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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
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