Ernest A. Edmonds

Ernest A. Edmonds
De Montfort University | DMU · The Institute of Creative Technologies

PhD

About

326
Publications
76,682
Reads
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4,122
Citations
Additional affiliations
May 2011 - present
De Montfort University
Position
  • Professor (Full)
October 2002 - present
University of Technology Sydney
Position
  • Professor (Full)
October 2002 - March 2016
University of Technology Sydney
Position
  • Professor (Full)

Publications

Publications (326)
Chapter
Computer programming is more than a tool for the artist. Writing code is manipulating a medium: a medium that is like no other. This chapter discusses the importance of coding and shows how it is enabling principled investigations into inventing new forms, creating new experiences and extending the nature of engagement with art works. It shows how...
Article
The paper reviews abstract films and the notions of time that occur in them, contrasting them with the use of time in digital art. Developments by the author in making various generative digital abstract, or concrete, works are described and compared to film. The generation of the time element of the works described is integral with the generation...
Article
The connection between art and technology is much tighter than is commonly recognized. The emergence of aesthetic computing in the early 2000s has brought renewed focus on this relationship. In this article, we articulate how art and Human–Computer Interaction (HCI) are compatible with each other and actually essential to advance each other in this...
Chapter
Having been working on several projects together over the past nine years, the authors—an artist and a curator both specialized in computational and media art—discuss a range of issues that have arisen during the installation of Edmonds’ generative interactive artwork Shaping Space in each of the six locations where it has been shown. The work aros...
Article
Full-text available
The paper presents a personal history of making machines as artworks. The particular kind of art machines that have been made since around 1970 are communication machines: ones that enable humans to interact with each other. However, they do not provide communication in the normal sense, but use a small bandwidth for relatively complex connections,...
Conference Paper
What can multi-media systems design learn from art? How can the research agenda be advanced by looking at art? How can we improve creativity support and the amplification of that important human capability? Interactive art has become a common part of life as a result of the many ways in which the computer and the Internet have facilitated it. Multi...
Conference Paper
In this note I describe my personal development of art systems over 50 years. In all of this work I have used computers and computational processes both to make the works and to advance my conception of art. This history is marked by a trace of publications in the journal Leonardo, itself being 50 years old. I will relate the story with specific re...
Conference Paper
Constructs:Conducts is an immersive interactive work for Montreal's Satosphere Dome. The audience is immersed in a color and sound space. This work involves assigning each element to a single track of a multi-track recording device with up to a maximum of 96 different tone colours assignable per colour image. By manipulating the fader controls on a...
Article
Full-text available
This article explores the subject of practice-based research, its application in the creative arts and its role in generating new forms of knowledge in the context of the PhD. Our aim is to provide more clarity about the nature of practice-based research, the approach we advocate and how it contributes to new knowledge that can be shared and scruti...
Article
Full-text available
The article reviews the author’s personal development in relation to art made by algorithmic machines and discusses both the nature of such systems and the future implications for art.
Article
Full-text available
This article is a companion to Practice-Based Research in the Creative Arts: Foundations and Futures from the Front Line. It begins with a discussion of the regulatory codes of practice that influence the nature of research and PhD submissions. Drawing on research into the experiences of practice-based PhD researchers working in the creative arts a...
Chapter
This chapter explores the nature of collaboration in inter-disciplinary art and technology projects. It draws upon the COSTART project described in Chapter ‘A Million Millennial Medicis’. Other inter-disciplinary initiatives took place outside the academic context. For example, in 1996 the Wellcome Trust U.K. launched the ‘SciArt’ funding programme...
Chapter
This chapter discusses a practice based action research approach to the study of art and technology. Such research seeks to find an understanding of the creative process drawing on knowledge from other fields. We consider ways in which creative practice can be studied based upon methodologies from the social sciences and the Human Computer Interact...
Chapter
To be able to push the boundaries of digital art forms, it is often necessary to do the same for the technology. Systematic approaches that bring together the various disciplines, practices and resource suppliers are required. This implies creating environments in which digital artwork can be developed. But what kind of environment is appropriate f...
Chapter
This article charts the personal development of a pioneer of computer art who began that work more than fifty years ago when he used a computer for the first time to perform an art task. It describes his generative time-based art, later thinking behind his interactive art employing image recognition and his formal structural approach to colour.
Chapter
The technologies that have been most important to artists in recent times have mostly been digital. Art using digital technology was first shown in exhibitions of computer art in 1965, both in Germany and in the USA. One of the artists who showed in that year was Frieder Nake. In 1966, Billy Kluver founded Experiments in Art and Technology, E.A.T.,...
Conference Paper
The 2017 ACM SIGGRAPH Lifetime Achievement Award in Digital Art is awarded to Ernest Edmonds who is well known as a major contributor to the development of computational art and contributed to the broader field of art history from the late 1960s to the present day.
Chapter
This chapter consists of an exchange between Clarisse Sieckenius de Souza and myself, the author, in which Clarisse posed a number of challenging questions about my art, the role of computer code, predictability and the essence, or locus, of the work from a semiotic perspective. The artworks of mine that the exchange deals with are generative, that...
Conference Paper
Augmenting, or enhancing, human creativity is one of the most important goals that the practice of human-computer interaction can aspire to. As Steve Jobs put it, the computer is "the equivalent of a bicycle for our minds" [1]. But it takes creativity to work out how to change the world. One of the important strategies for encouraging new ideas is...
Conference Paper
Shaping Form 17 is the latest work in the Shaping Form series, the time-based works that consist of unique abstract interactive artwork that are each generating colours and forms in time from a set of unique rules: rules that are rather like their DNA. They also take data from a camera and continuously calculate the amount of activity seen in front...
Article
This interview with Edmonds, conducted by Franco in 2016, explores how Systems art, Systems Theory, and his personal relationships with artists such as Malcolm Hughes, Kenneth Martin and Edward Ihnatowicz influenced his art practice.
Conference Paper
Full-text available
At CHI2015 our Art.CHI initiative led to a two-day workshop, an art catalog and presentations during Interactivity. The long-term plan is to turn this into a regular feature of CHI. For CHI2016 we will additionally use a gallery space within the Conference concourse. This workshop will invite digital artists to present their work, discuss its immed...
Conference Paper
Full-text available
Tango Apart: Moving Together is an interactive digital art system that has two or more communicating parts in different locations. Although each part is able to work independently, they also operate together, connecting the different locations and providing an aesthetic communication channel and creative participation. In particular, the work will...
Conference Paper
In this paper a minimal interface for mobile application is provided that is built upon a domain specific interaction language. The domain specific interaction language provides textual interaction customization language which supports its users input any word or sentence related to the interaction that the users want to make. The textual interacti...
Conference Paper
At CHI2014 our two day workshop "Curating the Digital: Space for Art and Interaction", led to a set of recommendations to the SIGCHI Executive for future two day workshops at CHI2015 and CHI2016, in which interactive artworks would be the focus of presentation and discussion. The Executive and the chairs of the upcoming conferences accepted these r...
Conference Paper
We present an exhibition of the 2015 Art.CHI Gallery as an embodied and iterative curation experience. We develop a method to represent the initial curated collection of interactive art works as a holistic exhibition. We explore how to physically manifest and present the exhibition at the CHI conference. Our exhibition will invite visitors to inter...
Article
Over the last three years the Digital Arts community of CHI has established itself and is a Spotlight for CHI2014. The focus for CHI2014 is the development of a Catalog for the Digital Arts that we hope will lead on to an Art Gallery as a future CHI conference event. This SIG will be preceded by a workshop "Curating the Digital" that will have as i...
Article
Full-text available
This workshop intends to use the key strength of the CHI Community; research linked to practice, to design an Art Catalog for CHI. The workshop will start with an examination of current research in curating interactive art. The outcomes of the first phase of the workshop will then feed into Design Charrette exercises that will involve prototyping a...
Chapter
This chapter considers relationships between the interactive arts, audience engagement, and experience design in public art. What might each offer the other? Engagement and experience are central to current Human Computer Interaction (HCI) thinking. For artists, what the audience experiences or feels is a key consideration. This chapter presents re...
Chapter
Full-text available
This chapter is concerned with evaluation in public art, drawing on a study of Light Logic, an exhibition of drawings, paintings and interactive digital works, conducted by Site Gallery, Sheffield in association with UK and Australian researchers. Evaluating public art requires methods that suit the needs of practitioners undertaking novel types of...
Article
The paper briefly considers the conceptual and actual developments in art as a result of advances in computation and communications. It postulates various advances and developments that might take place in the future and expresses the view that, in the long term, computation itself, as introduced by Alan Turing will prove to have changed art practi...
Conference Paper
This research centres on the development of a number of prototype interactive systems, each of which uses a tangible means of representation and manipulation of musical elements in musical composition. Data gathered through collaborative prototyping and user studies is analysed using grounded theory methods. The resultant contribution to knowledge...
Conference Paper
This panel considers the relationships between the interactive arts, audience engagement and experience design. What might each offer the other? Engagement and experience are central to current HCI thinking. We will present and argue about the research issues of defining and understanding audience/user engagement and experience in the context of ar...
Conference Paper
Full-text available
ColourNet is a digital art system composed of a set interactive and interacting artworks. Although the artworks are able to work independently, they can also operate together to provide enhanced possibilities for human interaction and creative participation. We describe the ColourNet digital art system and demonstrate how people can interact with a...
Article
The paper first discusses early work that predated internet art and that was concerned with active audience participation in electronic art and describes the path of development of the first author's artworks that have looked at human to human communication through electronic (computer) systems from 1970 until today. The fundamental concept has bee...
Conference Paper
Emergence has the potential to effect complex, creative or open-ended interactions and novel game-play. We report on research into an emergent interactive system. This investigates emergent user behaviors and experience through the creation and evaluation of an interactive system. The system is +-NOW, an augmented reality, tangible, interactive art...
Article
Although both HCI and innovation policy discourse have a STEM (science, technology, engineering, and mathematics) basis, both also include trends that incorporate the arts. The purpose of this panel is to show how HCI/arts discourse and innovation policy/arts discourse inform each other. We then discuss with the audience how innovation initiatives...
Article
The establishment of a Digital Arts Featured Community at CHI 2012 indicates the general acceptance of mutually beneficial synergies between digital arts and HCI. At this juncture, the Digital Arts Community has an opportunity to build upon this established community platform to begin articulating lines of research. This SIG initiates this essentia...
Conference Paper
Emergence has the potential to effect complex, creative or open-ended interactions and novel game-play. We report on research into an emergent interactive system. This investigates emergent user behaviors and experience through the creation and evaluation of an interactive system. The system is +-NOW, an augmented reality, tangible, interactive art...
Article
Human bodily gestures are now clearly present as a factor in human–computer interface design extending interactor experiences into designed space, in particular as interactive film, where the interactor may have gestural and emotional experiences with on-screen material. This paper describes the organisation of time and space in three media forms w...
Article
This paper reviews the crucial influence that Alan Turing has had on art and, in particular on the development of the Generative Arts and the employment of automata in the making of art. The paper briefly reviews the concept of using automata in art and the extension of the basic idea to include interaction. The paper revisits an earlier argument a...
Conference Paper
Full-text available
We first describe the process of working on creative problems using three different but related approaches: Art, Design and Human Computer Interaction research. We present case studies of two interactive artworks; Magic Hopscotch and Cities Tango: Melbourne/Sydney, and explain how engagement with those works has informed our further practice in art...
Conference Paper
Full-text available
This paper reviews the development of frameworks for thinking and talking about interactive art in the context of my personal practice over the last forty years. It traces a number of paths taken, from an early simple direct notion of interaction through to communication between people through art systems and, more recently, interactive art for lon...
Conference Paper
This SIG proposal, sponsored by the CHI Design Community, looks at the intersection and cross-fertilization between HCI, and Digital and Performance Arts. We consider how the exploration of engaging and meaningful artistic experience can further push the boundaries of HCI research and practice and how tool use and models of evaluation can be explor...
Article
Interactive art has become much more common as a result of the many ways in which the computer and the Internet have facilitated it. Issues relating to human–computer interaction (HCI) are as important to interactive art making as issues relating to the colours of paint are to painting. It is not that HCI and art necessarily share goals. It is just...
Article
Full-text available
Computers can be very helpful to us by performing tasks on our behalf. For example, they are very good at performing calculations, storing information and producing visualisations of objects that do not yet exist as a made artifact. Increasingly, however, a different role is being found for the computer. It is the role of a catalyst, or a stimulant...
Article
Logic programming provides ways of composing time-based generative art that has great advantages for art practice. It is very concise and productive in enabling thinking at the structural level. Furthermore, it is relatively natural to extend the method to unify interactive work and, with the help of metarules, interactive work that performs differ...
Conference Paper
The paper reviews aspects of abstract films and the notions of time that occur in them. A series of developments by the author in making various generative digital abstract, or concrete, works are described and compared to film. The generation of the time element of the works described is integral with the generation of images. It is shown how diff...
Article
Full-text available
The authors have developed a model of practice-based research from observations and studies of practitioners undertaking PhDs. The domain of the particular PhDs is digital art and specifically, interactive art. Trajectories of research and practice have been identified that have common elements but are driven by different practitioner goals and pre...
Article
The study collects, compares and synthesises existing knowledge from specific sources about artists and creative designers working within research processes. The emphasis is on collaboration, evaluation and reflective practice.
Chapter
Full-text available
This chapter is concerned with the role of the artefact in practice- based research and the frameworks necessary to the success of practitioner research in the creative arts. We begin with the artefact and its role in research and knowledge creation and go on to place it within the context of practitioner and organizational frameworks. We describe...
Conference Paper
The paper discusses early work that predated Internet Art and that was concerned with active audience participation in electronic art and describes the path of development of the first author's artworks that have looked at human to human communication through electronic (computer) systems from 1970 until today. The fundamental concept has been to m...
Article
The article presents findings from an exploratory study investigating the nature of collaborative research and development in creative industries. Participants in the study are two creative SMEs with extensive experience of participating in collaborative projects. A collective case study approach is adopted with data collected on the factors imping...
Conference Paper
Remotely accessible audio-based virtual tours can offer great utility for blind or vision impaired persons, eliminating the difficulties posed by travel to unfamiliar locations, and allowing truly independent exploration. This paper draws upon sonification techniques used in previous implementations of audio-based 3D environments to develop a proto...
Article
In lieu of an abstract, here is a brief excerpt of the content: Transactions publishes short refereed papers. It provides a fast track to publishing key new results, ideas and developments in practice. This format is particularly valuable to young researchers and, in particular, Ph.D. students in the later part of their studies. Practicing artists...
Article
The paper describes a programme of research and practice in which the evaluation of interactive artworks in a public space is undertaken as part of the creative process. It explores the different perspectives involved in the research process of Beta_Space, a public exhibition and evaluation facility in the Powerhouse Museum Sydney. The three viewpo...
Conference Paper
The paper provides a personal view of the implications of computational concepts and technologies on art practice. It draws upon 40 years of such practice by the author. As the title implies, the paper concentrates on the themes of structure within the artwork, time-based art, correspondences between different media that the computer enables, and i...
Conference Paper
Full-text available
The evolution of user interface (UI) tools has generally regarded the UI as separable from the underlying application it represents. This viewpoint leaves the UI having to restate invariants already specified in other subsystems of an application, and any discrepancy between the versions in the UI and those in the subsystems leads to errors. This p...
Article
Full-text available
There are various forms of what's sometimes called generative art, or computer art. This paper distinguishes the major categories and asks whether the appropriate aesthetic criteria—and the locus of creativity—are the same in each case.
Conference Paper
This paper presents the latest results from our project ldquoour contentrdquo which aims to develop systems that generate meaningful sequences of information out of existing information. The our content engine is rather like an automated editor that generates meaningful output by combining the content provided by audiences in an interesting and sti...
Conference Paper
The interactive art system +-now is modelled on the openness of the natural world. Emergent shapes constitute a novel method for facilitating this openness. With the art system as an example, the relationship between openness and emergence is discussed. Lastly, artist reflections from the creation of the work are presented. These describe the natur...
Conference Paper
Edmonds and Fell collaborate on generative performances in which sound and image are integrated. The idea is to operate with structures that can mediate between sound and vision, so that a unified work can be produced that integrates both. Thus a single generative abstract structure is mapped into sound and image to produce the integrated work. Eac...
Conference Paper
This paper reports on research supporting online and asynchronous collaboration between stakeholders in the film scoring industry. Here, the authors present two studies conducted with filmmakers and composers to test the design principles of a prototype system. Outcomes from this research have identified a need for establishing a clear scope in cre...
Conference Paper
Full-text available
We describe a case study of the audience experience of an interactive artwork titled Just a Bit of Spin. This study was part of practice-based research project that aimed to develop strategies for designing for a play experience. In this paper, we focus on results relating to the two play characteristics of difficulty and competition. These results...
Article
Full-text available
In this paper we describe an interaction framework which classifies musicians' interactions with virtual musical in-struments into three modes: instrumental, ornamental and conversational. We argue that conversational interactions are the most difficult to design for, but also the most in-teresting. To illustrate our approach to designing for con-v...
Article
Full-text available
We survey six theories that characterize the pleasurable aspects of a play experience and synthesize these to develop a new framework. This new play framework contains thirteen categories; creation, exploration, discovery, difficulty, competition, danger, captivation, sensation, sympathy, simulation, fantasy, camaraderie and subversion. The methods...
Article
This is a statement from the catalogue of a recent exhibition in which UTS's Creativity and Cognition Studios was represented by two of its members. It briefly encapsulates the concept and philosophy of the group. @InProceedings{edmonds:DSP:2009:2199, author = {Ernest Edmonds}, title = {Words on the Creativity and Cognition Studios contribution}, b...
Article
This paper addresses the problem of understanding creative engagement with interactive systems. A model of engagement is proposed which represents modalities and phases of interactive experiences. The model was derived from empirical studies of audience interaction with art systems. The aim is to provide a means of facilitating communication betwee...
Article
This paper is concerned with the design of interactive virtual musical instruments. An interaction design strategy which uses on-screen objects that respond to user actions in physically realistic ways is described. This approach allows musicians to ‘play’ the virtual instruments using the sound of their familiar acoustic instruments. An investigat...
Article
Emergence is discussed in the context of a practice-based study of interactive art and a new taxonomy of emergence is proposed. The interactive art system ‘plus minus now’ is described and its relationship to emergence is discussed. ‘Plus minus now’ uses a novel method for instantiating emergent shapes. A preliminary investigation of this art syste...
Article
Full-text available
Interactive film, delivered by computational processes, collapses the self; the singular, personal identity to which we have become accustomed is challenged by the adoption of many selves, transforming our primary experience of identity. The new medium presents us with narrative multiplicity, so that we are no longer just “John Smith,” our namesake...
Article
Full-text available
This paper presents design rationales and prototype of a generative system for visualising possible sequences of information to stimulate human creative thinking. Possible sequences of information segments, usually called contexts, scenarios, narratives, or storytelling, have been used as a tool for exploring and stimulating thinking about possible...
Article
Despite the numerous experimental and theoretical studies on the negatively charged nitrogen vacancy center (NV−) in diamond and the predictions that the neutral nitrogen vacancy center (NV0) should have an S=1/2 ground state, NV0 has not previously been detected by electron paramagnetic resonance (EPR). We report new EPR data on a trigonal nitroge...
Conference Paper
Human bodily gestures are now clearly present as a factor in human-computer interface design, used in commercially available game interfaces such as Sony's Eye Toy. However, many challenges still exist for this as yet new process, including the development of design strategies to further enable potential. This paper describes the organisation of ti...
Conference Paper
The cutting edge in the digital arts is a highly fertile ground for the investigation of engagement and the role of new technologies. The nature of audience interaction with artworks and the implication for the consequential nature of the interactive art system is itself important. This paper examines the process of experience evaluation of interac...

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Cited By
    • Eindhoven University of Technology