GRAPHITE 2007 : Digital Art Talks

Interactivity and Immersion

Monday 3rd December

Anthony Rowe (United Kingdom)
Developing Creative Audience Interaction: Four Projects by Squidsoup

The talk will present an overview of the processes of creative development in four projects by Squidsoup: Altzero (1999-2003), Come Closer (2004-5), Freq2 (2006) and Driftnet (2006-7). Each piece presents users with a structured audiovisual composition that can be manipulated, probed and explored in different ways. Together they illustrate a search for novel, intuitive and subtle forms of interaction where the processes of interaction are creative, rewarding and (as far as possible) understood by those taking part.

Bonnie Mitchell (USA)
Art and Immersion: Investigating Virtual Worlds, Physical Spaces and Experience as Art

This presentation will address art as "experience" instead of "object" and primarily focus on two types of immersive art: Multi-User Virtual Environments and Immersive Audio Visual Installation Art. With the proliferation of online Multi-User Virtual Environments (MUVEs) such as Second Life, we see new forms of art emerge where users experience art via their avatars in 3D environments. With immersive installation art, artists use animation, audio, and interaction to creative responsive physical environments that engage the viewer psychologically. This presentation will discuss elements that create art experiences where the individual ceases to be aware of their physical presence. Through animated and interactive examples, we will focus on the user experience, audio and visual integration and concept behind the work. Project collaborator: Elainie Lillios.

Concept, Collaboration and the Creative Process

Monday 3rd December

Marte Newcombe (Australia)
Exploring the Evolution of the Creative Process from Analog to Digital and the Role of Collaboration

The introduction of computers as a tool for the artist has presented a new world of possibilities in a similar way that photography changed the course of art history in the twentieth century. A unique work of analog art can be transformed digitally into multitudinous forms, acting as a resource rather than an end in itself. Collaboration with other artists adds to this dimensionality by increasing the available resources and challenging the artist to explore aesthetics beyond their experience. Project collaborator: Greg Shirah.

Petra Stefankova (Slovakia/United Kingdom)
Roman Vrbovsky (Slovakia/United Kingdom)
Psychic Automatism in 3D Digital Art

This presentation will discuss the concept and creative process behind Petra Stefankova's digital artworks. His works are based on an early 20th century surrealist automatic drawing method but he has adapted these principles to contemporary digital art practice using 3D applications. The process relates to psychoanalysis and this psychic automatism is a reflection of the artist's personal experience. The artist becomes a medium translating her subconscious internal reactions into a visual form playing with random elements based on the uncontrolled process executed in different, often strongly emotional life situations and fragile moments. Unsimilar to other methods of random drawing and form shaping in computer art, Stefankova's approach strictly depends on the unique human perception and interpretations of her internal and external world. The computer technology is then used to refine and enhance the results with rich texture and randomly flowing colour. When she has achieved a balanced image, the digital artwork, being most importantly a method of communication, comes to effect.