Advanced Digital 3D Projects

Kathleen Ruiz, Assistant Professor of Computer Art & Information Technology

Laurie Brown, Teaching Assistant

email: ruiz@rpi.edu phone: 518-276-2539

office: DCC 122 office hours: Thursday.11:00-1:00 PM and by appointment

 

A studio/ seminar in the arts concentrating on individual student projects in advanced research in digital 3D ranging from innovative spatial human computer interface design with 3D data, to stereo-lithography, advanced studies in vr, 3D motion capture, compositing, gaming team building, 3D animation applications to problem solving, graphically designed 3D database design, 3D set design for theater, and others. Each semester individual student research will lead the course in various directions. Newly emerging issues in 3D as they apply to art theory and practice will be addressed. The course is multidisciplinary and projects may be collaborative with students within the course as well as from other departments. Dialogue of timely issues is encouraged based on readings, videos, CD ROMs, and visits to galleries, museums, WWW sites, and alternative spaces. Readings are adapted to the needs of individual students at the advanced level and will include contemporary theoretical issues in digital 3D.

Prerequisite: Arts-203 (Cyber Arts), or Arts-406 (Animation I), or Arts-407 (Animation II) and permission of Instructor. Project/portfolio review required for entrance to the course.

Spring term annually. 4 credit hours

 

Grading:

Grading is based on the following:

10% Short studies and artist statement

25% Mid-term review

50% Final Project

15% participation and attendance

Letter grade equivalents for the course are as follows:

90 - 100 A

80 - 89.99 B

70 - 79.99 C

60 - 69.99 D

0 - 59.99 F

If you are concerned about your grade at any point during the semester, please do not hesitate to contact the Professor or schedule an appointment during office hours.

Midterm Project:

The Midterm Project is the beginning of the Final Project which starts to resonate your individual ideas utilizing the techniques learned in class and in individual research.

Final Project:

Your final project is meant to be a compelling, purposeful work resonating in depth & substance. As the format for each student project may vary, students are encouraged to submit final projects as installations, CD ROMs, websites, animation in DVD, 1/2" or 3/4" video or other suitable media. Please consider disk space quotas and the limitations of some studio facilities. A copy of your final project and artist statement will be placed in a special account for future reference. If you have any questions at any time about your work please speak with the Professor.

A digital portfolio will be required consisting of digital prints of short studies, evolving artist statements and at least one print of the final project.

Required materials:

Required materials will vary based on projects needs, however an active RCS account and suitable disk storage and output media are needed.

 

Week 1. Jan 12 Introduction to the course: discussion of the various contemporary issues in digital 3D including virtual environment creation, human interface to 3D data, digital sculpture, advanced animation research, 3D I/O.

Read: Spalter, Ann Morgan. The Computer in the Visual Arts. Addison Wesley Longman, Inc., 1999. Chapters 7, 8, 9, (on 3D) & 12 (The Web) to get a borad overview of issues in the field, some resources and project ideas.

Week 2. Jan19 Portfolio/reel review and presentation of initial project concepts. The creation of student research teams where suitable.

Week 3. Jan 26 Simulation and virtual environment creation tools: Cosmo, Virtus, Quicktime VR, etc. Interface devices /today & tomorrow

Week 4. Feb 2 Written project proposal and class presentation of artist statement and working bibliography

Week 5. Feb 9 Preliminary project studies due

Week 6. Feb 16 OFF Wash. Birthday

Week 7 Feb 23 no class

Week 8. March 2 Midterm Projects Due

Week 9. March 9 OFF Spring Break

Week 10. March 16 Advanced animation research /3D motion capture, compositing, SIGGRAPH animation reel

Week 11. March 23 no class but meet Fri March 26 for Field Trip

Week 12. March 30 Digital Sculpture /virtual objects and rapid prototyping in stereolithography

Week 13. April 6 Work individually with students

Week 14. April 13 Final Project Review

Week 15. April 20 Final Critiques

Week 16. April 27 Final Semester Review and Future directions in the field

URL's

Ghostcatching

http://www.cooper.edu/art/ghostcatching

 

Victoria Vesna's Bodies Inc.

http://www.arts.ucsb.edu/bodiesinc

 

@Art Gallery

http://www.art/uiuc.edu/@art/gallery.html

 

Perry Hoberman's BarCode Hotel:

http://www.portola.com.people/perry/Barcodehotel

CyberArts Class Website

ttp://www.rpi.edu/~ruiz

courses, Cyberarts

Blaxxun

http://www.blaxxun.com/

 

ColonyCity

http://www.colonycity.com/index.html

 

Cosmo

http://www.cosmosoftware.sgi.com/

 

Blaxxun specifications

http://www.blaxxun.com/developer/content/avatars/avatar.html

 

VRML Humanoid Animation Working Group

http://ece.uwaterloo.ca:80/~h-anim/

 

3Name3D

http://www.ywd.com/

 

Spazz3D

http://www.spazz3d.com/index_ns4.html

 

VRML97 Specification

http://www.vrml.org/Specifications/VRML97/

 

VRML Consortium

http://www.vrml.org

 

VRML Repository

http://www.sdsc.edu/vrml/

 

VRMLSite

http://www.vrmlsite.com/

 

Proteinman's Top Ten VRML Worlds

http://www.virtpark.com/theme/proteinman/

 

Mesh Mart VRML

http://www.meshmart.org/vrml.htm

 

MetaStream

http://www.metastream.com/

 

Newsgroup

comp.lang.vrml

 

Peter Anders

http://www.mindspace.net/

 

Recommended Readings:

Professor Kathleen Ruíz Suggested Reading List 1/99

Spalter, Ann Morgan. The Computer in the Visual Arts. Addison Wesley Longman, Inc., 1999.

Anders, Peter. Envisioning Cyberspace, New York:. McGraw Hill, 1998. ISBN

0-07-001632-1 Copyright 1998.

Morse, Margret. Virtualities : Television, Media Art, and Cyberculture

(Theories of Contemporary Culture) Indiana Univ Pr; ISBN: 0253211778

The QuickTime VR Book : Creating Immersive Imaging on Your Desktop

by Susan A. Kitchens Peachpit Pr; ISBN: 0201696843

Hollands, Robin. The Virtual Reality Homebrewer's Handbook. West Suxxex, England:1996.

Dodsworth, Clark Jr., Digital Illusion: Entertaining the Future with High Technology,

Jacobs, Karrie. "Robobabes: Why Girls Don't Play Video Games", in I.D. May/June, 1994.

Kantrowitz, Barbara. "Men, Women & Computers" in Newsweek, May 16, 1994, pp. 48-52. Tannen, Deborah. "Gender Gap in Cyberspace" in Newsweek, May 16, 1994, p. 52-53.

Anders, Peter. Envisioning Cyberspace: Designing 3-D Electronic Spaces

(October 1998) McGraw-Hill; ISBN: 0070016321

Kitchens, Susan A. The QuickTime VR Book : Creating Immersive Imaging on Your Desktop Peachpit Pr; ISBN: 0201696843

De Goes, John,& Lampton, Christopher F.. Cutting-Edge 3d Game Programming With C++ (August 1996) The Coriolis Group; ISBN: 1883577705

Moser, Mary Anne and MacLeod, Douglas. Immersed in Technology: Art and Virtual Environments. Cambridge: The MIT Press, 1996.

Benedict, Michael. Cyberspace: First Steps.Cambridge: The MIT Press, 1994.

Damer, Bruce. Avatars!: Exploring and Building Virtual Worlds on the Internet. Peachpit Press, 1998.

Graham, IanS. HTML Sourcebook, A Complete Guide to HTML 3.0, end ed. John Wiley & Sons, 1996.

Stephenson, Neal. Snow Crash, New York, Bantam Spectra, 1996.

Lemay, Laura. Teach Yourself Web Publishing with HTML 3.2 in a Week, 3rd ed. Dams.net Publishing, 1996.

Weiman,Lynda. Deconstructing Web Graphics, 2. New Riders, 1997.

Ames, Andrea L.; Nadeau, David R.; and Moreland, John L.. VRML 2.0 Sourcebook.

New York: John Wiley and Sons, 1997.

Hartman, Jed; Wernecke, Josie; and Carrie, Rikk. The VRML Handbook : Building Moving

Worlds on the Web. New York: Addison-Wesley Pub Co, 1996.

Roehl, Bernie; Couch, Justin; Reed-Ballreich, Cindy; Rohaly, Tim; and Brown, Geoff.

Late Night VRML with Java. New York: Ziff-Davis Press, 1997.

Cutting-Edge 3d Game Programming With C++

by John De Goes, John Degoes, Christopher F. Lampton

edition (August 1996) The Coriolis Group; ISBN: 1883577705

Boyer, Christine, Cybercities, Labrynths of the Mind and the City, Cambridge, Mass., The MIT Press, 1997.

Baudrillard, Jean. Simulations. Semiotext(e), Inc., New York:Columbia University, 1983.

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Hartman, Jed; Wernecke, Josie; and Carrie, Rikk. The VRML 2.0 Handbook : Building Moving

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Late Night VRML 2.0 with Java. New York: Ziff-Davis Press, 1997.

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Hollands, Robin. The Virtual Reality Homebrewer's Handbook. West Suxxex, England:1996.

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