Abstract
The emergence of blockchains as an artistic medium has provided new possibilities for artists working with code. Ethereum and other smart contract blockchains allow artists to publish Turing-complete, self-executing code that permanently stores and processes data on the network. This represents the "World Computer" thesis of crypto—an open, decentralized computational layer—contrasted with the speculative "Casino" that has dominated headlines.
Beyond its reputation as a marketplace driven by hype and speculation, blockchain technology enables autonomous, trustless, and censorship-resistant software, creating a fertile ground for generative and code-based art to thrive onchain. These unique properties offer artists both new creative opportunities and an alternative to traditional gatekeepers, allowing for permanent, self-sustaining artworks that exist independently of any centralized authority.
This talk will explore blockchain as both an economic instrument and a creative medium. We’ll discuss how artists can engage with crypto meaningfully beyond speculation and imagine what the future of onchain generative art might look like as the world accelerates.
Bio
Sterling Crispin (born 1985) is a conceptual artist and software engineer who creates smart contracts, generative art, machine intelligence, and techno-sculpture. Crispin’s artwork oscillates between the computational beauty of nature, and our conflicting cultural narratives about the apocalypse.
Crispin’s artwork has been exhibited in museums and galleries worldwide, including ZKM Karlsruhe, The Mexican National Center for the Arts, The Seoul Museum of Art, Museum of Contemporary Art Denver, The Deutsches Hygiene Museum Dresden, and the Venice Biennale. As well as published in The New York Times, Frieze, Wired, MIT Press, BOMB, Rhizome, ARTNews and Art in America.
His corporate career as a software engineer and designer has been focused in the AR and VR industry since 2014 at companies like Apple, and Snap as well as several startups.
For more information about the MAT Seminar Series, go to:
seminar.mat.ucsb.edu.
Sketches of Sensorium
Sketches for Sensorium showcases core elements of the late environmental artist Newton Harrison’s (1932 - 2022) long-term project, Sensorium for the World Ocean. It will premiere at the AlloSphere as a satellite to the UC Irvine Beall Center for Art and Technology’s forthcoming exhibition, Future Tense: Art, Complexity, and Uncertainty, produced in partnership with the 2024 Getty PST Art: Art and Science Collide initiative. The installation will incorporate immersive audio and visual scientific climate and ocean health data provided by the Ocean Health Index of the Halpern Lab at the Bren School of Environmental Science & Management.
Sketches for Sensorium is a project of the Center for the Study of the Force Majeure in collaboration with Virtual Planet Technologies, Almost Human Media, and the AlloSphere Research Group. It will premiere with an original spatialized composition and an interactive data world, following Newton’s wish to impart a sense of hope to audiences.
For more information, please visit:
www.independent.com/2024/09/11/sketches-of-sensorium-part-of-getty-pst-art-at-uc-santa-barbara
allosphere.ucsb.edu/research/sketches_of_sensorium/2024.html
George Legrady: Scratching the Surface. Digital Pictures from the 1980s to Present.
RCM Galerie, Paris
Tuesday, December 17 2024 to Sunday February 16, 2025
32 rue de Lille, 75007
Tue-Fri 2pm-7pm & by appointment
whitehotmagazine.com/articles/32-rue-de-lille-paris/6789
Dr. Rincon is a Post Doctoral Research Fellow at the AlloSphere Research Facility at UC Santa Barbara. His interestes include Architectural Design/Engineering, Computational Design and Fabrication, New Media Architectures and Immersive VR Environments.
https://leonardo.info/blog/2025/01/21/recognition-of-leonardos-outstanding-peer-reviewers
α-Forest: An Immersive Sound and Light Journey Through Inner-consciousness Exploration
Production Team: Olifa Hsieh (MAT visiting scholar), Timothy Wood (MAT researcher), and Weihao Qiu (MAT PhD student).
The subconscious is where your intrinsic qualities thrive; where seeds of inspiration reside; and where many impulses, emotions, and thoughts are hidden and never expressed. Sometimes they only appear in dreams.
α-Forest is a participatory immersive theater with healing qualities, created by the following three artists: Olifa Ching-Ying Hsieh, Timothy Wood, and Weihao Qiu. The work integrates electronic sound, interactive design, and AI algorithmic imaging technology to capture the audience’s brainwaves (Electroencephalography, EEG) and collect data on their physical movements, resulting in real-time co-created content. At a residency base offered by the Experimental Forest of National Taiwan University, the artists collected unique forest sounds from a mountainous area in central Taiwan, Nantou. They also visited the region’s indigenous tribe and learned about their culture.
More about the exhibition (PDF)
The National Taiwan Museum of Fine Arts
The Computer Music Tutorial, Second Edition (2023) by Curtis Roads
Curtis Roads, professor in Media Arts and Technology and affiliate faculty in Music at UCSB, has announced the publication of an expanded, updated, and fully revised Second Edition of his textbook The Computer Music Tutorial (2023, The MIT Press, 1257 pages).
Essential and state-of-the-art, The Computer Music Tutorial, Second Edition is a singular text that introduces computer and electronic music, explains its motivations, and puts topics into context. Curtis Roads's step-by-step presentation orients musicians, engineers, scientists, and anyone else new to computer and electronic music.
The new edition continues to be the definitive tutorial on all aspects of computer music, including digital audio, signal processing, musical input devices, performance software, editing systems, algorithmic composition, MIDI, and psychoacoustics, but the second edition also reflects the enormous growth of the field since the book's original publication in 1996. New chapters cover up-to-date topics like virtual analog, pulsar synthesis, concatenative synthesis, spectrum analysis by atomic decomposition, Open Sound Control, spectrum editors, and instrument and patch editors. Exhaustively referenced and cross-referenced, the second edition adds hundreds of new figures and references to the original charts, diagrams, screen images, and photographs in order to explain basic concepts and terms.
Features include:
New chapters on virtual analog, pulsar synthesis, concatenative synthesis, spectrum analysis by atomic decomposition, Open Sound Control, spectrum editors, instrument and patch editors, and an appendix on machine learning.
Two thousand references support the book's descriptions and point readers to further study.
Mathematical notation and program code examples used only when necessary.
Twenty-five years of classroom, seminar, and workshop use inform the pace and level of the material.
As Prof. Roads states: "I finished writing the first edition in 1993. It finally came out in 1996, the year I joined the UCSB Music faculty as a Visiting Associate Professor. Writing the Second Edition required going through the research literature in the field since 1993. It often felt overwhelming but I just had to keep going. In 2017 I devoted all my creative time to the project. I promised myself I would finish it in 2020, and at 10 PM on 31 December 2020 I finished writing. Time for Champagne! The production process took all of 2021 and most of 2022. In a way it was a perfect project for the pandemic lockdown, as it gave me a daily purpose in a time of isolation. The textbook has been the core of my teaching at UCSB."
An article about the release of the 2nd edition was published in the UCSB Current:
The book can be found at MIT Press:
mitpress.mit.edu/9780262044912/the-computer-music-tutorial
Professor Roads's previous books include Microsound (2001, The MIT Press) and Composing Electronic Music: A New Aesthetic (2015, Oxford University Press).
Synaptic Time Tunnel, SIGGRAPH 2023.
Sponsored by Autodesk, the Synaptic Time Tunnel was a tribute to 50 years of innovation and achievement in the field of computer graphics and interactive techniques that have been presented at the SIGGRAPH conferences.
An international audience of more than 14,275 attendees from 78 countries enjoyed the conference and its Mobile and Virtual Access component.
Contributors:
Marcos Novak - MAT Chair and transLAB Director, UCSB
Graham Wakefield - York University, UCSB
Haru Ji - York University, UCSB
Nefeli Manoudaki - transLAB, MAT/UCSB
Iason Paterakis - transLAB, MAT/UCSB
Diarmid Flatley - transLAB, MAT/UCSB
Ryan Millet - transLAB, MAT/UCSB
Kon Hyong Kim - AlloSphere Research Group, MAT/UCSB
Gustavo Rincon - AlloSphere Research Group, MAT/UCSB
Weihao Qiu - Experimental Visualization Lab, MAT/UCSB
Pau Rosello Diaz - transLAB, MAT/UCSB
Alan Macy - BIOPAC Systems Inc.
JoAnn Kuchera-Morin - AlloSphere Research Group, MAT/UCSB
Devon Frost - MAT/UCSB
Alysia James - Department of Theater and Dance/UCSB
More information about the Synaptic Time Tunnel can be found in the following news articles:
Forbes.com: SIGGRAPH 2023 Highlights
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Media Arts and Technology (MAT) at UCSB is a transdisciplinary graduate program that fuses emergent media, computer science, engineering, electronic music and digital art research, practice, production, and theory. Created by faculty in both the College of Engineering and the College of Letters and Science, MAT offers an unparalleled opportunity for working at the frontiers of art, science, and technology, where new art forms are born and new expressive media are invented.
In MAT, we seek to define and to create the future of media art and media technology. Our research explores the limits of what is possible in technologically sophisticated art and media, both from an artistic and an engineering viewpoint. Combining art, science, engineering, and theory, MAT graduate studies provide students with a combination of critical and technical tools that prepare them for leadership roles in artistic, engineering, production/direction, educational, and research contexts.
The program offers Master of Science and Ph.D. degrees in Media Arts and Technology. MAT students may focus on an area of emphasis (multimedia engineering, electronic music and sound design, or visual and spatial arts), but all students should strive to transcend traditional disciplinary boundaries and work with other students and faculty in collaborative, multidisciplinary research projects and courses.