Author Archives: agnespockels

Smoke on the Water video presentation

The video shortly presents Smoke on the Water project which we recently realized.

Smoke on the Water was implemented during a 3-day workshop (20-22 Sept 2011) with 5 art students from the Trondheim Academy of Fine Art at the Norwegian University of Science and Technology. The final effect of this collaboration was exhibited during the Water of Life event in Museum of Natural History and Archeology in Trondheim (24-25 Sept 2011).

Smoke on the Water, an open source water based trackpad, rates the importance of this process over the final effect. The aim is to explore open development and the exhibition of software based artworks to enhance understanding of how open source can extend digital creativity. This video displays creation, exhibition, and observation of Smoke on the Water, in the context of a creative process.
Smoke on the Water is an open source software based trackpad installation constructed out of a tank filled by water, a webcam located under this tank, and a projector. The software is based on Community Core Vision (CCV) tracker, TUIO protocol, and Processing.
This interactive installation aims at providing a public simple and organic feeling of ability of changing water’s tone just by touch.


ISEA 2011. Panel presentation

Visualizing new media art in Central Eastern Europe (paper) will be presented by Agnieszka Pokrywka during panel titled New Media Art Education in Central and Eastern Europe in the Last Two Decades: experiments and transition in the frame of the 17th International Symposium on Electronic Art ISEA 2011  (14 – 21 September 2011), 14 September, 09:00 – 10:30, Turkey, Istanbul, Sabanci Center (Room 5).

Presentation can be found here.

Presentation & Invitation to participation in SMOKE ON THE WATER at KIT/NTNU

With the guest participation of Konstantinos Chorianopoulos.

Invitation and presentation are available online.

Paper at the 2nd International Conference on Culture and Computing

Culture and Computing 2011, 20-22 Oct 2011, Kyoto University, Japan

Computer art for non-computer people
Agnieszka Pokrywka

Abstract. It is common to introduce computer art to people with a background in computer science or art. However rising importance of computer based creativity demands methods of talking about computer art to people who have no professional experience in any of these fields. This paper describes and evaluates “Vanishing Point” computer art workshop designed both for children and adults with small or none computer user experience. The aim of the workshop was to present in a simple way possibilities of computer technology and advantages offered by open source software in artistic use. The workshop description and reflection are structured according to “Computer art for computer people – a syllabus” (1977) by Grace C. Hartlein. The “Vanishing Point” workshop description combined with this early paper about computer art dissemination allows for reflective point of view on computer based creativity in last thirty years and its practitioners according to their familiarity with computer art.


Invitation to mini-seminar on


room 454, IDI, Gløshaugen, NTNU, Trondheim

Thursday, 10th March, from 13:00 – 16:00.


13.00 – 13.30: welcoming and lunch

13.30– 14.30: Maggie Parker (Teesside University) “‘The Journey’. A narrative of an artistic adventure into Academia

14.30 – 15.30: Kristine Jørgensen (University of Bergen) “Games and the human condition”

15.30 – 16.00: Alf Inge Wang (Norwegian University of Science and Technology) “2011-03-10-progress-in-game-technology

Additional information:

Maggie Parker – The Journey’. A narrative of an artistic adventure into Academia

Lecture of Maggie Parker presents her creative work and shows how she arrived at the space she inhabits at the moment in the context of interactions with computers.

Maggie Parker is an artist, curator and computer game developer. She was the first fine artist to be accepted onto Teesside University’s School of Computing PhD programme. She lectures and researches in the field of game studies and digital art, drawing and animation for computer games.

Kristine Jørgensen – Games and the human condition

Kristine Jørgensen will present a planned research project that discusses how and whether computer games may present what Hanna Arendt called “the human condition” through gameplay. This includes how and whether games through their construction and combination of rules can be a medium that brings to life ethical problems, existential issues, and emotional struggles.

Kristine Jørgensen is senior lecturer at the Department of Information Science and Media Studies at University of Bergen. She holds a PhD in media studies from Copenhagen University, and has published articles on game sound, the user interface in games, the player role, games research methods, the Norwegian game industry, and game narratives.

Alf Inge Wang – Opportunities and challenges with progress in game technology

The talk will give an overview of how game technology has changed over the 40 years video games have excited. Further, it will give an overview of different areas game technology can be applied as well as discuss areas where game technology can introduce ethical problems.

Alf Inge Wang is associate professor at the Dept. of Computer and Information Science at NTNU. He is head of NTNUs research program on video games and head of JoinGame – a Norwegian professional network of game researchers and developers.

To sign up for this seminar, send an email to Agnieszka Pokrywka ( before 8th March

“Computer + Art = Creativity” video

Video presents in a movie trailer style The Computer + Art = Creativity workshops which took place in 2010. In their frame children were exploring a new (homemade) electronic world with the use of recycled materials and Open Source Software (Scratch).

Presented in the trailer children’s interactive installation tells the story about boat and sea monster. By triggering a touch sensor (exactly by stepping on a special mat), the audience could first activate the fairytale to start and then get the sea monster to come out of the water. The physical boat was given an extra dimension by attaching its mouth to a fan so it moved. Additionally children worked devotedly to achieve an underwater-like atmosphere in the exhibition room that would aesthetically fit the Scratch project.

The workshop program Computer + Art = Creativity (Komputer + Kunst= Kreativitet 2010) was a cooperation between Norwegian University of Science and Technology (NTNU), Meta.Morf 2010 (biennale for art and technology), the ReMida Centre in Trondheim and the company Culture Mesén. The research program was funded by Arts Council Norway.