The document discusses creating a stop-motion animation that would depict a small clay figure exploring different parts of a broken computer, taking inspiration from films like Tron that feature characters in technological environments. Ideas explored creating characters from plasticine that could be repositioned, storyboarding the plot, and incorporating 8-bit style music to set the scene. Test animations were made with a wire figure and computer parts to practice the animation technique.
This document provides details about a proposed tea and champagne lounge called Curiouser located in West Hollywood, California. It describes the concept of the lounge as a whimsical space that blurs reality and fantasy to stimulate the senses of guests. Floor plans and diagrams show the development of the design from initial concepts through preliminary layouts. The final two-story plan orients a central glass elevator and provides a sophisticated, functional space for the Italian clients who enjoy the Hollywood lifestyle.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
This summary provides an overview of an interactive mobile application designed to help organize cultural events in Venice, Italy. The app would allow performers to book open-air spaces using QR codes and share live video streams of their performances. Visitors could discover events and follow them through shared streams, while members could publish calls for events, post reviews with photos and GPS data, and meet up for discussions. The key challenges are collecting city data, ensuring usability across mobile devices, and solving technical issues like relying on Venice's public WiFi network for shared streaming and data collection. The goals are to provide visibility for young creatives, receive positive academic feedback, achieve economic sustainability, and maintain high quality cultural programming while streamlining bureaucratic processes.
Processing is an open-source programming language and environment for creating images, animations, and interactions. The presenter discusses how they use Processing for rapid prototyping of digital art and interactive projects. Processing allows beginners to create static images but can scale up to advanced uses like classes, libraries, and hardware integration. The presenter provides examples of projects they created using Processing including interactive installations, live visuals, and works exploring new media like projection mapping.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Marcin Ignac has been interested in computers and art from a young age. He studied computer science and fine arts. He now works at a company that develops real-time interactive media. Some of his projects include generative art, data visualization, and simulations using coding. He enjoys sharing his knowledge through workshops and presentations and believes in open source. In his spare time, he enjoys cooking, running, Capoeira, and trance music.
This document provides details about a proposed tea and champagne lounge called Curiouser located in West Hollywood, California. It describes the concept of the lounge as a whimsical space that blurs reality and fantasy to stimulate the senses of guests. Floor plans and diagrams show the development of the design from initial concepts through preliminary layouts. The final two-story plan orients a central glass elevator and provides a sophisticated, functional space for the Italian clients who enjoy the Hollywood lifestyle.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
This summary provides an overview of an interactive mobile application designed to help organize cultural events in Venice, Italy. The app would allow performers to book open-air spaces using QR codes and share live video streams of their performances. Visitors could discover events and follow them through shared streams, while members could publish calls for events, post reviews with photos and GPS data, and meet up for discussions. The key challenges are collecting city data, ensuring usability across mobile devices, and solving technical issues like relying on Venice's public WiFi network for shared streaming and data collection. The goals are to provide visibility for young creatives, receive positive academic feedback, achieve economic sustainability, and maintain high quality cultural programming while streamlining bureaucratic processes.
Processing is an open-source programming language and environment for creating images, animations, and interactions. The presenter discusses how they use Processing for rapid prototyping of digital art and interactive projects. Processing allows beginners to create static images but can scale up to advanced uses like classes, libraries, and hardware integration. The presenter provides examples of projects they created using Processing including interactive installations, live visuals, and works exploring new media like projection mapping.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Marcin Ignac has been interested in computers and art from a young age. He studied computer science and fine arts. He now works at a company that develops real-time interactive media. Some of his projects include generative art, data visualization, and simulations using coding. He enjoys sharing his knowledge through workshops and presentations and believes in open source. In his spare time, he enjoys cooking, running, Capoeira, and trance music.
Technology has significantly impacted the art field in many ways. It has introduced new mediums like digital art and expanded traditional mediums by making techniques like adding textures possible. While some view digital and traditional art as different, the artistic process is similar - beginning with an idea and using a chosen medium to convey it. Technology allows for mixing of mediums and has advanced fields like graphic design, movies, tattoos and art restoration. Rather than taking away from art, technology has created new possibilities and expanded the art field.
Technology-based art uses computers and digital tools to create and manipulate images rather than traditional materials like paint and brushes. It includes digital photography, digital painting, computer-generated images, and videos created on computers or mobile devices. Modern smartphones and tablets have powerful editing apps that allow users to easily create and share artworks by adding effects, filters, animation and more. Common apps include Photoshop Express for editing, PicCollage for collages, ArtStudio for doodling, and Animoto for short videos set to music. While basic adjustments don't make an image fully computer-generated, extensive manipulation and creation with computers and software do constitute technology-based art.
Computer art uses computers to create or display artworks in various forms such as images, sound, animation, websites, algorithms, and installations. Notable early pioneers include Desmond Paul Henry, who invented an automated drawing machine in the 1960s to create machine-generated artworks. Computer art is evolutionary as new technologies and software allow for new possibilities. Digital art is a broader term that includes art made using digital technologies and is considered a form of new media art. Computer-generated imagery uses computer graphics to create or contribute images especially for films, television, and video games. It can involve both 2D and 3D graphics.
This document discusses technology-based art and digital art. It begins by explaining the origins of computer-generated art in the 1960s and provides examples of early digital artworks. It then covers the development of digital art in the Philippines and institutions that provide training. The document discusses how digital art has become widely accessible through mobile phones and computers, allowing anyone to create and share art. It highlights different apps and programs used for mobile phone art and computer-generated images. Finally, it discusses digital photography and image manipulation.
Axis Mundi is a multi-disciplinary design studio based in New York that works across architecture, interior design, furniture design, and art. Founder John Beckmann does not separate the different design disciplines, believing they inform one another. The studio's projects range from large residential buildings to furniture and lamps. Beckmann aims to position Axis Mundi between art and design, creating luxurious yet contemporary work.
The document discusses how artists can expand their practice beyond the studio and get involved in public art projects. It provides advice for artists who are interested in public art but may be intimidated or unsure how to get started. Some key points made include:
- Public art comes in many forms beyond just sculpture, including murals, flooring, signs and more. Opportunities are available through art councils and commissions.
- Artists should submit applications even if they're new to public art, as committees are looking to expand their pool of applicants. Getting involved in hypothetical projects can help build experience.
- Photographer Peter de Lory expanded his practice from framed photos to public mosaic works. He advises treating
Digital art is a broad term that refers to art created using digital technology as an essential part of the creative process or presentation. It can include digital photography, digital painting, 3D modeling, vector drawing, and more. Many digital artists combine various techniques to create unique works of art. Digital art has expanded the definition of art and increased accessibility of art to the world. It brings together elements of art, technology, science and math.
The keynote document provides a summary of six presentations given at the IxD12 conference. The presentations focused on how interaction design is changing and where it needs to head in the future. The document summarizes that the presenters called for designers to embrace the growing complexity and unpredictability in technology by focusing on disruptive rather than practical ideas, provoking change rather than just predicting trends, and exploring what could be rather than what should be through the use of "what if" thinking.
City Puzzle as an interactive simulation that visualizes future urban planning approaches. It builds on the mixed reality environment "Gulliver's World" to allow collaborative design of virtual cities.
This document provides information about creating artifacts without machines from the Industrial Revolution. It discusses imagining designing an everyday object like a vase or scissors without machinery. It would likely be made from similar materials but may look or operate differently if created by hand. Examples of things still made by hand today like food and some clothes are listed. The document also compares how activities like listening to music, getting news, and communicating have changed from previous manual methods to modern technology. Students are asked to generate design ideas for assigned briefs and evaluate ideas based on available materials, equipment access, and required skills.
This document discusses Alternativa3D, an open-source 3D engine for Flash. It provides information on licensing costs for individual and commercial use, as well as details on projects built with Alternativa3D technologies. The document also outlines potential partnerships with Alternativa3D and discusses uses of the engine in games, business applications, and future plans to improve the animation system, lighting system, and integrate with 3DS Max.
Bill Moggridge-Designing interactions-the mouse and the desktopdilemakiner
Doug Engelbart invented the computer mouse in the 1960s as part of his research into human-computer interaction and augmenting human intelligence using computers. While his designs were aimed at experts, the simplicity of the mouse interface made it easy for novices to use. Later researchers like Stu Card, Tim Mott, and Larry Tesler built on Engelbart's work at Xerox PARC, developing new interaction techniques like direct manipulation and the desktop metaphor to create graphical user interfaces that were intuitive for most users. Tesler went on to join Apple and help popularize these ideas.
The document describes a linguistic algorithm that analyzes 190 million health records, 900 million user profiles with geotags and short info, and 100 million tweets to identify positive or negative mentions of flu symptoms using geotags. The algorithm examines user posts for mentions of having the flu, feeling sick, or being tired of the flu and associates any related geotags to locate public discussions of flu outbreaks.
Technology has significantly impacted the art field in many ways. It has introduced new mediums like digital art and expanded traditional mediums by making techniques like adding textures possible. While some view digital and traditional art as different, the artistic process is similar - beginning with an idea and using a chosen medium to convey it. Technology allows for mixing of mediums and has advanced fields like graphic design, movies, tattoos and art restoration. Rather than taking away from art, technology has created new possibilities and expanded the art field.
Technology-based art uses computers and digital tools to create and manipulate images rather than traditional materials like paint and brushes. It includes digital photography, digital painting, computer-generated images, and videos created on computers or mobile devices. Modern smartphones and tablets have powerful editing apps that allow users to easily create and share artworks by adding effects, filters, animation and more. Common apps include Photoshop Express for editing, PicCollage for collages, ArtStudio for doodling, and Animoto for short videos set to music. While basic adjustments don't make an image fully computer-generated, extensive manipulation and creation with computers and software do constitute technology-based art.
Computer art uses computers to create or display artworks in various forms such as images, sound, animation, websites, algorithms, and installations. Notable early pioneers include Desmond Paul Henry, who invented an automated drawing machine in the 1960s to create machine-generated artworks. Computer art is evolutionary as new technologies and software allow for new possibilities. Digital art is a broader term that includes art made using digital technologies and is considered a form of new media art. Computer-generated imagery uses computer graphics to create or contribute images especially for films, television, and video games. It can involve both 2D and 3D graphics.
This document discusses technology-based art and digital art. It begins by explaining the origins of computer-generated art in the 1960s and provides examples of early digital artworks. It then covers the development of digital art in the Philippines and institutions that provide training. The document discusses how digital art has become widely accessible through mobile phones and computers, allowing anyone to create and share art. It highlights different apps and programs used for mobile phone art and computer-generated images. Finally, it discusses digital photography and image manipulation.
Axis Mundi is a multi-disciplinary design studio based in New York that works across architecture, interior design, furniture design, and art. Founder John Beckmann does not separate the different design disciplines, believing they inform one another. The studio's projects range from large residential buildings to furniture and lamps. Beckmann aims to position Axis Mundi between art and design, creating luxurious yet contemporary work.
The document discusses how artists can expand their practice beyond the studio and get involved in public art projects. It provides advice for artists who are interested in public art but may be intimidated or unsure how to get started. Some key points made include:
- Public art comes in many forms beyond just sculpture, including murals, flooring, signs and more. Opportunities are available through art councils and commissions.
- Artists should submit applications even if they're new to public art, as committees are looking to expand their pool of applicants. Getting involved in hypothetical projects can help build experience.
- Photographer Peter de Lory expanded his practice from framed photos to public mosaic works. He advises treating
Digital art is a broad term that refers to art created using digital technology as an essential part of the creative process or presentation. It can include digital photography, digital painting, 3D modeling, vector drawing, and more. Many digital artists combine various techniques to create unique works of art. Digital art has expanded the definition of art and increased accessibility of art to the world. It brings together elements of art, technology, science and math.
The keynote document provides a summary of six presentations given at the IxD12 conference. The presentations focused on how interaction design is changing and where it needs to head in the future. The document summarizes that the presenters called for designers to embrace the growing complexity and unpredictability in technology by focusing on disruptive rather than practical ideas, provoking change rather than just predicting trends, and exploring what could be rather than what should be through the use of "what if" thinking.
City Puzzle as an interactive simulation that visualizes future urban planning approaches. It builds on the mixed reality environment "Gulliver's World" to allow collaborative design of virtual cities.
This document provides information about creating artifacts without machines from the Industrial Revolution. It discusses imagining designing an everyday object like a vase or scissors without machinery. It would likely be made from similar materials but may look or operate differently if created by hand. Examples of things still made by hand today like food and some clothes are listed. The document also compares how activities like listening to music, getting news, and communicating have changed from previous manual methods to modern technology. Students are asked to generate design ideas for assigned briefs and evaluate ideas based on available materials, equipment access, and required skills.
This document discusses Alternativa3D, an open-source 3D engine for Flash. It provides information on licensing costs for individual and commercial use, as well as details on projects built with Alternativa3D technologies. The document also outlines potential partnerships with Alternativa3D and discusses uses of the engine in games, business applications, and future plans to improve the animation system, lighting system, and integrate with 3DS Max.
Bill Moggridge-Designing interactions-the mouse and the desktopdilemakiner
Doug Engelbart invented the computer mouse in the 1960s as part of his research into human-computer interaction and augmenting human intelligence using computers. While his designs were aimed at experts, the simplicity of the mouse interface made it easy for novices to use. Later researchers like Stu Card, Tim Mott, and Larry Tesler built on Engelbart's work at Xerox PARC, developing new interaction techniques like direct manipulation and the desktop metaphor to create graphical user interfaces that were intuitive for most users. Tesler went on to join Apple and help popularize these ideas.
The document describes a linguistic algorithm that analyzes 190 million health records, 900 million user profiles with geotags and short info, and 100 million tweets to identify positive or negative mentions of flu symptoms using geotags. The algorithm examines user posts for mentions of having the flu, feeling sick, or being tired of the flu and associates any related geotags to locate public discussions of flu outbreaks.
The document describes the Familiar Reader app for Windows Phone 8. It allows users to read ebooks in the FB2 format and customize font settings. The app provides access to books stored locally on the phone or in cloud services like SkyDrive and Dropbox. It includes features like notes, bookmarks, searching, and social sharing on Twitter and Facebook. The app was created by Natalia Babchinskaya using technologies like C#, XAML, HTML, and CSS.
Teachers need to be aware of the autism spectrum disorder range and must be aware of what to expect from this population and how to teach appropriately to these students.
In the presentation "Learning Disabilities and ADHD in a Postsecondary World," representatives from Beacon College explain the role of college students and of colleges themselves in assisting students with learning differences.
Teachers need to be aware of the autism spectrum disorder range and must be aware of what to expect from this population and how to teach appropriately to these students.
This document contains a brainstorm of ideas for a project focusing on technology in the environment. It includes photos taken of technology in the person's environment, along with edited versions of two photos. It also discusses various artists who incorporate technology in their work, including Michael Wolf, Susan Stockwell, Yuri Suzuki, and Franco Recchia. The document outlines plans for a stop-motion animation using a broken computer part as a set and plasticine characters. Inspiration is drawn from the film Tron and the animator Katsuhiro Otomo. Practice animations are presented using wire figures and a computer monitor.
The artist initially explored chaotic setups incorporating objects like paper, computer parts, and fabric. This led them to explore technology as a theme and how computer parts can be used in art. They were inspired by artists like Susan Stockwell and Yuri Suzuki who incorporate technology into their work. The artist then explored different art forms in response, like close-up photos of technology screens and a photo manipulation recreating Yuri Suzuki's "Tube radio." They were also inspired by works like the manga "Akira" and the film "Tron," leading them to create drawings and an animation portraying a wire figure emerging from computer parts.
The document summarizes Ryan Fountain's portfolio from his college course in games development. It includes examples of his work modeling 3D objects and animations using programs like Lightwave and Unity. It also describes assignments he completed, such as designing the game Pong in C# and writing about his favorite video game series. The portfolio demonstrates Ryan's skills in areas like 3D modeling, animation, and analyzing game development theory.
COMPUTER GRAPHICS AND MULTIMEDIA: The Future is here, Today.ikennaaghanya
This paper primarily dwells on graphics created using computers. Computer Graphics could generally be described as graphics created using computers and, more generally, the representation and manipulation of image data by a computer. The development of computer graphics, or simply referred to as CG, has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized the animation and video game industry. This paper highlights the History, Advancement and the Future of Computer Graphics as it plays a huge role in our day to day activities. The paper also discusses some common terms often associated with Computer Graphics and tries to explain their various meanings. The future is here, today. We just have to embrace it.
This document provides an overview of a virtual reality project called "Digital Ghost". It discusses the concept of digital ghosts which are avatars that are pieced together from a person's online data that could theoretically "live forever" online. It then outlines the 6 step process for creating the project which includes: 1) Filming in a subway station as a "non-place", 2) Stitching ping pong balls to clothing for motion tracking, 3) Shooting 20 second footage, 4) Tracking each ball, 5) Modeling a 3D ghost model in Maya, and 6) Creating the final movie.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
This document provides an overview of interactive design prototyping by the group teamLab from Japan. It discusses Japanese unique DIY culture including how stories drive motivation for makers. It then discusses teamLab's approach of prototyping everything and provides examples of projects like Sketch Aqualium, an augmented reality drawing application. It emphasizes the importance of multidisciplinary collaboration and prototyping for interactive design.
Sketchpad exemplified a new paradigm of interacting with computers by allowing users to change what was displayed on screen by manipulating it, directly changing the computer's memory. Concepts that had no prior visual representation, like constraints in Sketchpad, could now be visually depicted. Unlike a physical pencil, the stylus used in Sketchpad did not directly mark the display, but instead interfaced with the computer between the point and the surface.
The document traces the history and evolution of digital art from its origins in the 1950s and 1960s through to the present day. It discusses how early digital artists manipulated electronic waves and how computers were initially only accessible to large institutions. It then outlines key developments in the 1970s and 1980s as computers became more affordable and accessible. The document defines digital art and describes various forms it can take including digital photography, vector drawing, algorithms/fractals, photo painting, digital collage, integrated digital art, 2D and 3D digital painting, and 3D modeling. It provides an example of the conceptual digital artist Stephanie Syjuco and her "Black Market" works.
Glitch Aesthetics: Exhibiting Video ConferenceSean Cubitt
Tim Ryan Crash Media c.2001
This document discusses glitch aesthetics and their institutional context. It provides resources on glitch art techniques, artists working with glitches, and explanations of methods for introducing glitches like modifying video codecs or hardware. It also summarizes statements by artists such as Tim Head who aim to expose the physical materiality of digital media and viewers' relationship to it through glitch techniques.
Animation is the illusion of movement created by displaying a series of images in rapid succession. There are two major types: 2D animation which uses bitmap and vector graphics to create animated images on computers, and 3D animation which animates objects in a three-dimensional virtual space.
The main artists involved in animation include animators who create the frames, cleanup artists who refine the drawings, inbetweeners who generate frames between key images, and layout artists who assemble visual elements. Basic tools for 2D animation include pencils, color pencils, erasers, rulers, animation paper, and computers running 2D animation software like Toon Boom Harmony.
Masakazu Takasu, Technical Evangelist, TeamLab
http://theconference.se/
Masakazu will show how ingenious technology and art is made in Japan today.
Our next event is MakerFaire trondheim 2014
and ALS Electronica 2014!
http://prix2014.aec.at/prixwinner/13489/
PROTOTYPING EVERYTHING
We grow up exploring ourselves and our surroundings. We learn how to interact with the community we live in. In our early days it’s ok to ask a lot of questions and to learn by doing and failing. Somewhere along the way we become less inclined to play and test to learn how things work, and it seems like we are supposed to know everything about what we do (listen to a politician interviewed on telly). A lot of us forget that craft of testing our way forward.
But, there is a global maker movement that is all about trying things out and building prototypes to understand if an idea works and if there’s a market for it. In this session you will learn about how you can prototype everything from business models to technology.
http://togetter.com/li/708899
TECHNOLOGY-BASED ART final [Autosaved].pptxJezLapuz1
Computer and digital art originated in the 1960s due to advancing technology. Early creators were scientists and engineers who experimented with new hardware and recognized its potential for artistic expression. While initially questioned as "true art", computer art gained acceptance among artists and critics. In the Philippines, digital art was first used commercially by illustrators but is now pursued as a serious art form by local artists as well. Modern technology has made digital art creation accessible to everyone through smartphones and online/mobile apps.
The document provides information about elements and principles applied in comic art. It discusses key elements like line, shape, color, texture, form and space. Principles like emphasis and balance are also covered. The document explains that these elements and principles should be present for any form of art, including comic art. It provides examples of how digital and hand-drawn techniques can both apply these concepts. Students are assigned to draw their favorite cartoon character, applying elements, principles and appropriate processes to be evaluated based on a rubric.
This document discusses skeuomorphs and visual metaphors in interface design. [1] Skeuomorphs are design features that are no longer functionally necessary but reference real-world objects, while visual metaphors use images to draw comparisons and infer characteristics. [2] Skeuomorphs can help users transfer mental models and ease the learning curve, but can also limit functionality and innovation if overused. [3] Effective metaphors make interfaces more intuitive while inconsistent or random metaphors can confuse users.
3D modeling is the process of developing a mathematical representation of a three-dimensional object using specialized software. 3D modeling has its origins in stereoscopy and stereographic photography from the 1840s but saw increased usage with the development of 3D film and IMAX technologies in later decades. Today, 3D modeling is used across industries like engineering, product design, architecture, and medicine to create realistic digital representations of objects that can be rotated, analyzed, and interacted with virtually.
This document summarizes Jiyoung Baek's robotics and art projects from MattersLAB 3 in Seoul over 4 weeks. In week 1, Baek created a "robot" screen that would overlay audience members' faces on movie clips to make them feel like victims of anger. In week 2, Baek used a pen plotter to draw landscape elements like clouds and lights as lines and dots coded in Python. In week 3, Baek made a short film imagining their house could fly away like in the movie Up, using a rotating apparatus they built. In week 4, Baek explored motion paths.
This document discusses different types of animation including cel animation, 2D animation, 3D animation, and Flash animation. Cel animation involves drawing characters on clear sheets and placing them over backgrounds to film frame by frame. 2D animation creates the illusion of movement through sequenced images, while 3D animation uses computer modeling and rendering. Flash animation is commonly used to create online cartoons, games, and advertisements due to its capabilities for dynamic content and low bandwidth. The document also covers applications of these animation techniques.
This document summarizes several design projects. It describes Project 2B where students explored a LEGO character, designed 2D artworks with keywords, and transformed the 2D art into a 3D hanging mobile model. It also outlines Project 2A where students explored a keyword and architect to create a 3D mobile, and Project 1B where students created artworks using daily objects on rubber sheets investigating design principles.
1. sky stars
atmosphere
weather
plants nature
space
architecture
animals concrete
ENVIRONMENT
buildings
glass
city
brain personal
emotions people
mind home
culture
body
dreams society
country
imagination
2. architecture technology
robotics
modern CCTV
buildings futuristic
Tower blocks cities computers
Personal PC/Laptop
brainstorm on
environment
Circuit
electronics
boards
Tokyo
Hong Kong home
compression TV
Arcade games
Neon lights
Central smartphones
London 8-Bit
Subway Gameboy
3. Initial Thoughts
For this project I want to focus on technology in
our environment. In is day and age technology is
an integrated part of our culture and we are
surrounded by different forms of it every day
whether we want to be or not.
The first thing I have done is take photos of
some of the technology in my personal
environment.
4.
5.
6.
7.
8. Edited Photos
I chose to edit two of the photos that I liked the
most. I tried to edit them in different ways, the
first picture I just experimented with colour and
curves. The second picture was more focused. I
wanted to make the television screen look
pixelated so I selected only the screen and used
an effect on it. I did both of these in Photoshop.
9.
10.
11. Michael Wolf
Michael Wolf is a professional photographer who lives and works in
Hong Kong and Paris.
In a lot of his series Wolf took photographs of Google Street View
scenes on his computer screen. Wolf compared his method of finding
interesting scenes online to those of a street photographer walking
around in a city. He has called his Street View series ‘’a statement about
art.’’
This series is quite controversial as Wolf raises the question, ‘what can
and can’t be considered street photography?’. Wolf won an honourable
mention in Daily Life in the 2011 World Press Photo competition for his
A Series of Unfortunate Events work. Some people didn’t think that he
deserved the award as they said ‘the appropriation of Google images
should not count as photojournalism’. I think whether some people
think he deserved the award or not there is no denying that his the
pictures in his serious are quite interesting to look at.
23. I was looking at broken computer parts and I
thought they looked interesting as there were
lots of details and surface mounts on the
insides. I chose to look at once piece in
particular as when I was looking down at it all
the component looked like a miniature city.
24. I took pictures from different angles and positions around
the computer piece. I had the macro on so that in some
photos the only thing in focus would be one of the
components at the front while the rest of the picture would
be blurry. I think this gives the photos and interesting effect.
25. Since I thought the pictures looked like a city I tried
to edit photos in a way that would enhance this
idea for example in picture one I edited in such a
way that it looks like the light of sun set is against it
and in the picture two it looks like sun rise.
26. Susan Stockwell
As I was looking for artists who use technology I came across
Susan Stockwell. Susan Stockwell is a contemporary British
artist. Her work addresses themes of technology, ecology,
politics, identity and migration using her trademark motifs of
recycled computer components and other everyday materials.
As I am only familiar with Stockwell’s work with paper dresses
I was very interested to see her work with computer parts.
With these components she recreated the image of the world
as you would see it on a map. She also made models of South
America and Great Britain. I think Stockwell’s work relate to
my own as she focused on using computer parts and making
them look different by using them to build something else.
27.
28. Yuri Suzuki
Yuri Suzuki is a sound artist, designer and electronic musician who produces
work that explores the realms of sound through exquisitely designed
pieces. Born in Tokyo, he has lived across many European countries
including Switzerland, Sweden and the UK.
Suzuki’s work investigates the workings of consumer electronics. He has
made a collection of working objects that attempt to simplify electronics
and give the user a better understanding of how things work.
His work explores communication systems in consumer electronics. In his
piece ‘Tube Map Radio’ a printed circuit board is used as a base from
which to develop an electrical circuit influenced by Harry Beck's London
underground map diagrams. By strategically positioning certain speaker,
resistor and battery components on the map, users can visually
understand the complex networks associated with electricity and how
power is generated within a radio.
29.
30. In response to Yuri Suzuki's work
I attempted to recreate ‘Tube
Map Radio’. I used an image of
Tokyo Subway Map I found on the
internet and one of the photos I
took of the computer part. I
opened up both pictures in
Photoshop and overlapped the
images. I experimented with
different effects and filters. Below
are the results.
31.
32.
33. Franco Recchia
Creativity has no limit for this Italian artist Franco Recchia. He uses computer parts and makes
city landscapes and skyscrapers out of them. They are amazingly detailed. Recchia shows how
you can make modern art with simple materials, but only he knows how hard it was to make it.
Like Susan Stockwell, who also uses computer parts in her work, Recchia cuts computer parts into
shapes to recreate places but unlike Stockwell he also makes 3D sculptures as well. His work
interests me as I am exploring the relationship between technology and cities.
34.
35. idea
Make a really small model person (or people) and take
photographs of the figures in different parts of a broken part of a
computer. This idea is inspired by the film Tron as the film is
about a man trapped in a computer mainframe. I was also
inspired by the art of Slinkachu because he makes tiny models of
people and puts them in different places in the street.
36. Ideas for the lesson. 9/12/12
• In the lesson I am going to break apart a
computer tower and chose a piece to use as
my base. I am going to create a set of
characters out of clay and paint them. I will
make each of these characters alike but they
will have different designs and poses. Their
designs might be inspired by Tron.
37. • I tried the previous idea and it did not work
out. Clay is hard to use for making miniature
models as it dries out quickly when you use it
small scale. Also I didn’t think about the fact
that you cannot move clay after you create
something so I would not be able to use the
clay models in the animation. A better
material to use would be plasticine as it is firm
yet mouldable so I would be able to use
change the models in each frame.
38. Stop-Motion Animation
• Stop motion animation of a character exploring a broken computer part. The
character could be made of plasticine. Because I do media studies I know how I
would create the animation. I would take photos of the character in different
poses and then put all of the photos on Adobe Premier Pro. I’d have to cut and
edit each picture and put them into a sequence so that when I pressed play all the
pictures would play one after the other and make the character look as though it
were moving. Before doing this though, I’d have to create storyboards so that I
could plan the plot of the animation and know what pose the character has to be
in for each frame. I know how to put music into the animation as well. If I was
going to use music I would use an 8-Bit song or a remix of a popular song like you
would hear on a Gameboy or a song that used sounds that you would hear on a
game console. I’d make the animation last between one and two minutes. I’ve
been looking at stop-motion animators like Henry Selick, Tim Burton and Nick Park
(of Aardman studios). I don’t think the animation I make will have a plot but I don’t
think that matters, I think it’s more about just exploring animations as a medium
rather than actually creating apiece o dramatic cinema.
39. Katsuhiro Otomo
Katsuhiro Otomo is a Japanese manga artist, screen write and director. He is most
known for his epic 1980’s manga Akira and the 1988 animated film based on the
manga.
Akira is set in a dystopian version of Tokyo called Neo-Tokyo. Otomo uses
conventions form the cyberpunk genre in the manga. Cyberpunk is a science-
fiction genre which focuses on ‘’high tech and low life’’. It features advanced
science, such as information technology and cybernetics, coupled with a degree
of breakdown or radical change in the social order.
Otomo wrote and illustrated the manga himself and the art in the manga is
considered ‘outstanding’. I have the read the manga myself and was blown away
by the detail in all of the illustrations. The way the characters are illustrated looks
very stylized yet the destruction and technology in the manga are drawn with
immense detail and accuracy. I was blown away while reading this manga
because of both the storyline and the art.
I think Otomo’s work relates to mine as he usually works with the themes of
technology. Since he draws wires and metal his work is an inspiration to me as I
can look at his work when I find drawing those objects difficult. When I was
drawing the computer parts as part of this project I was inspired by Otomo’s style.
His drawings are so detailed and the proportions are all very accurate. His
drawings are all in black and white and he conveys tone very well. He fills a lot of
parts of the drawing in black and will leave a lot of the pats in white so there is
great contrast in all his drawings.
The drawing on the right is called Bionic Hand with Reflecting Sphere, inspired by
M.C. Escher's 1935 lithograph. Instead of a portrait of himself being reflected in a
sphere he has drawn a robot holding up it’s head and it’s own headless body is
being reflected. I like this piece because of the detail in the hand and the way that
the head is shaded in. I think it’s quite an interesting take on the original piece by
M.C. Escher
40. Jean Tinguely
Jean Tinguely was a Swiss painter and sculptor.
He created a series of sculptural machines which
he titled métamatics: machines that produced
art works.
Jean Tinguely created his métamatic sculptures
between 1955 and 1959. The sculptures
resemble machines made in the time of the
industrial revolution. The drawing that were
made by a motor-driven arm that holds the
pencil or other drawing tool against the paper.
The resulting drawings were very abstract.
I don’t think the focus is on the drawings
themselves but on the fact that they were
created by these amazing machines. I think
machines are far more interesting than the
drawings they produce.
Just like the machine in the photo on the right, I
am drawing on a long roll of paper.
One of Jean Tinguely’s machines shown on
exhibit in Paris. The photo is from a 1959 feature
by LIFE magazine, shot by Loomis Dean.
41. Practise Animation
As preparation towards my final piece I made a short animation. created a figure out of wire and took a series of photographs. In
each photograph I changed the position of the wire figure to make it look as if it were climbing over something. Each picture was
only on screen for 20 seconds so that when the whole series was played it looks like the figure is moving.
Some screen shots from the animation.
43. I made two more animations. The first one is like my previous animation. I used a wire figure
and I wrapped coloured computer wires around it to make it look more like it was part of a
computer. I hade the figure coming out of a computer. My previous animation was quite slow
so the animation didn’t look very good so in this one I made sure the editing was smoother so
the pictures would play quicker so it looked more like the figure was actually moving rather
than a sequence of photos played together. I also added music which I thought made it better.
44. I tried to do something different with this animation so instead of use a figure I used a computer
monitor as the subject. I tried to use more camera angles and have the monitor move around a
larger area because it was a bigger object than the wire figure.