DCS861D: The User Interface from Front to Back

Spring 2002

Lecture 1

Dr. Francis T. Marchese

Computer Science Department

http://csis.pace.edu/~marchese

Description

Computer mediated experiences may be found on the Internet, in theme parks, museums, hospitals, scientific research laboratories, corporate conference rooms, military training facilities, and contemporary art installations. At these interfaces, humans and computers communicate through sensations of space, light, touch, and sound. It is the purpose of this course to present current approaches for merging real space with cyberspace. It will survey applications in the arts and sciences, and discuss the interface technology, application software and development tools, and computing infrastructure required to support such environments.

Course Requirements

Students will be required to complete four assignments in the analysis, design, and/or prototyping of applications in digitally supported environments or spaces.

Resources

Readings from textbooks, conference proceedings, and journals in computer graphics, computer art, virtual reality, augmented reality, human-computer interaction, and collaborative computing.

Textbooks:

C. Dodsworth (Editor). Digital Illusion: Entertaining the Future with High Technology. ACM Press, Siggraph Series, 1998.

ISBN 0-201-84780-9

S. Wilson. Information Arts: Intersections of Art, Science, and Technology. MIT Press, 2002.

ISBN 0-262-23209-X

P. Anders. Envisioning Cyberspace: Designing 3D Electronic Spaces. McGraw-Hill, 1999.

ISBN 0-07-001632-1

Grades

There are no exams. Students will be graded on three projects.

 

General Outline:

  1. Art, Science, and Representation
  2. Immersive Reality
  3. Augmented Reality
  4. Collaboration
  5. Human-Computer Convergence

Art, Science, and Representation

Modeling Form and Process

    1. Can embody an abstraction hierarchy or even metaphorical representations

 

History of Modeling

(Paleolithic cave paintings from southern France and northern Spain.)

Edward Wachtel

Wachtel’s Answer - Artists wished to include time and motion into their creations.

  1. La Mouthe, France.

Three foot high image etched and painted in red, brown and black, superimposed with long uneven sometimes overlapping, vertical lines known as spaghetti engravings.

  1. Font-de-Gaume, France.
  2. Main hall - space that can be lit by the placement of lamps at three locations.

    First light - hind appears in black and red.

    Second light - hind is replaced with a black bison.

    Third light - bison transformed into a mammoth.

  3. Pair-non-pair, France - Caves animals are painted or etched with additional parts.

Ibex with two heads

Mammoth with multiple trunks.

Visual effects may explain how our hunter ancestors used the caves.

Were caves the first recorded instance of a simulator?

A simulator is an environment for conducting experiments with a model of an entity or system for the purpose of understanding the entity or evaluating various strategies for operation of the system.

e.g. flight simulator

Geometry and Representation

Fra Luca Pacioli - by artist Jacopo dé Barbari.

Painting’s significance:

Reorientating visual thought before Pacioli.

15th Century Florence:

Fragmented visual space of Medieval art transformed into the single plane viewer centric visual space that dominated Western art for the next five centuries until cubism in the first quarter of the twentieth century.

Impact of geometry in Renaissance science and art:

The Flagellation of Christ - Piero della Francesca (c. 1415-1492).

The Flagellation

Strong architectural perspective used to create large spaces.

Soft architectural perspective subjugates space to content.

Fusing architecture with a painting’s virtual space.

Andrea Mantegna

Ceiling Oculus

1471-74

Fresco, diameter: 270 cm

Camera degli Sposi, Ducal Palace, Mantua

Contemporary Art – Thinking out of Box

Rachael Whiteread – House (1993).

Response to House

In the end:

Maya Lin – Vietnam Veterans Memorial (1982)

Kurt Vonnegut - Diagram of the story of Cinderella

… I drew for her this diagram of the story of Cinderella:

"G" was good fortune. "I" was ill fortune. "B" was beginning. "E" was end. Cinderella was low at the start. She sank even lower when her rotten stepsisters went to the party and she stayed home.

Then her fairy godmother appeared, gave her a dress and glass slippers and a carriage and all that. The steps in my chart represented those donations of valuable merchandise. Cinderella went to the party, danced with the prince. She crashed at midnight, but she wasn't as low as she used to be - because she remembered the party.

Then the glass slippers fit her, and she married the prince. She became infinitely happy forever - which includes now.

 

Jim Mason – G7 Stock Puppets

http://www.stockpuppets.com

 

musicBottles - Tangible Media Group, MIT

Visiphone – Sociable Media Group, MIT

 

Text Rain – Camille Utterback, NYU

 

 

Eunmi Yang – Poem Vacuum Cleaner, Seoul

 

Kage – Motoshi Chikamori, Kyoko Kunoh

Wooden Mirror Danial Rozin, NYU