Research Notes

Another day

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This is another day in the life of an artist. I just got another rejection to a festival somewhere in the Nordic countries:

See? It’s not a big deal. You’ll get a lot of these in the process of building your career. We live in a very competitive world and the artworld is no exception. Everybody is an freaking artist now… Just too many people in the world!

Don’t feel discouraged by this stuff to stop making art. Is it the focus to make art or ‘make it’?

I will continue making art projects. I got a job anyways!

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Purpose of researching early computer art

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During the past 40 years, graphics technologies have evolved from rudimentary images produced in room-sized computer labs to realistic simulated scenes diplayed in hand-held devices. Fast-paced advancement has been a defining characteristic of computer graphics and very little attention has been placed in the history of this emergent discipline. Society’s lure with new technologies drives today’s computer graphics consumer culture, represented by the film, gaming and software industries.  We live in a world dominated by computer graphics aesthetics, but, what about when computers couldn’t do all this? How did this all happen?

I remember my first computer. It was a Commodore VIC20 that could be connected to the TV and produced graphics in a 22×23 matrix with only 16 colors. I used the BASIC language to program animations and the software LOGO to produce images like the one of an ice cream composed by 3 circles and a triangle. The VIC20 was a tool for home computing aimed for all ages, and it was a lot of fun. Nowadays I feel that computers, including mobile devices in this definition, are mainly consumer tools that do not encourage creativity.  In a nostalgic way, I would like to revisit the days when computers were laboratories for the creativity and experimentation of the fathers of this discipline.

Visionaries from different areas ranging from the sciences to art and engineering found the computer as a tool for something more than repetitive tasks and calculations. Around the late 1960s, research enthusiasts from different universities sought to use the computer as an artistic tool. During this period, the hardware available was very limited and, programming languages were not robust, and difficult to program. Computers for visualization helped develop the concept of object-oriented programming, one of the most important features of contemporary computer languages. Examples of early visualization labs are the Electronic Visualization Lab (EVL) at the University of Chicago (UIC), Charles Csuri at the Ohio State University and Aldo Giorgini at Purdue University.

Aldo Giorgini was a pioneer in both computer graphics and the digital arts. His work designing the software FIELDS in 1975 is an important antecedent to the use of computers to aid artistic production. His contribution to computer graphics and the digital arts remains almost unknown, and his material legacy is at risk of disappearing. After his death in 1994, Giorgini’s materials remain untouched at his home-studio located in Lafayette, Indiana. Many of these documents present evidence of an engaged computer-aided art practice. The documents hold an untold history of a computer graphics visionary and I, as a researcher want to bring his contribution to the light. Unfortunately, many of the materials found that include, pen plotted prints, screen-prints, sketches, manuscripts, letters and printed code are not kept in optimum conditions from a preservation standpoint. Part of this research consists in finding the appropriate conditions to conserve digital art.

Learning about Aldo Giorgini’s approach to art and computer graphics will teach newer generations about our relationship with technology, and revive the spirit of creative experimentation with computers.

There is a lot of criticism to technology in our society, but from a Heidegger perspective, technology is nothing else that we already are. We cannot escape technology by denial, but we can seek for meanings. For this reason, writing an educational biography about Aldo Giorgini’s work in the digital arts is important to us today.  This research will give the reader a framework to understand our living relationship with today’s technologies and their impact in the fine arts.

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Sprite Art Workshop

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The craft of creating animated frames for 2D videogames is refered to as spriting or pixel art. With the advent of new image techniques and technologies in computer graphics, pixel-level editing has become an unusual practice. Hardware’s limiting constraints in resolution and colorspace, shaped early videogame aesthetics. Art director from Megaman for NES, Keiji Infaune explains that there were “severe visual restrictions” and that, a lot of detail couldn’t be added in the dot matrix of early videogame consoles. (Infaune, 2009).

Artists of the digital age explore technologies as new tool for creative development. This workshop will contextualize videogames in contemporary art and will introduce participants to some of the techniques for sprite making and further development.
By: Esteban García
MFA, PhD student in computer graphics, Purdue University.
http://snebtor.chiguiro.org/

Duration: 9 AM – 3:30 PM

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Sketchpad: A man machine graphical communication system (1963)

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This 1963 article explains the sketchpad software developed by Ivan E. Sutherland. Sketchpad is considered to be the first graphical user interface (GUI) allowing users to draw in the draw and model without using numbers or code. This software introduced a new language of man-machine interaction through the use visual geometry. Sketchpad used  line, point and circle graphic primitives to produce a vocabulary of shapes. This elements could be arranged in the screen and manipulated in real time. Additionally, sketchpad could be used to work under constraints such as parallel and perpendicular relationships between elements. Sketchpad also pioneered in the concept of object oriented programming by defining graphical objects in terms of constraints. The article explains how the user creates objects with the aid of a light pen, screen and buttons. Sutherland explains that computer modeling can aid the design process in highly repetitive drawings, for example in the creation of patterns. Each object can be stored and reused to create modularity. The memory space can be used to store graphics, constraints and subroutines (functions) allowing the users to create complex relationships between these elements. The screen is used as a coordinate system that allows the user to add line segments, points and circles in it. The screen as a ‘canvas’ where the user can draw, however, the drawing is scalable to up to seven miles. The light-pen/screen interface have a snapping feature similar to the one of photoshop allowing points of the shapes to connect. The generalized geometric functions and constraints prove very powerful to create a wide variety of graphics. Sketchpad could also be used to create animations in a computer, making it the first tool for computer animation.
Sketchpad introduced visual programming and object-oriented programming, one of the most important features of computing to our days. This shows evidence that visualization can create advances in computer programming, an that not only limited to the constraints of prestablished computer languages. Sketchpad introduced the concept of recursive drawing and it was one of its main contributions. However, the skechpad had limitations in the creation of simple drawings. In the words of Sutherland:

“For highly repetitive drawings or drawings where accuracy is required, sketchpad is sufficiently faster than conventional techniques to be worthwhile. For drawings which merely communicate with shops, it is probably better to use conventional paper and pencil” (Sutherland, 1963, p. 122).

The author also envisioned an artistic use of his software suggesting it’s potential to create animated cartoons. Sutherland proposes that future uses of sketchpad include three-dimensional drawing, since the “drawing will be directly in three dimensions from the start. No two dimensional data will be stored” (p.125).  The three dimensional application was rapidly implemented changing the course of computing and opening to the new discipline of computer graphics.

Article retrieved from: Sutherland, I. (1963). Sketchpad: A man machine graphical communication system. The New media Reader pp.111-126.

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Who & Why

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Hi, I am Esteban García a new media artist and a PhD student in the department of computer graphics at Purdue University. I do love art and I do love computer graphics. This is the type of stuff that I enjoy making. However, real love is not always a garden of roses and, I struggle a lot with my own thoughts. I am usually involved with a set of creative and exciting projects, but my lack of motivation gets in the way sometimes… it slows me down. I lay in my bed and think.    think    and think some more. This stream of ideas is overwhelming sometimes.  I want to use this blog as a form of documentation, but mostly as a form of therapy to let all this thoughts out. Cyberspace is vast and wonderful there is a lot of other places to read, look and network. This site will not give the readers any answers about anything… the points of view presented here are arguable.  In short, I am disappointed from ideologies and don’t foresee a great future coming up to us. I had a girlfriend that thought that we could make a different future, that people like Bono and all the charity would save the world. This relationship lasted 3 weeks.
This year I’ll be 30 and a lot of things are what I expected to be and others not so much. Some people say you should start a blog to get a job, to have web presence… I have web presence since 1995 band this hasn’t helped  me deal with the rejection letters I get on a daily basis.  Luckly, I have a job teaching a sketching class in the Computer Graphics department, but this is just part of my PhD.  What will happen next? The future produces me a lot of anxiety.

Anyways, This is kind of the idea for now. I will also discuss literature and research into this ramblings.

Disclaimer: I am a non-native english speaker. Posts may have inaccurate use of grammar. I’ll proof read, but will not spend hours on each text. If you are into style, buy a book!

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