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Bibliography
> Articles
The
Art and Science of Collaborative Visualization
Ellen
Sandor and Janine Fron, (art)n
Silicon Graphics World, September 1999, pgs. 17-18
A
group of artists directed by Ellen Sandor from (art)n
and Dana Plepys at the Electronic Visualization Laboratory
(EVL) at the University of Illinois at Chicago are improving
the way we interact and record virtual reality with
a new application called IGrams. A paper on the project
was published in the IEEE proceedings for IV '99 UK.
IGrams
(immersa 'grams) are a real 3D snapshot application
designed for the virtual reality CAVE environment that
evolved from (art)n's PHSCologram process. They are
the instant immersive prints of VR. The IGram application
is a flexible software program that can improve VR content
production and enhance the final piece. It's a new way
to create storyboards and real-time sketches, and to
test experimental visual effects. The images are autostereoprints,
quickly output in real-time. The IGram print translates
what the work looks like without goggles and can easily
be exchanged with remote teams. Users can capture images
during content production and output them as real 3D
images to evaluate the look and performance of 3D objects.
It's a dynamic pre-visualization medium for every stage
of content production, including final documentation
for exhibitions and presentations. Options for cropping,
close-ups, creating variants and limited animation effects
offer animators a way to be more hands on with their
subjects.
IGram
documents can also be provocative art objects that tell
new stories from different angles of the CAVE. Inspired
by Man Ray and the Surrealists, who were known for using
photography to record their fabricated worlds, this
new direction celebrates the evolution of photography
and sculpture.
The
group's first works explore photography as performance
with a poetic snapshot series from Margaret Dolinsky's
unique CAVE pieces: Blue Window Pane, Dream Grrrls and
Strait Dope. The IGrams bring the characters from these
stories to life in different ways by manipulation of
the IGram's virtual camera movement. The series features
engaging sculptural close-ups with unique variants and
cropping studies.
(art)n's
PHSColograms (skol-o-grams) are a digital assemblage
of photography, holography, sculpture and computer graphics.
The PHSCologram process draws on earlier advances in
photography, including daguerreotypes, photogravures
and gelatin silver prints. Rodin was among the first
sculptors to use photogravures to publish his "Monument
to Balzac" in the famous Camera Work quarterly.
Brancusi and David Smith are also known for using photography
to document their works. Brancusi's photographs show
his vision of the artist in the studio; Smith's photographs
reveal the artist in the landscape. The documentation
produced by these artists are strong works in their
own right. It is (art)n's vision for IGrams to inspire
a new aesthetic consciousness in virtual environments
that encourages artists to explore the nature of photography
and sculpture in their own work.
IGram
development has addressed the desire to better document
virtual reality environments created for EVL's CAVE(tm)
system. The CAVE is a fully immersive 10'x10'x10' cubic
room, where stereo images are projected onto three walls
and the floor. A participant wears LCD shutter glasses,
equipped with a tracking device to create the stereo
effect and define the user's location within the environment.
A three-dimensional 'wand' is used to navigate and interact
with virtual objects within the space. IGrams are created
by the user within the CAVE while they are exploring
and manipulating the three-dimensional space in real-time.
The
CAVE is powered by the SGI Infinite Reality Engine.
Content is created with proprietary software and commerical
packages such as Alias and Maya. Any 'Performer-based'
CAVE application can be used to capture IGrams. The
three-dimensional scene is ported to the IGram utility
and displayed in the CAVE, where the user translates,
rotates and scales the scene within a virtual 3D frame
representative of the IGram output area. The 'depth-of-field'
is controlled by changing interleaving values and distances
with the 'wand', which affects the stereo perspective
projection. In this process, the CAVE itself is akin
to a virtual camera, the virtual frame in 3-space -
the camera's viewfinder, and the wand - the lens/aperture
controls.
Interleaving
is the digital simulation of the photographic combining
procedure. (art)n's autostereographic process is a result
of interleaved computer graphics based on the concept
of binocular disparity. Following the virtual 'positioning'
of a digital setting, individual images are captured
at slightly different angles across the scene in a straight
line from left to right. Each of the images is broken
up into rows and columns of pixels. (art)n's proprietary
code combines these rows and columns of pixels, and
arranges them into a single image. The image is output
onto a piece of film or paper. The result is a blurred
image on transparency film. A barrier screen or lenticular
lens is placed over this image to cumulate the sculptural
effect. In the case of IGram production, once virtual
"positioning" of the scene is complete, ten
individual images are captured, interleaved and displayed
full scale in the CAVE for aesthetic evaluation before
committing to final hardcopy output. When cropping and
framing results are satisfactory, interleaved IGram
images are sent to the Epson Photo EX color inkjet printer
to transparency material and final processing. (art)n's
patented PHSCologram process is flexible, and the group
uses Silicon Graphics Indigo 2 Extreme, Windows, MacOS
and other systems.
(art)n's
early work with VR content included off-site PHSCologram
production via the internet. PHSColograms of the MATIF
stock exchange in Paris, Simulation of a Purkinje Neuron
and a Double Scroll Attractor were created with EVL.
A rendering of a German city, statistical data exploration
and molecular modeling were created with Virtual Reality
Applications Center, Iowa State University and a simulation
of a tear ripping through a crystal was created with
VRAC, IBM and Cornell University.
(art)n
also created character animation film stills and VActor
portraits with Christopher Landreth, Brad deGraf and
SimGraphics, and video game portraits with Rare for
Nintendo. This selection of work served as powerful
art documentation and R&D for creating a future
PHSCologram process that would output directly from
a VR application. Preliminary work on writing the code
for direct output from the CAVE was produced with Dr.
Carolina Cruz-Neira, the mother of Virtual Reality who
wrote the original CAVE software.
The
IGram team and authors of "Collaborative Visualization:
New Advances in Documenting Virtual Reality with IGrams"
include Ellen Sandor, Janine Fron, Kristine Greiber,
Fernando Orellana and Stephan Meyers, (art)n, and Dana
Plepys, Margaret Dolinsky, and Mohammed Dastagir Ali,
Electronic Visualization Laboratory, University of Illinois
at Chicago. (art)n is also working on VR hard copy applications
with Dr.Cruz-Neira at VRAC, Iowa State University and
the GMD- German National Research Center for Information
Technology, Visualization and Media Systems Design in
Sankt Augustin, Germany.
In
1981, Ellen Sandor produced the first large scale immersive
environment, opening a dialogue for the future of photography
and sculpture in what would later become the digital
world. This compelling installation sketched the potential
for art in virtual reality and the evolution of photographic
documentation. She also opened doors for artists to
collaborate with scientists and worked with NASA, JPL,
the Scripps Institute and others, offering an unparalleled
look at science as art.
Ellen
Sandor, an MFA graduate from The School of the Art Institute
of Chicago, is the founding artist and director of (art)n.
She is one of the first women artists to artistically
document supercomputer icons in the mid 1980s with PHSColograms.
Her portfolio under the name of (art)n has grown to
become one of the most extensive documents of virtual
reality and computer graphics content. Her passion for
the re-inventive powers of art is changing the vocabulary
of making fine art in the digital domain.
(art)n
was formed by Sandor in 1983, and has created PHSColograms
with Christopher Landreth, Chuck Csuri, Dan Sandin,
Donna Cox, Ed Paschke, Miroslaw Rogala and other artists.
The group is known for making artistic statements by
re-presenting digital content as unique art objects,
sculptural installations, and animated stills with interactive
sound.
(art)n's latest project with Thomas J. McLeish of Murphy
Jahn, Townhouse Revisited 1999, is an immersive 10"
x 25" x 40" cube composed of five PHSColograms
that explore architecture and the human body.
Twenty
years ago, following an exhibition of "townhouse"
designs by the Chicago Seven (Thomas Beeby, Laurence
Booth, Stuart Cohen, James Freed, Gerald Horn, Helmut
Jahn, James Nagle, Kenneth Schroeder, Stanely Tigerman,
Cynthia Weese and Ben Weese) the Graham Foundation held
a competition for which 169 participants submitted schemes.
Ultimately an exhibition of the competition winners
and the Chicago Seven was held at the Foundation. On
the twentieth anniversary of those events, the Foundation
decided to repeat the competition in an attempt to expose
new architectural talent and to explore the changes
in design concerns that have evolved over the past twenty
years.
A
selection of (art)n's vintage collaborations in art
and science and character animation film stills was
installed in the Silicon Graphics Corporate Briefing
Center and Visionarium in 1993 and Nihon SGI in Tokyo.
(art)n's work is in the permanent collection of The
Santa Barbara Museum of Art, International Center of
Photography in New York, Museum of Contemporary Art
Chicago, United States Department of State Art in Embassies
Program in Zimbabwe and Germany, Museum of Jewish Heritage
NYC, Survivors of the Shoah Visual History Foundation,
The Smithsonian Institution, Cranbrook Institute of
Science and others, including private collections.
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