Artworks  Presentations for GA2004


Vera Sylvia Bighetti.

Department of Communication and Semiotic, Pontificia Catholic University, São Paulo, Brazil.





Experience in generative art  where the digital environment works to be dragged. The complete work if for the interaction of the reader and the behaviors had access in the routine.

1. Drag and drop

“Drag and drop” project works with the public space of the Internet, having been conceived of a publishing procedure that it looked to facilitate its opening. It is in the category of generative art and executable art what demands a series of proper routines for its execution. Here software is not alone a program, it is one to assist to make a routine, is not some thing alone as machine, mathematics language or programming, are art information.

It is a project that deals with rhythm of reading, a mix for the different behaviors and the ergodic participation of the kinesthetic point of view.

The fidget of the project is the relation in the conception and the creation of a sensorial space to be explored. Because it is definitively the digital way that induces a particular mobility. The best one of in the same ones can be defined in the digital space like a game of the laws of the movement, as a field of force, a system in permanent evolution.

Subsequently, the hypotheses that we could locate in way that the relations of the meeting and a dialogue could induce hybridization and as the real place of the interaction shows what it is also an important part of the particular perception of the virtual space

These are the two suggestions and the conditions for the tensions and the vibrations that, the project of aesthetic kinesthesia Drag and Drop.

Moreover, the interactivity can also echo in the experimentation in the space as a dialogue with the new. In it is the hand of the reader who contributes to perfect the materialization of the virtual world; but the perception that are collated with the independent processes, for the notion of interactivity of mouse and sensors (in a new stage – of the work in progress), the visiting reader has that to accept or not that is in a learning position when it faces an unexpected modality of art and communication

Drag and drop explores the generative art, not as a surface. The project is thought for an interface as a sponge, that does not limit the reader but that it introduces the reader for the virtual space and at the same time places the image in the real space.

2. Main body of paper

The line of the interface is permeate and mutant; being able to bring the interator for inside of the vice system and it turns therefore we are observing external of the images at the same time where we are observed by them. We can say that the digital images are a real system, because they store the information that can at any time be modified, being thus a dynamic system of the variable. We work the images and the genetic algorithms, according to Chomsky, that used mathematical logical systems for the natural language and today we apply these concepts in programming that allow imitating the processes of the life, as the morphogenesis and the growth of the forms. The used variable of the independent agents if convert into data with proper life. They are capable systems of if to adapt to return of, according to intelligent behavior the virtual and changeable system all after being if becomes now viable. The image has viable behavior and natural intelligence. The conversion of the image for the digital system can make to behave it as an alive organism, acting for same itself imitating the evolution of the life. How much to the observer we must think it as part of the system about net, more not occupying hierarchic place, but as a knot of the net. We also can, to think the use of the digital technology as a nomadic communication, for a collective one without place and in real time. The digital art with its characteristic of windows results in an object simulation in three dimensions and in real time and each time more it is the adjusted expression more of our world. The interactive computational animation, to dispose one feedback visual immediate of the results, makes possible to decompose the stages of the construction of the images and to study its results and still makes possible action directly in the computer. The rapidity and adaptatividade of the computational process generate, in seconds, dynamic answers on the exchange of space relations and graphical information. This system is formed by a series of elements as the hardware, software as language, action of input and output, memories and data bases, the digital environment allows to cross distinct spaces and times and different levels of reality, joined sonorous tracks, formats and categories of information, new connections in a continuous flow of information.

2.1 Details of technical requirements:

PC - Shockwave – software Director Macromedia


2.2 Tables and Figures


Image 1

Image 2



Image 3


Image 4


Image 5


Image 6


Image 7

Image 8

2.3 Quoting references



1.AARSETH, Espen J. (1997) Cybertext: Perspectives on Ergodic Literature. Baltimore, EUA, The Johns Hopkins University Press

2.BEIGUELMAN, Giselle, (2001.2002)-. URL:

3.BOLTER,Jay David (1996)  Remediation- The John Hopkins University, Press and the society for literature and science

4.WILSON, Stephen (2002) Intersection of art, science and technology. MIT Press. Cambridge, Massachusetts Institute of Technology, London England