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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,
YlemTrudy
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.
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.
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
Break
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.
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.
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]
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
Break
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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