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Research

This page lists many of the projects undertaken by Anthony Head during the last five years. Primarily a software artist, Anthony uses programming and any appropriate hardware to achieve his aims.

Anthony also produces works as a photographer where he uses dolls and macro-photography to explore human emotional issues.

All work examples on this page require the Shockwave Player and the Flash Player plugins installed in your browser.

 

Current research

2007

To date Anthony Head's software art has always been viewed on a flat surface (either monitor, plasma screen or wall projection). He is exploring the potential of projecting onto dome surfaces internally, with the use of fisheye lenses or mirror balls.

He is intending to create highly immersive real-time artistic experiences for audiences. By increasing the amount of immersion, there is the potential for a greater emotional impact of 3D animated artworks.

A future project will involve the development of a Highly Immersive Virtual Environment (HIVE) in order to create a multitude of interactive 3D artworks. This piece of software will allow the creation of objects with far greater number of physical properties than is usually associated with computer-generated imagery.

Planned for exhibition next year, Anthony is developing a project influenced by climate change. 'The Highline' is multi-projected diarama, based in New York. In this semi-fictional urbanscape, the weather will change dramatically. This will leave the audience contemplating issues related to climate change and its impact on our urban environments.

 

Metamorphosis

2002-2006

Metamorphosis is a series of six interactive kinetic sculptures. The audience can explore the shapes and material of the sculptures that alternate between two states.

The sculptures are mathematical in construction, created on computer through programming techniques. The issue of touch and sculpture is explored with the virtual nature of the work. The physicality of the work is experienced through the mulitsensory features of the sculpture.

Metamorphosis is controlled by standing in front and moving your arms. A camera points at you and picks up your movements.

Launch Metamorphosis online version (Requires Adobe Shockwave Player). Use the mouse to manipulate the sculpture and press the 'space bar' to change sculpture.

Metamorphosis has been exhibited in London and at SIGGRAPH 2004, Los Angeles.

metamorphosis two

The latest incarnation of this work, Metamorphosis 2 was shown at at the twonotten festival, in Southampton, in October 2006. Metamorphosis 2 uses a touchscreen to engage the audience with a morphing object. By touching the screen, and being able to prod the object, the viewer gains a near-haptic engagement with the virtual fleshlike sculpture.

Launch Metamorphosis 2 online version.

 

Dysmorphia

2003

dysmorphia

Dysmorphia is a project that deals with body image and self-perception. The audience sees themselves in a virtual hall of mirrors. The camera-based mirror warps the image infront of it. This warping encourages the user to react to the image infront of them. Reactions to the piece range from delight to disgust, depending on how the mirror distorts.

 

Ants

2001

Ants is an experimental simulation that approximates ant-like behaviour. The ants feed on the 3 types of food which they find by walking around in random directions. When they discover the food, they bring it back to the nest whereupon they take on some of the proparerties of the food, either making them , stronger, faster or more agressive. The ants' colour changes showing how their behaviour has changed.

Launch Ants

 

Play with yourself, play with others.

2002

Exhibited at the Waterman's Gallery, London, this video based piece of work featured the audience being recorded and super-imposed on top of footage recorded 20 seconds previously. This led to the viewer seeing themselves and other people in the recent past.

The looped recording built up layers of people, who appeared behind the current image. Sometimes unnerving, sometime playful, the audience was able to interact with themselves, or others, through this time-delayed work.

 

Purbeck Light Years

2003-2006

purbeck light years

Purbeck Light Years is a temporal virtual landscape painting. Based in a 3D environment the audience can explore the abstract nature of the modern landscape painting of Jeremy Gardiner.

A collaborative work, Purbeck Light Years was created with close creative dialogue between Anthony Head and Jeremy Gardiner.

The work has been shown in many galleries around the UK and internationally. It won the 2003 Peterborough Art Prize.

View a short video of Purbeck Light Years.

View an online version of Purbeck Light Years. (10 megs, limited sound and graphics).

 

Virtual Sculpture Park

2002

virtual sculpture park

The Virtual Sculpture Park is an experimental arena for sculptures based on particals. Impossible to manifest in reality the particle sculptures twist and move using equations and time. The user can navigate around the park and launch a variety of interactive experimental projects.

 

Zoomorphs

2003-4

zoomorphs

Zoomorphs is an extension of the Metamorphosis project. Animal-like sculptures can be prodded, poked or stroked. By exploring the four different animals the audience can embark on believing in these virtual creatures. They don't exhibit any of the cuteness of commercial virtual pets, but allow the viewer to question their own attitudes to animals at an instinctive level.

 

Deep Ocean

2004


Deep Ocean is a prototype underwater exploration. You can navigate your way around the ocean bed, observing volcanic heat vents, where life can be found.

Also, lurking around the ocean depths are larger, fictional sea creatures, that can be heard calling through the darkness. Eventually you can see them, as they slowly swim, sifting the ever-present plankton.

Launch Deep Ocean

 

Little Dolls in the Garden

2006

The Little Dolls in the Garden photography series. The images contain narratives with differing interpretations. The work is kitch yet can be interpreted as sinister and fun simultaneously. The series explores themes such as life, love, adventure, death, war and others.

More examples can be found on Saatchi's Your Gallery

boys in daisies

adventure one

regret

3D for the Web - Book

2004

3d for the web

This book, co-authored with Carol MacGillivray was published internationally in 2004, by Focal Press. 3D for the Web is a book covering interactive animation for use specifically on the web.

The book explores the subject of 3D modelling and animation for use in Flash aswell as interactive 3D (i.e. computer game graphics). The book discusses and provides tutorials on character animation, landscape construction and techniques for interactive gaming design.

Included in the book is interviews with a number of website and game developers who use 3D in the web-based work.

More information about 3D for the Web can be found on the website www.3dfortheweb.info.

 

BallArena - E-toy

2001

ballarena

BallArena is an virtual wooden toy. This project, completed in in 2001 was in answer to A D&AD brief to create an e-toy. It won second prize in the D&AD student awards for the category.

BallArena involves the user creating an obstacle course in which balls can be dropped and thrown around. The toy uses physics to simulate a wooden construction set.

Launch BallArena (Requires Adobe Shockwave Player).

 

Experiments

2002-2004

Below are some of the visual interactive experiments conducted by Anthony Head over the last several years. They cover topics such as movement, typography, flocking and patterns.

To launch, click on the titles.

Letters

letters

Flocking

flocking

Waves

waves

Anenome

moss

Vortices

vortices

Moleculesmolecules

Moss

Spirals

Tunneltunnel