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Now "the history of the future.."
CyberArts X

'Rediscovering Creativity'

> CyberArts Home > CyberArts X Main Page > Session Details

Conference Program Details
All conference sessions at Exploratorium McBean Theatre. >>Map
For detailed session descriptions and presenter biographies click the session title.

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September 15, 2001: Day One - Content & Context

(invited speakers listed, subject to change)


9:30 AM

Check-in, seating

10:00 AM

Welcome Back!
The founders of the original CyberArts Conference and the original association for artists in technology (Ylem) kick off a great weekend.

Dominic Milano, CMP Media
Dominic Milano, who co-founded and chaired the original CyberArts Conference (and also coined the name) is currently the editor in chief of DV magazine. Prior to joining the staff of DV full time in 1998, Milano was editorial director for DV and its sister publication, InterActivity. Milano studied electronic music at Chicago's Roosevelt University before dropping out to help launch Keyboard magazine in 1975. When not burning the midnight oil at the word processor, Milano does 3D modeling and animation, paints, and plays guitar and keyboards.


Robert Gelman, CyberArts International
In addition to being an advisor to Ylem and co-founder of CyberArts International, Gelman is a veteran producer of conferences and expos in industries as diverse as interior design and high-tech manufacturing. Other high-tech/art events on his resumé include the Digital Be-Ins. Wearing another hat, he has been a successful web developer over the past six years, although somewhat less successful recently. (Go figure!) He is solely responsible for this website, but claims it does not represent his usual quality (saying something about the shoemaker's kids going barefoot). More on his consulting at www.bgamedia.com. He is also an author and journalist, and although he prefers to be remembered by his musical creations, isn't overly optimistic about it.


Trudy Myrrh Reagan, Ylem Trudy Myrrh Reagan introduces the CyberArts X conferees to YLEM: Artists Using Science and Technology, the international artists' group she founded 20 years ago. It has succeeded in bringing together artists and scientists, technologists and philosophers, and introducing all of their work to the general public. Around the kernel of this cross-disciplinary idea a community has formed that has enhanced the work of each member. Under the name "Myrrh," she has produced a series of striking works on plexiglas with acrylic paint that illustrate her thoughts about science. "Like stained glass windows for a new age," says mathematician Ralph Abraham. This image of her is a self-portrait done in 1984.

10:15 AM

Avatar World Introduction/ Keynote Address
CyberArts X is proud to be a venue for the launch of Adobe Atmosphere, and grateful to Digitalspace Corporation for creating the online world in which people at far-flung geographic locations will interact in realtime with the conference. Bruce Damer sets the stage and Michael Kaplan takes us into the workings of a powerful new tool for digital artists.

Bruce Damer, Digitalspace Corp.

Bruce Damer is a Principal and founder of DigitalSpace Corporation and a founding director of the Contact Consortium, Silicon Valley-based organizations dedicated to the development of multi-user graphical virtual worlds on the Internet. The Consortium has an extensive individual and institutional membership and hosts several conferences and colloquia annually on topics of advanced virtual communities and their applications. Recent Consortium projects include a 3D virtual town (Sherwood Forest), a virtual university and architecture competition (The U), a virtual garden world (Nerve Garden), development of virtual learning spaces (Vlearn3D.org), the Digital Biology Project and Conference (Biota.org) and a global cyber-conference: Avatars98, Avatars99, and Avatars2000. Bruce's company DigitalSpace Corporation builds virtual world platforms and content and creates innovative spaces for such clients as NASA (a virtual habitat on Mars) and Adobe Systems Inc. (Adobe's Atmosphere community).

Bruce is a graduate of the University of Southern California and has a career background in software engineering having built some of the original personal computer GUI systems based on the Xerox Star workstation. Bruce lectures extensively around the world including a recent tour for his book "Avatars". Bruce's writings and work have appeared in numerous scientific journals and received coverage in the New York Times, Wall Street Journal, San Jose Mercury News, Los Angeles Times, Leonardo, CNNfn, CNET, Suddeutchland Zeitung, Ars Electronica CyberArts, 3D Design, SIGGRAPH, COMDEX, Info World, Knowledge Management, and elsewhere. He is currently developing a "real" cyber-community on a farm in the Santa Cruz Mountains known as the Digital Garden. Bruce is also a member of the staff at the SFSU Multimedia Studies Program, and a Visiting Scholar at the University of Washington Human Interface Technology Laboratory. A more complete bio on his life and work is at: http://www.damer.com. The second picture is of one of Bruce's early avatars.

Michael Kaplan, Adobe Systems
Michael Kaplan is the Senior Engineering Manager for Atmosphere at Adobe Systems. He has worked in 3d graphics and simulation for over 25 years. He was the primary architect of the first commercial object oriented 3d graphics system, headed the handwriting recognition project at Apple Computer that became the Newton 2.0 Handwriting Recognition system, was one of the independent inventors of spatial-subdivision raytracing, and was one of the founders of the company that originally produced the Atmosphere technology.

11:00 AM

What Happened to the Future? - A Look Back
The pundits were wrong, that much is clear. Where is interactive TV? Movies on demand? Networked home Virtual Reality? How about a decent business model for interactive media? Will we be foolish enough to predict what the next decade holds? Our panel of observers knows what they are talking about, having created and followed the so-called "digital revolution" from its start. These media mavens will make us look hard at the painful (and often humorous) truth.

Marc Canter, Chairman & Chief Idea Guy, Broadband Mechanics
In 1984, Marc Canter founded MacroMind, the company that went on to become Macromedia. Because of his role in inventing Director--the world's first multimedia authoring tool and enduring market leader--Marc is widely recognized as one of the "fathers" of multimedia.

After leaving Macromedia, Marc started Canter Technology in 1992, which focused on developing interactive, scalable and networked multimedia products. Under Marc's leadership, Canter Technology created MediaBand, the world's first interactive music video (1992-1994), the Marc Canter Show, a scalable talk show delivered over the Internet (1995-1996) and the MediaBar, a cyber restaurant and club that explored the potential of location-based entertainment as a stepping stone to interactive TV (1996-1997).

In 1998, Marc helped develop and deploy the ChoiceSeat system for Super Bowl XXXII. This closed-net interactive system of 600 built-in, flat-panel, touch-screen displays enabled stadium attendees to switch between real-time camera feeds, watch replays from multiple angles, view game statistics, shop for souvenirs, play computer games and access the rules of the game. Later in the year, Marc was instrumental in building a prototype of a digital city for Trieste, Italy. .

Starting Broadband Mechanics in 1999, Marc adapted this technology to create a convergent platform for PCW's www.now.com. This browser based content management system allowed a TV studio to easily create shows with synchronous web content.

Michael Masucci, EZTV
Michael Masucci is one of  the few artists who participated in all three years of the CyberArts Conferences, contributing as a lecturer, writer/producer of a live multimedia dance performance piece, and as a gallery exhibited artist.

His early desktop & digital videos were among the first to be reviewed by film and art critics, and his promotional video for the CyberArts Conference in 1990 was among the very first desktop videos to be played nationally on CNN. As director of EZTV, Masucci's work has been seen on the BBC, BRAVO, PBS, as well as in  museums ranging from the Museum of Modern Art (New York), the Institute of Contemporary Art (London) and the American Film Institute (Los Angeles).

He has produced work in China, the U.K., Thailand, Finland, Mexico and throughout the U.S. Masucci's opinions about the desktop and digital video revolution have been quoted in a number of media outlets, including the Los Angeles Times, the Discovery Channel, Variety, Internet.com, Wired.com and the LA Weekly. A two-time winner of the Video & Multimedia Producers "Top Producers Award", Masucci also serves as president of the L.A. chapter of the Association of Independent Video & Filmmakers, and as a member of the Advisory Board of DV Expo.

Dominic Milano, CMP Media (bio)


Lunch break

1:30 PM

Stuck on a Plateau? - Next Generation Graphics and Animation
Artistic expression and new mediums have found a new intersection: Mobile. Primitive today, still, audio, video, and animation tools are available for artists to target the mobile marketplace. Is there an Audience?  Money?  How good can it get? How can the artist play? And where???
Frank Schwartz, Gen3D
Frank Schwartz has 25 years of experience in business development, strategic planning, hardware and software development, infrastructure, intellectual property, and technical standards. He has been addressing issues of multimedia on microcomputers since 1981, and has been involved with computers since 1965.

Throughout his career, Frank has stayed on the leading edge of technology. He has pioneered developments in areas including digital media streams control, satellite/mobile systems, interactive television, broadband and narrow-band networks. He has provided advice on changing technology directions and products to numerous corporations, publications and the FCC.

Dave Blackburn, Virtual Ventures
Dave Blackburn, Founder and President of Virtual Ventures is one of the world's leading experts in the exploding marketplace for applications of live 3D computer generated animated productions.

With nine years experience as a marketing applications consultant in the Virtual Reality field, Blackburn's work has focused on the new paradigm of live online 3D character production in the context of the complete spectrum of digital entertainment. Dave Blackburn has been featured at : SIGGRAPH, National Association of Broadcasters (NAB) : Internet World; The Annual Avatars Conference; Digital Hollywood; The Annual Virtual Reality Conference; and The Show Biz Expo, among others.

Dave Blackburn has written several in-depth articles on the evolving applications and technological development of Virtual Reality. Dave's articles have appeared in leading Industry publications such as Computer Graphics World; PC Graphics and Video; Internet World; and Web Sight Magazine. His 1995 article in PC Graphics and Video predicted the revolutionary emergence of Open GL based real-time 3D visualization on the Wintel desktop development platform.

When not pitching Virtual Character development projects to entertainment studios, Dave Blackburn can be found pitching softballs on a diamond somewhere in the world.

2:30 PM

Banging on the Anvil - The Evolving Interface & Interactive Media
How far have we come? Don't you wonder when you look at that keyboard and GUI in front of you why we can't do better? Of course, we can! The panelists in this session are not just talking about it either, they're doing work that'll rock your view of the way we interact with these cumbersome boxes called computers (or whatever you use to access this page).

David Traub
"Venture Catalyst" and "Educational Warrior" David Traub has produced, written, consulted upon or co-developed multimedia projects for or with entities such as Apple Computer, Apple Australia, Britannica Software, Capital-EMI Records, EMI Records, EMI Record Group North America, Enter Television, Globo Networks, The Government of the Republic of China, The Government of Ontario Ministery of Culture, GTE-Imagitrek, Hakuhodo, "The Lawnmower Man" (all display graphics), MCA Records (MCA Records Interactive), Pacific Telesis, Philips Interactive Media, Real World (Peter Gabriel), The Rolling Stones, SONY Australia, Topix Interactive (Toronto), Viacom, Verbum, and Wanbishi Archives.

He has consulted extensively, speaks internationally on various facets of the new media and high-tech education, and writes periodically for various trade magazines such as Millimeter, Videography, and the Multimedia and Videodisc Monitor. Traub was associate and technical producer for the "Grand Scientific Musical Theater" (COMDEX 1992), produced three virtual reality festivals at Brazil's Centro Cultural de Candido Mendes (Rio de Janeiro 1993, 1994, 1995), and designed and produced Millimeter Magazine's "Hands-On" CD ROM production conference (August 1995). Traub was most recently producer and writer of EMI Records' "Promised Land" CD ROM (Due March, 1996), associate producer of MCA Records' "On The Road With B.B. King" (Due February 1996), co-founded Cloud 9 Interactive, producer of the "Wanna-Be" children's series of career CD ROM's (Summer 1996). To his credit, David also played a role in all three of the original CyberArts conferences.

Traub earned a masters in education with a focus on human potential and the instructional use of virtual environments and multimedia from Harvard University while conducting simultaneous classwork in interactive cinema and artificial intelligence-based narrative at the MIT Media Lab, and earned undergraduate degrees in rhetoric and film with honors from University of California at Berkeley.

Dr. Ben Knapp
What ever happened to the neural interface? Although popular in science fiction, the concept of controlling computer functions directly from nerve and muscle signals has not found market acceptance in the last 15 years - except in the case of a small number of cognitively and physically disabled users who have one-of-a-kind computer interfaces designed for their particular disability.

We will briefly review some of the neural interface devices that have appeared since the 80's, including the Biomuse and a look back at the original CyberArts conference, and then explore some new developments and discuss the market prospects for this technology and new interfaces in general.

Ben Knapp is currently a Principal and Director of Technology at Moto Development Group, a product engineering firm specializing in human computer interface design.

Over the course of his career, he has worked on many art and technology projects including, most recently, the Experience Music Project in Seattle. Before joining Moto he was Chairman of the Department of Computer, Information, and Systems Engineering at San Jose State University. While there, he co-founded BioControl Systems and designed a new form of human-computer interface known as the BioMuse which enables an individual to create music or control a computer using electrical signals from the body.

Knapp holds three patents, has had articles published in numerous periodicals including the Journal of the Acoustical Society of America, the Computer Music Journal, and Scientific American, and has had his work covered in the popular press such as Omni, Discover, and CNN. He received a Bachelors Degree from North Carolina State University and Masters and PhD Degrees from Stanford University, all in Electrical Engineering. One of Knapp's focuses throughout his career has been on the accessibility of human computer interfaces for those with disabilities.

Dr. Hugh Lusted
Hugh Lusted is a San Francisco native, and after living in numerous US cities for the first 18 years of life, returned to the Bay Area for college. He received a bachelors in biology from Stanford University in 1975, and went on to get a Ph.D. in neurophysiology from Stanford in 1980.

After a postdoctoral work at University College, London, he returned to Stanford in 1982 to work with an interdisciplinary group on the Cochlear Implant Project. This project involved developing implantable microcircuits to function as a total inner ear replacement for persons with profound hearing loss. In 1987, he and Dr. R. Benjamin Knapp produced the first version of the Biomuse, and in 1989 BioControl Systems was incorporated. Dr. Lusted served as the president of Biocontrol until 1993. Since 1993, he has conducted research into different aspects of biosignal control of computers and authored several grant proposals to fund further research. In 1998, Dr. Lusted started SGS Interactive with partner Anthony Lloyd. SGSi develops special purpose bio-interface devices for entertainment and medical applications.

3:15 PM


3:30 PM

Rethinking the Social Impact of Digital Media
At the CyberArts Conference in 1992, pundits Brenda Laurel and David Bunnell raised questions about the meaning of authorship and copyright in digital media. About freedom of expression and the ability of our legal framework to deal with new media. In 2001 there are more questions than ever, but where are we headed? What should you be concerned with? What action can you take to support your position?

Our panelists will give you the big-picture from the front-lines. Michael Gosney will tell of several projects in cyberspace that are helping to change the physical world for the better. David Greene and Gene Gable will report on the first amendment vs. copyright issues, and Rejane Spitz will make the case for closing the digital divide.

Michael Gosney, Multimedia artist, author, publisher
Michael founded Verbum magazine in 1987 and was producer of the CyberArts Gallery at the original CyberArts events. His diverse background includes development of the first true multimedia CD-ROM, Verbum Interactive in 1991, and a series of books and interactive programs on creative applications of technology. He has also produced many events, including the touring Imagine Exhibit of Personal Computer Art in the late '80s, the legendary Digital Be-In cyberculture events in San Francisco, the Burning Man Community Dance, and the Paradox Conference at Arcosanti. In 1998 he launched the online music channel Radio-V.com , and plays music himself at various events as "DJ Goz" and member of the trio Mobius (performing at the CyberArts evening party).


Rejane Spitz, artist, educator, Rio de Janeiro, Brazil
Netizens, net-fringers and outsiders
The expanding use of computers in developing countries ­ alongside dramatic levels of poverty, deprivation, social exclusion and violence ­ calls for careful analysis of the social and cultural specifics in each context, and discussion of the computer's impacts on less economically and technologically favored societies. The media has been increasingly conveying a globalizing image of the Internet, along with discourse that would lead one to believe in the possibility that - in a short term - it will include many, if not all, of us.

Today only the apex of the social pyramid in each community is connected to the Internet, totaling a paltry 7% of the population of our planet. How can one hope to extend the benefits of the Internet to those 4 billion people who live on less than $1 a day, who have neither housing nor food, sanitation, clean drinking water, education, electric light or telephones? The work "Netizens, net-fringers and outsiders" (www.neteveryone.org) shows how people living in different social-economic circumstances in Rio de Janeiro perceive and understand the Internet, and its implications for their future. It is an introspective, artistic space, where visitors may reflect on how the Internet is affecting people's lives around the planet, and how the haves and have-nots understand the connected society.

Brazilian artist Rejane Spitz has been working with computers in the Arts since 1983. She was a Computer Graphics animator at Pullman Video & Graphics (1983-84, UK) and at TV Globo (1984-85, Brazil). In 1985 she was invited to organize and teach Computer Graphics as part of the Art & Design curricula at PUC-Rio. In 1991 she founded the Electronic Arts Unit (Nucleo de Arte Eletrônica/PUC-Rio). Her works have been exhibited and published in Asia, Europe, South America and US. She has worked as curator for several exhibitions on Virtual Reality and Electronic Art.

Since 1991 she has been the South American Representative on the ACM SIGGRAPH Education Committee. She is a member of the ISEA International Advisory Committee, a member of LEONARDO Journalıs Advisory Board, and a member of the Digital art Museumıs Advisory Board. Her project "Internet, illiteracy and social exclusion" ­ which was awarded Rio de Janeiroıs "Scientists of our State" grant - has originated her current work "Netizens, net-fringers and outsiders".

David Greene, Executive Director & Staff Counsel, The First Amendment Project
David Greene has significant experience litigating First Amendment issues in state and federal courts and is one of the country's leading advocates for and commentators on freedom of expression in the arts.

Mr. Greene also serves on the Northern California Society for Professional Journalists Freedom of Information Committee, the steering committee of the Free Expression Network, is the project director of the Free Expression Network-West, is an adjunct professor at Golden Gate University, and serves on advisory boards for several arts organizations across the country.

In addition, he was a founding member of the Internet Free Expression Alliance, and has written and lectured extensively on free expression and the arts and other areas of First Amendment Law, including as a contributor to the International Encyclopedia of Censorship. David previously served as program director of the National Campaign for Freedom of Expression where he was the principal contributor and general editor of the NCFE Quarterly and the principal author of the NCFE Handbook to Understanding, Preparing for and Responding to Challenges to your Freedom of Artistic Expression.

He is a 1991 graduate of Duke University School of Law.

Gene Gable, President, Seybold Seminars
Intellectual Property Rights in Publishing and Graphic Arts
There is no arguing that intellectual property ultimately belongs to all. But we have created a number of protections over time for artists, writers, programmers and others who are the "first" (or at least the earliest to register) unique combinations of thoughts and data into a distinct "work."

The publishing industry is currently at the forefront of many intellectual property debates not only because the value of a published work is changing from that of a manufactured product (in the physical world) to that of a digital asset (in the e-world), but also because publishers are agressively trying to extend existing rights into new mediums and delivery methods.

We need protections to encourage the investment in promoting artists and new delivery technologies. But how far do we go in granting exclusive rights to publishers, and what is a reasonable time for such rights? Using the type-design field as an example, I will show that if we are not cautious, we could easily turn an entire rights industry into little more than a hobby. And is that such a bad thing?

Gene Gable is currently president of Seybold Seminars and Publications where he oversees all activity for conferences, expositions, consulting, research and newsletters falling under the Seybold brand. Founded in 1971, Seybold Seminars and Publications has built the largest global community around the application of technology for the graphic arts and publishing industries.

Before joining Seybold, Gable was president and publisher of Publish magazine, and served on the advisory boards of PCWorld, The Web, and other technology publications. He has a long history as a writer, editor and publisher in both the print and Web publishing genres. He has spoken at events around the world on the use of technology for publishing and design and has been outspoken on the importance of intellectual property laws to protect creative works. He is a contributor to the book "Creating Your Career in Communications and Entertainment" (GATF Press), and helped launch the "Publish Studio Secrets" line of books from IDG Books Worldwide which cover applications such as Adobe Photoshop, Macromedia Dreamweaver, and Adobe Illustrator.

Moderator, Robert Gelman, CyberArts International
In addition to the bio above, Bob has been an online activist in support of freedom and privacy for over ten years, with articles appearing in leading trade journals, the San Francisco Chronicle, and Wired News. He is also the primary author of "Protecting Yourself Online," the Electonic Frontier Foundation Guide to Safety, Freedom, and Privacy in Cyberspace." His online newsletter on CyberRights was one of the first such publications to be offered. Bob has also worked in support of "Computers & You" at Glide and "Plugged-In,"two prototype community organizations teaching computer skills to the underprivileged.

4:45 PM

Sim Humans and the Future of Social Computing

Is social computing (avatar worlds, instant messaging, virtual meetings) just another technology in search of a practical application? Not according to our panelists who will present successful ventures in this space, especially as relates to the extended potential of human simulation in the arts and entertainment. Other issues, such as property, privacy and digital DNA will be addressed as well.

Bruce Damer, Digitalspace Corp (bio)

Mr. Damer, founder of the Contact consortium and the annual Avatar conference, not only predicted the development of inhabitable worlds, he builds them. In this session he'll share his vision of how we'll use them in the future and what we should be aware of along the way.

Gregory Panos, Persona Foundation
Greg Panos is the Founding Creator of the "Persona Foundation" a non-profit humanitarian organization recently created to guide and fund initiatives in human archiving, simulation and diagnostic support system development and deployment.

Greg has been a leading strategic planning consultant, conference / event producer, educator, writer and evangelist in Virtual Reality, Motion Capture, Performance Animation, and the Enhancement of user experience. He has worked with NASA / Rockwell using real-time simulation to visualize research in Space Station human factors, with various companies in the CGI / VisFX industry for the use of Virtual Actors in motion pictures / TV.

5:30 PM

Close day one

8:00-12 PM Art Show, Exhibits, Live Performances & Party!


September 16, 2001: Day Two - The Future of the Future

9:30 AM

Check-in, seating

Email List Signup/Event Notification

Become a Sponsor!


10:00 AM

CyberArts -The Next Generation/ Keynote
Galen Brandt, Cyber-muse will open the day with news on some key people from the last CyberArts Conference. We've tried to reach everyone we could think of who attended or presented at the original events. If we missed you for any reason, please contact us!

Galen R. Brandt is a writer, musician and performer. She raises pigs, cofounded and sings on the Ancient Records music label, writes and speaks globally about virtual reality as healing art, is starting a new cyberperformance lab in her barn to test her strange theories about biomusicals, has been writing two books, Virtual Healing and Stories of Light: True Stories of Light After Death, since 1996, is Virtual Director at DigitalSpace Corporation helping to create avatar communities for Adobe, NASA, and others....and blames much of this on CyberArts '90 - '92. Prior to CyberArts, she devised new products and marketing campaigns for United Media, Revlon, the Franklin Mint (Elvis belljar, anyone?) and more, wrote speeches for Dun & Bradstreet execs and songs for Mickey Mouse and Alf, performed in her rock band Your Real Parents and explained "teledildonics" to her faithful Mondo 2000 and Playgirl readers. She graduated summa cum laude in Literature from Yale and promptly joined a salsa band.

Besides being a major force in the keeping alive the memory of the CyberArts Conferences, she was key to the development of this event. Thank you, Galen.

Noah Falstein: The Crystal Ball Game
What is the future of interactive entertainment? This talk will touch on both the unchanging fundamentals of games and the capricious nature of popular culture, in order to present some suggestions about what is yet to come.

Noah Falstein is the President of The Inspiracy, a consulting firm specializing in game design and production. With over 20 years designing and managing entertainment and educational software for companies such as Williams Electronics, LucasArts Entertainment, The 3DO Company, and Dreamworks Interactive, Falstein has worked on everything from toys to CD-ROM games to edutainment to location-based entertainment. Falstein has led brainstorming sessions for well-known game designers, writers, and even film directors such as George Lucas and Steven Spielberg. The Inspiracy does original design and design review for both established game companies and those looking to apply game design technique to education and corporate training.

10:45 AM

Is Virtual Reality Worth Another Look?
VR may be the most over-hyped technology (or art form?) in recent history. It's easy to see how the high expectations placed on this field have left many disappointed. But the truth is that immersive environments are succeeding quite well thank you, in medical research and training, in aerospace, in biotechnology, and other fields where simulation or telepresence allow us to do what would ordinarily be unfeasible.

Now that display technologies, processor power and high-bandwidth are within practical reach of a mass market, is there a new opportunity emerging for the artist? Who better to ask than our panel of software and hardware pioneers and visionaries?

Bob Jacobson, VR pioneer

My early involvement with community media shaped my professional career. I served on the L.A. City Citizens Cable TV Commission, was a Fulbright Scholar in Scandinavia studying telecommunications and regional development, and served as Principal Consultant and Staff Director with the Utilities & Commerce Committee of the California State Assembly.

In 1986, I became one of the original members of The WELL, the first and still the best online conferencing system, a true "virtual community." There I began and hosted the Design and Northwest conferences.

In the 1990s, I cofounded and served as the first Associate Director of the Human Interface Technology Laboratory, or HIT Lab, the West Coast's premier "virtual reality" research center. Here I organized and for four years moderated the community-building newsgroup, sci.virtual-worlds.  (You can read about the HIT Lab in Fred Moody's recent bestseller, The Visionary Position.) My virtual-worlds startup, Worldesign Inc., did award-winning, groundbreaking work in the field, from 1992 to1996.

Currently, I'm working with Siemens to commercialize its Real Time Graphics Ensemble (RTGE), a software product that radically lowers the price of real-time, multichannel graphics generally and VR specifically. Together with my German colleagues, led by Thomas Ruge, we are making it happen. (Thomas is inventor of the RTGE and exhibiting with me at the Siemens VR Theater during CyberArts Saturday night event.)

We once only hoped we could do great things with VR. Now we can. For me, "it's deja vu all over again" -- and great to be part of our community once more.

Mark Bolas, Fakespace Labs
Mark T. Bolas is founder and president of Fakespace Labs, Inc., a product design and development firm that specializes in practical and effective virtual environmental tools. Mr. Bolas holds a Bachelor Art degree in Physics and a Masters degree in Mechanical Engineering. He is currently a Stanford University lecturer in Product Design--a joint art and engineering design program. His work includes a 4-year affiliation with the VIEW Laboratory at NASA Ames, the development of the BOOM and Molly telepresence systems, and countless days wandering about virtual worlds of his creation.

Moderator, Linda Jacobson, author and VR evangelist
Linda Jacobson is well-known throughout the global virtual reality community as a business leader, speaker and educator. She recently founded Glass House Studio, LLC, to provide virtual reality content development, training and consulting services. She was the computer industry's first Virtual Reality Evangelist, a role created in 1995 when she joined Silicon Graphics. There for six years, she built SGI's Reality Center business and provided guidance in the use of VR to NASA, the CIA, American Museum of Natural History, the Princess of Thailand, and many universities, among dozens of others. Previously an author/journalist, Linda was a co-founding editor of *Wired* magazine. She also wrote the ground-breaking books *CyberArts: Exploring Art & Technology* (1992) and *Garage Virtual Reality* (1994). In the 1980s she edited Mix and EQ magazines, and wrote too many articles about music recording technologies. Her real claim to fame, however, is her role as RiGBy, the digital puppet, who performed on-stage with D'Cuckoo. [Not to mention that she also worked with us to help produce the three original conferences-BG]

11.30 AM

True Immersion: Future Themeparks & Theatre Technologies

From the proscenium to Burning Man, from themeparks to the Net, location-based entertainment and art is about to experience radical change. CyberArts presents some of the people creating that change.

A Quest for High Immersion: The Xulu Physics-Based Universe
James E. Solomon and Nanci J. Magoun

Xulu has create a story-based alien Universe that allows multi-person sightseeing, explorations, sports, games and other forms of natural social experiences with a target demographic of adult couples and young people. The many major benefits of physics will be demonstrated, including a high degree of realism, immersive surround visuals, sound, music and voice, sense-of-touch, and motion, along with a preview of the Xulu Universe.

This massively multiplayer universe can be accessed over the Internet, and at physical showcase sites that provide highest-quality human interfaces and life-sized experiences. The physics, graphics and human interface subsystems are all robustly designed in C++ with APIıs that can be used by reasonably non-technical creative groups to build arbitrary content.

Jim Solomon graduated from UC Berkeley with a masterıs degree in electrical engineering in 1960. Following that, he spent 3 years designing radar and control systems at Motorola Systems Research Labs. He then spent 20 years designing integrated circuits at Motorola Semiconductor and National Semiconductor. He and his people developed chips in the areas of analog, mixed signal, telecom, wireless, data acquisition, sampled data systems, speech synthesis, speech recognition, and consumer. He designed the first single-chip digital telephone and did pioneering work in the theory of IC amplifiers. His teams received worldwide recognition as being among the top chip designers in their field. He is the author of over 50 technical papers, holds 23 patents, and was elected to the grade of IEEE Fellow early in his career. In 1983, Solomon founded Cadence Design Systems which is the industryıs largest provider of chip design software today. Recently he received a lifetime contribution award for his work in design automation. In 1994 he co-founded Smart Machines, Inc, a robotics company, and 1995 he co-founded Xulu Entertainment, where is now president and CEO.

Nanci Magoun, Xulu co-founder and creative director, has worked in media and technology for more than 20 years. From 1982-87, she worked in mask design, CAD applications engineering, and marketing at Fairchild Semiconductor, and then joined Dataquest as semiconductor industry analyst focusing on implications of next generation technologies. In 1998, she founded media company ASIC Technology & News (later acquired by Miller Freeman) where she launched a magazine, conferences, market research, and a trade show. In 1991, she began a shift to the Internet by founding Tomorrow Inc., a new media company focused on lifestyle topics for young adults. Her full-time journey into virtual reality was influenced by the CyberArts conference in May 1992. In the three years prior to launching Xulu Entertainment, she and co-founder Jim Solomon researched the technologies and applications available to create a market with mass appeal and a viable business model. Also, in this period she co-founded Smart Machines, Inc., a robotics company.

Mark Petrakis, producer, pArty Science, Institute for the Future
Old definitions fade, new uses subvert intended purposes. Change is the way we surprise ourselves. Working together in collaborative models, we are capable of re-inventing life/ritual/party/theater as we need it to be. With costs dropping and access expanding, technology has helped redistribute and expand the artistic field. Cultural activity (formerly known as art) is transforming the expectations of a growing audience that wants to do more than reflect - they want to effect. High-end theme park experiences will serve this need at the macro-scale. But at the micro-level - at the level of you and me? What can we do (or better yet), what are we already doing to effect that change today?

With an extensive professional background in theater, circus, opera, comedy, and puppetry, Petrakis' s computer-based work focuses on the presentation of new ideas as forms of entertainment. He is creator and producer of COBRA LOUNGE, an eclectic electronic vaudeville revue of new and usual art and performance hosted by his onstage and on-line alter ego, "Spoonman."

For the past ten years, he has been a co-producer of ANON SALON, San Francisco's longest-running art and media party. A committed collaborationist, with a focus on using digital and interactive technologies in the development of new entertainment and storytelling applications, he has been involved in the development and production of numerous websites, digital art projects and commercial interactive prototypes, as well as many CD-ROM consumer products.

Over the years, he has served as a creative consultant to a wide range of technology companies such as Apple Computer, Broderbund Software, Kaleida Labs, Electric Minds, UNESCO's World Heritage Organization, Visual Worlds, Abbe Don Interactive, Ameritech, Stormfront Studios, PowerTV, Sun Microsystems, Ariba, J. Walter Thompson and Disney Online.

For the past four years, he has served the Institute for the Future as a producer and director of conferences.

Forrest Fleming, CEO, ScentAir Technologies, Inc.
Scentography...the new frontier in special effects

Scent, while potentially offering high impact for entertainment and virtual reality applications has been under utilized due to the lack of enabling technology...until now. You'll learn here about a patented electronic scent delivery system that is both clean and controllable in a way never before available.

Forrest Fleming, ScentAir's Chief Executive Officer will offer ideas and examples of scent enhanced entertainment and VR experiences, and demonstrate the unique applicability of ScentAir's technology to those markets.

Moderator: Louis Brill, author, LBE specialist
Louis' qualifications are so well-known he felt it unnecessary to provide them here.

12:30 PM

Lunch break

2:00 PM

Seeing with Your Ears - Psychoacoustics and Sound Design in Film & Multimedia
Film and television producers know the secret: our emotions are more closely connected to our ears than our eyes. How that truth is applied to the arts and entertainment is a subject we can all take a lesson from. Here are some real-world teachers.

Bob Bralove, Dose Hermanos - Second Sight - History - DVDs -CDs-Paintings

Bob is a multimedia artist whose expression is not limited by the currents of contemporary fashion. Honing his skills making top ten hits with Stevie Wonder and cosmic voyages with the Grateful Dead he has toured the world. His unique sound and video images as well as his songs explore the light and dark sides of psychedellic reality. He is also a member of the trio, Mobius, performing live at the Saturday evening party.

Dennis Leonard , Skywalker Sound

Dennis Leonard began his professional career in audio 25 years ago working for the San Francisco band, The Grateful Dead, doing live recording and special venue sound system engineering. In 1981 Dennis began working as a freelance mixer and audio consultant for touring live shows. Notable acts during this period included; Quincy Jones, Lionel Richie, Tina Turner, Lee Ritenour and The Pointer Sisters.

In 1987 he started working at Skywalker Ranch as a technical engineer for Sprocket Systems, the audio post-production division of Lucasfilm Ltd. Sprocket Systems later became Skywalker Sound, a division of Lucas Digital Ltd. In 1990 Dennis left the engineering department and began mixing and sound design at Skywalker Sound. He worked on a diverse palette of special venue film projects. The most notable of these was From Time To Time, a CircleVision project for the 1992 opening of Euro Disneyland. He also worked on two 3D projects for Disney Theme Park Productions, Honey I Shrunk The Audience and Itıs Tough To Be A Bug. In the mid 90s he spent time starting the Skywalker Sound Commercial division. This became the award winning audio compliment to the ILM commercial division. Recent notable projects include; The Iron Giant, What Lies Beneath, Cast Away and Final Fantasy.

The Skywalker facility occupies the 145,000 square-foot Technical Building forty minutes north of San Francisco. Skywalker Sound, which recently won Mix Magazine's TEC Award for Post-Production Facility of the Year for the seventh time in the last eight years, has a world-class scoring stage, six mix studios, ADR and foley stages, 34 editing suites, and a 300-seat screening room. Feature production credits include sound design and audio post-production for Cast Away, Quills, Dinosaur, What Lies Beneath, Space Cowboys, Fight Club, Star Wars: Episode One, A Bugıs Life, Saving Private Ryan, The Horse Whisperer, Titanic, Contact, The Lost World: Jurassic Park, Hercules and both Toy Story movies. Artists who have recorded on the scoring stage include Isaac Stern, the Kronos Quartet, Harmonia Mundi, Linda Ronstadt, Pearl Jam and Phillip Glass.

Moderator, David Sonnenschein, author, President, Sonic Strategies
Sound designer, filmmaker, musician, vibrational healer and neurobiologist, Sonnenschein's new book SOUND DESIGN: The Expressive Power of Music, Voice and Sound Effects in Cinema pioneers the storytelling aspects of audio, incorporating his unique techniques on how to create emotional impact in film and interactive media.

Through his company Sonic Strategies he provides consultation and seminars on Sound Design, drawing upon an eclectic toolbox including psychoacoustics, music theory, sound healing and screenplay analysis. Sonnenschein is currently producing a TV series on shamanism and preparing to direct his next feature based on the extraordinary true story of a Brazilian trance surgeon.

3:00 PM


3:15 PM

Reinventing the Future: Extreme Visions of Art, Intelligence, & Artificial Intelligence
Ready for an adventure? We are asking our attendees to step outside of their preconceptions and expectations of reality, time, and the nature of self. Those willing to do so wil be treated to radical, yet scientifically and poetically based views of what is possible and what is likely for us in the future. Near term, and farther out.

Dr. Fiorella Terenzi, musician, astrophysicist
Described by Dennis Miller as "a cross between Carl Sagan and Madonna", astrophysicist, author, and musician Dr. Fiorella Terenzi received her doctorate in physics from the University of Milan, has studied opera and composition at Conservatory G. Verdi, and taught mathematics and physics at Liceo Scientifico, Milan. In research at the Computer Audio Research Laboratory, University of California, San Diego, she developed techniques to convert radio waves from galaxies into sound - released by Island Records on her acclaimed CD "Music from the Galaxies".

In lectures at UCSD, Stanford, and MIT, in performances and on television in the US, Europe, and Japan, Dr. Terenzi has combined science and art to awaken people to the wonders of the universe around them. Dr. Terenzi lives in Los Angeles and Miami and is Director of New Media and Astrophysicist at the Miami Museum of Science and Space Transit Planetarium. She will also be perforning live at the Saturday evening party.

Charles Ostman, Institute for Global Futures

Charles Ostman is currently a senior fellow at the Institute for Global Futures, a strategic technologies consulting group which provides research, analysis, and business development services to Fortune 500 companies and institutions worldwide, with a particular focus toward examining the synergistic relationships between emergent advanced technologies, and the socio-economic transitiions which may be fostered accordingly.

Aside from 30+ years experience in the arenas of physics, artificial intelligence, "biological metaphors incomputing", and various forms of theoretical and applied nanotechnology, Charles has also spent well over a decade in the exploration and development of utilizing the "rules of nature" to evolve and spawn aesthetic form and structure in artificial environments, both as an artistic medium, and perhaps more importantly, to explore the "invocation of rapture" pschodynamics of such content as relates to the human state of mind.

Aside from a professional history ranging from the national laboratory system for over a decade, to Lucas Films, Pheonix Laser Systems, Omni Scientific Instruments, and many other employers, he has also taught at AAC (Academy of Art College in San Francisco), the SF Institute of Art, and SFSU, and has lectured and presented at many academic institutions and events worldwide, including co-curating the "Art & Artificial Life" exhibition at UCLA last year.

Moderator, Dan Duncan

Dan Duncan has been active in the computer revolution since 1979, when he first discovered how to program his Radio Shack calculator to generate a Fibonacci sequence. An early (1985) WELL BBS member, he was also active in the BIX BBS, founded by Byte Magazine, where he founded and moderated the virtual-worlds thread.

In his business life, he founded Publications Group for both Logitech, Inc., and Cygnus Solutions, later acquired by Red Hat. In 1988, along with actress Diane Varsi and biofeedback researcher Jacques Kelly, he founded the New Research Group, whose ongoing mission is "to uncover and explore connections between traditional artistic and religious forms and leading edge digital technologies.

In the 90's, Duncan was known to the virtual reality community as its "poet laureate." During this time, he spoke and moderated various conference sessions and penned the back page column for VR World Magazine. Duncan lives in San Francisco, where he writes occasional journalism and technical documentation on multimedia technologies, as well as on traditional philosphical and religious issues.

4:30 PM

CyberArts "Think-Off"- A Moderated Open Forum
So many ideas, so little time. That's why we put this session last. There have been two days jammed with ideas. But what did we overlook? What views have not been presented? It's all fair game in this open forum.
If they need to close the building, the vociferous debates may continue in the park outside.
Featuring Dominic Milano, all participants, and some surprise guests

5:30 PM

Event ends (for now)

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