|  |  |   Art+Com 
        The sequence realized in 1990 and 1991 by Art+Com, a visit of the subway 
        and city of Berlin, offers a good example of how time and space may be 
        hybridized in virtual worlds. The visitor can travel around in a simulated 
        model of the Berlin subway as, and where, he or she pleases. Because of 
        the time needed for the calculations, some elements, such as the train 
        arriving in a station, have nonetheless been taken from reality. But the 
        user can also pass through walls, soar up into the sky and, by moving 
        a cursor over a map of the city, obtain the corresponding image from a 
        virtual model of the city. And the user may start the visit again, indefinitely.
 
 NASAs Ames Research Center
 
 In 1991, NASAs Ames Research Center developed The Virtual Wind Tunnel. 
        Using a three-dimensional cursor, it is possible to move the wind flows 
        in real time and also to make soundings and analyses of what is happening 
        inside the whirls and eddies, without disturbing them. At the University 
        of North Carolina, an operator can see and touch the inside of certain 
        molecules without upsetting their arrangement. He can take hold of them 
        and study their resistance and the phenomena of attraction or repulsion 
        by means of their force feedback. It needs to be underlined how digital 
        experimentation of this sort represents a real revolution in our hitherto 
        Galilean approach to natural phenomena. Particularly in the realms of 
        mathematics and physics, it is now possible to make discoveries without 
        even touching reality.
 
 ACROE and force feedback research
 
 At Grenoble, the ACROE team is carrying out research into retroactive 
        gestural transducers. The principle is extremely simple: a bow is used 
        to play on original, virtual musical instruments which in turn produce 
        certain effects on sound objects which are also virtual. The player can 
        hear the sounds and, through the feedback of the force of the bow, evaluate 
        the reaction of the instrument. Note, however, that this research only 
        concerns work on the instrument and not on musical composition.
 
 Jeff Koons and Cindy Sherman
 
 With his works Rabbit, Self-portrait, Ushering in Banality and Michael 
        Jackson and Bubbles, Jeff Koons creates a kind of conceptual world, making 
        no attempt to reproduce real creatures or to reconstitute life in the 
        studio. His images are largely inspired by fragments of popular culture 
        which he reorganizes in his own way. But it is also striking to see how 
        his art is underpinned by a conceptual art of the self-portrait. The rabbit 
        is in fact the artist himself, as is the idealized bust in marble. Indeed, 
        Koons universe gives the impression that the whole world is a kind 
        of Disneyland, clear and perfect on the surface but with violence bubbling 
        just beneath this surface. Behind all his works one senses a strong nostalgia 
        for childhood, its harmony and its simple emotions. Cindy Sherman is a 
        past mistress in the art of interchangeable identities. In her early works, 
        she took photographs of herself in a series of imaginary roles. Then her 
        new identities became progressively more terrifying, the pretty dreams 
        of the little girl gradually invaded by surrounding violence, and sexual 
        violence in particular.
 
 Paul McCarthy, Mike Kelley and Charles 
        Ray
 
 Paul McCarthy, the creator of Twin Skunks and Cultural Gothic, and Mike 
        Kelley, who produced Orgone Shed, Brown Star, # Arena 10 (dogs) and Ahh 
        Youth, both live in the semi-artificial world of Los Angeles where the 
        American dream seems to have become reality and to have started disintegrating. 
        McCarthy worked for several years as a set builder for the cinema and 
        is concerned, in his works, with the representation of the difficulties 
        of the interface between the human and the artificial. Kelley works on 
        strange devices which can account for the potential evolution of California 
        man. The marvellous years of early childhood are presented as the psychological 
        cauldron that they have indeed become for many children today. Charles 
        Ray makes conceptual post-human portraits. His photographs of a self-portrait 
        realized in fibreglass presents a result far removed from the real model 
         unless, that is, we see it as a representation of reality itself.
 
 Matthew Barney
 
 Matthew Barney is undoubtedly one of the artists who has ventured furthest 
        in the post-human world. He was a student of medicine before becoming 
        a well-known athlete and then a famous fashion model. Today he is not 
        content merely to produce images of total novelty; he is also concerned 
        to redefine the very role of the artist. His aim is not to create works 
        that may be exhibited in a museum, but rather to create artistic events 
        which, like the Olympic Games, are capable of capturing the attention 
        of millions. His most recent works, mingling sports, performance, painting 
        and sculpture, are recorded on video to be exported or to be shown on 
        television. In some of his creations, Barney integrates moving combinations 
        of generic role inversions, medical experiments and sports practices.
 
 Janine Antoni
 
 Janine Antoni also has links with medical practice: her father was a plastic 
        surgeon and she spent much time watching his operations. In her works, 
        which may be seen as in-depth explorations of the mechanisms of self-construction 
        or self-reconstruction, she is particularly interested in psychological 
        and physiological manifestations, in neurotic obsessions with cleanliness, 
        in the excesses of romantic fixations and in sleeping and eating disorders. 
        Antonis work constantly addresses the difficulties of establishing 
        a feminine identity in a world in which the traditional patterns of womens 
        roles are undergoing profound transformations. Here then are three examples 
        of Antonis works: a piece of lard which she has chewed and then 
        spat out to make a stick of lipstick; a bust made of chocolate which she 
        licked for months to eliminate all the elements she considered disharmonious 
         she has tried the same thing with soap ; a blanket which 
        she weaves each morning, the design of which follows the waves of her 
        sleep patterns, as recorded during the night.
 
 Kiki Smith
 
 Kiki Smith is an artist of great stature who works in the tragic mode. 
        She does not present the world as post-human, as a world of creatures 
        lacking in all the normal emotions. On the contrary, she tries to emphasize 
        the human dimension of this world. Through her tortured and flayed figures, 
        which cling to what is left of their humanity in the face of the attacks 
        of dehumanisation, she bears witness and gives us warning, stating, in 
        her work, that whatever the future may hold in store in terms of cloning 
        or artificial intelligence, the core of human emotions will always refuse 
        to be entirely eradicated.
 
 Larry Cuba: Calculated Movements
 
 Larry Cuba, a student and assistant of John Whitney, won the Ars Electronica 
        prize in 1987 for Calculated Movements. In his approach, the work tends 
        to become indistinguishable from the programme. His films develop out 
        of experiments based on mathematical structures animated by the computer. 
        He does not prepare any story-boards in advance, explaining that "it 
        is the results that guide me for the next experiment; in this way I explore 
        a region of pure geometrical forms." His work is partly inspired 
        by the research carried out by Oskar Fischinger and Norman McLaren.
 
 Genetic art: William Latham
 
 The programmes used by William Latham allow for the production and development 
        of complex three-dimensional forms. The software he worked on at the IBM 
        research centre was conceived initially for industrial design and molecular 
        synthesis. With Stephen Todd, Latham subsequently developed the Mutator 
        programme, inspired by Biomorph, a scientific programme used by the zoologist 
        Richard Dawkins in his researches into evolution. Mutator is based on 
        genetic algorithms which make it possible to produce artificial life forms. 
        Lathams realizations, like those of Karl Sims or Yoichiro Kawaguchi 
        have been labelled genetic art, an expression, like the virtual, that 
        is not without its own magic appeal. The organic forms created do not 
        imitate known, existing objects but rather a pure life principle. What 
        is simulated here is generation. "What I am trying to do," Latham 
        explains, "is to produce my own vision of the natural world, defining 
        its rules, altering its genes and building its structures". He also 
        describes his creative processes as "natural selection, controlled 
        by the artist", and defines himself not as an artist but as a "creative 
        gardener".
 
 William Latham: Mutations
 
 Mutations uses the structure of the Mutator programme for the random creation 
        of new generations, originating out of the variations on nine primitive 
        images. The artist chooses one of these images and this in turn is transformed 
        into nine further random images, and so on, allowing the artist to explore 
        a space of multidimensional parameters. This evolutionist approach is 
        not new in William Lathams work, since he has already done manual 
        drawings based on iteration, recursion and rotation, all founded on a 
        set of simple rules which produced an arborescent evolution of forms. 
        The forms involved in this creation of a synthetic nature are not really 
        abstract: they are artificial forms of remarkable realism. This is the 
        great achievement of Lathams art. By producing a composite programme 
        which puts fractals to work to generate recursive forms and software capable 
        of adding textures and shadows, along with realistic techniques such as 
        raytracing to obtain certain qualities for the surfaces, Latham produces 
        the photograph of an object which does not exist but which nonetheless 
        has physical qualities which appear only too real.
 
 Composite works: Travelogue, Le Topologue
 
 The new work is composite and multiple, splintered on the one hand and 
        heterogeneous on the other. The image becomes the place of this entanglement 
        and contamination of fragments from different sources, taken from diverse 
        levels of representation. Stefaan Decosteres Travelogue offers a 
        good illustration of this. The work is made up of three ten-minute pieces. 
        Alchimie bruxelloise gives visible form to the metaphor of the city as 
        a human body. Like an itinerary for travellers, it functions as a users 
        guide to television and the media through the accumulation of information. 
        It is a voyage between images and systems, between types of experience 
        at the frontiers of reality and the imaginary, the idea of the city as 
        a museum, an exhibition space or a theatre. Inspired by a scenario written 
        by Méliès but never filmed, LHomme aux cent trucs, 
        Marc Caros Le Topologue, mixes two-dimensionnal and three-dimensionnal 
        techniques, digital video images and other synthetic forms to create a 
        fictional universe where dimensions are the principal theme.
 
 Interactive images: Carlas Island
 
 The interactive device is one form of the open work. What distinguishes 
        virtual environments from video installations is precisely their digital 
        and interactive aspects. More than the implication of the viewers 
        gaze, as in paintings for example, and more than present-day types of 
        participation, the interactivity introduced by the new technologies engages 
        the spectator in a constant activity of transformation of the work. Each 
        external intervention gives rise to a simulated response which requires 
        relatively complex processing procedures. Carlas Island may be cited 
        here as a good example, a work realized by Nelson Max in 1981 at the Lawrence 
        Livermore Laboratory and presented at the exhibition Electra in 1983. 
        By acting on certain parameters  the position of the sun or the 
        moon, colours, speeds , the spectator could see the whole scene 
        being transformed, passing from day to night or from clear weather to 
        a storm. This was probably one of the first interactive works to combine 
        realism and poetry to such a remarkable degree.
 
 Jeffrey Shaw: The Legible City, 
          The Virtual Museum
 
 Since 1983, Jeffrey Shaw has been creating interactive sculptures and 
        installations using computer-generated images and video. These include 
        The Virtual Museum and The Legible City, from 1989. In the latter work, 
        the spectator uses a bicycle to move around the virtual, three-dimensional 
        space of a city  Manhattan, Amsterdam or Karlsruhe , projected 
        onto a screen in front of him. Facing the handlebars, a small monitor 
        shows a map of the city on which the user may pinpoint his or her position. 
        Letters form words and sentences, replacing buildings and as large as 
        them and transforming the city into "three-dimensional books which 
        may be read in all directions". "Cycling, explains Jeffrey Shaw, 
        becomes a reading activity". But, after all, is not reading one of 
        the favoured means of exploring virtual worlds, and language the very 
        basis of the synthesis of images? Roy Ascott: network works
 Amongst all the works using the new technologies, there are some which 
        advance without seeking the limelight and which are unassuming in their 
        claims to creativity. They may be the works of artists using modest systems 
        or others who are more involved in conceptual and critical approaches 
        which have little of the spectacular appeal of computer-generated imaging. 
        The research carried out by Roy Ascott is an example of this attitude. 
        He is concerned with the exploration of networks, another state of virtuality 
        which cannot be seen or exhibited. The image here is only one pole amongst 
        many other possibilities in a system of communications and relations, 
        a passage towards other issues which are situated in other spheres.
 In Jeffrey ShawÕs The Virtual Museum, the visitor moves around simply 
        by pressure on the armchair in which he or she is seated.
 
 Architecture Machine Group
 
 The Architecture Machine Group at the Massachusetts Institute of Technology 
        has carried out several research programs on stereoscopic display and 
        interactive virtual environments. The best known project, the Aspen Movie 
        Map, was realized at the end of the 1970s. Over a period of several years 
        the streets and buildings of the city of Aspen, Colorado, were filmed 
        from every conceivable angle. The images were then selected and stored 
        in order to create an environment in which the user can explore and move 
        about in the city at will, simply by using a specially designed computer 
        and monitor. A second research project led to the creation of a system 
        allowing for drawing in true stereoscopic three dimensions, using various 
        colors. The user could create his or her own virtual objects within a 
        limited virtual space. Another research project created a virtual space 
        by photographing different perspectives of an actual scene, storing them 
        on a videodisk and then displaying them in real time in such a way that 
        the user could move around in the environment and see this virtual object 
        from all angles. As a result, the frame of the monitor became a window 
        into a three-dimensional virtual space.
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