Year created:


Digital Maze Symmetry Project

"Digital Maze Symmetry Project" is demonstrative of the mathematical, scientific and artistic principles of symmetry. Geometric forms are entirely generated through software algorithms and appear as projected 3D drawings/virtual, architectural, sculptural, game spaces that are activated through a game engine via a keyboard or joystick.

Like Sol LeWitt's three dimensional cubes, the structure of the geometric forms realized will be created by adhering to but sometimes deviating from (for aesthetic reasons) a system based generally on the laws of symmetry. The effect would be similar to walking through a Sol LeWitt geometric architectural sculpture.

The participants navigate through their own completely software generated 3D architectural maze/game space interactively in real-time according to the laws of symmetry. Every line drawn has it's polar opposite or mirror image that results in the creation of a three dimensional symmetrical virtual sculptural form. The participant selects a geometric maze form (circle, triangle or square) that functions both like a video game space (the form can be navigated and the maze solved) and as an architectural virtual geometric sculptural form. As the paths of an individual form are transversed they would be illuminated by uniquely colored light, fog and various atmospheric effects created by particle physics algorithms and behaviors in AfterEffects software.

Simple minimalist structures like cubes will be used like building blocks to create more sophisticated digital prototypes in Maya 3D modeling software and Adobe CS6 (Photoshop, AfterEffects, Illustrator). A game engine such as Unity will be incorporated in order to transverse and solve each sculptural virtual maze.

"Digital Maze Symmetry Project" was presented at the "Virtual Public Art Project" at the Philadelphia Festival for the Arts (adapted for the "Layar" 3D cell phone application), the Archetime Conference on the scientific, artistic and academic aspects of time ( which culminated in "Infinite Instances" published by Radom House). It was first adapted for a CAVE Virtual Reality environment under a co-production grant at Banff Centre in 2005 and is also in the Rhizome collection of new media art at the New Museum.