of synthespians are really synthespians at all.

  • Action Agenda: Vancouver’s Prescient Media Arts
  • Sara Louise Diamond
  • ISEA2015: 21st International Symposium on Electronic Art
  • Keynote
  • 2015 Overview: Keynotes
  • Beginning in the 1960s Vancouver’s hyper active media art scene was a hotbed of experimentation, collaboration, technical play and radical engagement, with a proliferation of organizations engaged with media art. Contributions to the scene included feminist collectives, artists’ cable television, artist-run media arts centres, university labs and programs, electronic art exhibitions and more. This talk will excavate formations, institutions, actions and activism and point to their relevance in our complex times.

  • Activating Archival Research at V2_
  • Arie Altena
  • ISEA2023: 28th International Symposium on Electronic Art
  • Summit
  • Forum des Images
  • V2_, Lab for the Unstable Media is an interdisciplinary center for art and media technology in Rotterdam that strives to build a ‘living archive’ of electronic art, based on documentation of more than 40 years of activities by V2_. This short presentation reflects on the work of three researchers who were commissioned to do archival research connected to the V2_archive in 2022. They presented their findings both in the form of a text and as part of a monthly radio programme by V2_. These commissions were part of V2_’s effort to show that it possible to tell different and diverse histories of electronic art.

  • living archive, electronic art, art history, dissemination, radio, essay, and archival research
  • Active Matrix: A Serious Game to Play with Kandinsky’s World
  • Sophie Lavaud-Forest
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • The presentation will consist in making the demo of one of our project entitled Active Matrix, realized with the scientist Yves Demazeau, head of the scientific laboratory LEIBNIZ – IMAG at the University Joseph Fourier in Grenoble, working in the field of Multi-Agent Systems ). The key design objective behind this project is to make paintings come “alive”, to change paintings into complex dynamic environments with which we can communicate in a ludic way.

    The project is based on Kandinsky’s theoretical and practical work. In particular, on his idea of making theatre “different” in conceiving “scenic paintings”. The prototype allows the spectator an active and play immersion into the poetic, cosmic and symbolic world of the painting Jaune-Rouge-Bleu.

    It consists of setting Kandinsky’s painting into virtual data space, by making a computing simulation that makes the painting alive. Every elements of the painting is listed, the rules of composition and spatial organization are analysed, the global and local tensions are located to computerize the artistic model and its interpretation. The painting, then, becomes a complex dynamic system where the elements interact with each others and with their environment. The spectator’s interfaced human body interacting with the scenography by moving the coloured shapes (also called virtual actors), by moving a virtual camera that carries his eyes and points of view into the scene and by embodying the virtual actors, organize his perception, trying to find a balance between his or her mental state of mind and the equilibrium state of the spatial composition given by Kandinsky. Finally, the immersive trip into the living painting provides the spectator a new reading of the painting, by playing with and manipulating the shapes of the ludic world.

    You can try playing with the application following the link:  yves.gufflet.free.fr/Kandinsky/Kandinsky.html

  • Aeolian Noises: Reconciling Wind Turbines in the Australian Landscape
  • Pia van Gelder
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • Tilting Winds is a practice led research project that investigates aesthetic understandings of Wind Turbines. This project asks: can making music or media from and with wind turbines be a way of repositioning and reconciling these objects in a land-scape increasingly marred by climate catastrophe. This paper introduces outcomes of the work which were developed in collaboration with Cementa Inc. in Kandos, a small town in the Central Tablelands of NSW, 40 kilometres from the new Crudine Ridge Wind Farm.

  • Wind turbines, sound, wind, energies, landscape, colonization, industrialization, energy transition, coalture, petroculture, environmental humanities, Media Art, and electricity
  • Aesthetic and Compositional Issues in Interactive Systems
  • Richard Povall
  • ISEA96: Seventh International Symposium on Electronic Art
  • Round Table
  • 1996 Overview: Round Table Discussions
  • Round Table Statement

    This roundtable would ideally be presented as a discussion forum AND a kiosk. The kiosk would make experimental artists’ CD-ROMs of relevance to the discussion available to individual viewers. The roundtable is intended for practicing artists with experience of, or with an interest in, interactive media, especially interactive performance media. Artists, authors, and experimenters are invited to bring work examples to illuminate the discussion (by prior arrangement with the roundtable conveyor). The terms “realtime systems” or “interactive systems” beg a host of compositional questions. Just what do we mean by interactive? What can interactive compositions possibly be? How does interactive performance affect our sense of the composed or designed time domain, our perceptions of how time is organized and how it passes? What are the aesthetics of interactive work — do they differ from aesthetic value judgements in more conventional frameworks? There are, of course, many realtime interactive systems, ranging from a simple MIDI keyboard with preset sounds, to the most complex multi-CPU systems. For the purposes of this debate, a certain level of complexity is assumed. Crucially, the systems implied here involve a certain degree of automation or machine knowledge a light operator in a stage booth could be said to be operating a “realtime interactive system”, and possibly with some validity but it is not what we mean for the purposes of this forum. All too often the role of the artist is rarely questioned within these interactive systems. Certainly, within score-driven interactive music systems, the composer is still at the top of the creative hierarchy, creating a interactive sonic environment controlled by a performer’s playing only in the sense that it responds to the interpretative gestures of the musical performer. A score, nevertheless, is regurgitated with a high degree of repeatability. In looser environments, an artist will often cede certain sections of a piece to a performer in the guise of improvisation. Working with environment-driven interactive systems takes this one step further: the composer creates not just improvisational sections, but environments in which the performer plays/moves/gestures/speaks. In turn, these approaches call for new ways of making work new creative and compositional methodologies that are likely to be a centre of discussion at this roundtable.

    Present at the Round Table:

    Peter Coppin, Carnegia Mellon University, USA
    Todor Todoroff, Faculty Polytechnique de Mons. Belgium
    Martine Corompt, artist, Melbourne,Australia
    Joran Rudi. Norwegian Network for Technology ACOUSTICS and Music, Oslo, Norway
    Keith Brown, Manchester Metropolitan University. UK
    MartIn Spanjaard, artist, Amsterdam, The Netherlands
    Niranjan RaJah, Universiti Malaysia Sarawak, Malaysia
    Unknown1, student from Utrecht, NL
    Unknown2, artist from Denmark

  • Aesthetic Issues in Computer Art
  • Thomas E. Linehan
  • FISEA: First International Symposium on Electronic Art
  • Paper
  • Aesthetics as a Medium
  • Daria Tsoupikova
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • Virtual reality, telepresence, haptic devices, advanced networks and surround sound offer greater means to visualize the complexity of the world and create new conceptions of reality and identity. These new conceptions expand traditional aesthetic principles of art making into other dimensions in depth and time requiring new aesthetic principles.

    This text describes the relationship between traditional and digital aesthetics in the virtual reality art project Rutopia 2 built for the CAVETM and C-Wall virtual environments. The project explores the aesthetics of virtual art in relation to traditional Russian folk arts and crafts such as wood sculpture, toys and the decorative painting styles of Palekh, Khokhloma, and Dymkovo. Their crisp easily recognizable style of expression is characterised by generalized outlines, crisp emphasized details, bright colours, subjects, materials, and forms. Rutopia 2 generalizes those aesthetic principles and transmits their culture into virtual reality. The project studies how the aesthetics can affect the intuitive navigation, perception, and emotional experience of the user inside the virtual environment.

    Computer graphics techniques used for the real-time development of virtual artwork study how colors and shapes can influence and lead the navigation and interaction of the user in the virtual environment. The research of user’s perception and emotional experience gained from immersion and interaction with aesthetics of the virtual environment teaches that aesthetics can induce and control emotional responses. The aesthetics of the virtual environment can be orchestrated to control the communicative power of the project, maximize a sense of immersion and ultimately “presence” in the virtual world.

  • Aesthetics of a Virtual World
  • Dr. Carol Gigliotti
  • FISEA'93: Fourth International Symposium on Electronic Art
  • Paper
  • 1993 Overview: Paper Presentations
  • Discussing virtual reality with another artist recently, I was asked incredulously “What do ethics have to do with aesthetics?” I might have dismissed the question as coming from someone whose roots are strongly attached to the modernist tradition. He doesn’t grasp, I might have said to myself, that things have changed, that now, in this period considered by many to be postmodern, aesthetics is no longer regulated to a matter of form or style, but rather once again encompasses a philosophical stance towards the a making process. But that response would have missed an opportunity to develop an answer to another and central question about virtual systems. That question involves what the aesthetics of virtual systems have to do with ethics. My one word answer to both questions is, “Everything” The longer answer is less presumptive, more inquiring, and the subject of my ongoing research and this paper.

    In my interviews with various artists, educators, cultural theorists, computer researchers, software and hardware developers, questions about the ethics of virtual systems often materialize as ambiguous but pressing matters. Finding substance in particular worries such as virtual sex, political and corporate domination, military uses, and mind-numbing, violence oriented entertainment, these questions continue to indicate the possibilities of directing the development of virtual systems in building virtual worlds. Ethical questions, after all, involve judgment. How should we act? The idea of judgment in ethics is an all-encompassing function. Involving our entire being, it is the way we choose among many possibilities. Those choices commit us to paths which are more less consistent with our nature and the rest of our lives. The accountability of our judgments is “part of the condition of our existence as social, integrated, affectionate, language using beings” and touches on questions about the nature of knowledge.

    On what do we base those actions? How can we know if the knowledge on which we base those actions is true? Decisions about what is right or wrong are inextricably linked to a grasp of what is real and what is true. We approach an understanding of reality and truth through a variety of means. Historically, philosophical thought has offered us various positions on whether attempts at making ethical decisions are based on stable or shifting grounds. Current technology offers us countless means to reevaluate our perceptions of what reality and truth consist. Consequently, this attempt to suggest aesthetic frameworks for the design of an ethical interactive technology includes a brief, hopefully succinct, unraveling of the intricate connections among pertinent systems of ethics, the ontological and epistemological assumptions on which they are based, and the influence technology has had on those assumptions.

  • Aesthetics of Electronic Art
  • Paul d’Agostino and Jürgen Claus
  • SISEA: Second International Symposium on Electronic Art
  • Panel
  • Cultural Center de Oosterpoort
  • Aesthetics of Exhibition: A Discussion of Recent American Computer Art Shows
  • Patric D. Prince
  • FISEA: First International Symposium on Electronic Art
  • Paper
  • Artists are using technological advances in their art making processes and are concerned about the difficulty of getting their work exhibited. The author discusses the aesthetics of exhibition and the nature of computer-aided art as seen in recent important exhibitions, as well as the problems associated with mounting these exhibitions. A brief history of computer-aided art exhibitions is presented, including the earliest exhibitions, the developments of the 1970s and recent major museum exhibitions. The author compares concepts and traditions in exhibition design to those that will be needed in the future, and finally discusses why certain art forms are exhibited.

  • aethetics
  • Aesthetics of Knowledge Space
  • Wolfgang Strauss and Monika Fleischmann
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • 2008 Overview: Paper Presentations
  • How to present knowledge as a visible shape? How to visualize it as a space to enter? Looking from a perspective of media art, the artists’ presentation examines the notion of knowledge space. The staging of information structures and the procedure of interactive perception will be exemplified by the authors’ own works.

    Introduction
    Knowledge is understood as something that originates in processes of interacting with the world and is actively constructed by the individual. “You can’t manage knowledge — nobody can. What you can do is to manage the environment in which knowledge can be created, discovered, transferred, adopted, adapted and applied,“ say Knowledge Managers Collison & Parcell. As artists we produce artistic environments in which knowledge can be created. Inspired by art historian Aby Warburg and his notion of the Denkraum, we do research on the Virtual Denkraum and the aesthetics of staging knowledge space to enter — between experience and expertise. By knowledge space we understand architectural space furnished with data. Thus physical space transforms into a data landscape to walk-in — an interactive environment connecting data, space and user. The visitor of such an environment is not only the protagonist, but also the producer of knowledge through interaction. For the human it becomes an enlarged action space that is experienced fourfold: through perception of the spatial (and other attendees), by exploration of data, production of knowledge through active experience, finally, through communication with others. In this article we introduce media art examples of staging knowledge, driven by different paradigms of interactivity — and as a public space of knowledge.

  • Aesthetics of Play: Locating the Ludic in Interactive Art
  • Ragnhild Tronstad
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • The borders between games and art have always been blurred. Several theorists have made connections between art and play, from conceptualizing the reception of art objects as an interpretative play (Gadamer) to arguing that computer games should be seen as an art form (Crawford). Phenomena such as interactive art on the one hand and ubiquitous games on the other, make the connection between art and games even tighter. What is the essential difference of a game such as Cruel to be kind and one of Allan Kaprow’s 1970ies happenings? If there is no essential difference, why is the first termed a game while the latter is thought of as art? And what does this difference in terms do to our perception of the phenomena? Already Kaprow realized that framing his works as play instead of art would make them more available to people, and thereby more likely to affect people’s lives. Could the act of framing them as games also make the works more ‘fun’ to people, providing them with a more intensely engaging experience?

    In this paper, I want to examine interactive works of art that require the audience to interact with machines or technology, much in the same way as we are required to when playing a computer game. Comparing these interactive experiences with the way intensely engaging interactive entertainment (e.g. Tetris, Dance Dance Revolution) may make us forget time and place, quite literally “concentrating on what is appearing”(Seel), I want to investigate further into the relationship between play and aesthetic experience. My focus will be on one characteristic of play, namely when it is experienced as ‘fun’, or ‘intensely engaging’, which, I want to argue, can be seen as the optimal state of play.

  • Affect & Media(ted) Experiences: E.motional Perturbations
  • Norie Neumark and Maria Miranda
  • ISEA2004: 12th International Symposium on Electronic Art
  • Paper
  • As digital culture and media develop and re/shape experience, they also colour e.motions. The aim of this paper is to explore e.motions in media(ted) experiences of digital culture. Emotion, or e.motion, can be understood as the movement of embodied affect– within and between bodies– as feelings that are in bodies and that move bodies. We jump with joy, we recoil with fear and when sadness weighs down our hearts, our limbs turn to lead. E.motions also move between bodies and machines and relay through networks, perturbing everyday life. We will engage with these perturbations through two or three case studies of electronic and new media artwork, including our own work in the pataphysical new media art project, The Perpetual E.motions Project.

    In this project, we have set up a fictive institute –the Institute for the Study of Perpetual E.motion. The Perpetual E.motions Project involves both a networked performance and an internet art work, which take as their starting point an understanding of e.motions as physical as well as cultural. We are also interested in the way recent neurobiological attention to emotion is reminiscent of an earlier concern with measurement of motion; in particular the work of Etienne-Jules Marey. Many of the e.motional machines in the internet work are Marey machines that re-map the e.motions which were left out of Marey’s original motion studies. The Perpetual E.motions Project also involves a networked performance, Sea.nce, which focuses on emotions in networked relay. Seances and ouija boards, which historically were popular ‘parlour games’, can also be understood as ‘networked’ events (networking across the ether between the living and the dead). In the discussion of The Perpetual E.motions Project we will focus on the ways that networking and media(tion) perturb and are perturbed by the relays of e.motion.

  • Affect & Media(ted) Experiences: Lust and Disgust: Online Pornography and Affect
  • Susanna Paasonen
  • ISEA2004: 12th International Symposium on Electronic Art
  • Paper
  • For the past ten years, media researchers have focused on online erotica and cybersex, the possibilities of sexual self-expression, experimentation and play online (‘e-rotics’ and ‘cyborgasms’), while relatively little attention has been paid on the massive and highly profitable field of online pornography. Online porn, varying from live shows to webcams, videos, photo and text galleries, is increasingly part of everyday Internet use, finding its way to inboxes as html spam, and forming the most popular search words on the WWW. There is little doubt that pornography is both affective and effective, but there is less agreement over its meanings and implication. Porn relies on ‘gut reactions’ in terms of arousal as well as disgust, and these reactions are inseparable from the workings of gender, class and race. This presentation, basing on analysis of 366 html porn spam messages, argues for the need to consider porn both in terms representation and affect in order to achieve a fuller understanding of the meanings of, and reactions towards pornography.

  • Affect & Media(ted) Experiences: Shocking Flesh: Fatness, Feeling and the Politics of Interpretation
  • Katariina Kyrölä
  • ISEA2004: 12th International Symposium on Electronic Art
  • Paper
  • In my PhD research on fat embodiment in the media, I look at different kinds of images of women and men who are defined fat by the contemporary body standards, and these images almost always provoke strong feelings. Some of the images tend to annoy me or even shock me at first. Most of the popular, mainstream images of fat bodies seem to support very conventional power relations in terms of body size, gender, sexuality and ‘race’. During the process of interpretation the feelings and attitudes towards the images necessarily change. In the presentation I will discuss how my feelings, interpretations and ways of looking as a feminist researcher meet and are constructed in the research process. I am especially interested in the cultural constructions of distance and proximity between the researcher or the viewer and visual material, and how the variations in distance can be of use from a feminist perspective.

    Distance and proximity are produced through bodily experience as well as research objectives and conventions. The assumed bodily similarities or differences between the viewer and the image are important factors in producing different ways of identification. However, through feminist reading and interpretation some images that have first felt distant to me have become closer; sometimes images that have felt uncomfortably close have become distanced. To illustrate how the consideration of embodied distances can be useful, I compare my interpretation process of pornographic images of fat women on the Internet with some other typical representations of fatness in the contemporary popular media.

  • AffecTech: an affect-aware interactive AV artwork
  • Niall Coghlan, R. B. Knapp, M. A. Ortiz, and D. O’Brien
  • ISEA2009: 15th International Symposium on Electronic Art
  • Paper
  • Waterfront Hall
  • Abstract

    New developments in real-time computing and body-worn sensor technology allow us to explore not just visible gestures using inertial sensors, but also invisible changes in an individual’s physiological state using bio-sensors (Kim & André, 2008). This creates an opportunity for a more intimate interaction between the observer and technology-based art (Gonsalves, 2008). We present a technical overview of the AffecTech system; a bio-signal based interactive audio-visual installation commissioned as part of the pre-ISEA symposium in November 2008. Observers were invited to sit on one of 2 sensor-enhanced chairs (Coghlan &
    Knapp, 2008), which transmitted physiological data about the occupant to a central control system. This data was used to control and modulate interactive visuals, live video feeds and a surround sound score, with events and interactions dependent on the observers’ affective/ emotional state and the disparity or similarity between the bio-signals of the chairs occupants. This technical overview is followed by an examination of the outcomes of the project, from both the artistic and technical viewpoints, with recommendations for modification in future implementations.

  • Affective Atmospheres | Ambient Feedback Ecology
  • Nima Navab and Desiree Foerster
  • ISEA2019: 25th International Symposium on Electronic Art
  • Paper and Short Paper
  • Asia Culture Center (ACC)
  • Encompassing a series of experiments with atmospheric scenography the following paper maps out the relationships between different materials and energetic flows as part of a spatial design. These investigations emanate from the assumption that poetic relationships between material and immaterial processes can induce new meaning to the ways we inhabit our environment. In diffusing the boundaries between elemental dependencies connected to water use or airflow and the perceiver, unfolding atmospheric processes on scales that usually remain unnoticed are made sensually perceptible. The focus shifts from the concrete to the in-between. The visualization and enaction of flows that make up our surroundings suggest a greater involvement of oneself with the environment. Through these experiments we demonstrate 1) how spatial continuity can be achieved in relating attributes of dynamic behavior of water, vapor, air, sound, and light to significances in space; 2) that the indifferent role of the human perceiver is challenged in making their impact and responsiveness to the environment part of the spatial composition itself; and 3) how the expressive qualities of atmospheric variables could be used to experience layers of meaning in spaces, that are usually not comprehensible (such as ecological dimensions of water use).

  • After Dan Graham: An archaeological approach to virtual reality art
  • David Han
  • ISEA2019: 25th International Symposium on Electronic Art
  • Long Paper and Paper
  • Asia Culture Center (ACC)
  • Keywords: Virtual reality, media archaeology, closed-circuit video installation art, media art, Dan Graham

    After Dan Graham is a mixed reality art installation that employs an experimental media archaeological art methodology to bring closed-circuit video installation art into dialogue with emerging creative practices in virtual reality (VR). Recent work by immersive media artists have employed an archaeological approach to the creation of a variety of media art. Concomitant with these creative practices are studies that employ an archaeological method to re-examine the history of immersive media technologies. Both the scholarship and creative practices have explored fascinating connections between emerging technologies and the technologies of the past. After Dan Graham extends the archaeological approach to VR by re-creating and expanding an early form of closed-circuit video installation art within a virtual environment. In doing so, this project foregrounds the corporeal data that drives the VR experience and theorizes closed-circuit video installation art as a form of proto-VR.

  • After Memory: Other Networks and Speculative Forms of Connection
  • Nathalia Lavigne, Lisa Deml, and Víctor Fancelli Capdevila
  • ISEA2024: 29th International Symposium on Electronic Art
  • Panel
  • Brisbane Convention & Exhibition Centre
  • This panel aims to discuss how the notion of networks could be reimagined after the Internet’s ‘lost decade’ (Lovinik, 2022) and the end of a fantasy that Web 2.0 would be a democratic and emancipatory environment (Crary, 2022). Starting from a debate about how memory is affected by image overdose, endless social media feeds and clouded storage spaces, we focus on different forms of communication, an essential aspect of the conception and actualisation of memory. As such, it will be discussed how artists and activists have been imagining or developing alternative forms of networks, bringing together both projects with an immediate social goal and artworks that have already proposed speculative forms of communication from the mid–1990’s to the present time.

  • memory politics, maintenance, data sovereignty, digital media, communication, and communities
  • After the Digital – Re-materialising Digital Ecologies of Craft
  • Patricia Flanagan and Runzhi Xue
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • New economies of making in post-disciplinary and post-industrial climates are pushing the traditional boundaries of the craft industries. This article examines recent artistic practices exploring and experimenting at the bleeding edge of art-science-technologies, where artwork is critically crafted, combining digital with physical materials through hybrid forms of hands-on-making. New materials and technologies are being incorporated into contemporary craft and new modes of making are revealed as we witness a move away from modern-craft to an era of post-craftwork. Electronic media sits at the heart of these developments, but in contrast to modernist dematerialisation of art and the dominance of screen essentialism in art production and in daily life, post-craftwork engages with digital technologies in ways that re-materialize data in physical and hybrid spaces and artefacts. The authors draw on new materialism philosophy in consideration of digital material agency, cutting across posthuman, transhuman, and more-than-human paradigms, to examine post-craftwork through examples of six artworks that embody the creative thoughts and insights of their makers, instilling them with social and spiritual value. Re-imagining material conditions and technological futures may offer potential to reconnect culture with nature.

  • Digital Craft, technology2, New Materiality, Vibrant Matter, Art, Data, and Digital Materiality
  • After the Gold Rush: Gold Farming in China – and in Western Academia
  • Bjarke Liboriussen
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Panel
  • Run Run Shaw Creative Media Centre
  • Journalism, and Fiction In the mid-2000s, a new “third-party gaming services industry . . . grew rapidly . . . as MMO games grew in popularity”. According to a 2008 estimate, “China has around 80-85% of employment and output in this sub-sector”.  The production of MMO currencies, items and services is commonly known as “gold farming”, and stories about gold farming in China proliferated in western news media from 2006 to 2009. Meanwhile, scholars commented on Chinese gold farming and its reception by western players by analytically linking it to Third World stereotypes, anti-immigration discourse, and social aspects virtual world ownership.  The figure of the Chinese gold farmer also found its way into western novels. The size of the gold farming industry in China is assumed to have peaked. Although empirical basis for this assumption is weak, the literature tentatively suggests determining factors such as rising wages, and the spread of subscription-based software, which allow private users to automate gameplay for financial gain.
    This paper draws together existing western scholarship, journalism and fiction dealing with the Chinese gold farming phenomenon and frames coverage in these distinct yet interconnected fields as a case study of how discourses around video game economics resonate with broader discourses, in this case western perceptions of China and its role in the global economy. The primary theoretical framework is Vukovich’s update of Said’s orientalism thesis for a world in which China is seen to play increasingly important and diverse roles in the global economy.  Dissatisfied with its status as the world’s factory, China seeks a broad shift from “made in China” to “created in China”, as seen in the Chinese leadership’s importation of “creative industries” policy. The notion of China as a creative country jars with a western sense of China as an industrial and economic superpower, which due to a deep-seated lack of scientific curiosity, a “lack of wonder”, has to rely on hacking and shanzhai copying for innovation. At first glance, gold farming would seem to fit this pattern. I argue, however, that the fictional trope of the gold farmer found in novels by Doctorow and Stephenson, in contrast to the journalistic stereotype, embodies the character trait of cleverness (conming in Chinese), or “practical cunning”. Such “Chinese” cleverness disregards the theory application binary so fundamental in western thinking, and by extension also the related science-technology binary. Taken as a whole, then, western discourses around the Chinese gold farmer bring together a range of divergent techno-orientalist imaginings, from Third World proletariat over parasitic copycat to the embodiment of an alternative to western thinking about science and technology.

  • After the Tunnel: on Shifting Ontology and Ethology of the Emerging Art-subject
  • Tanya Ravn Ag and Maurice Benayoun
  • ISEA2020: 26th International Symposium on Electronic Art
  • Paper and Long Paper
  • During ISEA95, the Tunnel Under the Atlantic presented an artwork that Maurice Benayoun conceived at the time as a manifesto supporting virtuality as a medium. 25 years later, we propose a new understanding of the work and its emergence along with a reconfiguration of the ontological status of contemporary media art. Rather than mere object, as defined by normalized code of representation, the artwork can now be characterized as a subject with operational sensitivities that allow complex reactive behaviors. Real-Time processing of information has played a major role in this mutation. Virtuality – understood as design of the potentialities of the work – sensors and other input devices keeping the work aware of the existence of its ‘public’ and environment seem to have converted the interactive artwork into a sentient entity, empowered with perceptive functionalities and new cognitive capacities: memory, artificial intelligence, and intentionality.

    This transductive process leading to the evolution of the original art-object into the art-subject announces an expansion of what is considered the artwork’s milieu and potentiality. More recent works of Benayoun help us to envision the next steps in this evolution: opening the ontology of art further towards its subjective capacities and possible dynamic implications in society.

  • Aheilos virtual world: Creation and education in the space of information
  • Andreas Guskos
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • Aheilos is an interactive 3d virtual environment functioning online and allowing the creation and presentation of dynamical interactive 3d content to many users. The idea of the Aheilos world is to promote creative, educational and informative activity profiled for art and touching various aspects of culture functioning on the edge of art, science and technology. The virtual space shared for development in the Aheilos world was divided to several areas with different functional profiles in wich several projects were launched, exploring the potential use of such type of environment.

    Projects initiated in the Aheilos world that will be showcased on the ISEA symposium.

    1. Virtual reconstruction of the White Eagle Square in Szczecin in its form from 1938 year. Virtual 3d environment as a potencial platform for sharing historical knowledge associated with architecture and urban development.
    2. Remote artistic education in virtual space. Based on examples of classes that took place in Exhibition design workshop on the Visual Arts Department of the Academy of Art in Szczecin.
    3. Virtual and hybrid exhibition space. Based on examples of ongoing and past exhibitions that were utilizing Aheilos virtual environment and its tools, such as 2‑way real time multimedial communication, remote presence, capability of displaying dynamical interactive content.
    4. Virtually aided architectural design. Presentation of the potential of virtual dynamic 3d online environments for enhancing contemporary architectural design process.
    5. Experimental artistic projects utilizing the specifics of the interactive online 3d environment. Artistic creations in teleinformation space with the use of tools available in Aheilos environment, such as: scripting, adding media, 2‑way streaming of content, modelling, texturing, deploying art online, remote presence, remote interaction, dynamical data processing.

    Aheilos environment is running on OpenSimulator engine and New World Studio 3D creation kit.

  • AI and Art Pedagogy
  • Borim Song and Ahran Koo
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • In recent years, Artificial Intelligence (AI), a term coined by John McCarthy in 1956, has been continuously debated as creating arts using an AI has become more common in our daily lives. However, we argue that gifted arts educators are not yet prepared for the paradigm shift. As art educators interested in introducing contemporary art to the K-12 curriculum, in this paper, we shed light on the implications of the work of con-temporary artists who actively incorporate AI technologies into their practices, particularly for today’s gifted arts education. We highlight the bodies of work of three artists/artist groups: Patrick Tresset, Shinseungback Kimyonghun, and Es Devlin. Their definition of the role of AI in creative art making pro-cesses is distinctive in their own terms and centered on their artistic goals and missions. Constantly seeking artistic possibilities in playful ways, these artists focus on intuitive processes, maintaining and developing their artistic curiosity and critical thinking, rather than on technologies themselves. They suggest that AI use in creative activities can push the boundaries of artistic practices and can challenge our traditional notion of what constitutes good art. It also questions the definition of “gifted” and “talented.” We encourage fellow gifted arts educators to accept this new challenge and to help their students encounter new ways to develop critical thinking and problem-solving skills by employing the conceptual fluidity and flexibility required for human-centered AI use.

  • artificial intelligence, pedagogy, art education, contemporary art, Creativity, Patrick Tresset, Shinseungback Kimyounghun, and Es Devlin
  • AI Art and the “Transparent Author”
  • Raivo Kelomees
  • ISEA2022: 27th International Symposium on Electronic Art
  • Paper and Short Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Artificial intelligence (AI) technologies seem novel in an artistic context yet, by exploring certain proposed new terms, I aim to demonstrate that the practice of ‘relinquishment’ of creative activity has its roots in art history. The following questions will be addressed in the paper: can such a ‘relinquishment-technique’ be considered a universal mechanism for artistic inspiration? Can we find something similar in surrealistic techniques? Is the author disappearing or becoming ‘transparent’ when abandonment of creative activity occurs? Does AI-based art assume the transparency of the author and is it possible that artworks can be created by other artworks? The terms ‘linear’, ‘circular’ and ‘closed-loop’ concept transfer will be analysed with regard to interactive artworks.

  • artificial intelligence art, Surrealist Techniques, Transparency of the Author, interactive art, Linear Concept Transfer, and Closed-loop Concept Transfer
  • AI Creativity: AI.R Taletorium, New Storytelling Realm
  • Predrag K Nikolic, Ruiyang Liu, and Giacomo Bertin
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper and Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • While stories provide an effective and concise way to share experiences, visual content acts as a more comprehensive and universal communication tool that transcends barriers between user groups with different cultural backgrounds and physical preferences. However, the meaningful learning process for coherent story visualization is a challenging task in AI studies. This paper proposes AI.R Taletorium, an intelligent artistic fairytale visualizer that interacts with users in real-time. Furthermore, language and mental development are key aspects of early childhood education.

    Our system is collaborative and enables common creative experiences between groups of children at remote locations. We aimed at offering an entertaining and imaginative platform for children to communicate with each other, improving their psychological health, especially under extreme circumstances such as the COVID- 19 pandemic. The system comprises two novel modules, a character-centric storyline generator and a visualizer in the form of doodlers. We connect the modules with characters and build a bidirectional link to allow kids to participate in the fairy tale creation process by simple adding their drawings.

    Our key contribution is as follows:

    – A novel multimodal fairytale co-creation interface based on interactive text-to-image transfer and vice-visa.

    – The system presents a novel fusion method between a learning-based language model and rule-based graph update, allowing for more flexibility in story generation and visualization with limited data.

    – Proposing a CLIP transformed story graph as an intermediate representation to transcend the barrier between digital storytelling content and insufficient illustration data (automatic AI fairy tales storytelling case).

    We fuse the rule-based language model with a learning-based generation model into a unified visualization system to allow for more flexibility during generation. AI.R Taletorium can visualize complex fairy tale scenes with stylized characters and rare relationships with our fused framework.

  • artificial intelligence creativity, AI automated storytelling, human-AI interaction, computer vision, and AI imagination
  • AI or not AI: The Perspectives of Artificial Intelligence from Contemporary Artists in U.S.
  • Ahran Koo and Borim Song
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • With a paradigm shift in art and technology, creating artwork using Artificial Intelligence (AI) has become more common in our everyday lives whereas the role of AI in creative practices has been debated in various contexts. The paper will highlight the practices of and insights from three AI artists and critiques residing in the United States, Lauren Lee McCarthy, Refik Anadol, and Şerife Wong. They suggest that AI use in creative activities can push the boundaries of artistic practices and can challenge our traditional understanding of artmaking. We en-courage fellow art practitioners to learn from the artists’ in-sights and practices to help others encounter new ways to de-velop critical thinking and problem-solving skills by employing the conceptual fluidity and flexibility required for human-centered AI use.

     

  • artificial intelligence, contemporary AI artists, Lauren Lee McCarthy, Refik Anadol, Şerife Wong, and AI artists in the United States
  • AI Paradigm
  • Harold Cohen
  • FISEA: First International Symposium on Electronic Art
  • Keynote
  • 1988 Overview: Keynotes
  • Jaarbeurs
  • artificial intelligence
  • AI.MAGINATION
  • Pablo Gobira, Ana Luiza Pedrosa Camilo, Gabriel Augusto Duarte Rios, and Vinicius Viana Rafael
  • ISEA2024: 29th International Symposium on Electronic Art
  • Artist Talk
  • Brisbane Convention & Exhibition Centre
  • In this article we present the metaverse blockchain exhibition AI.MAGINATION: appropriations, hybridism, and realities (2023). An accomplishment anchored in the research of the group Laboratório de Poéticas Fronteiriças (LabFront) that combines the arts, sciences, and technologies. This work intends to present the poetic participation of the curator in the design exhibition actions carried out within AI.MAGINATION. In addition, the exhibition applies pioneering techniques of the twentieth-century avant-garde, such as appropriation. Elevating it to the context of infocognotecnologies, demonstrating how applications of this context were made in creating Visual Identity, 3D modeling in blockchain metaverse environment, and designing exhibition compositions.

  • AI.MAGINATION exhibition, artificial intelligence, appropriation, digital art, Curatorship, and Blockchain Metaverse
  • AI.R Taletorium: Artificial Intelligence 1001 Cyber Nights
  • Predrag K Nikolic and Giacomo Bertin
  • ISEA2022: 27th International Symposium on Electronic Art
  • Artist Talk
  • MACBA - Convent dels Àngels
  • AI.R Taletorium: is an artificial intelligence-based collaborative storytelling system that offers children with inclusive needs an opportunity to experience a remote interactive AI fairy tales storytelling experience while actively involving them in creating a story’s narrative with their normal peers. We use artificial intelligence, facial characteristics, computer vision and playful interactive collaboration. We aim to provoke positive social interactions between children, help develop social, creative and communication skills in the early childhood stage, and improve their imagination and social competencies. In the art project AI.R Taletorium: Artificial Intelligence 1001 Cyber Nights, we are inspired by “One Thousand and One Nights” collection of Middle Eastern folk tales and its vast cultural influence on world exchange between East and West.

    Furthermore, in this project, we are developing the concept of Artificial Intelligence Reality (AI.R) as a novel reality paradigm designed with robot creativity and artificial intelligence processed data collected via sensors and cameras from the environment. Besides textual dataset and visual data analysis, we use the users’ facial recognition features, and emotional data as inputs for total user immersion into AI created realm.

    Our platform’s key novelty is the use of artificial intelligence, facial characteristics, and visual content generated by users to conceptualize and direct fairy tales created by a trained AI storytelling agent. The system is operating online and in real-time. Users can invite more participants to make fairy tales or start a new one upon invitation. The AI agent also creates dynamic illustrations of the generated storyline and allows the user to draw additional objects or characters that are integrated into the story afterwards. The system offers a collective entertaining and imaginative experience without location and time limitations, helping children stay together, improving their psychological health, and creatively collaborating.

  • artificial intelligence creativity, AI automated storytelling, human-AI interaction, computer vision, and AI imagination
  • AI4FUTURE
  • Federico Bomba
  • ISEA2022: 27th International Symposium on Electronic Art
  • Institutional Presentation
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Can Artificial Intelligence be a creative tool for better understanding the social changes we are facing? Through a two-years journey – ending in September 2022 – an international network of urban labs is exploring what artists, computer scientists and young activists can do when they work together. Co-funded by the Creative Europe programme, AI4Future is contributing to improve the knowledge on new possible meanings of Mobility after the emergence of the Covid. This is, in fact, is the first social challenge chosen by the partners: Mobility in its various meanings, that is mobility across national borders, green & sustainable transportation, mobility in a phygital world or connected to gender equality issues. Each partner is shaping with its community a corner of “local” history in order to investigate different perspectives on the issue.

    The young activists have been involved since the beginning for the design of the whole journey. Four statements, one for each hosting cultural center, have been produced with them during dedicated workshops: they represent the challenges they are advocating for with their associations.

    Four artists among the ninety candidates have been selected for answering these challenges. Chunju Yu, Nino Basilashvili, Bernat Cuní and Luca Pozzi are working in residencies in Rotterdam, Cagliari, Barcelona and Milan. They are developing AI-based works, cooperating with young activists on their local mission. At the end of the residency period the AI-based works will be presented to the local community. With this approach, art and new technologies become ways to help dialogue and consciousness, creating relations, empathy and wonder.
    The exhibit in Barcelona, hosted by Espronceda during ISEA, will be used to test the prototypes made so far. The final artworks will be presented in September in Milan, together with scientists and humanists, for an attempt to redefine the concept of mobility in the post-covid era.

  • AI, art, communities, activism, and human-computer interaction
  • AIA: Artificial Intelligence for Art
  • Robert B. Lisek
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • We observe the success of artificial neural networks in simulating human performance on a number of tasks: such as image recognition, natural language processing, etc. However, there are limits to state of-the-art AI that separate it from human-like intelligence. Humans can learn a new skill without forgetting what they have already learned and they can  improve their activity and gradually become better learners. Today’s AI algorithms are limited in how much previous knowledge they are able to keep through each new training phase and how much they can reuse. In practice this means that it is necessary to build and adjust new algorithms to every new particular task. This is closer to a sophisticated data processing than to real intelligence. This is why research concerning generalisation are becoming increasingly important. Processes such as intuition, emotions, planning, thinking and abstraction are a part of processes, which occur in the human brain. Abstraction allows for making analogies, coding relations and relations between relations.

  • AIBO: An Emotionally Intelligent Artificial Intelligence Brainwave Opera – Proof of Concept
  • Ellen Pearlman
  • ISEA2019: 25th International Symposium on Electronic Art
  • Paper and Short Paper
  • Asia Culture Center (ACC)
  • Analytic cloudbased speech-to-text engines like the Google API and IBM Watson function through semantic analysis of speech. This is accomplished by assigning weighted values based on the force of an emotional statement, or its magnitude, and an emotional analysis of its score, meaning if the sentence is positive, negative, or neutral. These same analytic qualifiers can be deployed by speech-to-text or text-tospeech chatbots, and developed into analytic engines that are tasked with critical decision making power about customer service, healthcare, jurisprudence, social sorting, employment, and migration, among others. Private corporations like Facebook’s Building 8 and the U.S. Military’s DARPA Agency [1] [2] are funding research to develop semantic analysis of thoughts in the brain capable of interacting directly with computers. AIBO, a work-in-progress emotionally intelligent artificial intelligence brain opera presents a rapid prototype of a built feedback loop between EEG signals from a human brain and an emotionally intelligent artificial intelligence entity driven by machine learning. It explores the hegemony of algorithmic decisions vs. a human being’s messy emotions, both as a performer’s brainwaves are displayed on their body as flashes of varicolored light, and through the projection of a colored graphic indicating a semantic analysis in a connected feedback loop.

  • Airspace: The Interface of Biodigital Communication
  • Andrea Polli
  • ISEA2010: 16th International Symposium on Electronic Art
  • Paper
  • Volkshochschule (VHS Dortmund)
  • This paper investigates how sound transmission can contribute to the public understanding of climate change within the context of the Poles. How have such transmission-based projects developed specifically in the Arctic and Antarctic, and how do these works create alternative pathways in order to help audiences better understand climate change? The author has created the media project Sonic Antarctica from a personal experience working in Antarctica. The work combines soundscape recordings and sonifications with radio-style audio interview excerpts. This work will be examined in the context of the other sound transmission science and art works.

  • AIwriting: Relations Between Image Generation and Digital Writing
  • Scott Rettberg, Jill Walker Rettberg, Talan Memmott, Jason Nelson, and Patrick Lichty
  • ISEA2023: 28th International Symposium on Electronic Art
  • Panel
  • Forum des Images
  • During 2022, both transformer-based AI text generation systems such as GPT-3 and AI text-to-image generation systems such as DALL•E 2 and Stable Diffusion made exponential leaps forward and are unquestionably altering the fields of digital art and electronic literature. In this panel a group of electronic literature authors and theorists consider new opportunities for human creativity enabled by these systems and present new works produced during the past year that specifically address these systems as environments for literary expressions that are translated through iterative interlocutive processes into visual representations. The premise that binds these presentations is that these systems and the works generated must be considered from a literary perspective, as they originate in human writing. In works ranging from a visual memoir of the personal experience of a health crisis, to interactive web comics, to architectures based on abstract poetic language, to political satire, four artists explore the capabilities of these writing environments for new genres of literary art practice, while a digital culture theorist considers the origins and effects of the particular training datasets of human language and images on which these new hybrid forms are based.

  • AI, GPT-3, DALL•E 2, Stable Diffusion, electronic literature, image generation, digital narrative, and language models
  • Alberti’s Window V2.0: A Vision Machine for Expanded Spaces of Representation
  • Volker Kuchelmeister
  • ISEA2013: 19th International Symposium on Electronic Art
  • Paper
  • The University of Sydney
  • Keywords: interactive cinema, expanded cinema, panorama, immersion, narrative space.
    Alberti’s Window v2.0 is a novel interactive cinema platform for the expression of stereoscopic 3D panoramic and multi-viewpoint spaces of representation, in which participants embark on an embodied journey of discovery. In this paper, the author outlines the conceptual and technical framework, exemplified through a work specifically made for this platform, the interactive cinema project Juxtaposition. An introduction to the history of immersive imaging, presentation modalities and innovators contextualises this work within the wider field.
    Intro
    Since Leon Battista Alberti’s first scientific study on perspective as an instrument of artistic and architectural representation, the term ‘Alberti’s Window’ has become a metaphor for linear perspective. Version 2.0 is an interpretation and extension of the conceptual ‘window to the outside’. It utilises modern technology and digital imaging to create a vision-machine, which allows for: the spatial correspondence between the real and the representational space, the expansion of the perspectival model, and an interactive experience where participants embark on an embodied journey of discovery.

  • Algae Chorus: A Sound Installation of Interdependence
  • Yan Shao
  • ISEA2023: 28th International Symposium on Electronic Art
  • Artist Talk
  • Forum des Images
  • Algae Chorus is a sound installation that collaborates with living algae, in real time, transforming their movement and photosynthesis process into sounds. The algae utilize the audience’s collective carbon exhalations within the exhibition space, revealing the mutual dependencies between humans and photosynthetic organisms.

    Algae are a diverse group of aquatic photosynthetic organisms that produce around 70% of the earth’s oxygen. They also assimilate most of the carbon dioxide on the earth. As we face the climate emergency, algae are critical organisms that we imagine ways to make their role in the carbon cycle more visible.

    In this project, three species of algae live in disparate domestic containers in various growth stages, including single-cell cyanobacteria: Spirulina, microalgae: Nannochloropsis, and Chlorella Vulgaris. This installation explores the visual perception of the varied green shades of each algae colony, formed by degrees of density, and it embodies humanity’s affection for green aesthetics and the essence of color originating in nature.

    The algae’s growth and movements are manifested by light sensors in their biological time. While audiences inhale oxygen and exhale carbon dioxide, the atmosphere in the exhibition is slowly affected and also gets detected by a carbon dioxide sensor. All these data are translated into sound synthesis and tune the chorus.

    Through a rich visual and listening experience with algae, this project provides a space for contemplating oxygen and carbon dioxide circulation, and raises questions about our habit of anthropocentrism and the hierarchy of biological taxonomy. While not providing a solution, this project aims to open a discussion on our relationship with organisms living on the earth toward a sustainable future.

  • Algaphon: Transducing Human Input to Photosynthetic Radiation Parameters in Algae Timescale
  • Harpreet Sareen, Franziska Mack, and Yasuaki Kakehi
  • ISEA2022: 27th International Symposium on Electronic Art
  • Paper and Short Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Urban environments and manicured nature, with no sight unseen of native organism diversity, have led to forgotten evolutionary histories and a reduced understanding of ecosystem relations. The aquatic plant biosphere especially bears a collective amnesia  from the humans of its evolutionary roles. It wouldn’t be erroneous to use ‘out of sight, out of mind’ in the context of the biosphere of aquatic plants. While the contributions of these early species have been tremendous to shaping higher plants, they haven’t received a lot of focus in their role from non-scientific communities.

    Our work refocuses the attention on algae species and reflects on the role of these species in climate change in specific coastal regions, through very specific micro-capabilities. We were first inspired by algae sounds recorded underwater in the bay and river waters at the East Coast (East River / Hudson River) and West Coast (San Francisco Piers, Sausalito, Point Reyes) areas in the US. These microalgae traditionally form and release oxygen near their macroalgal filaments. When this oxygen is released, the relaxation of the bubble to a spherical shape creates a sound source that ‘rings’ at the Minnaert frequency.

  • Climate Change, ecological time, biological functions, algae, and interactive art
  • ALGORICINE Genealogy Ontology, Aesthetics and Politics of Algorithmic Life, from the Ancient World to Big Data
  • Jaime del Val
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Poster
  • 2017 Overview: Posters
  • University of Caldas
  • Keywords: Big Data, Anthropocene, Capitalocene, Chthulucene, Singularity.

    Algoricene is a concept and subproject of the Metabody project. This project proposes to explore, both through theoretical research and through artistic creation, the impact, history, ontology, aesthetics and politics of algorithmic modes of organization that may be traced already in old cultural formations such as grided urban plans in Mesopotamia and ancient Greece, or perspectival vision in the Renaissance, and which currently undergo an explosion in the context of Big Data systems.

  • Algorithmic Vision and the Dialectic of Visibility
  • Hugo Felipe Idárraga Franco
  • ISEA2022: 27th International Symposium on Electronic Art
  • Paper and Short Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • This article proposes to analyze the definition of the human being through the ‘eyes’ of machine learning models dedicated to the recognition and classification of people. For this, the image of a dialectic of surveillance and social control is offered based on the constant visibility of those affected and the invisibility of those who benefit from this system. The algorithmic vision emerges here as a privileged place to exercise this power, but at the same time as the place of vulnerability, from where it is possible to transform this dialectic and the power relations that it determines. The article then proposes a reflection on the different counter-surveillance strategies that take advantage of creativity and aesthetic experience to think about other power relations, that is, about other possibilities to think about what a human being is today.

  • surveillance, control, algorithms, visibility, and invisibility
  • Alien Agencies: Liveness and Nonhuman Performativity
  • Chris Salter
  • ISEA2010: 16th International Symposium on Electronic Art
  • Panel
  • PACT Zollverein
  • In 1939, the Austrian trained architect / scenographer Frederick Kiesler authored an essay entitled “On Biotechnique and Correalism: A Definition and Test of a New Approach to Building Design” in which he posed the question “at what point does inanimate matter pass over and become alive?” Kiesler was referring to a 1912 experiment by the Nobel Prize winning surgeon Alexis Carrel in which cells from the heart of a developing baby chick were removed by Rockefeller Institute researchers and healthily grown and sustained inside the technically constructed environment of a test tube culture for over 34 years. As Kiesler wrote, “The experiment confirms the view that, while life only comes from life, it is also dependent on its technological environment” (Kiesler 1939).

  • Alire: Une Experimentation De Poesie Informatique En Lecture Privee
  • Philippe Bootz
  • ISEA2000: 10th International Symposium on Electronic Art
  • Paper
  • Since 1989, alire1 has been offering, in private reading, that is to say at home, poetic works created on computer and designed to be read on this medium. She thus anticipated a movement now common to the Internet, considering that the screen would become a reading medium as normal as the book. But she did not just advocate a change of text support. It took into account the dynamic character that ensued, introducing, through animation, temporality as a natural syntactic dimension. It also considered that the display device is not reduced to a screen, but that it consists of a much more complex machine for performing calculations, logical operations, processing and storing information. not intended for reading, so many possibilities absent from classical literary devices. The most important point, in this second remark, is the voluntary addition of information not intended for reading. This simple fact suffices to assert that the computer device introduces some opacity for the reader. A gap is growing between the author and him; the device increases the distance between them. Such an upheaval can only engender a change of textual archetype and bring out new literary forms. But it takes all its importance in private reading, a situation that allows time for the reader to integrate the work, and therefore to rub his potential opacities, to experience them. It seemed obvious to us in 1989 that an editorial system favoring private reading at the expense, perhaps even of a spectacularity adapted to public presentations, would lead to productions of a different type. The electronic journal on diskette, then on CD-ROM, seemed to us at the time to be the appropriate vector for such a project.
    We did not think then to discover a behavior of the works as it appears to us today, of kind to move a little more still the definition of the text. The text can not be limited to observable objects, it is above all functioning, and even constitutes a complete system endowed with the three faces of the system: ontological, functional, organizational.

    I propose to present the main characteristics of this private reading, as they have been treated by the authors published in ALIRE.

  • All Kinds of Revolutions
  • Willem Dijkhuis
  • FISEA: First International Symposium on Electronic Art
  • Keynote
  • 1988 Overview: Keynotes
  • Center for Art, Media & Technology
  • Alliance Artem: ENSAD-Nancy, ICN Business School, Mines Nancy (EU, FRA)
  • Christelle Kirchstetter
  • ISEA2023: 28th International Symposium on Electronic Art
  • Institutional Presentation
  • 2023 Overview: Institutional Presentations
  • Forum des Images
  • Alphabetic pleasures: when signs mate
  • Klaus Spiess, Emanuel Gollob, and Jens Hauser
  • ISEA2023: 28th International Symposium on Electronic Art
  • Artist Talk
  • Forum des Images
  • The performance installation ‘Alphabetic pleasures – when signs mate’ uses artificial intelligence to relate the latent spaces of visitors’ phonemes with their oral microbiome to reveal the complex symbiosis between a future language and the mating of our oral microbiome. Based on the artists own scientific laboratory data, the performance suggests that the oral microbiome balances its own mating and death rate by encouraging humans to speak the vibrating vowels A E I O U in appropriate combination with the tonal consonants F P T K S SCH. Using a bioreactor-based lab, audience voice splitting, Deep Learning and an artificial voice articulator, ‘Alphabetic Pleasures – when signs mate’ proposes new phonemes that enable the mutual protection of sign systems and the replication rate of the oral microbiome.

    The repetition of phonemes in ‘Alphabetic pleasures – when signs mate ‘ which are necessary to trigger physiological changes becomes the artistic practice of a political ec(h)olalia sustained through literal resonance with other beings, creating a shared habitat of sounds and marginalised oral beings as post-anthropocentric solidarity. Echolalia in ‘Alphabetic pleasures – when signs mate’ goes from meaningless repetition to Ecolalia, a co-constitutive relationship and ethical intimacy with the oral microbiota that disrupts colonial, speciesist and capitalist rhythms of sociality, communication and space.

    Most importantly, the resulting ‘feverish’ phonemes are interwoven with the reproductive activities of the oral microbiota. Thus, the performance offers a sensory imaginary/sensory to explore an ecosexual symbiosis between signs, sounds and non-human sexualities that might make us aware of the correlated linguophonetic and microbial erasure process that has been ignored so far.

  • Altered Landscapes
  • Daniel Wayne Miller
  • ISEA2019: 25th International Symposium on Electronic Art
  • Artist Talk
  • Asia Culture Center (ACC)
  • Altered Landscapes is an artist talk where Daniel Miller will discuss his recent projects: Malignancy, Floodwaters also referencing earlier projects. In Floodwaters materials flow, meander and randomly generate new forms only to be controlled and manipulated by a humanmade system. Malignancy is an artwork where animations of a blue moulin ice lake is projected onto a frost covered metal cooling plate. The video animation of the moulin will enlarge as viewers approach and possibly touch the frozen plate. For many years now Daniel Miller has used to robotics and electronics to investigate environmental issues in his artwork. His recent projects explore relationships to the physical world through mimicking landscapes.

  • University of Iowa
  • Alterscience research project: the new political subjects of knowledg
  • Artur Matuck, Adriana Bobilho, Daniela Ernst, and Antônio Rodrigues
  • ISEA2022: 27th International Symposium on Electronic Art
  • Institutional Presentation
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The limitations of scientific thought, restricted to rigid paradigms, prevent new proposals from being conceived, devised, or absorbed.

    Alterscience designates a confluence of philosophical perspectives, aesthetic, spiritual, moral, and physical; it combines emerging theories, such as ecology, feminism, decolonialism, class struggle, negritude, anti-racism, and anti-speciesism, resituating the  science in a process of theoretical, experimental, philosophical, moral and paradigmatic reconstruction, breaking with its ideological territories and unquestionable epistemologies.

    It aims at an investigative stance open to a different knowledge construct, with continuous reflection, sociopolitical engagement and consequential pedagogical practices. It institutes a paradigmatic revision, intending to interweave logic, philosophy and spiritual traditions, current and potential modes of intelligence.

    Alterscience is proposed as a science that respects life implying the acceptance that living beings, whether human or non-human, are sacred and therefore have inalienable rights. This vision creates an inevitable confrontation with the foundations of the dominant science, historically governed by positivism, determinism and technological rationalism and mechanisms of colonization and control that allowed the subjugation of a multitude of beings, the manipulation of animals, plants, and the planet itself.

    This behavioral logic of exploitation of life, implicitly validated by science, is insidiously extended to the treatment of human beings, tacitly considered as machines, devoid of sacredness, without rights to life, dignity, respect, and therefore available to be controlled, experimented, exploited and exhausted. The proposal stimulates a broad reflection on Sciences and Alterciences, for identify new topics of knowledge, alternative objectives, modalities or methods of knowing; to unveil other objects and dimensions; to experiment with different languages, agencies, instruments, modalities; to conceive multi- and inter- visualities and dimensionalities; to examine new forms for knowledge legitimation, to implement non-proprietary processes of information dissemination, application and transformation; to absorb additional subjects of knowledge and to reach and augment the beneficiaries of science.

  • Alterscience, new political subjects, science criticism, and philosophy of contemporary science
  • Altres Veus
  • ISEA2022: 27th International Symposium on Electronic Art
  • 2022 Overview: Extended Programme Presentations
  • Always On: Exploring Socially Engaged Internet Art in Taiwan
  • Yu-Chuan Tseng
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • Brisbane Convention & Exhibition Centre
  • People use mobile smart devices as gateways to enter the online world. We are not only “Being online” but in “Always On” life. Taiwanese artists recognized the issues and has led to a greater concern on the digital lifestyle and its impacts, resulting in the initiation of creative pro-jects and exhibitions. The involvement of the internet society in internet art is a proven method for artists. This approach aligns with the concept of Socially Engaged In-ternet Art. It emphasizes artists actively engaging in so-cial issues within the online environment to prompt au-dience awareness and reflection on topics related to the online society, politics, culture, and more. This article aims to gain insight into the critical awareness and prac-tices by examining the artworks in the “Always On: Net Art Exhibition” in Taiwan. This exhibition features 10 artists and 2 artist groups, showcasing a total of 15 art-works organized into four themes: “Digital Manipula-tion,” “Information Ghost,” “Simulated Existence,” and “Return to Reality.” The author will explore how artists express their concerns regarding the implications of be-havioral technology, strive to regain their rationality, and acknowledge the existence of concealed online manipula-tion.

  • internet artwork, Socially Engaged Internet-Art, digital art, Always On, Net Art Exhibition, Taiwan Digital Art, and Tele-communication
  • Always Only Once: The paradox of preserving performative digital works
  • Amy Alexander
  • ISEA2022: 27th International Symposium on Electronic Art
  • Long Paper
  • MACBA - Convent dels Àngels
  • The 20th century saw various approaches to expanded cinema performance, including color organs and mixed media “psychedelic” light shows. These practices were difficult to document technically and were, to various extents, based on performance in the moment. Technically, archival 20th century visual performance documentation and preservation ranges from the non-existent to the surprisingly future proofed. But expanded cinema historian William Moritz summed up the unrepeatability of performance experience in a 1969 review of the mixed media performance ensemble Single Wing Turquoise Bird: “always only once.” Contemporary performative digital practice shares some parallels with these earlier performative practices: the work may be performed live by a performer, or an algorithm may perform the work automatically. In either case, preservation faces the paradox of recreating moments that were intended to happen “always only once.” Examining 20th century attempts to preserve the ephemeral can inform not only how we approach preservation of performative and process-based digital works, but also which works we attempt to preserve.

  • digital preservation, digital archiving, expanded cinema, digital performance, and algorithmic art
  • Amateur Lithopanspermia: Decolonial outer space perspectives, slow space travel, and lichen-human hybrids
  • Adriana Knouf
  • ISEA2023: 28th International Symposium on Electronic Art
  • Artist Talk
  • Forum des Images
  • Amateur Lithopanspermia is an experiment in lichen-human hybrids for the purpose of space travel. Rather than focusing on making space travel amenable to the human form, I pro-pose that we merge aspects of ourselves with an organism, lichen, that can deal with the ravages of space. The collection of human materials that will sustain the lichen will occur from those who are often excluded from space activities, such as women, people of color, the differently abled, and LGBTQ+ people. The consensual collection of materials, as well as the offering of these materials to the lichen, inverts the usual relationship between humans and other living entities. These lichen-human hybrids will be encased in fallen meteorites, thus launching from earth what has already come here from the cosmos. The rocks and hybrids will travel to Mars, or elsewhere in the solar system, using solar sails as their means of propulsion, obviating the need for chemical propellant in space. Workshops here on earth will weave new tales about non-anthropocentric space travel. These stories become technologies themselves, as they allow us to make manifest new desires for our more-than-human lives in outer space, pushing against colonialist and extractivist narratives.

  • Space Art, lichens, solar sail, decolonial perspectives, trangender, and xenology
  • Ambient Commons and the Eternal Passage of the Sun in Generative Public Art
  • John Power
  • ISEA2019: 25th International Symposium on Electronic Art
  • Paper and Short Paper
  • Asia Culture Center (ACC)
  • Generative ambient art in public space has been developed by the researcher as part of their creative practice. Case studies of the presentation of such art works informed the design of an ambient installation in State Library Victoria (SLV) in the Melbourne CBD over 2 weeks. This installation provided the setting where ethnographic methods facilitated public encounter. Interpretation of qualitative data generated from this encounter is considered in relation to Malcom McCullough’s notion of the Ambient Commons. The research concludes that generative ambient artworks on digital displays in public settings can have a positive impact on a sense of place and intuitive place making practices and in this way supports the use of generative media as a creative way to provide public amenity and to foster the Ambient Commons.

  • American Vectors: a project combining biomaterials, streaming media and military imagery
  • Christina Nguyen Hung
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • In my recent work, I combine techniques borrowed from bioengineering with images of cultural and political icons and maps. The process results in an unusual hybrid: the scientific “visualization” with overtly sociopolitical content. Currently, I am working with a graduate student in the bioengineering lab at Clemson University to create images using several cell imaging processes including a system that allows us to place and observe live neuron cells as they grow to form connections and “communicate” with each other, and a soft lithography technique which allows cells to be printed in precise shapes. The lithography process is a more refined version of a process I developed within my studio practice and which I used to create works like McCarshcroft: a morphology of extremism and stay the course. A new work-in-progress is American Vectors, in which I use the bacterium Serratia marcescens and the soft lithography method to represent airbases, currently in use by the American military in Iraq. Images of these “micro airbases” are streamed via live web cam on the American Vectors website. A blog component provides a forum for the discussion and interpretation of the work.

    Though critical, the work is less a critique of science and more a form of science fiction, in which the technologies of bioengineering stand-in for all brave-new-world-making enterprises, from the microscopic recombination of cells to the macroscopic reassembling of cultures. For example in the work TJMAQS I map elements of globalization’s infrastructure (Maquiladoras in the Tijuana region of Mexico) using bacteria. Thus, like biological entities such as viruses and biochemical materials, the infrastructure of globalization, which simultaneously which perforate as it connects cultures, is presented as a living entity which grows and spreads as it consumes resources around it.

    [also artist talk]

  • AmeXica sKin: a colloborative event questioning borders
  • Sylvie Marchand and Lionel Camburet
  • ISEA2009: 15th International Symposium on Electronic Art
  • Artist Talk
  • 2009 Overview: Artist Talks
  • Waterfront Hall
  • Artists Statement

    AmeXica skin questions the worldwide migratory flux in collaboration with international artists who join the dialogue through on line web events and off line performances set into the installation.

    ‘AmeXica’ refers to the border zone between Mexico and the U.S. I resent the binary conception of the border as a separation between two worlds. ‘AmeXica’ points to a transforming, hybrid culture. This presents a challenge for an emerging artistic, transcultural, and collaborative form which is a necessity response to overcome violence.

    In the open space of the multimodal and inclusive work AmeXica sKin I am putting at stake my commitment to history as an artist: how can I shape my testimony, my point of view as an artist, beyond the clichés of mass media, of politics and cultural and aesthetical habits? ‘I have chosen to witness the crossing of the border as a succession of trials, the symbolical image of the maze, the materialization of the threat of death but also of the quest of life.’ (Sylvie Marchand) ‘sKin’ The frontier is sensitive and alive, changing, capable of feeling the world and it’s flows just like the skin. The skin-frontier metaphor guides the creation of the scenography, offering a complex, porous and receptive interactive space.
    Sylvie, with Gigacircus, uses today’s technologies of the ‘increased body’ to carry further the range of her voice and that of the migrants’ she met, thereby extending and activating a network of artistic reflection. Fieldwork, migrating art and mobility ‘Of Gold and asphalt’, ‘Temps d’Histoires pour Compostelle’, ‘Tsagaan Yavarai, may the road be white…’, ‘Transhumances’, ‘Passages to Ostabat’ or ‘Passeur’, are previous wandering web performances, installations, and collaborative events made by the Gigacircus Media Art Group. Like ‘AmeXica sKin’, these works were created in the process of action, on foot, on the road, in a truck or a caravan of the Gigacircus mobile lab, in the course of nomadisation …
    Each of these particular scenographies questions the digital technologies and the tools of network communication, they obey the fluidity of travelling, the rhythm of the body, and focus on exchange and dialogue with local or distant audiences.

  • Amiga Computers in a Low Cost Interactive Integrated Media Network
  • Kristi Allik and Robert Mulder
  • SISEA: Second International Symposium on Electronic Art
  • Poster
  • 1990 Overview: Posters
  • Cultural Center de Oosterpoort
  • The artists recently completed an interactive Music/Theatre piece (Electronic Purgatory) which combines the forces of computer generated visuals, computer controlled multi-image slide projection, computer controlled electroacoustic music, and “live” performers. From the inception to the completion of their project, the artists developed the piece on three equally important parallel levels:

    1) HARDWARE LEVEL:
    They decided that a proper network had to be developed which would give each artist his/her own control station (input terminal). The system had to be readily available, inexpensive and portable. For this purpose they decided to employ two Amiga computers, which would share the burden of the systems operation as follows:

    1) The music computer which runs “M”, an intelligent music software package, SoundScape, a music sequencer, and MIDlmouse which is used to control parameters in both “M” and SoundScape.

    2) The visual computer, which runs Mandala, and is used for interactive detection, image sequencing, and control of the multi-image slide system. Multi-tasking with Mandala is MIDImouse, which is used to synchronize visual events to the music sequencer. The artists connected the two computers to a two-way MIDI communication network which would allow them to exchange crucial cueing and timing information.

  • Amplexus Poetics: Language, Art and New Software Forms
  • Lisa Moren, Nina Katchadourian, Camille Utterback, Bill Seaman, and Kenny Goldsmith
  • ISEA2004: 12th International Symposium on Electronic Art
  • Panel
  • 2004 Overview: Panels
  • An Artist Talk: The Power of the Spill
  • Csenge Kolozsvari
  • ISEA2020: 26th International Symposium on Electronic Art
  • Artist Talk
  • 2020 Overview: Artist Talks
  • The artist talk will present The power of the spill, a multidisciplinary performance that responds to the tracks: “Animality” and “The Ecosophic World”. Working at the intersection of digital and imaginary technologies, the performance includes live video feedback, algorithmic processes of image and sound, as well as a movement-choreography informed by somatic practices. The power of the spill is a study on visual perception and how it affects our ways of making sense of the world, aiming to create an alternative lens that acknowledges the vitality of objects, a topology that is cross-species, the ways seemingly separate entities are in constant exchange, towards a more ecological way of being. The artist talk will oscillate between describing the piece and demonstrating the algorithmic processes live.

  • An Augmented Reality Installation to Metaphorically Represent the Causes, Manifestations, and Consequences of School Bullying in East Asia
  • Chang Liu, Chloë SzeWing Cheuk, and Álvaro Cassinelli
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • This article discusses the contributing factors, manifestations, and consequences of school bullying in East Asia. Moreover, this article delineates our creation of an interactive Augmented Reality (AR) artwork that conveys the aforementioned discoveries metaphorically. We elaborated on the design of game mechanisms that enable players to experience emotions that many East Asian parents felt, which foster a deeper reflection of the school bullying in East Asia. These emotions experienced by East Asian parents include feelings of frustration and anxiety that arise from financial constraints, as well as a sense of powerlessness when they have no choice but to pressure their children to succeed in the national college entrance exam. Lastly, we present a novel approach to AR storytelling: visualize the inner feelings of individuals affected by traumas through both the design of the virtual component and the arrangement of the actual location where the trauma happened.

  • Augmented Reality Storytelling, School Bullying, East Asian Parenting, Ego Depletion, and Metaphorical Game Mechanism
  • An E-Publishing Archaeology
  • Alessandro Ludovico
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • The original concept of a publication is to include a limited amount of content in a manageable space in order to be retrievable, mobile and possibly consistent. But as soon as humans have been accustomed to the dimension of the single publication they have tried to overcome its limits and expand it, possibly including as much information as possible in a printed form. Multi-volume works and then encyclopaedias have helped dividing what couldn’t be bound in a single still manageable (printed) space, but after the dematerialisation of the publishing space the boundaries has been first blurred and then just vanished, giving room to prototypes, visions and artworks

  • An Embodied Body of Work
  • Christopher P. Csikszentmihályi
  • ISEA95: Sixth International Symposium on Electronic Art
  • Paper
  • 1995 Overview: Paper Presentations
  • As technology and science continue to break down phenomena previously held to be whole, artists are presented with new methods and concepts with which to work. Life and intelligence, two areas currently under the scientific gaze, are of particular interest to the author. After giving a survey of his work, the author responds to criticism of the attempt to create intelligent entities.

    Intro: Creating Entities
    For the last four years I have been creating works of art which are aesthetic experiments in autonomy. These experiments investigate, or attempt to redefine, boundaries of  humanity, nature, and technology. The actual things I build, which I call either autonomous entities or familiars, generally have some sort of behavior within a particular context. It is in this relationship of behavior to context where I situate my art. In order to work in the medium of autonomous entities, I’ve been following and applying current research in such areas as artificial life, genetic algorithms, and neural networks. ’m learning and using these tools not because I’m fascinated with these topics and the debates around them – though in fact I admit that I’m far more interested in these debates than, say, most literary or psychoanalytic theory. I’m not creating pieces using these tools because of the tolls’ implications for our species, although they will have serious implications. I’m doing it because I think people and animals, autonomous entities I have contact with, are by far the most interesting things in the world. Far more interesting than Venice in three point perspective, than sculpted bodies without animus, than the interplay of abstract ideas within culture. As I see it, animals are the most interesting things in the universe, and I’ll be lucky if I can create something with the complexity of an animal. Of course, that’s impossible now. I’ve been gambling, so far, five years of my life that certain developments in scientific research will eventually allow me to build truly complex entities, or, rather, to allow them to emerge from components which I build. Central to this notion are the strategies of Brooks (Steels & Brooks, 1995) and his ideas of emergent behavior and behavior-based robotics.

  • An Emerging Role for Design Methods in Transdisciplinary Practice
  • G. Mauricio Mejía, Cassini Nazir, Roger F. Malina, Alex García Topete, Felipe Cesar Londoño Lópes, and Andrés Felipe Roldán
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • This paper is a follow up to some of the authors’ ISEA 2017 paper “Towards an inventory of good practices for transdisciplinary collaboration”. A key issue identified there was how to develop training methods for teams that bridge very different research, development and assessment methodologies. In this paper, we propose design methods to improve transdisciplinary collaborations, with a particular discussion on the emerging community of practice that seeks to enable art-science collaboration. An ISEA workshop is also proposed to make explicit the methodologies described.

  • An Image-based Multimodal Approach to Post-colonial Everyday Visual Experiences: A Case Study of Superimposition (UK-HK)
  • HIn Nam Fong and Pak Hang WONG
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • The colonial history connects the United Kingdom and Hong Kong culturally. Even today, colonial objects and architecture are still ordinary in Hong Kong, creating post-colonial visual experiences. This paper proposes an image-based multimodal approach to explore new em-bodied post-colonial visual experiences. The approach enriches the existing historical way of examining such experiences. Starting from examples of post-colonial space and objects in Hong Kong, the paper discusses colonial history and its impact on everyday visual experiences. Following is a literature review on multimodality as a speculative approach to anthropology, which establishes a theoretical framework for the later discussion. Lastly, the paper introduces and elaborates on an image-based multimodal approach by discussing a collaborative artwork Superimposition (UK-HK), which uses film swap and photogrammetry to examine post-colonial everyday visual experiences.

  • Multimodality, Post-colonial Visual Experiences, Film Swap, photogrammetry, photography, and artistic research
  • An Immersive Multi-Screen VR System for Museum Archive Browsing in the age of Metaverse
  • Ze Gao and Zheng Wang
  • ISEA2023: 28th International Symposium on Electronic Art
  • Summit
  • Forum des Images
  • The current pandemic is forcing us to move many of our activities online. Digital technologies, such as augmented reality (AR) and virtual reality (VR), are becoming the latest examples of the trend toward digital excursions in the metaverse. Their ubiquitous impact on our lives requires us to rethink how we view and collect information. With the advent of the post-pop era, virtual reality was previously developed by art museums and institutions, not as a substitute for offline (offline) tours but as an enabler and aid. And VR systems can also enable information retrieval, allowing users to access and navigate information in an immersive virtual environment quickly. In this paper, we propose a multi-screen information retrieval branching system that enables users to distinguish between priority and secondary information in VR environments by the screen’s distance—improving the efficiency of information acquisition.

  • museum archiving, VR, Immersive system, branching, and Metaverse
  • An Immersive, Interactive Journey Back in Time: Traversing SIGGRAPH’s 50th Conference History Exhibition and Events
  • Yamin Xu, Terry C. W. Wong, Kon Hyong Kim, and Bonnie L. Mitchell
  • ISEA2024: 29th International Symposium on Electronic Art
  • Panel
  • Brisbane Convention & Exhibition Centre
  • The SIGGRAPH Conference celebrated its 50th conference in the summer of 2023 at the Los Angeles Convention Center. To mark this special occasion, the History Chair coordinated a series of events and exhibitions that pushed boundaries and brought together luminary pioneers of computer graphics. The vast array of exhibits included the world’s largest immersive computer graphics timeline, an immersive, interactive time tunnel, cabinets of computer graphics curiosities, a custom-made robot that used AI to connect people, interactive games and art projected on the floor, retrospective talks, illustrated AI predictions regarding the future, Blasts from the Past, 50 Years at a Glance visualization posters, collectible showcases, and lots more.

  • computer graphics, immersion, interactivity, history, AI, robotics, SIGGRAPH, archives, and memory
  • An Infinite Continuum of Spewage: Bayesian Filtering and the Reinvention of Spam
  • Finn Brunton
  • ISEA2010: 16th International Symposium on Electronic Art
  • Paper
  • Westfalen Forum
  • // … it is unreasonable to
    // assume that any finite number of samples can appropriately
    // represent an infinite continuum of spewage, so we can bound
    // the certainty of any meausre [sic] to be in the range:
    //
    // limit: [ 1/featurecount+2 , 1 – 1/featurecount+2].
    — crm_markovian.c, crm114-20070810-BlameTheSegfault.src

    Norbert Wiener said if you compete with slaves you become a slave, and there is something similarly degrading about competing with spammers.” The writer is Paul Graham, the prominent Lisp programmer; the quote is from his 2002 essay, “A Plan for Spam”, one of the most influential documents in the the anti-spam movement. (Graham 2002) Influential for three reasons: first, because it suggested a way to get to grips with spam, to turn it into an object; second, because it won, effectively destroying spam as it then existed, sidestepping its social complexities to attack it on a precise technical point; and finally, because it lost, the pure and elegant technical attack being based on a new set of design values and social assumptions, interstices into which spam moved, transforming itself in the process, and accidentally producing a literary experiment on the grandest scale in human history.

  • An Intelligence for Cross-world Collaboration, Real and Virtual
  • Todd Cochrane, Grant Corbishley, Patrick Herd, Bryan Haynes, and Emil McIvoy
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • Introduction
    An artificial intelligence (AI) manifests itself as an environment that links the virtual and real. The AI provides a mechanism for collaboration, but has its own motivation. Avatars can move objects in the real world and vice versa. Border crossing between virtual worlds implies a meta-logical system that transcends all worlds. Providing collaboration between real world people and avatars (where the avatars and the real people are equal players) leads to insight into the meta-logic. The AI emphasises the meta-logical barriers.

    Media
    It is a multimedia installation utilising of the following:

    1.  Electro-mechanical devices
    2.  a 3D webcam
    3.  SecondLife or other global, multi-user, immersive virtual environment

    Description
    The manifestation is a physical space with a wall projection that bridges the real and virtual worlds. Humans entering the space see the projected virtual world (VW) space. Avatars in the VW space see the humans represented by avatars: their movements in real life are tracked by a 3D webcam. The humans and avatars work on an apparatus, parts of which are in “real life”, and parts of which are in the VW space. Once the apparatus is arranged into a configuration, the apparatus performs a series of actions that move between the VW and real life.
    Avatars and humans are rewarded for participation.

    The AI has its own logic and motivations that are autonomous of the actions of either set of participants. What neither side knows is that the software which controls the space can also set off special effects, making it appear as if one side has attacked or threatened the other. The AI may decide to interfere (cause a grievance) or to help.

  • An Interdisciplinary Methodology for Practice-Led Research in Public Ambient Installation
  • John Power
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • Brisbane Convention & Exhibition Centre
  • This paper describes an interdisciplinary path to ways of knowing about creative practice engaging with public encounter. An interdisciplinary research methodology is demonstrated as developing from creative studio practice in new media to incorporate ethnographic methods, grounded theory methods, and thick description to induce knowledge from the public encounter with a generative, ambient installation. Each stage of the research strategies is accounted for, and the overall interdisciplinary cycle framed within theories of Double Loop learning. The outcomes reveal an interdisciplinary methodology that can be generalized for studying the cycle through creative practice, public exhibition, and public encounter. This general approach to research methodology provides value for students, creative practitioners, and researchers who seek to understand the emergent, inductive, and relational aspects of interdisciplinary creative practice. This paper will be of use to those engaged in the praxis-research nexus, providing definitions and models for communicating knowledge contributions in new media arts and design.

  • Artistic Practice, practice-based research, Practice-led research, Transformative Methodologies, Experimental Art, Social Practice, Collaborative Approaches, participatory art, and Interdisciplinary Exploration
  • An Interdisciplinary Practice-based Research on Constructing “Techno- Art Cloud Exhibition Platform”
  • Chih-Yung CHIU
  • ISEA2024: 29th International Symposium on Electronic Art
  • Summit
  • In order to provide the possibility of unlimited expansion of the museum in the future, the focus of this practice-based research project is on the underlying platforms available for actual execution, guest-made subsystem modules, including entrance construction, cloud exhibition hall, multi-person connectivity and other pre-period studies and experiments, and through its infrastructure, guided to the three layers of the work and the archive stack, across the boundaries of the real and virtual exhibitions, create new virtual integration and reality expansion relationships.

  • Techno Art, cloud exhibition, practical research, Interface Design, and archivability
  • An Interrogation of Space
  • Peter Anders, Pamela Jennings, James Leftwich, Patrick Lichty, Gregory Little, Timothy McFadden, Mike Mosher, Scott Patterson, and Dan Livingstone
  • ISEA2000: 10th International Symposium on Electronic Art
  • Panel
  • In a staged presentation representatives from several professions will make inquiries on the nature of space – specifically in the light of current media technology. It will include artists, architects, interface designers and theorists. They will be present both physically and via remote, Internet transmission. Space, represented by one of the participants, has been captured and tied to a chair. The darkened stage resembles an interrogation room lit by one bulb and a swiveling lamp aimed onto the face of the blindfolded prisoner. Two interrogators, a good cop and a bad cop, question Space’s character and complicity with Time, Culture and Media. Remote inquisitors ask-questions appropriate to their fields. Space responds in terms that are specific, yet elusive and ambiguous.

    Moderator: Peter Anders

  • Analog Media as (Anti-)Social Networking
  • Florian Cramer
  • ISEA2010: 16th International Symposium on Electronic Art
  • Panel
  • Volkshochschule (VHS Dortmund)
  • When the World Wide Web emerged in the early 1990s, it seemed to solve all the issues with which small press production and distribution had been haunted, from fanzines and artists books to audio cassettes, Super-8 and video filmmaking. Finally, there was a universal publishing medium that, beyond merely integrating those media, was – to quote Hans Magnus Enzensberger’s vision of “the new media” from the early 1970s – “egalitarian in structure” and allowed “anyone [… to] take part in them by a simple switching process” (Enzensberger 1970). It took, in Western countries, another decade for high speed Internet access to become ubiquitous and fulfill this promise not only structurally, via network architecture, but also practically, through affordable bandwidth and computing power.

    Full text (PDF) p.  230-231

  • ANAT on Country
  • Vicki Sowry
  • ISEA2020: 26th International Symposium on Electronic Art
  • Institutional Presentation
  • 2020 Overview: Institutional Presentations
  • For over 30 years, ANAT has been a catalyst for experimentation and innovation across art, science and technology. We broker opportunities for artists to work with partners drawn from the science and technology sectors be-cause we believe that artists are essential to how we imagine and shape our future.

    ANAT on Country foregrounds Indigenous-led and artist-led research into Country and the challenges arising from land management practices and climate change. ANAT on Country is delivered through ANAT’s core programs, as well as through a number of new initiatives.

    Current projects include co-commissioning artists’ work, and a suite of art/science residencies, with a view to expanding these in coming years. The participating artists, scientists and other knowledge holders will present about their work at Spectra art/science biennial in 2020, and be supported to realise the diverse outcomes anticipated.

    The presentation will introduce ANAT on Country and draw out how the program and the participating artists and knowledge holders are engaging with the symposium theme, Sentience.

  • Anatomy of a Fatberg
  • Andrea Palašti, Sanja Anđelković, Stefana Janićijević, and Jovana Pešić
  • ISEA2022: 27th International Symposium on Electronic Art
  • Artist Talk
  • MACBA - Convent dels Àngels
  • Taking the Fatberg as a metaphor of a new artificially created intelligence, the work represents an instant game of chance, where the only winner is the Fatberg itself. By clicking the “flush” button, the Fatberg is fed by our digital database: combining wastewater quality data and a vast number of analytical data taken over from the Statistical Office of the Republic of Serbia. It is a collection of our own heterogeneous by-products collected for over 20 years, from data on microbes to astrophysical measurements, toxins in the Danube, but also data on employment, bank accounts, calls within the telecommunications network, data on newborns, divorces and drug addicts in our country, amount of food consumption, on the value of dinar, on housing, on migration and tourists, on city traffic etc. Everything that makes life around us and everything that leaves garbage and floats further, refining new data and making possible for the Fatberg to (re)form.

  • Fatberg, data visualisation, and data garbage
  • Ancient Memory Systems: A Cross-cultural Comparison
  • Lily Diaz
  • ISEA96: Seventh International Symposium on Electronic Art
  • Paper
  • 1996 Overview: Paper Presentations
  • Abstract

    Short Paper

    Summary
    The paper is a cross-cultural comparison of two models of human memory, namely the Art of Memory practiced by the ancient Greeks, and ltoloca and Xiuhamatl. the memory systems of the Nahua/Aztec people of Pre-Columbian Mesoamerica.

    Abstract

    Neither physical, nor situated at any specific location, memory is somehow intimately associated with our ability to learn and to, therefore, process and understand reality. A selective filter, memory has been a co-participant in our journey through the ages. As we advanced from the prehistory, our tools no longer limited to survival utensils, we fashioned technologies to supplement and extend both our internal brain and memory system. The study of the technologies of ancient memory systems has recently become a topic of discussion among the theorists of electronic media. At the expense of ignoring other methods, the discussion and research has mostly focused on Ars Memoria, an ancient memory system derived from the art of rhetoric as it was practiced in ancient Greece. The idea of selecting and forming mental images of the things one desires to remember, and the subsequent storing of these in conceptual spaces, reflects the primacy that the ancient Greeks bestowed on the sense of sight. Yet our knowledge of myriad different memory techniques that form part of the heritage of humanity is proof that sight is not the sole purveyor of meaningful memories. The concept of memory as a tool that can be learned and skillfully deployed to carve mental and ideological spaces, has indeed a long history. That this history is one that cuts across cultural borders is the scope of this essay. In it I will present and compare historical descriptions pertaining two ancient, and radically different, models of human memory. The models that will be discussed are Ars Memoria and Itoloca and Xiuhamatl, the memory system of the Nahua/Aztec Indians of Mesoamerica. In the presentation I will focus not only on the engagement of the senses, but also on how the body is utilized throughout the process of information transfer. In addition, I will comment on the distinctions between mimetic and ritualistic communication exchange. As a conclusion, I will utilize Marshall McLuhan’s theory of ‘Ratio of the Senses’ to do a cross-cultural comparison between the different memory systems presented.

  • augmentation, codices, communication exchange, Images, Imagination, loci, memory, mimesis, myth, orality, perception, public, rhetoric, scenarios, and soul
  • And the Earth Sighed: A Case Study
  • Leon Cmielewski, Julianne Pierce, and Josephine Starrs
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Paper
  • University of Caldas
  • Keywords: Climate, Land, Landscape, Sea, Seascape, Tipping Point, Solostalgia, Video, Installation, Drone.

    A tipping point is a critical threshold at which a tiny change can dramatically alter the state of development of a system tipping past a point of no return. Exploring these thresholds through artworks provides an experience for the audience that encourages engagement and contemplation on the catastrophic effects of climate change. Human beings form bonds with the landscape in which they live, but losing a surrounding landscape while we still live in that same place creates a form of homesickness for which we had no word until recently. A new term was coined by Australian philosopher Glenn Albrecht (2005) after interviewing citizens living in farming areas surrounded by encroaching coalmines. The term “Solastalgia” means an emplaced or existential melancholia experienced with the negative transformation of a loved home environment. “Solastalgia is a form of homesickness one gets when one is still at ‘home’”. This state of mind is being reflected in a new global genre of artworks. “and the earth sighed” is an immersive media art installation that re-imagines the relationship between nature and culture by presenting aerial views of landscapes dynamically manipulated in ways that reveal their underlying fragility. The artists filmed landscapes and seascapes using drone technology and used post production techniques to create large-scale visual and sound environments.

  • Animate: A Theatrical Exploration of Climate Transformation through the Medium of Extended Reality (XR)
  • Chris Salter, Timothy Thomasson, and Pierrick Uro
  • ISEA2023: 28th International Symposium on Electronic Art
  • Paper
  • Forum des Images
  • In the late 1980s, the Canadian Pacific Railway abandoned a rail yard on the outskirts of Montreal’s Mile End district. Within a few years, the return of animal and plant species encouraged the citizen community to reinvest this site known as Le Champ des Possibles. Despite community efforts to rehabilitate this wasteland, hydrocarbon and heavy metal pollution persists in the soil and thus needs rethinking the engagement with the imperceptible mutations of ecosystems. Symphony of the Stones was created in response to this context. This research-creation project consists of several urban art installations that activate residual metals in soils by their magnetic characteristics to make these imperceptible pollutants visible. The following paper unfolds the different processes, methodologies and strategies that led to in site interventions blending art installation, collaboration with different communities and associations and leading to a rethinking of art practices in the urban environment.

  • Animated cadavre exquis: a locked-down experience of collaborative filmmaking in education
  • Juergen Hagler and Remo Rauscher
  • ISEA2022: 27th International Symposium on Electronic Art
  • Paper and Short Paper
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The COVID-19 pandemic poses challenges for students and faculty in educational contexts that focus on collaborative and creative practice. Courses that involve working in large teams and interacting in the field require new approaches to cope with limitations on in-person instruction. Building on the concept of chained animation, the case study The Invention of Numbers (2021) will be used to discuss how the concept can be adapted for hybrid teaching. In chained animation, students develop a common concept, realize individual parts in small groups, and assemble them into a short film, rather like an omnibus film. The core element is on-location exchange, especially in the animation studio. Covid-19 regulations have placed limits on these kinds of meetings and exchanges. To deal with those limitations, the creative method of cadavre exquis has been applied to the concept of chained animation. Animated cadaver exquisfeatures a systematic form of collaborative filmmaking that requires little or no coordination between teams, making it particularly well-suited to the new classroom situation. This analysis demonstrates how to set up creative processes for large collaborative groups in distance and hybrid teaching and how the concept of chained animation can be adapted using the cadavre exquis method.

  • animation, participatory art, collaborative art practices, co-creation, and crowdsourcing
  • Animated Documentary: technological change and experimentation
  • India Mara Martins
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • Singapore Management University, Seminar Room
  • The objective of this paper is to investigate the premise that documentary has always made use of new technologies, specially those that allowed greater access to reality. Generally speaking, we can observe every thirty years a technological turning point. These changes bring new forms of access to reality. Therefore, the paper argues that animated documentary, which is a 1990’s and 2000’s tendency, helps to assert the documentary as a field of experimentation. In order to do so, it resumes some technological changes that allowed the documentary to develop new

  • ANIMATED NOTATION “EVERYWHERE” FOR “EVERYONE”: A BROWSER-BASED APPLICATION FOR COMPOSITION, PERFORMANCE AND PEDAGOGY
  • Ryan Ross Smith
  • ISEA2024: 29th International Symposium on Electronic Art
  • Short Paper
  • Brisbane Convention & Exhibition Centre
  • In the world of digital and electronic art the concept of deliverability is generally of little concern: file-sharing is the name of the game. However, technological obsolescence can easily wreak havoc on one’s work and it may be prescient to fix one’s work in a particular form. This can demean the conceptual basis of some works that may be generative or interactive in nature. In the field of Animated Notation, in which motion is a necessary element, some works rely on generative qualities to produce novel notational and compositional approaches. A relatively recent development in this field is browser-based notational systems that circumvent the potential need to fix the work in some immutable form, as described above. This paper will explore a new work, The Animated Notation Workshop, as a method for composition, performance and pedagogy in a form designed with inclusivity, accessibility and longevity in mind.

  • Animated Notation, Music Notation, p5.js, Creative Coding, accessibility, Browser-Based, Application, Improvisation, education, and inclusivity
  • Animating Glass: Stencil Animation and Smart Materials
  • Scott Hessels
  • ISEA2018: 24th International Symposium on Electronic Art
  • Paper
  • DUT City Campus
  • Iconic urban neon has been replaced by the sign of our times, the LED screen, with increased light pollution, wasted energy, environmental damage and stress on the populace. Smart Glass is electronic film switchable between transparent and white. Safe, low voltage and highly durable, it’s one of the emerging class of reactive materials becoming more commercially available yet relatively unexplored for creative potential. Smart materials are binary, switchable and often contiguous. These properties align with the first design tool, the stencil, which has revealed potential in nearly every new media from cave drawings to nanotechnology. In Art History, the brush and chisel get all the glory but the lowly stencil preceded both. Combining the switchable capabilities of Smart Glass with stencils laser cut into frames of animation, a moving image can traverse through physical space, inverting the paradigm of current technologies which present 3D images on 2D surfaces. The paper will present media-archeological approaches to reveal low-energy dimensional signature alternatives to benefit urban environments by exploring ambient, low-energy display that’s more integrated, sustainable and less visually invasive. Poetically, an animated stencil is sequenced light in physical form, like our vanished neon.

  • Animation in the Age of AI: Creative Dialog With Algorithms
  • Celine Pham, Philipp Wintersberger, and Juergen Hagler
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • LUCID is an experimental animated short film that explores the interplay of dance, music, and artificial intelligence (AI). Our objective was to examine the role and impact of style transfer technologies and other AI animation tools and the potential of creative human-AI collaboration in animation filmmaking.
    We investigated how these technologies change artistic processes, open new creative possibilities, and redefine the relationship between artists and their tools. A particular focus was placed on the creative Human-AI collaboration and on the interaction of technological innovation and artistic expression to gain a comprehensive understanding of the current and potential impact of AI-based style transfer and AI-generated images in the art world. Using the film LUCID as an example, we show how the creative collaboration process between artists and AI tools may become a central theme of the animated film.

  • computer animation, animation, art, artificial intelligence, Machine learning algorithms, Human-AI cooperation, and Conceptual art
  • Anisotropicities and inverted spaces of presence
  • Jānis Garančs
  • ISEA2024: 29th International Symposium on Electronic Art
  • Artist Talk
  • Brisbane Convention & Exhibition Centre
  • The presentation features the author’s series of interactive VR and AR installations audiovisual environments where human presence scale is juxtaposed with virtual representations of ‘subverted materiality’. Several interconnected assumptions about space in contemporary physical sciences and sociology are used as inspiration for metaphors in spatial audiovisual gestalts.

  • immersive analytics, Anisotropic metaphors, Manipulative aesthetics, and Audiovisual space
  • Annual General Meeting
  • ISEA
  • ISEA98: Ninth International Symposium on Electronic Art
  • Plenary Session
  • THE ISEA98 SUMMIT at the ROYAL NORTHERN COLLEGE OF MUSIC Chaired/hosted by Anthony H. Wilson of Factory Records, Granada TV, and the Hacienda. INCLUDING ANNOUNCEMENTS ON FUTURE ISEA SYMPOSIA

    ISEA, the Inter-Society for the Electronic Arts, is a non-profit international organization whose membership and collaborators consists of a wide range of individuals and institutions involved in the creative, theoretical and technological aspects of electronic arts.

    ISEA’s Mission:

    The aim of ISEA is to establish and facilitate inter-disciplinary communication in the field of art, technology, science, education and industry. ISEA advocates a culturally diverse community, which stimulates a global promotion and development of electronic art practices. The Inter-Society fosters such communications by means of an International Advisory Committee, an on-line network; a monthly newsletter and endorses the International Symposium on Electronic Art, ISEA’s most vibrant and visible activity.

    ISEA’s Symposium:

    The founding of the Inter-Society was the result of the First International Symposium on Electronic Arts that was held in Utrecht, Netherlands in 1988. Since then, year after year the ISEA symposiums have attracted a gathering of international participants to present new media research, exhibit artworks and actively debate and exchange on art and technology. The symposium became an annual event in 1992 to fulfil the growing need and interest from the ISEA community. The symposium has developed into a successful vehicle for the emergence and circulation of philosophical, social, artistic and scientific discourse. Hosted by a different city each year the location of the symposium is selected by the ISEA Board of Directors based on application by potential hosts.

    1. Utrecht, Netherlands (FISEA, 1988)
    2. Groningen, Netherlands (SISEA, 1990)
    3. Sydney, Australia (TISEA, 1992)
    4. Minneapolis, USA (FISEA, 1993)
    5. Helsinki, Finland (ISEA94)
    6. Montreal, Canada (ISEA95)
    7. Rotterdam, Netherlands (ISEA96)
    8. Chicago, USA (ISEA97)
    9. Liverpool & Manchester, UK (ISEA98 )

    ISEA Headquarters:

    Founded in the Netherlands in 1990, ISEA moved its Headquarters to Montreal, Quebec, Canada in 1996. The HQ is committed to reflect the multicultural and multidisciplinary activities of our members by extending its networks and providing a diverse range of benefits to the membership. The HQ has a dynamic, multilingual staff who coordinates and administers ISEA’s virtual and physical presence. Our team manages the membership network, provides information on international activities and upcoming symposiums, manages ISEA web site and newsletter as well as develops projects in collaboration with our growing network. The doors are open to all proposals or initiative going along ISEA’s main goals. Do not hesitate to contact us!

    – Director: Alain Mongeau
    – Information & Administration: Isabelle Painchaud
    – International Relations: Maria Stukoff
    – Development & Promotion: Eva Quintas
    – Online Projects: Jodoin Isabelle Maria Valerie

    International Board:

    The ISEA HQ is under the constituency of an International Board whose members are voted by the membership. For the duration between 1997-1998 the Board members are: Peter Beyls (Belgium); Amanda McDonald Crowley (Australia); Tapio Makela (Finland); Alain Mongeau (Canada); Simon Penny (USA); Wim van der Plas (Netherlands); Cynthia Beth Rubin (USA); Patricia Search (USA); and ex-officio John Brady (UK), Shawn Decker (USA), and John Hyatt (UK). Two additional committees shape the organizational guidelines: the ISEA International Advisory Committee (IIAC) and the Cultural Diversity Committee. Membership Support ISEA’s activities by becoming a member!

    Benefits for members:

    – ISEA’s monthly newsletter;
    – more than 10% discount on ISEA Symposiums registration
    and proceedings;
    – inscription on ISEA’s web repertory listings;
    – access to ISEA’s electronic databases and archives;
    – 20 % discount on subscription to Leonardo Journal, the
    Journal of the Society for the Arts, Science and
    Technology (ISAST).

    Fees:

    Membership good for one year. All taxes included. Regular Individuals 80 $ Institutional (Including 3 memberships) 270 $ CDN Students 40 $ Your membership contribution will in part be directed to our Cultural Diversity Fund supporting multicultural and multilingual initiatives. Our listsery is also available for open discussions for members and non-members.

  • Anonism
  • Nakano Hitoyo
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Artist Talk
  • Run Run Shaw Creative Media Centre
  • The Advent of the Internet
    What is the newest media in history, “the Internet” trying to tell human beings? Why did this dimension open right in front of us at our turn of lives? On the Internet, we do not own a body, but only our spirits flow in the newly cultivated dimension. All people are “anonymous” online. In the world of the Internet, there are no borders between one another. Only our spirits repeat connecting, forming a greater another. The Internet has given us a deeper meaning to the concept “anonymity”, and it has also made it extremely accessible to us. The essence of the Internet is to remind our true existences as anonymous beings, the integration of oneself and others, and to move humans to the new frontier of greater aggregation. This is the
    hypothesis of the concept, “Anonism.

    What is “Anonism”?
    Introducing “Anonism”, it is a coined word that indicates anonymous activities. This demonstrates the idea of devoting one’s consciousness to anonymous activities throughout their daily lives, whether online or offline. Under this idea, it undergoes social experiments to update human minds to realize the “coexistence of technology and human beings”. “Anonism” has initially acted as an experimental “meme” online, which infects like virus to various media (mainly via a Japanese twitter account holding 220K followers: @sazae_f), and human minds. Currently the twitter account (@sazae_f) is also part of “Anonism” ’s media art that depicts universal reality with some element of critical thinking.

    “We shape our tools and then our tools shape us” said Marshall McLuhan, similarly this bot which initially started out as a mere account, now it somehow serves as a tool that shapes human beings. Through the anonymous activities in the digital community/real world, Anonism’s activities aim to make humans conscious of our need to free ourselves from status and titles, and our need to express speech and actions with more consciousness, especially when we are anonymous, which is when our soul is close to the naked state. Anonism aims to spread memes in order to expand the Internet’s dimension from a mere tool used in daily lives, into a form of thought.

    Eastern Origin
    Respecting the eastern thought of 間 (pronounced ma-) or “emptiness” in art, the practitioner of Anonism activities remain anonymous in order to leave space for the viewers’ expanding infinite imagination. This way the thought will continue to aim for its completion along with the mass of participants’ endless active imaginations. Anonism is an eternallyunfinished
    existence.

    Goal
    By receiving the real voice delivered to humans via the advent of the Internet, we realize that being anonymous is our true selves. All humans are anonymous before birth and after death. Therefore, our anonymous activities will affect directly to our world. Anonism’s central concept is to realize that “the world is you”.

    ISEA2016
    The presentation for ISEA will be a real-life experiment on how people react to being completely anonymous (which is how we all are online), and how their state of mind influence the world, under the concept of “the world is you”.

  • Anonymous: VR Storytelling Through Alienation and Reflexivity
  • Sojung Bahng, Toby Gifford, and Jon McCormack
  • ISEA2019: 25th International Symposium on Electronic Art
  • Long Paper and Paper
  • Asia Culture Center (ACC)
  • This paper describes practice-based research in the reflexive dimensions of cinematic VR, using alienation and disembodiment as rhetorical devices. Cinematic VR currently focuses on immersive illusion rather than inducing self-awareness, but VR can also create reflexive contexts for eliciting self and social reflection. Anonymous is an interactive cinematic VR that explores solitude and mortality, specifically people living and dying alone. The work plays on the technical limitations of VR technology as a narrative medium to create a sense of disembodiment and alienation, eliciting embodied reflexivity.

  • Monash University
  • Antarctica Underwater: Art & Science
  • Cynthia Beth Rubin and Susanne Menden-Deuer
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Artist Talk
  • Run Run Shaw Creative Media Centre
  • We present an overview of the interactions of Oceanographers with an artist who wandered into their midst five years ago, focusing on the current project from Antarctica. Concerns of climate change drive this work for both artist and scientist. How do we create intuitive empathy for the largely unseen and unnoticed life that makes possible our life on this planet?

    Antarctica: Scientists on a Mission
    The video Antarctica Underwater is largely constructed from incidental footage collected in icy cold Antarctic waters, hundreds of meters below the surface, as a seal bumped into an underwater camera and a serene jellyfish floated by, as did a ctenophore. The scientists knew that what they filmed was interesting, but the footage was short, flat, and dull in raw form. The five to ten second vignettes were like phrases waiting to be put into a coherent sentence, not yet carrying full weight.

    Relative Realism
    Woven into the video are the barely visible shrimp-like krill, that serve as food for seals, penguins and whales, and the microscopic plankton that produces half of the oxygen in our environment, and thus essential to human survival on Earth. We quickly agreed it is impossible to convey the sense of the variety of microscopic and tiny life in the ocean next to large animals while maintaining relative scale, and thus creating the sensations of teaming interdependent life won out over scientific realism.

    Technical Challenges
    Working with video collected for other purposes meant green-screening an ice-fish, sharply contrasting light and dark, and slowing down a diving seal. Above all else, it also meant using a software spotlight to digitally relight the raw footage, to both eliminate the straight edges of the video rectangle, and to make visible the seal, jellyfish, and krill that happened to swim out of the range of the physical real spotlight. It was a long adventure to become familiar with this harsh environment, and the work continues.

    In the next phase, this will be a video in color. It may lead to an Augmented Reality work, and/or still images. The impetus of working for ISEA 2016 Open Sky forced limitations that brought out a new familiarity with the raw source material. It became clay to be molded into sensations of the underwater life that must be preserved for the survival of life.

  • Anthropomorphic Things: Disrupting the Boundary Between Subject and Object
  • Ana Jofre
  • ISEA2015: 21st International Symposium on Electronic Art
  • Poster
  • 2015 Overview: Posters
  • Keywords: Figurative Sculpture, Puppetry, Robotics, Uncanny, Lifelikeness, Presence, Human Condition.

    This poster presentation displays visual documentation of my practice-research investigations into the forms and materials that evoke the uncanny with the illusion of presence. I found that such uncanny experiences of presence are evoked by objects that are human in form and proportions, by objects that are placed within a narrative structure, by objects that move autonomously, and by objects whose motion is responsive to the viewer. I also argue that uncanny experiences are an important subset of aesthetic experiences because such experiences challenge us to face our fears and deep-rooted assumptions, thus forcing us to question our presumptions about what it means to be human. The question that informs my practice is: what elements push an object toward forming a seemingly sentient identity? This question is addressed through theoretical investigations, through experimentation within studio practice, and through observations of the artwork and its viewers. The culmination of this study is a series of human-sized uncanny objects (which I describe as sculptural puppets or minimal robots) that disrupt our perception of lifelikeness.

  • Antipodean Media Ecologies: Journeys to Nowhere and Back
  • Susan Ballard
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • 2008 Overview: Paper Presentations
  • “They discovered that there was another world on this planet, where the cloudy sky produced a milky green light that reflected off an icy ground, uniformly illuminating the air around them as if the landscape were glowing in the dark. It was a landscape without matter, only light. There was neither luminous source nor shadow, only reflection and incidence”  _The Association of Freed Times (AFT) 2005, 299.

    “Now that the cloud was there, I began to doubt my memory, and to be uncertain whether it had been more than a blue line of distant vapour that had filled up the opening” _Butler 1985, 56.

    In summer 2005 The Association of Freed Times (AFT) published an article in Artforum. “El Diaro del Fin del Mundo: A Journey That Wasn’t” described environmental damage to the Antarctic ice shelf and the subsequent mutations occurring within the Antarctic ecosystem. One of these mutants is rumoured to be a solitary albino penguin living on an uncharted island near Marguerite Bay. The article documents French artist Pierre Huyghe’s journey to find the island and its mysterious inhabitant, and forms the first part of an event that culminated in a musical on the Wollman ice rink in New York’s Central Park, where “in accordance with a principle of equivalence, a symphony orchestra ‘plays’ the form of this island” (Leydier 2006, 33). The expedition, film, installation, narrative and performance A Journey that Wasn’t documents European imaginings of elsewhere, while at the same time suspending relationships between fiction and reality. Questions remain over whether Huyghe and his team undertook the trip, and if so, what it was they found there. “Perhaps, they reasoned, desire itself might produce the island” (AFT 2005, 299).

    In 2004 Australian artists David Haines and Joyce Hinterding undertook a residency in Dunedin New Zealand where they filmed source materials for their installation Purple Rain. Purple Rain documents the destruction of a virtual (yet real) montage of New Zealand’s southern alps by analogue broadcast frequencies. The artists describe the effect as a “mountain falls through radio waves” (Haines and Hinterding 2003). In the installation large television antennas hang from the ceiling. Reading the electromagnetic energies passing through the space, the antennas generate waves of sound which motivate an avalanche on the projected mountain. In a literal correspondence, the sound both causes and prevents the snow to fall. The actual material disintegration of the image is dependant on the off screen radio energy. The mountain itself is also not present, but created though logarithms of data. This is no longer a specific mountain but a generated amalgam of digital memories of mountain-like forms. The visual image is nothing more than information made visible and set into motion by the shifting surfaces of the sound waves, which corrupt and control its obedience to gravity. The work then largely occurs off screen in the interstitial spaces of transmission. The sound is tremendous, yet the damage is minimal.

  • Any Resemblance to Any Other World Known or Unknown is Purely Coincidental
  • Mike Phillips
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Panel
  • Run Run Shaw Creative Media Centre
  • This panel paper explores the recent liberation of the Fulldome from its planetarium shaped shackles through the work of a transdisciplinary team of artists, VJ’s, coders, performers, producers and curators. This process of liberation has enabled the exploration of a Fulldome language and a range of experiences and enabling technologies that are being deployed in cultural situations and institutions. This process has also created a disciplinary backwash where initiatives such as Fulldome UK, are infiltrating Science Centres with cultural content.

    The Fulldome, as a media archaeology, represents an anomaly in the history of media technologies and associated art forms. Its early absorption into wealthy STEM domains isolated it from the evolutionary pathways of other art forms, creating something more akin to a mutated hybrid of scientific instrument, educational tool and funfair ride. These chameleon qualities were constrained by a co-dependency of a disciplinary hegemony (public understanding of science), astronomically expensive digital technologies and an investment in physical infrastructure and estate (Science Centres) (Phillips, 2012). It could be argued that this enforced incarceration was in the best interest of the Fulldome, an effort to keep the form protected in a state of hibernation until circumstances allowed it to emerge, imago like, from its disciplinary chrysalis. If so, then as with all over protective parenting, letting go can be difficult. The transformation of the Fulldome from compliant child to rebellious adolescent has far reaching transdisciplinary implications – this panel paper draws on insights gained through collaborations, such as Fulldome UK (fulldome.org.uk), the EMDL Project (emdl.eu) and research exploring the application Fulldome technologies to museums and galleries (n particular Birmingham Museum and Art Gallery and the Tate Modern).

  • Aporias of the Digital Avant-Garde
  • Steve Anderson
  • ISEA2006: 13th International Symposium on Electronic Art
  • Paper
  • This paper maps two divergent trajectories within a narrowly defined sphere of short-form, time-based, digital media—specifically music videos, design-oriented short films and motion graphics—of the past ten years. I am particularly interested in considering this work’s potential for understanding emergent relations to the perception and construction of space, time and bodies; the status of narrative; relations between technology and material culture; and shifting conceptions of the roles played by producers and consumers.

  • Applications of the Soundscape Reconstruction (SR) Technology in acoustic ecology research, education and entertainment
  • Constantinos Stratoudakis
  • ISEA2008: 14th International Symposium on Electronic Art
  • Paper
  • 2008 Overview: Paper Presentations
  • Singapore Management University, Seminar Room
  • Introduction
    The Soundscape Reconstructor (SR) is a new technology first announced in the International Symposium of the Society of Music and the Computing on June 2007 (SMC07)1 by the author and Dr. K. Papadimitriou. SR allows the reconstruction of the Soundscape of a given study area and takes advantage of a sampling methodology developed by a research of the Greek Society of Acoustic Ecology which was supported by three major Greek universities (Ionian, Aristotle and Crete) and the EEC program “Pythagoras”. One of the characteristics of SR is its capability to be used as the engine for the realization of a series of interactive installations with educational, entertaining and artistic purposes. The addition of motion tracking technologies to the SR system for the extraction of the coordinates of a user moving in a virtual map (usually projected or printed on the floor of a virtual space) resulted in a series of installations based on SR, the typical structure of which we will present here.

  • Applying Data Visualization to Cultural Study of the Salsa
  • Matilda Asuzu
  • ISEA2014: 20th International Symposium on Electronic Art
  • Paper
  • Zayed University - Dubai
  • This research investigation aims to experiment with forms of data visualization to uncover ways that they can be useful tools in studying the salsa dance and other cultural practices that involve body movements. The cultural phenomenon the investigation will examine is the complexity of the dance community surrounding the salsa. Of particular interest is the way dancers improvise new styles of a dance and the way those styles are adopted by one dancer from another. By visualizing motion data collected from salsa dancers, the investigation attempts to create a new way to study the cultural significance of gestures and movements. This technique may provide a supplemental perspective to the traditional participant‑observer method in cultural study.

  • Applying Interaction Design for Building Mediated Experiences by Technology to Foster the Ancestral Culture of Colombia. Case: Kosmos Astronomical Museum
  • Clara Isabel Pantoja Muñoz, Carlos H. Sánchez Benavides, Carolina Ledesma, and Andrés Felipe Gallego Aguilar
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Paper
  • University of Caldas
  • Keywords: Cultural Identity, Ancestral Culture, Technology for Peace, ManMachine Interaction, Interdisciplinary, Museography, Astronomical Observatory, Interaction Design, User-Centered Design

    This work develops an applied research that engages methodologies from the Interaction design field (IxD) and user-center design (UCD) methods for building an interactive installation in the astronomical observatory and museum, Kosmos, located in Villa de Leyva, Colombia. Taking as a starting point the construction of an artifact that could efficiently adapt itself to the environment of Kosmos Museum and its surroundings. We construct an artifact that motivates the user to interact with it, promotes cultural identity dialogues and usage of technology on first hand.

    The result is the construction of an interacting intervention as the enhancer of dialogues and guidance about a prehispanic megalithic monument, transcendental for the creation of mental imaginaries about the Colombian ancestral cultures. The design concept manages to express itself in an artifact consistent with digital and analogous elements which act as an information processing container by which the museum guides and the visitors can generate dialogue around this chosen topic. Being a source of an attractive and active experience around the topic of the ancestral astronomical observatory built by the Muisca pre-Hispanic culture, 2200 year ago. User to interact with it, promotes cultural identity dialogues and usage of technology on first hand

    Introduction
    The purpose of all the work was to develop a multimedia system, which would allow the implementation of interactive exhibition procedures for the communication, explanation and dissemination of elements related to the Museum and astronomical observatory Kosmos. We applied methodologies Known as User-Centered Design and Design Thinking, in order to create an own methodology that would be adapted to the project. Its main objective was to highlight the most typical aspects of the context, highlighting the ancestral cultural identity of the region, to explore the environmental and social factors and to work on an artisanal, analogue and mechanical-technology point of view. This methodology was divided in 8 phases for its execution, which focused on: Customer and environment recognition, user definition, requirements definition and analysis, system design and ideation, prototyping and testing system and finally the implementation process.

  • Approaching Sustainability: Generative Art, Complexity, and Systems Thinking
  • Aleksandra Dulic and Miles Thorogood
  • ISEA2019: 25th International Symposium on Electronic Art
  • Long Paper and Paper
  • Asia Culture Center (ACC)
  • Generative art provides new opportunities for creating sustainable and resilient communities. We discuss three key elements important for the relationship between generative art and sustainability: Dynamic composition, Interdisciplinary development, and Community. Each of these elements is analyzed in relationship to exemplary artwork. We conclude with a discussion of the artwork Journey of a Pod that demonstrates how these three elements play a key role in the artwork development.

  • Aquaforming in the age of Aquatocene
  • Robertina Šebjanič
  • ISEA2023: 28th International Symposium on Electronic Art
  • Artist Talk
  • Forum des Images
  • Artist’s talk Aquaforming in the age of Aquatocene will address interspecies sensing/sounding and communication in the context of human interaction with other creatures and forms of life in the new (ecological) realities of the marine Anthropocene.

    Over the last decade, her projects have explored aquatic habitats from the perspective of the Anthropocene era, and our widespread impact on the oceans, seas and rivers and on creatures living in these environments.

  • AR Poengsgenpark: Multiperspective Storytelling with Augmented Reality as an Attempt of Dialogue Facilitation in a Multifaceted Dispute
  • Patrick Kruse, Ivana Družetić-Vogel, Anja Vormann, and Christian Geiger
  • ISEA2024: 29th International Symposium on Electronic Art
  • Long Paper
  • By presenting the process of developing an augmented reality (AR) installation, the paper explores the transformative potential of AR as a mediation tool in the context of a multi-faceted socio-cultural issue. Focused on the removal of a 120-year-old Atlas cedar from a municipal park in the German town of Ratingen, the study employs research through design (RtD) approach, combining qualitative field research and digital documentation. The AR application serves as a platform for location-based storytelling, aiming to foster dialogue among citizens, scientists and city officials through a multiperspective approach. As the project envisions a future where AR serves as a potent tool for mediating intricate societal challenges, this paper adds to the ongoing discourse regarding the convergence of technology, nature, and public engagement.

  • Place-based storytelling, Multiperspective, augmented reality, research through design, and Interdisciplinary Exploration