Imaginary Numbers
Exploring the digital domain:
the real, the imaginary and the virtual
the real, the imaginary and the virtual
Augmented
perception via cartoon rendering
Bugs Bunny meets virtual reality? A new rendering technology captured my imagination at the 2006 SIGGRAPH Annual Conference in Boston and lead me to various speculations into the nature of perception and the visual arts. Published in the Fall 2006 (Vol. 40, Nb. 3) edition of the Computer Graphics Quarterly.
Bugs Bunny meets virtual reality? A new rendering technology captured my imagination at the 2006 SIGGRAPH Annual Conference in Boston and lead me to various speculations into the nature of perception and the visual arts. Published in the Fall 2006 (Vol. 40, Nb. 3) edition of the Computer Graphics Quarterly.
March 2006
Touching
is believing: the perceptual advantages of tangible interfaces
I took advantage of the fact that the SIGCHI annual conference was taking place in Montreal this year, and managed to get four top researchers to present the latest in haptic interfaces at the March 2006 meeting of Montreal ACM SIGGRAPH. With application areas ranging from prototype visualization to automotive feedback and mobile device interfaces, the whole subject area was only loosely related to computer graphics: This introductory talk helped to establish the motivations and identify the opportunities for crossover and collaboration.
I took advantage of the fact that the SIGCHI annual conference was taking place in Montreal this year, and managed to get four top researchers to present the latest in haptic interfaces at the March 2006 meeting of Montreal ACM SIGGRAPH. With application areas ranging from prototype visualization to automotive feedback and mobile device interfaces, the whole subject area was only loosely related to computer graphics: This introductory talk helped to establish the motivations and identify the opportunities for crossover and collaboration.
A
broken finger is a speech impediment
In the rising dominance of email, instant messaging and chat-rooms for interpersonal communication, itÃÂâÃÂÃÂÃÂÃÂs the fingers that do the talkingÃÂâÃÂÃÂÃÂæ A small exploratory essay delivered as part of the introduction to the March 2006 meeting of Montreal ACM SIGGRAPH.
October 2005
Stop-motion technology: Old, but not outdated!
Stop-motion techniques were once considered the leading edge in cinematic effects. Today, this humble "low-tech" production method is still widely used and actually gaining in popularity. A visit from the director of the recently-released Corpse Bride film, along with his authentic quasi-robotic puppet "stars", was an occasion to write an article for FPS Magazine's printed brochure exploring the role that this phenomenon plays within today's digital landscape.
In the rising dominance of email, instant messaging and chat-rooms for interpersonal communication, itÃÂâÃÂÃÂÃÂÃÂs the fingers that do the talkingÃÂâÃÂÃÂÃÂæ A small exploratory essay delivered as part of the introduction to the March 2006 meeting of Montreal ACM SIGGRAPH.
October 2005
Stop-motion technology: Old, but not outdated!
Stop-motion techniques were once considered the leading edge in cinematic effects. Today, this humble "low-tech" production method is still widely used and actually gaining in popularity. A visit from the director of the recently-released Corpse Bride film, along with his authentic quasi-robotic puppet "stars", was an occasion to write an article for FPS Magazine's printed brochure exploring the role that this phenomenon plays within today's digital landscape.
November 2004
Montreal
ACM SIGGRAPH: Vive la difference!
An upbeat article presenting the recently-established Montreal chapter of ACM SIGGRAPH to the international computer graphics community. It establishes, in print, the early history of the chapter and its impact on the Montreal scene. It appeared in the Fall 2004 edition (Vol. 38, Nb. 4) of the Computer Graphics Quarterly.
An upbeat article presenting the recently-established Montreal chapter of ACM SIGGRAPH to the international computer graphics community. It establishes, in print, the early history of the chapter and its impact on the Montreal scene. It appeared in the Fall 2004 edition (Vol. 38, Nb. 4) of the Computer Graphics Quarterly.
November 2003
Getting
out of the box
Computer graphics advances will soon be confronting a curious kind of impasse: when photorealistic rendering quality becomes the norm, what do you do for an encore? Delivered as an introduction to Immersive Environments and Non-Standard Projection Surfaces, the November 2003 meeting of Montreal ACM SIGGRAPH.
Computer graphics advances will soon be confronting a curious kind of impasse: when photorealistic rendering quality becomes the norm, what do you do for an encore? Delivered as an introduction to Immersive Environments and Non-Standard Projection Surfaces, the November 2003 meeting of Montreal ACM SIGGRAPH.
Getting out of the box II
The second part of the November 2003 introductory talk takes an innovative virtual-world installation as a starting-point for exploring new twists to the perennial mind-body problem.
August 2002
3D
scanning technology
A short glimpse of some 3D scanning technology that was running on the exposition floor of the SIGGRAPH 2002 annual conference in San Antonio, Texas.
A short glimpse of some 3D scanning technology that was running on the exposition floor of the SIGGRAPH 2002 annual conference in San Antonio, Texas.
March 2002
3D
graphics and the telecommunications era
The transmission of 3D objects over the web can be interpreted as an amazingly effective data-compression technique that bears a remarkable resemblance to the image-storing mechanisms of the human brain. Delivered as an introduction to the March 2002 meeting of Montreal ACM SIGGRAPH.
The transmission of 3D objects over the web can be interpreted as an amazingly effective data-compression technique that bears a remarkable resemblance to the image-storing mechanisms of the human brain. Delivered as an introduction to the March 2002 meeting of Montreal ACM SIGGRAPH.
October 2001
3D graphics, artificial vision and the inner eye
For the October 2001 meeting of Montreal ACM SIGGRAPH, I had invited, side-by-side, a researcher creating artificial eyes for humans, and a researcher creating artificial vision for computers. This unusual juxtaposition provided a great starting point for exploring the boundaries between human, machine and artificial intelligence. It also provided an unusual perspective from which to interpret the various schools of thought within the fine arts.

