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This f r a m e i s selected
from a movie produced
by Stan Vanderbeek using a special animation
programming l a n g u a g e
devised by Ken Knowlton.
Each f r a m e consists o f
a fine mosaic of dots that
are combined t o m a k e
desired s h a p e s a n d
forms. Intriguing and unusual " d i s s o l v e s " a n d
"stretches" t h a t a r e
easily d o n e u s i n g t h e
computer w o u l d b e t e dious if not impossible to
execute b y conventional
hand a n i m a t i o n t e c h niques.
grams. These programming languages are usually designed so that the human user can write his computer
program using words and symbols similar to those o f
his own particular field. All of this leads to the portrayal
of the computer as a tool capable o f performing tasks
exactly as programmed.
However, the computer is such an extremely powerful
tool that artistic effects can sometimes be easily accomplished that would be virtually impossible by conventional artistic techniques. For example, by calculating
and drawing on the automatic plotter the perspective
projections from two slightly different directions of some
three-dimensional object, t h e computer can generate
three-dimensional movies o f novel shapes and forms.
Such three-dimensional animation, or kinetic sculpture,
is far too tedious to perform by any other method. The
computer's ability to handle small details has made possible intriguing dissolves and stretches, such as those
executed by Stan Vanderbeek, without the tedium o f
conventional hand animation. Mathematical equations
with certain specified variables under the control of the
artist have also been used by John Whitney to achieve
completely new animation effects. Much of "op art" uses
repetitive patterns that usually can be expressed very
simply i n mathematical terms. The waveforms reproduced on page 89, which are like Bridget Riley's painting "Currents," were generated as parallel sinusoids with
linearly increasing period. Thus, computer and automatic plotter can eliminate the tedious part o f producing
"op" effects.
NollThe digital computer as a creative medium
How reasonable i s i t t o attribute even these rudimentary qualities of creativity to an inanimate machine?
Is creativity something that should only be associated
with the products o f humans? Not long ago, i n 1950,
A. M. Turing expressed the belief that at the end of the
century "one will be able to speak of machines thinking
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The beginnings of a new creative partnership and collaboration between the artist and the computer clearly
emerge from these most recent efforts and proposals.
Their common denominator is the close manmachine
interaction using the computer to generate either musical
sounds or visual displays. The computer acquires a creative role by introducing randomness or by using mathematical algorithms to control certain aspects o f the artistic creation. The overall control and direction of the
creative process is very definitely the artist's task. Thus,
the computer is used as a medium by the artist, but the
great technical powers and creative potentialities of the
computer result in a totally new kind of creative medium.
This is an claire medium with which the artist can interact on a new level, freed from many o f the physical
limitations o f all other previous media. The artistic po93
These f r a m e s a r e t h e
left and right images of a
3D pair from a computer.
generated three-dimensional movie. The object
randomly c h a n g e s i t s
shape in what might be
called a f o r m o f kinetic
sculpture. T o v i e w t h e
3D effect, place a sheet
of paper on edge between
a s t e r e o p a i r. Position
your head s o t h a t each
eye sees only one image.
With a bit of adjustment,
the images should seem
to converge and appear
three-dimensional.
95