SCULPTING IN 2024: The Impact of Technology and AI

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National Sculpture Society

National Sculpture Society

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Whether you embrace it or hate it, AI is here to stay, and it affects how we work. Because of this, the NSS put together a panel of experts to tackle the many facets of AI as it rapidly evolves. The panel discussion took place at @HerronSchoolofArtDesign in September 2024.
PAUL KRONER is a Cincinnati-based artist and gallerist who embraces AI. A graduate of the University of Cincinnati's Graphic Design program, he is a fine artist working in sculpture, painting, animation, illustration, and photography. His gallery was established in 2021 with the mission to foster a dynamic space for the exchange of ideas and to ignite thought-provoking discussions through the power of art.​
SHIRLEY M. MUELLER, MD is board certified in Neurology and Psychiatry and an art collector. She is the author of Inside the Head of a Collector: Neuropsychological Forces at Play, and of several articles, including AI and the Aesthetics of Art: A New Era for Collectors (Psychology Today, Feb 2024).
JACQUELYN HALPERN​, technology guru, is currently leading Product Design at Salesforce’s Trailhead. In recent years, Jacquelyn has plunged into the fascinating world of generative AI. She’s on a mission to unveil how generative AI can enhance our world and our creative spirits.​
ROBERT MICHAEL SMITH ​is an active pioneer of digital sculpture, 3D CG visualization/animation, virtual reality, robotic CNC and 3D printed sculptures. Smith is a tenured Associate Professor at New York Institute of Technology - Fine Arts Department and is a founding board director for Digital Stone Project and a board organizer for DSP Summer Workshops for Robotic Stone Carving in Tuscany.​
ZEB WOOD​ is a Media Arts and Science Faculty Member at Luddy School of Informatics, IUPUI. He embraces emerging media with a focus on 3-D design integrated formats. He’s worked with students on projects that improve lives and disrupt industries and instructs in all areas of 3-D production, including augmented and virtual reality.​

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