|
"Inside the Mind" is a virtual reality experience that transfers the viewer into a mindscape. In the mindscape that is represented as a bedroom, the viewer can explore the elements that make up the mindscape to discover more details about who this mindscape belongs to. The viewer is not manipulating this mindscape but is merely acting as an observer. Utilizing the themes of uncanny valley and absurdity with audio and visual elements, the identity of this mindscape can be explored. “Inside the Mind” was created in fufillment for the MFA Trandisciplinary New Media Program at PCA.
Programs utilized: Autodesk Maya, Blender, Unity, Adobe Photoshop, Adobe Substance Exhibited at: 2023 - Light Upon Arrival, Bastille Design Center, Paris, France. 2023- (how did we get here?), Paris College of Art Gallery, Paris, France. |
Digital vs Physical is an art piece that explores the different capabilities of digital art and physical art. My artistic practice has mostly been digital, whether it be through digital illustrations or 3D modeling. Through this piece, I wanted to explore bringing my digital art to the physical world. Instead of printing out my digital pieces, I utilized an AxiDraw to re-draw each layer with different paints and pens to replicate the drawing process.
Knowing the restrictions of color theory and the paint and pens I used, I decided to explore creating a new art piece from my digital pieces. I experimented with layering different types of pens and paint, manipulating the axi draw as it was drawn, and adding water while the AxiDraw was using watercolor pencils. The final digital and physical drawings are related in content but can stand alone as both physical and digital pieces. In the end, they are not copies of each other. They are unique. Programs utilized: Adobe Photoshop and Inkscape Exhibited at: 2022 - Would you still love me if I was a worm?, Paris College of Art Gallery, Paris, France. 2022- End of Year Exhibition, Paris College of Art Gallery, Paris, France. |
In a world where the digital presence is just as relevant as a physical presence, I am representing one's online persona's in three ways: high polygonal, low polygonal, and non polygonal. These three figures represent the anonymity, or lack thereof, of one's online presence in various contexts. The participant is the final element to these figures, representing their offline (and, in theory, more authentic) self.
Programs utilized: Autodesk Maya, Blender, Adobe Substance 3D, Unity |
Flawed Distinction is, instead of the promise of technology releasing infinite potential, a specific restriction as a simulation of technology. It also asks the question, "How do we relate to technology?" A machine's gesture in physical reality is connected to the movement of the participant's gestures in virtual reality. The gestures created while the participant is drawing in the virtual space are recreated in the physical realm by the robot drawing on paper. In virtual reality, there are no restrictions, and the participants can draw in three dimensions. However, the machine in physical reality is restricted to two dimensions. It can follow the movements in three dimensions, but not every movement makes contact with the paper.
This project was a collaboration with Onix Manuel Nieves-Vanga and Crispin Suminski. Programs utilized: Unity, Adrino Exhibited at: 2022- Flawed Distinction, Paris College of Art Gallery, Paris, France. |
|
Working with Esther Ubong-Abasi, we used Arduino boards to create an interactive house plant toy. We used an ultrasonic distance sensor, tilt sensor, and we made our own humidity sensor. The concept of this piece was to create a children’s toy called “My First House Plant.” This was in reference to children’s baby dolls that talk and interact with the child.
Programs utilized: Arduino |
Using Artivive, the collective TNM 306 created an augmented reality art exhibit based upon the theme of body, drawing inspiration from Jean-Luc Nancy’s "Fifty-eight Indices on the Body," and Michel Foucault’s "Utopian Body." Titled “Is this Still Moving?”, we explored the combination of 3D, AR, sound, and video to turn the concept of body into a creative art form.
6 still images were printed in a large format and displayed at Nuit Blanche 2021. Each image could be scanned with the Artivive app to reveal a corresponding video overlaid on top of the original printed image. The TNM 306 Collective is made up of the following artists: Xingman Cheng, Kirby Mealer, Owen Moran, Onix Nieves-Vanga, Jeremie Queyras, Mckinley Streett, Leonor Tapia, and Esther Ubong-Abasi. My personal contributions include: 3D modeling, rendering, print, and set-up at Nuit Blanche 2021. Exhibited at: 2021- Nuit Blanche, curated by Carlos Sanchez Bautista, Paris, France. |