Art Events Data Table

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Symposium Title Category Venue Artist Image Artist Statement Overview Technical Info Process Info Contributors Sponsors Medium Website Keywords
  • ISEA2009: 15th International Symposium on Electronic Art
  • M.A.R.I.N
  • Catalyst Arts
  • Tapio Mäkelä, Marko Peljhan, and Matthew Biederman
  • Founded by artists Tapio Mäkelä (FI) and Marko Peljhan (SL/USA), M.A.R.I.N. is a mobile residency programme set on board a catamaran sailboat, redesigned and equipped to be a sustainable environment for transdisciplinary research in arts, sciences and technology.

    M.A.R.I.N will host an 11-week long residency, Ecolocated – Littoral Lives on the Irish Sea starting from ISEA2009 in Belfast and travelling down the coast of Cumbria to Liverpool. A highlight part of ISEA2009 exhibition, hosted by Catalyst Arts, a gallery exhibition shows work developed during the residency by the artists Tapio Mäkelä, Nigel Helyer (AU), Andreas Siagian (ID), with AudioNomad collaborators Daniel Woo (AU), Michael Lake (AU) – please see next page for details.

    Also part of the exhibition, CDPDU – Common Data Processing and Display Unit (M.A.R.I.N. Alpha) is a data display and processing architecture built to open hardware and software standards, combining different satellite and sensor data feeds on marine ecology. The CDPDU will serve as one of the public faces of the M.A.R.I.N. project, and the API (Arctic Perspective Initiative, http://arcticperspective. org). The CDPDU is co-designed by Marko Peljhan and Matthew Biederman (USA/CA) in collaboration with PACT systems and University of California Santa Barbara, Media Arts and Technology Program, and several individuals and supporters.

  • Mobile residency project on the Irish Sea
  • ISEA2009: 15th International Symposium on Electronic Art
  • Moment of Truth
  • Waterfront Hall
  • ESC
  • ESC is taking part in the ISEA2009 exhibition at the Waterfront Hall in Belfast. ESC’s ‘Moment of Truth’ Exhibit will be a constructed space that manifests and embodies the act of storytelling.
    We will physically represent the process of cognition through a compact corridor structure. The audience will be encouraged to use this space as an opportunity to bring a thought, connect with that thought and record the subsequent truth to camera. Participants will move progressively through the corridor recorded by a camera mounted at the opposite end of the channel. When the participant reaches the last stage they record a truth to camera in words or actions.
    The ‘Moment of Truth’ exhibit creates a space and opportunity for expression without manipulation. It is the participants’ choice to engage, connect and act or not. The reality is that the opportunity has been created.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Ground Pulse
  • Waterfront Hall
  • Andreas Schlegel and Vladimir Todorovic
  • Ground Pulse is the new Syntfarm’s mobile unit that enables artists to perform with impulses gathered from the movement of the ground. Design of the Ground Pulse is based on the Lehman’s seismometer principle. The unit is capable of detecting minute movements of the ground including: long distance earthquakes and short distance impulses produced by human bodies.

    This unit is connected to the Syntfarm’s output ‘box’, with a wireless connection. Generative processes that visualise and sonify the input data drive the output of the system. By focusing and exploring the translations of the body movements into synthetic world of real time visualization and sonifications, Syntfarm are developing a system, which can be used to enhance and make the experiences and learning from natural environments more accessible to others.

  • Custom built seismometer interfaced with Arduino with xbee radio, headphone set, screen, computer
  • ISEA2010: 16th International Symposium on Electronic Art
  • Happiness Beta
  • Westfalen Forum
  • Wonbaek Shin
  • In this reactive sound installation, noises from the artist’s immediate surroundings are transformed into chime-like sounds. These sounds set a matrix of glass rods in motion, causing
    them to resonate.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Fungifiction
  • Westfalen Forum
  • Laura Popplow and Tine Tillmann
  • The installation “Fungifiction” creates an ecotopia for the Ruhr Area as a postindustrial landscape. Contaminated soil was purified by wondrous, vital mushrooms, whose cultivation on a grand scale cures not just disease, but also the farming community.

    Text with image (PDF) p. 72

  • ISEA2010: 16th International Symposium on Electronic Art
  • 16 Minds
  • Westfalen Forum
  • Theresa Krause
  • The project uses the online game Second Life to expose real humans as virtual objects in the
    exhibition space. Avatars get paid for standing still and answering personal questions which are
    asked by a computer programme.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Ink Eye
  • Westfalen Forum
  • Sunjha Kim
  • A bowl in the shape of an eyeball fills with black ink. A suspended writing tool invites the exhibition visitor to tap the ‘ink pupil’ and write. Linguistic expression and the experience of pain are mutually dependent.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Spiritual Fishing
  • Westfalen Forum
  • So Young Park
  • Various measurements, recorded at Laach Lake in the volcanic Eifel region, were transformed into notations that were then vocalised by a Korean singer (the spiritual in nature makes itself
    heard). These unique acoustics become tangible in the three-dimensional exhibition space.

  • ISEA2009: 15th International Symposium on Electronic Art
  • aura: the stuff that forms around you
  • Waterfront Hall
  • Steve Symons
  • Borrow an aura backpack and experience this unique sound world, but be aware that you destroy the world as you listen to it; in fact the landscape you hear is created from the remnants left from other users’ walks. Eventually the artwork will be completely eroded.

    Aura is a located sound project that explores notions of consumption and ownership by allowing users to effect an audio landscape as they move within the Real World. Your movements are tracked by GPS as you explore the area around the Waterfront Hall and are layered onto a record of all the previous users; the resulting topography around your position on this map is represented in surround sound. You can hear the resulting eroded landscape, left to right and front to back

    Imagine a playing field after a fresh falling of snow. The snow lies evenly and un-trodden. This represents an empty aura sound world, which, if you wore an aura backpack, would sound like soft white noise balanced with a gently undulating hum. Someone walks across the field leaving footprints, the snow is sullied, eroded; the walker has left a patina in the world. In the aura world this patina is first represented by shifts in the intensity and changes in filtering; the audio moving as you cross the footprints. As more people walk in the world the sound becomes more and more fragmented and distorted, leaving smaller and smaller pockets of un-consumed beauty

  • Surround sound, GPS and Digital Compass enabled backpacks, with local wifi and server, SuperCollider, Processing, arduino and PHP, bespoke electronics.
  • ISEA2010: 16th International Symposium on Electronic Art
  • Karat
  • Westfalen Forum
  • Sion Jeong
  • “Karat” is an artificial sphere where a crystal is growing. In it an organism-like crystal form is realized; a metaphor of life. This crystallization is a poetic process of materialization, that lets us dream of ‘becoming’ as a trace of disappearance

    Text with image (PDF) p. 68

  • ISEA2009: 15th International Symposium on Electronic Art
  • Optical Handlers: eeyee
  • Waterfront Hall
  • Eric Siu
  • As a device, Optical Handlers – eeyee consists of two parts: 1) the goggles and 2) the gloves. Within the goggles, are four viewable LCDs, which connected to four spy cameras (two as a pair) on the gloves, and both ends are in stereoscopic setting. User therefore perceives a doublestereoscopic vision, which directly mobilised by his/her own hands. The mobility of one’s vision becomes a literal and corporeal experience as you move through space. This double mobile realtime stereoscopic viewing device has a redundant reality that questions, ‘Aren’t we living in a 3D world already? Or are we?’ eeyee, facilitates a hyper entanglement exclusively for the users. It dissects embodied visual experience by challenging users’ perception and conception of viewing and space. Users have to manipulate their body and invent their ways to cope with their surroundings primitive down to making a step forward. Eventually, users will meet and interact with the public. Thus learn how to socialise and co-exist in this “hyper” active space. Optical Handlers provides experiential situation for users to play with their own body and to make fun and interact with people around them.

    eeyee has a set of identical LCDs that faces outward, which enables bystanders to see what the users are looking at as close as they want. eeyee essentially blinds the users as well as heightens their senses to create a tension between their followers and the place where it is played.

  • Optical device, wearable media, head mount display, mini-LCDs, cameras, electronics, goggles, gloves, celastic, paint, jumpsuit.
  • ISEA2010: 16th International Symposium on Electronic Art
  • Distance
  • Westfalen Forum
  • Miri Shin
  • In Seoul, Korea and Cologne, the distance between herself and people nearby who attracted
    her attention. The length of each stretched nylon cord represents a distance measured.

  • ISEA2010: 16th International Symposium on Electronic Art
  • ruhrprotokolle
  • Westfalen Forum
  • Martin Rumori
  • “ruhrprotokolle” incorporates fragments of everyday life narration and relates them to the auditive surroundings of the Ruhr area. The voice recordings are binaurally processed, which, by listening over headphones, embeds them into the urban sonic reality.

  • ISEA2010: 16th International Symposium on Electronic Art
  • KaiserFreiStuhl
  • Westfalen Forum
  • Laura Popplow
  • “KaiserFreiStuhl” – two chairs that make two places talk. The coking plant Kaiserstuhl and the
    shopping centre Westfalen Forum Dortmund at Freistuhl between the central station and
    the city centre – today everyone is an emperor and the chair is free.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Untitled (Capsule)
  • Westfalen Forum
  • Karin Lingnau
  • “Untitled (Capsule)” is a sculpture, made from simple materials, following human proportions, a sketch of a single cell, designated as a place to retreat.

  • ISEA2010: 16th International Symposium on Electronic Art
  • I did not choose me
  • Westfalen Forum
  • Jun Park
  • “I did not choose me” is an installation with optical illusion. Two portraits of the artist made into 3D objects appear immaterial in space, reflected by hidden mirrors.

  • ISEA2010: 16th International Symposium on Electronic Art
  • A : A’
  • Westfalen Forum
  • Ji Hyun Park
  • A moving latex surface generates a second surface which reflects the first. This surface is a
    border between the real world of haptic material and the materialization of light in virtual worlds.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Dream Water Wonderland
  • Westfalen Forum
  • Ute Hörner and Mathias Antlfinger
  • Since the beginning of the use of nuclear energy in Germany, two sites have become synonymous with the end of a technical-feasibility fantasy – the fast breeding reactor Kalkar and the waste repository Asse II. “Dream Water Wonderland” transposes the remains of atomic industry into a dream about half-life durations.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Yacht Kaiserstuhl
  • Westfalen Forum
  • Echo Ho and Lasse Scherffig
  • In 2000 the Kokerei Kaiserstuhl (an industrial coke plant in Dortmund) was no longer profitable, despite being the most advanced of its kind. It was consequently sold and disassembled over several months by 300 Chinese workers. In pieces, it was then shipped to Shandong and rebuilt, advancing China’s heavy industry into the 21st Century. The project “Yacht Kaiserstuhl” takes this enormous transfer of material and information and turns it around. In China, a yacht was constructed from steel and rice straw, the latter taken from fields near the new Shandong coke plant. After the yacht was built, it was dismantled, packed in crates and put on the next container ship bound for Germany, the reverse route that the coke plant had previously taken. Situated on arrival in downtown Dortmund, the yacht returns as a revenant of the vanished factory. Both the method of transportation and material used for building the yacht refer to the history of the coke plant. In contrast, the (yacht) form alludes to the expectations of a post-industrial society evoked by the structural changes in the Ruhr area. In Dortmund, these expectations manifest most clearly in the ongoing construction of Lake PHOENIX – an artificial lake at the site of an abandoned steel plant that will eventually host a marina.

    Text with image (PDF) p. 73

  • ISEA2009: 15th International Symposium on Electronic Art
  • Urban Intersections
  • Waterfront Hall
  • Charlotte Gould and Paul Sermon
  • This collaborative urban installation brings together multi-user virtual environment research within a site-specific Second Life urban intersection, designed and constructed for presentation at the Waterfront Plaza in Belfast. By reflecting on the ironies of contested spaces, and stereotypes in multi-user virtual environments, this project exposes the cultural identity, gender roles, digital consumption and virtual desire within this augmented world. The installation utilises live video streaming and motion capture as alternative navigation, with fire and water interfaces in Second Life, allowing the participants to interact and direct the narrative by their presence and movements immediately in front of the projection screen on the Waterfront building.

    The installation environment in Second Life reflects on the surroundings of Belfast, drawing inspiration from its local history and community. Reliant on user interaction and input, the audience will form an integral part of this installation that aims to transcend borders and boundaries of culture and gender as interactive storytelling and memory building in post-conflict society. Staged in the regenerated landscape of the Waterfront Plaza, this utilitarian space will be used as a stage set to represent an augmented garden where we will explore the concept of perimeters and territories, as a metaphor of the local social history. As the participant leads us through this virtual landscape, first and Second Life inhabitants come together ‘face-to-face’ on screen. The participants complete this artwork as a live digital mural is revealed on the facade of the Waterfront Hall building.

     

  • Supported by [ma-net] Media Arts Network and
    Arts Council England

  • Projection, computer
  • ISEA2009: 15th International Symposium on Electronic Art
  • A Bottle of Weather
  • Waterfront Hall
  • Zune Lee, Chang Young Lim, and Sangwon Nam
  • Taste, an important sense in ordinary life, has been almost ignored in art. To introduce taste to media art, we suggest the mixology of cocktail as a metaphoric methodology of mixing images and sounds, thereby enabling people to taste them. In this work, we present tangible user interfaces with a network connection to blend image and sound: bottle, table, and dish interface. Here, weather, the content of a bottle, is a metaphor for humans’ emotions, and audience can express their own feeling in mixed realty by blending and tasting weather. To embody this idea, we borrow the method of mixing weather from the cocktail mixology, and provide audience with a bar surrounding as an exhibition space. These afford audience the following interaction flow: Select – Mix – Pour – Taste – Keep. There, with the bottle, audience can choose images and sounds of weather on the table to insert them into the bottle. By shaking it, audience can blend them in realtime like mixing cocktails. By pouring the mixed weather into a dish beside the table, audience can produce virtual weather, an audio-visual mixture. Then, it appears on a front screen as a media collage and participants taste (appreciate) their own weather. Finally, the result is automatically stored and partially displayed on a wall screen as the keeping procedure.

  • Interactive media installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Negotiations
  • Waterfront Hall
  • Olivia Robinson and Daniela Kostova
  • Negotiations is a project that explores crosscultural communication and interpretation. Over a period of two years Daniela Kostova and Olivia Robinson developed an interactive system that utilises blue screen video techniques as a tool for manipulating human bodies moving through unknown environments. The system has been performed in three distinct public environments: Sardinia, Italy, New York City, USA and Sofia, Bulgaria. As both a conspicuous costume and virtual assimilation act, each performance has fostered the development of a site-specific story. Recurring themes emerged from the performances: estrangement and integration; placidity of legality, territory and ownership; and mediation of experience.

    The Negotiations system uses readily available computer and surveillance technology to create the real-time video. Two characters embody the system, an Alien (in blue) and an Authority (in black). Each has a video camera, which is linked to a computer embedded in the Authority’s costume. Custom software composites the two video streams to create a negotiated final video. The resulting imagery is solely from the Authority’s point of view as she surveils the Alien. The Alien’s image though been replaced with her own point of view. The Alien carries a hand-held monitor which displays the ‘negotiated’ video and passers-by can view the final video as it is being created. It becomes the focal point, allowing relationships to form during performances and highlighting the double-consciousness of crosscultural communication.

  • Custom made software Max MSP Jitter, wireless monitor, wireless surveillance camera, wireless transmitters, video cameras, laptop computer, chroma key fabric
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Emotion Lights 2 + 3
  • Waterfront Hall
  • The Emotion Light is a sculptural light in the shape of a large uterus that uses biofeedback technology to visualise the holder’s emotional state in changing light patterns emerging from the shape. To achieve this, physiological data like GSR (galvanic skin response), heart rate and movement are tracked and translated via code into changes in light patterns.

    The Emotion Lights are portable and don’t show any invasive technologies. The visitor is asked to sit down and listen to an emotive sound sequence whilst he/she can directly see his/her bodily response visualised in the varying hues of the light

    This work externalises the internal body, symbolically in terms of the female reproductive organs, which are normally hidden from view, and physiologically by visualising the holder’s heart rate and sweatiness (which is obtained from GSR). The shape is simultaneously ambiguously reminiscent of a ram’s head and of spermatoids as well as fallopian tubes. Stylised into a quirky portable object, this artwork provides an introspective experience that is embodied but can also be observed by others in the space. A faster heartbeat reflects in a faster pulsing light and a higher level or arousal translates into warmer colours with the maximum set at red, and lower arousal translates into blue and green hues.

    This artwork avoids the explicitly medical or therapeutic uses of biofeedback technology to explore the less literal complex relationships between sound, colour and bodily response.

  • Cast porcelain, Electronics, LED’s, code, Arduino micro controller, gold lustre,
  • ISEA2009: 15th International Symposium on Electronic Art
  • Sema-Code Dress
  • Waterfront Hall
  • Margarete Jahrmann
  • This ‘wearable without wires’ fashion series by Marguerite Charmante is drawing on patterns, made of so called Sema-Codes, which can be decoded by particular software. Now for example, if an image of the dress is taken with a mobile phone, on which the software is installed, then the encoded information is made visible, which was embedded in the Sem-Code pattern. In the case of this dress it is Botticelli’s Venus, which is exposed piece by piece. The photo taken is automatically replaced by an image of nakedness. In such a manner this fashion-series enables an urban game, which derives friction from antagonism of public, private and hidden. This work introduces a new strain of Wearables without wires or electricity on the body, featuring natural materials as linen and silk. The technology needed to decode, mobile phones and wireless networks, are present in everyday lifes’ Umwelt (environment).

    As political critic on surveillance by private images uploaded to anti-social networks, the X-ray qualities of this encoded clothing morphs public and private Naked City. This wearable must be worn and not just watched, to experience another take of the work, those of being exposed. Voyeurism and Surveillance converge in a participatory game of taking absurd images of body parts, which never appear for the player, but which are uploaded. The semi-invisible wearer’s cold shoulder pushes towards the consequences of being read – parallel in the city and in social webs. A Neo-pataphysical collection of body closeup images could grow virally in gamefashion.org’s online memory

     

  • Linen / hand-print, mobile phone software
  • http://ludic-society.net/sema/
  • ISEA2009: 15th International Symposium on Electronic Art
  • Specious Dialogue III
  • Waterfront Hall
  • Julie Freeman
  • Specious* Dialogue III consists of a pair of movable, sculptural concrete forms that house wireless audio playback systems. Mounted on pairs of swivel castors the forms are designed to be played with – pushed, rolled, kicked and shoved around the exhibition space. They are physical audio curiosities with personality.

    The mobility of the work enables the pair of forms that comprise Specious Dialogue to intervene in other artworks, be muffled by a coat, encroach on visitor conversations, or be united in a conspiratorial corner. However they are encountered, they expect to be touched or moved in some way, at the very least they want to be listened to. By enabling this physical interaction with the objects the listener perhaps becomes an unwitting performer moving the sound, catching it, passing it to someone else, changing the sound dynamic in the space.

    The pair spew an emotional dialogue, they bicker, coo fragments of love, they shout, scream and whisper, they are lonely lovers or clinging siblings. They miss each other, but also get angry and need their space. These multi-layered, twisted, specious conversations flip between mundanity, humour, drunkenness, apathy, passion, conspiracy and irritation.

    The work explores the gap between conversations, and asks what the audience is prepared to fill in. Are we happy to overhear? Can we empathise with a disconnected voice?

    * specious – plausible but false; Having the ring of truth or plausibility but actually fallacious; Deceptively attractive; Apparently good or right though lacking real merit.

  • Concrete, steel, castors, wireless speaker system, computer, custom audio software
  • ISEA2009: 15th International Symposium on Electronic Art
  • Drawings of a Floating World
  • Waterfront Hall
  • Tara Carrigy, Colin O'Sullivan, and Neill O'Dwyer
  • Drawings of a Floating World is an immersive, responsive digital media environment, which invites participants to engage in a playful, intuitive, kinesthetic and social interaction, through the simple and universally familiar metaphor of drawing and painting. Fluid patterns and sounds are projected on to a series of encircling, floating planes which dynamically respond to participants’ movements and gesture. Digital media is presented as a tangible and malleable medium that can be pushed, pulled, stretched and sculpted. The intention is to initiate a compelling and affective experience through embodied interaction, and to promote spontaneous and open-ended social interaction through ludic engagement and physical action.

    Audience involvement is integral to the work, which is co-created in collaboration between the participants, computer system and authors. Generative graphics are drawn in real time by the computer, in response to the behaviour of the participants and in relation to the parameters set by the authors.

    The installation uses computer vision and motion tracking techniques to detect movement within the space. Infrared (IR) imaging via live web cam feeds, pick up light transmitted by paintbrushes fitted with IR emitting diodes and map their movement across a series of calibrated screens. Visual and audio responses were programmed using Open Source software programs, including Processing, Pure Data and TouchLib.

  • Interactive digital media, projections and paint brushes (bamboo, optical fibre, IR emitting diodes)
  • ISEA2010: 16th International Symposium on Electronic Art
  • Chthonian Cell Observation I (Continuous Pressure Wave for Elevator Car)
  • Westfalen Forum
  • An evening-long concert drawing on the underworld mythology of heavy metal and noise music for an audience of one, taking place in the narrow confines of an elevator car filled with an overpowering, physical mass of sound pressure.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Último Esfuerzo Rural
  • Waterfront Hall
  • Simone Simons and Peter Bosch
  • Último Esfuerzo Rural (‘Last Rural Effort’) was premiered in Valencia at the Ensems festival of contemporary music, in May 2004. It is composed of two rather different installations. Both produce sounds, big or little, always coarse, sensitive and individual. One part consists of maximum nine giant zambombas (lions roars), made of barrels, measuring 1m30 and played by pneumatic cylinders. The other part are hayforks which scratch on metal plates or glass. Both machines have such a peculiar sound world, that its origin cannot be other than the countryside. A feeling which comes out of the deepest inside, like the braying of a donkey. The hayforks make up a small machine with a long-range energy radiation while the barrels, on the contrary, compose a grotesque machine with a relatively small energy radiation (when not amplified). The minimum with the maximum performance, or the maximum with the minimal performance, the result is similar: In this paradox poetry is born.

    Technically both machines span and unite the rural, industrial and computerised eras. Mentally they predominates the rural thought. The rural world is ‘self-thoughtful’: The individual himself looks for simple, but creative and playful solutions for the problems that happen in the world surrounding him (with sweat, strength and courage.) A state of mind that is disappearing in our globalised world. We do not want to romanticise rural life but the original thought and strength of the individual. We think this is how the creation of our work takes place. Último Esfuerzo Rural continues the vibratory tradition, which characterises a great number of our previous works. The sound colour of the work is a mixture of very low frequencies, even inaudible ones, with atonal scratching.

  • Mixed media installation
  • https://www.boschsimons.com/ultimo-esfuerzo-rural-l/
  • ISEA2010: 16th International Symposium on Electronic Art
  • Release
  • Westfalen Forum
  • Céline Berger
  • After insolvency, 23 ex-employees report on the slow disintegration of their working  environment. The recordings of these reports are broadcast simultaneously from a tower of loudspeakers. The voices overlap in a complex overall composition with waves of silence.

  •  

     

  • Sponsored by: NUBERT electronic GmbH, Schwäbisch Gmünd, Germany, FOX Ingenieurbüro, Berlin, Germany.

  • ISEA2010: 16th International Symposium on Electronic Art
  • diary of a cyberbabe
  • Westfalen Forum
  • Anna Gonzalez Suero
  • An experimental ‘machinima’ filmed inside an online computer sex game. Laying real images onto virtual images, the artist superimposes her own maternal fantasy onto the male computer sex game; the desire of a female avatar to abandon her passive role and to create new images.

  • ISEA2010: 16th International Symposium on Electronic Art
  • untitled (office)
  • Westfalen Forum
  • Akiro Hellgardt
  • The installation “untitled (office)” represents an artificial jungle made up of a large number of office plants borrowed from a nearby company. The office plants, representative of a highly organized, abstract (work) space, establish a unique connection between humans and nature.

    Text with image (PDF) p. 67

  • Installation Art
  • ISEA2009: 15th International Symposium on Electronic Art
  • Mixing Cities
  • SARC, Sonic Arts Research Centre Queen’s University Belfast
  • Bart Koppe
  • Mixing Cities brings together the real-time (‘live’) sounds of several cities in an audiovisual installation. The interface consists of two speakers and a panel with five faders and five lamps.

    The environmental sounds at five locations are picked up by microphones and directly transmitted to Mixing Cities. One can adjust the volume of the incoming sounds by using the faders. In this way it is possible to listen to the sounds of one or more cities at the same time.

    Apart from the live sound, the current lighting at the locations is registered with sensors and directly translated into the light intensity of the lamps. By choosing and switching between the cities one can make his own journey between the cities and get a different experience of distances and space.

  • Audiowork
  • ISEA2009: 15th International Symposium on Electronic Art
  • ANYCAST
  • Pip Shea
  • ANYCAST embodies the energy of groups and their capacity to contribute their underused energy, or ‘spare cycles’ to enable others.

    Participation is democratising the media space, leaving a slew of disruptive innovation in its wake. Traditional notions of hierarchy are being questioned as we see the rise of the crowd as power broker

    ANYCAST is a participatory work that examines the emerging creative interactions enabled by networked communications technologies. It is a temporary, free, public, mesh, wifi network set up to enable a dialogue between people in the city of Belfast. The strength of the network comes from the support of individuals and organisations willing to share their unused bandwidth. The more participation, the stronger the network, the greater the creative output.

    The crowd is self organising and breeding new levels of altruism. They are designing and building new ways of doing things by extending existing systems to meet their needs and interests. ANYCAST signifies the power of the crowd and its ability to invoke large-scale action.

  • Development and technical assistance – Cameron Adams
    and Mark Burza, Additional thanks to Jiann Hughes

  • Networked installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Cultural_Capital
  • Kate Southworth and Patrick Simons
  • Drawing parallels between the use of bacteria and culture in traditional breadmaking and the generative condition of network art, Cultural_ Capital is a transformational artwork in which a sour-dough starter is created and grown from the bacteria generally present in the air of the gallery, and is cared for by the curators.

    The artwork gives attention to the role of curator as carer. In their 2006 text ‘On Misanthropy’ Alexander Galloway and Eugene Thacker note that ’[t]he act of curating not only refers to the selection, exhibition, and storage of artefacts, but it also means doing so with care, with particular attention to their presentation in an exhibit or catalogue. Both “curate” and “curator” derive from the Latin curare (to care), a word, which is itself closely related to cura (cure). Curate, care, cure.’(1) The starter is very fragile. Without care it will die. The curators literally care for the artwork: keeping it alive, and passing it on safely to the curators at the next venue.

    Theoretically, cultural capital (Bourdieu 1979/1984) is the social power collected around the producer, collector or owner of highly valued objects. Cultural capital turns ordinary objects into works of art and gives them ‘symbolic power’: it has its own currency and brings its own opportunities.

  • Sour dough starter
  • ISEA2009: 15th International Symposium on Electronic Art
  • Supermono 2/3
  • Waterfront Hall
  • Tanja Vujinovic
  • Supermono 2/3 is a tactile and sonic environment. It consists of a multitude of objects incorporating custom electronic or mechanical components. They embody the features of contemporary toys by means of simplified cute shapes, close personal contact with users, and the construction of micro-worlds through modularity and limited, mostly sound-based responsiveness.

    The setup consists of three groups of objects. Two objects from the first group have interconnected components that enable the transformation of sound and video signals. In second segment, contact microphones or devices for the production of minimalistic sounds are placed within a number of smaller objects that react to touch, and produce various sounds that after being amplified and modulated are returned to the space, to join the sound generated from the synthetic sources. The sound is reproduced through the objects from the third group, where microphones are placed within amorphous bodies, which each reproduces a mono signal.

    Supermono 2/3 belongs to the ongoing cycle of works Discrete Events in Noisy Domains, consisting of tactile-sonic objects or ambients based on multiple nonlinear video and sound systems that recode events into audio-visual noisy data streams

  • Production: Zavod Exstat and Društvo B-51(Ex-ponto); Producers: Jan
    A. Kušej; Documentation photographers: Suncan Stone, Jan Kusej, Nada
    Zgank, Miha Fras

  • Installation: objects, electronics, sound, video
  • ISEA2009: 15th International Symposium on Electronic Art
  • Designing and Orchestrating Technologies for Future Home or Objects for Arithmomaniacs
  • Waterfront Hall
  • Julijonas Urbonas
  • The electronic design project presents an experimental narrative accompanied with five electronic design objects, aka ‘scientific probes’. Ordinary products – a rocking chair, a pair of shoes, a pair of boxing gloves, a doormat and a chest belt – are supplemented with electronic digital counters that count peculiar interactions with their users. For example, the chair counts its swings, whilst boxing gloves count the number of the punches they make. By ‘purifying’ the nature of the digital intervention to a simple counting act, the objects are transformed into interactive props that serve as both sarcastic tangible rhetoric and avant-garde products.

    The project’s ambiguous nature is amplified even more by dressing the objects with a series of anecdotal stories of fictitious research. In this storyline, the ‘probes’ are used to collect statistical data of domestic psychological, social and physical dynamics and interactions in order to design a better domestic space. Research fails, alas! Though, happily, stimulating results are produced that prompt to rename the research Objects for Arithmomaniacs, crowning the comedy of the poetic failure.

    Arithmomania is a mental disorder that may be seen as an expression of obsessive-compulsive illness. Sufferers from this disorder have a strong need to count their actions or objects in their surroundings.

  • Five electronic objects, five anecdotic stories, one fictional failed research
  • ISEA2009: 15th International Symposium on Electronic Art
  • Comob: Social and Environmental Mapping
  • Waterfront Hall
  • Jen Southern and Chris Speed
  • comob is an experiment in mapping environmental footprint and pollution through the spatial and social relationships between people in motion.

    Using the iPhone gps application comob we will produce live, mobile visualisations of the movements and connections between people rather than each individual’s track. Using their ‘collective’ body to detect, describe and demarcate issues that are central to sustainability and community, groups will contribute to a collective mapping of subjective responses to the invisible environmental characteristics of the city. By choosing to outline a space, or walk closer together and further apart in response to an urban system, participants will be simultaneously engaging in the discussion of both the subject matter and in the process of mapping it

    From negotiating a crowded shopping street to knowing how to find a friend’s house, we simultaneously negotiate both our own route through a place and our spatial relationship to other people, and in doing so, modify our movements to accommodate both. This workshop will experiment with mapping spatial relationships between people and how they modify movement through space.

    The relationships between people and spaces elicits a variety of responses, including intimacy, irritation, and exhilaration. We are interested in an awareness of where other people are and how that affects our experience of place. This workshop will look at how those relationships can be mapped, as live and moving visualisations, and in the playful uses of group mapping that emerge through practice on the ground.

  • iPhone gps application, processing visualisation, table, maps, data projection
  • ISEA2009: 15th International Symposium on Electronic Art
  • Lumiskin: Luminous Responsive Enclosures
  • Waterfront Hall
  • Alex Haw and Mauritius Seeger
  • lumiskin uses projections to create an amorphous, reactive architecture, delicately enshrouding visitors, responding to their every move, dancing with them as they move through its ether. It spatialises surveillance tracking technologies in an exploration of ‘ambiveilance’ – the twin sides of surveillance that both empower and entrap its subjects. It both ensnares and aggrandises its visitors, who drift into a light mist and accrue luminous spatial fragments – a generative architecture constantly reforming its space around the occupants.

    lumiskin combines camera-vision, computation and tracking systems with projectors to explore the way people behave when tracked, and to visualise the kind of spaces their behaviour creates. In contrast to much interactive work, it creates spaces rather than drawings, and enables a complex web of inter-personal relations. Cameras co-located adjacent to projectors scan the scene and detect movement.

    Custom software inscribes an enclosure around the moving body, feeding it to the projector, whose luminous emissions of points and lines stretch into vectors and surfaces as they move through the light fog, conjuring an ever-shifting series of territories around the visitors.

  • Projection, computer, sound
  • ISEA2009: 15th International Symposium on Electronic Art
  • Promised Lands
  • Waterfront Hall
  • Anna Piva and Edward George
  • Promised Lands is a multimedia project exploring the idea of the promised land in relation to accounts of contemporary and historical migration.

    The promised land is the founding trope of the migrant adventure, which confers a larger than life, metaphysical dimension on often life threatening journeys into newness. It is a figure of speech and writing, thinking and feeling, faith and necessity, found in popular and folk cultures both sacred and secular.

    Communicated through sonic, textual, and visual material, it is an idea whose force and resonance is contingent on questions of culture and religion, politics and history, desire and necessity. The promised lands of slaves and former slaves in 19th century America were Liberia, Sierra Leone, California and Chicago. The promised lands of Jewish Zionism are the contested territories of Israel and Palestine. Ethiopia was among the promised lands of the churched slaves and colonised peoples of the Caribbean. Oil rich Sudan is among the promised lands of 21st century capitalism. For African asylum seekers and displaced Eastern Europeans, the promised land is Western Europe.

    With Promised Lands Flow Motion propose a creative rethinking of the idea of the promised land – a transformation of the idea from a geographical space of nation and region, singularity and sovereignty, into a multiplicity of zones, located as much beneath as above the land, as present in the soul of the song as in the will of the state, and whose identities, locations, and protagonists shift and change over time.

  • Mixed media performance presentation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Cities Tango: between Belfast and Sydney
  • Waterfront Hall
  • Ernest Edmonds
  • Cities Tango: Between Belfast and Sydney is an interactive work with two connected screens, one in Sydney Australia and one in Belfast. Cities Tango generates changing colour stripes, mixed with location images, from its internal logic. That logic, however, is changed in response to the audiences in each country. In each location the work picks up images from the screen location and reacts to the degree of motion detected. At the same time, the analysed image information is sent over the Internet to the other location and forms the second influence on the work’s behaviour. Images of and from the remote location are dynamically revealed within the otherwise abstract structure. The colours used, the times of day selected and the pace of the work are influenced in each location by a combination of the detected audience behaviour at both locations. The two cities, Belfast and Sydney, interact with one another across continents and time zones. In particular, the colours, stripes and timings used are driven by movements at the remote location, so that in the European day Belfast will see ‘night’ colours, for example, and Sydney will see ‘day’ ones. On the other hand, the display of real time images from the remote location is influenced by the local audience. Immediate responses to movement are seen by the ‘audience’ in their own location. The live connection is sensed through the real time images of people.

  • Two computer displays, webcams and computers, a server computer and Internet connection
  • ISEA2009: 15th International Symposium on Electronic Art
  • Particle
  • Waterfront Hall
  • D-Fuse
  • Particle explores urban conditions on an abstracted level. While projects like Undercurrent, Latitude and Surface look at city life in its social and psychogeographical dimensions, Particle zooms in on details of the urban fabric and reveals a web of rhythms, patterns and textures that exist in a space in-between the real and the virtual. Particle alludes to the fragmented reality of everyday life in the city through its highlighting of discontinuities, giving rise to a deconstruction of lived space into a series of images and sounds that are removed from the experiences and relations in which they were originally embedded.

  • Video Performance
  • ISEA2009: 15th International Symposium on Electronic Art
  • Empty Stomach
  • Waterfront Hall
  • Andy Best and Merja Puustinen
  • Empty Stomach! is a large inflatable interactive bouncy sculpture by Andy and Merja. Empty Stomach! incorporates embedded sensor technology to create a playable and intuitively understandable physical interface, an allencompassing multi-sensorial experience of sound, touch, balance and social interaction. Data from the physical activity of the participants is sent via custom electronics to controlling software creating a real-time interactive soundscape of sounds, music and voice.

    Empty Stomach! is a surreal ‘Day of the Dead’ version of the witch’s gingerbread house from the fairy tale, Hansel and Gretel. Popular cultural references to the power of fantasma of toys, magic rituals, circus, and amusement parks are insinuated through the visual design of the artwork. This surrealistic world of imagination is juxtaposed with the sombre realities of everyday surroundings and conventional habits of action as the work invades the public space as an invitation for other, more political layers of interpretation

    People are eaten by the monster house as they crawl in through its three gaping mouths. The space inside – its stomach – is entirely red in colour, providing an immersive dive into a psychedelic sensuous experience. Besides its conceptual qualities the piece employs a variety of sensory realms like vision, hearing, sense of balance, and tactility in engaging the full body experience. Some people have even licked the surface! By shaking up some of the most profound ways of experiencing our physical surroundings the artwork spontaneously creates a strong sense of shared ownership and social interaction amongst its users.

  • Andy Best and Merja Puustinen are supported by
    the Finnish Institute London.

  • Inflatable sculpture
  • ISEA2009: 15th International Symposium on Electronic Art
  • Why is a Cube not Perfect
  • University of Ulster Belfast Campus
  • Sreejata Roy and Mrityunjoy Chatterjee
  • The artwork (exhibited on iMac) is conceptualised through a ‘cube’ with a stainless steel finish. Benoît Mandelbrot, the father of fractal geometry, has unequivocally declared, “the idea that perfection is a cube is over”. However, for mathematicians and artists alike, the cube continues to retain its fascination as an embodiment of pure form. We affirm that the most practical, economical, and sometimes the most resilient architectural constructions often tend to be cubic. This installation invokes and interrogates the complex and imperfect space of the urban ‘cube’, through penetrating the configuration itself. The artwork probes these tensions and their link to urban ecologies, and the ways in which modernity relentlessly locates uproots and resettles lives, livelihoods and cultures. The narratives are taken from the book A New Exciting Space is Opening Soon, produced during a six week residency with Khoj International, New Delhi, India in 2008.

  • Editorial support: Smriti Vohra, Prabhat Kumar Jha
    Documentation: Anuradha Pathak
    Translation: Indira Mukherjee

  • Interactive digital media (iMac installation)
  • ISEA2009: 15th International Symposium on Electronic Art
  • 52 Card Psycho: Deconstructing Cinema through Mixed Reality
  • University of Ulster Belfast Campus
  • Geoffrey Alan Rhodes
  • The 52 Card Cinema project is an exemplar of the unique architecture of cinematic pieces mapped on to the real world, made possible by Augmented Reality technology. The concept is simple: 52 cards, each printed with a unique identifier, are replaced in the subject’s view by the individual shots that make up a movie scene. The cards can be stacked, dealt, arranged in their original order or re-composed in different configurations, creating spreads of time. The technology used is marker based augmented reality, where special printed markers are recognised in the video feed and pass data regarding their unique identifier, their position, and their orientation. The computer then feeds a display overlaying the video clips of each shot onto the appropriate card and continually mapping their position and orientation.

  • Technical Support: York University, Future Cinema Lab, Toronto
    Andrew Roth – A.R. System Design; Andrei Rotenstein – Lead Software Developer;
    Mikhail Sizintsev – Software Developer
    AR Marker Tracking System: ‘ARTag’ by Mark Fiala

  • Mixed media, projection
  • ISEA2009: 15th International Symposium on Electronic Art
  • Fragments of the Los Angeles River
  • University of Ulster Belfast Campus
  • Richard O'Sullivan
  • The Los Angeles River flows for fifty miles through the city from the mountains to the sea, chiefly along a concrete channel designed to prevent it flooding. A video work intended for gallery projection, Fragments of the Los Angeles River brings together fragments of footage from the artist’s journeys along the river.

    These images present varied, contradictory visions of the river, and as such are difficult for the viewer to assimilate into one coherent portrayal. The piece has no voiceover to help the spectator privilege one perspective, and the structure of the work does not prioritise one representation over another.

    Indeed, the video is not designed to depict the river in a strongly univocal way, merely as a post-industrial nightmare for example, or straightforwardly as an unlikely haven for wildlife. Instead it portrays the river as a nebulous cloud of different qualities with little apparent relationship, order or hierarchy.

    By refusing to structure its portrayal of the river into a coherent statement, Fragments of the Los Angeles River raises questions about the nature of representation, and implies the process of exclusion or arrangement necessary to produce a conventional documentary. As a result, our basic systems for understanding and describing a place – or any subject – are intended to come to the fore as we watch the piece.

     

  • Standard Definition Video with stereo sound (projected)
  • ISEA2010: 16th International Symposium on Electronic Art
  • Naldjorlak I, II, III
  • Konzerthaus Dortmund
  • Naldjorlak is an acoustic composition by electronic music pioneer Éliane Radigue, whose unique characteristic is working with the arp synthesizer. The Tibetan title of the composition Naldjorlak refers to the motion of all life towards unity. Initially developed for Charles Curtis, Radigue extended the piece later to a subtle trilogy of fine, vibrant sounds. Naldjorlak was premiered in Bordeaux at the contemporary art museum (CACP) in 2009.

    Curtis has gained long-time experience in transposing electronic music e.g. by interpreting La Monte Young or Terry Jennings. He plays with a deep insight into the musical arrangements; the arrangement was developed cooperatively by the two artists and with special respect to Curtis’ own musical technique.

    Radigue wrote Naldjorlak II for the two renowned basset horn players Carol Robinson and Bruno Martinez. The evening will be concluded by a performance of Naldjorlak III, with an introduction by the composer and the three instrumentalists playing a trio.

    1. Éliane Radigue: composition
    2. Charles Curtis: cello
    3. Carol Robinson: basset horn
    4. Bruno Martinez: basset horn

     

  • ISEA2009: 15th International Symposium on Electronic Art
  • Tesserae of Venus
  • University of Ulster Belfast Campus
  • Christina McPhee
  • In Tesserae of Venus, I am exploring alternative energy sites at the rough, natural urban edge in California – windfarms, natural gas installations, geothermal systems – as if Venus has arrived on Earth – meaning, carbon saturation at the tipping point in Earth’s atmosphere. To do this I create large scale drawings based on the Jet Propulsion Lab Magellan photographs of the surface topology of Venus. I follow the ‘tesserae’ or tiling forms, which are characteristic of the intense heat-generated forms of Venerean surface tectonics, building models of paper that I leave out to weather in the sun and rain, then photograph and film. Then I layer the images of the tesserae into assemblage with the energy site landscapes. I am interested in a cybernetic linking between the tesserae models and the intensive invasion of energy technologies into delicate liminal ecosystems, often along rivers, deltas, swamps and inland seas. Are the tesserae surfaces a conceptual image of the future tipping point, when the feedback loop of carbon saturation in Earth’s atmosphere kicks in? Could the models attempt to describe sheltering structures that we will build in the spaces that emerge within places where the biosphere and large scale technology blur and mesh? As if to anticipate a future architectural environment built of ‘tesseracts’? The film animation frames accumulate skin-like incidents of nip and tuck, folding and unfolding, as if to gather a future archive of photographs from a carbon saturated Earth. The ‘arrival’ of Venus, beautiful and dangerous, is also an opportunity to imagine shelters from the carbon storms – to imagine how we will love our landscapes in the strange weather of the coming crisis.

  • HD Film, digital video animation (projected)
  • ISEA2009: 15th International Symposium on Electronic Art
  • DeV and Kids
  • University of Ulster Belfast Campus
  • Fiona Larken
  • ‘…Marco Polo imagined himself interrupted, with a question such as: “You advance always with your head turned back?” or “ Is what you see always behind you?” or rather, “Does your journey take place only in the past?”’ Invisible Cities, Italo Calvino

    In an increasingly peripatetic society there are few who haven’t shifted, uprooted, travelled. But how does this affect our attachment to place? Does increased movement offer a fractured experience of place? In response to this do we construct histories, places, fictions to fill the gaps? Do these fictions increase our longing and nostalgia?

    Current work centres on Super 8 footage found amongst old family archives. The Super 8 offers a version of the past which is incomplete being that the context, the people and places are now speculative or forgotten. As our relationship to this past can only ever be abstract, fiction seems a fitting way to engage with this found footage. In supplementing the material with additional fictions, the Super 8 footage exceeds it’s own limits. This suggests a blurring of the distinction between past, present and place, between Super 8 and digital, between the still and moving image.

    DeV: Amongst the found footage are brief glimpses of DeValera inspecting a parade. Walking away from the camera is the incomplete figure of a man who had a significant influence in reconstructing a notion of ‘Irishness’. Here, the past is mismatched with the present, our gaze is directed to the gaps and the difference between nostalgia and history.

    Kids: Against an idylic backdrop children play fight, however, on repeated viewing it appears more brutal, then they begin to dance. The contrast is highlighted and the awkwardness of the performance replayed when the artist attempts to assert her presence through animation.

  • DeV: Super 8 (digital transfer) Kids:Super 8 (digital transfer) and video
  • ISEA2009: 15th International Symposium on Electronic Art
  • Prospect
  • University of Ulster Belfast Campus
  • Anthony Haughey
  • This video installation explores illegal immigration from sub-Saharan Africa to Europe. Nearly 6,000 immigrants have died on the frontiers of Europe since 1988. Among them 1,883 have been lost at sea in the Sicilian Channel between Libya, Tunisia, Malta and Italy. Migrants pay unscrupulous smugglers 1,500-2000 euro to travel from North Africa. The journey can take more than five days in dangerously overloaded wooden fishing boats inadequate for the task.

    Prospect consists of two complimentary channels of video. A metaphoric journey filmed in the Sahara Desert and the Mediterranean Sea off the coast of Malta, and the in-between spaces of a former school; a refugee centre in Malta, and a small room on the North Circular Road in Dublin, where the two protagonists, Sadik and Warsame have found temporary accommodation.

    Warsame narrates his perilous journey from Somalia to Europe, an epic journey that can often take more than three years. This firsthand account is a powerful testimony of forced migration across some of the most inhospitable terrain in the world.

    The vantage point of the camera places the viewer in the position of sub-Saharan migrants travelling through endless miles of shifting sands and floating on turbulent waves in the sea.

    There is a tension between the two video works. The anonymous and threatening force of nature, a landscape of endless sand dunes and rolling seas is juxtaposed with the intimate lives and temporal homes of the two protagonists. Warsame’s articulate critical reflection of both his personal journey and the predicament of similar people caught in the stasis of European transnational migration policy.

  • Two channel video installation, mini-DV HD transferred to DVD, audio/video
  • ISEA2010: 16th International Symposium on Electronic Art
  • Two Solo Performances and One Concert
  • Konzerthaus Dortmund
  • Hildur Guðnadóttir likes to experiment with the nature and movement of sound. Known for her collaborations with múm and Pan Sonic, she will perform with her new halldorophone. Based on the acoustics of a violoncello, the sound of this instrument is generated by an electroacoustic feedback system. The melancholic beauty of Guðnadóttir’s playing will unfold in the superb acoustics of the Konzerthaus.

    Keiichiro Shibuya’s electronic compositions are acclaimed for their highly intense and dense sound. In 2009, he released for maria, his first pure piano album. For his concert Shibuya will compose and rearrange his works for piano and electronics. Specially created software will be deployed to record the grand piano live in order to manipulate and render its sound.

    After two solo performances the two artists will close the evening playing in concert.

    1. Hildur Guðnadóttir: cello, electronics
    2. Keiichiro Shibuya: piano, electronics

    Text with image (PDF) p. 87

  • Keiichiro Shibuya is supported by the Japan Foundation.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Post Global Warming Survival Kit
  • University of Ulster Belfast Campus
  • Petko Dourmana
  • Set in a world where nuclear winter was implemented as a radical solution to global warming and subsequent flooding, the installation Post Global Warming Survival Kit represents the home of a person, who watches over the sea shoreline in a post-apocalyptic landscape almost devoid of life. The image processing used for the installation is in the near infrared section of the light spectrum, which is invisible for the bare human eye but visible with night vision devices and modified digital cameras or camcorders. This approach is based on the assumption that when much of the sun light has been blocked out from reaching the surface of the Earth (as in the nuclear winter scenario), seeing in infrared becomes the only survival mode. Besides projection, all the lighting in the installation is also in infrared, which produces sensations of emptiness and fullness simultaneously when the visitor walks around the shelter and enters inside. The project fiddles with pseudo-scientific concepts used in mass media, such as nuclear winter and global warming, suggesting them as solutions to each other, and raises the question what the future is to bring and what output of technology, biotechnology and contemporary culture can be utilised for surviving in climate change environment. References to key sci-fi books and movies are deliberately made. A medley of analogue technical devices is found in the shelter. The shelter itself was designed in the first half of the twentieth century as part of an ambitious plan for providing mobility to the masses in Nazi Germany.

    The video used in the installation has been filmed on the North Sea coastline, now seriously affected by climate change and before – being the focal point of the Industrial revolution. Thus in the sequence with the loop of the sped up tide, environmental and climate changes converge with the effects of the Industrial revolution. There is one more circle of convergence in the installation: the missing guard of the coastline, replaced by the viewers who become observers of the environment but also of themselves.

  • Infrared Multimedia Installation, infrared projection, teardrop trailer with handwritten diary, Bakelite speaker, voltmeter, Morse transmitter, balance, hard cookies etc.
  • ISEA2010: 16th International Symposium on Electronic Art
  • Kontakt der Jünglinge
  • Konzerthaus Dortmund
  • A tribute to Karlheinz Stockhausen. Part of the Opening of the Dortmund ISEA2010 Programme, Konzerthaus Dortmund.

    Kontakt der Jünglinge is a collaboration between German sound artists Asmus Tietchens and Thomas Köner. It joins two generations of artists dedicated to uncompromisingly inventive electronic sound. Kontakt der Jünglinge is named as a tribute to works by Karlheinz Stockhausen: Gesang der Jünglinge, as one of the touchstones in the history of electronic music and Kontakte, as a paradigmatic example of music that broadens the perspectives of sound.

    This hommage shows their adherence to a long tradition of electronic music in Germany. Just as one can describe the creative path of electronic music as transcendent evolution that is guided by its inherent need to overcome horizons that once have been attained, the concerts of Kontakt der Jünglinge always present intuitive and personal explorations of sonic material that result in unexpected and exciting modern music.

    Text with image (PDF) p. 86

  • ISEA2010: 16th International Symposium on Electronic Art
  • A Schlingen Blängen of Mohair for Duisburg
  • Duisburg-Ruhrort (Return of the Pilots)
  • Charlemagne Palestine creates intense, ritualistic music, which he refers to as ‘resonant music’, in contrast to the ‘minimal music’ of his peers, Phillip Glass, Michael Nyman, Terry Riley and Steve Reich. With his piano and organ works, he has developed a highly individual aesthetic centered around layered overtones, and electronic drones, which build and change gradually, gently harmonizing. His performances are overtly spiritual in nature. Palestine’s pieces consist of stratifications marked by an absence of linear progression by a transcendent timelessness. What we hear seems to be an excerpt from a continuum that may well ring for eternity, an infinitely extended present that makes past and future fade away.

    In cooperation with CTM (club transmediale) Festival for Adventurous Music and Related Visual Arts Berlin.

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  • ISEA2010: 16th International Symposium on Electronic Art
  • Piece for the Dortmund Concert Hall
  • 2010 Overview: Public Events
  • Konzerthaus Dortmund
  • Church organs that have been especially expanded and modified for electronic music are Mudboy’s trademark. The doctor of organomics, as he calls himself, places emphasis on repetition and, with elements of noise, drone and psychedelica, sends his audience into a state of trance. He will perform a newly composed piece which he wrote specifically for the organ of the Konzerthaus Dortmund.

    Fennesz, who wanders between the worlds of club culture and New Music, interweaves his typically reverberating guitar sounds with expansive electronic sound layers. A whole range of instruments will be brought into play for his concert: acoustic and electric guitars, synthesizer, electronics, computer and improvised loops. The opulent electronic compositions, which go far beyond sterile computer arrangements, are of dissonant elegance.

    1. Mudboy: organ (accompanied by: Peter Schuette)
    2. Fennesz: guitar, electronics

    In cooperation with CTM (club transmediale) Festival for Adventurous Music and Related Visual Arts Berlin. Deutschlandradio Kultur broadcasts a recording of the concert.

    Text with image (PDF) p. 88

  • ISEA2009: 15th International Symposium on Electronic Art
  • Cardboard Gandhi, Version 3
  • University of Ulster Belfast Campus
  • Joseph DeLappe
  • In 2008, from March 12th to April 6th, over the course of 26 days, using a treadmill customised for cyberspace, I re-enacted Mahatma Gandhi’s famous 1930 Salt March in Second Life. The original 240 mile walk was made in protest of the British salt tax; my update of this seminal protest march took place at Eyebeam, NYC and in Second Life, the Internet–based virtual world. For this mixed reality performative re-enactment, I walked the entire 240 miles of the original march both in RL and SL. My steps on the treadmill controlled the forward movement of my avatar, MGandhi Chakrabarti, enabling the live and virtual re-enactment of the march. Over the course of the re-enactment I became very attached to my avatar. I began to envision the creation of a monumental sized Gandhi figure based on my avatar data. I settled upon using a shareware application, Pepakura Designer, which is a popular paper craft programme used by enthusiasts to create some rather amazing – albeit generally tabletop scale – reproductions of everything from anime figures to airplanes. I adapted this programme to create a 17’ tall reproduction of my Gandhi avatar out of cardboard and hot glue. The resulting 17’ figure is a monumental physical representation of MGandhi created from very simple materials. The figure was made to be the same height as Michelangelo’s David – a fitting conceptual connection to this iconic work of art history depicting the Biblical figure of David just before slaying Goliath.

  • 17’ mixed media avatar reproduction, cardboard, hot glue
  • ISEA2009: 15th International Symposium on Electronic Art
  • Watching Democracy
  • University of Ulster Belfast Campus
  • Lauren Alexander
  • Watching Democracy is a critical analysis of a newly built monument in Kliptown, Soweto, South Africa. The monument is called Kliptown Freedom Mall and was built as part the urban regeneration of the Kliptown area after democracy was reached in the country in 1994. However, the monument complex consists of a five star hotel, conference centre and upscale shopping area, which have been built in one of the poorest parts of Soweto. Watching Democracy seeks to examine the link between what used to exist in the area, a former buzzing market place, and what it has been replaced with today.

  • Single channel DVD: audio/video (looped)
  • ISEA2010: 16th International Symposium on Electronic Art
  • Welt am Draht
  • 2010 Overview: Screening
  • Duisburg-Ruhrort (Return of the Pilots)
  • Film 1973, German OV with English Subtitles. Return of the Pilots theme

    Director Regie Rainer Werner Fassbinder
    Introduction and Discussion Timothy Druckrey

    At the Institute of Cybernetics and Future Research, scientists created an artificial world – a counterfeit of a presumed ‘real’ one. After the sudden death of the institute’s director his successor, Fred Stiller, seems to meet the same fate as he begins to suspect that the reality he is living in is itself a simulation. This largely unknown film by Rainer Werner Fassbinder is an unsettling phantasmagoria on the anxiety of the use and misuse of computer modelling as a substitute for reality. Even 37 years after its initial screening on German television in 1973, the film displays an advanced vision of a present in which economic and social life have little material value – but rather, the film is engaged in new constant speculations about the status of reality – or it’s inevitable simulation.

    After the screening of the film’s two parts Timothy Druckrey will lead a discussion on the film’s themes and provide background information about its production.

    Text with image (PDF) p.  109

  • ISEA2010: 16th International Symposium on Electronic Art
  • Wet Sounds
  • 2010 Overview: Performances and 2010 Overview: Public Events
  • Kokerei Zollverein (Swimming Pool)
  • The factory swimming pool of the former coke processing plant at Zollverein is turned into an underwater sound art gallery. In front of the post-industrial scenery, the swimming pool’s water serves as the medium for sound transmission from submerged loudspeakers. “Wet Sounds” effectively creates distinct sound spaces in the physical space of the swimming pool – one inside the water, one outside and one as a merger of the two as the listener floats on the water’s surface. The audience is fully immersed in sound and free to move weightlessly in the sound space. After touring swimming pools in Great Britain and Europe, “Wet Sounds” has its German premiere at ISEA2010 RUHR.

    Production Management: Nabil Ahmed

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  • ISEA2010: 16th International Symposium on Electronic Art
  • Le saćre du printemps
  • 2010 Overview: Performances
  • PACT Zollverein
  • Observing the Berlin Philharmonic during a rehearsal of “Le Sacre du Printemps” in 2003 (documented in “Rhythm is it” DVD), choreographer Xavier Le Roy decided to work on Stravinsky’s classic from an interest in the movements of conducting. Having no musical training, Le Roy ventured into a laborious process of studying Rattle’s interpretation as if it were a stand-alone piece of choreography. In the process cause and effect were reversed: the conductor’s gestures and movements, essentially meant to synchronise the musicians, appear to originate instead from the music. When is one playing and when is one being played? What do musicians, the conductor and spectators hear when hearing itself becomes part of an embodied, inevitably visceral experience of movement and sound? Which is the moment before and after the tone, the movement, the intention to move, the motor skills of playing?

    1. Concept and performance: Xavier Le Roy
    2. Music: Igor Stravinsky
    3. Sound Design: Peter Boehm
    4. Recording: Berliner Philharmoniker conducted by Sir Simon Rattle
    5. Collaborators: Berno Polzer, Bojana Cvejic
    6. Management/Organisation: Alexandra Wellensiek
    7. Production: in situ productions (DE) and Le Kwatt (FR)
    8. Co-production: Centre chorégraphique national de Montpellier Languedoc-Roussillon (Xavier Le Roy Associated Artist 2007/08), Les Subsistances / Residence – Lyon, Tanz im August – Internationales Tanzfest 2007 – Berlin, PACT Zollverein Choreographisches Zentrum NRW – Essen.

    Text with image (PDF) p. 17

  • Supported by the national performance network with funding provided by the German Federal Cultural Foundation as part of its project Dance Plan Germany.

  • ISEA2010: 16th International Symposium on Electronic Art
  • evaporated landscapes
  • 2010 Overview: Performances
  • PACT Zollverein
  • With “evaporated landscapes” Mette Ingvartsen creates an environment devoid of humans. Based on perishable materials such as light, sound, soap bubbles and foam the performance creates a continually changing artificial world. Choreography here no longer means the organisation of bodies and their movements in space. It is rather understood more as a relationship between volatile elements, elements which slide and disappear in space and which are both reminiscent of ‘the natural’ and not too distant from ‘the artificial’, suggesting possible futures. The volatility of the landscape reveals itself not only on stage, but also in the bodies of the audience, brought out by the impressions and sensations experienced during the performance.

    Concept: Mette Ingvartsen, Light design: Minna Tiikkainen, Sound design: Gerald Kurdian,  Production management: Kerstin Schroth, Production: Mette Ingvartsen / Great Investment, Co-production: steirischer herbst festival (Graz), Festival Baltoscandal (Rakvere), PACT Zollverein (Essen), Hebbel am Ufer (Berlin), Kaaitheater (Brussels).

  • Supported by funds from: Capital Cultural Fund (Berlin) and Kunstrådet (Denmark). Generous research support has also been provided by: Tanzquartier Wien, Siemens Arts Program, LE CENTQUATRE (Paris). This event takes place as part of the network project DÉPARTS and is supported by the European Union programme ‘Culture’.

  • ISEA2010: 16th International Symposium on Electronic Art
  • TIME SLIP
  • Dortmund’s U-Tower
  • Antoine Schmitt
  • On a public display, a news ticker continuously shows news in scrolling text. The news items are, however, conjugated in the future tense: ‘the NASDAQ will drop 4.3 points today’, ‘A plane will crash in Madrid killing 153 people’, ‘The Giants will crush the Red Socks 10–3’. Aside from the tense of the verbs, all the news is completely true… TIME SLIP is a visual artwork anchored in philosophical questionings about destiny, its potentially predetermined nature and its causal determinism. It is also a work about free will in a universe where time and causality can ‘slip’. It confronts the spectator with the control of his or her own destiny. It is also a work engaging with the motifs of unpredictability and risk, which are increasingly central in the contemporary world. TIME SLIP is based on custom-built software that feeds from official news agencies, changing the tense of selected news items from near past to near future. TIME SLIP is always current. It is a programmed generative artwork.

    Full text (PDF) p. 89-93

  • ISEA2010: 16th International Symposium on Electronic Art
  • One day, Instead of One Night, a Burst of Machine-Gun Fire will Flash, if Light Cannot Come Otherwise
  • Dortmund’s U-Tower
  • The title is taken from the fragment of a poem by Oskar Davico, 1925: “Eines Tages, statt eines Nachts, wird ein Maschinengewehrfeuer aufflammen, wenn es kein anderes Licht gibt”.

    Over a period of two months, in the autumn of 2009, Milica Tomić visited particular sites of successful antifascist actions that members of the People’s Liberation Movement and ordinary people, citizens, carried out in Belgrade against German occupation during the Second World War. The photos and video footage taken during these repeated walks are documents of the marking and mapping of sites where these actions took place, actions that are not part of the
    public memory of the city of Belgrade.

    “Today, whether we are in a direct war situation or not, we find ourselves in a state of permanent mobilization. However, is it possible to use armed force without establishing a strict division into the terrorist versus the terrorized? Even if it were possible, such an action would have to be singular and entirely separate from all public opinion, political promises of identity groups, parties, movements or organizations, and would be distanced from the politics of terror and anti-terror. This description of a singular and universalistic position of the use of armed force is very much reminiscent of Partisan warfare, and of the politics that Yugoslav partisans conducted in the course of their antifascist revolutionary struggle, in a war against war – for peace. The action is an attempt to proceed from the position of a rebel, assuming an active position, without referring to the position of a victim, moving from the position of a victim onto the streets, with a machine gun in hand, carrying it simply and with determination, as if it were a supermarket carrier bag or an umbrella.” -Milica Tomić

    Full text (PDF) p. 94-99

  • ISEA2010: 16th International Symposium on Electronic Art
  • rota
  • Dortmund’s U-Tower
  • Carsten Nicolai
  • rota, considered as an experimental work, combines scientific research with artistic production. The installation deals with the effects of audiovisual stimulation on human perception by  creating a stroboscopic visual effect which, depending on the rotation speed, produces changing frequencies of flickering light pulses that are also transformed into sound. According to scientific research these pulses can have a direct effect on the brain waves of the spectator causing neural feedback that can simulate different types of mental states like trance, meditation, relaxation and stress. The dream and mind machines in particular, developed by Brion Gysin during the 1950s beatnik era, which apparently produced alpha waves to expand human consciousness, were the inspiration for rota. The construction presents an experimental set-up that allows viewers to experience in what way light pulses might effect their own brain activity and if special functions of the brain – like relaxation, attention, learning potential and hence creativity – might potentially be controllable.

    Full text (PDF) p. 83-88

  • ISEA2010: 16th International Symposium on Electronic Art
  • Otondro Prohori, Guarding Who
  • Dortmund’s U-Tower
  • Naeem Mohaiemen
  • The images in Mohaiemen’s slides show re-stagings of the interstices between political life, surveillance, and the media, in a globalized world. They display a skewed glance at reality from the perspective of shadow puppet theater. Military camps, building demolitions, wall slogans, demonstrations, and personal details merge into a narrative about the foundations of distrust in digital culture.

    Naeem: The Otondro project emerges from a political praxis that takes the media – mass and individual – as key players in the political struggle. Do you see this setting as specific for Bangladesh, or is it a more general condition that the work responds to?

    I’ll wait to have an audience walk into portions of this project and see what they draw out of it. The universal will come out with a little bit of serendipity, I’d rather not force-feed or produce a summary. Otondro of course came out of a specific context, the military government that ran Bangladesh for two years (2007-2008), and the ensuing meltdown in our lives over that period. It was a repetition of a pattern Asia had seen many times before (the benevolent strongman, we will only be here for few years, for the greater good, we had no choice, we did not want this but were compelled…). It also echoed strands that appear in mutated forms in many familiar contexts: country, nationalism, histories, borders and unintentional comedy.

    The work deals with the ‘embedded’ status of all our mediated communication. Is it more important for you to give a ‘precise’ poetic description of the condition that this addresses?

    Actually the work is often taken to be precise because there’s so much text in my work, which seems to trigger the idea of factual descriptions or journalism. But because the specific histories I re- search are not excavated, even when there is an amount of whimsy or invention, it’s not clearly grasped. People don’t know which portions of the narrative are fiction, and that makes things slip out of reach.

    Do you have alternative media usages in mind when you think about the everyday praxis that you portray? Do you imagine an alternative media ecology?

    Well I think the continuous migration of clashing practices into the visual arts over the last decade has already created one such media ecology. If you look at an instance like Raqs Media Collective’s co-curation of the last Manifesta Biennial, there’s a collision of many different disciplines and forms, in a fairly energetic way, that creates space for my peer group.

    In this context, what is it, for you, that people can trust?

    Family and friends. The novel as a form that will outlast gimmicks. MRI scans (sometimes). Glass bottles for water. The last thought before going to bed.


    Naeem Mohaiemen
    Back to elections. Back to democracy. The new normal. Mission accomplished.

    But the residues are still here. A temporary camp for highway construction. Phantom investor. New chairman. List of approved guests. Shadow falls.

    A theorist talks about the architecture of occupation, hollow land. But security presence in Asia is subtle. Suit tie coat bideshi degree. Think tanks, seminars, conferences, talk shows, newspapers. Everyone has an opinion on the century’s obsession. War against an invisible enemy.

    They tell us, we know all the answers. How to catch them, inside and outside borders. How to keep them out. Facial hair, surname, skin hue, city of birth, passport – the full spectrum domination of motivation recognition. It’s not who you are, it’s who we say you are.

    Dhaka is now inside a security zone bubble. Will democracy re- move the steel wire barricades and midnight checks on Dhanmondi Bridge? On the day after the state of emergency was lifted, I saw a homeless woman drying her family clothes on that same wire barricade. A sweet, fleeting moment. But a few days later, the barricades were back in action. The demand for ID, the sudden stop and search, the rummaging inside your camera bag, the interrogation. Eto raat e beriyechen keno? Janen na din-kal kharap?

    I feel a searing nostalgia for open space, a time before these ‘temporary’ structures. Temporary camps that never leave. It’s all to make you safe and secure. Safe from what? A long pause.

    Yourself, your weaker side, your politics, your affiliations, your night- mares, your ideology, your rights, your friends and neighbors.

    Your dreams.


    October 2006

    Dhaka is ripped open by ferocious street battles between the two main political parties, the Bangladesh Nationalist Party (BNP) and the Awami League (AL). At issue is whether the ruling BNP will allow fair elections.

    November 2006

    Grameen Bank’s Muhammad Yunus arrives in Oslo to receive the Nobel Peace Prize. He is the third Bengali to win a Nobel, after Rabindranath Tagore in 1913 and Amartya Sen in 1998, but the first from Bangladesh (the other two laureates are technically ‘Indian’).

    January 2007

    United Nations representatives send a letter stating that if the Bangladesh Army supervises any ‘controversial’ elections under the BNP government, they could lose UN peacekeeping quotas. Bangladesh is the largest supplier of soldiers to UN blue-hats.

    On January 11th (1/11), the Army declares a state of emergency, removes the civilian administration and forms a ‘Caretaker Government’. It is Bangladesh’s third military government after1975 and 1982.

    February 2007

    Among the army’s new austerity measures is the requirement to have all lights out by 8 pm to save electricity. Officials arrive at the Public Library to eject people and enforce the new law.

    Muhammad Yunus announces he will form a ‘third platform’ and run for President. He is seen as tainted by association with the military government and meets a boycott on university campuses.

    April 2007

    As Yunus continues to travel all over the world for post-Nobel events, he is described as ‘out of touch’ by local media. Seemingly rejected by the intelligentsia as well, he abandons his political bid.

    May 2007

    CNN stringer Tasneem Khalil is picked up by military intelligence for writing against the army. His wife fears he is being tortured and an international appeal is launched.

    Two days after his arrest, Tasneem is released. He goes into hiding while his newspaper editor negotiates to have his pass- port returned.

    Interrogators selectively leak contents of Tasneem’s computer and allege that he is funded by anti-army politicians. Jonotar Chokh (‘Eyes of the People’) publishes cover story ‘Laptop Conspiracy to Overthrow Government’.

    June 2007

    Tasneem’s passport is returned. He flees into exile in Sweden and has never returned to Bangladesh since.

    July 2007

    Caretaker Government escalates arrest campaign against politicians, culminating in the midnight arrest of AL leader Sheikh Hasina. Her rival, Khaleda Zia of the BNP, remains outside jail.

    August 2007

    A confrontation between soldiers and university students, at a football match, escalates into rioting that spreads across the country.

    After days of student riots, the army backs down and vacates the campus. It is a costly loss for the regime and the beginning of the end for the Caretaker Government.

    September 2007

    Khaleda Zia is arrested, along with her sons who are considered the kingpins of Bangladesh politics. The move is seen as bring- ing parity of arrests, as leaders of both parties are now in jail.

    December 2007

    The army bulldozer campaign against illegal buildings hits a major snag with the infamous Rangs Building. After a floor collapses, bodies of demolition workers killed in the accident are trapped in rubble for almost a week. As bodies decompose, the press talks ‘omens’.

    January 2008

    Although the Caretaker Government began with a ‘war on corruption,’ rumors become popular that the money trail is reaching army officers as well. Civilian gossip encompasses institutions like Trust Filling, the army-welfare-trust run gas station.

    June 2008

    Military regime releases Sheikh Hasina after sustained inter- national campaign. Part of the media debate leading up to her release is whether she is suffering slow poisoning from prison food.

    August 2008

    The medical community is in turmoil as the MRI scan of Khaleda’s son Tarique Zia becomes a key exhibit in a war of words. At issue is whether the scan shows he was tortured in custody, or that he had an old spinal injury.

    September 2008

    Military regime releases Khaleda Zia, and her two sons are allowed to leave the country. Negotiations begin to return power to elected officials, which includes implicit assurance that there will be no trials of military officers.

    December 2008

    Sheikh Hasina’s Awami League wins a landslide victory in Army-supervised elections. The rightist BNP and the Islamist Jamaat e Islami are reduced to a small minority in Parliament.

    February 2009

    The new government faces its’ biggest crisis when a mutiny erupts at the headquarters of the border guards, Bangladesh Rifles (BDR). While negotiators meet with mutiny leaders, behind the scenes the rebels hunt down and kill their senior army officers inside the barricaded headquarters.

    The final grisly death toll from the BDR massacre is 81, almost all senior army officers. A national debate erupts over whether the Army should have been allowed to capture the headquarters by force.

    Army officers, reeling with grief, have an angry exchange with Prime Minister Hasina during a closed-door meeting, clandestine recordings of which are leaked. The government temporarily bans YouTube to prevent the tapes from circulating.

    April 2010

    Interrogation of arrested BDR soldiers yield no conclusive evidence of a ‘foreign link’. 56 rebels die while in custody, but they are classified as ‘heart attack’.

    May 2010

    After a year of allegations of foreign conspiracy, the government seems to conclude that the BDR rebellion was over basic grievances of salary, ration and promotion. However, investigators are still mystified by the brutal killing spree.

    July 2010

    After legal debates over whether the mutineers would be tried in civil or military court, the government finally brings charges against 824 soldiers. Death sentences are expected.

    In an attempt to remove the stigma of the rebellion, the border guards get a new name and uniform. No word yet on whether their slogan will change. It is currently ‘Otondro Prohori’–never sleeping, always on guard.

    Full text (PDF) p. 76-79

  • Sound: Kaffe Matthews

  • ISEA2010: 16th International Symposium on Electronic Art
  • Desire of Code
  • Dortmund’s U-Tower
  • Seiko Mikami
  • In her latest project, Seiko Mikami addresses the relationship between human and machine agents. A matrix of sensors, mini spotlights and surveillance cameras is arranged across the space and follows the movements of visitors. Every movement a viewer makes sets off a response from a whole swarm of small surveillance units, each using their stepper motors to find the right position for pointing at the body present in the room. An uneasy dialogue may evolve in which the visitor looks for strategies to either confuse the machine sensing system, or become completely invisible by standing still.

    There are three parts to this work; the first and second part are being shown in the TRUST exhibition. The first part, Wriggling Wall Units consists of 180 devices distributed across a wall. As soon as a visitor enters the area in front of the wall, the devices’ heads start blinking. They move in the direction of the visitor in synch like an insect’s tentacles. Highly sensitive cameras and microphones able to detect motion and sound beyond human perception record the visitors’ actions and send the recorded images and sounds to an integrated database. From there they are transmitted to Compound Eye Detector Screen. Compound Eye Detector Screen is the second part of the work, and this image is like facets of an insect’s compound eye; countless hexagonal parts make up one large screen. Accumulated visual data in the database from wall cameras, as well as data collected by surveillance cameras installed in public spaces around the globe, are projected onto the single facets that form this screen. Detailed real-time images of visitors’ skin, eyes and hair are projected onto the screen facets where they are mixed with pre-recorded footage of other people and with surveillance images recorded at public places such as airports, parks, hallways and crowded streets from around the world. The accumulating compound eye can be considered a device that illustrates the automatic generation of desire, (data) based on information collected in contemporary information/surveillance society.

  • Programming Compound Eye Detector Screen: Norimichi Hirakawa
    Hardware Wriggling Wall: TAKEGAHARASEKKEI
    Curator (YCAM): Kazunao Abe
    Co-developed with YCAM InterLab
    Technical direction: Soichiro Mihara & Richi Owaki
    Sound programming: Satoshi Ham

  • Desire of Code was commissioned by YCAM /Yamaguchi Center for Arts and Media.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Memory Cone
  • Dortmund’s U-Tower
  • Julien Maire
  • A video camera records the hands of a person organizing strips of paper on a table. The whiteness of the blank paper triggers micro mirrors that orient a section of a photographic image on a screen. These micro mirrors, activated by a video source, open up ‘photographic windows’. With his Memory Cone, Julien Maire invites us first of all to explore the nature of the grain in the image and question its apparent motionlessness. The installation functions as a laboratory for probing the material qualities of a mediated image. The status of the image in Memory Cone can neither be described as a photograph, nor a slide, nor a video nor film still. A video-image without pixels? A quietly vibrating photograph? The projection of the white paper fragments seems neither purely digital nor analogue. Julien Maire prefers a conflation, or hybridization, to a simple opposition. In Memory Cone, the combination of visual sources provokes the awareness of different generations of images. When participating in this heuristic process, the viewer turns into a media archaeologist. Whereas consumer electronics become increasingly smaller and at the same time continue to expand their memory capacity, Julien Maire celebrates the sheer materiality of a deconstructivist display, foregrounding the whole configuration of machines necessary for the production of a limited number of images. In sharp contrast with the daily visual overkill, polluting our consciousness without making lasting impressions, Julien Maire cultivates the slow process of image recuperation.

    Full text (PDF) p. 64-69

  • ISEA2010: 16th International Symposium on Electronic Art
  • LONELY RECORD SESSIONS, In the Name of Kernel! Series
  • Dortmund’s U-Tower
  • Joan Leandre
  • I have been recording landscapes from computer war games. I used cheats to kill all moveables so there was no one around. The result is a collection of empty, digital, frozen moments of beauty:
    It was a very bright high-resolution day with a peaceful slow sunshine down in the valley. A pressure in the air, dense soft seconds into hours of waiting invisible standing… One could imagine a world of silence where nothing really happens as time spins around the shaders and frames. It is the Day of the Tentacle when one has managed to sit down and contemplate the silent remains of nature itself. Those short journeys in search of that centre. Those experiences without words eventually led by a sharp and pure instinct.

    This is the file left by Wojtek Kubasik at the site of impact close to ‘Le Château des Pyrénées’ long before the Great Erasing Day: ‘machine quickly seizes the area, prompting me to dispatch an elite team of Special Forces Operatives on a fake rescue mission.’ I say no! During the Shredding, the true nature of the artefact quickly emerges, pointing to the existence of several disturbing corporate entities on Earth, and ultimately the trigger for a massive-scale bewildering operation. The battle to save Earth begins as a flash freezes the tropics into a ghostly-white frozen landscape, a nameless land… the area in which the disasters have turned into a barren wilderness, filled with artefact-hunting characters and vicious mutants. As you wander the land in search of items and people on your objectives list you’ll find out you are absolutely alone. ‘Silent is around like a company that whispers low and calm. You can listen to your own heartbeat, you breathe deep, you wish then there was someone there or at least some far very low rumour which would warm you enough.’ It is the crisis of the self, a shock imposed by our own biology (‘now that things have lost their common sense contemplation holds us together’). It is the shift of time which leads us to the unknown Stalker, the emptiness of dead rooms in space.

  • ISEA2010: 16th International Symposium on Electronic Art
  • macghillie_just a void
  • Dortmund’s U-Tower
  • In the public performance project macghillie_just a void, urban sites are visited by a figure, clad in a camouflage suit, who reveals neither the traits of an individual, or even of a person. The so-called Ghillie Suit was originally invented in the nineteenth century for hunting, and has been
    used as camouflage for soldiers in military conflicts ever since the First World War. Its camouflage results in the anonymization and the neutralization of the person who wears it in public. The figure oscillates between the hyperpresence of a mask, and visual redundancy. It traverses the modern urban environment in which conspicuity holds ambivalent currency, wavering between cumbersome affirmation and visual arbitrariness.

    Full text (PDF) p. 54-58

  • ISEA2010: 16th International Symposium on Electronic Art
  • Loops and Fields: Induction Drawings Series 3
  • Dortmund’s U-Tower
  • Joyce Hinterding
  • Loops and Fields is a collection of drawings that resonate sympathetically with the electromagnetic fields within the gallery. Delving into the relationships between physical principles and the chaotic nature of the hand drawn line, these drawings are an exploration of conductive materials and the possibilities for drawing electronic components. When connected to a sound system these drawings make audible their interior activity and reveal the energy that exists in the immediate environment.

    An electric hum pervades the gallery – a low static vibration – like inputs incorrectly plugged. It is the sound of unanchored energy amplified, open to the potential for articulation. Like an open channel it sounds available for use, as if existing at the brink of articulation. Deriving from the Greek – energia, an ‘activity or operation’ – energy is a quantity that can be assigned to every particle, object, and system of objects. Energy is created as a consequence of the state of these particles or systems, and despite the seeming certainty of their categorical definitions, any form of energy can be transformed into another form. As a universally occurring transformative process this possibility for movement on a particle level highlights the mutability of all things, regardless of scale.

    Full text (PDF) p. 48-53

  • ISEA2010: 16th International Symposium on Electronic Art
  • Nereida–Seeking Contact with the Ancestors who Emigrated to the Sea
  • Dortmund’s U-Tower
  • Ariel Guzik
  • Nereida is the beginning of a project to design, build and ultimately operate an underwater station, the purpose of which is to make contact and to create some kind of intelligent link with cetaceans in their natural habitat, free from any type of domination and without restricting their freedom. A series of experiments are performed based on some aspects of chaos theory and on the fact that, in dolphins and whales, observation and communication mechanisms constitute one and the same circular, indissoluble process based on sound waves.

    Nereida is an underwater, molten-quartz musical instrument. The capsule design is based on the Plasmaht Mirror, the Harmonic Spectral Resonator, and the Spectral Subharmonium, tools created to bring to light, through resonance phenomena, harmonic elements and distinctive signals which are usually found hidden in the architecture of those things we describe as being
    natural.

    Full text (PDF) p. 44-47

  • ISEA2010: 16th International Symposium on Electronic Art
  • blink
  • Dortmund’s U-Tower
  • HC Gilje
  • blink starts with an empty gallery space. The floor is printed in a shiny grey, the walls and ceiling are white. The physical qualities of the empty space modulate the projected image and sound.
    Speakers are placed at various positions on the ceiling, bouncing sound off the surfaces of the room, creating a drone texture. A video projector is the only light source. The precisely mapped
    projection is combined with reflections from the floor onto the walls of the space, and the mirroring of images from the walls onto the floor. The gallery space is transformed into a dynamic, abstract light painting.

    Full text (PDF) p. 35-40

  • ISEA2010: 16th International Symposium on Electronic Art
  • ENDO
  • Dortmund’s U-Tower
  • Verena Friedrich
  • ENDO is a recording device that captures and logs the surrounding situation from its individual point of view. Equipped with various sensors and a terabyte hard drive, the object continuously
    gathers information about its environment: sound, camera images, GPS-coordinates, brightness, temperature, air pressure and humidity values are archived within this black box without observers ever knowing what happens to the stored data. In the course of time the machine produces a huge pool of information whose content or usage remains unknown. Does the record serve any secret purpose? Could it be exploited to act against us? Is this a trap? What remains is endless speculation – about the nature of information, the construction of a media dominated reality, the ‘ghost in the machine,’ and a potential loss of control. ENDO hence mirrors a situation we are all in: data – also about us – is gathered continuously. These mountains of data are rarely evaluated, yet they remain piled up, beyond the control of any single individual.

    Full text (PDF) p. 29-34

  • ISEA2010: 16th International Symposium on Electronic Art
  • Choir Piece for 24 Voices Attuned to the Spectrum of Frequencies of a Sodium Lamp Powered by 60 Hertz
  • Dortmund’s U-Tower
  • For her work Choir Piece for 24 Voices Attuned to the Spectrum of Frequencies of a Sodium Lamp Powered by 60 Hertz, Sophie Bélair Clément has analyzed the acoustic frequency spectrum of a sodium lamp, and has subsequently commissioned a choir to perform and sing
    this spectrum of sound. In the exhibition, the artist presents a recording of this choir performance as a sound installation piece.

    Full text (PDF) p. 25-28

  • ISEA2010: 16th International Symposium on Electronic Art
  • Trusted Realities
  • Dortmund’s U-Tower
  • Konrad Becker
  • The installation by Konrad Becker displays, carved in stone, what is probably the most deceitful medium of human expression, namely text. Like codes of law he presents theses which speak of deception, insecurity and distrust, pointing us to the simultaneity of truth and delusion.

    Text is a mythical practice. Authors like to claim that words were dictated to them by reality. Infected with the unconscious, language vaporizes into collective dream. Attention is the key to intangible forms of power and coercion, inseparable from the reality of our drives and its very opposite: perceptual disintegration. The past slips away so fast it creates the illusion of change, the future is nonpredictable because nothing ever happens. Influence makes targets believe that ideas and desires originate in their own mind. Myth creation engineers consent by internalization. Psychological manipulation exploits the streams of desire stimulated by media
    channels; libidinal attention feeds a plethora of ghosts multiplying every moment. The Evil Eyes of antiquity manifest in digital surveillance, social sorting and invisible categorization. The enigma of the Zombie: What is the difference between Death and the LivingDead, undead enough for work and consumption? Ignes fatui, foolish fires, ghostly lights seen hovering over swamps at night compel travelers to chase the strange and elusive glow. The mysteries of Information Societies do not hide in the shadow lands of technology but in the human nervous system. What is real is not certain, what is certain is not real.

    Full text (PDF) p. 21-24

  • ISEA2010: 16th International Symposium on Electronic Art
  • Synchronous Objects, reproduced
  • 2010 Overview: Art Exhibition and 2010 Overview: Performances
  • PACT Zollverein
  • Norah Zuniga Shaw
  • Based on original material from Synchronous Objects for One Flat Thing, reproduced (2009) by William Forsythe, Norah Zuniga Shaw, Maria Palazzi. This installation is on display in the PACT Café.

    In Synchronous Objects, reproduced Norah Zuniga Shaw brings visitors into an encounter with the deep structures of a dance and the generative ideas contained within. A world premier developed for ISEA2010 RUHR, this multipart installation is a spatial and temporal re-imagining of its web-based antecedent, Synchronous Objects created by William Forsythe, Maria Palazzi and Zuniga-Shaw at The Ohio State University’s Advanced Computing Center for the Arts and Design. Focusing on the celebrated ensemble piece One Flat Thing, reproduced (2000) choreographed by Forsythe, the project reveals the interlocking systems of organization in the dance through animations, interactive graphics, and other parallel virtual manifestations. Choreography is commonly understood as inextricably linked to dancing and to live performance. But both the installation and the screen-based original start from an expanded view of choreography, asking, what else might physical thinking look like?

    By Norah Zuniga Shaw in collaboration with: Marc Ainger, Shawn Hove, Joshua Penrose, Julian Richter, Petra Roggel (Goethe ­Institute München), Benjamin Schroeder, Lily Skove & Stephen Turk.

  • Dance
  • http://synchronousobjects.osu.edu/
  • ISEA2010: 16th International Symposium on Electronic Art
  • A Day Without the Mobile Phone
  • 2010 Overview: Art Exhibition and 2010 Overview: Public Events
  • Tree at the Reinoldikirche
  • Eve Arpo and Riin Rõõs
  • A Day Without the Mobile Phone is a light and sound project in public space, where mobile phones will be gathered from city folks and hung on a tree for 24 hours. To participate in creating the work you can drop off your phone on 26 August, from 19:00h on, to be hung on the tree in front of the Reinoldikirche. You can call your friends (with a public phone!) who have done the same and thus make their mobiles shine in the tree. Further numbers of special phones which already hang in the tree are announced to the public to create a colourful and polyphonic ring-tone concert. Free yourself and and enjoy one day without your mobile phone!

    Full Text with images (PDF) p. 128-131

  • ISEA2010: 16th International Symposium on Electronic Art
  • Lucid Phantom Messenger
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Herwig Weiser
  • The installation presents a scene reminiscent of a scientific laboratory in which the cold cobalt blue lighting and clean perspex surfaces distance us from what we’d like to immerse ourselves in. The tensions between technical and organic elements, between the known and the unknown, between systematic analysis and free associations are combined here to form a most unique experience.

    Full Text with images (PDF) p. 122-127

  • ISEA2010: 16th International Symposium on Electronic Art
  • Braun Tube Jazz Band
  • Dortmunder Kunstverein
  • Wada Ei
  • Through a process of trial and error while tinkering with Braun tube televisions, Ei Wada discovered their inner workings. He developed a playing technique using his hands as pseudo antennas and the televisions and PC-controlled video decks as musical instruments, or ‘light synthesizers’.

    This project is part of the international cooperation Exchange Emergences between the Japan Media Arts Festival (jp) and the Coded Cultures Festival (at).

  • ISEA2010: 16th International Symposium on Electronic Art
  • The Snail on the Slope
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Vladimir Todorovic
  • The Snail on the Slope is a film, based on a novel by the Strugatsky brothers, that was generated with the computer programming language Processing. The story is set on an unknown planet where humans are trying to conquer the Forest. The Forest, which is a huge single organism, is constantly changing and fighting back. All scenes were created as abstractions and visualizations of the atmospheres in which all the action takes place.

    Full Text with images (PDF) p. 110-113

  • Film
  • ISEA2010: 16th International Symposium on Electronic Art
  • Ressaca/Hangover
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Bruno Vianna
  • Ressaca is a feature film on the border between cinema and live performance, inspired by the work of VJs that produce real time visuals to electronic music. The project consists of a story composed of more than 120 short sequences and dealing with the coming of age of a teenager during the late eighties in Brazil. The selection and order of these sequences is not pre-determined but will be edited live by the director in every section.

    This project is part of the cooperation with the Instituto Sergio Motta.

  • ISEA2010: 16th International Symposium on Electronic Art
  • The DEW Project
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Charles Stankievech
  • Housed in a geodesic dome, The DEW Project is a remote radio station positioned on the Yukon River, Canada, that continually monitors and transmits the sounds of the river’s ice and underwater flow. Parallel to the radio data transmission there is a video projection showing footage of the Arctic landscape and various communication technologies used throughout the Cold War.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Sentient City Survival Kit
  • Galerie RWE Tower
  • Mark Shepard
  • As computing leaves the desktop and spills out onto the public spaces of the city, information processing becomes embedded in everyday urban space. Pervasive/ubiquitous computing evangelists herald a coming age of urban information systems capable of sensing and responding to the events transpiring around them. The Sentient City Survival Kit consists of a collection of artifacts, spaces and media for survival in the near-future sentient city.

    Full Text with images (PDF) p. 102-105

  • ISEA2010: 16th International Symposium on Electronic Art
  • Origami Space Race
  • Dortmunder Kunstverein
  • Sašo Sedlaček
  • Origami Space Race is an initiative for alternative space programmes based on open source strategies. Literally, it is a race for the development of the best origami spacecraft. The project’s main aim is a turn-ing point in the approach to space technology towards greener technologies.

    This project is part of the international cooperation Exchange Emergences between the Japan Media Arts Festival (jp) and the Coded Cultures Festival (at).

    Full Text with images (PDF) p. 98-101

  • ISEA2010: 16th International Symposium on Electronic Art
  • Exchange Fields
  • 2010 Overview: Art Exhibition
  • Dortmund’s U-Tower
  • Bill Seaman
  • Thirteen sculptures enable the visitor to access and blend various video sequences through physical interaction. On the central projection screen impressive scenes from the choreography of the Dutch dancer Regina van Berkel appear. This poetic focus on physical effort is accompanied by motifs of industrial energy supply, which link the work to the Ruhr region.
    For the new presentation of Exchange Fields, basic conservation measures were required for the complex technical equipment, which were realised under the direction of imai – inter media art institute, Düsseldorf, in cooperation with Cologne Institute of Conservation Sciences/University of Applied Sciences.

    Bill Seaman produced the video installation Exchange Fields in the year 2000 especially for the exhibition vision.ruhr, which was shown at Zeche Zollern II/IV in Dortmund.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Just Noticeable Difference
  • 2010 Overview: Art Exhibition
  • PACT Zollverein
  • Chris Salter
  • An installation by Christopher Salter in collaboration with Marije Baalman and Harry Smoak.  Just Noticeable Difference is intended for an individual experience and can only be accessed by one person at a time.

    Just Noticeable Difference is a sensory environment for one person at a time in which total darkness is accompanied by extraordinary small variations of sense stimuli. Barely detectable body motions are sensed and affect the patterns and intensity of a composition of touch, light and sound. The installation explores the fluctuation between noise and order, sensation and sense making directly at the level of bodily perception.

    Full Text with images (PDF) p. 90-93

  • ISEA2010: 16th International Symposium on Electronic Art
  • Nucleus
  • Galerie RWE Tower
  • Krists Pudzens
  • Nucleus is a kinetic interactive sculpture that searches location-specific internet news and commentary for keywords defined by the artist, in order to visualize the social and economic state of society. Through high-speed rotation, a line of light emitting diodes is transformed into a three-dimensional body. It changes its form with every incoming internet report and represents the continuous information flow in digital media.

  • Nucleus is a kinetic interactive sculpture that searches location-specific internet news and commentary for keywords defined by the artist, in order to visualize the social and economic state of society. Through high-speed rotation, a line of light emitting diodes is transformed into a three-dimensional body. It changes its form with every incoming internet report and represents the continuous information flow in digital media.

     

  • ISEA2009: 15th International Symposium on Electronic Art
  • Superenhanced Tribunal Room
  • Golden Thread Gallery
  • UBERMORGEN.COM
  • We deny the concept of torture as self defence, but we accept it as part of rock culture. Enhanced Interrogation (Torture), Extraordinary Renditions (CIA kidnappings), Supermax Prisons, Unlawful Enemy Combatants and Child Imprisonment: Mixing Supermax brightness with blacksite darkness. We do not emulate reality – our world is staged, superficial and amateurish, but still the user can experience the ubiquitous perversion and go into a supervised shock.

    The installation Superenhanced Tribunal Room is based on photographs and personal descriptions of the Guantanamo Military Tribunal Rooms. All military personnel is substituted by a machine (Superenhanced Generator). Additionally, a series of photographs (digital composites) of a Guantanamo Prison Guard as well as Detainees are integrated into the room. The Superenhanced Generator is an interrogation software which automates, dehumanises, familiarises and therefore optimises examination. The willing user is presented a set of questions; it does not matter if ones answers truthfully, lies or avoids being specific, the system looks for answers it needs to satisfy it’s database. The software’s goal is to label any participant by either being potential future interrogator, an enemy combatant or an intelligence officer. The digital tool uses Google and Facebook to back-check on personal user-data thus generating further intelligence. The questioning does not stop after one session, but continues to penetrate the user’s mind and existence via email.

  • Mixed media installation with software component
  • ISEA2009: 15th International Symposium on Electronic Art
  • GoogleGaze
  • Golden Thread Gallery
  • Andrea Zapp
  • A Textile Media Triptychon through which I look at the Internet and its social networks by employing more traditional artistic styles and craft. It reflects our existence in between a physical and digital world by interweaving off- and online spaces. Snapshots from Google Earth (The Rialto Bridge in Venice/Pont Neuf in Paris) and from Second Life (Manchester’s Big Wheel on Exchange Square) were printed onto fabric, additionally embroidered and stretched onto frames. Digital networks are reflected as the contemporary way to share place and space. Consequently the ornamental tapestry renders them domestic and decorative and from a distance the transitions between the layers of stitched-out object and digital surveillance scenery seem fluid. The collages come into view as artefacts and relics of collective memory and journey, creating a nonplace and gap in space and time. In return the virtual media space is framed as the new ‘fabric of society’ with its underlying concept of authenticity appearing fictional and illusory.

    The project forms part of current experiments that I call Textile Media Narratives – new aesthetics and works in textile and installation in which I explore digital media and mapping through fabric print, image patterns, embroidery techniques and other formats of physical object and embellishment. Corporeal model replicas are manufactured that mirror digital media and networks as duplicates of identity, body and habitat. Fabric is explored as another screen, interface and second skin, whilst drawing on methodologies of Applied and Conceptual Art

  • Mixed media, fabric, embroidery
  • ISEA2009: 15th International Symposium on Electronic Art
  • redTV
  • Golden Thread Gallery
  • Brad Todd and Elie Zananiri
  • redTV (Brad Todd, conception/design, Elie Zananiri, code/implementation) is an installation incorporating a live TV signal, a small Television, custom software and a projected circular video image. The TV signal is fed into a laptop using a analog to digital video converter and is then accessed via the redTV application, using the OpenFrameWorks library for C++. The image is analyzed and any areas of red are then isolated and tracked in real-time, leaving behind a trail of image outlines, which gradually, over the course of several minutes, fade away. In this manner a complex and dense environment of filigreed lines emerges and dies out, tracing and mapping an evolving history of the underlying visual mechanics at play.

    I have used red as it seems to be the most resonant tele-visual color (and in a neurological sense is associated with caution and even danger), often employed liberally for garish news headlines (think Fox network fascist-hysteric graphics, or The Colbert Report’s parody of same), ‘terror’ alerts, cartoons, weather graphics and music videos, et al. Another analogy is that of blood, where the stream of images coursing through cables and satellites is seen as a correlative, in some sense, to a bodies circulatory system. The video projection takes the form of a circle to elicit associations of a Petri dish, microscope, or planet, heightening the sensation of seeing some sort of biological processes at work as in the early films of Jean Painlevé, or contemporary nano level imaging.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Children of Arcadia
  • Golden Thread Gallery
  • Mark Skwarek, Joseph Hocking, and Arthur Peters
  • Throughout history artists have created works to give context to their society’s condition. Children of Arcadia [COA], draws from this tradition. The piece is continually being updated with information gathered from the Internet about the United States and its society as it relates to national socio-economic events. It translates this information into a large-scale Baroque-style projection. As gathered information changes, so does the world of COA. The changes produce shifts in the piece that draw from paintings of the Baroque to Rococo eras.

    COA combines important architectural structures from Manhattans’ financial centre (New York Stock Exchange, Federal Hall Memorial, and the Federal Reserve) with a virtual environment of lush, rolling green hills.

    The work gathers two types of information from the Internet to determine the outcome of COA and its inhabitants. The first is information from the NYSE, which determines the condition of COA’s environment. For example if the NYSE is up, the environment will be utopian. Conversely, if the market is down, the environment will be harsh and apocalyptic.

    The second type of information gathered from Google News Headlines determines whether society is generally good or evil. Google News Headlines will search breaking headlines for phrases associated with ‘American democracy’ and words synonymous with good, and compares it against a search for ‘American democracy’ and words synonymous with evil. Depending on the result the inhabitants will perform a variety of interactions drawn from Baroque and Rococo masterpieces.

  • Technical support: Damon Baker

  • Projected real time 3D graphics
  • http://childrenofarcadia.com/
  • ISEA2009: 15th International Symposium on Electronic Art
  • Invisible Threads/10 Steps to Your own Virtual Sweatshop
  • Golden Thread Gallery
  • Stephanie Rothenberg, Annie Ok, and Jeff Crouse
  • 10 Steps to Your Own Virtual Sweatshop is a humorous how-to for aspiring virtual entrepreneurs based on the mixed reality performance installation Invisible Threads. The project explores the growing intersection between labour, emerging virtual economies and real life commodities through the creation of a designer jeans sweatshop in the 3D online world of Second Life. Simulating a real life manufacturing facility that includes hiring Second Life ‘workers’ to produce real world, wearable jeans sold for profit, the project provides an insider’s view into new forms of global, telematic manufacturing.

    In the physical space, gallery visitors are able to purchase a pair of Double Happiness Jeans on demand through a retail kiosk equipped with a Second Life (SL) computer interface. A microphone and web cam connected to a computer creates a live stream of each customer’s order into the virtual factory. The audio/video stream, projected inside the factory, enables SL workers to see each customer and hear their order. On the assembly line, the first worker starts the production process that involves loading cotton bales into the Jacquard loom. Once the fabric is made it moves down the assembly line through each machine – dye vats, sewing machines, quality control. Each worker is responsible for selecting the correct options based on the customer’s order. Customers watch their jean orders being produced in real time in the virtual factory via a computer projection in the physical space. At the end of the production process, the jeans go through the SL to real life ‘portal’ resulting in an output from a large format printer onto fabric.

  • With support of Eyebeam, New York

  • Second Life, webcam, large format printer, fabric
  • ISEA2010: 16th International Symposium on Electronic Art
  • moids 2.0
  • Dortmunder Kunstverein
  • Hiroko Mugibayashi
  • The core element of this acoustic phenomenon is the combination of single reactive units. They react to their acoustic environment when the surrounding ambient noise exceeds a certain level for a certain time span by generating sounds. By connecting hundreds of these electro-acoustic units in space they form fuzzy, endless acoustic loops which are reminiscent of a frog pond or anthill soundscapes.

    This project is part of the international cooperation Exchange Emergences between the Japan Media Arts Festival (jp)  and the Coded Cultures Festival (at). The artists are all founding members of the Kinoshita Laboratory, Tokyo, established in 2003, which explores various aspects of artistic investigation.

    Full Text with images (PDF) p. 81-85

  • ISEA2010: 16th International Symposium on Electronic Art
  • Liquescente (Ânfora Azul)/Liquefying (Blue Vase)
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Mariana Manhães
  • Manhães’ process consists of the appropriation of everyday life objects; capturing them with a video camera and making them talk. In Liquescente, an old glass vase breathes rhythmically with water flowing in and out of it. The video is connected to a device which reacts to the animation’s voice. The whole operation is analogue, so every little event is subject to possible imprecision and random malfunctions, like a real organism.

    This project is part of the cooperation with the Instituto Sergio Motta.

    Full Text with images (PDF) p. 76-79

  • Instituto Sergio Motta

  • ISEA2010: 16th International Symposium on Electronic Art
  • Can You Beat Out the Sky, Hard as a Metal Mirror?
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Thomas Köner
  • Conversation between unknown people:
    “Can you beat out the sky, hard as a metal mirror?”
    “That’s a really old question. It was already asked a few thousand years ago…1)

    Now, you’ve lived in Dortmund and the Ruhrgebiet for 40 years – what is it with the sky, what is it supposed to mean anyway, hard? mirror-hard? And what is being mirrored?”
    “The sky over Dortmund is dull and lacklustre.”
    “Then let’s not talk about the sky, but instead about mirrors!”

    1. “Can you beat out the vault of the skies as he does, hard as a mirror of cast metal?”,  -Book of Job 37.18

    Full Text with images (PDF) p. 72-75

  • ISEA2010: 16th International Symposium on Electronic Art
  • Epiphora
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Yunchul Kim
  • A black, magnetic fluid surrounded by a clear liquid pulsates in the middle of the first imaginary organ, on the wall another organ in the form of a branched glass tube. They react to each other and seem to communicate. “Epiphora” (‘unstoppable tears’) presents the overflow as a symptom; as a fictional pathology. The organs then function both as embodying metaphor and as a symptom-producer.

    Full Text with images (PDF) p. 68-71

  • Installation
  • ISEA2010: 16th International Symposium on Electronic Art
  • Where Is Your Art?
  • Galerie RWE Tower
  • Márton András Juhász, Gergely Kovács, Melinda Matúz, and Barbara Sterk
  • Kinetic sound installation. In this installation, machine and human power are cross-connected to produce a bizarre discourse on art. Manipulated dancing and singing plush toys are connected to Twitter’s search engine. Whenever a tweet contains the word ‘art’, one of the plush robots translates the tweet into speech and communicates it to the others. So the art-sensitive robots are sharing thoughts on art in real time.

    Full Text with images (PDF) p. 64-67

  • ISEA2010: 16th International Symposium on Electronic Art
  • Permafrost
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Aernoudt Jacobs
  • Permafrost is a sound sculpture about the freezing process of water. The crystallization process becomes a sound source; the growing mass of ice becomes visible and tangible. In the installation we can observe and hear the constantly repeated cycle of freezing and melting. Jacob’s work exposes the complexity of a natural process and translates it to something that can be individually experienced.

  • Sound Sculpture
  • ISEA2010: 16th International Symposium on Electronic Art
  • Inhale Exhale: Succession
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Terike Haapoja
  • In the installation three coffin-like glass cases are filled with soil and dead leaves. Automatic ventilation fans facilitate the decomposition process. The carbon dioxide produced is measured with sensors and translated into sound. As a result, the ‘coffin’ seems to slowly inhale and exhale as the CO2 level goes up and down. The video Succession shows the 9-day development process of a bacteria culture taken from the artist’s face.

    This project is part of the Pixelache Special Feature at ISEA2010 RUHR, co-produced with Pixelache and supported by AVEK and the Finnish Embassy Berlin.

    Full Text with images (PDF) p.  56-59

  • ISEA2010: 16th International Symposium on Electronic Art
  • Transducers
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Verena Friedrich
  • Transducers is an installation composed of several glass tubes, each containing a single human hair. Mimicking scientific examination methods the object under investigation – the human hair – is triggered by the machinery and is stimulated to react. This reaction is registered, amplified and transduced into a sound. Each of the devices generates a unique sound based on the individual specimen from each donor.

    Full Text with images (PDF) p. 52-55

  • ISEA2010: 16th International Symposium on Electronic Art
  • The Interview
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Işıl Eğrikavuk
  • Video installation. The video at the heart of the project shows a news anchor in St. Louis interviewing the doctor and researcher, Mr. Abdul Nabi, regarding his research on avian influenza, the war in Iraq, and his recent relocation to the United States. The scenes are cut with artist Işıl Eğrikavuk preparing Abdul Nabi for the interview. The answers are revealed to be a scripted narrative, the line between fact and fiction begins to blur.

    Full Text with images (PDF) p.  48-51

  • ISEA2010: 16th International Symposium on Electronic Art
  • A Planetary Order (Terrestrial Cloud Globe)
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Martin John Callanan
  • A Planetary Order is a terrestrial globe showing clouds from one single moment in time: precisely 0600 UTC on 2 February 2009. It is a physical visualisation of real-time scientific data. The shimmering white cloud globe freeze-frames the entire operation of the global atmospheric regime, and subtly highlights how fragile the environmental (and informational) systems are.

  • Sculpture
  • ISEA2010: 16th International Symposium on Electronic Art
  • LCD (Liquid Crystal Display)
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Juliana Borinski
  • Installation. A few drops of a crystalline solution are placed on an empty slide in a customized projector. The following crystallization process and all movement induced by it are projected on a screen. Each slide is replaced after stabilization of the ‘image’. As a cinematic abstraction, LCD displays, literally, a Liquid Crystal Display and refers to contemplation and original magic of ancient optical apparatuses.

    Full Text with images (PDF) p. 40-43

  • ISEA2010: 16th International Symposium on Electronic Art
  • Cycles: Arc One
  • Galerie RWE Tower
  • Daniel Bisig and Tatsuo Unemi
  • Installation. Cycles is an interactive work that tries to establish an intimate relationship between the visitor’s physical body and an artificial living system. Inspired by concepts of identity based on both traditional Buddhist philosophy and modern artificial life research, it explores notions of transience and boundary in human identity and confronts the visitor with those currently shifting ideas.

    Full Text with images (PDF) p.  36-39

  • ISEA2010: 16th International Symposium on Electronic Art
  • Life at the Witch Trails
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Natalie Bewernitz and Marek Goldowski
  • The project Life at the Witch Trails is based on the idea of creating ‘living’ structures through sound. Video footage from x/y-stereo displays will be used. The sound source is a special audio composition that could not be realized without direct visualization. It contains full-on, sound-dependent motion dynamics and forms complex, moving ‘cathode ray objects’ which allow direct visual access to the smallest details of the composition.

  • ISEA2010: 16th International Symposium on Electronic Art
  • 0,16
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Aram Bartholl
  • 0,16 is a light installation which translates shadows into a pixelated image in real time. A static headlight illuminates a translucent wall that is divided into an array of open compartments. The shadows of passing visitors are broken into squares. The uneven light distribution is mixed in each compartment through three layers of paper into a homogeneous gray tone at the front. The actual resolution of the ‘screen’ is 0.16 pixels per inch.

  • ISEA2010: 16th International Symposium on Electronic Art
  • Common Flowers/White Out
  • Dortmunder Kunstverein
  • Shiho Fukuhara and Georg Tremmel
  • Common Flowers/White Out uses Suntory Flowers’ genetically modified blue carnation as a model organism. The goal of this project is to remove the genetic modification responsible for the blue colour and return the flower to its ‘original’ white state. This double genetic manipulation questions concepts of change, nature and manipulation and asks for a counter-model of our shared biofuture.

    This project is part of the international co-operation Exchange Emergences between the Japan Media Arts Festival (jp) and the Coded Cultures Festival (at).

    BCL is an artistic collaborative research framework.

    Full Text with images (PDF) p.  28-31

  • ISEA2010: 16th International Symposium on Electronic Art
  • Mobile Crash
  • 2010 Overview: Art Exhibition
  • Museum fuer Kunst und Kulturgeschichte (MKK)
  • Lucas Bambozzi
  • Mobile Crash is an interactive installation composed of four projections with sound creating an immersive audio and video environment. In response to the viewer’s gestures, a series of rhythmic sequences is shown in an increasing scale of intensity. The images show obsolete technological devices being smashed with a hammer. The public is invited to share in the actions as a kind of catharsis.

    This project is part of the cooperation with the Instituto Sergio Motta.

    Full Text with images (PDF) p. 20-23

  • Instituto Sergio Motta

  • ISEA2009: 15th International Symposium on Electronic Art
  • School of Perpetual Training
  • Golden Thread Gallery
  • Stephanie Rothenberg
  • School of Perpetual Training is a webcam enabled website designed as an ironic instructional training programme that exposes the underbelly and not so glamorous side of the computer video game industry. Most people associate jobs in the computer video game industry with information based labour such as 3D graphics and coding game programmes. Yet the majority of the industry relies on the sweat and stamina of migrant and low-income labourers working for electronics contract manufacturers in developing countries.

    By following a series of training exercises, participants learn about the precarious employment and unjust labour conditions of workers in the areas of overseas digital game manufacturing and distribution. A virtual ‘personal trainer’ leads participants through a series of training exercises that use motion detection and require a full range of body motion to play. Rather than using a mouse or joystick, the motion detection demands the participants ‘labour’ to complete the training exercises, emphasizing the extreme physical nature and motion economics of these jobs. The individual training exercises recontextualise popular classic arcade games – Dig Dug, Tapper, Space Invaders and Tetris – in order to train participants for jobs in mineral mining, printed circuit board assembly, box build and global shipping. At the end of the training programme, participants can gauge their ‘global market value’ to find out how much they are worth in contrast to white-collar workers in the industry

  • With support of Turbulence New Radio and Performing Arts Commission, University at Buffalo 2020 Scholars Fund Commission, University at Buffalo 2020 Scholars Fund

  • Adobe Flash, webcam, Internet
  • ISEA2009: 15th International Symposium on Electronic Art
  • KRFTWRK: Global Human Electricity
  • Golden Thread Gallery
  • Rainer Prohaska
  • KRFTWRK = Kraftwerk (power plant)

    KRFTWRK is a social-political statement and an ironic comment on current problems like production and waste of electricity in industrial states, and overweight and lack of fitness of its population.

    The target of KRFTWRK is to create a consciousness towards these topics with artistic measures. The project is situated in the fields of architecture, installation, net art and fine arts and consists of artistic parts happening in virtual and real space.

    The official ambition of KRFTWRK is the planning and realization of a new generation of industrial plants, which gain electric energy by muscle power and chemical processes of human bodies.  KRFTWRK will be staged as a ‘reliable’ and ‘globally acting’ company in the Internet.

    To test the global possibilities of KRFTWRK, there will be the chance to simulate a virtual connection to an electricity network, and there to the combined power supply, on the website. Per every ‘work unit’ on a home trainer or in a fitness studio, the participant informs the central coordination system on the KRFTWRK website about the length and intensity of the training units. In the end the total amount of energy gained by the worldwide operating KRFTWRK community can centrally be recorded and evaluated.

    Usable power-producing sculptures consist of adapted or specially developed fitness tools with connected generators, for example oversized hamster wheels for a couple of people at one time.

  • ink on paper (drawings)
  • http://www.krftwrk.org/
  • ISEA2009: 15th International Symposium on Electronic Art
  • FOLDED IN
  • Golden Thread Gallery
  • Personal Cinema and The Erasers
  • Folded In is a project about the notion of borders, the conflicts they raise, and the different ways through which they are represented in the social networks of the web 2.0.

    In the digital era people are supposed to be given the possibility to cross borders, to supersede them and see beyond. User-generated systems like the YouTube are based on the information and perspectives provided by the users. But what does this call for subjectivity brings upon? A tour in the YouTube will allow one to see that people reproduce the prejudices and superstitions imposed to them by the mainstream media and nationalistic beliefs. A video war is taking place by users opposing to one another through such material. The content of these videos varies from nationalistic war dithyrambs to issues of immigration, identity, sexism, religion, and history. In this frame context the call for critical thinking seems to be the necessity of our times.

    Folded In is a 3D multiuser online video game, which attempts a detournement of the representational space of YouTube, by transforming it into a game space, and by respectively turning the selected videos and the tags into game elements. Users are asked to cross borders, conquer and map territories evaluating the data they watch. Opposing sides and territories are fluid and subjective. The Folded In project is an effort that wishes to contribute in the semi utopian idea of the creation of the thoughtful gamer. Can we liberate ourselves from prejudices and beliefs through play?

    foldedin.net

  • ISEA2009: 15th International Symposium on Electronic Art
  • Virta-Flaneurazine: Clinical Study
  • Golden Thread Gallery
  • William Pappenheimer and John Craig Freeman
  • Virta-Flaneurazine (VF) is a potent programmable mood-changing drug for Second Life (SL). It is identified as part of the Wanderment family of psychotropic drugs because it automatically causes the user to aimlessly roam the distant lands of online 3D worlds. VF was originally developed to treat Wanderlust Deficit Disorder (WDD) an increasingly common disorder characterized by long hours of rote repetitive Internet use and the inability of individuals to depart from their daily routines in both their physical and virtual lives. As the prograchemistry takes effect, users find themselves erratically teleporting to random locations, behaving strangely, seeing digephemera and walking or flying in circuitous paths. Many users report that the experience allows them to see SL in a renewed light, as somehow reconfigured outside the everyday limitations of a fast growing grid of virtual investment properties. VF derives from a formula which the authors of this study, Dr* JC Freeman and Dr* WD Pappenheimer, synthesised some time ago. For obvious and important reasons, Pappenheimer and Freeman have conducted a complete laboratory synthesis and began clinical trials so that the nature, effects and side effects of the drug can be reliably documented. The clinical study includes an exhibition that dispenses and evaluates the drug for volunteer subjects. The installation includes an exam area, a waiting room and live SL projection screens for patient and public viewing. Visitors can observe and participate in the trial experience of the drug.

  • Virtual/physical installation, performance and computer programme
  • ISEA2009: 15th International Symposium on Electronic Art
  • Whitenoise Morphosis: Semiautonomous Puppet Architectonics
  • Golden Thread Gallery
  • Max Moswitzer
  • In this artistic black and white environment, avatar robots are acting as living architecture and sculpture. The video shows impressions of two installations, Opera Automatica der Trivialmaschinen (February 2009) and Semiautonomous Puppet Architectonics (May
    2009), which are computed
 in the Metaverse of Second Life(r).   
    mosmax.wordpress.com

  • Video: Semiautonomous Puppet Architectonics (in the Metaverse of Second Life®)
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Wall
  • Golden Thread Gallery
  • Paula Levine
  • Locative media, wireless and networked systems are actively expanding our cartographic imagination through the proliferation of portable devices allowing space-based exchange of information and experiences. Coupled with new cartographic technologies and the web, TheWall engages with emerging new spatial vernaculars to convey the impact of a 15-mile segment of the security/barrier wall currently being built in the West Bank, upon selected U.S. and Canadian cities. Like trade routes that residually altered the cultures and communities through which they passed, TheWall similarly colours local, familiar experiences and memories as the structure’s impact shadows its trajectory upon local communities and lives

    Composed of a website, a series of mapped overlays and individually designed locative walks, TheWall is underway with the first overlay upon San Francisco and the locative walk in development.

    TheWall is the second in a series called Shadows from another place (http:// shadowsfromanotherplace.net) which uses cartographic interventions, Global Positioning System coordinates, maps, city sites and the web to translate and represent the impact of political or cultural traumas – such as wars or shifts in borders and territorial boundaries – that take place in one location, upon another. The first in the series, San Francisco <-> Baghdad collapsed distinctions between ‘foreign’ or ‘domestic,’ creating a hybrid space that erased the safety of geographic distance and portrayed the impact of the first U.S. invasion of Baghdad in March, 2003, in local terms/on local ground.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Spomenik / Monument
  • Golden Thread Gallery
  • Jim Kosem
  • The Spomenik project looks at the notion of the stories places tell in the context of mass graves spread throughout Slovenia. In 1945, Yugoslavia set upon a programme of purges of political opponents and undesirables at the end of World War II, resulting in over 400 known mass grave sites holding tens of thousands of victims. Spomenik is a monument as well as an archive. It is an online archive that has the records of over 21,000 victims of the massacres. However, the archive is incomplete, and a lot of the stories that go with these people are unknown, or are scattered across the globe with all the people who fled.

    The fundamental notion of Spomenik is ‘Here = There’. What it does is take the map of all of these mass gravesites scattered throughout Slovenia and shrinks it to overlay on the centre of Ljubljana. Each of these transposed ‘places’ around the city centre would be accessible via mobile phone, with which one could experience the story of one of the victims of that particular ‘place’.

    As the victors usually write history, so too do they build the monuments to that history. However, technology and the ideas about place and memory that it brings with it, offer a new hope. It offers another kind of history book, one that everyone, not just the winners, can write. It offers the casual passer-by a new type of monument, one maybe small in size, but big on relevance.

  • ISEA2009: 15th International Symposium on Electronic Art
  • DotRed
  • Golden Thread Gallery
  • David Guez
  • DotRed is a playful application on the Internet – a serious game – that enhances the federation of the Internet users around humanitarian, social and environmental actions in order to facilitate the passage between the virtual world and the real world. DotRed offers to its users virtual cities cut up into several million parcels for sale in a 3D interface covered one to one by a cartographic application similar to Google Maps. The game aims to collect money that will be redistributed in the form of donations to officially recognised organizations and which concerns correspond to the objectives of the missions. DotRed started off its action with the sale of Paris during an exhibition shown at the Centre Pompidou in May 2008.

    The website DotRed:After the player’s registration on the DotRed website, he will be able to choose to buy one or several plots of land of 100 m² on the city map selected at the price of X euros per plot (For example, two euros for 100m2 in Paris).

    • A 3D cube is going to appear on the game’s map, at the postal address where the player will have bought the plot.

    • That cube has a standard size but the user can call on his social networks (by using facebook for example) or create a mailing list to promote the city’s sale as fast as possible. He thus also becomes a promoter of the game.

    • As a reward for his proselytism, the 3D cube size will increase in height, such as a growing skyscraper that comes along with the player’s capacity to federate the highest possible number of people.

    • Each cube can be tagged thanks to paint tools and different presentations allow a hypernavigation from cube to cube and from city to city. After the city of Paris, new cities and region maps will be suggested to the players, each time combined with a humanitarian, social or environmental cause, a partnership with local or national associations and art.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Public / Pirate Community Radio
  • Golden Thread Gallery
  • David Elliott, Patrick Tierney, and Andres Colubri
  • Public / Pirate Community Radio is an adhoc mesh network of micro powered FM radio transmitters. They work as an autonomous Radio Bulletin Board System allowing anyone in the local community to phone in and add their message to a streaming broadcast. The system
    tries to be as cheap as possible using common off the shelf products and open source software.
    The system is designed to facilitate international connectivity between local communities through the use of Voice over IP. Members of a local community can become more connected by having a pervasive forum to voice their interests and concerns. Multiple communities with related interests can foster a sense of connectedness, even internationally.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Kritical Works in SL II
  • Golden Thread Gallery
  • Denise Doyle
  • The Kritical Works in SL II exhibition has built upon, and extended, the first phase of the project and is a major exhibition showcasing artworks produced in, and for, Second Life (SL). As phase two of Kritical Works, this exhibition not only presents the SL island artworks and trans-locates them into a real-world gallery space, it also presents the virtual artists invited, while documenting and recording the inWorld curatorial process itself. This additional data offers a point of reflection that is critical to the understanding of the paradigm shifts occurring through digital technologies, and in particular, virtual worlds.

    With a focus on artistic and inWorld collaboration we invited a selection of artists to explore the physical space of the gallery and the virtual space of Kriti island in SL. Three existing works, Paul Sermon’s Liberate your Avatar, Lynn Hershmann’s L2 project, and Joseph DeLappe’s small Gandhi figure that was part of the Tourists and Travelers exhibition, are re-presented in the exhibition. Five new and adapted works are also presented: Taey Kim’s Strangers in the Neighbourhood, Jackie Morie’s Traceroutes, Jo Mills’s Dysmorphia II, Annabeth Robinson’s Gestalt Cloud, and Denise Doyle’s Meta-dreamer, a piece investigating digital materialization processes and virtual space. The staging of the artworks of Kritical Works in SL II in a gallery environment further explores the relationship between the virtual artist and curator and how new virtual practices are transforming creative opportunities in online and virtual worlds.

  • ISEA2009: 15th International Symposium on Electronic Art
  • dead-in-iraq
  • Golden Thread Gallery
  • Joseph DeLappe
  • dead-in-iraq commenced in March of 2006, to roughly coincide with the 3rd anniversary of the start of the Iraq conflict. I enter the online US Army recruiting game, America’s Army, in order to manually type the name, age, service branch and date of death of each service person, who has died to date in the War in Iraq. The work is essentially a fleeting, online memorial and protest for those military personnel who have been killed in this ongoing conflict.

    I enter the game using as my login name, dead-in-iraq and proceed to type the names using the game’s text messaging system – the ‘text-to-speech’ function is used to read my input and the reactions of the other players. As is my usual practice when creating such an intervention, I am a neutral visitor as I do not participate in the proscribed mayhem. Rather, I stand in position and type until I am killed. After death, I hover over my dead avatar’s body and continue to type. Upon being re-incarnated in the next round, I continue the cycle. As of 15/06/09, I have input 4042 names. I intend to keep doing so until the end of this war. As of this date there have been 4313 American service persons killed in Iraq.

  • Online gaming performance/intervention projected video installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Making History
  • Golden Thread Gallery
  • Ian M. Clothier
  • Making History sets out to add a moment of Irish history to the history of the Internet micronation, the District of Leistavia. The project has become a celebration of moments of unity in Ireland’s long history. The audience will vote for one of four moments…

    1 November 190BC, the Samhain Festival (Gaelic ‘samhraidhreadh’ which means ‘summer’s end’) which involved a great gathering of tribes on Tara Hill, at the midpoint between Autumn Equinox and Winter Solstice. The last harvest is celebrated along with the cycle of life, and spirits passed.

    21 April 1006. 1006 was the year in which Brian Boru completed his circuit of Ireland, attempted two years earlier. Ireland was united by Boru in 1002. This was a period of unity in Ireland and the Easter date a time of significance for him and Ireland in later centuries.

    10 August 1976. This was a day of tragedy – three children of Anne Maguire were killed after an IRA fugitive was shot dead at the wheel of his car by soldiers. Within a week, Betty Williams, who lived nearby and rallied a call against violence, Mairead Corrigan (later Maguire) the sister of Anne Maguire who made a plea for peace, and Ciaran McKeown a journalist and nonviolent activist, would form the movement known as Peace People.

    12 March 2009. Following the killing of two soldiers and a policeman, on the 12 March this year, Roman Catholic, Church of Ireland, Presbyterian and Methodist church leaders urged the people of Northern Ireland to wear purple for peace at St Patrick’s day services (Lá ’le Pádraig or Lá Fhéile Pádraig). This moment perhaps represents a watershed in Irish history as the killings were widely condemned in post-cause Ireland.

    ianclothier.com/makinghistory

  • Online voting form, vinyl digital print and installation
  • ISEA2008: 14th International Symposium on Electronic Art
  • SPEKTR!
  • 2008 Overview: Performances
  • TheatreWorks
  • PARTNER EXHIBITION 28 July, 9:30pm till late. 72-13 Mohamed Sultan Road. Free admission

    SPEKTR! is a unique performance in which tactical media workers conduct an audiovisual ‘mapping’ of the electromagnetic spectrum to create sound and video landscapes. The events begin at dusk as the sun sets, and often end at dawn as the sun re-emerges as the ascendant in the radio sky. 88 frequency zones will be mapped in real-time, structured together with a fifteen-year archive of digital and analogue signals that the artists have been collecting from all over the globe. For Singapore, the team will concentrate on the prolific output of electromagnetism created by the dynamics of world trade, shipping, aviation and control systems along the Straits of Malacca.

    The SPEKTR! structure is based on the filing of the U.S. Patent 2,292,387, that was granted to avant-garde composer George Antheil and Hedy Kiesler Markey (a.k.a. Hollywood actress Hedy Lamarr) in 1942. This early version of frequency hopping used a piano roll to change between 88 frequencies and was intended to make radio-guided torpedoes harder for enemies to detect. The idea was not used until 1962, when it was deployed by U.S. military ships during the Cuba blockade. Today their frequency-hopping idea serves as the basis for modern spread-spectrum communication technology used in devices ranging from cordless telephones to WiFi Internet connections.

    Artists: DelRray (Matthew Biederman), Brian Springer, Nullo (Aljosa Abrahamsberg) and MX (Marko Peljhan) . DelRay, Nullo, Springer and MX have collaborated in different settings since 1995.

    rx-tx.org 

  • ISEA2008: 14th International Symposium on Electronic Art
  • Siti Hijab Nurbaya
  • Singapore Management University
  • Hasnul Jamal Saidon
  • In Siti Hijab Nurbaya (2003), Hasnul Jamal Saidon’s video installation addresses questions of gender and identity within the global mainstream media.

  • Video Installation
  • ISEA2008: 14th International Symposium on Electronic Art
  • Video Reflux
  • Singapore Management University
  • Niranjan Rajah
  • In Video Reflux (2007), Niranjan Rajah addresses the decline of the power of video in the face of the sharing, recycling, appropriating and annotating of content over the Internet.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Rebuilding the Chronovisor
  • Golden Thread Gallery
  • Antonio Veneziano and Agnese Trocchi
  • “The chronovisor was portrayed as a large cabinet with a normal cathode ray tube for viewing the received events and a series of buttons, levers, and other controls for selecting the time and the location to be viewed. It worked by receiving, decoding and reproducing the electromagnetic radiation left behind from past events…”       _en.wikipedia.org/wiki/Chronovisor

    The Chronovisor was invented in the 1940s by an Italian Priest, Father Pellegrino Ernetti, with the help of a group of twelve world famous scientists. After Ernetti’s death, the Chronovisor was never found. The French Theologian Francoise Brune reckons that the machine has been sized and hidden by the Vatican, itself.
    Today the Chronovisor has began to function autonomously again. It navigates the Internet to receive and decode fluxes of fear, the basic human emotion that spread from the unknown but that it’s also used to create consensus and social control. The new Chronovisor triggers the digital present. It intercepts packets of fear left behind by people online and reproduces their angst

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  • Internet, video, mixed media
  • ISEA2002: 11th International Symposium on Electronic Art
  • The Spoon River Metblog: Net-Native Anthology and Hyperlocal Culture Wars
  • Golden Thread Gallery
  • Jay Bushman
  • The Spoon River Metblog, an Ambient Fiction, or A Hyperlocal Blogging as Epic Poetry Cycle. Ambient Fiction embeds story and fictive content in web-based locations that are traditionally used for non-fictive purposes. Hijacking these tools for the repurposing of classic texts allows them to slip past objections to the ‘old’ and ‘irrelevant’. The Spoon River Metblog is a modernization of the 1915 Edgar Lee Masters poetry classic ‘Spoon River Anthology’ in the form of a hyperlocal group news blog. ‘Spoon River Anthology’ is an epic cycle of 245 one-page poems, each the voice of a deceased resident of the town. The 245 individual voices combine to give a picture of life in Spoon River, and multiple meta-stories are woven throughout the narrative.

    The Spoon River Metblog updates this complex narrative to today. The story is told in the form of a Metblog. Metroblogging.com is a worldwide syndicate of city-specific blogs, where groups of authors write stories about life in their city from a personal, hyper-local perspective. Bode Media, the publishers of Metroblogging, built a fictional Metblog site in the middle of their real-world network for Spoon River where the epitaphs were published in small batches over several months. Each blog post is written in a syllabic prose that contains coded messages leading to hidden parts of the story.

    The Spoon River Metblog was first published on the web in the second half of 2008, and can be found at http://spoonriver.metblogs.com

  • Internet based, fictionalized hyperlocal group news blog
  • http://spoonriver.metblogs.com/
  • ISEA2009: 15th International Symposium on Electronic Art
  • Drawing_in_the_Media_Stream_Belfast
  • Golden Thread Gallery
  • Tony Allard and Kristine Diekman
  • The relentless 24/7 global media stream has radically transformed our viewing experiences of images and has thrown in doubt our concept of what an image is. With this installation we challenge the wisdom of this shift in techno culture away from object-based images produced on paper towards real time images produced and viewed on a computer monitor.  We question the increasing dominance of machine-made images and the corresponding decrease in human-made images and the role they play in the formation of cultural and personal memories. Furthermore, this installation negotiates the collision between traditional forms of perceptual drawing and visual memory making with what Paul Virilio has identified as techno culture’s headlong plunge into ‘visionics’, machine-based vision and image production.

    The drawings for the installation will be made on two portable painter’s easels, which have been outfitted with laptop computers, locative media, and the capability to communicate with each other over the Internet. The ‘local’ easel will be installed in the Golden Thread Gallery and will transmit as well as receive commands, images, and information from the ‘remote’ easel in the field. Drawings will be done on the ‘remote’ easel at two locations during the month of August: Location 1) our studio in the United States; and Location 2) various WiFi hotspots on the streets of Belfast. In the gallery a composite image of the desktops on the laptops of the ‘local’ and ‘remote’ easels will be projected on top of actual drawings done on daily newspapers.

  • Live Stream Internet, projected, with drawing easel and mixed media
  • ISEA2009: 15th International Symposium on Electronic Art
  • Conversation Piece
  • Ormeau Baths Gallery
  • Alexa Wright, Alfred Linney, and Zhuoran Wang
  • Conversation Piece is an interactive computer installation that mimics social relations with human users. In the installation a disembodied synthesised voice tries to engage individual audience members in dialogue. Each interaction is focused around a small sculpture displayed on an exhibition plinth. People entering the space are automatically tracked using webcams positioned overhead. When someone moves past one of the sculptures the disembodied voice of ‘Heather’ tries to catch his or her attention by saying ‘Hello’, or ‘Excuse me’. As an individual approaches one of the sculptures ‘Heather’ will try to engage that person in conversation. Using keywords to interpret what is said in reply, she will pursue a dialogue with the user that can be heard only at a particular location in the space. The transparency of the interface in this work is important because it gives the illusion that ‘Heather’ really is listening and responding to the user. Conversation Piece raises questions such as: ‘what if computers could convincingly perform human emotions?’ and ‘can humans engage in meaningful social interactions with machines?’ By emulating, but not quite replicating human social interaction, Conversation Piece exposes some of the mechanics of human to human communication. For each user the illusion of meaningful social exchange is mediated by the extent to which he or she projects personality or emotional content into the synthesised voice, and how much he or she chooses to engage with the imagined character of ‘Heather’. ucl.ac.uk/conversation-piece

  • Interactive sound installation using speech recognition; synthesised speech; concealed microphone arrays; focused directional sound and motion tracking.
  • ISEA2009: 15th International Symposium on Electronic Art
  • SPOOLS
  • Ormeau Baths Gallery
  • Ola Stahl and Kajsa Thelin
  • In 2007 in Erfurt in what was formerly East-Germany, the artist collective C.CRED carried out a series of interviews centred around the archives of personal files left behind by the Stasi at time of the German unification. These interviews set out to explore the complex intersection of political engagement and biographical body that characterise participants’ relationships with their personal files specifically and with the GDR period in general. Set within a politically charged post-unification context, this interview project became an attempt to map out political dissention both historically and, by means of these histories and the politics of how and by whom they are told, also within the contemporary context of a Europe now purportedly united.

    Revisiting the project in 2009, Ola Stahl and Kajsa Thelin, two former members of the artist collective, isolate and extract the questions that were asked from transcripts of the interviews. In a recorded process, they then carefully rehearse the asking of the questions, trying to get as close as possible in their delivery to the way in which the questions were originally posed. Returning at times to the interview recordings for a point of reference, commentary, citations and reflection are continuously allowed to interfere with the rehearsal process. SPOOLS is an edit of the resulting sound recording. It is an attempt to explore not the issues raised in the original interviews themselves, but rather the ways in which questions are asked, what could perhaps be called the question of the question, and what resides at its very core: the politics and contexts of testimony and witnessing as an access point to history.

  • Digital sound installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Stealth Project on NOVA
  • Ormeau Baths Gallery
  • Squidsoup, Martina Eberle, and Simon Schubiger
  • The Stealth Project is a two-player experience loosely based on the classic board games of Connect Four. Players sit opposite each other and use the grid of buttons in front of them to fire missiles across an abstracted 3D space. Once launched these projectiles are either detected by radar, hit by another incoming missile, or make it to the opposing side, grabbing a point. Each event simultaneously adds to a collaborative spatial musical composition – missiles emit sounds based on their position and elements they encounter along their trajectory. The piece explores the materiality and visual possibilities of a 3D grid of individually addressable lights. Missiles are represented as small points of smoothly flowing light – compressed energy, present yet chimerical, reflecting the overarching quality of this form of visualisation. The missiles have a presence, an ominous glow, as they fly inexorably across the sky. The grid becomes a scale model of airspace. Yet, simultaneously, it is an abstract representation, as the diagrammatical radar sweep is superimposed onto the model in a parallel visualisation. At either end vertical walls of the grid represent game boards or bombed urban spaces in twin twisted vertical cities.

    NOVA is the world’s first three dimensional, freely configurable video LED system offering 360° vision.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Dwelling in the Space of Conspiracy,
  • Ormeau Baths Gallery
  • Pam Skelton
  • Twenty years on from the fall of the Berlin wall British artist Pam Skelton investigates the Stasi network of ‘safe houses’ in Erfurt, a city in the former German Democratic Republic. A visual arts and social research project, Dwelling in the Space of Conspiracy uses a dossier from the archives of the Ministry of State Security (Stasi) to locate these once secret safe houses. The exhibition uses fieldwork, cartography and archives to construct a video installation that identifies 483 ‘conspiracy dwellings’ active between 1980–89. The city’s architecture, its buildings, streets and neighbourhoods unfold in a web of control and deception. In these discreet rooms the East German secret police would meet their informers to receive their reports. Informers were recruited to spy on friends, relatives or colleagues creating a state that relied on deception, fear and suspicion. Dwelling in the Space of Conspiracy raises questions around state control and surveillance that continue to be relevant today in a world adjusting to the threat of global terrorism. First shown in Germany in October 2007 as Conspiracy Dwellings // Konspirative Wohnungen this project created a furore of public debate leading to coverage in the German national press. Pam Skelton’s exhibition for ISEA2009 is in part a response to this debate and includes new material to acknowledge and further reveal the issues regarding victim, activist and perpetrator that still remain unresolved and painful for many today

  • 3 channel video installation, projected, dimensions variable
  • ISEA2009: 15th International Symposium on Electronic Art
  • Akousmaflore: Sensitive and Interactive Musical Plants
  • Ormeau Baths Gallery
  • Gregory Lasserre and Anais met den Ancxt
  • Akousmaflore is a small garden composed of living musical plants or flowers, which react to human gestures and light contact. Each plant reacts in a different way to contact or heat by a specific sound. The plant language occurs through touch and the close proximity of the spectator. Our invisible electrical aura acts on the plant branches and encourages them to react. The plants sing when the audience lightly stroke or pass in the immediate vicinity to them. A flower concert is created.

    In our artwork, we create hybrids between plants and digital technology. Plants are natural sensors and are sensitive to various energy flows. Digital technologies permit us to have a relationship with plants and sound. We display the effects of random data flow and plant interaction.

    Our body continually produces an electrical and heated aura, which cannot be felt. This phenomenon exists in our immediate environment. In our research, the ‘design of the invisible’, our approach is to animate that which we cannot detect. Mixing reality with imagination, we propose a sensory experience that encourages us to think about our relationship with other living things and energy. Indoor plants can have an ambiguous definition that swings between decorative object and living being. It is said that ‘inanimate objects can react when given human attention. Through Akousmaflore, plants let us know of their existence by a scream, a melody or an acoustical vibration.

    scenocosme.com/akousmaflore_en.htm

  • Plants, computer, sound system
  • ISEA2009: 15th International Symposium on Electronic Art
  • Multipli-City
  • Ormeau Baths Gallery
  • Sam Kang Li, Justin Zhuang, Serene Cheong, and Wong Shu Yu
  • In a country known as just ‘a little red dot’, can there be enough space for its people and their diverse needs? Multipli-City explores the duality of space-usage in Singapore, a city of just over 700 square kilometres but home to over 4.5 million. By capturing moments of a site at two different times and digitally juxtaposing them together, these photos show how human ingenuity in exploiting the time-space relationship opens up infinite possibilities in a city famous for being highly planned and regulated by the state because of the scarcity of space.  reclaimland.sg

    This work in progress photo series is part of a multimedia journalism package, Reclaim Land: The fight for space in Singapore, that documents how ordinary citizens reclaim their own spaces in the city through a series of stories, photo galleries and multimedia clips.

  • 6 digital photographs, 420 x 594 mm
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Street
  • Ormeau Baths Gallery
  • Martin William Rieser
  • The installation is based on an array of three seamlessly linked projectors using a Matrox Triple Head board and the tracking of human presence through video sensing technology. This is operated through a video camera linked to a Macromedia Director routine and TTC Pro software. The overall background ‘Street’ image, (a typical city street in suburban Bendigo New South Wales) remains still until a proximate section is activated by an audience member approaching the video sensor zone. A seamless scrolling image of the street is projected onto the wall of the space synchronously with the motion of that audience member, through pairing one of the houses with an individual audience member, such that the assigned house appears to lock on to them. The house in question will then appear to track the user and move alongside them as they walk.

    The series of these sound and video scenes or vignetted visual poems, is based on experiences of the diverse communities of Bendigo during a residency at La Trobe University in 2007. They relate to gold mining and to the drought and its effects on agriculture and the region through specific poetic narratives. Since these are fleetingly revealed at different positions on the panoramic screen, when triggered by the viewer’s movement in the gallery space, they will allow for both active and passive modes of audience consumption. It is hoped that the random allocation of a house to a particular visitor will enhance both the curiosity of the ‘active’ viewer and an observing ‘passive’ audience, by encouraging them to explore the associated narratives for each house, through collaborative viewing

    martinrieser.com/The%20Street.htm

  • ISEA2009: 15th International Symposium on Electronic Art
  • e. Menura Superba
  • Ormeau Baths Gallery
  • Gavin Sade and Priscilla Bracks
  • When Enlightenment scientists worked to discover, study and preserve exotic fauna and flora found in the new world, they presumably did not intend this knowledge to enable destruction of the environments they explored. Nevertheless, indications of this potential were evident as exotic creatures were prized mainly as taxidermy specimens for display as symbols of wealth and status, and as trophies from travel to distant lands. e. Menura Superba is an interactive artwork that explores this paradox between our fascination with the exotic, and the dystopic futures devoid of many species, that may lie in store as a result of human activity. The work hybridises 17th to early 20th century aesthetics with refined post consumer waste materials, to create a simulacra of a lyrebird. Australian lyrebirds (initially designated Menura Superba) have the remarkable ability to mimic natural and human sounds in their environment. This vocal range, and their unusually long, wispy tail feathers, made this bird a 19th century curiosity. As a taxidermy specimen, it was the most prized of all Australian birds. The lyrebird repertoire has been known to include sounds such as camera shutters, flute and piano melodies, even chain saws. Beyond it’s value as a curiosity, it is also an interesting gauge of our acoustic environment, as it mimics sound pollution – an often overlooked interaction between humanity and the natural world. In this work the naturally shy lyrebird becomes curious. It is especially attracted by colourful clothing, and will sing and change the colour of its plumage in an attempt to attract an audience.

    Programming: Glen Wetherall
    Metal Work: Dayataminda Rajapatirana
    Additional bird recordings: courtesy of Sydney Curtis

  • OLED screens, tricolour LEDs, other various electronics, and post consumer stainless steel, brass, and plastic off cuts, aluminium mesh
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Listening Station (Counting Backwards)
  • Ormeau Baths Gallery
  • Allan Hughes
  • The Listening Station explores the partial and ongoing decommissioning of the British army communications post on Black Mountain, Belfast, examining the psychic history of it’s recent past. The listening station was initially put into service during the Cold War and has subsequently figured as a totemic sentinel of Britain’s political and military surveillance of Belfast, being visible from nearly anywhere in the city on it’s strategic vantage point. The facility is currently being dismantled after the land was sold to the National Trust for environmental conservation in 2005. Some features of the installation still remain and function but many have gone. The work explores the site as an active agency and its current, ongoing devolution to a former, ‘neutral’ existence. Specific references to both time and decoding are an aspect of the synchronization that forms a structural crux of the work. This is activated through references to the ‘number stations’, ongoing yet implicitly synonymous with espionage of the Cold War period and standard hypnotic induction for regression through time. The work aims to negotiate the conditions of surveillance, contrasting the exterior panoptic visual profile of the facility against the enclosed and internalised activities of the listener. A dynamic is established between the viewer and the audio elements of each screen whereby listening, as much as looking, is marked as an activity of production and creates an unstable space where the process of synchronization is in continual formation.

  • Twin monitor, synchronised DVD installation, dimensions variable
  • ISEA2009: 15th International Symposium on Electronic Art
  • Blackstaff is Belfast
  • Ormeau Baths Gallery
  • Stuart Sloan
  • The Blackstaff River, a principal tributary of the Lagan River, flows underground from the south of the city to the centre. The majority of the river was culverted (constricted to artificial channels beneath the city) in the late 19th century. A second major culverting operation was undertaken in the 1990s. Prior to Belfast’s industrialisation, the river coursed through woodland, parkland, meadows and natural flood planes. By 1881 the river had become severely polluted and was regarded as an obstruction to urban growth. A news piece from the time commented: ‘All agree that the Blackstaff must be buried out of sight’. Blackstaff is Belfast seeks to unearth the Blackstaff River. The river is to be rehabilitated and reinstated. It shall, once again, flow freely through the heart of the city. The inflictions of modernity that had rendered the Blackstaff River grotesque shall be remedied. The river will once more become a source of growth and beauty. Visitors to the host gallery, Ormeau Baths, are invited to undertake a short augmented walk along the course of the river. Through the use of mobile technologies, a participant will be able to hear the sounds of the river flowing underground. As the walk continues history shall be reversed and the river will begin to surge back on to the land. The walk will culminate at the site where the Blackstaff River had previously entered the Lagan. Here the participant will experience the river as it was before urban settlement: a time of natural harmony. In accompaniment of the above, an abstract video document of the river will be presented. Additionally, a catalogue of images and texts accounting the geography of the river over the last 400 years will be exhibited.

  • Locative Media Sound work with accompanying 2 channel video installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • The Ammonite Order, Or Objectiles for an (Un)Natural History
  • Ormeau Baths Gallery
  • Vince Dziekan
  • Revolving upon notions of coincidence and synchronicity, The Ammonite Order, Or Objectiles for an (Un) Natural History explores a nondeterministic relation between digital mediation and spatial practice that supplants the primacy of real objects present in gallery space. The theme for this work evolved out of imaginatively projecting a fictive ‘correspondence’ between two local personages: the architect George Dance (the Younger) and naturalist Charles Darwin. Enamoured with the idea of the museum as a ‘haunt of the muses’, the narrative fabula unfolds as a multidimensional installation that combines an inventory of installation elements (or ‘props’) with an accompanying collection of portable media ‘samples’. These forms gain added force through their recycling and recombination. Collectively, these motifs establish an iconography that operates across the exhibition’s interconnected, narrative structure.

    The exhibit sends out contradictory signals: the appearance of order associated with its measured use of gallery space is confounded by the disorientation of its intertextual, mediated narrative. Through creating an unpredictable and open-ended aesthetic experience in which the viewer is invited to actively intuit associations between the constituent parts of the exhibition, the conventional expectation placed upon digital mediation – in which the interpretive role of the ‘gallery guide’ is intended to supplement the primary experience of an art object – is inverted. The Ammonite Order was developed as a practice-based demonstration exhibition as part of the PhD thesis, ‘Without Walls: Virtuality and the Art of Exhibition’. The artist acknowledges the cooperation The Slade School of Fine Art, The Grant Museum of Zoology (University College London), the support of the Outside Studies Program (OSP) of Monash University, the Faculty of Art & Design, ISEA2009 and Apple in the realisation of this work.

  • Digital prints, laser cut Perspex, mixed media, digital media, iPods, variable installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Life Support
  • Ormeau Baths Gallery
  • Revital Cohen
  • Assistance animals – from guide dogs to psychiatric service cats – unlike computerized machines, can establish a natural symbiosis with the patients who rely on them. Could animals be transformed into medical devices?

    This project proposes using animals bred commercially for consumption or entertainment as companions and providers of external organ replacement. The use of transgenic farm animals, or retired working dogs, as life support ‘devices’ for renal and respiratory patients offers an alternative to inhumane medical therapies.

    Could a transgenic animal function as a whole mechanism and not simply supply the parts? Could humans become parasites and live off another organism’s bodily functions?

  • ISEA2009: 15th International Symposium on Electronic Art
  • Artificial Biological Clock
  • Ormeau Baths Gallery
  • Revital Cohen
  • The promises posed by new reproductive technologies such as IVF, test tube babies and egg freezing, are blurring perceptions of the reproductive cycle amongst women, and consequently, the age of conception is constantly being challenged. The female body clock relies on moonlight to regulate the menstrual cycle. The use of artificial light and contraceptive hormones, along with the growing pressure to develop a career, are distorting the body’s reproductive signals. The Artificial Biological Clock compensates for this increasingly lost instinct. This object acts as constant reminder of the temporary and fragile nature of fertility. Given to a woman by her parents or partner, it reacts to information from her doctor, therapist and bank manager via an online service. When she is physically, mentally and financially ready to conceive the object awakes, seeking her attention.

    Natural Kingdoms and the Post-biological World As technology develops the ability to break the boundaries between natural kingdoms and fuse the organic with the artificial, we are slowly liberating ourselves from the limitations imposed by biology and redefining our anatomy, mind and environment. Advancements in biotechnology and medicine allow our bodies to be moulded, manipulated and juxtaposed with other materials. As such we can take many confusing, questionable roles. This cross-breeding of the kingdoms opens up new design opportunities and a space for debate.

    The relationship between technology and biology is complex and interweaved. Technology has evolutionary consequences; it alters the human body and then compensates for the loss with artificial solutions. The work developed out of this premise explores ideas of inorganic biological urges, interspecific symbiosis and human enhancement. The project consists of two speculative design proposals exploring possible implications of developments in life sciences. The Artificial Biological Clock uses digital interfaces in order to analyze and influence behaviour, functioning as a remote prosthesis replacing a lost instinct rather than a dysfunctional organ. The Life Support project proposes using animals bred commercially for consumption or entertainment as companions and providers of external organ replacement. The work aims to provoke and trigger a debate concerning bioethics and the nature of persuasive or intrusive medical technologies.

  • Glass, nickel plated brass, acrylic resin
  • ISEA2009: 15th International Symposium on Electronic Art
  • 0h!m1gas: A Biomimetic Stridulation Environment
  • Ormeau Baths Gallery
  • Kuaishen Auson
  • Ant colony, 2 turntables with Arduino stepper motors, video projection, flat screen for data analysis visualization, surround sound system set (5.1), 2 digital video cameras for motion capture, 2 microphones for audio capture, 2 computers with 2 licenses of Cycling 74’s Max/Jitter, 2-4 UV spot lights for illumination of the ant’s nest.

    0h!m1gas is a biomimetic stridulation environment based on the activity of an ant colony, which is being video and audio surveilled, transforming the ants’ social interaction into information that is translated into turntable rotation. Thus, the ants become DJs of their own cybernetic ecology. The system itself is a sociobiological sound reactive space, which reveals the connection between scratching as an aesthetical expression, created by human culture, and the natural stridulation phenomena produced by ants as a communication method. Ants represent a natural super organism that can be sensed and understood as a colony of hyper instrumental entities generating sound waves, bits of frequencies and musical beats if we analyze and channel their movements and stridulations. Maybe there is a way to create a feedback system and communicate with ants. The ultimate goal would be to explore a possible cybernetic playground in order to study the ants’ response to the vibrations and sound compositions they create. 0h!m1gas is a biomimetic stridulation environment with a life of its own, extending and transforming the self organization in ants while opening our human senses to a new form of emerging music.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Key Notes
  • Waterfront Hall
  • Key Notes is a live work for our time, our appetite and our audiences. Previously presented at the National Review of Live Art in Glasgow, Live Art Falmouth and the Colchester Arts Centre, it has evolved from the quest for the all-encompassing platform of power and exquisite influence. As an artist working almost exclusively in industry for six years I witnessed many extraordinary things. I heard about the future and the vision. We went up together, exponentially, and we came down. Sometimes I’d be addressing the whole company of 600, as the global reach extended and the monthly meetings became more surreal. Then I was leading the event. The community was mine. The strategy is up for grabs. I know what I’ve seen. And the technology was implicit. We all need a little helping hand now and again. Especially these days. The bus is leaving. Can you afford to step aside when the driver has a story to tell?

  • Multi-media performance and keynote address
  • ISEA2004: 12th International Symposium on Electronic Art
  • Syren
  • 2004 Overview: Art Exhibition
  • Daniel Woo and Chris Rizos
  • Syren is a shipboard example of augmented audio reality, designed to operate with an array of surround sound speakers installed around the ship’s Helipad on the forward upper deck. Geo-spatial information is accessed as the ship navigates the electronic charts associated with each of the three ports of call. Syren experiments with concepts of designing large-scale virtual soundscapes. For each of the ports we have designed a specific ‘sonic seascape’ – sound files, located in a digital cartography, are apparently positioned on, or around, the various features of the port and its navigational and maritime structures. Special attention is paid to local maritime narratives, histories and specifically maritime ‘keynote’ elements of the soundscape / seascape.

    These sounds are interwoven with a unifying sonic narrative derived from both ancient epic voyages (as the title implies) as well as contemporary political and cultural life. As the ship manoeuvres through and around the port (on entry and departure) the software will call up elements of the soundscape and ‘place’ them in the appropriate direction and distance – simulating a real sound associated with the landscape/seascape. One of the principal effects of Syren will be to suggest a series of parallel audio realities that appear to overlay the visual seascape and open a possibility to acknowledge a historical and cultural axis pivoting on a geo-spatial point. Owing to the potentially vast scale of the geographic area covered by the Syren project the system is designed to operate in and around each of the three ports that the ISEA ship will visit with some additional points en-route

  • ISEA2009: 15th International Symposium on Electronic Art
  • Simultaneous Echoes
  • University of Ulster Magee Campus
  • Masaki Fujihata and Frank Lyons
  • Simultaneous Echoes is a practice-based research project. The project explores how fragmented musical elements, which were recorded in different locations and at different times can be reconstructed in cyberspace. The cyberspace is used as a musical notation, a ‘3D locative music score’. The fragmented sound and images of the location are sampled with a set of audio recording and video cameras and with the support of GPS data sampled in specifically selected locations in and around Londonderry and in collaboration with communities of interest there including choirs. As a music score constitutes a kind of thinking space for a music composer, this spatial, locative music score is also a media thinking space for conducting music in a new way. It reframes in innovative ways the process of producing whole data, recording, capturing, editing and disseminating music and soundscapes.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Digital Human
  • University of Ulster Magee Campus
  • Justin Magee, Mark Cullen, and Terry Quigley
  • ISEA2009: 15th International Symposium on Electronic Art
  • Bag Lady 2.0
  • Waterfront Hall
  • Baglady 2.0 is a live performance with a customised electronic performance tool: a bag with an antenna and an embedded board, programmed for live wireless broadcasting on-the-fly of sound, digital images [motion jpeg]. It probes found wifi zones as a platform to pipe through this data. It highlights how such ephemeral oral or folk histories on the street can be played out on the WWW, being such an inhabited and ubiquitous place at present.

  • Networked performance, custom built interface – suade bag, Alix3c3 mini eurocard format with Audio, VGA and Award-BIOS (super expandable) 500 MHz Processor antenna, Battery Power – 12 V.8 Gb Cf card, USB webcam Logitech CamPro 9000 is 1600×1200 ( HD-TV), LFS linux from scratch, KNOPPIX kernel, audio streaming darkice as client, encoding ogg vorbis, Webcam UVC video module

  • ISEA2009: 15th International Symposium on Electronic Art
  • shruti
  •  

    shruti is a live cinema performance that uses field recordings and video footage collected in the streets. Kolkata, India as material for an open live cinema performance. Each iteration of the project is unique footage and audio is triggered and manipulated live in the moment, in response to the material itself and the environment. shruti is an improvised performative exploration of the city that moves fluidly between the streets of Kolkata, and the greater space within ourselves. A meditation on sound and identity, Sinha’s performance uses the everyday sound of Kolkata to craft a travelogue of universal proportions.

    Like much of Sinha’s work, shruti is a work that both embraces and troubles our concepts of heritage, identity and tradition. It has been performed as a live cinema project, a radio broadcast, and disseminated as an audio art performance installation.

  • live cinema performance
  • ISEA2009: 15th International Symposium on Electronic Art
  • m-Log exchange project
  • SARC, Sonic Arts Research Centre Queen’s University Belfast
  • Simon Blackmore, Tony Hall, and Steve Symons
  • Performance with Gary Mentanko iLogs, m-Logs, laptops, wood and saw

    Over the last few years we have become known for a distinctive range of wooden musical and sculptural instruments that critique human interaction with computer interfaces and our increasing appetite for new and often disposable technologies.

    Since 2004 we have been developing a range of portable instruments that mimic the desirability of hand held gadgets but are more rustic in appearance and obscure in functionality. Examples being the iLog Rustle which records up to 20 seconds of sound and reduces it into distorted fragments, the iLog Photosynthesiser which converts light into audio, and the m-Log (a wooden gestural computer interface).
    We have performed across Europe with these instruments and they have featured in design books, magazines and blogs globally. Shifting between being desirable design objects, musical instruments or simply logs, they raise questions about the use of technology within live performance and their value as objects, their potential for mass-production and our refusal to do so.
    Rather than standardise production in the face of working with uneven logs and unusual electronics we prefer to let these objects resist mass production and thus no two are ever the same. Embracing this limitation we invite participants to join us in making their own variation. Through this social process our customers become developers rather than consumers and our range of instruments continue to evolve, placing an emphasis on cultural and social capital rather than the physical.
    The members of the Owl Project have their own unique Art practices but come together to create desirable and crafted artwork with perspective shifting focus; from commenting on the disposability of technology, to Interface Design, from questioning industrialisation and humanity’s relationship to the means and knowledge of production, to a strong reputation as Sound Art performers.
    Faced with a rapidly growing demand for our instruments to be bought and used we have typically responded in a thought provoking manner, refusing to be drawn into an obvious cycle of production. By encouraging people to make their own Owl Project instruments we turn clients into producers and developers; a new cottage industry or social artwork?

    Owl Project is a collaborative group of Manchester based artists who share interests in human interaction with technology and process-led art. The group currently consists of Simon Blackmore, Antony Hall and Steve Symons.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Performance Night
  • Performance Night @ SARC

    This performance showcases work by SARC researchers and presents a programme of selected ISEA works tailored for SARC’s unique Sonic Lab.

    Featuring, among others:

    1. Owl Project
    2. mLog exchange project
    3. Bart Koppe, Mixing Cities
    • SARC is the SONIC ARTS RESEARCH CENTRE, Queen’s University Belfast, UK
  • ISEA2009: 15th International Symposium on Electronic Art
  • Identikit Muse
  • Black Box
  • Performance with projection, sound.

    astro+prism’s Identikit Muse is a unification of audio and visual technologies. A composition of software and hardware audio production, found sounds and sampling; vocals and effects, graphic design, digital video, FX & editing.

  • ISEA2009: 15th International Symposium on Electronic Art
  • 3D Thinkers in a 2D World
  • Waterfront Hall
  • Performance lecture, printed materials (posters, flyers, text info for presentation); bookworks and artefacts for presentation

    3D Thinkers in a 2D World is a performance lecture by conceptual artist Benedict Phillips. Developed out of his 14 years of research and creative projects around dyslexia, he aims to expose the inner workings of what he describes as the dyslexic ‘3D thinking’ experience. This includes some of the unusual advantages available to those who think in a ‘dyslexic’ way.

    By unpicking his creations such as The DIV*, Benedict highlights and examines presumptions about intelligence, communication and perception to unravel numerous misconceptions surrounding dyslexia. He shifts the focus away from the traditional emphasis on reading and writing to explore the unforgiving rigidity of formulae and social structures within the 2D ‘lexic’ world. Through this work Benedict offers insight into how to invert society’s perception of dyslexia and, by breaking away from excepted rules and regulations, to empower the lexic and dyslexic alike.

    Benedict’s ongoing collaboration with fellow dyslexic adults, architects and technologists sees the ‘3D thinker’ expressed in a variety of forms, from designs for database and web navigation to intelligent architecture. His ongoing body of work on the subject embraces new media, photography, installation, performance and public discussion. 3D Thinkers in a 2D World is the public interface for this work, and strives to facilitate the debate around who should inform the dyslexic agenda.

    * subverted from ‘div’ which in the UK slang means ‘an idiot’ or ‘stupid’, to ‘DIV’ or ‘Dyslexic Intelligent Vision

  • ISEA2009: 15th International Symposium on Electronic Art
  • A Mathematician’s Apology
  • Waterfront Hall
  • Performance

    G. H. Hardy penned A Mathematician’s Apology in the twilight of his academic career. It was at a time when the worldview fostered throughout modernism was suffering widespread critique and Hardy’s apology stands, in many ways, is a eulogy to the failing doctrine of the Enlightenment that dominated Western thought in science and aesthetics at the turn of the last century.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Hearing Sirens
  • Waterfront Hall
  • A usual fashion to hear music nowadays is through headphones. The mp3- player made music more transportable than ever before, and public spaces are crowded nowadays with people, living in their own acoustic world. This project is about reversing this situation. I am walking around the city, playing music from an mp3-player, this time not for creating private music, but for diffusing it out of two big yellow hornloudspeakers, radiating the sound to the environment. The siren is both a mythological woman, having the body of a bird and the head of a woman as a noisemaker, used to warn in emergency cases. The sirens as bird women were known in Antiquity for their beautiful singing. It was unable to resist them and most of the men who heard them did not survive. The emergency siren is a noisemaker and can be seen as a survival tool. I used both as an acoustic, visual and conceptual starting-point for the project Hearing Sirens.

  • A performance for mp3 players and portable hornloudspeakers.
  • ISEA2009: 15th International Symposium on Electronic Art
  • Netrooms: The Long Feedback
  • Participative network audio performance

    Join in The Long Feedback and contribute to a nine-site network performance! Netrooms: The Long Feedback is a participative network piece which invites the public to contribute to an extended feedback loop and delay line across the Internet. The work explores the juxtaposition of multiple spaces as the acoustic, the social and the personal environment becomes permanently networked.

  • ISEA2009: 15th International Symposium on Electronic Art
  • The Castellated Wall
  • Waterfront Hall
  • Site specific sound presentation

    The performance will convey aesthetics of site specific and representation of environmental sounds through the process of field sound recording in Northern Ireland. The development of technology, the recorder absorbs the space and microphone converts the air vibration. The mercy of mobile technology, we are capable of recording sounds anywhere and presenting them sonically, identically and spaciously to the local environment.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Live Intermedia and Electronic Music
  • 2009 Overview: Londonderry Performances
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unheard Voices: Stories from the Troubles
  • Cahal McLaughlin
  • Produced in association with WAVE Trauma Centre, this short film records the experiences of six victims and survivors of the Northern Irish Troubles. Filmed and edited collaboratively, UV addresses issues of trauma, loss, justice and recovery. The story-tellers range from a police widow, to the brother of a sectarian victim, to a youth worker who lost is legs in an explosion. [source:  pure.qub.ac.uk/en/publications/unheard-voices-stories-from-the-troubles]              wavetraumacentre.org.uk/projects/unheard-voices

  • ISEA2009: 15th International Symposium on Electronic Art
  • SMSage
  • Ralph Borland and Tim Redfern
  • SMSage is a security camera that babbles, chatters and blathers using a speech synthesizer. Unlike the the speaking security cameras recently installed in parts of Britain, SMSage does not transmit the voice of authority, but that of the public, who can send SMS messages to it to be recited.

    SMSage detects the names of nearby Bluetooth devices, which it invites to contribute SMS text messages. Even here, SMSage is no mere conduit for information – for after first reciting messages faithfully, it starts to mutate them, rearranging words and splicing them with previous messages. Its voice shifts in pitch and emphasis as its thoughts seem to wander. Perhaps the camera is mad; a voyeur overtaken by the information pouring into it, it babbles to itself, rejecting its official function and embracing the overlaying, shifting information scape of the city.

    SMSage consists of a mobile phone, amplifier, speaker, an Arduino microcontroller and a Netslug computer contained in a security camera housing. It is self-contained, running on battery, for quick impromptu installations. Building upon the experience and support of a community of enthusiasts and hardware hackers, SMSage utilizes cheap off-the-shelf hardware and open source software to create a unique platform for temporary electronic installation.

    SMSage has been previously exhibited at Conflux2007 in Brooklyn, New York

  • Security-camera housing, speaker, amplifier, Netslug computer, various electronics
  • ISEA2009: 15th International Symposium on Electronic Art
  • Cloud Car
  • Andrea Polli and Chuck Varga
  • Any conversation about the environment inevitably comes to the automobile. Necessary for the movement of people, goods and services, automobiles are essential to the lives of most urban residents, but with these benefits come serious consequences: polluted air, dangerous roads, noise and congestion. Increasingly, we look at the world through the window of a car, airplane, or other transportation vehicle, less and less aware of what’s going on outside. The connection between the automobile, life and the air in the city is explored through Cloud Car, a car fitted with special effects equipment that produces a cloud of mist, enveloping car and rider. In-person guides stationed near the car distribute fact sheets and encourage passersby to discuss the environment, automobiles and traffic in the city.

    The most devastating impact of the automobile is its effect on air quality. Automobile pollution causes cancer, respiratory problems and heart disease. Research suggests that air pollution is responsible for 310,000 premature deaths in Europe yearly (BBC News, Feb 21 2005) In contrast to severe smogs in the 1950 and 1960s, air pollution levels across Belfast are generally low. However, there are areas in Belfast where automobile air pollution remains a problem. (edie. net, Jan 21 2008) Beyond damage to our bodies is the fact that automobile emissions contribute to global warming. Cars emit a huge amount of CO2, 20 pounds per gallon of gas. The effects of CO2 are widespread: rising sea levels, habitat destruction, extreme weather and the spreading of infectious diseases.

  • ISEA2008: 14th International Symposium on Electronic Art
  • Iron Egg
  • 2008 Overview: Performances
  • Electro-acoustic trio. The trio members will be performing individual solo sets to get things going before they join forces for their finale.

  • ISEA2008: 14th International Symposium on Electronic Art
  • Madman in the temple
  • 2008 Overview: Performances
  • Zulkifle Mahmod
  • Live sound performance using DIY sound instruments, circuit bended toys and drum machine.

  • ISEA2008: 14th International Symposium on Electronic Art
  • Theatreworks
  • 2008 Overview: Performances
  • ISEA2008: 14th International Symposium on Electronic Art
  • House of Natural Fiber
  • 2008 Overview: Performances
  • The House of Natural Fiber (HONF) was founded in Yogyakarta, Indonesia, in 1999 as a new media art laboratory. Yogyakarta is a unique and autonomous city that is well known for its cultural and historical heritage and as one of the main centers of higher education in Indonesia. HONF was one of a number of reactions of unsatisfied young people in facing an uncertain future with the political and economic restructuring after the restoration of civil society.

    HONF brings together local artists (ranging from digital musicians and graphic designers to computer programmers, scientists and engineers) to use new technologies and knowledge to solve local problems in creative and culturally relevant ways. HONF is home to digital artists, activists, computer programmers, and scientists. The mission of HONF is to educate local Indonesians in using new technologies while developing partnerships to come up with creative solutions to existing social problems.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Wearable Body Organs
  • 2004 Overview: Public Events
  • Kelly Dobson
  • The myth of self-containment is counterbalanced by the promise of fluid connectivity, enhancement and exchange. No longer exclusively private, we wear our vital organs and use them as body language. Wearable Body Organs is an organ and a tool.

    Social codes and identities are implied, imposed, and played With. Wearable Body Organs are visible play-use objects-devices-equipment that both offer context-sensitive functionality for their wearers and simultaneously announce their own need for existence by being used in public without being hidden and small as is the trend with consumer gadgets and self-assisting devices – hearing aids, PDAs, artificial organs, and colostomy bags).

    ScreamBody, CryBody, SleepBody, EatBody, HoldBody, FightBody, RelaxBody, HouseBody – rather than being hidden and made to go unnoticed, these “products” intend to be noticed, as this is key in their functionality – they are social-critical activists. These fashionable identity negotiators are designed as transitional objects, to be helpful in taming a feared access of energies. ScreamBody, one in the series of Wearable Body Organs, is a portable space for screaming. When a user needs to scream, but is in any number of situations where it is just not permitted, ScreamBody silences the user’s screams so they may feel free to vocalize without tear of environmental retaliation, and at the same time it records the scream for later release. Participants access sensorial energies that have been implicitly or explicitly put to sleep by enculturation.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Quadraphone
  • 2004 Overview: Public Events
  • Perry Hoberman
  • Quadraphone consists of two groups of four people who wander freely around the various venues of the festival and other public spaces. Each member of each quartet wears a battery-powered, high-fidelity speaker on their torso, counterbalanced by a backpack containing the battery pack. Each member also wears or carries a microphone.

    At any given moment, either the microphones or the speakers of each quartet are active, but never at the same time. The two quartets are wiretessty connected, so that the microphones of one quartet become the sources for the speakers of the other quartet, or vice versa. Thus, a quadraphonic soundscape is telematically transferred from one space to another. The members of the quartets are also in communication with each other through headsets so that they can coordinate their movements and actions, switching roles )from listeners to speakers) at any given moment.

    Quadraphone takes its inspiration from the technology of quadraphonic sound, a recording technique that had its heyday in the 1970s, and can be seen as an early form of immersive virtual reality.

  • ISEA2004: 12th International Symposium on Electronic Art
  • The Tactical Cartography Command Centre
  • 2004 Overview: Public Events
  • Jānis Garančs, Marc Tuters, and Rasa Smite
  • The Tactical Cartography Command Centre will serve as a space which allows ISEA participants to explore several web-based and mobile cartography applications as interactive VR environment in 3D.

    The Tactical Cartography Command Centre will serve as a space which allows ISEA participants to explore several web-based and mobile cartography applications, and general the field of ‘locative media’. It will use a variety of web-cartography applications to display: Geographic Information Systems [GIS) databases of GPS waypoints, climatological data, geological data, local historical data, and geo-encoded information produced specifically for ISEA by this project and hopefully by other ‘geo’ projects at ISEA as well.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Where Are We Eating?
  • 2004 Overview: Public Events
  • Phonebox Productions
  • ISEA2004: 12th International Symposium on Electronic Art
  • Radio Astronomy: The Space Station
  • 2004 Overview: Public Events
  • radioqualia
  • Radio Astronomy is a collaboration between radioqualia and radio telescopes located throughout the world. Together we are creating ‘radio astronomy’ in the literal sense – a radio station devoted to broadcasting audio from our cosmos.

    Radio Astronomy will be a live net.radio station. It will also broadcast Live on-air via FM radio in selected locations around the world including Helsinki during the period of ISEA. Radio Astronomy will also be installed as a sound installation within the URSA observatory in Helsinki.

    Listeners will hear the acoustic output of radio telescopes live. The content of the transmission and sound installation will depend on the objects being observed by our partner telescopes. On any given occasion Listeners may hear the planet Jupiter and its interaction with its moons, radiation from the Sun, activity from far-off pulsars or other astronomical phenomena. If the telescopes are not making active observations when a listener tunes in or visits the installation, a broadcast will play which will feature archival data collected during past observations.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Makrolab-UNTP WITH TRUST-SYSTEM 77
  • 2004 Overview: Public Events
  • Projekt Atol
  • The Makrolab project began in 1994 and was first realized during Documenta X in 1997. Its final state will be as a permanent art/science/tactical media station on the Antarctic in 2007 with primary research focus on telecommunications, migrations and climate. Up to now, the project has been set up in Germany, Scotland, Slovenia, Australia and Italy, with future plans for India, Canada and South Africa.

    The Makrolab project was born in 1994 during the wars, that were raging In the former Yugoslavia. Its initial purpose was to function as an autonomous and mobile performance/tactical media environment as it was explained during one of the first conceptual presentations of the project at ISEA94. Ten years later, the project has grown into a complex set of technological, political and environmental subdivisions and phases with the final aim of establishing a permanent art/science/tactical media laboratory and station on the only transnational territory of the planet, the Antarctic, focusing the research on the three global fields of interest for the project, telecommunications, climate and migrations.

    TheMakrolab-UNTP (unmanned network tactical phase) setup, together with the TRUST-SYSTEM S-77CCR platform is a specific net and geo centric focused phase of the project with the emphasis on open source protocol definitions and rapid deployment operations with ad-hoc networking capability for remote sensing and data distribution.

    The main Makrolab project is now in two different development technological stages, one consisting of the extreme temperature and climate conditions research development and the other consisting of a social and renewable energy modular setup for temperate climates. Subprojects include unmanned areal sea and ground vehicle development for sensor deployment, sensor and network centric paradigm research. The ISEA 2004 Makrolab-UNTP consists of a communications and information node in the Kiasma museum, presenting the specifics of the project’s past and future plans, with the emphasis on the unmanned aerial vehicle operations (TRUST-SYSTEM 77, S-77CCR) and tactical communications and of setting up a base of operations on the Tammakari island in the Helsinki archipelago using the new MAKROLAB-RDU (rapid deployment unit), an instant architecture rapid deployment building, developed for tactical media setups, that need high turnaround times, rapid deployment and quick disengagement. A new radar unit for sea/air monitoring and locating is used and locative media research pertaining to satellite navigation and radar integration (GPS, GLONASS and GALILEO) is planned using the RDU in the days from August 19-30. Data streams and work reports are sent directly to the communications and information node in the museum and online.

    A policy document pertaining to sat-nay and locative media usage will be issued upon the completion of the project, part of the tactical media workshop ‘TCM PROGRESS — SOURCING THE INPUTS / MAPPING THE OUTPUTS’ which will be the main operation framework for the Lab in these days.

  • ISEA2004: 12th International Symposium on Electronic Art
  • WiFi Artcache
  • 2004 Overview: Public Events
  • Julian Bleecker
  • WiFi ArtCache is a mobile 802.11 WiFi node that provides an access point for curated, location-specific digital art. The machine exists independently of the public wired internet, but allows anyone within radio range to connect to it via the WiFi card on their laptop, PDA or any device that can use 802.11. Once connected, users are able to browse digital art objects, download them, or interact with them through the machine. What is particular about the digital art made available on the Art Cache machine is that it only exists while within radio range of the machines WiFi node. Once a user falls out of range of the machine – approximately 50 meters – the art objects dissipate. Weather travels; it has distances over which it has immediate effects, is anticipated, or presents unanticipated changes. The Art Cache machine behaves in a similar fashion. Mobility, travel, change, surprise and physical range of effect are all key concepts pertaining to the Art Cache machine. Like the weather, the digital art objects made available through machine rely on mobility and change as their expressive metaphors.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Bird's Nest Cafe
  • 2004 Overview: Public Events
  • Shawn L. Decker and Jan-Erik Andersson
  • In Bird’s Nest Cafe, a large structure modelled after a bird’s nest and containing a sound environment is placed within a public space. This nest provides a sheltered site for sitting, talking, eating, and other communal activities.

    The nest is constructed from many simple triangular modules, making it partly transparent. Instead of using modules to create an organized building the modules are used to make an organic, seemingly chaotic, structure, this construction allows it to create its own space but also allows the surrounding environment to be a part of the experience through the openings between the sticks. Integral to the nest is a sound environment which contains large amounts of detail, variation, and “natural rhythms” which are missing in modern buildings and urban existence.

    The sound environment is created entirely from physical means [piano wire, motors, etc.), which, instead of using speakers, uses the physical structure of the nest itself as a resonant body (Like the sounding board in a piano). The motors are activated by a computer program which incorporates indeterminacy, 1/f noise, Brownian noise, and other patterns taken from nature. The sounds can be seen to function as a kind of architectural ornament which functions as an integral part of the structure in an analogous way to the architecture – creating its own sonic space but at the same time allowing the surrounding environment to be a part of the experience. Tables and chairs from the nearby cafe are placed inside the nest for visitors to enjoy.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Fingers 2 Myself
  • 2004 Overview: Performances
  • ISEA2004: 12th International Symposium on Electronic Art
  • Séance: A Networked Glossalalia
  • 2004 Overview: Performances
  • During Séance, the e.motions relaying between a local event and remote players will be made audible using the traditional Ouija Board, which was also known as a Message Board. Bring your own laptop to participate in the event. In the 19th century Etienne-Jules Marey, Henri Bergson and Marie Curie met to investigate “the manifestations of yet undefined forces” through scientific investigations. These investigations attempted to measure the radioactivity and electric discharge of hysterics; to study telepathy and levitation; and to hold Seaces.

    Séance, following these earlier experiments, is based on the popular parlour game from the 19th century. The original Ouija Board was also known as the ‘Talking Board’ or the ‘Message Board’, and was used to seek answers from the spirit world. The modern equivalent of this ‘searching for answers’ could be imagined to be Google – or any search engine for that matter. Are there ‘unknown forces’ still at play? What happens when answers depend on a network of movement? In this networked performance multiple players ask questions of the Board and their combined mouse movements, playing in real time, generate a cacophony of alphabetical answers. The result is a sort of networked glossalalia – an audio representation of the perpetual e.motion in the network.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Live Robot Love!
  • 2004 Overview: Performances
  • The audiovisual spectacle Live Robot Love! interrogates themes concerning the current political climate and the coalescence of art, technology and the “future”. It weaves a loose narrative from found sound/video elements, global mass media (television broadcast, cartoons, news casts) and animation.

    The performance’s theme centres around the fact that strategies of empire building – in particular the ‘American Century’ – are being played out in the arena of popular culture and global mass media. Simultaneously, the world is experiencing tectonic economic shifts (global trade agreements. Live Robot Love! draws sounds and images from a range of media including television (local live newscasts, cartoons, sci-fi, political debates), print (business pages, classifieds) and the internet (porn sites, online auctions) to create a montage of collisions, in order to generate discussion, and, we hope, to contribute to the various dialogues around politics, live art, and the future.

    DJ/Composer Chris Hart’s densely layered narrative soundscape based on internet blogs, 1960’s lounge music, jazz, and other sources provides a tapestry of appropriated online personae and sampled sounds, through which an exploration of concepts of identity, love, technology, and contemporary politics emerges. VJ’s Michael Galbincea and Art Jones will then visually interpret this material via a collision of live video manipulations combining original motion graphics and 3D animation with sampled visual elements.

    Crossing over the boundaries between fine art culture and pop culture, DJ and electronic composer Chris Hart together with video mixmasters Art Jones and Micheal Galbincea seek to create a space within the performance where fact and media irreverence mesh into one reality.

  • ISEA2004: 12th International Symposium on Electronic Art
  • The Suspension of Displeasure
  • 2004 Overview: Performances
  • VJ Anyone delivers a special pre-launch version of The Suspension of Displeasure, a 60-minute video projection concept focused on hedonism. The Suspension of Displeasure aims to provide an environment free of pain and alienation, from calm and soothing visual patterns to beat shifting color fields and complex figurative layers.

    In addition, live cameras will provide additional video sources, filming specific areas of the room, where members of the audience can step in a spotlight and be seen onscreen, this way engaging in a visual dialogue with the visuals, or simply indulging in narcissistic delight, looking at their larger than life image evolving amongst the video projections.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Divining the Borders of Cyberspace
  • 2004 Overview: Performances
  • What’s your personal efficiency strategy? Can electromagnetic fields actually enhance your time management skills? Why was the ButterMate invented? Pan-o-matic will provide an overview of their philosophy and history, their operation as a research enterprise, and how to harness creative energy through strategic personal efficiency device.

    Pan-o-matic is a cooperative centre for the research and development of PEDS Personal Efficiency Devices. We believe that it is possible to actually create effective, sustainable, user-friendly, non-discriminatory personal devices that can enhance any lifestyle choice regardless of race, creed, national origin and economic feasibility. Our facility near Niagara Falls, serves as our main hub, providing the resources for a diverse group of cultural workers to converge and explore the latest developments in 40 wireless communications, geospatial data macs, autonomous agents, nanobioscience, support teleconferencing and active neural linguistic networks. Team members rotate on a project basis and have included designers, gardeners, urban ethnologists, physicists, experimental egeographers, holistic practitioners and dowsers.

    At ISEA2004, Stephanie Rothenberg, Director of Marketing for Pan-o-matic, will unveil the prototype for a new personal efficiency device soon to be released to retailers worldwide. The device merges a formerly overlooked ancient practice with state of the art technology to provide the consumer with entirety new levels of functionality and convenience. Leveraging the body’s own electromagnetic fields. the device offers a truly wireless experience and has become the world’s first portable, self-powered device.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Performance
  • 2004 Overview: Performances
  • The lowest common denominator of the entire EGOBOO.bits production is the GNU General Public Licence, also known as copyleft. Copyleft implies that all intellectual products (software, music, lyrics, ideas) published under the GNU General Public Licence have a common licence. Music, video, text or graphic design published under these terms on the EGOBOO.bits label can be freely distributed, used and modified by others as long as their derivatives remain under the same conditions.

    EGOBOO.bits brings together some of the most appreciated electronic music artists in Croatia. The music production is operated by the participating members and CDs are usually designed, burned and distributed by the artists themselves. CDs can also be downloaded from the EGOBOO.bits website, bartered or obtained directly at a minimum production price. Video production is also carried out by the members, and video clips are free to use and modify. The EGOBOO.bits collective hold various music, video and creative writing workshops and also promote open-source culture through lectures and live performances in Croatia, the Balkans and Europe.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Untitled
  • 2004 Overview: Performances
  • ISEA2004: 12th International Symposium on Electronic Art
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  • 2004 Overview: Performances
  • ISEA2004: 12th International Symposium on Electronic Art
  • Sankari: The Ultimate Live Talk Karaoke
  • 2004 Overview: Performances
  • Sankari Show is a participatory video show about Elias. Elias is quite a nice guy, but he is not able to speak – so he is a little bit helpless on his own. Actually, Elias does speak, but it is the audience that gives Elias their own voice. That is the genius of the show – what they say defines his future.

    Sankari is an improvisation show offering people a fun way to perform in front of an audience. It is a combination of karaoke, drama and video game. “Sankari” is the Finnish word for a hero. It also means the main character in a story The format of Sankari is based on interactive scenes where the participant improvises with virtual characters. The scenes consist of small video fragments. We listen to the improvisation and choose how other characters react by showing different video clips, The story can develop in many directions depending on the performance.

    Elias works in a bar, but he wants to get famous. He dreams of a career as a talk show host, and of the beautiful rock star, Laura. Tonight Laura and big TV-producer Anders are coming to meet Elias. For Elias this means a date and a job interview at the same time.

    Can you help Elias in his tricky situation? Whether Elias succeeds or fails depends on what you say. If you screw up it doesn’t matter because it is Elias who screws up. And in any case the audience has a great time – whatever happens, Sankari makes you a great entertainer. Sankari is created by Petri Kola and Minna Nurminen and hosted by Zarkus Poussa. Zarkus has his highly danceable gig after Sankari, so the positive vibes continue.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Myriorama
  • 2004 Overview: Performances
  • ISEA2004 presents a collaboration between ambientTV.NET and kondition pluriel. London-based ambientTV.NET is a crucible for independent, interdisciplinary practice.

    Artistic directors Manu Luksch and Mukul Patel develop social and technical infrastructures and promote network architectures that facilitate alternatives to current socio-political and economic formations. Techniques and effects of data transmission provide a theme, medium, and performative space for projects spanning installation, documentary, dance, gastronomy, and real-time sound and video composition.

    Montreal-based kondition pluriel was formed by dancer-choreographer Marie-Claude Poulin and media artist Martin Kusch. They produce performative spaces that integrate media and choreography, and are recognized for their work in the fields of contemporary dance, performative installations and responsive environments. Their practice is geared toward the transformation of the real and the investigation of the relationships between time, memory, body and space.

    ambientTV.NET is a crucible for independent, interdisciplinary practice ranging from installation and performance, through documentary, dance, and gastronomy, to sound and video composition and real-time manipulation. We continue to develop social and technical infrastructure and promote network architectures that facilitate alternatives to current socio-political and economic formations.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Stowaway Lounge: Artist-Made Karaoke Videos
  • 2004 Overview: Performances
  • Karaoke’s frequent habitat is the bar; its participants are stars; its technology is glamorous; and its message is personal glory. Contraband, Stowaway Lounge transforms this amateur medium to explore issues of national identity, local cultures, Hollywood media clichés and the relationship between imagery, text and live performance.
    Contraband, Stowaway Lounge invites the audience to step on stage. In a club environment, participants can select from a jukebox of artist-made karaoke videos from around the world and sing-along with video projection. The videos for Contraband,Stowaway Lounge reinvent the pop-cultural medium of karaoke. From Tokyo to Tallinn, the ubiquitous, democratic form of entertainment activates national identity, nostalgia, sentimentality, and glimmers of rock-stardom. Individual performances transform this generic format with ironic, camp, critical and individualized meanings.

    Erupting within the entertainment-industrial complex, these do-it-yourself appropriations recode the corporate into the personal. In a world that is determined by processes of globalization, the translation of cultural forms such as Karaoke allows for the radical localization of the global spectacle. From ABBA to Johnny Cash, we are expecting a diverse range of interpretations of pop standards and artists’ favourites. Hosts Christina Ulke and Rachel Mayeri will pass the mic to you; the special MC of the evening is sparkle a.k.a. Marc Herbst.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Video Performance
  • 2004 Overview: Performances
  • ISEA2004: 12th International Symposium on Electronic Art
  • Savibraator
  • 2004 Overview: Performances
  • Savibraator is a co-operative project between ceramists and musicians initiated by Urmas Puhkan and Lauri Kilusk.

    Savibraator consists of spectacular audiovisual improvisation where music becomes visualized in clay, which in return forms different rhythms.

    The attractiveness of throwing clay appears mainly in the small details and transformations brought about by the turning of the wheel. In Savibraator, these details are amplified through video projection, and transformed through musical interpretation.

    The ceramists throw clay onto the wheel. The process is filmed and projected onto the wall. The images of the clay being worked provide improvisational inspiration to the musicians, and in return the music they play also inspires the ceramists, creating a circular system of collaboration.

    The result of clay throwing in this instance is not a traditional_ pot, but a collaborative experience of creation between the guest musicians and ceramists.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Listen Deeply in A Maze
  • 2004 Overview: Performances
  • Synaesthetically coupled sights and sounds add new time and space dimensions. Pauline Oliveros a-mazes with delays and sound geometries. Diana Slattery spirals tunnels of light, drawn by the glyphs of the visual Language, Glide. Stephen Moore voices an oracular text, surfing the waveforms in live interpretation.

    Many mazes were explored to create this performance. First: the communication and control mazes the systems aspect) of any collaboration weaving three artistic visions together into a coherent, aesthetically satisfying piece are challenge enough.

    Second: the technical maze-space of bringing two complex algorithmic performance systems, one aural, one visual, together in a meaningful manner, when each has a phase space of exponential depth and variety, is navigated through a third program, the ‘Intertwingulator’, linking and allowing flexible mapping-coupling and decoupling-among multiple parameters in each system.

    Third: the structure of the performance. The title, Listening Deeply in A Maze, references Pauline Oliveros’ lifetime practice of deep listening. In her words, “Deep listening is listening in every possible way to everything possible to hear no matter what you are doing. Such intense listening includes the sounds of daily life, of nature, of one’s own thoughts as well as musical sounds. Deep listening is my life practice”. Both Slattery and Moore have been her students in deep listening; the current work is inspired and informed by this practice.

  • ISEA2004: 12th International Symposium on Electronic Art
  • sein & zeit #3: information & technology
  • 2004 Overview: Performances
  • sein & zeit is a performance piece that features the recital of a percussionist: on stage. It both breaks down and controls television broadcasts.

    The physical movement of the player is merely a recital for his own benefit, however to the machines it is an operation. In this regard the linear musical score dictates the music, but at the same time represents instructions for the machines. Once the player becomes familiar with his dual role, he begins to improvise. In other words, he becomes the operator of the system.

  • Performance piece
  • ISEA95: Sixth International Symposium on Electronic Art
  • What Happened to the Pioneers? Round Table
  • 1995 Overview: Satellite Events
  • Galerie de l’UQAM
  • Dina Dar, Marisa Gonzalez, Sarah Jackson, Doreen Lindsay, Joan Lyons, Sonia Landy Sheridan, and Nell Tenhaaf
  • This round table will retrace the evolution of women’s practice in copy art. Organized by CRITIQ in conjunction with the exhibition What Happened to the Pioneers?

  • ISEA2004: 12th International Symposium on Electronic Art
  • Performance
  • 2004 Overview: Performances
  • SkoltZ-Kolgen is a plurimedia work based in Montreal, comprising Dominique T. Skoltz and Herman W. Kolgen. Rigorous and raucous creators, their artistic pursuits plump the integral linkages between sound and image. Liberated by digital media they simultaneously assume numerous positions, inhabiting a space between film, photography, audio art, and installation. Architects of worlds, SkoltZ_Kolgen penetrates the ephemeral skin between solid matter and the unsubstantiated, the intimate and the objective, their work conjures bewitched worlds that gestate betwixt accident and intent.

  • ISEA95: Sixth International Symposium on Electronic Art
  • BIOSKOP (codexcinetiques)
  • 1995 Overview: Satellite Events
  • Galerie Articule
  • Algojo)(Algojo and Neil Wiernik
  • This is a performance installation in an interactive biomechanic process. Its components are placed in various variable time-spaces. It is rather hard to define by looking at the devices used: a sculpture of electromagnetic waves, punctual changes to the installation without previous notice, constantly changing formulated photos (through an http site on the Internet), pirated broadcasts, bodies acting like transmission antennaes, telepresence on the street… Bring your portable radio to catch the pirates or any electromagnetic weaver!

    Produced with Neil Wiernik (Toronto) and performing collaborators Jocelyn Robert (Quebec City) and Tetsuo Kogawa (from Japan via the ISEA95 Internet site) and other guests.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Communion
  • 1995 Overview: Satellite Events
  • Usine C
  • Isabelle Choiniere and Jimmy Lakatos
  • Communion is a multidisciplinary work which attempts to delimit the relationship between real and synthetic bodies, a kinaesthesia originating inside the natural body which is assembled electrically through electronic flesh and skin.

    Collaboration: Corps Indice, Agora de la danse, O’Vertigo, ICARI, PRIM, Conseil des arts & des lettres du Quebec — secteur Arts multidisciplinaires et multimedias.

    Acknowledgments: Katherine Beaudoin, Alexandre Burton, Fernando Collazo, Marc Deserrano, Daniel Ethier, Richard Gravel, Marc Leclair, Richard Lorrain, Axel Morgenthaler, Eric Portelance, Maryse Poulin, Marie Tebbs.

  • ISEA2004: 12th International Symposium on Electronic Art
  • DJ Sets
  • 2004 Overview: Performances
  • MUTEK in collaboration with ISEA2004: Canadian Electronic Music at the Baltic Sea

    On the ISEA2004 cruise (August 15th-17th) on the Silja Opera ferry Akufen, Deadbeat, Dr P®axil, DJ Neurom perform sounds that have not sailed the Baltic waters before. The MUTEK/ISEA2004 collaboration begins at the Koneisto festival on August 14th, with live performances by MUTEK artists Crackhaus and Akufen. On August 19th the in the TALLINN ISEA2004 CLUB MUTEK presents Fliiux, an audiovisual diptyche by Skoltz_Kolgen. The MUTEK line up in ISEA2004 is curated by canadian promoter Eric Mattson.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Nine2five
  • The history behind Nine2five recordings goes hand-in-hand with the development of underground breakbeat culture in Finland. Meeting Goose (Pasi Saarinen) at the legendary Helsinki nightclub Nylon, where he held a Saturday residence for a good two years, Dizzy (Juha Ponteva) and him soon found out they shared the same interest in music. Later hooking up with Nenis (Sami Nenola), the skater-turned-dj, they named themselves The Executives, in accordance with the labels profile and after a long history in underground music business, they finally set up Nine2five recordings in 2000. This information comes from yourears.com

  • ISEA95: Sixth International Symposium on Electronic Art
  • La Centrale
  • 1995 Overview: Satellite Events
  • La Centrale
  • Élaine Frigon and Sylvie Bélanger
  • The centre for women artists La Centrale is interested in the relationship between art & technology and in the questions surrounding new practices emerging from this marriage. La Centrale will present the works of two artists touching upon the senses in a technological context.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Concert
  • Concert

    After doing years of underground work organizing big scale events as Stealth Unit and making all sorts of electronic music with different projects, Robin Grotenfelt and Mikko Mantila decided to start experimenting with new sounds and new forms of thinking. This experiment ended up being Hetikohta – a musical journey which flashes feelings from both the nightclub dance floor and the living room sofa. With influences from early break-beat, house, disco and dub they’re combining electronic music with traditional live instruments and vocals. The list of collaborating artists and performers is long : “You always hear these crazy sounds in your head while making a song, for example a sax solo or funny percussion from a 70’s drum machine, and then you start thinking who’d be the best person to do the job”, explains Mikko. The guys are working on a full LP release, but before that there’s an EP coming out on nine2five recordings, a well-recognized Finnish indie label. During the last couple of years Hetikohta has established their status as steady and uplifting live act. Their performances include a show at the International Symposium on Electronic Art in Scandinavia, Asia Europe Art Camp in Indonesia and plenty of gigs around their country. Both Robin and Mikko are working on Bassoradio.com, the only true underground internet radio in Finland concentrating in bass-heavy music (now also on FM-frequency).

  • ISEA2004: 12th International Symposium on Electronic Art
  • Untitled
  • ISEA2004: 12th International Symposium on Electronic Art
  • LBJ
  • ISEA2004: 12th International Symposium on Electronic Art
  • Remix
  • INTERFACING SOUND Performance

    The approaches of the individual artists towards their Stones of the Sea are as widely varied, both technically and thematically, as their backgrounds. The techniques range from software art and 3D-algorithms to animation, documentary cinema and photography from cunning custom software solutions to good old low-tech devices. Their thematic viewpoints vary from explorations of deeply personal, emotional relationships to sociological, almost scientific approaches. Some of the stories are abstract, some are expressive, some narrative and from some stories you might even learn something.

    Based around the musical sets performed by the Finnish musicians of the nine2five label on Sunday, and the selection of Swedish musicians from Fylkningen on Monday, the Amfibio-artists will remix and partially create in real-time this cinematic experiment. As the end-result a number of visual stories will merge into something between an episodic movie and an audiovisual concert in two long VJ performances based on a combination of careful planning, playful improvisation and pure luck.

    Amfibio founded in 2002 is Helsinki-based collective of artists with wide variety of backgrounds ranging from media art to cinema and from engineering to graphic design. They collaborate with sound artists, dancers and theatre groups to create visual media performances. Amfibio founded in 2002 is Helsinki-based collective of artists with wide variety of backgrounds ranging from media art to cinema and from engineering to graphic design. They collaborate with sound artists, dancers and theatre groups to create visual media performances.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Concert
  • Concert

    The Executives (of nine2five recordings) gave concerts with visuals by Amfibio.

    The history behind nine2five recordings goes hand-in-hand with the development of underground breakbeat culture in Finland. Meeting Goose (Pasi Saarinen) at the legendary Helsinki nightclub Nylon, where he held a Saturday residence for a good two years, Dizzy (Juha Ponteva) and him soon found out they shared the same interest in music. Later hooking up with Nenis (Sami Nenola), the skater-turned-dj, they named themselves The Executives, in accordance with the labels profile and after a long history in underground music business, they finally set up nine2five recordings in 2000.

    The six members of Amfibio Antti Ahonen, Maippi Ketola, Teemu Kivikangas, Mika Meskanen, Antti Silvast and Pauli Ojala have gathered around a common main theme: their personal relationships to the sea. Each member of the group explores this subject from their own viewpoints to produce a collection of visual stories.

    The approaches of the individual artists towards their Stories of the Sea are as widely varied, both technically and thematically, as their backgrounds. The techniques range from software art and 3D-algorithms to animation, documentary cinema and photography from cunning custom software solutions to good old low-tech devices. Their thematic viewpoints vary from explorations of deeply personal, emotional relationships to sociological, almost scientific approaches. Some of the stories are abstract, some are expressive, some narrative and from some stories you might even learn something. Based around the musical sets performed by the Finnish musicians of the nine2five label on Sunday, and the selection of Swedish musicians from Fylkningen on Monday, the Amfibio-artists will remix and partially create in real-time this cinematic experiment. As the end-result a number of visual stories will merge into something between an episodic movie and an audiovisual concert in two long VJ performances based on a combination of careful planning, playful improvisation and pure luck.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Untitled
  • ISEA2004: 12th International Symposium on Electronic Art
  • Untitled
  • ISEA2004: 12th International Symposium on Electronic Art
  • Untitled
  • ISEA2004: 12th International Symposium on Electronic Art
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