3:00 PM15:00

Panel | Cultural Impacts of Computer Vision

How do machines change the way we see and explore the boundaries of photography?  

Artists and designers discuss the ways that advances in machine vision and ubiquitous cameras have begun to influence culture. Their practices range from the use of scanning techniques to photographic sculptures and 3D portraiture, creatively misusing computer vision techniques and appropriating image-processing algorithms.

Rather than developing their own software, these computational photographers often use existing software --as a "ready made"-- to discover unexplored visual potential. In what sense is the algorithm a subject of the work? In the panel they address the role of new computational cameras and sensors in image-making, the interplay between image and object and image as data, creative discovery through software, and reactions to trends in surveillance culture.

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10:00 AM10:00

Workshop | Camera of the Future

What does it mean to give everyday objects the ability to see? While it is now common for computers and phones to have cameras, they are also embedded into everything from buildings to childrens' toys. How does this trend affect our relationship to these products? If we consider these devices filmmaking tools, what new stories can we tell?

Join us at the Museum of Art & Design at Columbus Circle for a day of discussion and playful imagining. Together we will design and experiment with cameras both real and imaginary.

Together, we will create cameras & capture (or invent) the imagery they produce. 

Please bring your own cameras, camera phones, laptops, tripods, chargers and the various cables needed to charge or download from your devices. No prior or specific skills necessary.

Saturday, November 1, 2014 - 11:00am-5pm
2 Columbus Circle
New York, NY 10019
$35 General, $25 MAD Members
Click here to purchase tickets, or call 1-800-838-3006

If the cost is prohibitive, please contact Specular for discounts or exceptions. Send questions specific to the content of the workshop to, otherwise please contact the Museum of Art & Design. 

James George is an artist applying computational photography towards portraiture and storytelling. Through installations and films he addresses the emotional response to science fiction technologies as they become reality. By sharing his code and processes openly, he enables others to express themselves using the techniques he develops.

Alexander Porter is an experimental photographer. He brings an admiration for photographic & cinematic traditions to new imaging techniques by exploring the documentary & aesthetic potential of emerging imaging technologies. His work has taken him from Greece as an archaeological photographer investigating the minute surfaces of artifacts, to South Korea using 3D scanning to investigate the role of video games in the lives of one of the most wired societies on earth

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3:00 PM15:00

Screening | A Cinematic History of Virtual Reality

"A movie that gives one sight and sound [...] taste, smell, and touch. [...] You are in the story, and instead of being on a screen, the story is all about you, and you are in it."
– Pygmalion’s Spectacles 1935

Cinema wants to become real - a new reality potentially more interesting than the one we inhabit. The dream of a consummate virtual reality simulation has obsessed science fiction writers and filmmakers for decades: aspiring toward high resolution, multi-sensory immersion, projected inside of a head-mounted display or directly plugged into the nervous system.

Cinema invented the virtual. The concept of VR was popularized and explored in science fiction films: from Welt am Draht [World on Wire] (1973) to eXistenz (1999) and Inception (2010). These stories serve as cautionary tales: anticipating the perceptual side-effects of hijacking human perception, and the problematic paradox of a simulation seemingly more real than reality itself.  

The screening follows a chronology of virtual reality in cinema from 1935-2015, pairing excerpts from science fiction movies, corporate research and product demos.

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