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Fluid Borders:
The Aesthetic Evolution of Digital Sculpture
by
Christiane Paul
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To determine the date (or even year) of birth of an art
form or artistic technique is always a problematic if not futile endeavor
but it might be safe to say that the 1990s are the decade when digital/virtual
sculpture officially began to exist -- even if it had its roots in earlier
experiments. |
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In the early 90s, Tim Duffield, Bruce
Beasley, Rob Fisher
and David Smalley founded the Computers
and Sculpture Forum (CSF) and in 1993, Intersculpt, a biennial
computer sculpture exhibition conceived by Christian
Lavigne and Alexandre Vitkine, was organized by the French organization
Ars Mathématica.
The groups have by now collaborated on several events and this fall, Intersculpt
99 -- the 4th installment of the exhibition -- will take place
as a networked, international collaboration of several groups and organizations
that actively promote digital technologies in the creation of sculptures.
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In France, works and documents will be shown at the town
hall of Paris VI, from October 1 - 9, 1999. The group FasT-UK(Fine
Art Sculptors & Technology in the UK), created by the sculptor Keith
Brown from The Manchester Metropolitan University and dedicated
to encouraging sculptural work that involves the use of computers, is
the focal point of the British part of Intersculpt, which will be presented
at the Museum of Science and Industry in Manchester.
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In the US, the College of Design, Architecture, Art and
Planning of the University of Cincinnati, headed by Derrick
Woodham -- who created DAAP,
a virtual sculpture park where visitors may participate as avatars in
the DAAP
zone.
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At Arizona State University in Phoenix, the PRISM
[Partnership for Research In Stereo Modeling] Lab, run by Dan
Collins and Mark Henderson and dedicated to promoting interdisciplinary
research in the areas of 3D data acquisition, visualization & modeling,
will create and exhibit telesculptures.
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In view of the upcoming event, it seems to be an apt
time to talk to some of the artists who have made significant contributions
to the evolution of digital sculpture and are involved in the organization
of Intersculpt
99.
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The following article is based on an e-mail interview
with Christian Lavigne (Ars Mathématica),
Keith Brown (FasT-UK), Derrick
Woodham (College of Art / University of Cincinnati), Dan
Collins (PRISM Lab / ASU) and Robert
Michael Smith, a sculptor who has done pioneering work in the
field of digital sculpture and has been actively involved its promotion,
as well as Michael Rees, who has gained
wide exposure for the use of rapid prototyping in his sculptural work.
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Divided into six sections:
the article outlines some of the crucial issues and challenges that digital
and virtual sculptors are facing today.
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