WarningIn Spring, 1999, The Knowledge Base Project completed its work. The publications and pages remain online for the benefit of the virtual reality community. However, the information is not current. Exhibits | Persons | Projects | Research | Commercial | Organizations | Newsgroups | Other
Benjamin, IvorCentre for Human-Computer Interaction Design
Britton, BenjaminBritton is an artist working with electronic art tools - most recently virtual reality. He has an M.A. from Vermont College and an M.F.A. from the San Francisco Art Institute. He has exhibited his electronic art works nationally and internationally and ha
Coates, GeorgeGeorge Coates uses 3D stereographic devices to create live performance art productions.
Davies, CharChar Davies is an artist and Director of Visual Research at Softimage in Montreal. Formerly a painter and filmmaker, she became involved with digital media in the mid-80's. She has been with Softimage since 1987. As Director of Visual Research she leads a team dedicated to pushing the artistically-expressive potential of immersive digital technology.
Debevec, PaulDebevec is a Postdoctoral Fellow at the UC Berkeley Computer Vision Group. His current projects in Image-Based Modeling and Rendering include Rouen Revisited 1996 and Facade: Modeling and Rendering Architecture from Photographs 1996.
Dickson, StewartStewart Dickson is a pioneer in the field of visualizing mathematical objects in three physical dimensions using computer-aided rapid mechanical prototyping technologies, such as Stereolithography. Dickson has been an SGI and Wavefront 3D modeling and animation software user since 1985. He has been an illustrator and computer graphics consultant for Wolfram Research, Inc., creators of the Mathematica(R) system for doing mathematics by computer. Dickson is the proprietor of Mathart.com With Michael Scroggins, Dickson co-created the VR installation A Topological Slide as part of the Art and Virtual Environments Project at the Banff Centre for the Arts.
Fisher, ScottScott S. Fisher is a media artist, producer, and director whose work focuses primarily on stereoscopic imaging, immersive "first-person" display environments, and 3D books. Currently he is managing director of Telepresence Research,Inc. , a production company focusing on the art and design of virtual environment and remote presence experiences.
Gabriel, UlrikeUlrike Gabriel's work is concerned with the relationship between the body and its conditions. The work realizes interactive space where body and its conditions interpenetrate, where a person's body interfaces within a virtual world as a result of being triggered from data deriving from the body in real-time.
Holzer, JennyJenny Holzer uses LCD images in interactive exhibits.
Kac, EduardEduardo Kac is an artist who works with holography, telepresence, computers and the Internet. He has extensively explored the incorporation of text in holography with the production of many holopoems using computer graphics to manipulate words in holographically produced space. These pieces have been displayed world-wide and are held in many public and private collections. Kac has written extensively about his holographic work and more recent activities with electronic imaging and the Internet.
Laurel, BrendaInterval Research Corporation
Brenda Laurel is a researcher at Interval Research Corporation and a writer whose work focuses on human-computer interaction and cultural aspects of technology. Laurel is co-director (with Rachel Strickland) of the Placeholder project, a joint project of Interval Research Corporation and the Banff Centre for the Arts.
Levin, GolanInterval Research
Golan Levin is an artist and designer of artifacts and experiences. Before he joined Interval Research in 1994, Golan completed his self-made undergraduate degree in Media Arts and Sciences at the Massachusetts Institute of Technology. Since then, he has focused on the design of expressive instruments, tools and toys for producing and playing with media.
Rogala, MiroslawMiroslaw Rogala has received international recognition as a video and mutlimedia artist. His primary accomplishments have been interactive multimedia installation/performances which incorporate synchronized multi-channel video and electronic sound with live music, dance, and performance. At this date, he has been accepted as an Interactive Multimedia Arts Doctoral candidate in the online PhD research program at the Centre for Advanced Inquiry in the Interactive Arts at Gwent College, University of Wales.
STELARCStelarc is a performance artist whose work explores and extends the concept of the body and its relationship with technology through human/machine interfaces incorporating the Internet and Web, sound, music, video and computers.
Sauter, JoachimART + COM
Joachim Sauter is Managing director and co-founder of ART+ COM Research Center for Computer aided Design and Visualisation, based in Berlin. .He is active in the field of design and art, research and development. He was educated in film and visual communication and has received numerous awards for interactive art at home and abroad. He is professor of design with digital media at the Academy of Fine Arts in Berlin.
Scofidio, RicardoRicardo Scofidio is a professor at the Irwin S. Chanin School of Architecture at Cooper Union since 1965. Scofidio formed Diller+Scofidio in 1979 with Elizabeth Diller at Princeton Unviersity. Diller+Scofidio is a collaborative team involved in interdisciplinary work that incorporates architecture as well as the performing and visual arts. They look at how media culture privileges unmediated transmissions (live or "real-time" events) and present work that occupies the space between actual and technological time: "live" and prerecorded broadcasts, "real-time" and computer-based imagery.
Michael Scroggins is a pioneer in the field of performance animation. The utilization of realtime visual nstruments in the creation of visual compositions of absolute color, shape, and texture has been at the heart of his work for over 25 years. His absolute animation works have been widely exhibted. He was recently appointed Director of Computer Animation Labs at CalArts where he has been a member of the faculty since 1978.
Shaw, JeffreyInstitute for Visual Media
Shaw studied architecture at the University of Melbourne, sculpture at Brera Academy in Milan and St. Martin's School of Art, London. He is a founding member of the Eventstructure Research Group in Amsterdam (1969-80). Since 1991 he has been director of the Institute for Visual Media at the ZKM Center for Art and Media Karlsruhe.
Strickland, RachelInterval Research Corporation
Rachel Strickland is an architect, videographer, and interaction designer at the . Strickland is co-director (with Brenda Laurel) of the Placeholder project, a joint project of the Interval Research Corporation and the Banff Centre for the Arts.
Galeria VirtualPart of the Audiovisual Institute in Barcelona, GALERIA VIRTUAL is a research and experimental production team, working on interdisciplinary projects which integrate contemporary art and digital audio-visual technologies, paying special attention to Virtual Reality.
Banff Centre for the Arts
The Media and Visual Arts programFocuses on professional development and training opportunities for artists and cultural producers in a range of disciplines.
Bar Code HotelAn interactive installation for multiple participants (or guests). By covering an entire room with printed bar code symbols, an environment is created in which every surface becomes a responsive membrane, making up an immersive interface that can be used simultaneously by a number of people to control and respond to a projected real-time computer-generated stereoscopic three-dimensional world. Produced under the auspices of the Art and Visual Environments Project at the Banff Centre for the Arts.
Placeholder by Brenda Laurel and Rachel StricklandThis site serves as a multi-media archive documenting the Placeholder project. In this project three-dimensional videographic scene elements, spatialized sounds and voices, and embodiment as petroglyphic spirit animals were employed to construct a composite landscape that could be visited concurrently by two physically remote participants wearing head-mounted displays.
Carnegie Mellon University
OZ ProjectThe Oz Project is developing technology and art to help artists create high quality interactive drama, based in part on AI technologies. This especially means building believable agents in dramatically interesting micro-worlds.
Studio for Creative InquiryThe STUDIO for Creative Inquiry was founded in 1989 to support experimental and cross-disciplinary work in the arts.
Chelsea College of Art and DesignThe research project began in May 1994. When the project began there had been little work done with regard to the development and adaptation of Virtual Reality technologies for artistic use. As well as doctorate level theoretical research into the subject, one of the team's major research objectives is to experiment and develop the creative potential of the medium through the production and presentation of new forms of art works.
Interactive Media Technology Center (IMTC)IMTC engages in collaborative projects involving the arts and technology. The Dance Technology Project The project's charter is to find new and innovative ways to integrate technology and the arts, specifically dance. The Michael C. Carlos Museum Visitors are able to discover facts about the wide variety of cultural artifacts the Museum has to offer via manipulable 3D models, tours of ancient archaeological ruins, and a dense web of associative links between artifacts. The Virtual Conductor The Virtual Conductor Project is an exploration into the human-machine interface issues and applications involving music tempo and its control through natural gestures.
Kansas, University of
Institute for the Exploration of Virtual Realities (i.e.VR)i.e.VR is an institute within the University Theatre and the Department of Theatre and Film at the University of Kansas. Its goal is to explore the uses of virtual reality and related technologies in the performing arts.
Massachusetts Institute of Technology
MIT Media LabMIT's Media Laboratory carries on advanced research into a broad range of information technologies including digital television, holographic imaging, computer music, computer vision, electronic publishing, artificial intelligence, human/machine interface design, and education-related technologies. Some projects are listed below.
It/I, a computer theater play by Claudio Pinhanez."It/I" portrays two characters, "I" (played by a human actor) and "It" (played by a computer) in a pantomime about the relation between people and technology. The play is part of a project at the MIT Media Laboratory on integrating computers into theater through computer vision technology. The computer playing "It" monitors the scene with video cameras and reacts to "I"'s actions by displaying real time computer graphics objects and synthesizing sound. After the play, the public is invited to go up on the stage and interact with "It".
Ohio State University
ACCAD: Advanced Computing Center for the Arts and DesignThe Advanced Computing Center for the Arts and Design. ACCAD is a center for graduate instruction, research and design in the arts. Work done at ACCAD includes computer graphics and animation, scientific visualization, software development, computer mediated art, telecommunications, multi-media, and virtual reality.
Osmose by Char DaviesCreated by a team led by artist Char Davies, Director of Visual Research at Softimage, Osmose is a space for exploring the perceptual interplay between self and world, i.e., a place for facilitating awareness of one's own self as embodied consciousness in enveloping space.
The Virtual TheatreThis project is headed up by Barbara Hayes-Roth and Edward Feigenbaum. They are looking at tools to allow children to create impovisational plays on the computer. The Virtual Theatre project aims to provide a multimedia environment in which users can interact with intelligent, automated actors, either in well-defined stories or in improvisational environments.
Wales, University of
CAiiA: the Centre for Advanced Inquiry in the Interactive ArtsCAiiA investigates the impact of digital technologies, bio-technology and artificial life on art. Director: Roy Ascott.
Ars Electronica CenterThe Ars Electronica Center provides an interdisciplinary platform for "encounters" between the arts, sciences and society. The Center is a model for exploring the impact of new technologies and media for art. The Ars Electronica Research and Residence Program is a forum for artist collaboration and networking with other institutions.
Art+Coman interdisciplinary group concerned with the integration of computer technology, communication and design. ART+COM was founded in 1988 as a centre for computer aided design and communication, with the intention to promote co-operation between science, design and education. Since 1988 ART+COM has established itself as a melting pot for new ideas and new technologies, where specialists from the Arts, from Science and from industry come together to combine their ideas and goals. HOME PAGE at Virtual Reality Projects developed over the last 7 Years at Art+Com, Berlin: New Media in Town Planning (Teleinteractive and Televirtual Townplanning) Cyber City Fly, (Virtual Berlin) T_Vision (Virtual Earth) VR Daimler (Virtual Car) Iconoclast Networked Skin
20/20 BlakeThe current (7/97) George Coates performance in which paintings and engravings selected from throughout William Blake's life appear onstage as projected stage sets. The audience wears 3D glasses to experience stereographic illusions created from digital manipulations of the paintings and engraving, enabling live performers to appear in the artworks.
AlembicAlembic challenges conventional vr representation and interaction paradigms. Displayed at Bonington Gallery, Alembic is an interactive "virtual reality" installation using 3D image display, sound and "field sensing." A sense of immersion is produced by the synthesis of "Dynamic Form" which responds directly to the viewer's movements in an organic and analogue manner.
Angels - VR Movie (1989-1992)" Nicole Stenger is taking advantage of VR hardware advances to create a virtual reality movie, called Angels. The movie involves the interaction of the viewer, who is equipped with Dataglove and goggles. When an angel is touched, it spins new environments and colors out of the crystals that surround it. In creating the movie, Stenger rendered original settings and eliminated some conventional Dataglove gestures." --see Haggerty, M. (1992). Serious Lunacy: Art in Virtual Worlds. IEEE Computer Graphics and Applications, 12(2), 4.
ApparitionsApparitions is both a physical installation at the UC SanDiego University Art Gallery and a computer generated virtual environment created by Vital Signs, a collaborative group of artists and programmers.
Arena Life by Ulrike GabrielEach polygon generated in the "Perceptual Arena" is developed as a form of artificial life called "Being". It is generated and developed not only by the participant in his HMD and Data Glove, but also by anyone accessing it through the internet. 'Being' now becomes a matter of being manipulated by a plurality of people, a 'tribe' that create a kind of 'bottom up' circumstance for artificial life --- circumstances within circumstances. "Perceptual Arena" is a realtime virtual environment designed with OTHERSPACE. In the default state completely empty, it creates a visual space texture as a coding of the user interaction. The interaction is simply to be in the space, to perceive it, to move around and to grasp the resulting virtual clay, which defines the space and is the material for the further interaction.
(Art)^n LaboratoryVirtual Photography/PHSColograms (Art) to the Nth Power, Inc. uses digital 3D and animation hard copy technology products to display digital renderings of art in its installation gallery.
BREATH by Ulrike GabrielIn BREATH the participant's breath was projected onto four surrounding screens in the form of changing polygons by means of abstract computer graphics.
Chimerium, by Perry Hoberman and Scott FisherChimerium' is the beginning of an interactive, three-dimensional virtual world that visitors can enter and explore at the InfoART Pavilion at the Kwangju 95 Biennale site. The Biennale was curated by internationally renowned artist Nam June Paik and art and technology writer Cynthia Goodman.
CLOUDS OF: The things that float before your eyes by Robin PetterdThis installation work explores 'how images and people seem to float by, out of reach in so much of life because the experience of them has been mediated by technology'. The work also attempts to address some of the problems of how to show interactive and computer based work in a gallery setting by the addition of more elements to gallery than just a computer screen and making the interactive components of the exhibition as easy to use as possible.
Conversation with Angels by AmpcomPresented at the Ars Electronica Festival 97, Conversation with Angels is a multi-user VRML 2.0 world in which visitors choose an avatar in which to enter the worlds and chat with a variety of robot personalities via a text interface. Ampcom is the artists Andy Best and Merja Puustinen.
CUI: Cathartic User Interface by Perry Hoberman and Nick PhillipsAn interactive, multi-participant installation originally installed in the Blasthaus Gallery in 1995.
Electric CarnivalA collaboration of musicians, software developers, visual artists, and animation specialists produced a travelling road show of "digital marvels" that criss-crossed the country for nine weeks during the summer of 1994 as part of the Lollapalooza alternative rock festival.
Electronic Garden/NatuRealization by Miroslaw RogalaA web installation which changes over time through interaction with visitors. eGarden allows the viewer to participate through an interactive audio set-up, take "pictures" of the garden, and explore the garden's history, culture, and animal life.
Faraday's Garden by Perry HobermanIn Faraday's Garden, participants walk through a landscape of household and office appliances which function as a time travel experience, also uses 3D audio technology.
FRACTAL FLESH by StelarcStelarc's work explores and extends the concept of the body and its relationship with technology through human/machine interfaces incorporating the Internet and Web, sound, music, video and computers.
GENETIC IMAGES by Karl SimsThis interactive installation is an unusual collaboration between humans and machine: the humans supply decisions of visual aesthetics, and the computer supplies the mathematical ability for generating, mating, and mutating complex textures and patterns. The viewers are not required to understand the technical equations involved. The computer can only experiment at random with no sense of aesthetics - but the combination of human and machine abilities permits the creation of results that neither of the two could produce alone.
Guggenheim Museum, LCD Display, 1989-1990 by Jenny HolzerA museum installation by Jenny Holzer.
Host Body/Coupled Gestures-Event for Virtual Arm, Scanning Robot andThird Hand by StelarcStelarc's body is the site for an integrated human/electronic performance. A data glove on one of Stelarc's hands sends finger flexion and position data to a computer-generated "manipulator" that not only functions like an arm in virtual space, but extends human performance: it has continuous wrist and finger rotation, infinite stretching, and grafting. On his other arm is a robotic Third Hand that is activated by EMG abdominal and leg muscle signals. Sensors connected to various parts of Stelarc's body track EMG signals, acoustically "amplifying" the internal functions of his body; mercury switches on Stelarc's arms allow his body to become a video switcher. An IRB 2000 robot arm towers over Stelarc, with a camera attached, circling and scanning his body.
HUMAN ENERGY: DIVIDED WE STAND by Miroslaw RogalaAn interactive video symphony in six movements.
Interface Autodrom by Tommy Lehner, Peter Hauenschild, Georg RitterAUTODROM is a multimedia experimental array and installation presented at the Ars Electronica Festival 97. AUTODROM involves the collision of two worlds at the intersection of Reality Road and the Cyberspace Expressway - the man-machine interface, a two-way feedback loop interlinking mankind and the virtual world. The human-controlled machines moving along an actual test track have their equivalent in virtual space in the form of 3-D characters. An additional computer-generated factor has been engineered into the behavior of these figures.
Lovers Leap by Miroslaw RogalaAn interactive multimedia installation.
MENAGERIE: A Virtual Experience by Scott Fisher:A fully immersive virtual environment installation that is inhabited by virtual characters and presences specially designed to respond to and interact with its users. This experience allows a visitor to become visually and aurally immersed in a 3D computer generated environment. Produced by Scott Fisher of Telepresence Research in collaboration with Magic Box Productions, Inc.
Mothers of Time: Seven Paleolithic Figurines from the Louis Alexandre Jullien CollectionOn view at the Canadian Museum of Civilisation, these thumb-sized, Ice-Age artifacts can be examined and manipulated by means of three-dimensional, stereoscopic viewing. The technology allows the spectator to magnify the image, turn it upside down or zoom in on a specific detail.
Ornitorrinco in Eden by Eduardo Kac and Ed BennettA networked telepresence installation, the result of a collaboration of Eduardo Kac and Ed Bennett.
Parasite Performance by StelarcIn the Parasite performances the cyborged body enters a symbiotic/parasitic connection with information. Images gathered from the internet are mapped onto the body and, by a muscle stimulation system, the body becomes a reactive node in an extended nervous system. This system electronically extends the body's optical and operational parameters beyond its cyborg augmentation of third arm, muscle and computerized visual elements.
Ping datascapeImages, hypertexts, movies, noises, and objects located in the WWW are positioned on an interactive map which forms the ping datascape. A virtual camera, called the eye agent, is constantly moving through the datascape, thereby generating the Ping-movie, a live and real time flight through the Internet.
Please Change Beliefs by Jenny HolzerAn interactive exhibit in which the participants alter the "truisms" or add their own.
Rouen Revisited by Golan Levin and Paul DebevecRouen Revisted is an artifact about artifacts about an artifact-- an interactive and open-ended interpretation of paintings and photographs, which are themselves interpretations of an ancient Gothic artwork.
Slippery TracesThe Postcard Trail by George Legrady A non-linear narrative in which the viewer navigates through a maze of about 200 interconnected postcards that cover a range of topics such as nature, geography, colonialism, the future, work, urban environments, technology, race, gender, the supernatural, kitsch, etc. Each postcard contains approximately 5 hotspots or links, each of which when selected by the viewer, leads to a different image. The hotspots links to other images are based on literal, semiotic, psychoanalytic, metaphoric or other connections. As the viewer navigates through the images following their interest and desire, a database algorithm keeps track of each move, weaving a second level story based on the sequence of the viewer's choices. The viewer can choose to see this statistical analysis, or metaphoric trace (situated beneath the postcard image) as it is constantly updated and adjusted according to each sequential move.
TERRAIN_01 by Ulrike GabrielIn the installation Terrain_01 the user can experience the paradoxical situation of being simultaneously the all-mighty top-down observer of a kybernetic modelworld and the affected part of it. The interaction happens through thoughts, the effect of the thoughts on the perceived and its feedback to the user, in a reciprocal dependency: The less stressed the viewer is, the more light hits the robots and the faster they therefore move. Their movement again is perceived and influences the user.
Terrain_02Solar Robot Environment for Two Users by Ulrike Gabriel: The piece consists of a round glass table, on which live 10 solar-powered robots. Two users sit on opposite sides of the table, strapped into headbands which record their brain waves. In front of each user is a small monitor, which displays a readout of her own, and her partner's, brain. The computer compares both readouts and according to the results brightens or dims a bank of lamps above the table, thus affecting the behavior of the solar robots. The robots will move when the 2 users' brain waves balance, and will move fastest when the users minds are relaxed.
THE ADDING MACHINEA Virtual Reality Project This site demonstrates the ways in which virtual reality technology can be used to illuminate an existing dramatic text.
The Caves of LascauxAlthough the real Caves exist, they are now closed to the public due to concern over deterioration of the thousands of paintings in the Caves. The natural traffic of visitors after the rediscovery of the Caves in 1946 brought harmful bacteria and moisture into the Caves. This exhibit, created by Benjamin Britton, allows visitors to experience the Caves without harming the paintings, as well as educates the public.
The Clearing by George Legrady"The Clearing" is an interactive computer artwork that deals with the representation of the Bosnian conflict in the language of the Western news print media. Viewers interact with a moving hunting photograph to scan a range of topics on Bosnia. They can choose any of 30 categories to examine news quotes imbedded in the photograph. Different points of view are identified through color coding: The Bosnian Muslims, the Serbs and outside news commentaries. The viewers' experience of information search through the computer program interface is designed to reveal traces of vision technologies' origins in military and medical applications, a particular kind of seeing that can be described as "search and destroy" or "hold still while I examine."
The Invisible Shape of Things Past"The Invisible Shape of Things Past" is an exploration of the representation of time in virtual space and the navigation through time in VR. The project enables users to transform film sequences (time-based information) into interactive virtual objects.
The Topological Slide by Michael Scroggins and Stewart DicksonA collaboration of Michael Scroggins and Stewart Dickson in which the participant is able to "surf" mathematical topology.
"Wings" at i.e.VRAn experimental production in which the audience was outfitted with i-glasses.
Last Update: 1999.01.12 11:37:42.08 diderot