RGB LED Color gamut

arduino, computer art, processing, projects

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For the Carlson Garcia project, we were wondering about the possibilities of expanding the color vocabulary of the given 8 primary colors (RGB + complementaries) through PWM and code. Initially, we noticed that the screen values did not match the actual colors of the LED strips. It was a frustrating task to design sculptures that would display the actual colors that we envisioned. For this reason, we designed a processing application that would allow us to see how the screen colors were represented in the LED displays.

gamutsWe discovered that through PWM we could emulate a wide gamut of colors bigger than the given 8 primaries. However, the LEDs do not provide all the actual 255 values for each color. With the software and hardware like seen in the video, we are able to see how the colors will be shown in the LED hardware. This development has been very helpful to design sculptures with specific color palettes that we design. The color spectrum is not as wide as the 17 million colors of a screen, but at least we get to combine a wider number of colors. It is hard to know right now how many colors can be represented, but at least we have thousands of colors to chose from.

The code for our app is below (Processing with arduino firmata):
/* PALETTE for Processing 2.1.2 (2015)
Use Arduino Firmata to control ports. Cnange the index number [?] corresponding to your USB port
This program works with the hardware "palette" created by Carlson Garcia
www.carlsongarcia.com
Use nobs to mix RGB values of the LEDS. Record the liked colors by making screenshots
of the combinations */

import processing.serial.*;
import cc.arduino.*;

Arduino arduino;

int red1=3;
int green1 =5;
int blue1=6;
int red2=9;
int green2 =10;
int blue2=11;

int mapvalred1,mapvalred2;
int mapvalgreen1,mapvalgreen2;
int mapvalblue1,mapvalblue2;

boolean andruinoThere = true; //Deactivate andruidno for debuggings

void setup() {
size(800, 600);
println(Arduino.list());
arduino = new Arduino(this, Arduino.list()[12], 57600); // 3 or 12

}

void draw() {
background(0);
fill(mapvalred1,mapvalgreen1,mapvalblue1);
rect(0,0,width/2,height/2); //Left Rectangle
fill(mapvalred2,mapvalgreen2,mapvalblue2);
rect(width/2,0,width/2,height/2); //right rectangle
//rect(width/2,height/2,width/2,height/2);
//rect(0,height/2,width/2,height/2);

// read analog input arduino.analogRead(0) from potentiometer, store it in a variable, map it
// and write it arduino.analogWrite(9, mappedto255);
int valred1=arduino.analogRead(0);
int valgreen1=arduino.analogRead(1);
int valblue1=arduino.analogRead(2);
int valred2=arduino.analogRead(3);
int valgreen2=arduino.analogRead(4);
int valblue2=arduino.analogRead(5);

mapvalred1=int(map (valred1, 0,1023,0,255));
mapvalgreen1=int(map (valgreen1, 0,1023,0,255));
mapvalblue1=int(map (valblue1, 0,1023,0,255));
mapvalred2=int(map (valred2, 0,1023,0,255));
mapvalgreen2=int(map (valgreen2, 0,1023,0,255));
mapvalblue2=int(map (valblue2, 0,1023,0,255));

arduino.analogWrite(red1,mapvalred1);
arduino.analogWrite(green1,mapvalgreen1);
arduino.analogWrite(blue1,mapvalblue1);
arduino.analogWrite(red2,mapvalred2);
arduino.analogWrite(green2,mapvalgreen2);
arduino.analogWrite(blue2,mapvalblue2);

fill(255);
text(mapvalred1,width/4,400);
text(mapvalgreen1,width/4,420);
text(mapvalblue1,width/4,440);

text(mapvalred2,500,400);
text(mapvalgreen2,500,420);
text(mapvalblue2,500,440);
}

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Exploring 555

arduino, computer art, projects, visualization

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For the past couple of years, my friend and collaborator Aaron Zernack has been investigating audio synthesis using Current Voltage (CV/Gate) modular synthesizers. The whole thing has been very interesting to me aesthetically as sound, but also as to wonder about its potential in visualization. I have 2 modules now that allow me to experiment with analog synthesis in the visual realm. One is the Gieskes Oscillatoscope video synth and the other is the Minigorille Geometry Synth. Both of these devices have been an amazing ways of visualizing sound data and creating very exciting synesthesia art projects. However, I noticed that a lot of these synths use ATMega chips, same or similar to the arduinos. This made me think in a more conter-intuitive way. What if I could get rid of all the coding and produce synthesizers that modulate current voltage using simple electronics?
555 PWM
The diagram shows a snapshot of a circuit simulator of an LED fader using the 555 timer, resistors and capacitors. As you can see on the graphic we should have a smooth PWM modulation, but it ends up ramping up really fast. The video shows how the circuit is not really able to keep a consistent value, or a slow gradation of value at the least. Anyhow, This is mostly a new venue for research and experimentation. It would be really cool to simplify the circuits for my sculptures and not necessarily need to use I/0 boards for each sculpture. In this case you can see how the Red color fades in and then very suddenly it becomes white. I was hoping for a smoother transition, but nevertheless, very interesting.

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Workshop and Paper in ISEA 2013

computer art, presentations, visualization, workshop

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My workshop “sensing for visualization” and paper “Stretch” were selected for the next ISEA 2013 in Sydney. Good news to start the year. The workshop introduces the use of analog sensors to produce interactive experiences. Using inexpensive microcontrollers, components and open software, participants will prototype electronic boards to read meaningful data from the environment. The sensors can be affected by the light, the orientation, or a user’s physical input. I’ll be using the Wiring microcontroller.

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Stretch: An early software art framework by Aldo Giorgini

computer art

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Stretch provided Aldo Giorgini (1934-1994) with a framework for manipulating vector primitives using his own mathematical model. Although stretch was technical report in 1981, Giorgini had a prior body of work in 1976 that demonstrated the use of stretching algorithms to make art, like in the case of inedited works such as checkerboards, stripes, polka dots and swiss cheese. After exhaustive primary source research at Giorgini’s estate in Lafayette, Indiana, there was no evidence that the manuscript for Stretch was actually published. However, the Stretch framework was found in a manuscript stage and this paper will unveil the methods that Giorgini created for his own artistic production. The program was written in Fortran IV and intended for a CDC-6600 computer.

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Giorgini’s software art frameworks

computer art, thoughts

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A small version of ‘Light B’ (1977)

 

Among the 78 different Civil Engineering reports found in Giorgini’s Vitae from 1990, a small group of software art projects were listed. The majority of publications found displayed texts, mathematical foundations,  computer codes and illustrations for the visualization of Hydraulic models. In a lesser proportion, the reports that featured software art were: Light, Palette, Photo, Drawing, Fields and Stretch. These programs were created as frameworks for artistic production. Giorgini had the aim to make his ideas approachable to future artists and researchers, keeping notes, graphics and extensive documentation about these programs.  The only technical report for software art I have found is the “Fields” one (1974), however, the others were found in the form of manuscripts at Giorgini’s estate. The Potter Engineering Library at Purdue, that currently archives Purdue’s Civil Engineering materials from this time has no record of these reports either. Based on this evidence it is possible that the documents listed as published in the Vitae were never published or at least missing . In the 1984’s Vitae, Stretch, Palette and Photo are listed as “in print.”

 

LIGHT 1977

I found no records of the program “Light” from 1977, the one used to produce the Murals commissioned by the Aesthetics in Technology program to decorate the Potter Engineering Center. The only documentation of Light A and Light B (alternatively titled “Fiat Lux” and “Sculptural Forms”), is the extensive trails of the process of creating gigantic photographic image reproductions on mylar, and later transferred into photographic paper using the photogram technique.

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Aldo in the 1980s

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In his last decade, Giorgini continued to work in side design projects for people he knew in the Lafayette area, and used the computer in a less artistic way. During this period, his use of computer focused greatly in creating graphics for the visualization of fluid mechanics.
Some of his most significant contribution to this field are: The development of the software and instruction of HEC-1 and HEC-2 and “Apple hydraulics,” a fluid mechanics simulator developed with a grant form the apple foundation in 1984.
For apple Hydraulics he collaborated with his PhD student, Andrea Rinaldo, one that he collaborated on several research papers and grant proposals. His last years are marked by a series of trips to Morocco, Tokyo and Italy. The reason for travel was his inclusion in two international conferences about hydraulics. Giorgini had a busy schedule juggling between his extensive research in fluid simulation, visualization, grant proposals.
In 1988, Giorgini travelled to Morrocco and Tokyo to present the latest techniques in fluid simulation and visualization. During the trip to Morrocco, few manuscripts show his familiarity with the arabic language. Giorgini grew part of his early life in the African country of Ethirea, as a war refugee during Mussolinni’s dictatorship. After Morroco, He visited his Voghera, his hometown in Italy and reconnected with family members as well as Italian researchers.
Regardless of all this endeavors, and his full devotion to teaching in the Civil Engineering department thought he didn’t have enough merits in academia to fullfil the requirements to become a full-professor. In the report found at Giorgini’s, anonymus commentaries state “too much art, need more papers.” The cold approach to a exemplary academic that contributed to the development of computer graphics simulations and computer art, raises questions to how the academic system measures knowledge using certain quantitative research landmarks such as “3 publications per year.” It is important to understand the magnitude of Giorgini’s contribution. He was an active participant in a technological development that impacted the history of computation. In a seminal period in which very few had access to computers, Giorgini devised several methods and instructions to use early computer code and printers to produce graphic information. The foundations of his visualization models were highly mathematical and sometimes statistical. In “Circular Cylinder” you can see that during his scientific visualizations he was also having fun. The program “CYLIN” shows visual cues of Giorgini’s artistic interests. Some illustrations from the CE reports became indeed, the foundations for some of his later art pieces.

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Playing with technology

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photos
Yesterday I went back to Aldo’s studio and explored the “art room” that consists of a wall with a custom made PVC pipe array. The “pixels” of the wall stored the majority of Giorgini’s Legacy. Unfortunately, some of the large (4m X 1.50m) original photographic transparencies have masking tape stuck to them. After careful exploration, it may come off. There are materials that have been stored inside other paper rolls and are in good condition. This transparencies were the result of photographic enlargements of the plots. Giorgini decided to work in a medium scale and enlarged the computer plots through taking film pictures of them. Photography was a passion for Giorgini. A collection of about a thousand slides are a time machine to Giorgini’s vision. His photo documentations are intriguing. Very few of them show people or events, suggesting Giorgini’s uttermost visual interests. The themes are: bridges, Lafayette, computer art, architectural, travel, home, class materials.

Giorgini had an admiration for the Italian renaissance in the work of Andrea Palladio. To Giorgini, bridges were constructions that succeded Palladio’s theories for architectural exploration. It is natural that Giorgini was fascinated by bridges, he was a Civil Engineer that enjoyed mathematical calculations to create shapes.

An envelope with black and white pictures show intriguing models of buildings and bridges with  custom made computer aided patterns. I did not find this originals anywhere yet! But they were the “Swiss cheese” and “Checkerboard” among others that are in his catalog of artworks. The majority of computer aided, enlarged transparencies on mylar are original pieces of art that often times were hand painted and exhibited. Other times they were used to make reproduction of the pieces. By this means, Giorgini created his “Surfaces” series, a run of 200 hand numbered print portfolio of five images. Did he actually make other bigger prints? Did he attempt to make prints with his gigantic screens? The majority of prints he made at his studio are for Surfaces, or at least no other evidence of test runs. Giorgini had an almost exaggerated sense of printing lots of copies of his art. There are currently about 30 thousand prints of his art, specially the ones created with FIELDS and the “Surfaces” print portfolio.

Were the missing works purchased or donated to people and institutions? Which works are in the collection of the Smithsonian and Carnegie Melon?

Pictures, slides and film negatives reveal Giorgini’s process of computer aided art. His computer plots varied in size from 8 in x 17 in to 20 in x 30 in. Sometimes they were colored and then photographed and some other times they were painted over the mylar or paper using black markers or photographic emulsion in the case of the transparencies. When you see the murals of the “Light” series, photography comes to mind. A perfectly defined and focused intricate pattern of alternating and almost glowing by photography: perfect black and the shiny white of it’s matte paper. The “Light” murals make me wonder how to make a print of this dimensions. This images were made in a photographic lab in a similar manner than a photogram. Photograms are an early photographic technique that consists of laying objects over photographic paper. A timed light exposure and an immediate development in a dark roomcreate contours of opaque objects in black and white. Giorgini used the modules to do a multiple exposition in the paper, and be able to create a large image. This process was not easy, and it probably required the aid of professional expertise. I imagine it would be hard to avoid double exposures and matching the image prior to developing it… It needed careful calculation. Maybe if he was living he could tell me how he accomplished this, probably in a very logical and practical solution. At this point the work has evolved from math to computer code to plot to photo to paint and then to photo again. The goal was to create a perfect image.

Notes:

Other important software discoveries: Stretch ( use to make lots of works) and other 2 that can’t remember! in adition to FIELDS, Palette and Light. Is there one called Surfaces?

The other art prints come from the Bridges as sculptures paper.

Chastique prior to computer art – connection to hydrology

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Innovations in computer art

computer art, computer graphics history, phdilemmas

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As I progress in my quest of finding computer art data from Aldo Giorgini’s state, I have discovered very intriguing traces of early pixel-based simulations. It is exciting to see so much material that I (and probably nobody else) has seen before. Giorgini was in a constant duality between art and technology. Many would think that this duality is a plus, but to him it only meant a struggle. After the early computer art scene from the 1970s faded away in the 1980’s, Giorgini had several dilemmas to deal with. The personal computer, as opposed to the mainframe computers, were more accessible to people, and were vastly commercialized. I found some 80’s clippings offering IBM or Commodore computers. Around 1980, Giorgini aquired a Tektronix 4027, a raster based computer. This jump from the “vector” foundations of CalComp to the pixel-based technologies in Tektronix presented a challenge to Giorgini, since it is a drastically different technology, that was also incipient at that time. During all of the 1980’s, Giorgini’s work in computer art became less intense and he became more focused in his work with the HEC-2 and HEC-1 software from the Hydrologuc Engineering Center. The majority of his classes were in this subject and developed several manuals for his classes at Purdue and this institution. In 1983, he won a grant with the Apple Education foundation for the creation of the “Apple Hydraulics”, an apple version of HEC. Giorgini was obsessed with fluid simulation, even his non-computer paintings resemble the fluid turbulences that he plotted. He continued to use CalComp throughout the 1980’s, but did some simulation work in the full-color tektronix.

In the above images we can see similar simulations using different technologies. The one of the left is CalComp and the one on the right is a photo from the tektronix screen. It seems like Giorgini tried to produce some raster-based art, but struggled to produce image outputs. The CalComp plots outnumber the color pictures and he might have just feel creatively limited. His work using CalComp allowed him to reproduce the image at very a big scale, and to produce screenprints.

However, I have some indices that he tried to create a framework for artistic production in Tektronix, in a similar way that he did with his softwares “Fields” and “Light”. At Giorgini’s state I have found several manuscripts and folders with the title “Palette”. In his CV, he mentions an existing published report about this software, but as for now I have only found several manuscripts with numeric formulations and text.

I am hoping to find more about this program. As a result of this software he won an art prize in Germany in 1984.

The late life of Giorgini, was full of trips around the world. He became a knowledgeable resource for HEC-2 and was invited to conferences in Morrocco, Tokio and Italy. He had a very busy schedule that included teaching, publishing, reviewing and traveling. He collaborated with his graduate students, whom he had friendly and long lasting relationships. Giorgini was very much liked based on the correspondance and student evaluations found. In contrast to this, his faculty colleagues at the Civil Engineering department did not support his promotion to full-professor based in the fact that he was more known as an artist. In a letter found, voting committee members argued that he didn’t have enough publications for the amount of years that he had been at Purdue. Is it possible that Civil Engineering department “repressed” an innovative artist? In a similar way, last month his murals have been removed from the potter engineering center, with the argument that they seem dated. Today, the new buzz word is “Innovation”, but the institutions that say that foster it don’t really understand how innovation happens and  they jump into fast conclusions. Innovation is a very slow process that takes years of not-knowing. The academic world is all but innovative, with the faculty and tenure system, when professors are only valued for the amount of publications, rather than the significance of their discoveries. Yes, this makes me sad, angry. Why is it that nobody at Purdue is interested on taking care of Giorgini’s murals? Is it for the same reasons that he didn’t get his promotion in 1990? Are we just using Innovation in technology as a buzz concept but not really embracing it?

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Getting samples of computer art

computer art, computer graphics history, phdilemmas

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I have been working at Aldo Giorgini’s studio for the last couple of weeks. I can’t describe the thrill of having access to such valuable materials. Kelly (Mass’ wife) has been allowing me into the house to work in this project.  Tomorrow will be the fourth time I go and my feelings are very complex in regard to this experience. First of all it has been entertaining to try to find a meaning of the amount of information in the place. There is a lot of stuff (clothes, flyers, old magazines, records, tapes, manuscripts, teaching materials, personal objects, newsclippings, and a lot of dirt…) to be sorted and I am on my way of doing this. I am just touching the tip of the iceberg… Lots of materials are Civil Engineering research and class materials. His work with the software? HEC-2 for hydraulics simulation seems to come up a lot in documents from 1985-1989. This research allowed him to review books in the subject of HEC-2 and computer aided fluid simulation. During this period, Giorgini carefully created the illustrations using the computer and embellish them using letraset (adhesive) black and white patterns to create fills and variety of surfaces. One that brought my attention was the ones mounted on bigger panels that simulate a turbulence. In one corner of the printed plots, that at this point they are still calComp prints, there is a variable “T” for “time” suggesting image sequences. Was Giorgini’s interest on creating animated movies of this graphics? In prior conversations with Mass, he mentioned the existance of some photographed “frames” of a bridge simulation project. His bridge simulation images from a 1979 paper entitled “Bridges as Sculptures”, written by Giorgini and presented at a CE conference in Atlanta,later became the Landscape series and furthermore in 1998, the cover of the Screaching Weasel album.

Other things are salient, such as his CE conference in Morrocco, in 1988. I think this trip meant a lot to Giorgini… I just have an instict that he had a connection to Arab Africa because of his early life in the Eritrea…One of the manuscripts was in arab. Did he also visit Eritrea? I noticed in his tickest that he stopped for about 20 days in Rome. I guess I gotta keep focused in the computer art and not get caught up on other mysteries… so many of them. What matters? What is meaningful? – Everything and nothing.

In regard to computer art, the findings are rich and less abundant. Evrey now and then I find correspondance with galleries and brochures of exhibits in which he participated. Also found some brochures of the “Computer art day” at Purdue. Now I can be for sure which computer artists visited Purdue in 1975. In addition to Chuck Csuri, Robert Mallary, Kenneth Knowlton, Colette and Jeff Bangert, I recently discovered the participation of John Whitney and Lilian Schwartz. This is exciting if you are into computer art history… They are all pioneers!

Last but not least are my findings of a folder with the manuscripts for “Palette” a computer software developed by Giorgini to produce pixel-based graphics. I think this development was for tektronix… In the picture above you can see his numerical approach to color and pattern. Please be reminded that this is circa 1979 when the pixel-based computing is early, underdeveloped, expensive and incipient. In short, pixel-based monitors are another different technology that became ubiquitous in the “Personal Computer” revolution, which marks the end of “computer art” and the beggining of “digital art.”

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Interactive Random Chromatic Experience

computer art, computer graphics history, visualization

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I just stumbled upon the amazing Cruz-Diez foundation site. If I ever visit Houston I have to check this place out. My early assumptions about a connection between the kinetic / OP art movement from the late 1950s and the first experiments in computer art were finally proved through the “New Tendencies / Nuevas Tendencias” international movement. Cruz-Diez participated in some of the New Tendencies exhibitions in Zagreb, a melting pot for artists working with technology. I don’t think that there is somebody else that can understand the physical qualities of color as Cruz-Diez. His paintings produce visual effects as you walk through them. It an absolutely amazing experience. We find in his work, elements of interactivity, perception and science used for the purpose of creating amusing art. It is wonderful to think that the viewer doesn’t need to be an expert in art with MFA’s and/or PhD’s to understand this work.

Anyhow, The Cruz-Diez foundation has just launched an “app” called Interactive Random Chromatic Experience for iphone and ipad to create optical and colorful images in the style of Cruz-Diez. It is a new version of a 1995 CD-rom that I would love to have:

This project is a good demonstration of the research aspects present in Cruz-Diez work. In the computer screen, color is data and interacting with the software allows the user to manipulates the values of the program.

I’ve been toying with the idea of making an app that reconstructs “FIELDS,” the software created by Giorgini in 1975. Maybe this would be a good way of making his work accessible to the new generations?

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SIGGRAPH 2011 Vancouver

computer art, computer graphics history, news, presentations

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A few weeks ago I returned from the SIGGRAPH conference in Vancouver. It was a great experience and I had a lot of fun in the company of Dr. Mohler, Professor Hassan and my fellow PhD student and friend Zheng. I had the great opportunity to present my study about Aldo Giorgini in the Art Papers panel and it went very well. I was intimidated by the size of the conference and the amount of people. Before the presentation I received a call from my dad in Colombia, who told me… “Don’t worry about the public, just think that they’re students,” and I think it worked. During this panel I met Francis Marchese, a professor in the department of Computer Science at Pace University. His paper entitled “Conserving digital art for deep time” was very inspiring and eye-opening as well. The practice of preserving digital art is a work in progress and researchers are looking for a feasible methodology to preserve this type of art. Digital art has been often times called “new media”, however, this “newness” is about 50 years old and it’s necessary to stop and think about the past of this discipline.
On the same day of the panel, the Leonardo journal had a reception in the SIGGRAPH art gallery where I had quite an exciting time. All the papers presented in the art papers panel where also featured in the latest issue of Leonardo, which for a PhD student counts as “two birds with one stone.” In the exhibition I had the pleasure to meet with Computer art pioneer Professor Chuck Csuri. My adviser Dr. Miller had previously sent him an introduction letter as a fellow “Buckeye”, asking him to meet me at SIGGRAPH. I saw him there and gave him a recording of a presentation he did at Purdue in 1974 or 1975 where he talked about interactive graphics.

We talked for about 15 minutes and he gave me some very good pointers in relation to the history of Computer Art. Roman Verostko was also with us and I was very excited to hear about the 1970s context. They recommended me to look up the work of researcher Margit Rosen and her historical research entitled “A Little-Known Story about a Movement, a Magazine, and the Computer’s Arrival in Art
New Tendencies and Bit International, 1961–1973.” Get your hands on one of these catalogs NOW. This is the most amazing study of digital art I’ve seen so far. It tells a complete different history of computer art and it compiles a large group of artists and avant-gardes. It’s kind of the missing link between optic-kinetic art and computer aesthetics. You ever wondered why the work of Cruz-Diez or Vasarelly resembled the first computer aided designs? It is because this movements were actually connected! and they were called “New Tendencies.” All the ideas of concrete art and the avant gardes in south america shared similar views with the first computer artists, in fact they coexisted around the “new tendencies” exhibitions in Zagreb, Yugoslavia (now Croatia) from 1961-1978.
I have the good luck to have kept in touch with Professor Csuri and I am hoping to ask him more specific questions about his relation with Aldo Giorgini and the role that he played in the computational arts movement.

Vancouver was such a blast. I am still recovering from all the information I received. I had a lot more interesting conversation with other artists and researchers, namely, Michael Bielicky from ZKM, Osman Khan and David Bowen. It was great to meet this amazing guys on a personal level. It felt good to share similar ideas about art and computers with more established artists and professors.
Here I am back in Lafayette now. I traveled so much this summer that I hardly had any time to think… but now that the whole excitement is wearing off and I come back to my normal life as an artist, a course instructor and a researcher, I can’t help but feeling the despair of not knowing what to do next.

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Significance of research in Digital aesthetics

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Why do we study lives?

The study of a life does not simply tell the facts and anecdotes of a person. Biographical inquiry (Denzin, 1989) seeks to understand the meanings of the events that form someone’s life. The biographical study researcher seeks to find truthful facts and turning points in the life of the subject, and interprets them in a narrative form.

Turning life points are called epiphanies (Denzin, 1989) and in the case of Aldo Giorgini, the development of the software FIELDS was an epiphany that turned the direction of his life, and the origin of Giorgini’s contribution to computer graphics and the digital arts.

The materials at the Giorgini residence in Lafayette, Indiana hold an untold life story. After his death in 1994, his son Massimiliano Adelmo Giorgini has taken care of his father’s state, and presently lives in the house where Aldo Giorgini lived and worked as an artist. Massimiliano has kept the artist’s studio practically untouched. At a first glance to Giorgini’s studio in the basement of 734 Berkley road, it would seem that he would still be alive. The amount of files, folders and artwork lying around look like there was still, an artist working on a big project. However, a closer look to the materials shows signs of wear and humidity. Unfortunately, the personal papers and art of Aldo Giorgini are at risk of disappearing and with them the story of how, an Italian-born artist and scientist pioneered in digital aesthetics. What methods did he use?

Giorgini worked extensively developing algorithms for graphics, but also theorized about the meanings of a computer aided practice. In 1975, FIELDS marks the beginning of Giorgini as a digital artist and it is the main focus of this study.

Why is important to find new meanings?

Through the study of Giorgini’s life and papers, this study will find meanings of a technology-based art practice. In Heidegger’s text “The question concerning technology” (1954), he explains that the meaning of technology is concealed and that it can’t be defined only as a mere ‘tool’. Heidegger explains the meaning of technology is found in four aspects: causa materialis (the material), causa formulis (the form), causa finalis (the end) and causa efficiens (the effect). According to him, they all belong to each other and effect each other. A simplistic definition of Giorgini’s work would only explore his work in the dimension of “use of technology as a tool”, that is, using computers instead of brushes and canvases. As Heidegger explains, this is truth, but only partial. This study will seek the meanings of Giorgini’s use of technology and how, he redefined the use of the ‘tool’ to create different results (causa efficiens) than those that technology intended for (causa finalis).

New media theorists attempt to explain the meaning of new technologies and criticize their impact in our society. This study will inspect Giorgini’s work and texts under the light of new media theory, to unveil the concealed meanings in Giorgini’s digital aesthetics.

In 1967, Giorgini became a professor in the Civil Engineering department at Purdue University. During this period, Giorgini worked at a lab equipped with the latest scientific visualization technologies developing algorithms to produce terrain simulations. The visual output of the computer code inspired Giorgini to pursue computer aided art. Making art using computer languages was an unusual practice and Giorgini was one of the first artists to develop his own software to produce art. This relationship between instruction and form will also addressed in this study.

How & what to preserve?

One of the main purposes of this study is to provide the guidelines for the preservation of Giorgini’s documents and artifacts. The conservation of digital art poses a challenge to traditional archival methods, and new vocabularies need to be implemented for a successful preservation. This study will lay out possible frameworks for the preservation of software art, namely, the documents concerned with the production and execution of the software FIELDS, its physical outputs, computer aided art and related materials. The resulting data from this study will be readily for it’s cataloguing in archival records, and will provide the frameworks for further conservation of these materials.

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Code as muse

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* Blais, J., & Ippolito, J. (2006). Code as muse. In At the edge of art (pp.16-55). New York, NY: Thames & Hudson

“Code as muse” is an attempt to make sense of the different approaches artists have to using programming languages as their media for art making. This chapter is focused extensively in artistic approaches to code writing.

The authors explain that the ‘art’ or craft of a computer program has little to do with fine arts. A clean program from a computer scientist or ‘the art of programming’ is only the mastery of a technique. In the other hand, artists would misuse code to create new meanings of the world and our relation to technology.

“If programming is an art, is any programmer with high standards an artist? No.” (p.17)

Scientific discoveries and visualizations such as the Mandelbrot set are important landmarks of this area of study, however, merely image production does not constitute a piece of art. The value of art relies on its meaning, and the production of realistic images using procedural techniques is addressed in the chapter, but also questioned. Art with code has nothing to do with the mastery of the code, in fact, many artists misuse code to produce new meanings and new uses for this medium.

The limitations of software art are constrained by syntax, if the program is not properly written in computer language, it won’t work. One of the most important aspects of this reading is that art-making is not the main purpose of programming languages, and this “code bending” re-purposes the original scientific intent of this tools.

The chapter has a negative bias towards beauty. Computer aesthetics is an important characteristic of the tool and can be used as a catalyst for deeper meanings. It is true that a naive approach to form, without addressing the medium is not worth a lot meaning, but we cannot assume that critical art makes better art. It just makes sense that ‘ugly’ is more critical of the medium than an appealing image. In fact, beauty would seen as a positive outcome of these technologies, therefore non critical. Can art with technology can be critical and aesthetically engaging?

This chapter is an advocate of the misuse of scientific-oriented machines and languages for creative and aesthetic purposes and achieve “the purposeful perversion of code syntax” (p.29).

As these examples indicate, scientific analysis frequently generates images at least as compelling as aesthetic output. Sometimes those with scientific training are to eager to bend their output into a frame defined by art-word norms and don’t recognize the most artistically illuminating option may be to leave the work in the state of a scientific diagram (p.44).

Artists may use simple instructions and code to produce complex visual outputs. It is important that the viewer can make the connection between code and output. The relationship between code and output produces artistic meanings, and for this reason, the code concept needs to be intelligible to the viewers. This could be just an explication of the algorithm, instead of syntax.

“Artists like LeWitt deliberately kept the concepts underlying their works as simple as possible, precisely so that viewers could connect the dots between process and product” (p.40).

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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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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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