Illustration Credits

Unless otherwise noted, all images are courtesy of the artist(s).

Iterative Pattern

  1. 1. Todo. Spamghetto. 2010. Wall coverings with computer-generated patterns. https://flickr.com/photos/todotoit/albums/72157616412434905.
  2. 2. Pólya, Georg. “Über die Analogie der Kristallsymmetrie in der Ebene.” Zeitschrift für Kristallographie 60 (1924): 278–282.
  3. 3. Alexander, Ian. “Ceramic Tile Tessellations in Marrakech.” 2001. Ceramic tile. https://en.wikipedia.org/wiki/Tessellation#/media/File:Ceramic_Tile_Tessellations_in_Marrakech.jpg.
  4. 4. Reas, Casey. One Non-Narcotic Pill A Day. 2013. Print, 27 x 48”. https://paddle8.com/work/casey-reas/27050-one-non-narcotic-pill-a-day.
  5. 5. Gondek, Alison. Wallpaper. 2015. Generative wallpaper design. http://cmuems.com/2015c/deliverables/deliverables-03/project-03-staff-picks/.
  6. 6. Molnár, Vera. Untitled. 1974. Computer drawing, 51.5 x 36 cm. Courtesy of the Mayor Gallery, London. https://www.mayorgallery.com/artists/190-vera-molnar/works/10579. Courtesy of The Mayor Gallery, London.
  7. 7. Buechley, Leah. Curtain (Computational Design). 2017. Lasercut wool felt. https://handandmachine.cs.unm.edu/index.php/2019/12/02/computational-design/.

Face Generator

  1. 8. Dörfelt, Matthias. Weird Faces. 2012. Archival digital print on paper. http://www.mokafolio.de/works/Weird-Faces.
  2. 9. Dewey-Hagborg, Heather. Stranger Visions. 2012. 3D-printed full-color portraits. http://deweyhagborg.com/projects/stranger-visions.
  3. 10. Chernoff, Herman. “The Use of Faces to Represent Points in K-Dimensional Space Graphically.” Journal of the American Statistical Association 68, no. 342 (June 1973): 361–368. http://doi.org/b42z6k.
  4. 11. Compton, Kate. Evolving Faces with User Input. 2009. Interactive software. https://vimeo.com/111667058.
  5. 12. Pelletier, Mike. Parametric Expression. 2013. Video loops. http://mikepelletier.nl/Parametric-Expression.
  6. 13. Sobecka, Karolina. All the Universe Is Full of the Lives of Perfect Creatures. 2012. Interactive mirror. http://cargocollective.com/karolinasobecka/All-The-Universe-is-Full-of-The-Lives-of-Perfect-Creatures.
  7. 14. National Safety Council, Energy BBDO, MssngPeces, Tucker Walsh, Hyphen-Labs, RMI, and Rodrigo Aguirre. Prescribed to Death. 2018. Installation wall with machine-carved pills. http://www.hyphen-labs.com/nsc.html. Courtesy of National Safety Council and U.S. Justice Department.

Clock

  1. 15. Byron, Lee. Center Clock. 2007. Abstract generative clock. http://leebyron.com/centerclock.
  2. 16. Ängeslevä, Jussi, and Ross Cooper. Last Clock. 2002. Interactive slit-scan clock. https://lastclock.net.
  3. 17. Levin, Golan. Banded Clock. 1999. Abstract clock. http://www.flong.com/projects/clock.
  4. 18. Puckey, Jonathan, and Studio Moniker. All the Minutes. 2014. Twitter bot. https://twitter.com/alltheminutes.
  5. 19. Formanek, Mark. Standard Time. 2003. Video, 24:00:00. http://www.standard-time.com/index_en.php.
  6. 20. Diaz, Oscar. Ink Calendar. 2009. Paper and ink bottle, 420 x 595 mm. http://www.oscar-diaz.net/project/inkcalendar.

Generative Landscape

  1. 21. Brown, Daniel. Dantilon: The Brutal Deluxe, from the series Travelling by Numbers. Generative Architecture. 2016. Collection of digital renderings. http://flic.kr/s/aHskyNR2Tz.
  2. 22. Solie, Kristyn Janae. Lonely Planets. 2013. Stylized 3D terrain. https://www.instagram.com/kyttenjanae.
  3. 23. Mandelbrot, Benoît B. The Fractal Geometry of Nature. San Francisco: W. H. Freeman, 1982. Image courtesy of Richard F. Voss.
  4. 24. Pipkin, Everest. Mirror Lake. 2015. Virtual landscape generator. https://everestpipkin.itch.io/mirrorlake.
  5. 25. Tarbell, Jared. Substrate. 2003. Virtual landscape generator. http://www.complexification.net/gallery/machines/substrate.

Virtual Creature

  1. 26. Watanabe, Brent. San Andreas Streaming Deer Cam. 2015–2016. Live video stream of modified game software. http://bwatanabe.com/GTA_V_WanderingDeer.html.
  2. 27. Design IO. Connected Worlds. 2015. Large-scale interactive projection installation. New York: Great Hall of Science. http://design-io.com/projects/ConnectedWorlds.
  3. 28. Walter, William Grey. Machina Speculatrix. 1948–1949. Context-responsive wheeled robots. http://cyberneticzoo.com/cyberneticanimals/w-grey-walter-and-his-tortoises.
  4. 29. Sims, Karl. Evolved Virtual Creatures. 1994. Animated simulated evolution of block creatures. https://archive.org/details/sims_evolved_virtual_creatures_1994.

Custom Pixel

  1. 30. Bartholl, Aram. 0,16. 2009. Light installation, 530 x 280 x 35 cm. https://arambartholl.com/016.
  2. 31. Albers, Anni. South of The Border. 1958. Cotton and wool weaving, 4 1/8 x 15 1/4”. Baltimore Museum of Art. https://albersfoundation.org/art/anni-albers/weavings/#slide15. Image courtesy of Albers Foundation.
  3. 32. Harmon, Leon, and Ken Knowlton. Studies in Perception #1. 1966. Print. https://www.albrightknox.org/artworks/p20142-computer-nude-studies-perception-i. Image used with permission of Nokia Corporation and AT&T Archives.
  4. 33. Odell, Jenny. Garbage Selfie. 2014. Collage. http://www.jennyodell.com/garbage.html.
  5. 34. Gaines, Charles. Numbers and Trees: Central Park Series II: Tree #8, Amelia. 2016. Black and white photograph, acrylic on plexiglass, 95 x 127 x 6”. https://vielmetter.com/exhibitions/2016-10-charles-gaines-numbers-and-trees-central-park-series-ii. Image courtesy of the artist and Hauser & Wirth.
  6. 35. Koblin, Aaron, and Takashi Kawashima. 10,000 Cents. 2008. Crowdsourced digital artwork. http://www.aaronkoblin.com/project/10000-cents.
  7. 36. Rozin, Daniel. Peg Mirror. 2007. Interactive sculpture with wood dowels, motors, video camera, and control electronics. https://www.smoothware.com/danny/pegmirror.html. Image courtesy of bitforms gallery, New York.
  8. 37. Blake, Scott. Self-Portrait Made with Lucas Tiles. 2012. Digital collage. http://freechuckcloseart.com.

Drawing Machine

  1. 38. Wagenknecht, Addie. Alone Together. 2017–. Mechanically assisted paintings. http://www.placesiveneverbeen.com/details/alonetogether.
  2. 39. Chung, Sougwen. Drawing Operations. 2015–. Robot-assisted drawings. https://sougwen.com/project/drawing-operations.
  3. 40. Knowles, Tim. Tree Drawings. 2005. Tree-assisted drawings. http://www.cabinetmagazine.org/issues/28/knowles.php.
  4. 41. Front Design. Sketch Furniture. 2007. Hand-sketched 3D-printed furniture. http://www.frontdesign.se/sketch-furniture-performance-design-project.
  5. 42. Graffiti Research Lab (Evan Roth, James Powderly, Theo Watson et al.). L.A.S.E.R. Tag. 2007. System for projecting “graffiti.” http://www.theowatson.com/site_docs/work.php?id=40.
  6. 43. Warren, Jonah. Sloppy Forgeries. 2018. Painting game. https://playfulsystems.com/sloppy-forgeries.
  7. 44. Maire, Julien. Digit. 2006. Performance, writing printed text with fingers. https://www.youtube.com/watch?v=IzDtVR0-0Es.
  8. 45. Haeberli, Paul. DynaDraw. 1989. Computational drawing environment. http://www.graficaobscura.com/dyna.

Modular Alphabet

  1. 46. Pashenkov, Nikita. Alphabot. 2000. Interactive typographic system. https://tokyotypedirectorsclub.org/en/award/2001_interactive.
  2. 47. Huang, Mary. Typeface: A Typographic Photobooth. 2010. Interactive type system that translates facial dimensions into type design. https://mary-huang.com/projects/typeface/typeface.html.
  3. 48. Lu, David. Letter 3. 2002. Interactive typographic system.
  4. 49. Cho, Peter. Type Me, Type Me Not. 1997. Interactive typographic system. https://acg.media.mit.edu/people/pcho/typemenot/info.html.
  5. 50. Katsumoto, Yuichiro. Mojigen & Sujigen. 2016. Robotic typographic system. http://www.katsumotoy.com/mojisuji.
  6. 51. Munari, Bruno. ABC with Imagination. 1960. Game with plastic letter-composing elements. Corraini Edizioni. https://www.corraini.com/en/catalogo/scheda_libro/336/Abc-con-fantasia. Courtesy of The Museum of Modern Art, New York. Digital Image © The Museum of Modern Art/Licensed by SCALA / Art Resource, NY.
  7. 52. Soennecken, Friedrich. Schriftsystem. 1887. Modular type system. http://luc.devroye.org/fonts-49000.html.
  8. 53. Devroye, Luc. Fregio Mecano. 1920s. Modular font. http://luc.devroye.org/fonts-58232.html.
  9. 54. Popp, Julius. bit.fall. 2001–2016. Physical typographic installation. https://www.youtube.com/watch?v=AICq53U3dl8. Photograph: Rosa Menkman.

Data Self-Portrait

  1. 55. Huang, Shan. Favicon Diary. 2014. Browser extension. http://golancourses.net/2014/shan/03/06/project-3-shan-browser-history-visualization.
  2. 56. Lupi, Giorgia, and Stephanie Posavec. Dear Data. 2016. Analog data drawing project. http://dear-data.com.
  3. 57. Viégas, Fernanda. Themail (2006). Email visualization software. https://web.archive.org/web/20111112164734/http://www.fernandaviegas.com/themail/.
  4. 58. Emin, Tracey. Everyone I Have Ever Slept With 1963–1995. 1995. Appliquéd tent, mattress, and light, 122 x 245 x 214 cm. https://en.wikipedia.org/wiki/Everyone_I_Have_Ever_Slept_With_1963%E2%80%931995. Image courtesy of Artists Rights Society, NY.
  5. 59. Rapoport, Sonya. Biorhythm. 1981. Interactive computer-mediated participation performance. http://www.sonyarapoport.org/portfolio/biorhythm. Image courtesy of the Estate of Sonya Rapoport.
  6. 60. Elahi, Hasan. Stay. 2011. C-print, 30 x 40”. https://elahi.gmu.edu/elahi_stay.php.

Augmented Projection

  1. 61. Wodiczko, Krzysztof. Warsaw Projection. 2005. Public video projection. Zachęta National Gallery of Art, Warsaw. http://www.art21.org/artists/krzysztof-wodiczko. © Krzysztof Wodiczko. Photograph: Sebastian Madejski, Zachęta National Gallery of Art. Image courtesy of Galerie Lelong & Co., New York.
  2. 62. Naimark, Michael. Displacements. 1980. Rotating projector in exhibition space. Art Center College of Design, Pasadena, CA. http://http://www.naimark.net/projects/displacements.html.
  3. 63. McKay, Joe. Sunset Solitaire. 2007. Custom software. http://www.joemckaystudio.com/sunset.php.
  4. 64. HeHe. Nuage Vert. 2008. Laser projection on vapor cloud. Salmisaari power plant, Helsinki. https://vimeo.com/17350218.
  5. 65. Mayer, Jillian. Scenic Jogging. 2010. Video. The Solomon R. Guggenheim Museum, New York City. https://youtu.be/uMq9Th3NgGk. Image courtesy of David Castillo Gallery.
  6. 66. Obermaier, Klaus, and Ars Electronica Futurelab. Apparition. 2004. http://www.exile.at/apparition.
  7. 67. Peyton, Miles Hiroo. Keyfleas. 2013. Interactive augmented projection. Carnegie Mellon University, Pittsburgh. https://vimeo.com/151334392.
  8. 68. Valbuena, Pablo. Augmented Sculpture. 2007. Virtual projection on physical base. Medialab Prado, Madrid. http://www.pablovalbuena.com/augmented. Courtesy of Ars Electronica.
  9. 69. Sugrue, Christine. Delicate Boundaries. 2006. Interactive projection. Medialab Prado, Madrid. http://csugrue.com/delicateboundaries. Courtesy of the Science Gallery Dublin.
  10. 70. Sobecka, Karolina. Wildlife. 2006. Public projection from car. ZeroOne ISEA2006, San Jose, CA. http://cargocollective.com/karolinasobecka/filter/interactive-installation/Wildlife.

One-Button Game

  1. 71. Nguyen, Dong. Flappy Bird. 2013. Mobile game. https://flappybird.io.
  2. 72. Rozendaal, Rafaël, and Dirk van Oosterbosch. Finger Battle. 2011. Mobile game. https://www.newrafael.com/new-iphone-app-finger-battle.
  3. 73. Hummel, Benedikt, and Marius Winter (Major Bueno). Moon Waltz. 2016. Video game. http://www.majorbueno.com/moon-waltz.
  4. 74. Rubock, Jonathan. Nipple Golf. 2016. Online game. https://jrap.itch.io/obng.
  5. 75. Abe, Kaho. Hit Me! 2011. Two-player physical game. http://kahoabe.net/portfolio/hit-me. Photograph: Shalin Scupham.
  6. 76. Bieg, Kurt, and Ramsey Nasser. Sword Fight. 2012. Two-player physical game. https://swordfightgame.tumblr.com.

Bot

  1. 77. Thompson, Jeff. Art Assignment Bot. 2013. Twitter bot. https://twitter.com/artassignbot.
  2. 78. Parrish, Allison. Ephemerides. 2015. Twitter bot. https://twitter.com/the_ephemerides.
  3. 79. Pipkin, Everest, and Loren Schmidt. Moth Generator. 2015. Twitter bot. http://everest-pipkin.com/#projects/bots.html.
  4. 80. Kazemi, Darius. Reverse OCR. 2014. Tumblr bot. http://reverseocr.tumblr.com.
  5. 81. !Mediengruppe Bitnik. Random Darknet Shopper. 2014. Bot. https://bitnik.org/r.
  6. 82. Lavigne, Sam. CSPAN 5. 2015. YouTube bot. https://twitter.com/CSPANFive.

Collective Memory

  1. 83. McDonald, Kyle. Exhausting a Crowd. 2015. Video with crowdsourced annotations. https://www.exhaustingacrowd.com.
  2. 84. Klajban, Michal. Rock Cairn at Cairn Sasunnaich, Scotland. 2019. Photograph. https://commons.wikimedia.org/wiki/File:Rock_cairn_at_Cairn_Sasunnaich,_Scotland.jpg.
  3. 85. Goldberg, Ken, and Santarromana, Joseph. Telegarden. 1995. Collaborative garden with industrial robot arm. Ars Electronica Museum, Linz, Austria. http://ieor.berkeley.edu/~goldberg/garden/Ars.
  4. 86. Vasudevan, Roopa. Sluts across America. 2012. Digital map with user input. http://www.slutsacrossamerica.org.
  5. 87. Bartholl, Aram. Dead Drops. 2010. http://deaddrops.com/.
  6. 88. Studio Moniker. Do Not Touch. 2013. Interactive crowdsourced music video. https://studiomoniker.com/projects/do-not-touch.
  7. 89. Davis, Kevan. Typophile: The Smaller Picture. 2002. Collaborative pixel art gallery. https://kevan.org/smaller.cgi.
  8. 90. Reddit. /r/place. 2017. Crowdsourced pixel art. https://reddit.com/r/place.
  9. 91. Asega, Salome, and Ayodamola Okunseinde. Iyapo Repository. 2015. http://www.salome.zone/iyapo-repository.

Experimental Chat

  1. 92. Galloway, Kit, and Sherrie Rabinowitz. Hole in Space. 1980. Public communication sculpture. http://y2u.be/SyIJJr6Ldg8. Courtesy of the 18th St Arts Center.
  2. 93. Lozano-Hemmer, Rafael. The Trace. 1995. Telepresence installation. http://www.lozano-hemmer.com/the_trace.php.
  3. 94. Horvitz, David. The Space Between Us. 2015. App. https://rhizome.org/editorial/2015/dec/09/space-between-us.
  4. 95. Snibbe, Scott. Motion Phone. 1995. Interactive software for abstract visual communication. https://www.snibbe.com/projects/interactive/motionphone.
  5. 96. Varner, Maddy. Poop Chat Pro. 2016. Chatroom. https://cargocollective.com/maddyv/POOPCHAT-PRO. Photograph: Thomas Dunlap.
  6. 97. Fong-Adwent, Jen, and Soledad Penadés. Meatspace. 2013. Ephemeral chatroom with animated GIFs. https://chat.meatspac.es/.
  7. 98. Pedercini, Paolo. Online Museum of Multiplayer Art. 2020. Collection of chatrooms with interaction constraints. https://likelike2.glitch.me/?room=firstFloor.
  8. 99. Artist, American. Sandy Speaks. 2017. Chat platform based on video archive. https://americanartist.us/works/sandy-speaks.

Browser Extension

  1. 100. Hoff, Melanie. Decodelia. 2016. Browser extension. https://melaniehoff.github.io/DECODELIA/.
  2. 101. Lund, Jonas. We See in Every Direction. 2013. Web browser. Mac OS X 10.7.5 or later. http://ineverydirection.net/
  3. 102. Lambert, Steve. Add Art. 2008. Browser extension. http://add-art.org/
  4. 103. Oliver, Julian, and Daniil (Danja) Vasiliev. Newstweek. 2011. Custom internet router. https://julianoliver.com/output/newstweek.
  5. 104. McCarthy, Lauren, and Kyle McDonald. Us+. 2013. Google Hangout video chat app. http://lauren-mccarthy.com/us.

Creative Cryptography

  1. 105. Wu, Amy Suo. Thunderclap. 2017. Steganographic zine. http://amysuowu.net/content/thunderclap.
  2. 106. Sherman, William H. “How to Make Anything Signify Anything: William F. Friedman and the Birth of Modern Cryptanalysis.” Cabinet 40 (Winter 2010–2011): n.p. http://www.cabinetmagazine.org/issues/40/sherman.php. Courtesy of New York Public Library.
  3. 107. Varner, Maddy. KARDASHIAN KRYPT. 2014. Browser extension. https://cargocollective.com/maddyv/KARDASHIAN-KRYPT.
  4. 108. Dörfelt, Matthias. Block Bills. 2017. Digital print on paper, 5.9 x 3.3”. https://www.mokafolio.de/works/BlockBills.
  5. 109. Plummer-Fernández, Matthew. Disarming Corruptor. 2013. Encryption software. https://www.plummerfernandez.com/works/disarming-corruptor.
  6. 110. Tremmel, Georg, and Shiho Fukuhara. Biopresence. 2005. Trees transcoded with human DNA. https://bcl.io/project/biopresence.
  7. 111. Katchadourian, Nina. Talking Popcorn. 2001. Sound sculpture. http://www.ninakatchadourian.com/languagetranslation/talkingpopcorn.php. Courtesy of the artist, Catharine Clark Gallery, and Pace Gallery.
  8. 112. Kenyon, Matt, and Douglas Easterly. Notepad. 2007. Microprinted ink on paper. http://www.swamp.nu/projects/notepad.

Voice Machine

  1. 113. Leeson, Lynn Hershman. DiNA, Artificial Intelligent Agent Installation. 2002–2004. Interactive network-based multimedia installation. Civic Radar, ZKM Museum of Contemporary Art, Karlsruhe. https://www.lynnhershman.com/project/artificial-intelligence. Programming: Lynn Hershman Leeson and Colin Klingman. Courtesy of Yerba Buena Center for the Arts. Photograph: Charlie Villyard.
  2. 114. Dinkins, Stephanie. Conversations with Bina48. 2014–. Ongoing effort to establish a social relationship with a robot built by Terasem Movement Foundation. https://www.stephaniedinkins.com/conversations-with-bina48.html.
  3. 115. Everybody House Games. Hey Robot. 2019. A party game involving smart speakers. https://everybodyhousegames.com/heyrobot.html.
  4. 116. Rokeby, David. The Giver of Names. 1990–. Computer system for naming objects. Kiasma Museum of Contemporary Art, Helsinki. http://www.davidrokeby.com/gon.html. Photograph: Tiffany Lam.
  5. 117. Lev, Roi. When Things Talk Back. An AR Experience. 2018. Mobile augmented reality artificial intelligence app. http://www.roilev.com/when-things-talk-back-an-ar-experience.
  6. 118. Lublin, David. Game of Phones. 2012–. Social game of telephone transcription. http://www.davidlubl.in/game-of-phones.
  7. 119. Thapen, Neil. Pink Trombone. 2017. Interactive articulatory speech synthesizer. https://experiments.withgoogle.com/pink-trombone.
  8. 120. Dobson, Kelly. Blendie. 2003–2004. Interactive voice-controlled blender. https://web.media.mit.edu/~monster/blendie.
  9. 121. He, Nicole. ENHANCE.COMPUTER. 2018. Interactive speech-driven browser game. https://www.enhance.computer.

Measuring Device

  1. 122. Jeremijenko, Natalie, and Kate Rich (Bureau of Inverse Technology). Suicide Box. 1996. Camera, video, and custom software. http://www.bureauit.org/sbox.
  2. 123. Oliver, Julian, Bengt Sjölen, and Danja Vasiliev (Critical Engineering Working Group). The Deep Sweep. 2016. Weather balloon, embedded computer, and RF equipment. https://criticalengineering.org/projects/deep-sweep.
  3. 124. Varner, Maddy. This or That. 2013. Interactive poster. https://www.youtube.com/watch?v=HDWxq1v6A2k.
  4. 125. Ma, Michelle. Revolving Games. 2014. Location-based game and public intervention. https://vimeo.com/83068752.
  5. 126. D’Ignazio, Catherine. Babbling Brook. 2014. Water sensor with voice interface. http://www.kanarinka.com/project/the-babbling-brook/.
  6. 127. Sobecka, Karolina, and Christopher Baker. Picture Sky. 2018. Participatory photography event. http://cargocollective.com/karolinasobecka/Picture-Sky-Zagreb.
  7. 128. Onuoha, Mimi. Library of Missing Datasets. 2016. Mixed media installation. http://mimionuoha.com/the-library-of-missing-datasets. Photograph: Brandon Schulman Photography.

Personal Prosthetic

  1. 129. Clark, Lygia. Dialogue Goggles. 1968. Wearable device. http://www.laboralcentrodearte.org/en/recursos/obras/dialogue-goggles-dialogo-oculos-1968. Image courtesy Associação Cultural O Mundo de Lygia Clark.
  2. 130. Sputniko!. Menstruation Machine – Takashi's Take. 2010. Installation with video and wearable device. Scai the Bathhouse, Tokyo. https://sputniko.com/Menstruation-Machine.
  3. 131. Dobson, Kelly. ScreamBody. 1998–2004. Wearable device. MIT Media Lab, Cambridge. http://web.media.mit.edu/~monster/screambody. Photograph: Toshihiro Komatsu.
  4. 132. Ross, Sarah. Archisuits. 2005–2006. Wearable soft sculpture. Los Angeles. https://www.insecurespaces.net/archisuits.html.
  5. 133. Woebken, Chris, and Kenichi Okada. Animal Superpowers. 2008–2015. Series of wearable devices. https://chriswoebken.com/Animal-Superpowers. Photograph: Haeyoon Yoo.
  6. 134. Hendren, Sara, and Caitrin Lynch. Engineering at Home. 2016. Documentation and discussion of adapted household implements. Olin College of Engineering, Needham, MA. http://engineeringathome.org.
  7. 135. Montinar, Steven. 2019. Entry Holes and Exit Wounds. Performance with wearable electronics. Carnegie Mellon University, Pittsburgh. https://www.youtube.com/watch?v=KBsTpQgyvhk.
  8. 136. McDermott, Kathleen. Urban Armor #7: The Social Escape Dress. 2016. Bio-responsive electromechanical garment. http://www.kthartic.com/index.php?/class/urban-armor-7.
  9. 137. Okunseinde, Ayodamola. The Rift: An Afronaut's Journey. 2015. Afronaut suit. http://www.ayo.io/rift.html.

Parametric Object

  1. 138. Desbiens Design Research. Fahz. 2015. System for rendering profiles as 3D-printed vases. http://www.fahzface.com/. Photograph: Nicholas Desbiens.
  2. 139. Nervous System. Kinematic Dress. 2014. System for 3D-printing custom one-piece dresses. https://n-e-r-v-o-u-s.com/projects/sets/kinematics-dress. Photograph: Steve Marsel Studio.
  3. 140. Eisenmann, Jonathan A. Interactive Evolutionary Design with Region-of-Interest Selection for Spatiotemporal Ideation & Generation. 2014. Ph.D. defense slides, Ohio State University. https://slides.com/jeisenma/defense# and https://etd.ohiolink.edu/pg_10?0::NO:10:P10_ACCESSION_NUM:osu1405610355.
  4. 141. Epler, Matthew. Grand Old Party. 2013. Political polling data visualized as silicone butt plugs. https://mepler.com/Grand-Old-Party.
  5. 142. Lia. Filament Sculptures. 2014. Computational and organically formed filament sculptures. https://www.liaworks.com/theprojects/filament-sculptures.
  6. 143. Csuri, Charles A. Numeric Milling. 1968. Computational wood sculpture created with punch cards, an IBM 7094, and a 3-axis milling machine. https://csuriproject.osu.edu/index.php/Detail/objects/769.
  7. 144. Ijeoma, Ekene. Wage Islands. 2015. Interactive installation and data visualization. New York. https://studioijeoma.com/Wage-Islands.
  8. 145. Segal, Adrien. Wildfire Progression Series, 2017. Data-driven sculpture. https://www.adriensegal.com/wildfire-progression.
  9. 146. Ghassaei, Amanda. 3D Printed Record. 2012. System for rendering audio files as 3D-printed 33RPM records. https://www.instructables.com/id/3D-Printed-Record.
  10. 147. Binx, Rachel, and Sha Huang. Meshu. 2012. System for rendering geodata as 3D-printed accessories. http://www.meshu.io/about.
  11. 148. Chung, Lisa Kori, and Kyle McDonald. Open Fit Lab. 2013. Performance producing custom-tailored pants for audience members. http://openfitlab.com.
  12. 149. Allahyari, Morehshin. Material Speculation: ISIS; King Uthal. 2015–2016. 3D-printed resin and electronic components. 12 x 4 x 3.5” (30.5 x 10.2 x 8.9 cm). http://www.morehshin.com/material-speculation-isis/.

Virtual Public Sculpture

  1. 150. Matsuda, Keiichi. HYPER-REALITY. 2016. Augmented reality futuristic cityscape. http://km.cx/projects/hyper-reality.
  2. 151. Shaw, Jeffrey. Golden Calf. 1994. Augmented reality idol with custom hardware. https://www.jeffreyshawcompendium.com/portfolio/golden-calf. Image: Ars Electronica ‘94, Design Center Linz, Linz, Austria, 1994.
  3. 152. Bailey, Jeremy. Nail Art Museum. 2014. Augmented reality miniature museum. https://www.jeremybailey.net/products/nail-art-museum.
  4. 153. Y&R New York. The Whole Story. 2017. Augmented reality public statuary. https://play.google.com/store/apps/details?id=ca.currentstudios.thewholestory.
  5. 154. Skwarek, Mark, and Joseph Hocking. The Leak In Your Hometown. 2010. Augmented reality protest app triggered by BP's logo. https://theleakinyourhometown.wordpress.com.
  6. 155. Shafer, Nathan, and the Institute for Speculative Media. The Exit Glacier Augmented Reality Terminus Project. 2012. Augmented reality climate data visualization app. Kenai Fjords National Park. http://nshafer.com/exitglacier.
  7. 156. Raupach, Anna Madeleine. Augmented Nature. 2019. Augmented reality project series using natural objects with data visualization. http://www.annamadeleine.com/augmented-nature.

Extrapolated Body

  1. 157. Jones, Bill T., and Google Creative Lab. Body, Movement, Language. 2019. Pose model experiments. https://experiments.withgoogle.com/billtjonesai. Image courtesy of Google Creative Lab.
  2. 158. Akten, Memo, and Davide Quayola. Forms. 2012. Digital renderings. https://vimeo.com/38017188. This project was commissioned by the National Media Museum, with the support of imove, part of the Cultural Olympiad programme. Produced by Nexus Interactive Arts.
  3. 159. Universal Everything. Walking City. 2014. Video sculpture. https://vimeo.com/85596568.
  4. 160. Groupierre, Karleen, Adrien Mazaud, and Sophie Daste. Miroir. 2011. Interactive augmented reality installation. http://vimeo.com/20891308.
  5. 161. YesYesNo. Más Que la Cara. 2016. Interactive installation. https://www.instagram.com/p/BDxsVZ0JNpm/. Discussed in Lieberman, Zach. “Más Que la Cara Overview.” Medium, posted April 3, 2017. https://medium.com/@zachlieberman/m%C3%A1s-que-la-cara-overview-48331a0202c0.

Synesthetic Instrument

  1. 162. Pereira, Luisa, Yotam Mann, and Kevin Siwoff. In C. 2015. Evolving web-based interactive audiovisual score and performance. http://www.luisapereira.net/projects/project/in-c.
  2. 163. Pitaru, Amit. Sonic Wire Sculptor. 2003. Audiovisual composition and performance instrument. https://www.youtube.com/watch?v=ji4VHWTk8TQ.
  3. 164. Van Gelder, Pia. Psychic Synth. 2014. Interactive audiovisual installation powered by brain waves. https://piavangelder.com/psychicsynth.
  4. 165. Brandel, Jono, and Lullatone. Patatap. 2012. Audiovisual composition and performance instrument. https://works.jonobr1.com/Patatap.
  5. 166. Clayton, Jace. Sufi Plug Ins. 2012. Suite of music-making apps with poetic interface. http://www.beyond-digital.org/sufiplugins.
  6. 167. Hundred Rabbits (Rekka Bellum and Devine Lu Linvega). ORCA. 2018–2020.

Exercises

Provenance