“Sound design” can mean many things in today’s fast paced media industry. A role of a sound designer can vary. Varun will trace his career from beginning in music recording and then sound design for film, design of interactive media and now audio technology development to describe how the skills of a sound designer can influence different job profiles and industries.
Varun's spent over a decade in the audio industry and has worked on hundreds of projects across television, film, games and interactivity. He co-founded Two Big Ears, where he led development of spatial audio technologies and tools. Two Big Ears was acquired by Facebook, where he is now a technical lead on the spatial audio team.
E-blue is a Hong Kong based business started in 1999. They have grown to one of the largest computer gaming gear manufacturers in the world. We make everything for LAN centers from Chairs to desks and peripherals and computers. We also custom design LAN centers to include deco and stages for competitions and tournaments. We are working with several businesses and Universities to help them realize the potential of E-sports. We have opened over 300 LAN centers in Asia and Europe. Now we are expanding in to North America and Latin America as there is great demand for our services in these areas.
I have worked in the computer industry since the late 1980s working for a major electronics company in Los Angeles for 13 years. At that time everything was converting to printing, scanning and CAD from just copying. Home computers were just emerging in large numbers after windows 3.1 was released. Internet was in it's infancy.
After moving to Phoenix in 1999 I worked for a company that sold custom servers and computers for B to B. I worked in technical sales mostly for mass storage products and software.
I moved on and worked as a consultant for another company involved in mass storage research before retiring.
I was retired for a few years until I met Gary Lo who was leading the E-blue expansion to North America. I thought I would help out and then go quietly back in to retirement. I became very excited about the future of esports while working with E-blue and decided to take the position as their sales manager. I am still excited about it and proud to be a part of it. What you can see now as a casual observer is just the small tip of a very large iceberg.
Collaborative and interdisciplinary research, Open Source Estrogen combines biohacking and artistic intervention to demonstrate the entrenched ways in which estrogen is a biomolecule with institutional biopower. It is a form of biotechnical civil disobedience, seeking to subvert dominant biopolitical agents of hormonal management, knowledge production, and anthropogenic toxicity. Thus, the project initiates a cultural dialogue through the generation of DIY/DIWO (do-it-yourself/do-it-with-others) for the detection and extraction of estrogen, and contextualized as kitchen performance and queer body worship.
Maggic makes Freak Science, workshops with the public, performs with aliens, and exhibits with urine. It exists between the categorized fields of bio-art, bio-hacking, art-science, citizen-science, though it would rather abandon all. Its most recent work concerns the (lovely) tension between active and passive queering through estrogenic micro-colonizations and asks: do you want to be more alien than you already are? Maggic trained in both Biological Sciences and Art at Carnegie Mellon and is currently pursuing its masters degree at MIT Media Lab.
Title: Losing My Wings: Supernatural Fables of Development
This is a remarkable time in the history of biological thought. Experiments during the past few decades have changed scientist’s views of how genes contribute to evolution and development. The “Losing My Wings” project provides a dynamic way to explore the literary, cultural, political, and biological implications of these changes. The project is anchored by an interactive, multimodal online site that uses key (or supernatural) moments in narratives of the human, or humanoid loss of wings in science, film, and science fiction. Recent studies in evolution and development tell us that humans possess all the molecular machinery needed to develop wings. The fact that they do not has haunted stories of personal and social transformation for millennia.
Phillip Thurtle is acting director of CHID through Winter Quarter 2017 and is associate professor in CHID and History. He received his PhD in history and the philosophy of science from Stanford University. He is the author of The Emergence of Genetic Rationality: Space, Time, and Information in American Biology 1870-1920 (University of Washington Press, 2008), the co-author with Robert Mitchell (English, Duke University) and Helen Burgess (English, University of Maryland) of the interactive DVD-ROM BioFutures: Owning Information an Body Parts (University of Pennsylvania Press, 2008), and the co-editor with Robert Mitchell of the volumes Data Made Flesh: Embodying Information (Routledge, 2003) and Semiotic Flesh: Information and the Human Body (University of Washington Press, 2002). His research focuses on the material culture of information processing, the affective-phenomenological domains of media, the role of information processing technologies in biomedical research, and theories of novelty in the life sciences. His most recent work is on the cellular spaces of transformation in evolutionary and developmental biology research and the cultural spaces of transformation in superhero comics.
Title: The Artomatix Startup Story: Bringing A.I. to the Art World
Artomatix solves the problem that art creation costs too much and takes too long when building virtual worlds for the video game, movie and industrial design industries. They achieve this through new technological innovation, having developed an A.I. driven platform capable of mimicking human-like artistic creativity. Artomatix has been proclaimed as a top AI startup worldwide, raising nearly $3m and winning multiple awards including Nvidia's Early Stage Challenge.
This talk will briefly introduce Artomatix and the blossoming field of machine creativity, giving an overview of Artoamtix as it exists today. Then Eric will talk about founding the company in the aftermath of finishing his PhD and all the challenges he's faced with building a company completely from the ground up over the course of five years.
Dr. Eric Risser is an expert in the combined fields of artificial intelligence and computer graphics and is the founder and CTO of Artomatix. Eric holds a master’s degree from Columbia University and a PhD from Trinity College in Dublin. He has given talks at top industry/academic conferences such as Game Developers Conference (GDC) and Siggraph, multiple times each. He’s been invited to speak at a number of companies/institutions, including Pixar Animation and Princeton University.