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NYFA QUARTERLY ARCHIVE
> ARTICLE 1: Art and Local Activism
> ARTICLE 3: Digitized Jambalaya
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> ASK ARTEMISIA: Dr. Art on Paying to Exhibit Your Work
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NYFA QUARTERLY - Winter 2001
Winter 2001, Vol. 16, No. 4
Local(es)


Article 3

Digitized Jambalaya

Kevin Duggan

This year at SIGGRAPH, the annual computer graphics gathering, I took my shoes off and hopped onto an old rope swing suspended above a creek. As I moved in a gentle parabola, blue and green ripples undulated below me, seemingly tracing my path. Rotating in the subdued light and watching the glowing colors flow beneath me, I enjoyed a rare meditative moment amid the SIGGRAPH din. But others were waiting to take their turn, so I jumped off and into the water.  

Since this was SIGGRAPH, I didn't get wet at all: the pool was a synthesized video that ebbed and flowed according to information gathered by sensing devices that followed my arc from somewhere high above. Plasm: In the Breeze was interactive art without a computer, keyboard, or monitor in sight; and it was just plain fun. The pleasure principle is not something we usually associate with the serious business of technology. But cuddly computers, tactile surfaces, game-playing, and even whimsy were much in evidence in the art and installations I saw at the most recent SIGGRAPH. Whether the result of curatorial fiat, a side-effect of our feel-good economy, or the influence of host-city New Orleans and its let-the-good-times-roll ambiance, the spirit of playfulness was welcome.

SIGGRAPH (also known more officially as the 27th International Conference on Computer Graphics and Interactive Techniques) was held this past July and attracted over 25,000 attendees from over 74 countries, including artists, educators, researchers, animators, and any number of new and old media industry-types. SIGGRAPH offers a nearly overwhelming number of inducements for anyone interested in computer-generated images and interactivity, including a massive trade show; courses, lectures, and panels; a studio full of the latest computers and printers for artists to experiment with; and exhibitions and screenings. New Orleans also offered plenty of opportunities for good food, urban spectacle, and faded elegance as a backdrop for the endless parties for which SIGGRAPH is notorious. The conference lasts an exhausting week, so I attend SIGGRAPH with one main objective: to see as much work as possible by contemporary artists using current technology. And SIGGRAPH, in particular the Art Gallery, always offers a generous amount to see, hear—and play with.

The Art Gallery is a professionally mounted, juried show (chaired this year by Diane Gromala from the Georgia Institute of Technology) that presents a generous amount of work (over 70 pieces this time), including 2D pieces, installations, Net art, animation, and even artists' books. As with all "survey" exhibitions, quality varies greatly; but there is no question that SIGGRAPH provides the viewer with a representative slice of work being made with today's technology.

Art at SIGGRAPH has always had to struggle to be seen and heard—both metaphorically and, in the years in which the Trade Show is next door, literally. For many, perhaps most, visitors, the Trade Show is the main event. SIGGRAPH began as a little village, a congress of academic exchange. But as technology has become central to the US economy, the village has become a battlefield for the armies of commercial enterprise who descend on the conference to launch new products and announce technological breakthroughs. And they do so in a style that is pure carny: amplified barkers, women in motion-capture suits dancing on platforms, and loads of corporate swag such as posters, tote bags, and T-shirts.

Despite this, the Art Gallery has persisted, and for the past several years has even had pride of place—right in the center of the conference hall. It has also forged a provocative relationship with its next door neighbor, an exhibition dubbed Emerging Technologies which features tools, toys, and technologies coming from the research and development community (such as MIT Media Lab, NYU's Center for Advanced Technology, Lucent Bell-Labs, and Interval Research Corporation). This pairing makes it clear that some artists are great at R&D, and some scientists are artists at heart. Plasm: In the Breeze, for example, was made by moonlighting technologists from Silicon Alley and could easily have been shown in the Art Gallery rather than Emerging Technologies.

Like Plasm, the most compelling work in both the Art Gallery and Emerging Technologies exhibitions also had the lightest touch. The two most notable of these (and clearly most popular, judging by the crowds they collected) came from artists affiliated with NYU's Interactive Telecommunications Program. Text Rain is an installation by Camille Utterback and Romy Achituv in which participants stand in front of a large screen while their video images, in life-size black and white, are projected facing them as if in a mirror. Slowly, letters start falling from the top of the screen, like a colorful snowfall or rain, and move down the screen until they encounter an arm, head, or shoulder. Participants can allow them to come to rest, push them up or sweep them aside, or collect them—in almost complete sentences—on outstretched arms (the text comes from a poem relating bodies and language). It is hard to explain the giddy joy this work brought out in viewers. Perhaps it is because of a delightful reversal that occurs: we become black and white, insubstantial, as if we have been flattened on the page of huge book, while the usually passive text has become animated and colorful.

Daniel Rozin's Wooden Mirror really is a mirror, but an opaque one. This "mirror" consists of 830 wooden chips inside a large, heavy octagonal rosewood frame. When a person stands or walks before it, the chips flutter around (like the old railway signs) and change value (darker wood for shadows, lighter for highlights) to roughly "reflect" whatever is before it—somewhat like enlarged pixels or a Chuck Close portrait. The change is almost instantaneous, and is the result of hundreds of tiny motors receiving information from a video camera. With the hardware hidden, it is almost as if a breeze had come along and serendipitously traced your picture.

One important question that was asked at SIGGRAPH was whether or not video games—which, after all, seem to covet a largely male, teenage audience—have any relevance to serious artists. According to Fiction 2001, a panel organized by Gromala and NYU's Noah Wardrip-Fruin, the answer is a fairly emphatic "yes." While the panel included both gentle skeptics and true believers, a remarkably sanguine consensus appeared to emerge that videogames will be the frontier of interactive fiction. The ascendancy of video games as a medium to contend with was also underscored by the Best of Show Award to Onimusha at SIGGRAPH's Computer Animation Festival. Animation is screened throughout the conference, but SIGGRAPH's hottest ticket is the prestigious Electronic Theater where the top computer animation—as selected by a jury with a distinct Hollywood bias—is shown. Onimusha is a short animated film that depicts a furious samurai battle. It was created as a preamble to a Playstation2 game set in 16th-century Japan that pits warlords against one another. The press release from SIGGRAPH hailed Onimusha's admittedly impressive use of motion capture, which uses data taken from actual actors' bodies in motion to create realistic movement for animated characters. But I strongly suspect that the jury was also sending a message that this upstart form was coming into its own as a mature medium, and attention must be paid.

Advertising assures us on a daily basis that technology is a contemporary miracle, transforming and enriching our lives. And yet our usual experience of technology is often frustration with how little it delivers, and when it does serve a purpose, how intrusive it is. The best work at SIGGRAPH demonstrates that through imagination, simplicity of concept, technological transparency, and an innovative use of materials, artists can coax a meaningful magic from technology. Like many at SIGGRAPH, I made a daily pilgrimage to see Text Rain and Wooden Mirror, and was rewarded each time. If only the same sort of reward awaited us each time we booted up our computers or logged on to the Web.

The following is a list of links with more information about SIGGRAPH and some of the work cited in this article:

Kevin Duggan is an independent consultant on arts and technology, working for a range of organizations, including NYFA.