Shariq M. Shah – Looking Outwards 08 – Creative Practice of an Individual

Refik Anadol is digital media artist and director born in Istanbul, Turkey working at the intersection of parametric data sculpture and audio/visual fields in service of immersive ephemeral experiences. Anadol uses data structures and machine learning frameworks to develop experiential conditions that challenge typical orientations and attitudes towards spatial realities, thereby fundamentally shifting what it means to occupy and experience space. His installation work exemplifies the ephemeral nature of “non-digital reality”, that he references in his talk, an idea centralized by the destruction of the singularity, the championing of dynamism, and the triumph of the out of body experience. The networks between architecture, space, art, and computation are all brought into question as a result of Anadol’s work, and his talks suggest that conventional spaces can become canvases for the new digital realities that emerge from innovative computational techniques. One of Anadol’s recent works, Melting Memories, manifests as an all encompassing field condition that seemingly takes over the viewer. The workflow transposes EEG data into procedural noise forms, resulting in a highly dynamic and articulated formal development. As an architecture student interested in the intersection of these various ways of thinking, Anadol’s work and talk is highly intriguing and thought provoking, as it proposes new ways of thinking about space and computation. I intend to use the logic, workflows, and aesthetic attitudes as inspiration for my work going forward.

Machine Hallucinations
Melting Memories Workhttp://refikanadol.com/

Raymond Pai-Looking Outwards-08

Shadi Petosky and Mike Owens founded Puny Entertainment. The design studio, based in Minneapolis, created animations for introductions. These introductions ranged from TV shows, Amazon Prime originals, and Eyeo Festival’s 2011 show. The founders of Puny Entertainment both studied film and animation in college, going on to create their own animated shows. The studio has been closed for several years for unknown reasons.

Their work consists of mostly animation, such as the title cards of Eyeo. Titles and intros make up most of the studio’s work, although the founders have worked on full length shows and books. Puny presents their work as dynamic and reflective of the design styles of the speakers of Eyeo. Names of the speakers are clearly presented, with their work animated in the background. The energy and vibrancy of their animation can be learned from. The link for the animation:

Jai Sawkar – Looking Outwards 8

Deray McKesson and Samuel Sinyangwe: Eyeo 2015

Deray McKesson & Samuel Sinyangwe have backgrounds as American civil rights activists; more specifically, they have a large voice in the Black Lives Matter movement. The piece presented is in an effort to attain a solution that addresses the sustained rise in police violence in America.

Their work is very interesting and respectable to be, as this is a hot topic in politics now, and is a sweeping movement across America. It has come to the point that when pulled over by police, many citizens are now scared for their lives rather than a simple speeding ticket they may face. I beleive the work they are doing in an effort to spread the information of protests, along with representing the news of police violence are crucial stepping stones in order to bring a possible solution to this. Moreover, their works follow key design principles to allow their ideas to be straightforward and easy to understand. I believe there is great work happening with McKesson & Singyangwe, and it refreshing to see citizens using design and computational practice for the greater good rather than commercial good.

Link

Sydney Salamy: Looking Outwards-08

Mimi Son is a teacher of Interactive Storytelling at Korea’s Kaywon School of Art and Design and art director at Kimchi and Chips, an art and design studio she founded with Elliot Woods which is based Seoul. She studied Interaction Design at Copenhagen Institute of Interaction Design after finishing her MA degree of Interaction Design at the Landsdown Centre of Middlesex University, located in London. Currently, she is researching the effects of technology when approaches creatively and the interactions between emotional and tangible things. In her presentation, she and Woods talk about their projects that deal with the relationship between the material and the immaterial (ie: objects with lights displayed over them). She would describe herself as loving nature and art and experimenting with them, which is what led her into the field she is now.

 

  • Son’s work deals a lot with computers mixed with physical objects. Her projects would be aided with computer programs, such as with Lunar Surface, where a sheet moves back and forth in the wind. A sphere was created inside a program, corresponding to a light projection. The projection is of a circle and is shone onto the sheet. The movements of the sheet are included in the program over the sphere and as it moves, the circle size changes. Basically, if the sheet is blown forwards or backwards so it is toward the end of the sphere, then the circle will be small, and if it’s in the middle it will be big. A similar project is Line Segments Space which is shown below. Strings are set up in a black room, and light is shone and varied on specific strings to create a pretty light show. Because the strings exist in a computer program as well, the lights are able to be mapped very specifically.
  • I admire the way she is able to mix stuff that isn’t physically real with stuff that is in order to create her works. Her Lunar Surface project really stuck out to me for this reason. The fact that the sheet exists and the sphere doesn’t, yet they are still able to interact is very cool to me, especially since decades earlier this would be impossible. Besides all this, the resulting work is pretty. 
  • The projects I admire the most are the ones where light is projected onto objects. This would include Lunar Surface, Line Segments Space, Assembly, Lit Tree, and Link. I admire these ones the most because of how they look visually and the effort it took to make them. Most of the projects listed have to have a number of physical objects created and placed for something to be projected onto them, and this is all done by hand, which is obviously difficult. The results are beautiful. The way the projections interact with the physical pieces looks so amazing and cool, it’s hard to describe them. The sounds accompanying the pieces also help place the viewer into a certain “atmosphere”, which enhances the viewing experience.

 

  • In this presentation, Mimi Son is presenting with Elliot Woods. They present their work through explanation. They don’t move around much, just stand near a podium and talk. They discuss their projects and processes. When doing so, they use visually aids that are projected on a screen near them. These aids are either pictures or videos demonstrating their projects, studio, diagrams, and other art. This gives the audience something to look at which is also relevant to what they are discussing. The videos sometimes had sound as well. They would also tell jokes every once in a while, which made the audience laugh. What I can learn from this is that what I say has the most importance. However, I can aid my dialogue with things that are both pleasing visually and aurally. This helps the audience get a better idea of what the speaker is talking about. This is important since it gives the audience something to focus on during the presentation. With presentations this long, people can start to doze off, so giving them something to look at can help keep their attention. Jokes have a similar effect. Since they occur even more sporadically, they surprise and wake up the audience. Presentations I give will probably follow this format, maybe adding anything I think could improve it, such as walking along the stage/moving around more to keep the audience up.
Mimi Son and Elliot Woods’s Eyeo Festival Presentation, 2014.
Project of hers that I admire”Line Segments Space” (2013).

Katrina Hu – Looking Outwards – 08

Meejin Yoon – Eyeo 2015

Meejin Yoon at Eyeo 2015

Meejin Yoon is a Korean-American architect and designer. She graduated from Cornell University with a degree in Architecture and then from Harvard University’s Graduate School of Design. In 2014, she was appointed as Massachusetts Institute of Technology’s first female head of the Department of Architecture. Currently, she works as the dean of the College of Architecture, Art, and Planning at Cornell University.

Most of her work focuses on interaction in public space. She seeks to bridge technology and play within the public sphere. One of her projects focuses on an urban, public, and interactive space that responds to people that move through the field. The lights in the field would correlate with people’s movements in the field. I admire that she seeks to bring people together in these public spaces. For example, in the lecture, she mentions how people would actually invent games to play while in the space. I also admire how many of her projects focus on smart materials and renewable energy. Her projects seem to always involve the environment and the natural world.

Yoon presents her work effectively by always providing images and graphics that show her development process, as well as photos of people actually interacting with her designs.

Caroline Song-Looking Outwards-08

Eyeo 2015 – Chris Sugrue from Eyeo Festival on Vimeo.

For this post, I decided to look at Chris Sugrue, who is currently based in Paris, France, teaching at Parsons Paris. She describes herself as “an artist, developer, and programmer” who creates installations which are interactive. Sugrue seems to be particularly passionate about where technology can meet art, a lot of her projects having to do with exciting storytelling, eye-tracking, artificial life, and optical illusions. She has a Masters in Fine Arts and Technology from Parsons.

One of the projects of Sugrue’s that I most admire is her piece: Delicate Boundaries, the video I have embedded below. Bugs made of light crawl on the digital screen, and when putting the user’s hand on the screen, the bugs move towards the hand and eventually cross over from the screen onto the hand. This installation dealt with both digital and physical space and the crossover that objects can have in between, which is the idea I most admire. This idea is particularly interesting for me because the interaction between digital and physical space is what I have currently been studying in design and the cross over that can happen between objects going one virtual space to a physical space is an idea that I had not considered before, and yet is intriguing to think about and explore.

The biggest strategy that Sugrue seems to use in her presentation is how she shows her decision making process. She shows the audience both her installations, and all the decisions and choices she made in order to create it. Sugrue answers all the questions of “why” she chose to go in this direction with her installation, which allows the audience to be further convinced in supporting her installation because they understand the intent she had in her decision-making. Using those observations, I see how important it is to explain your choices in a design and being able to communicate that with the audience will help them be swayed to support your idea.

Steven Fei-Looking Outwards-08


Human and Computer Science interations have been upgraded onto a higher level. Among the projects in eyeofestival 2013, the mosting fascinating one to me is Zach Lieberman’s Eyewriter Project.

Always pursuing to surprise people, Zach aims to design projects that integrates different human sensual experiences through coding to realize and strengthen such relationships. Standing as one of the co-founders openFrameworks, the artist takes advantage of C++ library to create this Eyewriter project and it is held worldwide and recognized one of the 50 best inventions in 2010. By studying the human eyeball movements and how sensors can detect the pupil deflections, the artist created the program to fulfill the dream of letting our eyes to compose artworks.

From my perspective, such low-budget has a wide range of social-influences. Obviously it has shaped a new way of transmitting information through an effortlessway. Moreover, patients who cannot move or speak easily may be able to take advantage of this tool to communicate with their doctors. Artists are able to connect such tool for real-time modeling with robotic arms rather than manually make a model in 3D softwares.

Ultimately, the project influences me on how to present the project more effectively by allowing for more “in-touch” experiences on the program and people. By showing a low-budget program and benign outcomes, the audiences would be more attracted to it.

click here to visit the artist’s bio

click here to see the eyewriter project

conceptual work through eyewriter by the artist

Sean Meng-Looking Outwards-08

link: https://n-e-r-v-o-u-s.com/about_us.php

Jessica Rosenkrantz and Jesse Louis-Rosenberg are the founders of N.E.R.V.O.U.S System Lab. They focused on a broad range of digital fabrication technique that engages computational design. Their design were strongly influenced and inspired by natural phenomena such as growing, florescence and other organic form. By incorporate generative thinking of these natural patterns and extract them into computational logic, they transfer the form into a wide range of design such as fashion garments, jewelries housewares and furnitures. One of their project studies the growing patterns of plants. They abstract these growing and categorize them into several directions for study such as “growing points”, “expanding lines” and “edge growing”. And by studying these discrete differential geometry, mass customization, differential growth, they form their unique design language and workflow. What I admire about their work is they reinterpret the organic and natural growing process and apply computational logic to them. 

Jamie Park – LO – 08

INST-INT 2013 – Mike Tucker from Eyeo Festival on Vimeo.

Mike Tucker is a special effects expert who combines coding with art. He has been working as an interaction designer who specializes in VR design. Now, he is an interactive director at Magic Leap, a company that focuses on the future of Spacial Computing. He combines interactive arts and music, making the spacial experience more meaningful. Using this VR device, one can watch TV, play games, and chat with friends as if they are in front of the person. Additionally, his VR device allows other developers to publish their apps, allowing the users to have fun with more than what the company offers.

His previous VR experience includes creating Tana Pura with Radiohead’s Jonny Greenwood, working with Encyclopedia Pictura for Kanye West video game, and working at Universal Everything for a variety of projects.

I admire how he uses coding to create interactions: I did not know that you can create sophisticated interactions using code. Researching him made me realize that coding is a very important skill to have and will continue to have a significant impact on the entertainment industry.

Ammar Hassonjee – Looking Outwards 8

Eyeo 2015 video lecture given by Reza Ali, a computational designer and artist from Los Angeles.

The person whose work I chose to look into is Syed Reza Ali. According to his website, Reza is a computational designer, software engineer, and spatial artist out of Los Angeles. He comes from an electrical engineering and computational design background and currently does his own studio work related to user experience and augmented reality platforms. I admire Reza’s workflow of combining artistic and creative theory with the technical aspects of logical and algorithmic thinking that he exhibits in his projects such as his YCAM 3D printed computational forms or his art installations for the Carbone Smolan Agency. He challenges himself to integrate all different kinds of software to add effects and layers of visualization to each of his projects, such as through combining modeling software like 3D Max with algorithmic coding done in C++.

In his presentation, Reza explains his unique design methodology and goes into detail about how he translates programming logical into generative physical forms. He uses the example work experience of his residency at Autodesk to expand on that. His use of captivating images, GIFS, and videos/simulations that project behind him on the screen, such as when he talks about his ofxUI Timeline or his Data Driven Design digital forms, really help enforce his presentation because he can directly reference the purpose of the project or show the audience the visual effect he was going for as opposed to just talking about it.

A project featured on Reza’s website that showcases his installations for the Carbone Smolan Agency.