• P1010793

Talks and presentations by Program Collective at Art Futura Barcelona (2008) and SIGGRAPH Los Angeles (2010).

How does a tangible art/design product bridge virtual and real world concerns? Two conference at the forefront of thinking in the digital arts, design and media fields invited Palmer and his Program Collective colleagues (Mona Kim, Simon Taylor and Olga Subirós) to share insights learned from creating Splash for World Expo 2008.

The talks move from the question of the architectural, engineering and logistical challenges of executing a tangible 74-foot tall icon from fluid modeling and animation software, to the impact of the resulting experience on the public.

Of particular interest was the relative ephemerality of the “live” physical 3D experience compared to the longevity of the mediated “afterlife.”  The presentations trace Splash from idea and inspiration in an ephemeral physical phenomenon (a splashing droplet)  that only advanced digital tools could make tangible.  Only to be disassembled with the end of the economic life of the Expo. And finally revivified, shared, disseminated and discussed in the virtual realm of social media.

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