Science, Art, Litt, Science based Art & Science Communication
Technology assisted art and technology related art
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"The Science of Art is like putting a microphone to the whispers of creativity that echo through the halls of every research laboratory fused with the late night musings of the artists in their studios" - Sachi DeCou
Technology has always been at the forefront of enabling art.
The new technologies can aid artists to explore new grounds to work on.
Started by Dr. Krishna Kumari Challa. Last reply by Dr. Krishna Kumari Challa Sep 11, 2015. 1 Reply 1 Like
Many don’t think it’s possible, much less practical, to fuse modern technology with an exotic blend of humor and creativity. That’s why Fueled invited artist Evan Yee to install his renowned “The App…Continue
Started by Dr. Krishna Kumari Challa Aug 3, 2013. 0 Replies 0 Likes
A gigapixel image is a digital image bitmap composed of one billion (109) pixels…Continue
Started by Dr. Krishna Kumari Challa May 28, 2013. 0 Replies 0 Likes
A Computer that enables users to paint through the power of thought has been developed by scientists, media reports revealed.To the viewer it is an accomplished semi-abstract image of flowers and…Continue
Started by Dr. Krishna Kumari Challa May 22, 2013. 0 Replies 1 Like
From Google Blogs Mario Testino to "The Scream" via Mark RothkoPosted: 21 May 2013 01:00 AM PDT Every day on the Art Project Google+ page we post a snippet of information about a painting, an artist…Continue
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(from ANAT Digest)
Interactive Media Innovation Project :: Call for Expressions of Interest
Artist Workshops applications close 31 October 2012
[imi] is a partnership between leading interactive media production companies, accomplished and emerging local artists, and Australia’s foremost Creative Industries researchers, who are looking for insights into what constitutes the building blocks of Interactive Media Innovation[imi]. Project partners include: the AFTRS, Queensland University of Technology, and a number of Australia's leading interactive media production companies. [imi] is supported by the Australian Research Council and the Australia Council for the Arts.
[imi] Artist Workshops will be held in Sydney on Friday 30 November 2012, in Brisbane on Monday 3 December 2012 and in Melbourne on Wednesday 5 December 2012. These Workshops are single days, one in each city, where artists and interactive entertainment company representatives will meet and engage in professional development and creative play. These day-long sessions combine dissemination of information about arts and interactive entertainment to all participants, with exercises for brainstorming innovative, original interactive ideas.
[imi] Artist Placements are opportunities for selected artists to spend up to 8 weeks working in one of [imi]‘s Industry Partner Interactive Media companies where they may contribute to the development of ideas, observe processes, or develop partnerships, prototypes or pitches for future projects. These placemnts will occur between Dec 1st 2012 & May 31st 2013. Duration and hours per week are negotiable between our invited Artists and our partner Interactive Media development companies.
http://www.imi-innovation.org
IJACDT - International journal of Art,Culture and Design Technologies
ArtsMachine Media Factory, http://www.artsmachine.org;
Arts,Design Virtual Worlds Community, http://artsvirtualworlds.artsmachine.org
and https://www.facebook.com/ArtsDesignVirtualWorlds;
MetaPlastic Arts&Design Group at http://www.facebook.com/groups/metaplasticart
MetaPlastic Organization, www.metaplastic.org
http://rt.com/art-and-culture/news/art-japanese-robot-calligrapher-...
Mechanical art: Japanese scientists unveil robot calligrapher
Japanese researchers have found way to preserve the centuries old tradition of calligraphy. They have created a robot that memorize artist’s brush strokes and recreates art and calligraphy.
The robot needs to be taught before it can create something. The artist starts drawing calligraphy while his brush is attached to the robot’s mechanical hand. It remembers each move the artist makes, the pressure on the brush and the angles and then just copies them, Agence France Presse reports.
“The device is endowed with a motor that moves as the person moves the brush. And then the moves are recorded digitally. Then the robot uses the same motor to produce the exact same moves,” Associate Professor Seichiro Katsura of Keio University explains.
The aim of the robot is to preserve the traditional Japanese calligraphy and can also be used to recreate other pieces of art.
http://www.leoalmanac.org/wearable-and-mobile-interactions-lea-call...
Call for papers:
Wearable and Mobile Interactions: Contemporary Perspectives in Art, Design, and Science, Leonardo Electronic Almanac
Deadline January 10, 2013
The wearable and mobile technologies are a knowledge area in constant development, evoking significant transformations on human/machine communication to configure an effective and affective interface. Those technological artifacts have augmented the personal boundaries redesigning the corporeal schema and lived experiences of bodily spatiality. Exchanges between biological and technological systems have constructed possible dialogues evoking questions and pointing out challenges.
The Leonardo Electronic Almanac (LEA) is inviting proposals for an issue on these themes co-edited by senior editors Lanfranco Aceti, Luisa Paraguai and Rachel Zuanon.
Proposals are invited from artists, designers and scientists that work on issues related to the creation and the development of wearable and mobile technologies. Interdisciplinary proposals that merge art, design, science and technology are particularly welcome and concern with:
1.body-technology relationship;
2.textile technologies and smart textiles;
3.environmental, economical and social sustainability;
4.bodyspace and mobility;
5.sensory experiences;
6.user’s behaviors;
7.social networks and
8.affective interactions.
The Leonardo Electronic Almanac (LEA) will produce an online and printed issue, as well as host curated images and videos online.
Proposals to: info@leoalmanac.org
a) Subject heading: “Wearable and Mobile Interactions: Contemporary Perspectives in Art, Design, and Science”
b) 500 hundred word abstract for articles – submission of full articles preferred for this special issue by proposal deadline January 10, 2013. It’s recommended to include:
b1) 2 images at 72 dpi resolution no larger than 800 pixels width
b2) Links to previous work, videos or personal sites for artists and designers
c) Deadline for submission of full article: April 10, 2013.
http://www.goethe.de/ins/ca/mon/ver/en9785000v.htm
Exhibition
September 29 - December 31, 2012, Starting sundown every evening
Goethe-Institut Montréal, 1626, boul. St-Laurent, suite 100
Free Admission
When do I see Photons ?
Participating Artists: Vera Drebusch, Verena Friedrich, Jan Goldfuß, Hörner/Antlfinger and Sunjha Kim
When do I see photons? asked the cyberneticist, author and linguistic theorist Oswald Wiener in his tome Problems of Artificial Intelligence (1990). Photons are the smallest particles of light which stimulate the retina, but can we see them? Wiener’s question about the physical laws of seeing led us to fundamental questions of consciousness: seeing is, for the most part, a construction; can we see what we don’t know? The first show at the Goethe-Institut’s new location presents selected works from the Transmedialen Raum der Kunsthochschule für Medien Köln (the Transmedialen Raum of the Academy of Media Arts Cologne) that have as a theme the making visible of processes and relationships. For three months the windows of the Goethe-Institut will become membranes for the transmission of images and sounds in the public space. The artists in the exhibition explore the connecting patterns in software and nature, the societal construct of human-animal relationships, and the power of language and cell material in laboratories. As part of the exhibition programming, the public is also invited on a photon-assisted walk through nocturnal Montreal.
+1 514 4990159
info@montreal.goethe.org
Neuromedia Art and Research
Until March 17th 2013
Kulturama: Science Museum, Englischviertelstrasse 9, Zürich NEUROMEDIA is an exhibition by artist Jill Scott merging neurobiological anatomy and physiology studies with media art. The innovative exhibition features four interactive sculptures (SOMABOOK, THE ELECTRIC RETINA, «ESKIN» AND DERMALAND) involving scientific research results as well as documentary films on the scientists and involved, the artist and her work processes. The exhibition offers profound insight into the relationship between art and science. Inspired by molecular and cellular research, cinema, philosophy and human health, NEUROMEDIA was developed while Scott was artist-in-residence at the University of Zürich from 2004 - 2012. This is the first time these artworks are being exhibited in a science museum. NEUROMEDIA will allow you to discover surprising dimensions about your own levels of human perception.
http://www.kulturama.ch/90117/index.html
CALL FOR PARTICIPATION
ISEA 2013 Sydney Australia
The 19th International Symposium on Electronic Art will comprise engaging presentations and thought-provoking speakers and discussions. Join us for informed dialogues, dynamic debates, enlightening keynotes and experimental incursions into the extensive and diverse practice of electronic media arts. We are keen to connect and intertwine the conference sessions with the wider artistic program, and we are looking for a variety of formats and engagement for presenters and participants to ensure a high quality of thought, deliberation and discussion. Our vision for the conference is to provide sessions with genuine engagement. We ask that our delegates think differently about how they envisage the format of their presentation. To aid this, we have outlined a number of formats for you to choose from:
Abstracts Due: Friday, 14th November 2012
Interactive Media Innovation
Interactive Media Innovation is a research project funded by the Australian Research Council and the Australia Council for the Arts.
The aims of the project are to examine the role of creative innovation in the context of interactive media entertainment and to explore how successful companies in this space derive and exploit creative inspiration. The questions the project ask are 'What sort of external source of creative inspiration can an artist bring to a studio which creates interactive media entertainment?' & 'What happens when you bring experts together from two very different creative areas to explore collaborative co-creation?'
To help answer these questions, will run several artists workshops around the country and manage a number of artist placements throughout Australia.
http://www.imi-innovation.org/
http://www.sciencecodex.com/mathematics_and_fine_art_digitizing_pai...
Mathematics and fine art: Digitizing paintings through image processing
The current trend to digitize everything is not lost on fine art. Documenting, distributing, conserving, storing and restoring paintings require that digital copies be made. The Google Art Project, which brings art from galleries around the world to online audiences, was launched in early 2011 for precisely these reasons. Google's project has been a complex undertaking, however, carried out under carefully controlled settings using state-of-the-art equipment and requiring rigorous postproduction work.
In a paper published this month in the SIAM Journal on Imaging Sciences, authors Gloria Haro, Antoni Buades and Jean-Michel Morel propose a far simpler technique that can achieve reliable reproductions of paintings using fusion of photographs taken from different angles through statistical methods. The simple photographic procedure eliminates the need for sophisticated illumination and acquisition requirements. The postproduction process, while intensive, is fully automated.
The fusion of multiple images of a painting from well-chosen angles can eliminate glare, highlights and motion blur. Robust statistical methods reduce noise and compensate for optical distortion, thus addressing the problem of uncontrolled illumination and destructive reflection that tends to be seen in many digitized paintings.
http://www.siam.org/journals/siims.php
http://esciencenews.com/articles/2012/09/26/mathematics.and.fine.ar...
An original 16 mm computer generated film by Manfred Mohr 'Cubic Limit' (1973-1974) has been converted into digital format. The quality of the copy is not good, but nevertheless shows the film from that time. A header and trailer is added.
Sequences from the film were published in the catalog Manfred Mohr, "Cubic Limit", Galerie Weiller, Paris, 1975
with the caption: Images du Film (16 mm) 'Cubic Limit'
For more information see:
http://emohr.com/collab-exp/col_mohr-film.html
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