COMPUTER CULTURE.SIGGRAPH (Special Interest Group on Computer Graphics, www.siggraph.org) The arm of the ACM that specializes in computer graphics and interactive techniques. Providing publications, workshops and conferences, it has served technicians and researchers as well as the artist and business community 99 August 8-13, 1999 Los Angeles Los Angeles (lôs ăn`jələs, lŏs, ăn`jəlēz'), city (1990 pop. 3,485,398), seat of Los Angeles co., S Calif.; inc. 1850. , California BARBARA MILLER Over the past few years I have begun to introduce computer graphics (CG) into my art history and cultural studies courses. It is not that the traditional arts have no place in the classroom, but that CG, virtual reality (VR) and artificial life simulations (Alife) are some of the most influential media of the '90s. They inform not only what we see, but how and where we see it. An increasing number of museums have interactive Web sites, TV news programs use Hollywood-style special effects special effects, in motion pictures, cinematographic techniques that create illusions in the audience's minds as well as the illusions created using these techniques. and mainstream cinema incorporates VR-like adventure scenarios. Our knowledge of the world is funneled through a mixed reality in which the human eye is presented with both digital simulations and portrayals of real life. Grim forecasters refer to these changes as the "Disneyfication" of culture--the reduction of our everyday lives to theme park existences. In contrast to these critics, I see the coming wave of electronic imaging technology as an evolution that has more benefits than it has risks. "SIGGRAPH 99," the 26th annu al conference dedicated to promote the theory, design, implementation and application of computer-generated graphics and interactive techniques, provided an opportunity to learn about the technologies that are helping to propel us into a decidedly digital twenty-first century. My first stop at "SIGGRAPH" was the technOasis art gallery, which included a mixture of small enclosed rooms and large exhibition stalls. Traditional 2-D format artwork was displayed alongside interactive works. The latter, however, stole the show. Toshio Iwai's Composition of the Table, No. 1 [PUSH], No. 2 [TWIST), No. 3 (TURN], No. 4 [SLIDE] (1999), for example, allowed participants to interactively manipulate geometric shapes This is a list of geometric shapes. Generally composed of straight line segments
In the vendors' section, participants were allowed firsthand first·hand adj. Received from the original source: firsthand information. first experience of the technologies used to produce the work on view at the festival. Companies such as Intel set up high-end computers and demonstrated CG software. Others promoted body-scanning imaging systems and presented products in 3-D digital format. Many also passed out souvenirs: Blue Sky distributed copies of its award-winning film Bunny (1997, by Chris Wedge) and ARTBYTE magazine gave away a posable figure called Zoobdude. Throughout the week, conference participants could attend presentations, panels and discussions, rated by conference organizers as to their degree of specialization. In presentations aimed at beginners, industry employees gave behind-the-scenes lectures on CG effects such as those seen in Star Wars Episode 1: The Phantom Menace (1999, by George Lucas Noun 1. George Lucas - United States screenwriter and filmmaker (born in 1944) Lucas ) and What Dreams May Come (1998, by Vincent Ward). Although panels on cutting-edge technologies such as voice puppetry puppetry Art of creating and manipulating puppets in a theatrical show. Puppets are figures that are moved by human rather than mechanical aid. They may be controlled by one or several puppeteers, who are screened from the spectators. and 3-D free-farm design were geared more toward advanced attendees, they were nonetheless entertaining. For example, the developer of voice puppetry, Matthew Brandt, presented a video of digitized images of Leonardo da Vinci's Mona Lisa Mona Lisa La Gioconda, da Vinci’s enchanting portrait. [Ital. Art: Wallechinsky, 190] See : Beauty, Lasting Mona Lisa enigmatic smile beguiles and bewilders. [Ital. (1504), Vincent Van Gogh's Self-Portrait with Bandaged Ear (1889) and a statue of Julius Caesar Julius Caesar: see Caesar, Julius. . Each character on the screen spoke to the audience in a realistic fashion, explaining the premise behind the program. Those with specific education interests could attend the "Electronic Schoolhouse" where educators and industry trail-blazers, such as John Hughes
The "Emerging Technologies: Millennium Motel" exhibit perhaps provided the best glimpse into the future. Here, participants could enter VR environments: in one, players battled a mechanical probe in a Stars Wars-like setting; in another, they climbed tall buildings and leapt over rooftops; and, in a third, they drew 3-D forms with simple hand gestures. Rebecca Allen's Emergence (1999) most effectively demonstrated how game programs and artificial intelligence (AI) technology will fundamentally define the media and education of the coming millennium. Allen describes Emergence as "a PC-based, real-time 3-D software system that explores the role of human presence in a world of artificial life." The viewer uses a joystick (hardware, games) joystick - A device consisting of a hand held stick that pivots about one end and transmits its angle in two dimensions to a computer. Joysticks are often used to control games, and usually have one or more push-buttons whose state can also be read by the computer. to negotiate a desert-like environment. When the player bumps into a virtual being, he or she enters the body of an on-screen on·screen or on-screen adj. & adv. 1. As shown on a movie, television, or display screen. 2. Within public view; in public. other. It was not so much the piece itself, but its possibilities that struck me as prophetic. After operating the joystick myself, I gained a better understanding of ho w technology will change our perception of past and current events. Voice puppetry and AI programs will allow us to engage in conversations with historic figures and potentially reenact momentous events. I have attended a variety of academic and non-academic conferences, from those of the College Art Association and the Modern Language Association to computer and animation conventions. Of these, "SIGGRAPH" was by far the largest and most encompassing--in all senses of the word. As a first-time attendee, however, I found that the conference overlooked two important areas. First, it lacked panels promoting a critical perspective and, as a result, the conference fell into its own seduction Seduction See also Flirtatiousness. Selfishness (See CONCEIT, STINGINESS.) Armida modern Circe; sorceress who seduces Rinaldo. [Ital. Lit.: Jerusalem Delivered] Aurelius Dorigen’s nobleminded would-be seducer. . Three-dimensional and VR technologies are neither apolitical a·po·lit·i·cal adj. 1. Having no interest in or association with politics. 2. Having no political relevance or importance: claimed that the President's upcoming trip was purely apolitical. , ahistorical a·his·tor·i·cal adj. Unconcerned with or unrelated to history, historical development, or tradition: "All of this is totally ahistorical. nor socially transparent. I am in no way suggesting that history or theory should dominate the conference, but that without them a nineteenth-century positivist pos·i·tiv·ism n. 1. Philosophy a. A doctrine contending that sense perceptions are the only admissible basis of human knowledge and precise thought. b. euphoria eclipsed the progressive aspirations of the meeting and clouded such panels as, for instance, "A Morphable Model for the Synthesis of 3-D Faces," given by a representative of the MaxPlanck Institute. Isolated from a social context, the CG program for morphing Transforming one image into another; for example, a car into a tiger. The term comes from metamorphosis. Morphing programs work by marking prominent points, such as tips and corners, of the before and after images. facial likenesses rang of misled nineteenth-century attempts to physiologically categorize criminal types. The programmers' electronic synthesis of physical features uncannily reprised Francis Galton's composite photography, which laid the groundwork for eugenics eugenics (y jĕn`ĭks), study of human genetics and of methods to improve the inherited characteristics, physical and mental, of the human race. . If new technologies are going to
move forward and avoid repeating the previous century's misguided
"march of progress" and the current critics' charges of
the "Disneyfication" of culture, a critical distance is key.
Second, although "Electronic Schoolhouse" was a good start, discussion of digital media in university seminars was all but overlooked at the conference. Advanced students need a forum for debate if they are to move past the spectacle of these new technologies. Given the size and breadth of "SIGGRAPH," surely there is space to add a few such panels that in the end would advance the entire program. BARBARA MILLER is a writer, professor and critic of art and new media. She is currently completing her manuscript The New Flesh in Contemporary Art Film, and Photography. |
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