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