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The gallery works can be divided into three categories: digital prints,
digital programs, and digitally controlled sculpture. Although the public
generally assumes "computer art" refers to digital prints, to me this is
only the beginning of digital art's possibilities.
Among these prints I liked, "Subway & Body Parts #3- Desire," by Melanie St.
James, Petra Karadimas' "Jimmy," and Victor Acevedo's "The Violinist," which
created a forced perspective of mechanical forms, imparting a 3-D quality
suggesting the relationship between music and mathematics.
Computer programs allow interaction, hence they distinguish computer art in
a way prints can't. Philip George's layered images are among the most
compelling computer art, and they were here tastefully animated by Ralph
Wayment's programming. Also intriguing was Youn Lee's, "The Land of Time."
Most successful in a gallery setting were the computer sculptures. Chuck
Genco's "Eye Box," was notable. From inside a beautifully crafted wood and
brass box a glass eye randomly blinked its mechanical eyelid. On the inside
of the cover: Ptolemy's map of the solar system. The eye perhaps
contemplated progress toward a helio-centric view.
More ambitious was Peter Terezakis' "Rubaiyat." This grid of patinated
electrical boxes and conduit was intended to vary the multi-layered sound it
generated in response to viewer movement. It was hard to discern the tonal
changes produced by any particular motion, but the fact that one wanted to
experience the interaction suggests the potential power of digital sculptures.
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