This paper discusses digital artwork that explores subjective abstract imagery through non-narrative animation, 3D stereo, algorithmic painting, and interactive/fabricated installations. The artworks investigate where technology, materiality, and space intersect. They aim to create immersive experiences through projections that transform space like traditional painting transforms a 2D canvas. The goal is to better understand how disciplines like emotion-based interaction influence collaborative digital art projects.
This paper discusses digital artwork that explores subjective abstract imagery through non-narrative animation, 3D stereo, algorithmic painting, and interactive/fabricated installations. The artworks investigate where technology, materiality, and space intersect. They aim to create immersive experiences through projections that transform space like traditional painting transforms a 2D canvas. The goal is to better understand how disciplines like emotion-based interaction influence collaborative digital art projects.
This paper discusses digital artwork that explores subjective abstract imagery through non-narrative animation, 3D stereo, algorithmic painting, and interactive/fabricated installations. The artworks investigate where technology, materiality, and space intersect. They aim to create immersive experiences through projections that transform space like traditional painting transforms a 2D canvas. The goal is to better understand how disciplines like emotion-based interaction influence collaborative digital art projects.
This paper discusses digital artwork that explores subjective abstract imagery through non-narrative animation, 3D stereo, algorithmic painting, and interactive/fabricated installations. The artworks investigate where technology, materiality, and space intersect. They aim to create immersive experiences through projections that transform space like traditional painting transforms a 2D canvas. The goal is to better understand how disciplines like emotion-based interaction influence collaborative digital art projects.
Abstract This paper discusses digital artwork that through
the act of creation investigates and integrates emotive sub- jective abstract imagery in digital and traditional forms. The areas covered are the art of experimental non- narrative animation, 3D stereo and large-scale algorithmic- based painting and prototyping for interactive and digitally fabricated art installations and performances. The paper’s in- tention is to interpret a complex body of digitally generated artwork that attempts to integrate animation, fine art paint- ing and scientific inquiry through artist practice as pursued through the process of academic research. The outcome of is collaborative works done at the Nanyang Technological University, School of Art Design and Media. Fig. 1 Envisioning creating new pictorial space using 3D stereoscopy, The overall aim is in better understanding of the fine experimental animation and traditional painting methodology art process and mutual influences that various and often opposed disciplines have in collaborative projects where Following thematic progression from the last few years emotion-based interaction is important. until recent all the art works presented in this paper have in Keywords Abstract · Art · Experimental · Painting · common digital component with the very same goal to ex- Pictorial · 3D stereo · Animation · Installation plore alternative methods of artistic expression, using avail- able and emerging synthetic image creation technologies and their evocative possibilities for vivid, real and stimu- 1 Introduction lating pictorial spaces. The works continue to pose “the questions of material In the art work under discussion, animation and digital paint- and immaterial, concrete and digital states” in art practice, ing methodologies investigate tangible edges, borders and and are focusing on how to translate virtual properties of interfaces of technology, materiality and space. The tradi- digital media into tangible art outcome. This new art resides tional concept of painted canvas is replaced by proposed im- at the edges of virtual, digital, electronic materiality empha- mersive transformational media experiences (Fig. 1). sizing psychological, invisible and poetical experiences [1].
1.1 Origins and inspirations: about abstract art and painting
I. Conradi () School of Art Design and Media, Nanyang Technological Regarding his creative work, the poet and art critic, Baude- University, Singapore, Singapore e-mail: inaconradi@ntu.edu.sg laire stated, “I want to illuminate things with my mind and url: www.inaconradi.com to project their reflection upon other minds, the sensation J Multimodal User Interfaces
Fig. 3 Viewer immersing oneself into animated projected painting
can control the flow of paint. “There is no accident, just as
there is no beginning and no end.” Today the same concept of ‘being and becoming part of the painting’ can be experienced through existing technol- ogy on an immersive level. New emotive and tangible con- Fig. 2 Jackson Pollock painting expressing motion and energy of his ‘inner world’ templative space-awareness is created though phenomenal nature of the space formed between the observer and the pic- ture plane, between the viewer and the viewed, using multi- of spiritual and physical bliss, of isolation, of the contem- ple disciplines and interactive scenarios (Fig. 3). plation of something infinitely great and infinitely beautiful, of an intensity of light which rejoices the eyes and the soul 1.2 Experimental animation until they swoon, to the sensation of space reaching to the furthest conceivable limits” [2]. The evolution of abstract painting is simultaneous with that Abstract art remains misunderstood by the majority of the of moving pictures. In many ways, developments in film viewing public. Most people, in fact consider it meaningless. and digital technologies provided new approaches and op- Yet around 1910, when groups of artists moved away from portunities to achieve the goals of the 20th Century Abstract representational art towards abstraction, preferring evoca- Painters. The essence of which is not for the viewer to un- tive symbolic colors to natural color, signs to perceived re- derstand it, but to experience it. ality, ideas to direct observation, there was never an outright Russian painter Wassily Kandinsky believed that colors dismissal of meaning. Instead, artists made an effort to draw and lines can be used like music to create moods without upon deeper and more varied levels of meaning, the most a subject. He discussed the problem of de-materializing the pervasive of which was that of spiritual [3]. picture plane, urging artists to transform it into a sensation The early American painting style of late 1940s and of indefinable space so that the spectator might experience 1950s, have no uniform stylistic traits on the surface. What the extension of “the dimension of time” [6]. brought them together is the same feverish energy and pref- With the use of video and computers, it becomes possi- erence for the monumental scale and highly personal ex- ble to directly link abstract forms and colors with their own pression. They did not represent their emotions, but enacted musical orchestration [7]. Technology has provided oppor- them before the canvas [4], such that for some artists, the tunities to imagine entirely new approaches to non-objective process of painting became the very subject of the paint- forms and to liberate the imagination of artist. While many ing [5]. of the Abstract Expressionists and Action painters painted Of particular inspiration are the drip paintings by Jackson large canvases in order to encompass the viewer, film and Pollock (Fig. 2). Pollock created his very own unique style animation projection makes it possible to engulf the viewer of painting by dripping, pouring, splattering, and flinging in cinematic fields. paint onto a huge canvas on the ground. This method en- Abstract painting and the moving image are very much abled him to create very dynamic paintings from which the related and the conceptual approach used in painting when viewer can almost feel his action and force when looking applied to computer animation creates new imaginative aes- at them. When the viewer encounters his large scale highly thetics out of non-objective moving forms. Unlike still paint- textured painting; they feel almost engulfed by it. Despite ings, moving images have the added dimension of time. The all the frenzy in his work, Pollock described that when he is painted composition is constantly changing, thus requiring painting, he has a general notion as to what he is doing. He additional planning and consideration on how the image will J Multimodal User Interfaces
Drawing on the ideas of the merging of digital painting,
avant-garde film-making and sound cultures, the work un- der discussion aims to craft immersive, interactive and 3D animated installations using digital images, seeking innova- tive convergence of art and technology to transform spaces into novel experiences. Developed works aimed to be pre- sented in a way that echoes the forms of traditional paint- ing: transformation of a 3-dimensional space (‘canvas’) via the projected film (‘brush strokes and colors’). The result is a unique “scape” within which the viewer would be actively reconsidering preconceived idea of two dimensional ‘paint- Fig. 4 Digital planning and visualization for installation featuring ing’. The very somewhat participatory, sensorial, individu- moving animated paintings done as a large scale simultaneous pro- alized engagement that involves viewer is goal for the arts jections. Titled Emotion Study, installation consists of separate screens created. Works explored the following oversized image cre- each corresponding to a particular emotion sequence from the film ation using algorithmic paint strokes, high resolution com- puter rendering techniques, (Fig. 7), digital prototyping and printing; imagery integrating animation and 3D stereo.
The following compositions were done in 3D environment
of Autodesk Maya using custom-made algorithm brushes. (Fig. 6). Auto Desk Maya is a software commonly used in Feature Animation for modeling and animating as well as creating visual effects. The algorithm custom brush is used to “paint” in 3D space and was rearranged to create an aesthetic composition. During the working process, low resolution renders have to be made periodically to observe the progress and changes made to the brushes as it cannot be fully previewed real time within Maya’s viewport. The Fig. 5 ‘Emotion Study’ Large scale animated projection on the side strokes appear in the forms of lines, which serve as are refer- of the National Gallery of Modern Art Museum Building, Inaugural ence of its position and trajectory as opposed to an accurate Opening titled ‘Corporeal Kaleidoscope’, Attakkalari India Biennial representation of the final product. Due to software limita- 2011, Bangalore, India, 2011 tions, images generated with Maya paint effects is incom- patible with Mental Ray renderer, and hence cannot benefit evolve from start until end. At any point in time, the paused from lighting solutions such as Global Illumination & Final frame should be able to stand on its own as a complete and gathering. resolved painted composition [8] (Fig. 4). The series of works began as a virtual planning and digi- With the further introduction of other disciplines into fine tal pre-visualization for public art proposals for site specific arts, painting can create new kind of pictorial space through locations in Singapore (Fig. 7). Pre-visualization of artwork use of large scale projection spectacle, incorporating archi- in both internal and external spaces is explored through the tectural elements as a backdrop canvas. Recently screened construction of 3-dimensional sets and photo space manip- at the Attakkalari India Biennial, ‘Emotion Study’ film was ulation. Realistic pre-visualizations are achieved with 3D projected on the side of the National Gallery of Modern Art package Maya and integrated renderer Mental Ray, utilizing Museum Building as a large format artistic electric canvas advanced lighting solutions and materials to achieve close to (Fig. 5). life renders. Accurate Spatial reconstruction of the selected locale is essential in planning and visualization of the art- work in space. The space/artwork relationship has to pass 2 About the art work both aesthetic and practical considerations. Based on these visualizations the first actual art installa- “The works will be structures but not sculptures. They tion was a site work titled Internal External and it was exhib- would be painted but not paintings. They would be ited in the Post-Museum Gallery, Singapore (Fig. 8). A nor- decorative but not decorations” [9]. mal method of rendering was not possible due to extreme J Multimodal User Interfaces
Fig. 6 Autonomous and
independent expressions of algorithm had enabled development of complex dynamic patterns. (a) algorithm preset brush, titled funMesh, changed the look (b) with altering attributes such as creation, segment length, width and texture and growth and behaviour, displacement and forces
Fig. 7 Public art proposal for Esplanade Exterior public sculpture
‘Natural Systems: Elixir of Redness’ tempered glass, exposed U-chan- nel with concealed ground mounting 14 panels 1100 × 227 × 200 cm high resolution renders 160 cm × 227 cm, at 300 dpi solution for each panel would equate to 18899 × 26780 pixels, file size 1.41 GB
size of each composition, would exceed the limitations of
Fig. 8 Internal External installation Post-Museum, Singapore, 2008. Maya. Thus a batch render script is created in notepad to in- This is an example of materializing virtual painting into print on a struct Maya to slice up the render into multiple smaller tiles; tangible substrate. Installation consists of tall backlit compositions, 14 these individual tiles would then be composited with Adobe panels each 100 × 227 cm, digitally printed on UV VUTEk ® Q-S2000 Photoshop in post production. back-lit polycarbonate using AVS technologies. Size of installation is 100 sg m ‘Internal External’ is a multilayered environment com- bining video projection, 3D computer animation, and space modifiable backlit digital painting. Through an integrated custom-coated 2D fabricated surfaces and or 3D sculptures. design and fabrication practice, aim was in trying to cre- ate experimental, built environments to enhance and cele- In that manner, the works explore properties, limitations, brate the potential for social interaction through sensation and site-specific scenarios associated with an image process. and physical engagement. Enhanced by light and augmented While developing methods to extend the intertwined bound- through complex patterns the exhibition space was recon- aries of image aesthetics, animation and digital code tactile structed again in Japan into an intricate spatial environ- quality, an immersive experience remains main component. ment consisting of tall backlit compositions one can travel Using dreams as a conceptual motif, and adopting simulated through and explore (Fig. 9). natural phenomena such as flow and growth, the work ex- In these two art gallery installations, the goal of the work plored organic and natural design leading the viewer thor- was to express an enthusiasm for emotive animation and tan- ough the aesthetic impression of a dream- like state sensi- gible fabrication processes as they relate to the built installa- bilities, feelings and experiences that go beyond language. tion both physically and poetically. For the exhibit purposes, Inundated with light, color, and motion, paintings are visu- the animation is in most cases followed with the actually ally translating invisible realities, the ephemeral and ever- fabricated digital painting and print prototype. The aim was changing appearances of nature in flux. The overlapping and to merge generated physical output based on the animated mirrored layers of complex imagery are engaging in the rep- dynamics and moving images. Depending on the available etition of marking the void: experiential, spiritual and infi- resources, the outcomes are ranging from commercial and nite. J Multimodal User Interfaces
Fig. 9 Art installation Kyoto International Textile Center, Gallery Ex,
Natural Systems: Elixir of Gold, Digitally generated still images on Fig. 10 A circumplex model of affect. A circumplex model of af- UV VUTEk ® Q-S2000 back-lit polycarbonate AVS technologies, fect illustrates of relations of feeling-related concepts that are places 300 × 300 × 227 cm, Kyoto, Japan, 2009 in a circular order and are contrasted as: pleasure-displeasure and arousal-sleepiness [12]
2.2 On ‘Emotion Study’, experimental animation (running
time 9.27 min, HD DVD, color, June 2010) and Anger, while another pair of emotions having a corre- lated connection are Happiness and Surprise [12]. The idea of fundamental study on perceptions of emotion The result indicates that similar emotions within either provoking images originated within Co-Space research into category of positive or negative have a significant correla- cinematic storytelling with the real-time and rendered im- tion. That is, a viewer is very likely to feel frightened when agery. At the time, Emotion Study Survey was to assist exposed to disgust images; likewise, the viewer may feel in planning visual and behavioral representation of ani- happy when something surprises him/her in a positive way. mated form. Production of digitally generated stills, pho- Although the sample size was targeting a pilot result, the tographs, and paintings depicting various emotional states gender differences still can be seen as being among positive proceeded. The study addressed the audience’s emotional and negative categories. perception towards abstract images in order to understand While male viewers are more aware of the pair of Happi- viewer’s reaction and emotion when they are exposed to ness and Surprise, female viewers are more sensitive about non-representational images. It is based on Rosenberg and Disgust and Fear [13]. Ekman’s studies [10], and empirical tests designed to estab- Over a hundred still images pertaining to the six different lish a coherence between expressive and experiential sys- emotion categories: Happiness, Sadness, Surprise, Anger, tems in emotion, in which they found that there was a high Fear, and Disgust plus neutral were used putting the results degree of temporal linkage and categorical agreement be- achieved into the animations created. tween facial expressions and self-report and an even stronger For image generation research the diversity of stylistic agreement for more intense emotional events. Thus, emo- methods of abstract painting, painterly automatism with in- tion theorists have utilized these results as solid evidence to tuitive authoring of imaginary forms, action painting, and introduce the self-report and cue-review to the subsequent color field painting with a highly articulated, psycholog- emotion tests. ically based use of color. Kandinsky’s theories about the In another related study, the self-report method was used relationships between colors and emotions were also ap- to collect the viewer’s data. Forty six out of one hundred plied [14]. The resulting still frames rendered in Maya were participants fully scored all images [11]. Within these six then further layered to achieve more expressive abstract im- basic emotions, the category of Happiness gains the highest agery reminiscent of Pollock’s ‘all-over’ drip paintings and consistency between normal viewers and creators, while the works from the French Art Informel movement that em- category of Disgust follows as the second highest constant ployed a form of unconscious calligraphy to trace out the emotion. It is inferred that the audience is able to discrimi- emotions the artist wishes to express (Fig. 11). nate between two polarized emotions even when they are ex- From these still images, experimental short sequences posed to purely abstract images without any textual instruc- were developed and pieced together into a painted animated tion. Researchers also run a correlation test to disclose con- setting. A unique style of experimental animation is devel- nections among different emotions, which (Fig. 10) shows a oped that aims to provide the viewer with a new aesthetic strong correlation between Fear and Disgust as well as Fear experience that is immersive and imaginative. J Multimodal User Interfaces
Fig. 11 Still images depicting
the following emotions: Fear (on the left), Happiness (on the right)
3 Conclusion
The challenge for the artist today is in presenting an artwork
compatible to painting that is non-representational that de- fines itself within a physical space, and in doing so chal- lenges the concept of pictorial space in twentieth century. “An effective painting of today should present its space in such a way as to include both viewer and maker each with its own space intact. It is not that this experience should be literal it is simply that the sense of space projected by the painting should seem expansive enough to include the view- Fig. 12 Part 1 Gloom from Emotion. Still frames from the ‘Gloom’, ing and the creation of that space. Concerning contempo- Animated paint slowly flowing down, from the top of the screen, while its details are constantly moving, then flowing down and dissolving rary painting today, the artist should strive to encourage a away response to the totality of pictorial space: the space within and outside of the action of making the painting. The act of looking at a painting should automatically expand the sense of that painting’s space, both literally and imaginatively. In The experimentation used Next Limit Real Flow, a fluid other words, the spatial experience of the painting should dynamics simulation graphics technology that gives the ap- not seem to end at the framed edges or contained in box that is the picture plane” [15]. pearance of streaks of light and paint (Fig. 12). Some limi- Further networking with interactive media, science and tations of this method was also discovered, such as it could wide range of disciplines, painting can reassess its tools better mimic the appearance of paint when darker colors are to be reinvented again. Study and art works described in used and the polygonal mesh must have more complexity this paper could be used both in emotion induction exper- to render a convincing form. The methodology developed in iments and in emotion visualization and expression in mul- this project work around these limitations to create anima- timodal interfaces. For example, the author has a collabora- tion clips of a lush quality that may be put together into an tion project where the user’s emotions such as fear, frus- abstract composition meant for large-scale projection. trated, sad, happy, pleasant, and satisfied could be recog- The emotion ‘sadness’ was chosen to be the starting nized from EEG in real time [13], and interpreted with art theme for exploration because it is associated with dark animations depicting the corresponding emotional states. heavy colors and slow movements which can bring out the beauty in the evolving fluid forms. Rather than simply an- Acknowledgements imating the splashing of fluid or ‘paint’ that is achievable – School of Art Design and Media, Nanyang Technological Univer- to a limited extent with live-action movie photography, the sity, Singapore. – Academic Research Fund Tier 1, Reference Number RG105/10, focus was on the creation of a main sculptural form in the Funding by Ministry of Education, Singapore, 2007–2010. animation that would depict the targeted affective state [8]. – National Research Foundation, Singapore, Project Title: ‘Cinemat- These animated sequences are further developed to elicit ics and Narratives: creating stories within real-time visual toolsets’, Asst. Prof. Mark Chavez, 2008–2010. the affectation of Gloom, Torment, Fear, Loneliness, and – Undergraduate Research Experience Program, URECA, Nanyang Lust (Fig. 12). Technological University, Singapore. J Multimodal User Interfaces
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