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Big Blip 04 Exhibitors
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Celaeno, Electra, Merope Roman
Verostko
For
over 40 years Roman has painted pure visual forms ranging
from controlled constructions with highly studied colour
behaviour to spontaneous brush strokes and automatic drawing.
Such art has been labelled variously as 'concrete', 'abstract',
'non-objective' and 'non-representational'. In its purest
form such art does not re-present other reality. Rather
'it is' the reality. One contemplates a pure form similar
to the way one might contemplate a fine vase or a seashell.
Radically new procedures for creating such art emerged in
the last quarter of the Twentieth Century. With the advent
of computers Roman began composing original detailed instructions
for generating forms that are are accessible only through
extensive computing.
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exhibitors
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Chromos,
Where's the Red Wedge Paul
Brown
Paul
Brown is an artist and writer who has been specialising
in art and technology for over 30 years. His computer generated
artwork has been exhibited internationally since 1967 and
is currently on show in Europe, the USA and Australia. During
2000/2001 he was a New Media Arts Fellow of the Australia
Council and he spent 2000 as artist-in-residence at the
Centre for Computational Neuroscience and Robotics at the
University of Sussex. He is currently (2002 - 2005) a Visiting
Fellow at Birkbeck College, University of London where he
is working on their CACHe project (Computer Arts, Contexts,
Histories, etc).
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Dubiofossil
Sarah
Angliss
Relax
in the comfy chair as you participate in these two sonic
experiments. The first, Dead Music, uses recordings
of generative music played on a hurdy-gurdy. This ancient
instrument sounds mesmerising, despite its technical limitations.
I hope it makes an interesting antidote to purely electronic,
generative sound. The second, Wordsmith, is an evolving
wordpiece about evolution. Sarah Angliss is a composer and
engineer, recently awarded a NESTA Dreamtime Fellowship
to explore new ways to deploy sound in public spaces. Thanks
to researchers Chrisantha Fernando and Laura Wright and
hurdy-gurdyists Maxine Sweatman and Nigel Eaton for their
help with this exhibit.
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exhibitors
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Evolving
Drawing
Theresa Gartland-Jones
Theresa's
reason for exploring computing processes for the creation
of art work stems from the desire to produce dynamic connections
between visual metaphors that blend ideas in an organic
process. This involves transference of the acquired knowledge
and conceptual aims of a traditional fine art practice (painting
and drawing) into an artificial, digital environment. Once
in this environment a new layer of idiosyncratic computer
generated processes begins to extend the possibilities of
creating new line behaviours, evolving forms and blending
meaning. She shares with Harold Cohen an interest in the
boundaries between lines having meaning or not.
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exhibitors
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Guess
Anna Dumitriu
Using a specially built card loom, Anna wove the 16 bit
binary machine code for the process of Iteration, the means
by which a computer attempts to ascertain a correct answer
to an equation by guessing. The way in which this program
works can be seen as a metaphor for how a work of art is
created. The historical links between the traditionally
feminine art form of weaving and the development of computer
science can be traced back to the Jacquard loom, the first
programmed machine, which was instrumental in bringing about
the industrial revolution.
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Frankendael,
Ima Traveller, Tuboid Maria
Verstappen and Erwin Driessens
Aesthetic experiences are often caused by natural
phenomena. This is due to nature's emergent properties that
enable her to trigger our imagination in a positive way.
Emergence is an intrinsic property of nature's dynamic forces:
complex matter-energy flows are capable of spontaneously
generating order out of chaos. Chaotic transformations are
the only possible mechanism to generate something new. The
aesthetic experience is also the creation of something new.
It is a process in which suddenly something unexpected becomes
sensible: the so called Aha-experience. So, if we want to
be able to stimulate new experiences by means of artifacts,
we have to be sure that they contain unpredictable or spontaneous
features. But when we examine the products of human artists,
they often lack these properties. The pragmatic and associative
tendencies of the human mind often disturb the unfolding
of spontaneous, original and new possibilities. It is a
difficult, but at the same time exiting challenge, to aim
for an art that systematically arouses emergent phenomena.
This means that we have to find ways of expressing aesthetic
ideas outside ourselves. Erwin and Maria are exhibiting
three of their works at the Big Blip 04: Frankendael, a
movie showing the transformation of a landscape park in
Amsterdam through the seasons.; Ima Traveller, an interactive
installation that enables you to make a journey into an
infinite space that is created in real time; and Tuboid,
evolutionary computer software that generates an endless
mutating tubular structure.
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exhibitors
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Interactive
Xlab Antony Ribot
Xlab is a visual application oriented towards educating and entertaining those interested
in the concepts of artificial life. The package provides a progressive environment by
which users can develop their knowledge through interacting with simulations and games.
Using OpenGL and Java technology a series of alife concepts are covered, including Braitenberg's
vehicles, cellular automata, genetic algorithms and pheromone-based ant foraging techniques.
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Interactive
skipping
Interact Lab
The
Interact lab is a research centre based at the University
of Sussex, concerned with possible interactions between
people, technologies and representations. Its focus is on
developing novel user experiences in a variety of settings
including the home, school, public spaces and work. The
researchers are particularly interested in exploring the
use of combined physical / digital environments for extending
current forms of interaction, play and learning, and it
is with this in mind that they have developed an interactive
skipping rope. Children are invited to pre-adjust the difficulty
of a skipping task and to determine the displayed output
of their skipping. A child can define their own set of parameters
with which to measure their performance, for example, the
speed of the skipping rope, the number of skips, or the
force of their jumps. The chosen parameters are represented
by a token made out of wood with an embedded RFID tag placed
inside. This token is a visualisation of the skipping task
and is represented by a particular body part: either the
legs, the body or the head. Each body part can be dressed
in three different ways (as a ballerina, a weightlifter
or a policeman), each of which is predefined to represent
a different level of difficulty. The children skip to match
their configured composite person. The output of each of
their skipping dimensions is visually represented once the
level of difficulty has been achieved by skipping on a pressure-sensitive
pad. Either the visual composite of the configured legs,
body and head is projected alongside the child skipping
or the child's image can be merged into the configured composite
image.
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exhibitors
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Markov15
Micheál
O'Connell (Mock Sim)
Mock Sim is experienced in the arena of mathematical modelling and computer simulation. He also paints (with paint) and is pursuing an MA in Fine Art to resolve a dilemma between real and virtual.
Recent work was based on the application of Markov Chain mathematics. Main sources of inspiration are simple dynamics: swings, trains decelerating, vessels emptying, molecular diffusion, rhythm...
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exhibitors
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Meniscus
Alan Dorin
Meniscus
is a population of (virtual (*doh*)) micro-organisms which
evolve over time according to the adjustments visitors make
to the water level in their tank.
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Mimetic starfish
Richard Brown
Richard
Brown has a hybrid background in computers and cybernetics
and an MA in Fine Art. He is currently a NESTA Research
Fellow (National Endowment for Science, Technology and the
Arts). He combines ideas from alchemy, science and technology
to produce interactive installations using a wide variety
of media - high voltage electricity, mould, computers, software,
electronics, projections, metals, glass and liquids. Ideas
about time, space, energy, mimetics and perception are central
in his practice. He employs technology to create magical
and transformative experiences. The Mimetic Starfish was
described as "The best bit in the entire Dome" by The Times.
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Open Decks Jon
Bird and Andy
Webster
In this project Andy & Jon reconstruct their idea of a bad
night out: the wedding reception disco. The best man has
already run off with the bride, the groom has run off with
the mother-in-law, and the father-in-law has run off with
the vicar. The dog has been eaten by the buffet and the
marquee has been infested with oversize hornets. Moved indoors
to the safety of the bar, the reception continues but with
a spin, as the audience are invited to participate by playing
their three favourite tracks and to dance madly with the
drunken uncle. Their selections drive the light show to
create what they like to describe as 'the bastard offspring
of a Dan Flavin.' Bring your own bottle and your top three
CDs for DJs Spinny and Suzannah.
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Pendulodic
Caia, Benedict
Sheehan and Ollie Glass
A collaboration
between a visual artist, a creative technologist and a sonic
artist, Pendulodic is an interactive soundscape installation
using a pendulum as an instrument. A pendulum swings over
a sculptured beach. Stones on the beach trigger envelops
of sound whilst the rhythm of the pendulum controls the
beat. The audience can swing the pendulum to create their
own composition in the soundscape.
Benedict
Sheehan explores the fuzzy area where technology can
be subverted into creative use. He brings together technologies
to provoke thought and challenge preconceptions and also
to have some fun! He was rained in traditional animation
and also has a background in innovative software development
for both the medical and entertainment industries. Benedict
has had a large number of collaborative installations exhibited
in the UK and internationally, including works at the ICA
gallery, the Victoria and Albert museum, the OXO tower,
the British Council in Mexico, the KunstlerHaus Vienna,
and SFSAD San Francisco.
Caia
is a self-taught artist who has been working professionally
for over 10 years. Educated in Johannesburg, Tokyo and London
she draws inspiration from these diverse cultures and specifically
from the beauty of imperfection. Caia has exhibited widely
in London including the Royal College of Art and the Hackney
Coliseum. She is currently exhibiting at the ArtAtFive gallery
where she won the ArtAtFive Artist prize, and she was also
short listed for the Brighton Festival Arts Prize.
Ollie
Glass is a sonic artist influenced by ideas from artificial
intelligence and philosophy and who approaches music as
a psychological space using ecological composition techniques.
He developed and exhibited the 'Beats By Design' intelligent
drum machine at Big Blip 03. Performing live psychedelic
break beat funk as Blackholeprojector, he has played festivals
and club nights in Bath, Brighton and London. Ollie's currently
producing an interactive visual and sonic environment that
responds to data obtained from physiological and location
monitoring devices, and promoting and exploring holistic
forms of audience participation.
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Signal from the Noise Heather
Barnett and Alice
Eldridge
Heather
is a visual artist who has worked collaboratively with scientists
over the past eight years, in areas of medicine, botany
and geology. Her work incorporates photography, film, digital
media and installation, often actively in tandem with scientific
processes. Her working methods are highly responsive to
her environment, reflecting observations and reactions to
working in a scientific context. Heather is working with
research groups in the School of Life Sciences, University
of Sussex, exploring the place of design and transformation
in biological systems. Her current project, Metamorphosis
& Design, is a collaboration with geneticist Robert
Whittle.
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Stigmergy, Cat Mike
Blow
Mike
is interested in the strange no-man's land in between art
and science, where complexity, chaos and order can surprise
us with new and exciting forms. Favourite themes include
finding order buried in a beautiful mess and the exploration
of hidden spaces. Stigmergy is a robot installation,
inspired by ant foraging, which uses glowing trails on an
arena floor. Patterns emerge from the local actions and
interactions of 3 robots communicating by changing their
environment. Stigmergy reveals that which is usually hidden
in the natural world and hides that which is usually obvious.
Cat is an evolutionary art program enabling the exploration
of a 60's abstract style aesthetic. Cat was written as an
art piece but was used in an experimental attempt to discern
a common aesthetic preference in a group of subjects.
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There does not, in fact, appear to be a plan
Bill
Bigge, Mike
Blow, Ed Clive, Rowena Easton, Garvin Haslett
and John Popadic.
The
forms created by There does not, in fact, appear to be a
plan are the consequence of its construction, the interaction
of the audience and simple homogeneous agents acting upon
static objects. This installation challenges the audience's
ability to locate the creative act by creating a layer of
disassociation between the artists and the resulting structures.
In attempting to demythologise the artistic impulse a dynamic
wholeness is suggested. At the Big Blip 04 the project was
displayed as an installation and a monitor-based film. This
project was supported by: Jon Bird; Richard Brown; Sue Gollifer;
Tom Grimsey; Phil Husbands; and Andy Webster.
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Tiles, Chinese Whispers
Rachel Cohen
The
work shown is part of a project entitled Chinese Whispers
in which the process of drawing is used as an analogy for
evolution. In this case, starting with a section from a
Japanese textile pattern, the artist invited people to copy
the drawing, each one from the previous copy so that the
image changes incrementally. Tiles was made from
26 of these drawings in 4 separate chains. Rachel Cohen
will be collecting more drawings for the Chinese whisper
project during her Big Blip workshop. If you are interested
in a similar drawing workshop at your place of work or study
please email
Rachel.
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Top
Marks Emma Churchill
Emma lives and works on The Lizard in Cornwall. She graduated
in Fine Art at Falmouth College of Arts in 2001. She is
a member of the Newlyn Society of Artists and the Royal
British Society of Sculptors. She exhibits at both local
and national level and her practice includes public events
and educational work. Last year her drawing 'Sweeping Statement'
won several major awards, including the Rootstein Hopkins
Foundation award for drawing, the Royal West of England
Academy Open Sculpture Competition (first prize), and the
RBS bursary award. The success of her artwork rests on the
belief that drawing is as much about process as result.
Much of her artwork involves the adaptation of toys and
games to draw. The shift of emphasis from drawing to games
encourages participation by people of all ages and drawing
ability. Her bowling pencil installation 'Bowled Over' was
installed in the National Gallery for the 'Campaign for
Drawing' awards ceremony, and is featured on the front page
of this year's promotional leaflet. It will also be part
of this years Big Draw launch in Trafalgar Square in September.
Her radio-controlled drawing cars appeared on Blue Peter
last year. This installation offers an opportunity to contribute
to a large-scale drawing while playing with spinning tops
that weave spirals of graphite. All marks made, including
a wide variety of human traces, add to the quality of the
work.
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Turbulence
Jon McCormack
Jon
McCormack is an Australian artist and researcher in artificial
life and generative systems. He has worked in a variety
of media including interactive installation, stereoscopic
HDTV, and virtual reality. His critically acclaimed work,
Turbulence, has been called a defining work in electronic
media art and received a number of international awards
from Austria, Canada, the USA and Japan. It offers a different
perspective on nature and our relationship to it. In many
ways the work is a type of futuristic natural history museum
made visible through the synergetic combination of mind
and machine; a document of a type of life that exists only
within the abstract 'pluriverse' of computational space:
a place that never was, in a time that has never been. return to top of BB04
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Urinal
bag Ryuichi Nambu
Why
do we need the bag? What we actually see is not a urinal
itself but the conception we are carrying about it. The
Fountains in galleries have been losing urinal characteristics
because they are already pieces of great art. As they gain
the name of art, they lose their artistic importance. It
is because the first urinal was not presented in these terms
that it could be accepted as a piece of art. It is an 'on-off'
switch: when one is on, the other is off and vice versa.
If it makes sense for people as a piece of artwork, it is
no longer 'the' artwork as initially intended. If it does
not make sense, it is deprived of any opportunity to be
recognized as 'a' piece of art. return to top of BB04
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Water series Mateo
Willis
In his art Mateo explores generative processes to reveal
emerging patterns of complexity over time and space. Whether
it is chaotic swirls of water or streams of people in a
crowded city, the interaction of apparently random multiple
agents generate surprising similar patterns. Both produce
a comparable aesthetic, the sense of organic creation which
assumes a natural balance and infinite sense of depth. return to top of BB04
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4³ Ever
Garvin Haslett
4³
Ever is a sculpture focussing on the possible combinations
of nucleotides within a DNA strand. Nucleotides can exist
in any one of four states and a genetic word consists of
three nucleotides. This implies that there are 4³ = 64 such
words. An artificial evolutionary algorithm was used to
search possible sequences of nucleotides until one was found
that contained all of the words when arranged in a continuous
loop. A scheme mapping four colours to the nucleotides has
been devised. A series of armatures forming the sequence
have been placed along a body. The body is in the shape
of an infinity symbol and the arrangement of the armatures
alludes to canonical representations of the double helix.
Garvin Haslett is a computer scientist who draws inspiration
for his practice from biological systems. return to top of BB04
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800,000 Kosovan refugees
Hans Dehlinger
The
tree as a metaphor and as an element of lanscapes is a familiar
image and a poetic reminder to enjoy life. What Hans tries
to communicate through his work are interpretations of the
mysteries and tragedies that surround us. Computer generated
artwork, based on line-drawings, is challenging for a number
of reasons. It makes use of lines as the characteristic
element of the generative process, and the results rely
entirely on the callagraphic qualities of these lines. Besides
the heritage of hand drawings, which we conceive as a fantastically
rich universe, we may conceive an equally fantastic universe
of machine drawings.
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For further information email
info@blip.me.uk
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Exhibitors
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