The artists creating these works all exist within the computer, and each has varying abilities of perception and different methods of expression. The participant influences what an artists sees and hears, and the artist produces an ever-flowing cascade of images on a large screen projector. Occasionally, an artist may choose to print a frame from the interactive experience to provide a still picture generated from the dynamic interactive work. This would represent a collaboration between the current participant(s) and the active artist(s).
It is my wish to provide an engaging and natural interactive experience that will spark the participants' imagination. This is achieved through the most natural interface, unencumbered full-bodied movement with the feedback coming in immediate large scale visual response. I also feel that I have created an aesthetically pleasing experience that simultaneously presents itself in many different formats, leaving those who attend with different ideas about the meaningful artistic result of a complex interaction and perhaps questioning exactly who is the artist
On a personal level, this work is a continuation of ideas I have expressed through
interactive environments, including assisting in collaborations of Small
Planet in the 1993 SIGGRAPH Tomorrow Realities exhibit and Voice
Dancer in the 1994 SIGGRAPH The Edge
gallery. This work represents a
fundamental change in my past experience because I am not creating the
interaction as the participant will experience it myself, but instead I am focusing
my energies on creating intelligent artificial artists, each with a unique identity.
Also notable is a shift from
detailed three dimensional modeling to tying the interaction
to traditional two dimensional works.
All software used to cultivate the virtual artists and the software used
in the exhibit was made by Tom White specifically for the Injection project.
Here are some interactions possible in the exhibit. The pictures represent either
the view of the camera or the display on the projector, both situated at
the front of the exhibit space.
The first example shows three frames from a single participant.
The second example shows four frames of a couple experiencing the exhibit
together.
Finally, here is a still shot of a group of four people in the exhibit.
To contact the person behind this exhibit, you can email Tom White at either
twhite@dcs.uga.edu. He can also be reached by sending postal mail to the
following address:
Tom White
or by calling the US number 706.548.4332.
Background for this
Work
This work represents the synthesis of many different types of past work.
Injection attempts to bridge these ideas by creating virtual artists that
are responsible for observing the behavior of the participant (or participants) and
expressing what they see in an ever flowing interactive abstraction of these perceptions.
The perception available to these artists will include traditional cameras and microphones,
as well as perceptual abilities that human artists do not have including the
ability
to view the infrared spectrum through a special camera. The artist will observe,
express, judge, and present itself to the participant all within a fraction of
a second so that the participant feels a continuity between his/her behavior.
Cultivating Virtual Artists
The artists are developed using a variety of genetic algorithms, including artificial
evolution algorithms.
Each has its own method of picking which stimulus
to respond to, as well as deciding how to embody these perceptions in a
two dimensional snapshot of the participant. These artists are then
evaluated by myself where I judge them on aesthetic interest, continuity
between frames and between works, and
responsiveness to the participants'
behavior. Those chosen by me continue to develop under my supervision,
and it is ultimately me who decides which artists are worthy of exhibition.
Through this selection process many different visual artists are created, each
with its own perception of the world and outward expression of what it experiences.
Hardware and Software Running the Exhibit
The hardware running this exhibit is not exotic. The artists and their
means of expression all live within the walls of a Power Macintosh desktop
computer. The perception available to these artists primarily comes through
an ordinary video camera, but each artist can optionally choose to also use
the input from
a microphone or an enhanced view of the participant via a
special infrared camera. The constantly updated expression of each artist
is fed to an external projector which is directly in front of the participant.
If an artist is particularly happy with an interaction, it may choose to create
a hard copy based on the participant with an attached color printer. These
hard copy works would represent a collaboration between the artist and the
participant, and
could be one frame of the interaction, a series of interesting
shots, or a wash of images over time - all at the discretion of the virtual
artist, of course.
Experiencing the Exhibit
Note: the following is an explanation of the exhibit, with graphics that approximate
the viewer's perspective. Because of the nature of the exhibit, it is best experienced,
or viewed as video shot on site.
Unfortunately this video not available at press
time. For more up to date sources, please see the update information in the section
below, which include outside links to updated information.
And here is a corresponding projection from a fictitious artist.
The artist has blurred the image, and in the latter frames highlights
and exaggerates movement. It is also possible that the head has been
enlarged because of its movement, or perhaps by some other
criterion.
And here is the corresponding projection from a different
fictitious artist.
Here we see a more abstract representation by the artist of the camera source.
The behavior of this artist also appears to have changed greatly by the sudden
movement of the participants.
And this is an example of a transformation done by yet another fictitious virtual artist.
This artist used simple transformations to make the perspective of the
resulting image slightly skewed. Then it appears an edge detection was
overlaid at a slight offset to get an interesting shadow effect.
More information and updates to this document
The most up to date version of this document
can be found
here, on the Graviton web
page. This version includes updates
to this information and many links to
related information, as well as footage of the exhibit itself.
There may
also be more information in the future under the
home page for SIGGRAPH 95.
Graviton
PO Box 829
Athens, Ga 30603-0829
USA