The Traveling CANVAS:
Immersive Art takes to the Road
Contents
AbstractOverview
The Traveling CANVAS
The Art
Conclusion
References
Abstract
    CANVAS, the Collaborative Advanced Navigation Virtual Art Studio is a scalable, reconfigurable display technology for modern art museums. Located at the University of Illinois, USA, the original CANVAS is operating as a 21st century gallery in the Krannert Art Museum. CalculArt, An Exploration of the Intersection of Math and Art was the first curated exhibit in the CANVAS. To broaden the reach of CalculArt in the CANVAS, we committed to a January 2008 gallery opening of CalculArt at the Dennos Museum Center in Traverse City, Michigan, USA. We describe the world's first portable immersive visualization gallery The Traveling CANVAS.top
Overview
CalculArt occupies a 12 x 20 meter gallery at the Dennos Museum Center, with less than a third of that space dedicated to the CANVAS. Every attempt has been made to find or create examples of mathematical art that exploit similar mathematical concepts using different media. For example, using a particular 3D snapshot of the Romboy Homotopy, a four-dimensional object, one can create a shape resembling an idealized female figure. Three 3D forms of this "Venus" are presented in the gallery, one a PHSCologram using lenticular filters, one a traditional albeit computer generated/printed sculpture and one a virtual, time-morphing version in the CANVAS. Since CalculArt attempts to explore the intersection of math and art, pieces from established artists not necessarily concerned with the mathematical validity of their work and pieces from mathematicians not necessarily concerned with the artistic merit of their work were solicited for the show.History
CAVETM explorer inside galaxies
Challenges
The potential for CAVEs to become a new medium for artists has been recognized from the beginning of the technology. However, several challenges had to be overcome to make even modest inroads in allowing immersive visualization to be even semi-ubiquitous. Replacing the phenomenally expensive hardware with a system approximately 1/20 the cost was described in our first paper "CANVAS: A Virtual Reality Environment for Museums" at EVA Florence, 2006. Our first attempt to minimize the software burden on artists wishing to use the CANVAS was described in "Application Framework for CANVAS: The Virtual Reality Environment for Museums" at EVA London 2006. Further attempts to replace a cluster-supportive, but still somewhat difficult to program system by using a newly created scripting language specifically created for artists was discussed in "Creating Immersive Art without a programmer: The first year for CANVAS, A Virtual Reality Environment for Museums" at EVA Florence 2007. Having simplified the hardware and software burden over the last several years for electronic artists wishing to use immersive environments as a medium for their art, one remaining challenge is the immobility of the structure and requisite supporting systems, making relatively rapid changes in the shape or location of the system very difficult to perform.
Art created for an immersive environment such as the CANVAS can be incredibly compelling, being unbound by the laws of physics constraining sculpture or framed two dimensional works. However, as is the case with much electronic art, pieces are as ephemeral as the electronics used to display them are temperamental. For immersive art to be taken seriously or to at least gain wider acceptance by artists, we have undertaken the project of having that art leave a shadow in the form of sculpture and framed pieces derived from the virtual art in the CANVAS. Additionally, sculpture and framed pieces, long consigned to the physical limitations of walls and pedestals, are being freed from their constraints to appear inside the virtual world courtesy of laser scanners and the software to make the resultant files usable in virtual worlds.
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The Traveling CANVAS
Hardware Infastructure
Orthogonal CANVAS layout
Added swivel corners allowing90 to 180 degree angles
Shapecam 3D scanner
Cyberscanner 3D scanner
Our choice for obtaining scanned images of sculptural artwork for CalculArt was the NextEngine 3D scanner. This scanner was much more intuitive and turned out to work well, for the most part, to
NextEngine 3D scanner,turntable and model
zCorp Model 406 3D printer
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The Art
The works displayed in CalculArt thrive on the dichotomy that math is not constrained by limits on dimensionality while art must of necessity be presented in a limited number of dimensions.Scott Carter, Nicholas Duchnowski and Tony Robbin present framed pieces drawn from four-dimensional concepts. While artists still labor with the loss of a single dimension in going from the natural world to a painting and museum attendees are at least familiar with the real world ideas represented, losing two dimensions and attempting to communicate with an audience that cannot ever experience the four dimensions under discussion pose a particularly vexing problem. Consider the challenge of creating art two dimensions down from nature; artists would have only a line of no width on which to draw. The language of trompe l'oeil for four dimensions is only now being formulated.
The vast majority of the pieces presented in CalculArt were three dimensional, either real or virtual 3D, since working in three dimensions affords artists a huge advantage in dimensional real estate for their mathematically based art. Most of the sculpture was produced by fairly non-traditional approaches in plaster, with one piece in bronze by Dickson made through the lost wax method, but from original artwork made on a 3D stereolithographic printer.
Multimodal Art
Two series of artwork will illustrate the diversity of media in CalculArt.
Fractal Crystal #1
Dr. Robert Fathauer posed an interesting question to the CalculArt team: What would you end up with if, starting with a cube, one were to add centered half-sized cubes to each of the available surfaces of the original cube, iteratively to the limits of present computational and 3D printing capabilities? Nicholas Duchnowski took up the challenge. The vitrine-encased object is the end result of printing a >1GB file representing 11 generations of half-sized cubes with the resultant crystal forming a shape and range of colors surprising to even age-hardened geometers. The program that Nicholas wrote to generate the Virtual Reality Markup Language (VRML) file that was sent to the zCorp printer is the same program used in real time for interaction with the various iterations of the crystal by gallery attendees visiting the CANVAS. The virtual object however has the additional property of being able to change the number of iterations being viewed by the simple button press on a gamepad, making virtual art interactive in ways not possible with material-based sculpture.
The Venus Series
In the 1980's, when 3D computer-generated mathematical visualizations were created, they were generally created on graphical supercomputers manufactured by Silicon Graphics, computers often residing at National Science Foundation-funded supercomputer centers across the country. Two such locations shared a common, but geographically-disparate university, the University of Illinois at Urbana-Champaign and Chicago. Professor Donna Cox, George Francis and Ray Idaszak at UIUC and Ellen Sandor, Tom DeFanti and Dan Sandin at UIC collaborated on a PHSCologram titled "Etruscan Venus." Described by the artists as "a video portrait of a Romboy Homotopy, a four dimensional object," the viewer is able to see three of those four dimensions without the aid of stereo glasses due to the partial masking of the multiple images by a lenticular film in front of each image. An additional "Venus" is available in the CANVAS, where the viewer can maneuver the image through various 3D slices of the 4D object. Stewart Dickson plays off the Venus theme with a sculptural piece Botty Shelly, also in the CalculArt gallery.
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Conclusion
Space and the limitations of black and white printing constrain our ability to describe fully the range of 2, 3 and 4 dimensional (yes 4D time varying 3D) media on display in CalculArt. This paper only touches or completely misses much of the behind the scenes technology making this art possible, technology imposing fewer and fewer constraints on the creative process. Please visit http://www.isl.uiuc.edu/canvas/ for a full color, in depth description of a new gallery concept for 21st century electronic and computer generated art.References
[1] C. Cruz-Neira, Sandin, D., DeFanti, T., Kenyon, R., Hart, J., "The CAVE: Audio Visual Experience Automatic Virtual Environment", Communications of the ACM, vol. 35, no. 6 06/01/1992, pp. 65-72top
Nicholas Duchnowski,
Robert Fathauer and Nicholas
Donna Cox,