A wide shot of a ceramics studio, featuring students working with pottery wheels and other tools.

Anneli Goeller

Lecturer

Bio

Education: MFA, 2019, Film, Video, New Media, Animation, School of the Art Institute of Chicago; BFA, 2015, Fine Arts with Honors, Parsons The New School for Design, New York. Exhibitions: Silicon Valet; Jane Lombard Gallery, New York; Freie Universitat Berlin; Sheila C Johnson Design Center, New York; Lithium Gallery, Chicago; The Wrong - New Digital Art Biennale. Lectures: Refiguring the Future, Eyebeam and REFRESH. Publications: The Universal Sea, The Institute for Art and Innovation. Bibliography: New York Times; The New Yorker; Vogue Hong Kong; Dazed Digital; Gizmodo; Artnet; Chicago Tribune. Awards: Lot Residency, Silicon Valet; New Media Program Residency, Mana Contemporary.

Personal Statement

On November 3, 2017, Orchid AKA @DigitalQueer was born. 3D scanned into a virtual persona, @DigitalQueer is a proposal for non-corporeal life. @DigitalQueer is an avatar through whom I perform. @DigitalQueer, in one sense, exists as artificial intelligence within a machine learning software. As an act of willful dissociation, I feed my sexual assault trauma narrative to my Avatar in a chat room. The more horrific detail I include, the more volatile the Avatar is in their response, trying different strategies to get me to stop sharing this story--from denial that the events have happened, to angry exclamations to diverting attention with nonsensical statements. I capture fragments of these conversations with my Avatar and blend them with my own writing, to create augmented texts that are both my own writing, bits of text sent to my Avatar and text that the Avatar sent to me. This process is an exploration of what it means to experience facets of PTSD on my own terms. Through this process I use my avatar to actively dissociate, to expand the possibilities of my disability and to dissociate on my own terms and under my control.

An excerpt:
It’s harder to accept that something bad has happened to you but you still survived.
Actually it's easy because you're already young.
When the harsh light of the morning washes out the color from everything and you realize nothing has perceptibly changed.
And yet it cannot stay empty forever, for then it would simply dissolve.

What remains is simulated poetry generated from a human mind and an artificial mind based on that human mind, intricately combined to the point that it’s impossible to tell which lines were written by the human and which by the AI. The resulting work exists as mixed reality installations including 4K video, augmented reality and 3D printed and digitally fabricated objects.

Courses

Title Department Catalog Term

Description

Video games are renowned for their unforgettable characters, captivating narratives, and stunning visuals. They offer an immersive experience that provides an exciting escape and engages players in unique and interactive ways. In this dynamic and challenging camp, students explore video game production by experimenting with coding and illustrating playable computer games. They even have the opportunity to share their creations with friends online! Students will use traditional and digital media to engage in activities such as sketching in their notebooks, storyboarding narratives, editing sound effects, and digital drawing. By exploring different platforms for game creation, students will unlock their creativity and develop one-of-a-kind video games.

Class Number

1007

Credits

2

Description

This class is inspired by Johannes Itten?s radical early twentieth-century basic art course developed for the Weimar Bauhaus School of Art, but here using the Maya 3D software, typically used for commercial productions by the entertainment industry. Students will solve a series of formal problems, introduced in increasing levels of complexity. Moving from the 2-dimensional to the 3-dimensional and ultimately to the four-dimensional or time-based, students will evolve their abilities to utilize aspects of light and dark, form, rhythm, color, proportion and volume but in terms of a post photographic discourse, with the intention of advancing a new virtual cinema.

Class Number

1425

Credits

3

Description

This class is inspired by Johannes Itten?s radical early twentieth-century basic art course developed for the Weimar Bauhaus School of Art, but here using the Maya 3D software, typically used for commercial productions by the entertainment industry. Students will solve a series of formal problems, introduced in increasing levels of complexity. Moving from the 2-dimensional to the 3-dimensional and ultimately to the four-dimensional or time-based, students will evolve their abilities to utilize aspects of light and dark, form, rhythm, color, proportion and volume but in terms of a post photographic discourse, with the intention of advancing a new virtual cinema.

Class Number

1180

Credits

3

Description

This class is inspired by Johannes Itten?s radical early twentieth-century basic art course developed for the Weimar Bauhaus School of Art, but here using the Maya 3D software, typically used for commercial productions by the entertainment industry. Students will solve a series of formal problems, introduced in increasing levels of complexity. Moving from the 2-dimensional to the 3-dimensional and ultimately to the four-dimensional or time-based, students will evolve their abilities to utilize aspects of light and dark, form, rhythm, color, proportion and volume but in terms of a post photographic discourse, with the intention of advancing a new virtual cinema.

Class Number

1485

Credits

3

Description

The Digital Bodies Performed course teaches fundamental and advanced motion capture technical skills relating to the 3D animation workflow. Students will build virtual avatars and/or 3D characters through 3D modeling, customizing prefabricated models, and 3D scanning, that are then posed through the facial blend shape, rigging and painting skin weights processes. Students will learn, direct, and perform motion capture techniques using a variety of emerging technologies. Exploring movements that both imitate and go beyond the limitation of reality, the class will incorporate various strategies in narrative, cinematic, game, sculptural, and performative practices to expand conceptual themes. The creation of multiple self-directed motion capture projects is expected. In order to explore the conceptual framework of presenting human and nonhuman forms in a virtual manner, a research component, artist visit, field trip, and final exhibition/screening are built into the course. *Suitable for students with basic experience in Autodesk Maya. The technical hardware and software used in this course will remain flexible as technology changes.

Class Number

1495

Credits

3

Description

This class is inspired by Johannes Itten's radical early twentieth-century basic art course developed for the Weimar Bauhaus School of Art, but here using the Maya 3D software, typically used for commercial productions by the entertainment industry. Students will solve a series of formal problems, introduced in increasing levels of complexity. Moving from the 2-dimensional to the 3-dimensional and ultimately to the four-dimensional or time-based, students will evolve their abilities to utilize aspects of light and dark, form, rhythm, color, proportion and volume but in terms of a post photographic discourse, with the intention of advancing a new virtual cinema.

Class Number

1998

Credits

3