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From: xianatro@crl.com (Christian Greuel)
Newsgroups: sci.virtual-worlds
Subject: SIGGRAPH 95 Panel: Art & Virtual Reality
Date: 19 Jun 1995 16:04:52 -0700
Organization: CRL Dialup Internet Access
Lines: 269
Message-Id: <3s4vqk$4qj@crl9.crl.com>
Summary: Siggraph 95 Panel to Discuss the Art of Virtual Reality
Keywords: Siggraph virtual art Greuel Caire Cirincione Hoberman Scroggins
Status: OR

_____________________________________________________________


FOR IMMEDIATE RELEASE

contact:
  Christian Greuel
  Fakespace, Inc.
  415-688-1940
  xianatro@crl.com

  
SIGGRAPH 95 PANEL TO DISCUSS THE ART OF VIRTUAL REALITY

Los Angeles, CA - June 19, 1995

Virtual Reality promises artists the most exciting break-through for the 
creative process since the invention of motion pictures. But is anybody 
actually using these tools for aesthetics and personal expression? 

To answer this question, a panel discussion entitled "AESTHETICS & TOOLS 
IN THE VIRTUAL ENVIRONMENT" has been scheduled to take place at the 22nd 
International Conference on Computer Graphics and Interactive Techniques, 
better known as SIGGRAPH 95. 

This panel will bring together five leading artists working on the 
cutting 
edge of immersive experience as art form. These pioneers will shed light 
on 
the subject using their own projects as point of departure for in depth 
discussion of this unexpected paradigm shift that leaves the art world 
reevaluating itself.

All panel members are currently active in the creation of immersive three-
dimensional art experiences intended for real-time Virtual Reality systems.

This event will take place on Thursday, August 10, 1995 from 10:30 a.m. 
until 12:15 p.m. SIGGRAPH 95 runs from August 6-11 at the Los Angeles 
Convention Center. Conference attendance is expected to exceed 30,000.
_____________________________________________________________

Siggraph 95 Panel:
 "AESTHETICS & TOOLS IN THE VIRTUAL ENVIRONMENT"

Moderator:
  Christian Greuel, Fakespace, Inc.

Panelists:
  Patrice Caire, Virtual Reality and Multimedia
  Janine Cirincione, Cirincione + Ferraro
  Perry Hoberman, Telepresence Research
  Michael Scroggins, California Institute of the Arts

_____________________________________________________________

Thursday, 10 August
10:30 a.m. - 12:15 p.m.

ACM SIGGRAPH 95
Conference / 6-11 August 1995
Los Angeles Convention Center

_____________________________________________________________

PANELIST STATEMENTS:


CHRISTIAN GREUEL

We hear the talk of endless technological revolutions. We are surrounded 
by high-tech gadgetry that does our bidding. Yet what does all of this 
magnificent machinery really offer us? Does progress in fact exist? And 
if so, what is it actually worth without substantial content?

This discussion panel is addressing the current state of aesthetics in 
the virtual environment by focusing on the roles that tools have played 
in artistic communities of the past and how virtual technologies will 
undoubtedly affect their future.

The beginning of history shows human beings using naturally-made pigments 
to draw images on cave walls, allowing them to represent their 
experiences 
to others. Through tomorrow's technology, we may find ourselves 
projecting 
our very thoughts into the space around us in order to do exactly the 
same. 
The purpose of the aesthetic action has and always will be to visualize 
ideas and to explore our environments using whatever devices are available.

Today we have increasingly powerful instruments, such as personal 
computer 
workstations, stereoscopic video displays and interactive software, to 
present artificially fabricated environments, popularly known as Virtual 
Reality. The technological elements are in place and we have begun our 
investigation into the latest and greatest form of artistic 
communication. 

Virtual Reality promises artists the most exciting break-through for the 
creative process since the invention of motion pictures. Now at the dawn of
an era of virtual arts, the first generations of tools wait patiently to 
tell us something that we don't already know.

But what message do they bring? Is there any passion here? High-end 
technology is not an end in itself. It merely represents the latest in a 
long list of tools that can be used for human expression. We have not 
come 
this far just to do cool computer tricks or sell vacant office space. 
There 
has been an unfortunate lack of artistic activity in cyberspace. We must 
focus on this cultural deficit and breathe life into the cold silicon 
void 
that we have created.

By considering the tools of Virtual Reality in a historical context of 
art 
and technology as they relate to the fabrication of simulated experience, 
this panel of active artists intends to provoke constructive thought 
amongst 
the virtual arts community, promote active exploration of experience as 
an art form and unlock doors to possible roads for our artistic travels 
throughout this age of cybernetics.


PATRICE CAIRE

The type of work I am pursuing can be explained by example with a description
of project called Cyberhead that I designed and managed. Caire's 
Cyberhead, a
Virtual Reality installation, is a fully immersed interactive fly through a
head reconstructed from Magnetic Resonance Imaging (MRI) data. This Virtual
Reality journey runs on a Silicon Graphics Onyx Reality Engine2 in real time
with texture maps using a Fakespace BOOM 2C as high-resolution stereoscopic
viewing and navigating device. To build the world the Sense8 WorldToolKit
software was used. 3D sound is generated in real-time by two Beachtrons from
Crystal River.

Cyberhead was developed in the Virtual Reality Laboratory and the Artificial
Intelligence Center of SRI International in collaboration with the Lucas MRS
Center at Stanford University. Additional 3-D CAD models and animation were
created at Colossal Pictures; Spectrum HoloByte; and by Cyberware. My
principal collaborators included Harlyn Baker, Nat Bletter, Aron Bonar, Tamar
Cohen, Gina Faber, Mark Ferneau, Paul Hemler, Lee Iverson, Andy Kopra, Lance
Norskog, Tom Piantanida, Marc Scaparro, Pierre Vasseur.

My primary goals with Cyberhead were to create a rich, detailed virtual
environment with convincing, high quality, real time, reality-based (MRI)
visual images that were properly lit, smoothed, shaded, textured, and
anti-aliased. Directional sound was an equally important part of this world
and experience. The human interface was designed to be simple, non-intrusive,
and suitable for use by the general public. In relation to the audience, the
goal was to create an entertaining experience that would make users think
about such issues as how we interpret and associate the information we
receive from our environment.

My motivation in doing this work was to explore new presentation paradigms
made possible by this technology. This work also had to address the problem
of how to represent data which is not easy to represent; how to be immersed
in, interact with, and navigate through, this kind of data; and finally make
the process esthetically engaging and educational.


JANINE CIRINCIONE

>From the Futurists to the Bauhaus, artists of the 20th C. have embraced 
new ideas and new technologies in an attempt to reach beyond mere 
aesthetic aims, and to help create the future.  For one reason or another 
these movements have been superseded by other, more promising visions of 
the future.  How do we keep interactivity from turning into yesterday's 
news as opposed to the important, rich, aesthetic medium it can be?

One way of doing this is to incorporate a healthy level of self-awareness 
and criticality into the artistic process.  What can the medium do?  By 
what standards should the new medium be judged?  Is the work's essential 
meaning best expressed in this medium?  Does the work fully exploit the 
medium's potential?  My collaborative work in virtual reality addresses 
these and other questions.  

The Imperial Message, designed in collaboration with Michael Ferraro and 
Brian D'Amato was created as part of the 1993-94 Artist-in-Residency 
Award at The Wexner Center for the Arts, at the Ohio State University in 
Columbus, Ohio. The work is a prototype for an interactive 
virtual-reality game--a new medium somewhere between architecture, film 
and game.  The piece is loosely based on the Kafka parable of the same 
name which deals with the vast distance between the Emperor and the 
Individual.  The Imperial Message attempts to extend this sense of scale 
to present inherent conflicts between the individual and the state and 
between the unspoken, secret "Law" and its corrupted representation.  

Kafka's probing vision of bureaucracy, communications, authoritarian, 
legal and social structures in the formative stages of Imperial China 
relate directly to issues that we face today as we examine the "Utopia" 
of cyberspace. 


PERRY HOBERMAN

We live in an age in which technological paradigms shift about every half
year. Almost every month seems to offer radically new media. Overnight, new
standards are created and, suddenly, what was once exotic becomes merely
commonplace (if it isn't totally forgotten).

This brings up many profound questions for working artists. Is this
relentless change a permanent state of affairs, or are we witnessing the
infancy of some new constellation of interactive media, one that will
eventually (like the cinema) coalesce into something more lasting? Until
then, how can we (and should we) keep up? Do we spend all our time learning
to operate new hardware and software? How can we keep any critical distance
at all when we are so close to our tools? And what happens to our work when
the currently state-of-the-art hardware and software that it depends on
have become obsolete? (Perhaps obsolescence itself has become a key
category, one that needs to have its pejorative connotations reconsidered.)

For most of the recent history of technology, interactions between people
and machines have been overwhelmingly monogamous - one user, one interface.
Even the fantasy of total interconnectedness that drives the current
mushrooming of the global network posits each and every user at home or
work with their own terminal; and networked virtual reality is usually
understood as requiring a head-mounted viewer for each participant. What
implications does this have for the public display of artworks? And what
happens when this one-to-one correspondence between person and machine is
disrupted? Are there more robust models for interactive art, arrangements
that allow for a simultaneous, fully realized experience for an unspecified
number of people?

The twin dreams of immersion and interactivity have been with us for some
time, but we have recently seen their possibilities vastly enriched with
the advent of ever more powerful computer hardware and software. Concepts
and ideas that could previously be only described can now be fully
visualized and inhabited. What new kinds of artworks (if any) are made
possible by these unprecedented capabilities? Will artists be put in the
position of merely supplying content for this emerging medium? Or will they
play an active role in actually defining the medium itself?


MICHAEL SCROGGINS
 
VR technology offers many possibilities for transforming the practice of art;
however, I would like to concentrate here on addressing a potential of great
personal interest.
 
The ability to shape temporal experience through the manipulation of a 
set of
simultaneous and successive acoustic events is a power which sound producing
instruments have afforded the aural composer/performer since pre-history.
The development during the last decade of videographic devices capable of
instantaneous generation and manipulation of absolute (or abstract) images
has given the visual artist a similar power. In this decade, the rapid
advancements being made in real-time computer graphics technology promise
even more powerful visual instruments.
 
My work in videographic animation extends a cinematic tradition which began
in the twenties with visionary artists such as Oskar Fischinger, Viking
Eggeling, and Walter Ruttmann. Like those pioneers of absolute cinema,
I have aspired to the creation of a visual experience of purely formal means
which --like absolute music-- achieves affect through the architectonic
structuring of basic elements.
 
Aside from obvious disparities in how the organs of seeing and hearing are
mapped onto the brain (and thus consciousness), absolute animation has 
differed from musical experience because of the isolating boundary of the 
frame.  VR technology offers a means to dissolve that boundary.  For the 
first time in history we may become as totally immersed in the field of 
visible radiation constituting synthetic image as in the ocean of air 
pressure constituting musical sound.  Immersive VR will prove to be a 
great advance in the age-old search for an engaging art of pure movement.

_____________________________________________________________
END


