London Portrays Past and Future of Digital Art

Originally posted By ALICE RAWSTHORN
Published: December 13, 2009
http://www.nytimes.com/2009/12/14/arts/design/14iht-design14.html?pagewanted=1&_r=1
*I will repost the article just incase it is removed at a later time.
articleLarge
When the security guards first spotted a kid working on the computers in a laboratory at Liverpool John Moores University in the late 1980s, they demanded to know what he was doing there. He explained that one of the teachers had given him permission to hone his programming skills on the machines.
Good call. Daniel Brown, now 32, is one of the world’s leadingdigital designers whose latest work, a luscious replica of tropical greenery, marks the entrance to “Decode: Digital Design Sensations,” an exhibition of digital art and design that opened Tuesday at the Victoria & Albert Museum in London. Equally spectacular pieces by other designers are featured in the show, as well as dazzling examples of data visualization, the new medium that translates complex information into gorgeous — and easily understandable — digital images.
A short walk along the V&A’s corridors, a smaller exhibition shows how far, and how fast, these technologies have come. “Digital Pioneers” is a selection from the museum’s collection of early computer-generated imagery produced from the 1950s onward by the forerunners of the “Decode” designers, including Mr. Brown’s father, Paul, who was experimenting with computer art years before his son started sneaking into the local university lab. Compellingly simple and made with rudimentary technology, much of the work in “Digital Pioneers” is astonishingly beautiful and seems both brave and prescient given the extreme sophistication of “Decode.”
At a time when more and more of the images we see every day are digital, “Decode” and “Digital Pioneers” offer a welcome opportunity to help us understand how this area of design has developed, and is likely to evolve in future. “For the last 10 or 15 years this has been a very geeky field, but now more and more people are aware of the technology, and of how digital imagery is encroaching upon their lives,” said Shane Walter, creative director of the digital art and design festival, onedotzero, and co-curator of “Decode.”
This area has been so geeky that the first examples of computer art to be acquired by the V&A — a series of lithographs produced for “Cybernetic Serendipity,” a groundbreaking 1969 exhibition at the Institute of Contemporary Art in London — were originally classified as “prints” by the museum’s curators. The V&A has now recategorized them and acquired more work to create one of the world’s largest archives of digital art and design.
“Digital Pioneers” draws on that collection. The story begins in the 1950s when computers, restricted up to then for military use, were introduced to universities and laboratories. Mathematicians and scientists started to experiment by using them to create graphic effects, as did artists and designers. Typical is the earliest piece in the show, a 1952 photograph by Ben Laposky of electronic waves flickering across a screen.
During the 1960s, Herbert Franke and Frieder Nake developed sparse geometric images by sending instructions from computers to simple printers or plotters, machines with mechanical arms to guide a pen across a screen or paper. Artists, like Charles Csuri, then devised ways of introducing random elements to the process. By the 1970s, Harold Cohen, Roman Verotsko and the elder Mr. Brown had become so adept at working with computers that they were writing their own programs.
Many of the “Digital Pioneers” were women, including Lillian Schwartz, Vera Molnar and, later, Barbara Nessim. They may have been drawn to computer art as a new medium with fewer barriers to entry than established areas of the visual arts or technology, where women were less prominent at the time.
The exhibition ends at the turn of the 1980s with the introduction of paint programs, which simulate the traditional effects of brushes and pencils as they produce paintings and drawings. “Earlier artists, like Harold Cohen, devoted their lives to working directly with the machine without any intermediate software by writing their own computer programs to produce drawings,” said Douglas Dodds, the V&A senior curator responsible for the show. “Paint programs enabled the new generation to produce work without having to understand the underlying technology.”
Assembling an exhibition solely from its collection has prevented the V&A from presenting a comprehensive history of digital art and design. There are obvious omissions, like the work of Muriel Cooper and Ron MacNeil at the Massachusetts Institute of Technology’s Visible Language Workshop in the 1970s. Even so, “Digital Pioneers” is an intriguing prelude to the visual extravaganza of “Decode.”
Museum-goers can “splash” paint across a screen by waving their arms in front of Mehmet Akten’s Body Paint installation

Renowned for its historic collections of the decorative arts, the V&A sometimes stumbles when it encounters the contemporary, but “‘Decode” is a happy exception. All of the exhibits were made in the last five years, at a time when digital art and design have become more aesthetically refined and intellectually challenging. “Many of the projects are post-digital, less about fetishizing technology, and more about the ideas they are expressing,” said Mr. Walter.
The first section of the exhibition shows how programmers, like Mr. Brown, and his American peers, John Maeda, Casey Reas and Joshua Davis, treat the raw data of computer code just like other craftsmen work with their chosen materials, by transforming it into something that looks lusciously seductive.
“Interactivity” explores the immersive potential of technology. You can “splash” paint across a screen by waving your arms in front of Mehmet Akten’s Body Paint installation, or watch the branches of Simon Heidjens’s digital trees move whenever the wind blows outside the V&A. These projects offer a foretaste of the next generation of sensor-controlled computers that we will operate with our voices or physical gestures, rather than keyboards and mice.
“Decode” ends with “Network,” which examines the interconnections of mobile technologies and the Internet. It also illustrates how digital imagery is helping us to make sense of a frenzied, often confusing world. Take Aaron Koblin’s “Flight Patterns,” which shows a real-time image of the aircraft flight paths over the United States, something that changes so rapidly that it would have been impossible to depict in any other medium.

*A version of this article appeared in print on December 14, 2009, in The International Herald Tribune.

Ralph Bakshi interview ‘Surviving Tough Times’

Here is a great inspirational interview that you can share with your students - Ralph Bakshi interview ‘Surviving Tough Times’.    mighty-mouse

Ralph Bakshi is an animation and live-action director and in the following interview at Comic-Con, puts it this way.   “Make your own film!!!  . . . You guys are sitting today with the world in your hands, entire studios are in one box”

The Third & The Seventh: Short Film

This is an amazing 3D project and it was all done by one guy - Alex Roman.  A FULL-CG animated piece that tries to illustrate architecture art across a photographic point of view where main subjects are already-built spaces. Sometimes in an abstract way. Sometimes surreal.

The Third & The Seventh from Alex Roman on Vimeo.

Credits:

CG
|Modelling - Texturing - Illumination - Rendering| Alex Roman
POST
|Postproduction & Editing| Alex Roman
MUSIC
Sequenced, Orchestrated & Mixed by Alex Roman (Sonar & EWQLSO Gold Pro XP)
Sound Design by Alex Roman
Based on original scores by:
Michael Laurence Edward Nyman. (The Departure)
.Charles-Camille Saint-Saƫns. (Le Carnaval des animaux)

Directed by Alex Roman
Done with 3dsmax, Vray, AfterEffects and Premiere.

EDIT: Original MP4 torrent if you're interested. Thanks to Brennan ;) temporarygate.com/TheThird&TheSeventh.mp4.torrent
thirdseventh.com/
third.seventh@gmail.com

Entertainment Webcast Series: Autodesk 3ds Max and Maya Tips & Tricks

Autodesk 3ds Max Tips & Tricks

Deadline:   2010-Jan-12
Date & Time: Wednesday, January 13, 2010, 11:00 a.m. - 12:00 p.m. PST
Location:  Online

 

Keynote Speaker: Louis Marcoux, Gary M. Davis and Mark Noland

To register for this webcast.

Description: Join Louis Marcoux, Gary M. Davis, and Mark Noland, Autodesk Technical Specialists, to hear about their favorite production tips and tricks in Autodesk® 3ds Max®.

Many of these tips and tricks are best practices that will increase the productivity and creativity of your daily work. You'll also learn some of the latest features and techniques being used at the most innovative studios.

 

Autodesk 3ds Maya  Tips & Tricks

Date & Time: Thursday, January 14, 2010, 1:00 - 2:00 p.m. PST
Deadline: 2010-Jan-13
Location:  Online

Keynote Speaker: Steven Roselle, Marcel de Jong and Lee Fraser

To register for this webcast

Description: Join Steven Roselle, Marcel de Jong, and Lee Fraser, Autodesk Technical Specialists, to hear about their favorite production tips and tricks in Autodesk® Maya®.

Many of these tips and tricks are best practices that will increase the productivity and creativity of your daily work. You'll also learn some of the latest features and techniques being used at the most innovative studios.

Daily Article.

My students have a daily article for every class and each article is related to the curriculum particularly within the 3D industries.  I will update this list regularly.  Basically, it keeps students attuned with the industry.

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Balancing and extending the Transformers with new characters.
Digital Domain teams discusses the new challenges.

Original Article: http://features.cgsociety.org/story_custom.php?story_id=5153&page=1

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When Play Means Pay: Video Game Jobs On The Rise

Original NPR Article: http://www.npr.org/templates/story/story.php?storyId=122290666

The Discovery Channel’s take on AVATAR

Avatar: Making the Movie Discovery Playlist: Discovery News' Jorge Ribas interviews Avatar director James Cameron, producer Jon Landau and actor Giovanni Ribisi.

 Tech: Avatar: Motion Capture Mirrors Emotions Tech: Avatar: Motion Capture Mirrors Emotions  02:42

Avatar's new performance capture technology may revolutionize the way directors, actors and animators collaborate to create whole new worlds on screen. Director James Cameron explains the process.



3-D Delivers Depth, Not Gimmicks  02:28
Tech: Avatar: 3-D Delivers Depth, Not Gimmicks 
Rather than relying on classic 3-D tricks to make the audience jump, Avatar director James Cameron wanted to use the technology to give depth to the world he created. Jorge Ribas finds out how the camera works.

 

What's the Future of Film?  03:41
Tech: Avatar: What's the Future of Film?

  • What will movies look like 15 years from now? Director James Cameron thinks they'll be bigger, sharper and in 3-D. Jorge Ribas sits down with the cast and crew of Avatar to get their take on the future of film.

 

 

Science Behind Pandora  02:39  Tech: Avatar: Science Behind Pandora

For his new movie Avatar, director James Cameron took real world science into the outer reaches of science fiction. Jorge Ribas finds out how he created the alien wildlife of planet Pandora.



James Cameron Full Interview 20:54
Tech: Avatar: James Cameron Full Interview

Avatar director James Cameron talks about his new film, and the technology he needed to get it on the screen.


When Play Means Pay: Video Game Jobs On The Rise

You can Listen to the Story or read it.

Original NPR Article: http://www.npr.org/templates/story/story.php?storyId=122290666

(Just in case the article gets deleted; here it is.)

Joshua Brockman/NPR

Todd Howard, the game director for Bethesda Softworks, plays Fallout 3 in his office. He says the casual culture is one of the attractions of a career in the video game industry.

 

 

 

 

Imagine having a boss who encourages you to play games during the workday.

It's a reality for many people in the video game industry, including Todd Howard. At midday on a recent Friday, he was playing Fallout 3 in his office. When Howard, 39, first started at Bethesda Softworks in Rockville, Md., 15 years ago, his parents told him to have a backup plan.

He didn't need one.

Now he's the company's game director. Howard oversaw the creation of Fallout 3, a popular coming-of-age video game. As he demonstrates the game to a visitor on his Xbox 360, his avatar, a 10-year-old boy, is treated to a birthday party.

A woman's voice chimes in and remarks: "He's growing up so fast."

The company — a division of ZeniMax Media — is also having a teenage growth spurt of its own.

"For our company, there are certain areas where we are hiring very aggressively because we are growing rapidly," Howard says.

The recession forced some game studios to close or make sizable layoffs. But ZeniMax nearly doubled in size during the past year, growing from about 250 employees to more than 400, in part owing to its acquisition of another video game company.

Finding a job in the video game industry is a dream come true for many people who grew up playing games on computers and consoles. And the field is swiftly expanding as people turn to mobile devices like the iPhone and social networking sites like Facebook for entertainment.

Emerging From Adolescence

Analysts and developers point to a common thread: The entire video game universe is maturing.

"I'd say game industries are sort of coming out of their adolescence," says Drew Davidson, the director of the entertainment technology center at Carnegie Mellon University. "They're in their late teens and so there's still a lot of growing to do."

Game Developer Research says there are about 45,000 total employees in the U.S. video game industry, with an average salary of close to $80,000. Salaries can reach into the six figures, and programmers are among the highest-paid. The Bureau of Labor Statistics projects that employment for computer software engineers, some of whom develop video games, will grow by nearly a third in the next decade.

Video Gaming Degrees

Davidson says colleges around the country are tuned in. "We're seeing a huge upswing in terms of universities trying to offer degrees that focus around games or interactive media ... just because they're so popular."

More than 200 institutions from MIT to DigiPen Institute of Technology are offering courses or degrees in video games, according to the Entertainment Software Association, a trade group for the video game industry.

"The U.S. is the No. 1 video game market in the world," says Michael Gallagher, the chief executive officer for the ESA. "So, here at home we have a very strong market for employment in video games."

The hubs for the industry include Austin, Texas; Boston; Los Angeles; San Francisco; Seattle; North Carolina; and the Washington, D.C., metro area.

The job market is growing because of mainstream demand. Just look around — you can see people of all ages playing games on mobile phones. Social networking games are also wildly popular on Facebook. Some of the companies focused on this niche include Playdom, Playfish and Zynga, which created the popular game FarmVille.

Broadband access and new digital distribution channels for games have also made it possible for small teams to develop games by working out of a coffee shop or someone's garage, Davidson says.

A Casual Culture

Howard, of Bethesda Softworks, says people also want jobs in the video game industry because a day at the office is casual — not corporate.

"Sometimes I equate it to an organized fraternity," Howard says. "We play games at lunch, we have a giant movie theater in the building, we have a pool table, [and] we have multiple video game setups."

They also have their own chef. So, employees effectively live at the office. It's an industry that values creative collaborations among artists, designers and programmers. The majority of jobs are full time with benefits, and it's a fluid career with people moving across the country, or the world, to take on new projects. But recruiter Mary-Margaret Walker says these patterns may change.

"I think we will see more consulting and more contracting and more virtual working," Walker says.

That means video game development teams may no longer work and play in the same physical space.

At the Bethesda Softworks headquarters, Howard works near his team of nearly 100 developers.

With an Xbox 360 controller in his hands, he says, "The greatest feeling in the world is making a game and then going to the store and seeing somebody buy it. It's very special."

The journey from start to finish for a big console game can easily take about three years and cost more than $100 million. These high stakes — and new gaming platforms — are among the reasons smaller, independent companies are taking root to produce games for the future.