alifornia State University, Hayward: 2002-03 Thesis Project Proposal: BetaSpace

Nearly 10 years after its inception, the World Wide Web stands at a pivotal crossroads in terms of its future as potentially the greatest communications medium to date. With memories still fresh in our minds of the ephemeral rise and fall of the dot-com era, our society has become more restrained and skeptical than ever concerning the hopes, promises, and future of the Web. What once was hoped for as the ultimate equalizer in communications accessibility and empowerment, the medium has now been diminished by conservative calls for stricter guidelines on usability, profit-making potential, and fundamental shifts in how to conduct business in the online world. Lost in this economic reshuffling seems to be the empowering artistic and humanistic promise that the Web once seemed to hold, and the vast avenues for creative expression that are already widespread in all other formats of media in our society.

The BetaSpace group believes the Internet is not just a set of technologies, connecting machines and people across vast distances. We view these enabling technologies more as a channel to transmit our own voices, stories, and experiences in a highly influential, unrestricted way to those who care enough to listen, and to those who would like to contribute to that artistic sentiment as well.

The BetaSpace project is conceptually distinct and innovative in a number of ways:

1) The vast majority of current online museums serve merely as “brochure-ware” (still image previews) of preexisting artistic content that is featured within the physical space of the museum itself. These still images of preexisting museum content provide little additional artwork than what can already be found within the museum, and seem to only serve the purpose of giving the institution a “Web presence,” instead of an additional viable outlet for creativity and expression. Therefore, we feel our project has a chance to redefine what a “museum” entails in the 21st century. As Michael Schrage from Wired News points out:

"what most of these institutions [existing museums] have done is "repurposed" (what a hideously appropriate word) their collections or catalogs and posted them on essentially static Web pages. Maybe their aesthetic shovelware is spiced with Java; maybe not. But there's been little or no effort made to treat the Web medium on its own terms. There's been no authentic approach taken by traditional cultural institutions to treat the Web as it should be treated: as a unique artistic medium in itself.

Indeed, with a little ingenuity, the Web could quickly become a metamedium for museums - a work of art that houses and displays other works of art. The Web offers a chance to redefine what it means to be a museum."


2) The current structure and design of almost every mainstream website has become homogonous, unimaginative, straight forward, and standardized. Web designers are taught to follow specific ‘rules’ of usability –-having a consistent navigation bar on the top or left-hand side of the page, putting the company’s logo in the top-left part of the page, etc—to ensure an efficient user experience in which one can find information or products as quickly as possible. This standardized, commercial use of the Web has hampered the designer’s creative leeway in the design of most online projects, as more and more focus is placed upon usability and technology, and less on meaningful content and open artistic expression.

It is our hope that the creation of a free form, experimentally-structured artistic web space will foster the growth of meaningful artistic content that is currently lacking on the Web. Our group is dedicated to creating a navigationally-distinct, avant-garde structure in which to house interactive and non-interactive pieces of new media art, many of which will be experimental in content as well.


3) We believe that current Web authoring technologies have not yet been used to their fullest creative potential. There have been so many advances in the Web development industry in the past few years that artists have scarcely had the chance to catch up to the limitless possibilities that the current multimedia authoring tools provide. Enabling technologies such as Flash MX and MPEG-4 are still vastly underutilized at the present time, and we feel that creative development utilizing these tools has been largely neglected in favor of an emphasis on technological development. While both areas are of significant importance in the field of multimedia, we feel this disparity is growing, with too much emphasis on technology and not enough focus on what people are communicating and expressing with this incredible tool.


4) Online community-building is another underdeveloped area on the Web. The Internet now enables artistic collaboration on a level that would have been unheard of in past decades. Through the use of message boards and dynamic posting engines, artists now have the ability to collaborate across distances in the creation of artwork centered around common, thematic subject matter. Something as simple as passing around and editing a common source file (i.e. – Flash or Photoshop) and having it altered and augmented by various artists exemplifies this ‘building block’ concept that is now possible though current online technologies. This approach creates the potential to promote deeper interaction among people, and empowers them to contribute to a larger body of knowledge and expression.

It is the hope of the BetaSpace group to foster more online community interaction and collaboration such as this as one possible way of expanding our online museum space and presence. In the spirit of the Internet, we will accept any and all new media artwork from the public, with a mix of straightforward and experimental works on display for all to view and experience.



Social Justification


Online gallery spaces for the computer arts tend to focus on either bringing a traditional gallery space to the web, or to highlight computer arts as an offshoot of established traditional arts forms. The absence of such a presence, where artists can fully take advantage of the World Wide Web, is seen as a gaping hole in the world of online media. Academics have spent the better part of the last ten years celebrating the potential of the internet only to let the true possibilities fall to the wayside of failed business ventures.

Another important distinction between traditional museums and the BetaSpace project is the concept that existing museums do not consider multimedia pieces to be on par with traditional, exhibited works of art. Furthermore, the difficulty in getting artwork accepted into a museum’s exhibit space is now dispelled with the openness and publishing freedom that the Internet provides.

Moreover, current Web galleries have no venue for participation from many different parties. They are little more than promotion for the traditional ideas of what an online art exhibit should be. The content on the web even from established artistic sources still reads like it comes from a public relations firm. It is very disappointing to the Web Artist that little has been done to further the demands of this truly unique medium. The Web is still expected to be just a marketing tool.

Although it is true that computer arts has deep roots in most forms of fine arts, never have such a specialized set of conditions been presented to the art world. These specialized conditions that New Media require have bred a new kind of artist.

‘Interactivity’ is the mantra that e-commerce developers and web architects are chanting as they decide what to serve up next. The idea that clicking a purchase button a few times a month will fundamentally change the way we live is an insult to the human interactive process. The only thing that the Internet does really well for so called interactivity is to take the social process out of it. And after you remove the people, all you are left with is content.

Software and code can hardly build a community; it is up to people to do that. Simple postings on a message board or chat room are a start, but intense collaboration can bring alleged interactivity to a whole new level. Real interactivity lies in getting people to interact. It is for this reason that the project will heavily emphasize the collaboration from as many different media forms as possible and in varying degrees.

Multimedia is a unique medium in that it can translate a message in ways that few other mediums can. Video games have the capacity to take users into a new place, where they experience a story on their terms. People who are addicted to life online are attracted to the community and richness that the web has to offer. Even in its most abstracted form, multimedia readily gives off an emotional state. It’s the perfect combination of light and sound that has so long been recognized by the film industry that is finally starting to come across on the web.

Despite the apparent richness of media available to the World Wide Web, the motivation remains commercial. There is very little to be experienced that could be considered truly expressive on the Internet. It is because of this lack of expressiveness on the Internet that artists must start to engage the medium with a bit more in mind than simple publishing and financial gain. Even though the commercial giant on the Web is a large one, artists have nobody to blame but themselves for not using the medium in more noble fashion.

Currently those practicing in New Media are seen as craftsmen with a specialized set of technical skills. This attitude has plagued the arts for centuries. Da Vinci was the first to lend the idea of creative genius to the world of the visual artist. Even now, the well-established field of graphic design is seen by many as nothing more than a trade filled by craftspeople. It is impossible for New Media to advance beyond the boundaries of craftsmanship if motives for creation never expand beyond the boundaries of commercialism. Until multimedia producers start presenting things that are of an artistic motive, the New Media community will be seen as little more than skilled laborers.

In the twentieth century what constitutes art has been redefined from previous ideas. Artistic movements have steadily moved towards concerning themselves more with the discourse associated with their work than the work itself. As a result, the answer to the immortal question "what is art?" has changed from ideas about a genre or medium into ideas about a philosophy. Ideas from artists like Marcel Duchamp and Joseph Beuys have taken the process and the work out of art and turned it into an ability to express a feeling, situation, or emotion.

It is impossible to say whether the practices that are being born today out of the New Media field will ever translate into a legitimate place in art history. Undoubtedly, they will in some fashion. This is for no single person to judge or decide. The argument of its place as a legitimate art form is a totally subjective judgement. There is a tradition of moving outside the establishment to create things anew in the field of the arts. Because of this tendency for artists to work outside the establishment digital media and the web seem a natural nesting ground for the seeds of expression.


Research / Production Plan and Timeline


The following is an explanation of the tasks to be completed fro the project development as well as a schedule for production over the next year.

1) Written Proposal - To be completed by the project group members by the start of the 2002-2003 academic year.
2) Research Experimental Navigation - Explore the aesthetics and functionality of non-traditional navigation schemes on the World Wide Web. As a user experience, evaluate what boundaries can appropriately be pushed without sacrificing functionality.
3) Site Architecture - The physical organization of data and how the site is to be constructed. The who, what, where and when of hosting, posting, and format support. Decisions on creating an environment for both a visitor and collaborator that are appropriate.
4) Design and aesthetics - The visual feel for the site and the space in general. This is to be carried over into any piece of media that is associated with the space and will be closely related to the navigation scheme.
5) Content engine - What is the most effective way to build in support for collaboration and not limit what the content becomes? What considerations need to be addressed for the appropriate level of dynamic content for each given area?
6) Personal Content - The research, production and execution of personal exhibit contributions. This includes collaborative initiatives not involving the project creators.
7) Recruitment - Appropriation of talent to participate in the community and new ideas put forth by the space. Ranging from individuals who self promote to groups with active support from the creators. Possible areas of recruitment for project participation include fellow CSUH students, industry professionals, and artists new to the area of New Media.
8) Exposure - Gaining exposure is an important part of the philosophy of the project. What avenues of recognition can the project team pursue to further the goals of the project?
9) Documentation - The phase of crediting, explaining, and deconstructing the space objectives. The process of giving the user an insiders view of the project and it's participants.
10) Skills to be developed - The skills that the group needs to acquire in order to execute the project.

Timeline


Start of 2002-2003 Academic Year (9/26/02)
Written Proposal Completed
Visual Comps Completed
Architecture Decisions Complete
Cold Fusion / Perl CGI / Database research complete
Fall Midterms
Web host chosen
Site Engine constructed
End of Fall 2002 Quarter
Working site established
Start recruitment
Begin Personal/Group content Production
Winter Midterms
Begin Exposure and promotions effort
Recruitment (cont'd)
Personal/Group content (cont'd)
End of Winter 2003
Recruitment (cont'd)
Personal/Group content (cont'd)
Exposure and promotions effort (cont'd)
Spring Midterms
Final Documentation Begins
Recruitment (cont'd)
Personal/Group content (cont'd)
Exposure and promotions effort (cont'd)
Spring 2003 Finals (Final Defense)
Committee Defense



Criteria for Project Evaluation


Building of a communal effort – A large part of this project is the fostering of artistic expression and an attempt to bring together those working in the field of New Media. Does this project allow for community involvement in varying degrees from the digital arts community? This is likely the hardest of the criteria to prove in that the communal life of the project will likely only be in the beginning stages upon academic review.

Innovative navigation scheme – Standards of navigation and “good usability” have long since been established on the World Wide Web. Although usability has been a great concern for the commercial ventures of the Internet, this project is concerned with creating a unique experience. Does this project push the boundaries of traditional navigation schemes on the Internet? Is it at an appropriate level for the goals of the project?

Promotes artistic expression – Does this project maintain a core value of artistic expression? Are the values, questions, and ideas brought forth by the project of a thought provoking nature?

Uses web in a new way – Does this project use the World Wide Web in a non-traditional fashion? If and where established web methodology is used, is it in such a fashion that would cause reconsideration of established practices for artistic purpose?


Budget Plan


The following is the overall budget for the BetaSpace project. Individual projects have their own budgets as well.

BetaSpace Thesis Project Budget Proposal


Portable hard drive $ 350.00 We already likely have access to:
High speed windows PC $ 600.00
Dual hi-res monitors $ 1,400.00 Video camera
DVD burner
Training resources $ 250.00 Reflectors
Web hosting $ 400.00 Lighting kit
DV tape $ 100.00 Final cut pro 3
DVD recordable discs $ 80.00 Mac G4
Search Engine listings $ 500.00 3Ds Max 4
Marketing / Promotion $ 400.00 Flash MX
Printing (Posters etc) $ 250.00 After Effects 5.5
Long Distance $ 150.00 Illustrator 10
Dreamweaver MX
Transportation $ 100.00 Photoshop 7
Total $ 4,580.00 Media Cleaner Pro



Individual Team Member Projects

Ethan Smith
Jay Kelly
Liam Aleguire
Eric Cheng

Personal Project Proposals: Ethan Smith


eFormalism

"The 'simple' aspiration to quality, to aesthetic value and excellence for it’s own sake, as an end in itself. Art for art's sake…nothing else." - Clement Greenberg

According to the dogma of formalism, aesthetic quality of a work is completely autonomous from social consideration and therefore artwork can be detached from all external ideas of social and ethical implication. As a result people experience art then on a level transcending national, cultural or even religious association.
The idea that everyone can relate to artwork independent of any social context thus suggests that everyone can engage in a dialogue that is both highly individualized and universal at the same time. It is in the interest of this universal dialogue implied by formalism that the idea comes for a collaborative project unlimited in participants, all utilizing the same content.
The purpose to eFormalism is to distribute a mixed package of digital content to any artist who chooses to participate. These artists then return with their resulting composition of form(s) for a comparative display. By recreating works based upon the sum of the same parts these artists then heighten the idea that their creative vision lies not only in their ability to create, but also to manipulate. In addition the group behavior and trends within similar results then make a statement that the work is not only the sum of each individual result, but the entire body of results itself.

Digital Relationships

The idea of getting to know someone via the Internet is something that has exploded over the past ten years. In fact one of the most celebrated aspect of the Internet is that it can introduce you to someone that you would otherwise never meet. However because the medium has no accountability built into it, there is no way to know whether the people you meet are really who they say they are. In fact arguable one of the most attractive principles of digital media is to be someone that you are not.
The idea of taking on a digital mask or alternate idart work on the Internet is a natural extension of what digital media has afforded us as a society. However what if that principle was turned around: rather than applying a fake or altered personality to a real person – you apply a fake person to a real persona. The creation of a person - their life, memories, social situations, and feelings can be easily translated through digital means. The mundane details of everyday life such as emails, photos, phone calls, and family stories give a person depth. But what about the person who possesses all this depth but actually does not exist? Does the user then have a legitimate relationship with this person?
The purpose of the Digital Mask project is to relay the real life memories of as many people as possible from all different phases of life to create a fake personality online. Therefore reversing the principle of applying a fake self to a real person online. Through this exploration of what constitutes an online self, does the user(s) then form a new relationship with an entirely new person if these are real anecdotes just applied to a fictional person?

American Folk Hero

Almost everyone at one time fantasizes in youthful years of growing into a position of popularity and relative fame at one point in their lives. Those who actually achieve such a goal are definitely in the minority. Yet the saturation of mass media in much of modern culture has given people a new opportunity at celebrity: the unwilling victim.
Media lives off of ratings and scandals. This rumor fueled speculation has not only ruined the lives of some people for the rest of their days, but also in some rare cases made taken the life of a completely innocent person and torn it to shreds.
The American Media chooses to focus on the intimate details surrounding the lives of some of the worst people imaginable. These new cultural icons of America often have the most sordid, embarrassing, and puerile details of their lives brought out in public. Whether these new exports of the American media may or may not deserve what they get, the one certain thing is that America by this avenue chooses to foster the growth of these people as celebrities. Not only diminishing what it means to adopt a "American" value system, but also belittling Americans in relation to the rest of the world.
The American Folk Hero project will be a satirical look at what really makes up a successful American icon. Exploring what happens when the values of courage, ingenuity, and determination that America prides itself on take a back seat to the most entertaining story. This project aims to take advantage of the self-publishing aspects of the Internet. Because of the information boom of the 1990's, anyone can be a mass media outlet with little or no thought given to credibility.

Life Phase Metamorphosis

The process of subdivision is almost as natural to people as breathing. The ephemeral qualities of life demand that associations and compartmentalization become almost biological. These divisions can be seen as social like a career change and/or geographical such as living in another city. These divisions become the different parts of a person's life. We come to associate emotions, attitudes and convictions with things that surround us during these respective times.
The Life Phase project aims to reflect some of the emotion attached to given periods within my life. As an introspective virtual self-portrait it is hoped that the viewer will get an insight into the course of my personal experience and to the events that have shaped my life thus far.

Personal Project Proposals: Jay Kelly

Working Titles: Japan in Light, Color and Sound / Japan Through Western Eyes


Purpose

Japan in Light, Color and Sound is a photography thesis presentation that will explore Japan’s contemporary culture through still images, music and words. The objective of the presentation is to deepen North America’s understanding of Japanese culture through comparative research, and illustrate (and celebrate) the societal similarities and differences.

Images will be captured and edited by photographer Jay Kelly http://www.jaykellyphoto.com/. Text and music will also by produced and edited by Jay Kelly as well as collaborating musicians and artists.

In the long term, this project will also be used as a pilot for development of a university course entitled “People in Asian Cultures: A Photographic Study”


Images

This thesis installation will span a cross-section of Japan’s culture as it exists today. Most images will be captured as candids; using a photojournalistic style of photography in color, black and white, sepia, and blue tone. Other unique stylizing will be accomplished in Photoshop and Flash. The project will be entirely shot in digital format.


Possible Topics to be Covered:

• Clashing Traditions with Modern Technologies

• People
- Clothing
- Dance: Avant-Garde / Traditional
- Faces
- Styles
- Fashion
- Trends
- Weddings

• Society
- Occupations / Stress
- Families, Holidays
- Homogeneous Japan
- Language
- Customs and Traditions
- Foreigners in Japan (trying to fit in)
- Western Influences
- Food

• Geisha Culture:
- Traditions, Modern Perception

• Religion


Music

The project will be accompanied by a combination of traditional Japanese music, Japanese pop music, and original musical compositions. Extensive researching of archival Japanese music will be required.


Text: Quotes

Although the emphasis of this project will be on the images of Japan, there may also be some text woven between (or superimposed onto) the images as quotes and / or facts to support the images.

For example, a series of candids from Tokyo’s subway system may be preceded with text fading in and out, “Tokyo’s subway system accommodates over 4 million passengers every day.”

Another example might be a translated quote from a former Japanese Prime Minister, or famous Japanese artist preceded by a sequence of black and white close-ups of faces.

Extensive research will be required to find appropriate quotes and facts for specific images.


Software Skills Needed

The project will be delivered using the following tools. Many will need to be learned to complete the thesis.

Adobe GoLive
Macromedia Flash
Adobe Live Motion
Adobe Photoshop
Adobe After Effects
Quicktime Pro
Nik Image Sharpener
Sound Edit Pro
Sound Recording software


Presentation

The presentation and editing of text, images and music will in itself be artistically innovative and uniquely expressive. Much of the winter quarter will be consumed with editing the images, composing music and collaborating with other artists to create an innovative presentation within BetaSpace.

Efforts and arrangements will also be made to exhibit the photographs at an art gallery or small theater in Japan and/or the U.S. Location and details to be determined. As of September 25, 2002, there are two galleries that have expressed interest in exhibiting the project: Revelation Gallery in San Francisco and Fremont Art Association.

Marketing

• Premiere launching presentation CSU June 2003
• Numerous Art/Japanese American and Canadian web sites (TBD)
• All major Search Engines
• Book Publishing – Proposals will be sent out to various publishers to develop an 8x10 version of the project in book form.
• Asian / American / Canadian NPOs
• Others TBD


Credits

Thanks to California State University
Thanks to CSU Committee Thesis Advisors

Funding / Support Possibilities

Japan-US Foundation
Canon
CSUH Masters funding
Minolta
Japan Tourist Board
United / JAL / Northwest
Hilton / Holiday Inn / Pan Pacific Hotels
Japan Rail
Lexar / Scan Disk

2002-2003 Budget for Featured Installation by Jay Kelly
Working Titles: Japan in Light, Color and Sound / Japan Through Western Eyes
Length of Stay: 22 days


Hardware (already own) Hardware (needed)

D60 body $2,290.00 Canon 70-200 IS lens $ 1,899.00
D30 body $1,930.00 Three 256MB CF cards $ 300.00
Canon 28-135 $ 413.00
Canon 17-35 $ 850.00
diffuser $ 36.00
hood $ 30.00
cord2 $ 48.00
NE2102 $ 17.00
Tripod $ 110.00 Sub total 2 $ 2,199.00
Strap $ 20.00
Canon Flash $ 300.00
bracket $ 140.00 Totals
UV lens $ 28.00 Sub total $ 6,540.00
UV lens $ 28.00 Sub total $ 2,199.00
Three CF cards $ 300.00 Sub total $ 3,475.00

Sub total 1 $6,540.00 Total Budget $12,214.00
Minus equipment $ 6,540.00
Other Expenses already owned
Total Funds Requested $ 5,674.00
Airline ticket $ 550.00
Lodging $ 500.00
Food $ 600.00
Transportation $ 600.00
Photo Printing $ 700.00
Software $ 325.00

Misc. $ 200.00
Sub total 3 $3,475.00

Personal Project Proposals: Liam Aleguire


Interactive Life Map

Significant moments in our lives are often etched into the depths of our minds, only to be recalled during subsequent times of reminiscence, sorrow, joy, or longing. It has been said that moments like these are reviewed at the passing of one’s life, like a final review before transitioning into the unknown.

The Interactive Life Map will consist of visual and auditory media from significant moments of the artist’s life, with the media being randomly triggered through the interaction with the viewer. It is in this way that the user will better understand the artist’s reality, and be able to empathize with a similar sense of nostalgia, presence, and memory.


The Sights of Sound

Sounds and their visual representation is one possible area of exploration made possible by new media technologies. The integration and relationship between the aural and visual creates a compelling synergy that strengthens the meaning of the disparate individual elements, and seems to create hybrid art forms in the process of integration and transformation. Group collaboration and participation would be highly encouraged to promote new partnerships among visual artists and musicians.

Life Passages

Prose such as the popular 100 Person World, which illustrates the contrasting social conditions in the world today, powerfully describe present issues of social and cultural importance. However powerful in text, the passage still seems lifeless until its static format is fully brought to life through the emotional captivation of new media devices.

There are many other passages and messages waiting for this same transfusion of vitality, such as one prose entitled The Station, which describes the constant delaying of life’s simple pleasures and rewards, in lieu of constant delays and denials of enjoyment and fulfillment.

The Proving Ground, a poem by the late Dr. Ronald Baughman, is also deserving of this same transfusion of communication, in describing the late author’s tempestuous relationship with his distant and inaccessible father.

Personal Project Proposals: Eric Cheng

Working Title: Interactive Data


Communities are built when various kinds of individuals come together in a common location. Ideas are shared and determined by individuals interacting inside this common location that forms a community. Organizations are created to suit the particular needs of individuals. Since the beginning of the Internet, communities are no longer defined by their physical boundaries. Individuals now are able to interact across continents, and communities are formed in a virtual environment.

When individuals in a community have common beliefs that bound them together express differences, the shared bounds are often challenged. Changes may be the results that reshape or even divide the community and create a totally new community. This project examines the social issues and their impacts that have been shaping a community, physical or virtual, and questions its solidarity.

To what extent are the commonly held beliefs embraced by the community? Are new communities emerging out of the community? Interactive Data intends to discover the social impacts that the issues have on the selected community and present the findings in a non-text based but dynamically, interactively, graphical format. The findings based on the data gathered from the individuals in a community are rendered in a piece of artwork, born out of the participation of the individuals.


Process

Currently, data is mostly gathered in a questionnaire format, and findings are collected and concluded as text based or verbal manner. The project intends to find a new way of collecting, processing data and interpreting it in a visual and graphical form. It challenges the text based and/or oral representation of information and intends to show the equally dynamic and powerful influence that a non-text, visual form can deliver on the Internet.

In this project, information addressing the social issues is gathered in the form of multiple choice questions, in graphical depictions, etc. The group members vote for their opinions, which then are processed through two channels. In the first channel, the number of votes and choices made would be one determinant of how the end result will be formed. The art work is formed in accordance with the voters’ choices and the number of votes.

A plant is a good analogy. A specific part of the plant may be greener and healthier due to the sunlight and supply of water. Another part of the plant may be suffering from the lack of sunlight and water. Additionally, each art work formed is original because the types of questions are unique to each selected group. Similarly, in this project, the number of votes that are collected in a category determines how a section of the art work, which has been assigned to the category, takes its form. More votes on one category may take a more distinct and pronounced form on the growing art work.


Selected Participants

The selected participants are the Chinese students in Beijing University, China. The project intends to explore the common bounds that shape the minds of individuals in the educational environment of China.


Operational Plan

The web-based project will be delivered in both HTML and Flash. Database and application building using ColdFusion will be used to store, process, and interpret data.

Questionnaires will be formulated in collaboration with interested academic groups (such as Sociology, History) at CSU Hayward.


Current ‘online museum’ websites –

http://www.ammi.org/site/online/index.html

http://www.amico.org/

http://www.californiahistoricalsociety.org/

http://nmaa-ryder.si.edu/shopping/index.html

http://www.virtualmuseum.ca/PM.cgi?LM=Exhibits&LANG=English&AP=vecatlist

http://www.jinjapan.org/museum/menu.html

http://www.wired.com/news/culture/0,1284,7787,00.html

http://www.museumofcomputerart.com/index.asp

http://www.guggenheim.com


Innovative online new media art –

http://www.jeffharris.org

http://www.goingonsix.com

http://www.fioriinc.com

http://www.kirkshouse.com

http://surface.yugop.com

http://www.praystation.com

http://www.deconcept.com

http://rhizome.org/fresh/art/

http://www.walkerart.org/gallery9/beyondinterface/

http://www.artnetweb.com


Sites with Innovative Navigation/Presentation Structures -

http://www.method.com/methodlab/methodlab.html - click on '3d', then click on '3d engine', then click on 'launch' a couple lines above '3d'

http://sofierce.com

http://www.neonsky.com

http://www.hungryfordesign.com/Archive/2002/03/anatomic_exuberant/

http://www.kirkshouse.com - click on 'distractions'


Potential resources for artistic collaboration

http://www.craigslist.org

http://www.bavc.org

CSUH community

San Jose State University – Cadre Laboratory

San Francisco State University – Multimedia Studies Program

Macromedia User Groups

Hardware

Mac G4

Windows PC (AMD or P4)

Web Server

Dual hi-resolution monitors

Digital Camera (still)

Digital video camera

Mini DV tape

DVD burner

DVD-R discs

Reflectors

Lighting kit

Portable hard drive

2 wireless lavalier microphones

Synthesizers

Oscillator

Software


Apple QuickTime 6 Pro

Apple Final Cut Pro 3

Adobe After Effects 5.5

Discreet Cleaner

My SQL Database

3Ds Max 4

ProTools

Adobe Photoshop 7

Adobe Illustrator 10

Macromedia Flash MX

Macromedia Fireworks MX

Macromedia ColdFusion MX

Macromedia Dreamweaver MX

Macromedia Freehand 10

 

©2003 BetaSpace.org




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