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Orb 11, 2015 

Sara Ludy

The artists I chose to look at was Sara Ludy. Ludy is based in Los Angeles, California and Vancouver, British Columbia. Ludy received her BFA from The School of the Art Institute of Chicago she initially went for painting but ended up studying in the video, sound and art and technology department I liked the whole series but the one that stood out the most to me was Orb 11, 2015 I liked how the stills looked were presented on her site. This particular piece has a video attached that has an animation style that makes the orb almost look like a deep sea creature.

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Project: Notes On Blindness
Designer: Beatrice Latrigue
Link: http://epure.it/notes-on-blindness

This project, Notes On Blindness, by Beatrice Latrigue is a project that uses “new forms of storytelling, gameplay mechanics and VR to explore a blind man’s cognitive and emotional experience of blindness.” It was made after John Hull lost his sight back in 1983. He created an audio diary to record what he was experiencing in a new world without sight and based on these recordings this project was designed to create an animated, interactive documentary to explore the world of the blind and better understand what it feels like to be blind.

As someone who has extremely awful eyesight this project really resonated with me because I have a strong fear of going blind one day and to know that they created something that I am so afraid of into something that looks so beautiful really touched my heart. The video was actually so so so beautiful and I would really love to be able to experience the actual VR one day.

Beatrice Latrigue is a visual artist in Paris. Her education includes: Incubator, Interactive Design, and Spatial Design. Her main works include invisible relationships within images, space, and time and she creates immersive experience and physical interactive installations.

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Claudia Hart created “Dream” in 2009 as a depiction of the physical body on the boundary between abstract and graphic. Hart created this by modeling in the 3D all the elements and then placing a “camera” in the digital space. She explains that the movements performed by the “camera” are unfamiliar to a real, physical camera, adding to the supernatural, dream-like feeling in the piece.

I admired the depth of digital modeling and creation. Despite being a “slow-action” animation, the subtle movements of the body attest to the careful craft of Hart. I think she rides along the aforementioned line of abstract and graphic very successfully. The environment elicits a sense of separation from the real world that dreams give me. The subtle movements of the woman and the environment she’s is in is calming to follow.

Link to the project(with video): http://www.claudiahart.com/portfolio/dream.html

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http://cargocollective.com/limilab

Filipa Valente

screen cap of one type of Filipa’s work

I chose to research the works of artist Filipa Valente for this Looking Outwards blog. What most caught my eye when I was perusing the list of women artists, was that Filipa’s works were that of architectural lighting. For me personally, I am currently an architecture student but I am also very interested in the aspects of lighting design and how they can be implemented into the user’s experience and such.

another example of Filipa’s work

Her work, Filtered Transparencies, is an interactive art installation that uses layered light, space and sound to create an immersive experience. The installation uses projected imagery and a maze of transparent screens to blur physical spatial boundaries and transports its users into an augmented hologram-like environment.

The installation’s structure is designed to become ‘invisible’ and traversable – an architectural void into which the illusion of mass and dimensionality emerge. Users can interact with the space as well by altering the projected content, and switching environments.

 

 

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For this post I chose a [domestic] by Mary Flanagan which is a conceptual art piece in a first person video game space. It is a virtual experience exploring the traumatic memory of a house fire using fragmented language and images. The space has odd scales and perspective and an obvious computer/video game appearance. [domestic] for these reasons it doesn’t follow regular video game conventions in emulating reality. Players can shoot coping mechanisms at the walls covered in text and images that describe the event. The piece explores the role of narrative and memory in the space of video games.

An example of the imperfect perspective and scaling in the game.

I admire this piece because it makes nontraditional narrative the main focus of the piece. There really aren’t any traditional storytelling techniques and there few interactions the player can do. I find this interesting because it takes one of the essential aspects of games and takes it to the extreme without making what some might call a “walking game”. This game is also from 2003 and makes me wonder what a game like this would look like now.

Mary Flanagan has a PhD from St Martins, University of the Arts in London and is a professor at Dartmouth College. She is an artist, a writer, a poet, an inventor and a designer. Her work focuses on the human experience and human desire often implemented in games, installations, computer viruses, and interactive texts.

A still from the game showing the combination of text and imagery in the space.

 

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Chole Varellidi

Project: Minicade

This project seems to be a very simple project in general. However, the innovative idea, as well as the beauty in the graphics hooked me on. The idea behind is project was to create a website that allows people to make a playlist of simple coded minigames. Chole Varellidi is an artist and programmer who has worked with Mozilla and is currently working at littleBits. She graduated with a B. Architecture and a Masters in Fine Arts. I feel more so inclined to this person because I am in architecture and desire to work in something like Varellidi–graphics with a bit of technology.

 

 

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A woman interacts with the piece.

Toni Dove  – Artificial Changelins

Toni Dove is a female artist who works with technology to create interactive installations. She lives in New York City. While I couldn’t find information about her formal education, her work centers around interactive cinema and robotics. She is currently working on a retrospective installation.

Her project, Artificial Changelings, is a storytelling piece that follows a romance story set in 19th century Paris. The installation tracks the viewer’s physical location throughout the space, and the viewer can interact with the piece to change parts of the story via the character’s behaviors. I love this project because it sounds so advanced and futuristic, and it’s even more astounding when you realize that she worked on it 20 years ago! Not only is the technology and software impressive, but a lot of artistic thought was put into this as well, since the installation incorporates video. She also devised a very intuitive way of interacting with the exhibit, via stepping to/from four distinct spatial zones on the floor.

Here’s a video:

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Wirel by Tina Frank.

“Tina Frank is a graphic designer and media artist aswell as professor for graphic design at the University of Art and Design in Linz, Austria. Her roots are in webdesign and cover designs for experimental electronic music during the mid 1990’s when she also started to work with digital realtime-visualisation, video & multimedia. The focus of her work lies in Print, Corporate Design, Signage Systems and within the experimental field of music visualisations.”

For this looking outward, I wanted to focus on Tina Frank. WIREL (short for WIEN / vienna and RELIGION) is a research project visualizing the increasing religious diversity in Vienna.

I appreciate her work because she was able to take something sterile and, dare I saw boring, into beautiful infographics. Being able to supply information but in an aesthetic manner is truly what I think is good design. Where as her work is less creative, I appreciate how she is able to delicately talk about religion.

I appreciate this post being dedicated to women, but I wish it didn’t have to still be an issue to shed a light on women not being appreciated in tech/cs.

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Entangled by Camille Utterback (2015)

I was really drawn to this piece because of the magical imagery behind it. The images produced from projections onto three diaphanous screens give both a sense of volume and depth as well as a sort of ghostly feeling at the same time. The idea of two people connecting on other sides of the screen to make a collaborative piece of art is also very poetic. Since the images produced appear on both sides and are affected by both participants, no one has total control.

Camille Utterback has a BA in art from Williams College, and a Masters from The Interactive Telecommunications Program at New York University’s Tisch School of the Arts. She says that her art tries to bring the focus back to the richness of the human body in contrast to a world that is consistently digitized. Her work “explores the aesthetic and experiential possibilities of linking computational systems to human movement and physicality in visually layered ways.”(Bio)

Here is her website.

Here is the page with this particular work.

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Heather Kelley – Perfect Plum

Website: http://www.perfectplum.com/

Perfect Plum is the design concern of Heather Kelley, a veteran game designer, digital artist and media curator. It focuses on under-explored aesthetic experiences and sensory interactions (smells, sounds, touch, etc.). Heather Kelley has an extensive career in the gaming industry, as she has contributed in the design and production of AAA next-gen console games, interactive smart toys, handheld games, research games, and web communities for girls. She was named one of the five most powerful women in gaming by Inc. magazine in 2013. In 2011, she was named one of the most influential women in technology by Fast Company.

One of her projects that I thought was interesting was SUPERHYPERCUBE, a VR game that was the launch title for PlayStationVR. It is an intuitive shape-matching gameplay where you control a group of cubes, rotating it to fit through a hole in a series of floating walls that are constantly moving toward you. As you keep making goals, your cube gets bigger, which makes you lean around it to see the hole coming, and makes you think quickly about what moves to make to make it fit. I thought this game was very intuitive because it makes you really think about how to play the game. It was also very interesting because it is a virtual reality game, which I personally always find very interesting and exciting. I also like the aesthetics of this game where it doesn’t use a real life setting, but a made up, designed space. Of course it could work as a 2D game as well, but because it is 3D and in virtual reality, it makes the game more interesting and more intuitive by making you use a lot of your senses.