0:00:01.535,0:00:08.661 Charles Csury: I think what is hard to convey to people is what it was like in the 1960's. 0:00:09.977,0:00:16.315 We had one computer for the entire campus. There was no commercial software. 0:00:16.315,0:00:23.777 All they gave you was instructions about how to get the pen to move up and how it could go down. 0:00:23.777,0:00:25.310 Then you were on your own. 0:00:26.633,0:00:30.279 So we had to develop everything from the ground up. 0:00:30.964,0:00:35.085 We used Fortran language for overnight runs. 0:00:35.085,0:00:43.610 The next day you got back punch cards, which we then used to drive a drum plotter to make those early computer drawings. 0:00:44.950,0:00:51.061 Remember, there was no internet, and I was really intellectually isolated. 0:00:52.338,0:01:00.674 Nobody in the art would talk to me, and for years I went around talking to myself, believe it or not. 0:01:00.674,0:01:07.000 Just making up questions to ask myself: "Are you crazy or are you on the right track?" 0:01:08.068,0:01:14.308 I'm still not sure. As an artist, you had to be a lunatic, to be involved with art. 0:01:15.511,0:01:24.196 And it took me 3 years before I could get a paper published on the idea of computers and art. 0:01:24.962,0:01:31.158 I finally got it published. Guess where? In the International Journal of Electrical Engineering. 0:01:31.881,0:01:43.300 In hindsight, it was like something out of the 19th century. I can't believe I survived the times, that I was not kicked out of the university. 0:01:43.300,0:01:53.360 Fortunately, I had tenure. Later, I learned I was the first professional artist in the entire world to become involved with the computer. 0:01:56.250,0:02:03.724 And this is the first computer sculpture, and the only one I ever did, but years later, 0:02:03.724,0:02:11.402 I discovered this was the first tree access-milling machine sculpture ever done by anybody. 0:02:12.299,0:02:20.207 I didn't realize it until much later: it's the first in the entire world. It wasn't done in New York, or in London, or Paris, 0:02:20.207,0:02:24.011 but in Old Dicky (?) Columbus, Ohio. 0:02:25.846,0:02:35.856 And you saw this drawing before: we used quadratic equations. I really wasn't smart enough to figure out quadratic equations, 0:02:35.856,0:02:44.235 I had a mathematician help me, but it let me play with parameter space, which allows me to introduce the idea of art (?). 0:02:47.416,0:02:56.310 This is something I cherish a great deal. It's a rejection from Artforum magazine. I don't know if you can read that or not. 0:02:57.758,0:02:59.310 But this guy, Philip Leider, was a well-known art critic in New York, and you can see what he says: 0:02:59.310,0:03:16.597 he couldn't imagine anybody ever working with electronics in art. Notice he was working with an old typewriter, with X's, 0:03:16.597,0:03:29.443 he typed, knocked out those comments and so on. I sometimes think that in the antique Roman (?) show, this might perhaps be of real value. 0:03:29.443,0:03:32.613 It might be worth thousands of dollars about 20 years from now. 0:03:36.000,0:03:49.930 And early in my - when i shifted to 3-D graphs and was able to, I got involved in texture mapping, where I used some of my old paintings to texture maps onto 3-D objects. 0:03:51.535,0:04:03.210 And this one is a little fudgy but I still like it. This was shortly - I remember I became director of the Advanced Computing Center 0:04:03.310,0:04:08.549 for the Arts and Design. You can tell I was a little full of myself: I wrote "Director" at the top. 0:04:08.549,0:04:11.549 And I guess at the time I was also involved with the National Institute of Health and somebody else, because that's part of the droiding (?). 0:04:11.549,0:04:28.902 My wife also told me, bring home some more wine (?) and some milk. But anyway, that was my texture map, and I kind of like what it represents. 0:04:30.170,0:04:39.346 Here is the example of a texture map that I made in the computer, where I actually took my own paint marks, scanned them. 0:04:39.346,0:04:55.629 The brush marks were put into the computer, then I made that into a texture map and here we have what happens when you do something like that. 0:04:55.629,0:05:01.702 And later, I'll show you some animation of something like this, which is kind of interesting. 0:05:04.671,0:05:14.214 Another example of taking a texture map and mapping it on to - in this case, what I did is that I took a cube, removed 2 of the faces, 0:05:14.214,0:05:24.058 so that as you positioned it in 3-space, you would get more a spatial quality and a feeling of depth. 0:05:28.059,0:05:32.766 Now I think I need to take a little time to explain to you a couple of things about how I work. 0:05:32.900,0:05:44.561 I call this the Infinity series, and I used a language called AL, Animation Language, that was developed by Steve May, who is now at Pixar. 0:05:44.561,0:05:52.200 Steve was doing his Ph. D. here at Ohio State. The language uses the content (?) of an encapsulated model. 0:05:52.200,0:06:02.196 Objects are models in a computer, each with their own attributes and behaviors. But behaviors are defined as functions, 0:06:02.196,0:06:10.971 and they are based upon rules and procedures. Each object can have its own light source and its own space. 0:06:11.405,0:06:18.612 The language also allows me to make calls to external code that was written 15-20 years ago. 0:06:21.281,0:06:32.492 Basically, what I do is, I use the Animation Language to assign scale, color and other attributes to an object or objects. 0:06:32.559,0:06:40.684 And I set the calls to programs which can fragment, decimate, or alter objects' appearances. 0:06:41.891,0:06:53.714 Then I establish a box, which we call the World Space. Within this box, objects are randomly placed and oriented. 0:06:54.348,0:07:03.996 I set up parameter ranges establishing their position and rotations, which means I can set minus 30 to positive 30. 0:07:03.996,0:07:07.861 And so it'll pick some range in between them randomly. 0:07:10.398,0:07:20.140 And then, I let the program run to create a series of frames or pictures.And what you see here are 25 frames. 0:07:20.140,0:07:33.487 Usually, what I do is I will run 500 frames. Then I go through and decide: "OK, #25 has some possibilities, or #23". 0:07:35.000,0:07:43.830 Essentially, I am setting up the problem, so that I'm using the computer more like a search engine, helping me to discover art. 0:07:44.464,0:07:54.987 And I find this is a more interesting and productive way for me to work, than trying to make a picture piece by piece.