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Camille Utterback
<http://www.camilleutterback.com/>
Pioneering artist and programmer in the field of interactive installation
Her work has been exhibited at galleries, festivals, and museums internationally including The New Museum of Contemporary Art, The American Museum of the Moving Image, New York; The NTT InterCommunication Center, Tokyo; The Seoul Metropolitan Museum of Art; The Netherlands Institute for Media Art; The Taipei Museum of Contemporary Art; The Center for Contemporary Art, Kiev, Ukraine; and the Ars Electronica Center, Austria. Utterback's work is in private and public collections including The La Caixa Foundation in Barcelona, Spain.

Liquid Time Series, 2001 - 2002
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Chris Sugrue
<http://csugrue.com/>
Artista y programadora americana cuyas obras de arte, elaboradas mediante software, incluyen instalaciones interactivas, performances audiovisuales y animaciones algorítmicas. Experimenta con las posibilidades ilusorias y mágicas de la tecnología para dar vida a mundos ficticios, permitiéndolos diluirse con la realidad. Chris posee un Master de Arte en Diseño y Tecnología de la Escuela de Diseño Parson de Nueva York y ha mantenido residencias con Eyebeam, Hangar y La Casa de Velázquez.

Delicate Bounduaries, 2007
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David Rokeby
<http://homepage.mac.com/davidrokeby/home.html> David Rokeby has won acclaim in both artistic and technical fields for his new media artworks. A pioneer in interactive art and an acknowledged innovator in interactive technologies, Rokeby has achieved international recognition as an artist and seen the technologies which he develops for his work given unique applications by a broad range of arts practitioners and medical scientists.
The Toronto artist, who was born in Tillsonburg, Ontario in 1960 and studied at the Ontario College of Art, uses technology to reflect on human issues. Rokeby's best known work, Very Nervous System (1986-90) premiered at the Venice Biennale in 1996, won the first Petro-Canada Award for Media Arts (1988) and is permanently installed in several museums around the world. The work uses video cameras, computers, and synthesizers to create an interactive space in which body movements are translated into music. The technology Rokeby developed for this work is widely used by composers, choreographers, musicians, and artists. It is also used in music therapy applications and is currently being tested as an activity enabler for victims of Parkinson's Disease.

Very Nervous System, 1986 - 1990
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Eugenio Ampudia
<http://www.eugenioampudia.net/>
Pintor, escultor, artista multimedia y comisario de exposiciones. Estudió en la Escuela de Artes y Oficios de Zaragoza. Su obra, liberada de todo lo accesorio, se ejecuta sobre los más diversos soportes interpelando al espectador sobre aquellos conceptos que subyacen silenciosamente en lo cotidiano. Ha participado en la Bienal de Singapur y la Bienal de Caracas (2006), y ha expuesto en Kunstverein, Copenhaguen y en LABoral de Gijón (2007); el Artium de Vitoria, el Museo Pablo Serrano de Zaragoza, el Project Room de Colonia, Alemania (2006) o Museo Nacional Centro de Arte Reina Sofía (MNCARS), Madrid (2004), la Fundación Pilar y Joan Miró, Palma de Mallorca (1994), entre otros.

Crédulos, 2002
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Golan Levin
<http://www.flong.com/>
Golan Levin develops artifacts and events which explore supple new modes of reactive expression. His work focuses on the design of systems for the creation, manipulation and performance of simultaneous image and sound, as part of a more general inquiry into the formal language of interactivity, and of nonverbal communications protocols in cybernetic systems. Through performances, digital artifacts, and virtual environments, often created with a variety of collaborators, Levin applies creative twists to digital technologies that highlight our relationship with machines, make visible our ways of interacting with each other, and explore the intersection of abstract communication and interactivity.Levin has exhibited widely in Europe, America and Asia.

Interstitial Fragment Processor, 2007
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Pablo Valbuena
<http://www.pablovalbuena.com/> Nacido en Madrid en 1978, estudió Arquitectura en la E.T.S.A.M. En el pasado ha trabajado para diversos estudios de videojuegos, cine y arquitectura en Holanda, Canadá, Estados Unidos y España investigando y desarrollando conceptos espaciales aplicados a entornos virtuales y arquitectura digital. En la actualidad desarrolla su actividad artística a través de diversos proyectos en el ámbito de la instalación, el vídeo y los nuevos medios que investigan y reflexionan sobre el espacio, el tiempo y la percepción.

The Hague City Hall, 2008
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Rafael Lozano-Hammer
<http://www.lozano-hemmer.com/>
Born in Mexico City in 1967. In 1989 he received a B.Sc. in Physical Chemistry from Concordia University in Montréal, Canada.
Electronic artist, develops large-scale interactive installations in public space, usually deploying new technologies and custom-made physical interfaces. Using robotics, projections, sound, internet and cell-phone links, sensors and other devices, his installations aim to provide "temporary antimonuments for alien agency".

Under Scan, 2005
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TheGreenEyl
<http://www.thegreeneyl.com/> TheGreenEyl design social interactions.
Recently they were nominated for London’s Design Museum “Designs of the Year 2009” award and received two Honorary Mentions from Prix Ars Electronica. Their work has been presented at Design Museum London, Bauhaus Archiv Berlin, Art Center Nabi Seoul, Ars Electronica, Experimentadesign Amsterdam, Museu Nacional d’Art de Catalunya Barcelona and Transmediale Berlin. It has been published in magazines and books worldwide, such as Wired, Axis and Icon magazine.

RatTales, 2004
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Zachary Lieberman
<http://www.thesystemis.com/> Zachary Lieberman's work uses technology in a playful and enigmatic way to explore the nature of communication and the delicate boundary between the visible and the invisible. He creates performances, installations, and on-line works that investigate gestural input, augmentation of the body, and kinetic response.

Drawn, 2006
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Gamuza is a tool to make code and coding, related with the interaction design territory, easier to do.
This software comes and depend directly form the mother tool from which is based on : OPENFRAMEWORKS. So thank you guys, all of you, OF Community.
The emerging territory that is often called interaction design encompasses
art, design, psychology, engineering and programming.
Programming Interactivity by Joshua Noble.
Copyright 2009 Joshua Noble.
ISBN 978-0-596-15414-1
Además de ser una herramienta para el desarrollo o la enseñanza, también ha sido concebida y diseñada como un artefacto cultural que - al igual que cualquier otro intento de transmisión y comprensión del conoscimiento - desea mantener distancia con la normalización de la industria del software prestablecida, distribuyendo de forma libre tanto el uso como el contenido, con el objetivo de aportar un elemento más dentro de una red de intercambios de experiencias en el contexto híbrido del arte, diseño, ciencia y tecnologia.
Su origen puede situarse en ese momento en que empiezas a vislumbrar futuros referentes de tus trabajos sin todavia poder reconocerlos, dicho de otra forma, acumular información sin conocimiemto; caminos que en la mayoria de los casos descubrimos solo después de haberlos recorridos, y así a la hora de encontrar relaciones entre lo que consideramos asumido y lo que todavia en realidad desconocemos, no nos queda más que rebobinar, trtrtrtrttrtrtttrtrtrrtrtrtr, y nos ponemos a revisar fotograma a fotograma, y podemos dar un corte distinto a la pelicula. Gamuza podria considerarse como un corte nuevo de una pelicula todavia por editar.
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