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Perspectives:
The Interface: Computers, 3-D Modeling and Women Sculptors
by Mary Visser
(...continued)
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Elona Van Gent Associate Professor at Grand Valley State University in
Grand Rapids Michigan creates data bases (an electric library) of forms,
textures, words, and concepts to help with visualizing related elements
in her work. For a number of years she has been collecting images and
quotations that relate to her studio work and logging them into a simple
database. Van
Gent has given each image two categorical descriptions --the first
category is an attempt to logically describe the subject of the image
or text and the second category is a randomly chosen description based
on a list of animal types described by Jorge Luis Borges. This data based
software allows for additional information such as sources and keywords
to be added. Van Gent's database is searchable through choosing either
the logical or random category and it allows for viewing entered forms
in a number of different layouts. Her database serves as a combination
library and sketchbook--both a repository for things she wants to keep
accessible and a way to explore ideas and forms related to her studio
work. Images or parts of images from the electronic library can be gathered
onto a single page and then placed in the background of a 3-d modeling
program. The 3-d modeling program is a 3-dimensional sketchbook in which
objects can be constructed 3-dimensionally in a manner similar to the
way they would be built physically. Unlike a pencil sketchbook, objects
modeled on the computer can be rotated to be seen from any point of view,
rendered in different surface styles, edited, and even animated. As objects
are being modeled on the computer, images from her electronic sketchbook
can sit open for easy reference.
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"There is no comparison between what can be done with
a piece of paper in terms of sketching 3-dimensional ideas, just no comparison
between that ... and the ability to draw in three dimensions on the computer."
... Elona Van Gent
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Corinne Whitaker
sculptor and publisher of the online art magazine Digital
Giraffe creates sculptural forms electronically. She has exhibited
on an international level in such galleries as the New York Digital Salon/Visual
Arts Museum, New York City, Centre for Photography as an Art-Form, Bombay,
India; Atelier Nord Electronic Gallery (Norway/Internet); Cyberkind Electronic
Journal,World Wide Web Internet; Brandstater Gallery, Riverside, California;
Iightfantastic Gallery, Michigan State University; Institute for Design
and Experimental Art, Sacramento; Museum of Art, California, Kansas City
Art Institute, Missouri, Festival Internazionale di Computer Art, Riccione,
Italy, John Michael Kohler Art Center Gallery,Wisconsin, and many others.
Whitaker began working with computers in 1981. She visualizes forms of
fantastic color that are later fabricated into aluminum, bronze, or stainless
steel sculptures. Where others work clay or carve marble, Whitaker use
zeros and ones, shown as phosphorescent electrons on a monitor, to create
forms that are later fabricated into solid sculpture. "The computer is
my obsession, my passion, and my intense joy. After almost twenty years
of ephemera in cyberspace, it is deeply satisfying to produce tangible
sculpture. The learning curve is steep. The technical requirements are
daunting. But the transformation of infinite digital possibilities into
solid forms is immensely rewarding." Corinne
Whitaker
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"Creating 3 dimensional forms electronically has been
a holy grail for artists since Macintosh recreated the desktop in 1984.
Parallel processing, multi-tasking, faster clock speeds and ever more
powerful computers have finally brought us within reach of that goal.
As is often the case, artists had to wait for technology to catch up with
their visions." ... Corinne Whitaker
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| Rose Stasuk is a Florida-based artist born in Chicago, who holds
an M.F.A. in Electronic Intermedia from the University of Florida. Stasuk
is known for her video sculpture; media-assisted performance and interactive,
multimedia installations. She is currently working in closer association
with the "machine" substituted here for a range of computer software and
technologies that facilitate digital imaging and hyper textual language
coding for creating interactive, Websites. As a result Stasuk has adapted
her artwork to participate in online, collaborative and solo exhibition
opportunities on the internet. As an artist, Stasuk attempts to undermine
the homogeneous sales pitch of the mass communication model with individual
circumstance. Information sampling is characteristic of
Rose Stasuk's hypermedia project "Jason and the Cybernauts." For this
project Stasuk collected found imagery from newspapers, magazines, photographs,
films and video. Using 3 dimensional modeling and animation programs she
designed the physical set that the viewer encounters before entering the
virtual set of the computer program. Stasuk blurs the real world and the
virtual world by painting the "furniture" in the same texture as rendered
in the virtual world of the computer. Her conversion in artistic intent
from unstated, unconscious message to the use of semiotics and montage shifts
the importance to the viewer. This interaction is primarily viewer dependent
because the readers own cultural experiences determines in part how the
codes and signs which make up the context will be interpreted. |
| "If I have internalized the depictive conventions
of my traditional art upbringing, in my current work I now divulge these
precepts as social constructions. I intentionally exploit practical, cultural
experience shared through communication media. .... There is, I think, an
obvious advantage to using a system which simulates human intelligence and
responds to human needs without prejudice or favor. The possible situations
of democratization that computers create by facilitating information access
and group interaction may ultimately lead us to realize our interdependence."
... Rose Stasuk |
| The computer is a only a tool, but it is a powerful one when
coupled with the internet. Just as the sculptor in the modern period was
influenced by the industrial age, the artist in this post-modern period
has had to deal with the electronic age. In the past with modernist works
artists generally tried to hide their sources to minimize the interaction
thus control the viewer's vision. In this post modern culture one sees artists
and architects embracing a rich variety of images and sources while rejecting
the visually stark elements represented by minimalism which is seen as the
"end" of modern art. The internet has made it possible for images of artworks
to be accessible at any time to an international audience. This removed
viewing may require a more direct connection to ones sources thus the move
toward an interactive medium. What I have found in many of the works by
women sculptors using the computer and see more broadly in our general culture
is a pointing more specifically toward ones sources. I think many of us
can relate to collecting things as an artist and the computer process offers
us a way to create virtual catalogs of visual 3 dimensional forms. Once
collected the software lets the artist shift and recontextualize the information.
The internet offers the viewer a more active way to participate in this
process. The post modern movement away from minimalists works runs parallel
with the use of the computer as a tool in the creative process. Unlike a
pencil and paper sketchbook the computer allows you unlimited ability to
replicate, reconstruct and renew your experience with an unlimited number
of forms, surfaces and mediums. Virtual reality coupled with the internet
offers the viewer more accessibility as an active participant in the aesthetic
experience. These artists who also happen to be women have taken this tool
and pushed its boundaries to fit their visions. |
 
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