Papers by Johannes DeYoung
ITE Technical Report; ITE Tech. Rep., Mar 5, 2019
ACM SIGGRAPH 2023 Educator's Forum
Industry panelists share perspectives and insights for students and educators who are considering... more Industry panelists share perspectives and insights for students and educators who are considering careers in animation, computer graphics, and interactive techniques. Creative industries continue to transform as a result of the global pandemic. Streaming media platforms, virtual production systems, faster network communications, and advances in machine learning are radically transforming creative industries and cultural production. Simultaneously, transformed workplace cultures and new technologies make room for alternative career paths, presenting a variety of opportunities and unforeseen challenges. Individual representatives discuss the general and specific state of affairs within their own industries, and provide insight into changing employment paradigms. Discussion includes advice for educators to help prepare students for changing workplace cultures, as well as the preparation, training, and personal attributes needed to enter related career fields, or make professional career transitions. Panelists consider what qualities make for desirable applicants in their respective fields, and elaborate upon changes in the transition from school to work resulting from the global pandemic. Represented industry segments include animation and VFX, virtual production, interactive design, and immersive themed entertainment. Questions considered include how pedagogy can help prepare and empower students for successful creative careers; what entry-level applicants should have (and should not have) on resumes, portfolios, and demo reels; and what can creative talents do to proactively acquire requisite credentials. Discussion will expose fresh outlooks on the futures of creative fields in animation, computer graphics, and interactive techniques CCS CONCEPTS • Applied computing → Arts and humanities; Education; • Social and professional topics → Professional topics.
Strange Loops, 2019
Exhibition text for "Strange Loops," a group exhibition which explores psychological affect and t... more Exhibition text for "Strange Loops," a group exhibition which explores psychological affect and the human condition expressed through instruments, systems, and objects of human design. "Strange Loops" continues an ongoing conversation begun by pioneers of Net Art and most recently explored in “Talk to Me” (2011) and “Thinking Machines” (2018) at MoMA. While these exhibitions surveyed the promises and processes of communication using digital and electronic media, they stopped short of addressing the anxieties and conflicting emotions brought about by rapid technological change. "Strange Loops" bridges a gap in the ongoing exploration of mass media’s hegemonic influence in an effort to create avenues for agency, plurality, and retort. Featured artists include: Sam Messer, Sarah Oppenheimer, Jon Kessler, Ana María Gómez López, Blinn & Lambert, Ilana Harris-Babou, Teddy Mathias and The Virtual Dream Center. Organized by Curators Johannes DeYoung and Federico Solmi.
SIGGRAPH '22 Educator's Forum: Special Interest Group on Computer Graphics and Interactive Techniques Conference Educator's Forum
SIGGRAPH '22 Educator's Forum: Special Interest Group on Computer Graphics and Interactive Techniques Conference Educator's Forum
2019 Motion Design Education Summit, 2019
Since its earliest inceptions in the late 1960s, Virtual Reality has long promised more immersive... more Since its earliest inceptions in the late 1960s, Virtual Reality has long promised more immersive media experiences. With the introduction of Oculus VR hardware in 2012, VR technologies have reached new inflection points of access and availability. Ubiquitously available real- time graphics and gaming software, advancements in rendering hardware, and app-store distribution channels are spurring widespread innovation and development in the realms of AR and VR experience design. This paper examines how a team of faculty and students across multiple institutions worked together to create a controller-less, procedurally generated VR exhibition platform for electronic, time-based media art.
Our VR exhibition platform proposes a use case in collaborative design and
a model for electronic art exhibition, independent of controller-based VR navigational hardware interfaces. Our platform utilizes a procedurally generated, real-time graphical environment as a foundation for a scalable exhibition space in the form of an expansive labyrinth. In its initial implementation, the works of twenty-two artists working in various forms of electronic time-based media and computer animation were exhibited in a VR exhibition titled Labyrinths. Because of the high graphical demands presented by computer animation and other forms of interactive electronic time-based media,Labyrinths utilized a custom built procedural platform in the Unity 3D gaming engine. Faculty and Students from Yale University, Carnegie Mellon University, the New School, Lehman College, and Stevens Institute of Technology collaborated with independent artists and game designers to create exhibition content, while the platform itself was built by students at Yale University’s Center for Collaborative Arts and Media. The Labyrinths exhibition platform presents an innovative model for exhibition design, artistic collaboration, and artist collectives who work in electronic time-based media, motion graphics, and interactive design.
2021 Motion Design Education Summit, 2021
Animation is an expressive field. Its etymology elicits the breath of life, drawing upon the Indo... more Animation is an expressive field. Its etymology elicits the breath of life, drawing upon the Indo-European root, ane-(to breathe), and the Latin root, anima (life). The sentiment isn't lost on those who explore the field's possibilities. Animate forms evoke profound perceptual sensations. Yet, while the illusion of life appears spontaneous and unrestrained, audiences are rarely sensitive to the labor involved in the production of animated content. For all that its immediate sensations suggest, animation is traditionally time and energy intensive-commonly involving projects planned years in advance, organized through industrialized systems of labor. In such models, risk mitigation reigns supreme and capital loss is avoided at all costs. Oxymoronic? Traditional production leaves little room for chance. The expanded field of animation has long suggested alternatives to Twentieth Century industrialized film paradigms. Artists, theorists, and engineers continually press the boundaries of the field in search of more direct, expressive, and idiomatic forms. While such alternatives have historically proven challenging to scale-often limited by cost and the accessibility of production and distribution systems the practice and pedagogy of animation has reached a critical inflection point. Advancements in virtual production and motion capture technologies, real-time 3D computer graphics engines, machine learning, and visual programming tools provide open technological frameworks for exploration in more improvisational, spatial, and interactive contexts. While such changing technological paradigms offer revolutionary new possibilities, they also present opportunities to reframe thought and pedagogy. This paper explores historical and theoretical examples related to animation in the expanded field. In particular, it considers improvisational and chance operations as structures for expressive practice, reimagined through real-time animation pedagogy. Framed by the historical avant-garde, Expanded Cinema, and immersive storytelling practice, this paper explores new prospects for animation at the intersection of art and technology.
2018 IEEE Games, Entertainment, Media Conference (GEM), 2018
Virtual reality has become more accessible and affordable to the general public in recent years, ... more Virtual reality has become more accessible and affordable to the general public in recent years, introducing the exciting potential of this technology to new audiences. However, the mechanisms of navigating within a virtual environment have primarily been constrained to handheld input devices akin to gaming controllers. For people unfamiliar with traditional gaming input devices, VR navigation devices are not intuitively mapped to real-world modes of locomotion and can be frustrating and disorienting. Designers have largely focused on utility (the ability to efficiently accomplish a task) to the detriment of usability (ease of use). The industry lacks an intuitive, universal method of navigation that can be easily learned by novice participants. Dr. Jakob Nielsen identified five factors that impact usability in human-computer interactions (HCI): learnability, efficiency, memorability, errors, and satisfaction. Previous research in virtual environment locomotion incorporated teaching...
SIGGRAPH Asia 2020 Art Gallery, 2020
Point Nemo is the name of the Oceanic pole of inaccessibility. The nearest terrestrial human life... more Point Nemo is the name of the Oceanic pole of inaccessibility. The nearest terrestrial human life is located approximately 1,000 miles away; often, the nearest humans are located in space, approximately 250 miles away, aboard the International Space Station. The composition of this work draws inspiration from Théodore Géricault's painting, "The Raft of Medusa" (1818--19). Situated at a sublime intersect of sea and sky, this work represents a meditation on human desire --- the poetics that drive human exploration and the urgencies that underly human migration.
2019 IEEE Games, Entertainment, Media Conference (GEM), 2019
Collectively referred to as the Palace of Culture, the Carnegie Library and Museums of Pittsburgh... more Collectively referred to as the Palace of Culture, the Carnegie Library and Museums of Pittsburgh, PA are among the United States’ oldest philanthropic cultural institutions, housing some of the most significant and varied public collections endowed by industrialist, Andrew Carnegie [1]. The institution’s diverse cultural offerings include Carnegie Museum of Art, Carnegie Music Hall, Carnegie Museum of Natural History, and a renowned public library. Nearly 125 years after the institution’s founding in 1895, the Carnegie Public Library of Pittsburgh has endured generations of transformation. Specifically the library, as an architectural site for learning, has evolved its facilities and collections in response to periods of war, local socio-economic changes, and global shifts in industry and technology. Despite such transformation, the library remains steadfastly adjacent to the Carnegie Museum of Art, the Museum of Natural History, and the Carnegie Music Hall, committed to offering f...
ACM SIGGRAPH 2021 Educators Forum, 2021
Industry panelists discuss measures that students can take to prepare for entering creative caree... more Industry panelists discuss measures that students can take to prepare for entering creative careers in computer graphics and interactive techniques. In the wake of global pandemic, creative industries have transformed. While certain aspects of hiring and recruitment processes remain unfazed, others have fundamentally changed. Transformed workplace cultures and new technologies present opportunities for alternative and de-habituated career paradigms. Simultaneously, new pathways present unforeseen challenges. Creative industry representatives discuss the general and specific state of affairs within their respective fields and provide insight into changing employment models. Discussion includes advice for educators to help prepare students for a variety of transforming career scenarios, as well as the preparation, training, and attributes students need to enter related fields. Panelists will consider the qualities underlying desirable entry-level applicants in their respective fields ...
CAMPUS OF THE FUTURE: Yale University Blended Reality Year One Research Report, 2017
The fourth industrial revolution is upon us. The rapid pace of innovation is disrupting our campu... more The fourth industrial revolution is upon us. The rapid pace of innovation is disrupting our campuses, our workplaces and our lives at an unprecedented pace. Automation, artificial intelligence and 3D technologies will profoundly change economies and communities, raising serious questions about the future of employment and social tranquility. Will jobs evaporate, or will creative destruction evolve to create new jobs that we haven’t thought of yet?
This report documents the inaugural activities of the Blended Reality program, an innovative applied research partnership between HP and Yale University. The projects outlined herein chart our pursuit of instructional, artistic and research innovation through this interdisciplinary research program.
ACM SIGGRAPH 2018 Educator's Forum on - SIGGRAPH '18
ACM SIGGRAPH 2018 Educator's Forum on - SIGGRAPH '18
Blended Reality, 2018
In 2016, Yale University and Hewlett Packard partnered in an applied research program to explore ... more In 2016, Yale University and Hewlett Packard partnered in an applied research program to explore fields of mixed reality. Our research concentrated on the blurred lines between physical and digital media in higher education by enabling creative outlets for artists, scientists, researchers and designers to collaborate with new technologies. This document presents a second year case study of the university's Blended Reality program.
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Papers by Johannes DeYoung
Our VR exhibition platform proposes a use case in collaborative design and
a model for electronic art exhibition, independent of controller-based VR navigational hardware interfaces. Our platform utilizes a procedurally generated, real-time graphical environment as a foundation for a scalable exhibition space in the form of an expansive labyrinth. In its initial implementation, the works of twenty-two artists working in various forms of electronic time-based media and computer animation were exhibited in a VR exhibition titled Labyrinths. Because of the high graphical demands presented by computer animation and other forms of interactive electronic time-based media,Labyrinths utilized a custom built procedural platform in the Unity 3D gaming engine. Faculty and Students from Yale University, Carnegie Mellon University, the New School, Lehman College, and Stevens Institute of Technology collaborated with independent artists and game designers to create exhibition content, while the platform itself was built by students at Yale University’s Center for Collaborative Arts and Media. The Labyrinths exhibition platform presents an innovative model for exhibition design, artistic collaboration, and artist collectives who work in electronic time-based media, motion graphics, and interactive design.
This report documents the inaugural activities of the Blended Reality program, an innovative applied research partnership between HP and Yale University. The projects outlined herein chart our pursuit of instructional, artistic and research innovation through this interdisciplinary research program.
Our VR exhibition platform proposes a use case in collaborative design and
a model for electronic art exhibition, independent of controller-based VR navigational hardware interfaces. Our platform utilizes a procedurally generated, real-time graphical environment as a foundation for a scalable exhibition space in the form of an expansive labyrinth. In its initial implementation, the works of twenty-two artists working in various forms of electronic time-based media and computer animation were exhibited in a VR exhibition titled Labyrinths. Because of the high graphical demands presented by computer animation and other forms of interactive electronic time-based media,Labyrinths utilized a custom built procedural platform in the Unity 3D gaming engine. Faculty and Students from Yale University, Carnegie Mellon University, the New School, Lehman College, and Stevens Institute of Technology collaborated with independent artists and game designers to create exhibition content, while the platform itself was built by students at Yale University’s Center for Collaborative Arts and Media. The Labyrinths exhibition platform presents an innovative model for exhibition design, artistic collaboration, and artist collectives who work in electronic time-based media, motion graphics, and interactive design.
This report documents the inaugural activities of the Blended Reality program, an innovative applied research partnership between HP and Yale University. The projects outlined herein chart our pursuit of instructional, artistic and research innovation through this interdisciplinary research program.