For informational purposes only
This is a fluid document, compiled from different notes/docs, originally started in ~2008, having grown slowly from my more general manifesto of that period and frequently been revised to help steer my own practice (the artistic parts) ever since.
All of the things listed here are "soft" guidelines & considerations, not an exhaustive set of hard rules! Various omissions and exceptions do exist, and the latter are explicitly encouraged! Yet, I do not imagine there'll be even minor agreement about these highly subjective, personal stances — in fact I'm very much expecting the opposite... So I'm also not publishing these bullet points to start any form of debate, but, after all these years, it's important for me to openly document how I myself have been approaching generative art projects, the topics & goals I've been trying to research & learn about, also including some of the hard lessons learned, in the hope some of these considerations might be useful for others too.
Since that list already has become rather long, there're also a bunch of other considerations & clarifications I've had to omit for now. Please keep that in mind when reading, and if some sections are maybe a little too brief/unclear...
Born in 1982. His works, centralising in real-time processed, computer programmed audio visual installations, have been shown at national and international art exhibitions as well as the Media Art Festivals. He is a recipient of many awards including the Excellence Prize at the Japan Media Art Festival in 2004, and the Award of Distinction at Prix Ars Electronica in 2008. Having been involved in a wide range of activities, he has worked on a concert piece production for Ryoji Ikeda, collaborated with Yoshihide Otomo, Yuki Kimura and Benedict Drew, participated in the Lexus Art Exhibition at Milan Design week. and has started live performance as Typingmonkeys.
Sam Jones is an International New Media Artist, based in Liverpool, UK. She develops intelligent systems that analyze and respond to the physical environment. Predominantly working with Light, Electronics, Sound, Video and 3D Environments to create multi-