Computer Art is synonymous with the mutated object. This workshop will consider how environment and the simulation of physical states in Virtual Environment research lead Computer Art in a direction which is less pictorial. The importance of Immersive Environments is based upon areas of inquiry related with Deep Ecology, Sustainability, and Sensory Processing in human experience and healing. To better consider the integration of real world and virtual capabilities it is recommended that participants are able to experience (train) on some interactive interfaces on-line or as part of a gallery installation.
Special attention is given to Immersive Environments as they illustrate the cyclic evolution from:
1. Real World Observation
2. Toy Worlds (Simulations)
3. Dynamic/Interactive Forms of Artistic Reference and
Presentation
Immersive Environments (Digital Cave, Glass/Mirror Installations, etc) illustrate creative process and the observation of physical motion at the level of the "host medium," rather than the art object.
A presentation of works, projects, and techniques for developing virtual environments with immersive features will be given.
This workshop gives the participants necessary terminology,
usenet groups, and bibliography to develop further inquiry in:
WORK SAMPLES:
ICONOGRAPHY OF PERFORMANCE AND COMPUTER ANIMATION
VIDEOTAPE OF REAL-TIME INTERACTIVE AUDIO AND AUDIO-VISUAL
SYSTEMS
VIRTUAL ENVIRONMENTS
Unstable Environments and Interactive Transformations