2018.1 Incubator Artist Salon

Substrate by Will Atwood
Members of our 2018 Session 1 Incubator cohort will share their projects in development and we invite you to contribute your feedback! Incubator projects explore the intersection of art, technology and social critique. Our Incubator Program is an opportunity to develop a project within a supportive community of peers.
We are currently accepting applications for our Session 2 cohort beginning in July 2018. Learn more and apply here.

Presenting Incubator Members: Chelley Sherman, Stephen Standridge, Adam Florin, Will Atwood, Shihan Zhang, Elliott Spelman, Rachel Rose Ulgado, Anastasia Victor

Event registration is free and there will be a cash bar for those 21+.

Das Is by Chelley Sherman is transition through mortality, crossing through multiple planes and memories. Through this interactive journey, your disembodiment self reflects on symbolic monuments navigating through unforgotten impressions of life. Created with Unity and experienced with the HTC VIVE.

Inferno by Stephen Sandridge explores the constructs of alignment and focus; playing with the mental process through which action and effort become a desired result. Its physical controller corresponds to a digital simulation that transmutes the more or less aligned actions of the viewer into varying visual pieces. Created with glsl, TouchDesigner, Microcontrollers, 3d Printing, and Raspberry Pi.

Radio Concrète No. 2 by Adam Florin will immerse visitors in a vast forest of sound, individually culled from online databases, and arranged in real time by the same powerful AI used by major music discovery services. The installation will respond to visitor movement and/or utterances, dramatizing the inhuman strangeness of an alien cognition.

Substrate by Will Atwood is an exploration the relationships between entities and the foundations upon which they emerge and persist, through the use of a variety of virtual and physical media. Created with Paint, Ink, Wood, and Digital Engines.

Personal Carbon Economy by Shihan Zhang is a future model of personal-scale carbon cap and trade, and products resulting from it, to promote a carbon responsible future. This project including 4 sections: The Carbon Union(Global carbon-sustainable pilot community), The World Carbon Bank( Non-profit organization for personal carbon trade), Carbon Gadgets Magazine (carbon offsetting tools digital magazine), and Symbiosis lifestyle garments( Skin Farming Jacket and Carbon Garden Dress).

facegames by Elliot Spelman is an interaction design studio. They are building a face-controlled mouse for people with massive spinal cord injury or ALS in conjunction with Mt. Sinai hospital. The controller would be the first of its kind to directly utilize a user's expression (rather than just the orientation of their face and a timed "dwell" click).

Perennial by Rachel Rose Ulgado is a 3D meditation born from daydreams, as a form of self-reflection and self-care. As a response to the banal noise of the day to day world, this interactive installation suspends time and offers the audience a retreat into an endless garden. Created with Unity, Cinema 4D and Processing.

Training Sets by Anastasia Victor is series of works that use facial recognition and data scraping to explore issues around algorithmic bias and data privacy. Created with Unity, ARKit, OpenCV, Python, Javascript, Blender, Vuforia, and IBM Watson.


Chelley Sherman

Chelley Sherman is a virtual artist from San Francisco. Her work is governed by patterns and texture which harness the neural systems that underlie enthrallment in darkness, ritual, reverie. Her practice consists of experiments with different mediums and displays such as virtual reality, projection mapping, and interactive audio visual installations. Sherman's work often focuses on human cognition, exploring perception in photic stimulus and non-linear narrative. Since her background in cognitive science and graphic arts, her works have been presented in installation and performances in media arts festivals in San Fransisco, Los Angeles, and New York.


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.

Adam Florin

Adam Florin is an independent media technologist. He has created digital installations for Levi's®, General Electric, and Google, earning a South by Southwest Interactive award; as well as content platforms for MoMA, e-flux, and Triple Canopy, where is technology advisor. He holds an MFA from CalArts, once worked at Cycling '74, and is the creator of the generative music sequencer Patter, available for Ableton Live. His research centers on computational models of aesthetics, perception, and cultural meaning-making. He lives and works in Oakland, CA.

Will Atwood

I’m a multimedia artist and product designer. I sit at the intersection of aesthetics, engineering, and the human experience.

Shihan Zhang

I am a speculative designer based in San Francisco. I came from an industrial design background and pursued MFA Design at California College of Arts from 2013 to 2017. My passion lies in challenging cultural stereotypes and preconceptions through speculative design. Expanding technologies’ possibilities to address Climate challenges fascinates me. I explored methods of design alternative futures by crafting fictional but solid systems, scenarios, and products to promote plausible futures. I am extremely curious and enthusiastic about how people interact with the environment and tools in diverse contexts. I consider design as a thinking mode and a making tool. As a creative and energetic designer, I am challenging myself every day to use the power of design to frame possible problems, to explore plausible opportunities, and to fuel positive change.

Elliott Spelman

Elliott Spelman is an artist and designer who's interested in the way that light can convey information. He's currently working on a series of interactive games that you play entirely with your face. Previous clients include Pace Gallery, Jim Campbell, Symmetry Labs, and Goodby Silverstein. Elliott graduated in June 2017 with an MFA in Design from Stanford.

Rachel Rose Ulgado

Rachel Rose Ulgado is an artist, technologist, and researcher. She uses code as an artistic medium to explore new ways of interacting and engaging with the world. Her most recent work focuses on creating 3D interactive experiences for VR and the web. She is a resident of the incubator program at Gray Area Foundation for the Arts, where she also teaches and mentors students in learning creative coding and media arts. She holds bachelor’s degrees in anthropology and informatics (with a specialization in human-computer interaction) from the UC Irvine, where she started a campus makerspace and designed educational tools for adolescents with Autism Spectrum Disorder. She holds a master’s degree in human-centered design and engineering from the University of Washington, where she researched feminist hackerspace communities. She was a student at the School for Poetic Computation in New York in 2014. She has worn many hats - worked as a UX researcher and designer, a developer, and creative technologist at a variety of tech and design companies, including IBM, Intel, Schema Design, and most recently, Xerox PARC.

Anastasia Victor

Anastasia is an artist / designer who creates installation and graphic art to explore her interests in digital technologies, physical spaces and human-computer interaction. Her background is in architecture and she holds a MArch from UC Berkeley. Over the past decade she has explored a range of domains and tectonics, from ecological systems to digital media. She is currently focused on creating works for virtual, augmented and mixed reality that challenge the ways we interact with our environments and each other.