This is the final exam from Winter 1999. Note that many questions are based on the readings from the reader which we are not using this time.
VIS40 Introduction to Computing in the Arts Winter 1999, UCSD
FINAL EXAM
PART 1 -- multiple choice
Multiple choice -- select one answer:
1. First computer animation was produced around:
A. 1940 B. 1950 C. 1960 D. 1970
2.The following characteristic IS NOT part of the definition of a software agent:
A. Proactive B. Modular C. Adaptive D. Personalised
2. The first head-mounted display was designed around 1968 by
A. Brenda Laurel B. Alan Kay C. Ivan Sutherland D. Scott Fisher
3. Apple introduced first Macintosh computer in:
A. 1975 B. 1981 C. 1984 D. 1987
5. The following is NOT a part of a typical virtual reality system
B. Data Glove D. Data Suite B. Computer D. Keyboard
6. Before the 1940s, the word "computer" was used to refer to:
A. Analytical engines B. Programmers C. Telepresence devices D. People good at calculations
7. First interactive human-computer display was:
A. Sketchpad B. SAGE C. Macintosh D. SIMMNET
PART 2 -- Questions
ANSWER THE FOLLOWING QUESTIONS IN 1-2 SENTENCES
1. Describing 1962 computer program Sketchpad, Howard Rheigold notes that it "was a powerful model of a totally new way to operate computers." Why?
2. Which of the three main functions performed by modern computers (calculation, communication, control) is most important for visual artists? Why?
3. What is a software agent?
4. Compare and contrast the following VR works: Scott Fisher's "Menagerie" and Char Davies's "Osmose."
5. What is the diffirence in how "An Anecdoted Archive from the Cold War" CD-ROM and "Myst" CD-ROM organise the information?
6. Current hypermedia works often combine metaphors drawn from old media. Give an example of this using one of the CD-ROM works shown in class.
7. Compare the interfaces used in Anderson's "Puppet Motel" CD-ROM and in Harwood's "Rehersal of Memory" CD-ROM.
8. What is digital composing? Give an example of its use in a recent film.
9. What is digital pre-visualization as used in film production?
10. Describe two examples of current research in the use of artificial intelligence in art & media at the MIT Media lab.
11. Define the concept of emergent properties.
12. A.R. Stone writes about the diminishing divide between biological and technological in the late twentieth century. Give three examples of this phenomenon (you can use the examples from readings and/or lectures):
13. What is Turing Test?
14. In what ways Char Davies's "Osmose" goes beoynd conventional VR worlds and 3-D animation?
15. What is the importance of the fact that in interactive multimedia information and links are separated?
16. What is motion capture?
17. What is advantage of using Artificial Intelligence approach to generate actors?
18. Define the concept of human-computer interface.
19. How does William Latham uses Artificial Life approah to create virtual sculptures?
20. What is an avatar?
21. Why Graphical User Interface may no longer be the best way of interacting with computers?
PART 3 -- Essays
Write A short essay (1-2 pageS EACH) FOR EVERY TOPIC BELOW
1: New or Old?
Background. Many artists and critics feel that artworks which use computer imaging, artificial intelligence, artificial life, hypermedia and Internet radically transform our conventional notions of art. Others, however, argue that their newness is overestimated.
Essay. Select one artwork from each of the three following categories:
1) computer animation and digital cinema;
2) artificial intelligence and artificial life;
3) hypermedia
Discuss each artwork separately. For every artwork, show both
-how it can be seen radically breaking with our conventional notions of art; and
-how it can be seen as fully consistent with these notions.
2. Virtual Space
Background. Virtual Reality, recent movies, music videos, computer games, hypermedia programs (including CD-ROM titles) and VRML words are just some examples of the increasing use of computer generated 3-D spaces in contemporary culture. Moreover, as 3-D graphics becomes a standard feature of human-computer interfaces, we will be spending more and more of our time interacting with computer-generated virtual spaces.
Essay. Using the material from the assigned readings and class lectures, discuss the representation of space in cyberculture.
In your answer, refer to particular computer artworks analyzed in readings and lectures.
Address one or both of the following questions:
1. What is the visual and experiential specificity of 3-D space as represented through computer graphics in contrast to the representations of space in more traditional media (drawing, painting, photography, film, video, sculpture) ?
2. Discuss various spatial metaphors used in cyberculture (for instance: room, house, city, web, etc.) Why some metaphors are more popular than others? Why we tend to think of inherently abstract virtual worlds in spatial terms?