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Interactive Arts Commons™

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Articles 1 - 29 of 29

Full-Text Articles in Interactive Arts

01sj / Fuse Dec 2008

01sj / Fuse

SWITCH

This page describes two initiatives: 01SJ, a global festival produced by ZER01, and the FUSE residency program, a collaboration between SJSU’s CADRE Lab and the Montalvo Arts Center.


Mimetics Of History, Thomas Asmuth Jan 2008

Mimetics Of History, Thomas Asmuth

SWITCH

This article explores how historical reenactments can be more than just reiterations of the past. Using examples like the Port Huron Project and live-action roleplay groups, the author shows how these performances can create new meaning by blending past and present. Instead of just watching history, participants become part of it, creating moments of reflection and sometimes protest. The article argues that reenactment can challenge official versions of history, offer space for underrepresented voices, and encourage deeper thinking about how we remember and interpret the past today.


Borders, Boundaries And Liminal Spaces Jan 2007

Borders, Boundaries And Liminal Spaces

SWITCH

The Borders, Boundaries & Liminal Spaces conference, hosted by Ars Virtua in Second Life and sponsored by CADRE, brought together theorists, scholars, and artists for a three-day discussion of how borders and identities shift in digital spaces. Set within the world of Second Life, the conference explored topics like architecture and archaeology, digital embodiment, posthuman performance, and gaming systems.


Cadre Laboratory/Montalvo Arts Center Research Residency Jan 2007

Cadre Laboratory/Montalvo Arts Center Research Residency

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This article outlines the CADRE Laboratory/Montalvo Arts Center Research Residency, a collaborative program between San Jose State University’s CADRE Institute, the Montalvo Arts Center, and the ZeroOne Biennale. The residency connected artists with academic, cultural, and tech resources from Silicon Valley and across the globe to support projects at the intersection of art and technology.


Project: The Second Life Archetype: The Search For Second Life Urban Legends, Ben Kearns, Mike Yohannes, Wayne Madsen, Teck Liew, Brian Huntley, Vivian Mak, Jacky Chau, Kin Tse, Mikey Araya, David Cheung, Lisa _ Jan 2007

Project: The Second Life Archetype: The Search For Second Life Urban Legends, Ben Kearns, Mike Yohannes, Wayne Madsen, Teck Liew, Brian Huntley, Vivian Mak, Jacky Chau, Kin Tse, Mikey Araya, David Cheung, Lisa _

SWITCH

Described in this article is the Second Life Archetype project, in which artists used Second Life as a platform to explore identity through the lens of archetypes: the comic book guy, the shaman, and the gamer. Each group used strategies to locate, map, and analyze how these archetypes manifest in Second Life.


Cadre Salon Series, Switch Editorial Staff Jan 2007

Cadre Salon Series, Switch Editorial Staff

SWITCH

This article describes the CADRE Salon Series, launched by Joel Slayton of the CADRE Laboratory for New Media. The series created a space for dialogue between artists, researchers, designers, and curators. With a small audience of no more than 25 people, it encouraged conversation and exchange between the speakers and audience. The sessions were also simulcast in Second Life, expanding the discussion to virtual participants.


Ars Virtua, James Morgan Jan 2006

Ars Virtua, James Morgan

SWITCH

Ars Virtua is a virtual gallery and new media center that exists within Second Life, a 3D online world. It was created to support forms of art that can only exist in a digital space.


The Switch Curatorial: Carne, Ethan Miller Dec 2005

The Switch Curatorial: Carne, Ethan Miller

SWITCH

CARNE is an interactive visualization that turns live network traffic into a navigable 3D space.


The Switch Curatorial: Internet In The Box, Arlen Thurber Dec 2005

The Switch Curatorial: Internet In The Box, Arlen Thurber

SWITCH

Internet In The Box visualizes live internet traffic as a 3D universe, where IP addresses and data packets move through a contained space.


The Switch Curatorial: Chaoma, Charlene Chao, Crystal Ma Dec 2005

The Switch Curatorial: Chaoma, Charlene Chao, Crystal Ma

SWITCH

ChaoMa is a network visualization that represents online activity as a galaxy-like space. The project helps users see how individual activity connects to the network as a whole.


Editorial Notes For Switch Art And Games Issue, Anne-Marie Schleiner Jul 1999

Editorial Notes For Switch Art And Games Issue, Anne-Marie Schleiner

SWITCH

The article begins with a survey of public intersection between computer games and art; The Doors of Perception Conference in Amsterdam (1998), Synworld conference and exhibit at Public Netbase in Vienna (1999), Interactive Frictions conference and exhibit met at USC in Los Angeles (1999), Game Over exhibit presented at the Institute of Design in Zurich (1999), and Re: play Panel organized by Eyebeam Atelier and TechBC (1999). The article then mentions various important computer artists of that time within issue 12 of Switch, including Erkki Huhtamo and Laura Trippi. It also examines how these game patches recontextualize the original game …


The Dirt On Muds, Monica Vasilescu Jan 1998

The Dirt On Muds, Monica Vasilescu

SWITCH

This issue covers that MUDs are a real time synchronous text-based environment used by multiple users on the internet. MUDs were originally used for Role-Playing based games such as Dungeons & Dragons. MUDs have evolved since its origin and other versions have branched off from the original MUDs. They have been developed not only to be used in the gaming community, but further into online communication. It lets users remain anonymous while taking onto an online persona.


Metamorphoses Digital Photography In The Electronic Age And Perfectm Digital Photography In The Bay Area, Jan Ekenberg Jan 1998

Metamorphoses Digital Photography In The Electronic Age And Perfectm Digital Photography In The Bay Area, Jan Ekenberg

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Two exhibitions at the San Jose Museum of Modern Art, “Metamorphoses: Digital Photography in the Electronic Age” and “Pixel Perfect: Digital Photography in the Bay Area,” both debate whether digital photography is a kind of art based on how people interpret photography. With the advent of powerful computer software such as Adobe’s Photoshop, artists can easily manage their work regardless of whether they want to create collages, adjust the color, add additional layers of images or text, experiment with scale, or transform dreamlike ideas into surreal artworks for public display. The two shows challenge the principles of photography - to …


Calendar Of Events, Loretta L. Lange Jan 1998

Calendar Of Events, Loretta L. Lange

SWITCH

This page showcases a timeline of events and exhibitions that took place at San José State University that were hosted by CADRE from May 96’ May 97’. The reason for the events was to explore technologies within art at colleges and to expand on the topic of interactive, electronic performance concerts, and digital media. Furthermore, these installations were meant to introduce newer digital media forms into the program. The artist wanted viewers to experience a new advanced interactive experience. During the concert what was showcased was electroacoustic music as well as other live performers and “autonomous agents” which are robots …


Editor's Notes: Sound, Loretta L. Lange Jan 1998

Editor's Notes: Sound, Loretta L. Lange

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This switch article goes over the use of sound and how some people consider it to be a language, an art, or a form of technology. Lange refers to Agostino Di Scipio’s arguments on how technology was created by humans and therefore should be an art. More specifically, how sound can be an electronic art, especially since it can change or be manipulated just as musical artists create music. Next, she refers to Larry Wendt’s article and how sound composition or poetry is structured. He goes on to explain that sound-text doesn’t have a solid order and is flexible enough …


Useless Web Pages: Conceptual Folk Art Or Post Modern Web Dada?, Benjamin Eakins Mar 1997

Useless Web Pages: Conceptual Folk Art Or Post Modern Web Dada?, Benjamin Eakins

SWITCH

When discussing “useless” web pages in regards to their existence as works of art, particularly regarding their place within an art paradigm, there are many factors to take into consideration. In this article, Benjamin Eakins states that web pages which fall under the “useless” category may do so for numerous reasons such as providing meaningless data, presenting specific personal details, or offering irrelevant and insufficient information. Eakins discusses how these pages invite the viewer through the entertainment of confrontation and absurdity with the use of interactivity, randomness, and social purposes. In addition, the nature of these “useless” web pages are …


Answers?, Switch Staffs Mar 1997

Answers?, Switch Staffs

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Web art consisted of burning questions of how they are viewed as an art medium because the internet was starting to become innovative with its creative texts and imagery. Many of these concerns revolved around the viewer’s interaction and the possibility of taking over traditional art. Because of web art becoming an innovative cultural reset, there has been speculations whether web art should be consider a better art medium against traditional art or temporarily phase that attracts artistic experimentation.


Currents: Art Review, Jason Challas Jan 1997

Currents: Art Review, Jason Challas

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A review of the exhibition "Currents", on view at Holmes Fine Arts Gallery Feb. 11th- April 28th 1995. Works reviewed include two by Bruce Cannon, “Comfort Zone” and “Donation Box,” as well as Tim Ryan's relief paintings and sculptures. It is noted that the exhibition also incorporates work by Joan Heemskerk, Dirk Paesmans, Joel Slayton, Jack Fulton, Gary Quinonez, Guy Marsden, Christine Tamblyn, Geri Wittig, and Joe Delappe.


The Emergence Of Alife, P.D. Quick May 1996

The Emergence Of Alife, P.D. Quick

SWITCH

Interview with Kenneth E. Rinaldo, an artist who is on the Board of Directors of YLEM. Within this interview, many topics are covered, including artificial life, simulations, the meaning of art, spirituality, and television. The interview also goes into the personal work and life of Rinaldo, whose focus includes many of these subjects. Some of the more specific subjects include intelligence without consciousness, the combination of science and art, and Ken Rinaldo’s The Flock, an interactive A-Life sculpture.


Editor's Spot, Switch Staffs May 1996

Editor's Spot, Switch Staffs

SWITCH

In this article the Switch staff goes in to detail on the redesign of the journal's website for an issue on on artificial life . The new design xperiments with the way Switch looks and how a user can navigate throughout the articles. Lorretta Lange is introduced as the new editor. The authors answer questions about the differences between artificial life and artificial intelligence, highlighting how artificial life can consist of small modulating algorithms. For more on this topic, the article links to Rudy Rucker's related article.


Gnarled Defined, Rudy Rucker May 1996

Gnarled Defined, Rudy Rucker

SWITCH

The article is a reflection of the author’s conception of the term ‘gnarly’, extending the term’s meaning from its origins in California surfer slang. 'Gnarly' is often used in a colloquial context, however, the author believes that the term is able to be used in an academic field as it pertains to outcomes and results of equations. Discussions towards the application of the term 'gnarly' showcase how it can be used in a scientific, mathematical, and artistic context through seemingly random patterns. In order to be gnarly, things must lie and exist between the realm of orderly and chaotic often …


Virtual Celluoid, Switch Staffs Sep 1995

Virtual Celluoid, Switch Staffs

SWITCH

The article is an analysis of the author’s research pertaining to films relating to or containing the concept of virtual reality. The author lists several films such as Johnny Mnemnonic, Virtuosity, The Net, and Disclosure and provides a brief synopsis and review of each movie. Each film explains the concept of virtual reality through differing plots and methods such as cyberspace, progressive software, and artificial intelligence. The author also gives their own insight into and ratings of the films, explaining what they think is the most relatable in terms of overall storyline as well as how realisticly the movie portrays …


Vr Dirt And Other Stuff, P.D. Quick Sep 1995

Vr Dirt And Other Stuff, P.D. Quick

SWITCH

A look at the effects virtual reality has on users. These effects can manifest physiologically or psychologically, through the use of the interfaces and feedback of virtual tech. Several sources are discussed, including a study from the University of Virginia’s Department of Computer Science and a panel presentation attended by the author titled "A National Research Agenda for Virtual Reality: Report by the National Research Council Committee on VR R&D" (NRCC). Some of the side effects of virtual reality tech use are eye strain, motion sickness, and sopite syndrome. Altering the mental model held by the user's own body as …


Vr Products, P.D. Quick Sep 1995

Vr Products, P.D. Quick

SWITCH

The article is an analysis of the author’s experience testing several virtual reality items at Siggraph, an annual convention displaying computer machinery and interactive technology products. The author explains each device and how they work, the company behind the invention, as well as how it can help with future technological advancements. Several products are explained in more depth; the i-Glasses by Virtual I/O, Red Planet by Virtual World Entertainment Inc., Venturer S-2 by Thomson Entertainment Systems, and several more. Each item explores virtual reality in differing ways such as interactive video games, more user-friendly 3D modeling, and virtual movie theater …


Switch On Virtual Reality, Switch Staffs Sep 1995

Switch On Virtual Reality, Switch Staffs

SWITCH

A general introduction to virtual reality and the technology associated with it. The article wants to explore a simulated fantasyland and desires to escape the limits of the everyday world. Two interviews with Brenda Laurel and Linda Jacobson about the issue of identity in VR, theorizing whether one can escape entirely into another existence. The authors also talk about the full potential of VR, where people can "become" someone of the opposite sex, of an altered gender, or another race.


Vr Projects, P.D. Quick Sep 1995

Vr Projects, P.D. Quick

SWITCH

A description of three three projects having to do with virtual reality. The first is the Nanomanipulator, developed at the University of North Carolina Chapel Hill Department of Computer Science in conjunction with the UCLA Department of Chemistry in 1991. It is a machine that allows the user to interact with microscopic particles previously only visible in 2D from an electron microscope. The second project, The Augmented Reality Project, also developed at the Chapel Hill Department of Computer Science. This device used ultrasound images to be placed over a body allowing the user to see inside of it. The final …


Vrware Beware: Vr At Siggraph, P.D. Quick Sep 1995

Vrware Beware: Vr At Siggraph, P.D. Quick

SWITCH

The article uses the author’s experiences from the event of Siggraph ‘95 to comment on upcoming products using virtual or augmented reality. The article includes further discussion on the products’ effects on the psychology and physiology of consumers. Some examples include the “i-Glasses” from Virtual I/O, the “Smart Model” from Multigen, as well as the nanomanipulator created by University of North Carolina Chapel Hill Department of Computer Science, and the Phobia Project developed by the Georgia Tech Graphics Visualization and Usability Center. The article also covers not only the products of this event, but also the courses, panels, papers, and …


Interview: Joel Slayton, Christine Laffer Feb 1995

Interview: Joel Slayton, Christine Laffer

SWITCH

Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …


An Introduction To Virtual Reality, Leda Kanellakos Nov 1994

An Introduction To Virtual Reality, Leda Kanellakos

SWITCH

A general introduction to the concept of virtual reality, the technology associated with it, and the theoretical applications of virtual reality. Virtual reality is compared to the introduction of the television and how both revolutionize communication. Examples of applications for virtual reality include high school reunions and computerized fantasies. The author also discusses the future applications of virtual reality as it becomes more widely spread. The concept of virtual reality is discussed within the context of quotes from Vary T. Coates in their 1992 book The Future of Information Technology, and Myron W. Krueger in their article Artificial Reality …