As an artist, I use technology to investigate ideas of human and mechanic perception, multiplicity, personal ritual and multimodal input and output through the creation of interactive installations, responsive architectures and software art. I primarily work through static and moving images, projections, immersive spaces and kinetic sculpture. I enjoy the discovery of contrasts and harmonies developed by merging analogue and digital forms together and draw inspiration from past mechanical eras and the technological influence upon culture and self. I use a variety of time-based and generative pieces that evolve through participatory and interactive means.

I’m interested in perceptual experience and the influence cognitive and environmental factors have upon apperception. I explore this by examining the physical properties of light through its deliberate modification and the generation of meaning from participatory exploration that blurs the formal boundary between creator and spectator. I’m currently researching computer vision technologies to allow for the creation of spaces and environments that appear “aware” through responsive moment and feedback. These spaces also offer potentials toward further and more robust interactions.

Another focus of my work are environments that create altered perceptions of time by directing the viewer’s experience through a conceptual expansion and dimensional flattening in visual space. Subverting common single-perspective experience of time-based reality by presenting images from multiple simultaneous parallactic viewpoints or encouraging a mobilized participatory experience, viewers inhabit a panoptic gaze. This experience reveals both the multiplicity and simultaneity of the ordinary moment.

Research Interests:

  • Responsive technologies within environments that create a sense of awareness and presence.
  • Procedural or algorithmically generated visual content and rapid-prototype forms created through determined or evolving rule sets.
  • Multi-camera array systems.
  • Data driven visual content.
  • Application of mechanical and robotic technologies to drive kinetic physical forms.
  • Computer vision and sensor technologies within interactive installations.