Chris Dede Biography
Biographical Sketch for Stephen Wilson
Stephen Wilson is a San Francisco author/artist who explores the cultural implications of new technologies. His interactive installations have been shown internationally in galleries and SIGGRAPH, CHI, NCGA, Ars Electronica, and V2 art shows. His compu
ter mediated art works probe issues such as telecommunications; artificial intelligence and robotics; hypermedia and the structure of information; synthetic voice; and environmental sensing. In 1993 he won the Prize of Distinction in Ars Electronica's i
nternational competitions for interactive art. He is an international co-editor of Leonardo, an international journal of Art & Science and is Professor of Conceptual Design and Computer Art at San Francisco State University. He has published extensivel
y including articles such as "The Aesthetics and Practice of Designing Interactive Events", "The Relationship of Cultural Theory to Art That Uses Emerging Technologies, "Interactive Art and Cultural Change", "Noise on the Line: Emerging Issues in Telecom
munications Art", and "Research and Development as a Source of Ideas and Inspiration for Artists", "The Aesthetics and Practice of Designing Interactive Events" and two books, Using Computers to Create Art (Prentice Hall, 1986) and Multimedia Design with
HyperCard (Prentice Hall, 1991). He is currently working on a book called Web Design Guide (Hayden) that will prepare readers to become information providers on the World Wide Web.
http://www.exploratorium.edu/Ylem/artists/swilson/swilson.html
Workshop Description:
Intoduction to Computer Graphics, Sound, and Digital Video
HERN Workshop, July 15, 1995
by Stephen Wilson
Director, Conceptual Design/ Computer Arts Program
San Francisco State University
Description: This workshop introduces participants to the use of computer graphics, sound, and digital video in educational applications such as classroom presentations, interactive multimedia, and World Wide Web based lessons. It provides the basic bac
kground for understanding how the technologies work, hands-on strategies for working with them, and ideas for creating exciting and effective learning experiences for students.
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