Spring 2017 Incubator Showcase

Still from "New World Trail" by John Capogna
Join us on October 5th for a Showcase of work by our Incubator members! Our Artists will be showcasing a diverse selection of inspired projects using creative technology, VR, wearable tech, and more.

7:00pm-9:00pm
$5-$20 Sliding Scale Entry
Cash bar 21+

We are incredibly proud of the work coming out of Gray Area's fourth Incubator cohort; these artists have produced deep investigations of significant works through 6-months of community building, skill sharing, prototyping, technical support and critical discussion. Gray Area's Incubator Program offers artists a chance to develop meaningful works at the intersection of art and technology. We bring together skilled creatives to incubate their concepts and provoke new ideas with their work. The Incubator program has facilitated the conception of works that have developed into distinguished companies and products. Applications for the next Incubator round are due October 5th!

Projects:

Claudia Miranda "Soft Dissolve"
Soft Dissolve is an ongoing project that deals with creating virtual spaces modeled after distressing emotional states. It was inspired by the sensation of therapeutic dissociation.

Colin WIlson, "Botnique"
Wilson's goal is to resurrect his passion project, which is to develop a kit that enables the owner to build and program a robot made out of paper. This kit is intended to encourage education and creativity in a non-intimidating and accessible community for a large variety of ages.

Duran Rose, "Ambient"
Ambient is an application that pulls input from any environment; whether physical movement, audio or color information. This information, in turn, helps create a dynamic and ever evolving visual representation of the mood in that space.

Jack Anderson, "midi.city"
midi.city is an open music platform for creating, listening, and sharing music in a raw, flexible, and standardized format. Members will be able to openly "remix" or "fork" tracks by taking particular melodies or rhythms and modifying the respective tempos, instrument selection, and modulation effects to their liking. midi.city will take a strong focus on user-submitted content and enhancements like custom samples, sound syntheses, and sound visualization. Anderson hopes to turn midi.city into a strong community of music lovers, aspiring creators, and seasoned producers that embrace the open-natured format

John Capogna, "New World Trail"
New World Trail is a story exploding, a meta-narrative that takes place on the present day Oregon Trail where you'll form a bond with Kid, a digital nomad who has left society for reasons you don't know. Kid is making a video game as a way to connect to the society she has left behind. To make this game John will assemble his gear, hit the road and recreate the journey under the guise of Kid in real life. The resulting game will be a mixed-reality hybrid of what the trail looks like today, as well as Kid's interpretation of her surroundings as she copes with the loneliness of having made the choice to vanish.

Matt Fisher, "IFORWE"
Fisher is building a free, open source tool that helps curators do crowdsourced, socially focused exhibition research and data visualization. His immediate focus is gathering information and visualizing connections for IFORWE. His exhibition piece seeks to trace relationships and characteristics between artist collectives and collaboratives in the Bay Area. The tool lets people contribute to a taxonomy that links groups, and visualizes hubs, connections, and influences among those groups laterally in a network and also over time.

Matt Paul, "Hardly Strictly Platonic"
Throughout history the regular convex polyhedra collectively known as Platonic solids -- tetrahedron, cube, octahedron, dodecahedron and icosahedron -- have inspired both artist and architect, geometer and philosopher. Plato himself theorized that the classical elements of earth, water, air, fire, and æther, were made of these regular solids. Beautiful in their symmetry, these solids continue to inspire even to this day. By way of their study, we intuit the nature of the world around us and indeed the universe itself.

Over the last 12 months, the artist conducted a study of various methods by which the Platonic solids might be constructed from a minimal set of component parts. During this exploration, the realization dawned that illuminating these geometric forms would not only be instructive to geometers young and old but aesthetically pleasing for all to behold.

Morgane Santos, "Tenebra"
Santos is creating a VR experience, with an accompanying physical space, that will focus on meditation, calm, and beauty for beauty's sake. The goal is to provide a tranquil virtual space whenever people need it, and to show how technology (in combination with nature) can be used for more peaceful goals.

Niki Selken, "EmojiFlower VR"
Have you ever wanted to live in a musical wonderland of flowers and Emoji? Now you can. EmojiFlower VR is a Virtual Reality art-game that combines Emoji with 90s interiors, natural environments, and original music.

SENSOREE, "Sensoree Therapeutic Biomedia"
SENSOREEs therapeutic biomedia is emotive technology with auditory, visual, and tactile displays to promote extimacy – externalized intimacy – showing how you feel on the inside to the outside world. SENSOREEs designs give the body a voice – self awareness, insight, communication, empathy, and fun!

Stephen Standridge, "The Deep"
The Deep sits on the border of the limitations of human perception, playing with duality and polarity the dialectics upon which knowledge and understanding is built. The cyan waves and magenta particles set the stage as a depiction of the conceptual duality of the nature of light. The painting's colors flirt between real and imaginary transitioning the perceived palette while the reality of each symbol ebbs and flows in sync; offering momentary understanding of the imaginary colors hidden just beneath the actuality of perception. The control presents a physically real depiction of the content that does not correspond linearly to its presentation of space intentionally misleading the viewer's internal illusion of space. The deep pulls at the illusions of space, time, and color; illusions inherit to perceiving through the human body and mind. It asks the viewer to bridge their microcosmic understanding to the macrocosmic reality that exists just beyond this trained and limited internal distortion of mind.

Zoe McCloskey, "αὐτόματον (Automatones)"
In Ancient Greek the word automatones denotes metal creatures who could feel and think like men, "acting of one's own will." They were created by Hephaestus who besides his automatones of metal also created Pandora of clay. This rage game is half material object and half interactive digital text. Both curiosity and ignorance might make you lose. Winning relies on literally changing ones perspective to the information.

Artists

Claudia Miranda

Claudia is an artist and freelance designer who's work explores the intersection of technology + nature, digital storytelling, and avatar embodiment. Her work endeavors to provoke self-reflection, play and a reverence for nature.

 She is currently working on designing VR experiences that can live alongside holographic sculptures which manifest the digital in the physical world. Claudia has previously worked as user experience designer, VJ, 3D animator, illustrator, videographer and multimedia content creator.

Colin Willson

Colin Willson is an Design Technologist with an extensive background in both art and engineering. He excels in systems and conceptual thinking. He is the go-to guy for troubleshooting anything, from lines of code to an electrical circuit, as he has have years of experience not only from working on his own projects, but also from tutoring over one hundred different students from variety of different disciplines. HIs work experience has included everything from filming sharks for television to designing wearable bio-sensors for fashion. He graduated from California College of the Arts with a degree in Interaction Design.

Duran Rose

Pulling on a lifetime of observation and deep practice within the arts and exploring how they can guide, influence, reflect, or predict the nature of life and the human experience, Duran Rose has never ceased to try and display how the seemingly disconnected world and the people in it inevitably influence each other, whether or not it is noticed. His overall goal is to make visible the intangible connections that we all share and how we can be more grounded if we only take the time to consider our impact on each other and the world at large.

Jack Anderson

I am software-engineer by trade, with a passion for art and technology. For the past six years, I have worked at various San Francisco-based software companies in the fashion, charitable giving, and cloud technology industries. My work in these fields focused on creating polished and performant user experiences across a wide range of languages and infrastructures.

John Capogna

John Capogna creates semi-anonymous, semi-biographical art from the open road. He works with code to find empathetic expressions in human-machine interaction to explore topics of surveillance, digital nomadism, and urban isolation. Lately he’s been researching video games as a storytelling medium to explore the unique relationship between game creator and game player. His work has been shown at the NY MoMA and the Museum of Innovation, and featured in publications such as WIRED, Core77, Fast Company and Make Magazine. He was a resident at IBM’s Center for Innovation in Visual Analytics.

Matt Fisher

Matt Fisher is an artist and curator living in Oakland. As a studio artist, he exhibits both solo and collaborative works, the latter as a member of Finishing School, a socially engaged artist collective. He has exhibited throughout the United States and internationally, with recent exhibitions at Boulder Museum of Contemporary Art, Rocky Mountain College of Art and Design (Lakewood, CO), Occidental College (Loa Angeles), The Maloof Foundation (Rancho Cucamonga, CA), Titanik Gallery (Turku, Finland), Ochoymedio Ecuador (Quito), CreativeTime Summit (Washington D.C.), Riverside Art Museum, Pro Arts Gallery (Oakland) and Palomar College (San Marcos, CA). As curator, his sustained interest lies in drawing out strong — often underexamined — connections among the wide-ranging experimental art practices in the Bay Area. He is the curator for Gray Area's UNSEEN series, a quarterly showcase for Bay Area artists working at the intersection of art and technology.

Matt Paul

Matt Paul is a technologist by trade, geometer by night. With a degree in Engineering & Applied Sciences from the California Institute of Technology, he has pursued a career in software development though my interests span such diverse topics as the arts, geometry, music. As geometer he considers himself a student of Euclid, Escher, Gaudi and Fuller; a close study of perspective and the relationship between form and function. As artist, ever the minimalist. As technologist, ever the reductionist. In symmetry lies beauty.

Morgane Santos

I'm a digital designer with a computer science degree. I grew up in the Silicon Valley, playing MMORPGs and customizing my MySpace profile, and I'm still heavily influenced by these early internet experiences as a teenage girl. Now I write stories and create games with this cybertwee leaning. I want to offer alternatives to the usual masculine and cynical ideas of technology. Most recently I made a sci-fi text adventure game that's neither dystopian or utopian, and focuses on human relationships. You can play it here: http://morgane.com/fantom

Niki Selken

Niki Selken is a designer, educator and technologist living in San Francisco. Her work focuses around storytelling, games and interaction design. She is a resident artist and creative code mentor at in the Gray Area and her research surrounds the spaces of VR and AR. Niki has taught interaction design, creative coding, and game design at Parsons School of Design, St. Joseph's College in Brooklyn, University of San Francisco, and Bay Area Video Collective. Before delving into design, she founded experimental theater company, Ko Labs, and a technology consultancy, Big Treehouse. Afterwards she moved to Brooklyn and attended Parsons MFA Design and Technology program where she was awarded design fellowships with Ms. Foundation for Women and PETlab as well as Girls Write Now. In 2013 she founded the World Translation Foundation with Cara Rose DeFabio as a way to promote, explore, and translate the written word into the pictorial alphabet of Emoji. Her latest Emoji project, The Emoji Dictionary, debuted in New York City at The Proof is in the Processor art show and was featured at Currents New Media Art Festival 2015 in Santa Fe. In 2014 she won New York NASA Space Apps and placed as a global finalist for wearable tech project, Senti8. Her game, Find Maria Rivera was exhibited and selected as an Award Finalist at Indiecade 2015. In 2016 she was selected as a Kill Screen game design scholar and Parsons E-Lab fellow for her Augmented Reality platform, Wayscape. Niki's design and Emoji work has been featured by Yahoo Tech, Adafruit, Buzzfeed and Make Magazine among others.

Sensoree Inc

SENSOREE design lab is an organic confluence of artists and engineers. We work with futuristic fabrics made from sustainable materials embedded with sensitive technologies.

SENSOREE began as MFA design research to create wearable technology to augment Sensory Processing Disorder, a condition which ranges from ADHD to autism. With global enthusiasm, we have presented works at technology and healthcare conferences, in fashion shows, museums, and future visionary platforms. Thank you!

Stephen Standridge

Stephen grew up with one foot in the rural country culture of Missouri and another in the quickly-evolving hyper-connected culture of the internet. As a young adult Stephen explored his creative process through sketchbooks of pencil and pen drawings focusing on line, anatomy, and landscapes. Throughout college, his work shifted from strictly representational to using representation to give an aesthetic texture while stretching the viewer's understanding of space and dimensionality. At this point, his strictly pseudo-3-dimensional work hit a standstill lacking depth both in the 3rd dimension and the 4th. With the strong computer science fundamentals of an art student, he began teaching himself graphics programming to unlock the dimensionality his work required. Recently, he has been focusing on interaction, portability, and simulation-based artwork.

Zoe McCloskey

Zoe McCloskey is a research based social practice artist who incorporates science and technology into her practice. "As we move into a society increasingly built on languages of logic, I am invested in protecting and incorporating elusive knowledge and critical discourses already well developed in the arts and humanities." Her artworks often take the form of audio tours and interactive performances that empower audiences to to suss out true scientific hypothesis from ideology-guised-as-science. She also teaches programming and social justice as a combined class to teens; and builds websites and objects that demonstrate the potential for us to re-imagine technological ascendancy as co-evolution, rather than a race to domination. Highlights from the artist's cv include collaboration with choreographer Magnhild Fossum at the Cabaret Voltaire, Zurich; visiting artist to Internet Art Class at Stanford University; a cover feature in SciArt in America (NYC); social practice projects in Belize, Argentina, and El Salvador with the collective Locurativo; and teaching Game Code Design to youth at the Bay Area Video Coalition. McCloskey holds a BFA from Cooper Union and an MFA in Social Practice from California College of the Arts.

Incubator and Education Manager

Chelley Sherman

Chelley Sherman is a new media artist and virtual designer based out of San Francisco. Her visual work creates narratives using elements of organic movement, texture and principles of light to build landscapes otherworldly. She is a mentor and educator at Gray Area, VR creator and developer, as well as a supporting visualist for SF techno artists.

Mentors

Mark Hellar

Mark Hellar is a leading technology consultant for cultural institutions throughout the San Francisco Bay Area and beyond and owner of Hellar Studios LLC. Mark has worked on new media conservation initiatives at SFMoMA, MoMA and the Solomon Guggenheim Museum on the conservation and care of their software-based artworks.

Ray McClure

Ray McClure founded his interactive studio Dreamboat in 2009 to develop web and installation experiences. Notable creations include PollySynth, a multiplayer polyphonic synthesizer, and 808 Cube which combines a Roland TR-808 drum machine with a Rubik's cube. As a member of the Gray Area Cultural Incubator program he created the mixed reality installation Amazing Grace and Computers. In 2016 he started the virtual reality studio Plus Four with partner Casey McGonagle. Their voice controlled VR project VVVR was developed at the Convergence residency in Banff, Canada and featured at both the 2016 Gray Area Festival and David Lynch's Festival of Disruption.