Panel: Virtual Doppelgangers: Embodiment, Morphogenesis, and Transversal Action
From 2008-2011, Cárdenas and Mehrmand have collaborated and made individual artworks which bridge realities and extend the body sonically and visually. Through these experiments, they have developed new technologies, aesthetic strategies and forms of political embodiment which are transreal, crossing the lines of realities and using reality as a medium. These projects work within what Ricardo Dominguez describes as, “concrete practices as speculation and speculation as concrete practices – at the speed of dreams,” experimenting with ways of linking their physical bodies with our virtual doppelgangers. These experiments form a trajectory of Science of the Oppressed and point towards new lines of flight, models such as transreal, holographic and clone identities. Becoming Dragon questions the one-year requirement of “Real Life Experience” that transgender people must fulfill in order to receive Gender Confirmation Surgery, and asks if this could be replaced by one year of “Second Life Experience” to lead to Species Reassignment Surgery. For the performance, Cárdenas lived for 365 hours immersed in the online 3D environment of Second Life with a head mounted display, only seeing the physical world through a video feed, and used a motion capture system to map her movements into Second Life.
Subsequently, Mehrmand and Cárdenas collaborated on Becoming Transreal, using expanded versions of this technology to map two avatars’ motions in a slipstream narrative about futures of nanobiotechnology. Cárdenas and Mehrmand began to collaborate on mixed reality performances such as Technésexual, in which the performers commit playful erotic acts in physical and virtual space simultaneously, using devices to amplify the sound of their heartbeats for the two audiences. An electrocardiogram was used to monitor the heart rate with an Arduino/Freeduino, playing a recording of the heartbeat at the live rate using Puredata. Temperature sensors modulate the pitch based on touch. DIY biometrics are used to bridge realities with audio, finding ways of exploring the space between realities. The mixing of realities in this project can be seen as paralleling our own experiences mixing genders and sexualities, queering new media. Virtualworlds such as Second Life facilitate the development of new identities, allowing for unimagined relations and relationships. Technésexual looks closely at these new relationships, and how they affect our everyday lives and horizons of possibility.
The conceptual framework of Artificial Life (A-Life), and related methods, is reasonably nascent to the field of media production; it is more commonly used to model scientific schemas than employed in other forms of content creation such as games production or, particularly relevant to this paper, media art. Artists using A-Life processes draw from the broader conceptual framework of A-Life to evolve drawings, sculpture (three-dimensional digital objects) and music, the ‘classical’ arts. Little experimentation exists in A-Life screen based art with regard to film, with few artworks, if any, attempting to evolve the grammar of film and montage.
The project “Travelogue: a recording of minute expressions” explores the expressive processes of film and A-Life for the purpose of co-evolving an A-Life world with an A-Life filmmaker to evolve a documentary; a documentary of ‘interesting things’. This paper discusses “Travelogue: a recording of minute expressions” with particular focus on the relationship between A-Life and film and the potential to co-evolve an A-Life filmmaker. In this discussion the paper examines the potential to expand both the grammar of film and A-Life to evolve a new visual syntax and to create new logics for transitions and alternative visual/thematic analogies.
Although working with different representations of space may seem like one of the natural domains of artists, few have had exposure to work involving geometries other than our familiar Euclidean construction of space. As certain branches of mathematics become increasingly visual, computers are being used to view and explore spaces which have previously been described primarily through abstraction. Familiarity and perhaps involvement with these theories may afford the artist who works with new technologies a greater opportunity to explore and influence our conception of how our world is constructed. Delle Maxwell and Charlie Gunn worked together (with the help of many others) to create a video called Not Knot. Not Knot tells the story of one way that mathematicians understand, SF knots. The project was initiated to visualise some of the exciting results in three dimensional topology made by mathematicians working with the Geometry Center in Minneapolis, Minnesota — particularly the results of William Thurston in the classification of three-dimensional spaces.
His deep geometric intuition was suited to the medium of computer visualisation. Group members brought together skills from mathematics, computer animation, art, design, and computer science. We chose to feature hyperbolic space because it has great appeal to both mathematical and non-mathematical audiences. It allows people to experience the concept of curved space for the first time in a realistic way, a concept which is of central importance in many physical theories of natural science. After a brief introduction, we will show this video tape and will then discuss and illustrate via animation other strange visual characteristics of such spaces. Although the tape was not created as a work of art, it is meant to be a visual experience. As such, we believe it can serve as a catalyst for artists wishing to explore other geometries and to gain more insight into the theories that are shaping our understanding of the space around us.
This talk presents three generative systems for making visual art. One is based on random, regular patterns known as “blue noise,” one builds tree structures that are “pruned” to create layered geometric compositions, and another tracks flocks of “boids” governed by steering behaviors. All three operate as interactive animations which can generate high-resolution still images, animations and installations. The generative systems are based on open source Java and Processing libraries, including one created by the artist, available at paulhertz.net/ignocodelib.
Global warming and other environmental concerns present some of the most challenging dilemmas that we face today. In a performance based action, during the ISEA2012 conference in Albuquerque next September, we propose presenting some of these concerns in a new way. People will be asked to download a free QR code scanner to their smart phones. One or more performers will circulate, wearing custom designed interactive garments with printed images culled from various landscapes indigenous to regions in New Mexico. The Interactive QR codes will be embedded into landscape images of rocks, grasses, water, earth, trees, wetlands, etc. Seven to ten different codes will be available for participant scanning. Upon scanning any of the QR codes, a series of multiple-choice questions pertaining to an environmental dilemma will appear on the player’s phone screens. Each code (landscape object) will represent a different series of questions. The participant will be able to select an answer from the menu of three possible choices by tapping the touch screen. A panel of invited experts, creative thinkers, and environmental activists will compile the questions. At the end of the ISEA2012 symposium, we hope to have the community “tally” of answers to the posed dilemmas texted to all participants so that they can see how their answers corresponded to the other participants.
“These are underwater sounds made by humpback whales as they pass near Bermuda in the Spring. They were recorded through a hydrophone, which is a kind of underwater microphone. The water is very deep and the sounds are echoing off the under-surface of waves and from the submarine canyons and ridges on the island slope. If you listened for a long time you would hear that the sounds are organized into definite repeating patterns, so we call them songs, just as we refer to bird-songs or frog-songs. Unlike bird songs, humpback songs are very long, six to thirty minutes, and are strung together without pauses between them. They are probably the longest, loudest and slowest songs in nature” (Payne and McVay, 1970). The first images of Earth from space and the first publicly released recordings of whale songs were widely disseminated and had a profound effect on popular consciousness on a global scale. The Earth from this perspective seems precious and coherent yet isolated if not vulnerable in space, one of many planetary bodies in the universe. The whale songs revealed these mythic beings as far more intelligent, sociable, and complex, but also far more accessible, far more humanlike, than previously recognized. This tuning in to the sound of whales and spacing out on Earth emerged at a moment of rising environmental concerns and contributed to a growing ecological awareness. Borrowing from cybernetics and systems theory, this awareness recognized the intrinsic interrelatedness of various life forms and the Earth’s seas, terrestrial environments, and atmosphere. It appears that popular concern with environmentalism and ecology is cyclical in nature. And we are currently in the midst of another such cycle of heightened awareness, in which the whale returns again, as a central icon, and in which systems thinking underlies current conceptions of sustainability. This paper purposely ambiguates the roles of the artist and theorist, flowing between scholarly writing and firsthand accounts of personal experiences. It discusses historic and contemporary research on sound by artists and scientists including La Monte Young, Alvin Lucier, Yolande Harris, David Dunn and James P. Crutchfield, and Michel André. The authors share a fascination with sounds from environments that lie outside direct human experience – under water, in the atmosphere and outer space, and at non-human spatio-temporal scales. These environments often do not lend themselves to visual discernment; rather, sound becomes an invaluable means for understanding these spaces, for experiencing a form of “presentness” in them. By presentness we mean a heightened personal state of being – a psychical form of “tuning in” in which awareness of one’s immediate or extended environment is greatly enhanced, expanding consciousness outward from the self into an infinite metaphorical space. We see this operation as underlying the power of field recordings and other forms of acoustic soundscapes. Tuning in and spacing out to the presentness of sound becomes a method for creating an expanded, systemic awareness that is key to cultivating sustainable attitudes toward the environment and to developing interdisciplinary solutions to global ecological problems.
In this artist presentation, Thomas Asmuth will give a report of new works and designs in the Turbidity Paintings project. An extensive transdisciplinary collaboration of artists and biological scientists has generated ecologically and environmentally focused work which simultaneously exists as scientific research and artistic/cultural products including color field print mosaics, visual and numerical databases, sculptural and video installations, custom scientific apparatus, and product design. This project started in 2015 and has radically evolved since Asmuth and his collaborators did training fieldwork in Hong Kong and presented on the initial findings at ISEA2016.
The project “Turbidity Paintings” proposes a new visualization methodology to record images and collect data on water quality. The core of this is to develop a system of image collection using an image based system to go alongside with traditional water testing equipment. In this workshop, participants will learn about the various aspects that affect water quality and take their own measurements at the Umgeni River, which is one of the most contaminated rivers in the region and is the primary source of water for more than 3.5 million people.
“Turbidity Paintings” explores and challenges the divide between the arts and the sciences and directly questions the role of the artist when dealing with science and scientific data. Art and science are not so vastly different in their approaches. The role of the artist and the art in this project is to create an experimental model by which to develop new ways to create a dialogue around, in our example, water quality. turbiditypaintings.com/projectdescription.html
(Short paper)
Keywords: Climate change, art-science, software art
This paper describes an artwork created in response to a question about the role of the artist in communicating climate change issues. The artwork, titled Turbulent World, incorporates turbulence and surprise as a means to visualize the potential instability of our culture and the environment due to climatic changes indicated by increased worldwide temperatures. The artwork makes use of a custom fluid engine that can represent any amount of turbulence and energy. A dataset encoding a simulation of rising surface-air temperatures over the next century is mapped to the turbulence system; and the visualization is updated as the months and years flow by, based on the projected temperatures at different areas of the world. That is, the increased turbulence of the system causes a representation of a map of the world to become distorted in different ways. A secondary view is overlaid, showing numerical data and providing a more dispassionate display of the inexorable increase in world temperature. Keywords Climate change, art-science, software art.
Introduction
Turbulent World is a time-based artwork that displays an animated atlas that changes in response to the increased deviation in world temperature over the next century. The changes are represented by visual eddies, vortices, and quakes that distort the original map. Additionally, the projected temperatures are themselves shown across the world, increasing or decreasing in size to indicate the severity of the change. The data used in the artwork was generated by a sophisticated climate model that predicts the monthly variation in surface air temperature across different regions of the world through the end of the century (Delworth et al. 2006). The various datasets that are output from this model are available at the National Climatic Data Center (NCDC), run by the National Oceanic and Atmospheric Administration (NOAA).
Artist .carolinecblaker. maintains portfolios in both visual arts and web development. As both a painter and a coder, Blaker created DataScapes, a generator that turns Twitter data into images, and keeps track of date and time, users, and tweets included in each image. Blaker’s talk will reveal the process she followed to create DataScapes and will offer a tour of these unique images, as both fine art and recapitulations of Twitter’s ongoing data set. Blaker will also discuss her experience marketing these images as fine art. twitterscap.es
One of the least studied aspects surrounding the debates about AI is the one related to the creative process. It is not until 1994 that light is shed upon this particular issue with the GENESIS (Generation and Exploration of Novel Emergent Structures in Sequences: Derek Partridge and Jon Rowe, University of Exeter) project, which aimed to provide a computer with a “creativity” capacity. It was based on the idea expressed by John Minsky in his book The Society of Mind (1985) that embodied “the representational fluidity for a multiagent system”, in other words, a memory mechanism that showed an increased creative behavior, based on the input data and its output. Nevertheless, twenty years earlier there was already an interdisciplinary project that, facing the question of whether machines were able to think, gave it a turn and added (from an artistic point of view): “if so, are they capable of creativity?” This project was carried out by Manuel Felguérez and the engineer Mayer Sasson between the years of 1973 and 1975 – through a Grant sponsored by the Universidad Autonoma de Mexico and Harvard University – in the Laboratory for Computer Graphics and Spatial Analysis and the Carpenter Center for the Visual Arts. This essay discusses how science, art and technology interfaced in Mexico during that period and makes clear how The Aesthetic Machine was a very precise artistic correlate to the topics been debated during that time around technological development, mind studies and cognitive sciences.
The representations that real-time, always-on, data-driven technologies will enhance society like never before promotes an historical inattention that ignores the entangled genealogy of contemporary social media. As we live our lives increasingly in the public realm of social media, we are not only exposed to a human gaze. What happens when we slow down the present through the past? Using a media archaeological research approach, this paper presents Twitter and the telegraph as related forms of social media. Developed by the first author, TwttrGraph, an object-based sound installation utilising obsolete media technology, is presented as an audio-visual representation of a genealogy of connections between past media technologies and contemporary social media. TwttrGraph can be considered a return to the material representation of media through the physical re-presentation of Twitter messages transported as invisible digital media through the physical materiality of the telegraph key. By enabling the ability to hear the present through the past, TwttrGraph reconfigures the existence of the telegraph within a broader history of social media.
U-Lang is a visual sound instrument which can be used to create digital sound sculptures on touch based devices. One of its core concepts is the reduced set of grammar, a limited set of input methods. The purpose of the application is to make the nature of sounds accessible to both novices and experts in a unique way. The instrument is based on a special synthesis method, where raw white noise is used for sonic reference material, and custom, parametrized filter processes can be applied to sculpt different sonic textures and compositional structures. U-Lang is introducing a multimodal gestural interface, a multitouch polar timeline that can change how we interact with linear data. By using multiple touch points and recognizing paralell gestures made by different fingers, several points can be accessed simultaneously within the manipulated data set. Patterns, gestures and touch topologies can be clustered into specific categories just like playing physical instruments.
Session: City, Public Space and Mobile Technologies
The use of mobile, pervasive and locative technologies in every daily practices are reconfiguring our daily experience, putting us in constant contact (co-presence) with friends, family and work´s topics. This paper explores the art in Post Desktop Era and we propose the term Ubicomputacional Art with a new field in Cyberarts for study of junction between Art + ubiquitous computing. The term of “ubiquitous computing” was proposed by Mark Weiser to describe a kind of “computing without computers”. Ubicomputacional Art is not just the sum of art plus ubiquitous systems but also a new mode that is born and a new paradigm for thinking about the relation of art, science, life and technology. The daily urban flows, security and new tolls for human health (like the development of mob biomedical sensors to help and inform the doctor about some diseases) are some topics that we are working in a transdisciplinar way between Arts and Engineering. We will present some new technologies in development by LART (Laboratory of Research in Arts and TechnoScience_University of Brasília_Gama, coordinate by Diana Domingues). Apparerently invisible, computers are “populating” the homes, offices, streets in smart environments, pockets and in many other portable technologies – devices can be attached to the body like many biomedical sensors. The ability of urban environments to add information is also exploited in the art in some collaborative practices. We intent showing some mob applications created like an artwork that allow the user tell stories about place in a new open narrative porpoise that mixes documental, ficcional, intimate stories with historical, scientific and political viewpoints as an example that how we can reconfigure the public space, the sense of co-located and new kinds of mobile social network and arrangements. Understanding the changes in computer technology is an important point for us what we really have to create new art with the ubiquitous systems. What extent the Art Ubicomputacional would help create a world view about the new technologies? In what way the artists would be broadening, subverting and re-contextualizing these technical tools?
Abstract (long paper)
This paper aims at presenting and discussing the work ‘Ulysses Pact’ (2016) produced by the author – a bioart interactive sound installation that metaphorically evokes the ancient myth of Ulysses (Odysseus) and the pact he made with his crew as they approached the Sirens. The reference to the myth is a dramatic invitation to reflect on the constitution of our viscerally chaotic plurisystemic selves – myriads of Complex Adaptive Systems’ (CAS) conglomerates, resembling a noisy metropolis build up of microbiomic conversations. As it is envisaged by the author, in an isolated wall at one of the ISEA 2016 collective exhibition venues, one individual a time is challenged to have a seat in an object that resembles an old restraint apparatus – a reference to the Benjamin Rush’s (1749- 1813) ‘tranquilizer chair’ designed for psychiatric patients, to which a circuit of sensors and piezoelectric generators is integrated. Seduced by its own curiosity, or by the apparatus’ weirdness itself, this individual will find her/himself immersed in a vibrational whole body experience. Starting from a personal interest in investigating potential links between schizophrenia and the human microbiota, in ‘Ulysses Pact’ the author dedicated to the production of a sonification project using raw data from a study where the ‘composition, taxonomy and functional diversity of the oropharynx microbiome in individuals with schizophrenia and controls’ was investigated. ‘Ulysses Pact’ is the first emergence of a new series of works produced by the author as an attempt to investigate plurisystemic conversations within our body from a cross scalar perspective considering the phenomena of quantum entanglement as the main communicational strategy that allows to understand our bodies as CAFFS – Complex Affective Systems (a term coined by the author) and consciousness as an emergence from this self organizing structure.
clarissaribeiro.com
The analysis of space has been historically dominated by a horizontal imaginary that privileges notions of wayfaring and planar geometries. Forging a new assemblage of performative, somatechnial and techno-choreographic approaches, this paper reflects on an art & anthropology project that examines the theoretical, phenomenological, artistic and political implications of thinking about space volumetrically and kinaesthetically, calling attention to the geopolitics of volumetric space. The project’s field work probed underground water movement, paleogeologic cave formation and industrial/built undergrounds as case studies, proposing to challenge the relation between practices of inquiry in the human sciences and the forms of knowledge to which they give rise. Its basic premise is that knowledge is not generated through an encounter between minds furnished with concepts and theories, and a material world already populated with objects, but emerges from the crucible of our practical, biophysical engagement with the world around us, while at the same time using recording and capturing technologies which, inevitably, remediate the biophysical, sensory aggregates and immersive sensation. Combining practices and insights from science, anthropology, and media performance, the project asks for expressions of sensings that are narrative as well as choreographic; narrative imaginings (based on fieldwork) are translated into collective multimedia explorations of underground space combining photogrammetric modeling (AR/VR), digital sound and film processing and choreography.
The concept of soundscape was shaped by Murray Schafer in late 60’s, describing it as the grouping of every audible sound surrounding us. Schafer conjoined the words Sound and Landscape, creating not only a new concept that would transcend to nowadays, but also an autonomous subject of study linked precisely to the characterization of spaces by their sound environment, allowing us to know them through what they reveal to us. Underground Soundscapes is a project that has started in 2015, making and putting together many soundscapes of different subways in different cities. We can hear how it sounds the subway in Ciudad de México, São Paulo, Buenos Aires, Medellín, Valparaiso, London, Brussels, Amsterdam, Madrid and Paris, and the project is still recording places. In this talk, we’re going to hear, understand, discuss and explore different potential expression of urban soundscapes, and their relationship with the heritage, cultural practices and traditions.
This paper will focus on the processes, methods and results applied to the development of the interactive installation Under the skin another skin (2016). The installation is presented in the shape of three humanscale three-dimensional objects and it is made from flexible materials, such as textiles, inviting the (interacting) audience, to physically engage in a bodily sensorial, and sensuous, relationship with the artwork. The objects enclose interactive devices and tactile sensors that, when used, trigger in the interactor multiple sensorial stimuli. The interactive installation focuses on the interactor’s intimate haptic experience taking in consideration his or hers sensorial and cognitive mechanisms as a potential apparatus for future interactive aesthetic experiences.
The paper explores the recent growth in critical gameplay, an application of critical design to the production of computer games. Critical gameplay games demonstrate alternative gameplay models. They reveal assumptions about the ways in which we play, offering new experiences by reflecting on the old ways of playing. Such games include the Lindsay Grace’s Critical Gameplay collection, Awkward silence game’s One Chance, Zach Gauge’s Lose/Lose and others.
Where the affirmation design of industry standards seeks to expand through increasingly deep exploration of shallow mechanics, Critical gameplay seeks to expand through the shallow exploration of deeper mechanics. It is not a matter of improving the way we shoot or jump, but instead asking if there are more meaningful actions that we can afford players. Perhaps it is the opportunity to undo our biggest mistakes as in Healer, or to help us understand that in life, there really is but, One Chance.
Instead of imparting values or delivering allegory, these games impart new ideas through their game verbs or rules. Sometimes they comically remind us that walking on a sword is dangerous, instead of a mechanic for collection. Others are serious, costing us the contents of our Hard Drive (Lose/Lose), or leaving us with the guilt of all the virtual people we’ve killed (Bang!).
These games reflect an art practice that is both intellectual and visceral. It serves as an experiment, eliciting player response and seeking to understand why these alternative ways to play had not been demonstrated previously. Each of the games pursues a single hypothesis with resolved specificity. The games ask questions about player values, gameplay heuristics and how we find entertainment. It recognizes the democracy of play, understanding that people not only like to play differently, but that they playing differently expand the potential of games as expressive entertainment.
(Long paper)
Keywords: Art-Science, evaluation, collaboration, third space, third culture, expertise, aesthetics, curating.
CP Snow’s mid-century idea that a “third culture” might come into being to connect arts and science is perhaps most publically realised today through art-science – a heterogeneous field of creative research and production, characterised by the collaboration of artists and scientists and by research combining scientific and aesthetic investigation. This paper reports on the development of a new method for investigating the value of third culture collaboration for both the expert collaborators involved (artists and scientists) and the audiences who engage with the work. The visual matrix is a recently developed psychosocial method for evaluating aesthetic experience, which has been used in various sociallyengaged and site-specific art contexts. In 2014 it was experimentally applied to two art-science exhibitions staged in the UNSW Galleries, Sydney: Amnesia Lab and Body Image. This paper discusses the unique potential of this method to capture the shared, complex, emergent and transformative aspects of the experience of these exhibitions. In particular it highlights the ability of the method to capture the emergence of a “third space” at the intersection of art and science in the public domain – a site of trans disciplinary engagement, enquiry and knowledge production that plays a vital role in the contemporary research landscape.
Panel: Borders and interfaces: the challenges of the wearable computer’s design in the near future
Instead of considering wearable technology devices as prosthetic tools that aim to aid and enhance the human body, the author takes a viewpoint that reality is part wise a construct of the technological devices, and this construction is experienced not only through them but also by them. Composite intentionality is proposed by P.-P. Verbeek as the intentionality of technology combined with intentionality of a human using the technological artifact. In this constellation technology is “experiencing” the world autonomously and constructing its own reality.
For example, the way a wearable device is sensing or “seeing” aspects of the world and producing visual signs of it, which would not otherwise be perceptible to the human. There is an intentionality of technology toward “its” world and another intentionality of human beings toward the result of the technological intentionality.(Verbeek, 2008) This kind of intentionality reveals a reality that can only be sensed by technology, but which is then made accessible by the technology for human intentionality. Technology has here a double role; it is obviously material part of the physical world, but simultaneously it is a mediator of its own constructed (technological) reality, which in this way becomes also as a part of the (human) user’s reality and environment. In this kind of situation technology can no longer be thought merely as a tool, but it is a part of a user’s “hybrid reality” that still has its base on physical experience of the world. Examples of this kind of intentionality are found for example in the arts where in some projects the intentionality of technology is taken as relevant aspect in itself. The paper presents both contemporary wearable technology projects and relative historical works.
Interaction with aesthetic artifacts produced by computational systems depends on processes of simulation that complement and expand human sensorial modalities but that are fundamentally intellectual processes. Therefore, anticipation, the validation of simulations and the violation of expectations, may play a significant role in the creation of narratives or of narrative-like experiences by humans. This paper proposes an approach to how the creation of narrative can be understood in the context of performance or interactive generative systems, in an attempt to study the perspective variable, originally proposed by Espen Aarseth in his study of ergodic texts.
Intro
Aesthetic artifacts produced by computational systems are characterized by how their computational traits and procedural nature become conceptual foundations and aesthetic focuses. These artifacts are strongly multimodal. The sensorial modalities through which they are formed and conveyed are more than aesthetic or communicational resources; they also mediate the logical and mathematical structures of the artifacts’ processes. The methods through which human cooperators in the aesthetic cybernetic aesthetic experience build an awareness of the processes within the artifacts depend on human perception and on processes of simulation that we can describe as an added, procedural, modality. This complements and expands those sensorial modalities on which it is dependent, but unlike them it is a fundamentally intellectual process. Reception happens sensorially, while perception is a cognitively developed epiphenomenon. The sensorium mediates the experience of the artifact and the brain fabricates perception, developing simulations of varying accuracy that through processes of “patternicity” and “agenticity” try to reduce the sensed complexity and to anticipate the outcomes of the witnessed processes. When we experience an artificial aesthetic artifact, we watch it perform while we simultaneously perform it. We probe its structure and draw the connections needed to participate and comprehend it. Even if unwillingly, we simulate its processes and create our own parallel sequences of probable events as the artifact unfolds. In the interaction with these systems, anticipation, the validation of simulations and the eventual violation of expectations, play a significant role in the creation of narratives or of narrative-like experiences. As with other aesthetic constituents of these systems, narrative and drama may either be hard-coded, much as they are in traditional or non-procedural media, or they may be emergent and procedural. This paper proposes an approach to how the creation of narrative can be understood in the context of performative or interactive generative systems, in an attempt to integrate in our analytical model of procedural systems the perspective variable, originally proposed by Espen Aarseth in his study of ergodic texts. The outputs of artificial aesthetic artifacts fundamentally differ from what we find in most non-procedural media because, much as nature, they weren’t necessarily created or even shaped by humans. These artifacts are rich with generative potential and have their own aesthetics, their unique patterns of desire, their ways of giving pleasure and creating beauty. They are inevitably mediated but also hyper-mediated, constantly confronting us with signs of what may be happening behind their modal expressions. It is this layer that marvels and allows the experience of the artifact as a symbolic drama in which we are the central protagonists.
Keywords: Augmented Reality, augmented interaction, Mixed Reality, hybrid environment, digital media, art, smart device, computermediated reality.
Advancement in human computer interaction technology has transformed our world to become increasingly connected and interspersed with digital media and information. This has given rise to a new form of environment called ‘mixed reality’ that opens a hybrid landscape for artists, designers and researchers to explore in creative and innovative ways. This paper presents the development of a framework for creating immersive augmented environments and showcases two of my Augmented Reality (AR) projects, exURBAN Screens and MADA AR Posters. Both projects explore augmented interactions with smart devices, focused on human-computer interactions and human-real world interactions. The projects utilize contextually and geographically aware artistic AR contents and code design. These projects demonstrate the successful use of a Mixed Reality framework for employing augmented interaction methods with smart devices in exhibitions and public environments. Developing video seethrough display technologies such as AR glasses and other wearable smart devices are expected to take this experience to new heights. I can envision future environments becoming increasingly hybridized and fused, employing augmented interactions to enhance our sensory perception of the environment through computer mediated reality. This will create new pathways for sharing information and promote new forms of digital media and art. The paper concludes with my project findings and a vision for future development.
The increasing use of biological forms and metaphors in art, engineering, architecture and design is based on assumptions about the efficiency, beauty and novelty of biological design, while the apparent efficiency and complexity of natural mechanisms has even been used by ‘intelligent designers/creationists’ to reject evolutionary orthodoxy. I will challenge these assumptions by presenting case studies of ‘unintelligent design’, biological inefficiencies and limitations. While biological structures are indeed marvellous in their design and intricacy, there are many design restrictions on biological tissue that man-made constructions can escape. The very nature of our carbon-based life forms restricts the temperatures, pressures and chemistry that can be employed in construction. Cells require a constant energy supply, while the need for nerves and blood supply means that many kinematic pairs are impossible in biological organisms. Biological scale is also restricted by this cellular basis; Reynolds numbers restrict the physical capabilities of biological organisms. The need to self-assemble, the fact that evolution can only act on pre-existing structures and can never start with a ‘blank page’, the need for variability; all place constraints on biological solutions. Selection drives the evolution of a beneficial trait until the marginal costs of continuing are balanced by the costs of not doing so. Evolution selects for traits leading to reproductive success rather than for longevity or health. Much of modern medicine is actually about treating the results of developmental and evolutionary compromises. Even some of our aesthetic tastes may be evolutionarily determined. I will discuss how inaccuracies (usually referred to as ‘natural variation’) are key to evolution and natural selection. How, paradoxically, far from being perfectly adapted biological machines, we may actually be selected and developed to be imperfect.
Abstract
United & Severed: That Window of Time is an installation based on the experiences of women living with traumatic injuries. It is a collaborative project that embraces feminist values of collectivity and intersubjectivity as central to the process of corporeal research and art making. The collaboration consists of a dance artist and scholar, a media artist, two sculptors Anna O’Cain and Richard Keely, and three participants, Ivy Kensinger, Michele Caputo, and Kim Anderson. For this paper, ‘we’ refers to Karen Schaffman and Kristine Diekman, who conceptualized the project and collaborated on the audio and video.
The project asks: How does the traumatic event disrupt narrative? How can the poetic process provide a way to re-imagine and re-member personal experience? What happens to one’s bodily perception when a traumatic event radically and abruptly shifts one’s reality? How does one see, hear, touch, speak, and move? What is the role of performativity in the project for the collaborators and viewers, and what can be learned through the experience?
The Universal Constructor is a working model of an interactive, intelligent landscape, environment and structure. The model consists of a baseboard which represents the landscape and a series of cells which can be stacked at specific locations on the landscape and can represent structure or environment. The model is described as intelligent because every cell and every landscape location contains an integrated circuit which can communicate with units above and below. Each cell and location also has an identifying code and is equipped with eight light emitting diodes which it can use to display the code or display any other state or message. The whole model thus knows where every unit is and what it is and this allows for the model to be interactive because anyone can change the configuration of the model, and the model as a whole then knows what changes have been made and can respond in turn.
Today’s tough economic times are adversely affecting funding in higher education. Especially hard hit are traditionally underfunded fields where costly technologies are used. In this panel, three educators with backgrounds in music, art, architecture, and engineering discuss ways forward under these circumstances. The common tools for the panelists are: using cheap and repurposed materials; using freeware; do it yourself books and websites; and collaborative cross-disciplinary research. The panel explores how to cultivate the correct mindset for this “doing more, spending less” approach, creating with these tools, the educational philosophy behind their use, and embracing financial challenges as a spur to creative problem-solving.
Brutalism originally rose to popularity in architecture as a response to excessive ornament, and lack of clarity in the function of buildings. Inspired by the modernists it took on many of the aspects, but stripped away any obfuscation of the functionality of the building. In recent years this design theory has been brought back for use in the field of web design, for the same purpose of removing obfuscation of function. The application also created pages that are more accessible to both those with disabilities, and those in developing countries, where connectivity is limited. This expansion of these theories suggests their potential to be adopted in further areas, such as the creation of interactive art pieces, and installations.
Through examination of brutalist design theories in architecture, their adaptation into web design, and borrowing from the process of speculative design, a brutalist methodology was created. This methodology was simultaneously created alongside and applied to an interactive installation. The two established brutalism as a useful method of constant justification of any content or additions to a project or artwork. It encourages the creator to think about what is important, and needed for the project over what is expected.
Unnatural Selection is an umbrella for a series of projects that examine human and cultural understanding of and relationship to the natural environment. The project is a collaboration between University of California, Santa Cruz Assistant Professor of Art Elliot Anderson and Digital Arts New Media graduate students: Tyler Freeman, Adam Jerugim, James Khazar, Nichole Smith, Synthia Payne, no.e sunflowrfish, and Alan Tollefson. The designation Unnatural Selection was chosen to comment on and question human manipulation of the natural world. The work in the series reflects on current perceptions of biology, nature, and the environment from the point of view of environmental aesthetics, genetics and human desire, the sublime and genetic technologies, and the necessity of creative involvement in generating ethical and technologically less destructive interaction with the natural world.
In response to the global promise of and challenge to the expression of ethnic identity via digital means, the biannual electronic journal, CTHEORY Multimedia, is about to publish a special issue of internet art dedicated to the theme of “Wired Ruins: Digital Terror and Ethnic Paranoia”. “Wired Ruins” reflects on the digital and viral networks of ethnic identities that now so urgently emit faint signals for recognition among the overlapping diffusions of cultural angst and digital terror. A vibrantly pulsating network resisting the repression of the new age of censorship, “Wired Ruins” is a simulacrum of cross-cultural infection and cross-border fluidity. Reacting to the complex horrors of terrorism while resisting the surveillance regimes of the disciplinary state, its practitioners work passionately to reposition the code in counter-response to the aggressive parasites of religious fanaticism and ethnic paranoia. “Wired Ruins” will haunt the future as the skeletal archive of the many unrecorded artistic responses to digital terror and ethnic paranoia. The global media events of September 11, 2001, prompted the co-curators, Arthur & Marilouise Kroker and Timothy Murray, to invite contributions that would extend representation of ethnicity to its framing in the context of digital terror and paranoia. The panel will present the contents of the issue (roughly 15 works of art) while framing it theoretically and contextually. Our aim will be to introduce ISEA participants to artistic reflections not only on the terrorist attacks against the World Trade Center in New York City but also on crosscultural terror and paranoia as it occurs across global points of artistic intersection: Israel and Palestine, Lebanon and Switzerland, Soweto and New York. In so doing, we will reflect on the contributions made by the artworks and their conceptual presentation in the journal to the understanding of terror in the digital age. Responding to more than the lingering residue of bent steel and disrupted economies, “Wired Ruins” invites its users to mix the psychic bytes and artistic interventions of its three interactive, databases for critical reordering and creative reconfiguration: “Digital Terror: Ghosting 9-11,” “Ethnic Paranoia, before and beyond,” and “Rewiring the Ruins”. ctheorymultimedia.cornell.edu
Chair Person: Mark Butler, Presenters: Georg Russegger, Alison Gazzard, Moisés Mañas Carbonell, María José Martínez de Pisón Ramón & Athanasia Daphne Dragona
This panel of the Ludic Interfaces Research Group (L.I.R.G.) revolves around the current state of research into ludic interfaces, i.e. playful interaction spaces, a term that was coined at ISEA2007 and ISEA2008. It will give a working definition of this core concept that is the kernel of a new research field, map out its development and present state of the art hypotheses. The premise of L.I.R.G. is that interface innovations and their propagation – one only needs to remember the genealogy of graphical user interfaces – have their roots in playfulness. Ludic interfaces are concrete, situated interfaces in which the playful potential inherent in all interfaces manifests itself. This potential stems from the fact that all interfaces are by definition intermediary zones that exist between heterogeneous dimensions.
This is especially true with regards to computer-based interfaces. Play potency is an essential quality of the digital medium. Not only can it, given the necessary interface protocol, connect anything to anything else; everything also becomes highly malleable once it is translated into binary code. Ludic interfaces unleash the protean possibility space inherent in programmable media. They stand in contrast to straight interfaces: interface solutions that are solely used for a clearly defined, utilitarian purpose and teleological goal; designed from the beginning to directly enable the fulfillment of proposed aims, without deviations. Ludic interfaces, in contrast, have a patchwork of motivational vectors that opens up a possibility space filled with myriad paths leading toward goals that don’t have to be clearly defined. In short: The panel is interested in the moment of invention, the moment when the interaction becomes playful and the interface a game, and how it can be mobilized for creative strategies.
Chair Persons: Paula Roush & Maria Lusitano Presenters: Annie Abrahams, Margarida Carvalho, Cinzia Cremona, Eunice Gonçalves Duarte & Helen Varley Jamieson
For this panel we propose to reflect upon the practice of digital performance with the use of webcams, addressing issues of intimacy in the network. Webcamming refers to the use of webcams to stream live from personal environments to the internet, and develop life-logs that archive such practices as online documentations of the everyday. Webcamming practices have been theorised with different results from within the areas of digital performance /cyberformance. On the one hand, an historical account of digital performance equates the use of webcams in the hands of artists with the “subversion of surveillance,” and an ironic questioning of webcam’s myths of authenticity and immediacy. The field of cyberformance, on the other hand, theorises webcamming in the context of increasing online participation, and the types of collaborations it facilitates within web 2.0 environments. However, none of these analyses addresses the increasing intimacy facilitated by the mainstream use of surveillance/communicational technologies for personal video streaming and archiving, or the particular aesthetic and subversive spectatorial positions that inform such intimate video practices. Our proposal for this panel attempts to fill in such gap by looking at the genealogy of personal video-streaming and its place within art research on webcamming and the surveillant-sousveillant space. 1.What are the characteristics of cyberformance in the context of networks of intimacy? What defines its particular aesthetics and the spectatorial positions that inform such intimate video practices? 2. Now that people’s lives are performed for the Internet and distributed across multiple social networks as chunks of self-authored content, is it still possible to separate or distinguish performance art from the performative stream of everyone else’s lives? 3. How is online performance conceptualised from a contemporary art and media surveillance-sousveillance perspective?
Chair Person: Elif Ayiter Presenters: Roy Ascott, Jan Baetens, Elif Ayiter, Max Moswitzer & Selavy Oh
Roy Ascott’s groundbreaking new media art work La Plissure du Texte (“The Pleating of the Text”) was created in 1983 and shown in Paris at the Musée de l’Art moderne de la Ville de Paris during that same year. The title of the project, “La Plissure du Texte: A Planetary Fairy Tale,” alludes to Roland Barthes’s book “Le Plaisir du Texte”, a famous discourse on authorship, semantic layering, and the creative role of the reader as the writer of the text. In 2010, La Plissure du Texte re-incarnated as a three dimensional, interactive architecture created in the metaverse and was projected into Real Life in Seoul, Korea during the INDAF new media art festival held at Tomorrow City, Songdo, Incheon, throughout September 2010.
Following Ascott’s original premise of distributed authorship, the fairy tale is now being told by a text driven architecture within which a population of robotic avatars tells the tale through endlessly generated conversations which are harvested from the Online Gutenberg Project. Additionally, visitors to the exhibit in the physical realm may also contribute to the generated text flow through SMS messages or via Twitter. Thus all pleated text – the generated, the contributed, and the stored – is simultaneously visible as a massive, ever evolving literary conglomeration. This panel will undertake a close scrutiny of La Plissure du Texte, taking into account both its creation in 1983 and its re-creation in 2010, discussing the work in its role as a landmark of New Media Art History as well as an art work which has shown the capability of regenerating itself as an entirely novel manifestation based upon the concepts of distributed authorship, textual mobility, emergent semiosis, multiple identity, and participatory poesis.
Chair Person: Alexia Mellor Presenters: Kerry Doyle, Karin Hansson, Chantal Zakari, Arzu Özkal, Claudia Pederson & WRMC Collaborative
MIND THE GAP playfully alludes to transportation, but references borders and gaps of all kinds: geographic, social, and economic. This panel discussion is aimed at investigating the various ways contemporary art is addressing issues of economic and cultural globalization, and urban migration within the artistic and socio-political traditions of Istanbul and Turkey. MIND THE GAP present papers and discussions from international artists and scholars in reaction to the concepts of capitalism, consumerism and cultural imperialism, and the ways that we negotiate individual and collective identity. MIND THE GAP draws from Nicholas Bourriaud’s notion of the altermodern, which offers a new vision of the modern in which ideas of identity are fluid rather than rooted in our origins. With this spirit, MIND THE GAP asks the following questions:
Chair Person: Kim Vincs Presenters: John McCormick, Ruth Gibson & Bruno Martelli, Sarah Whatley & Susan Kozel
Motion capture analysis offers dance new possibilities for re-conceptualizing movement in ways that are not intuitive, and not based on the traditions and ingrained movement grammars of specific dance genres and styles. Looking at dance as motion capture data can provoke a more radical deconstruction of existing movement discourses than is otherwise possible given the deep corporeal inscriptions embedded in dancers’ and choreographers’ bodies. The flip side is that the vast volume and detail of data motion capture generates means that the possible mappings and organizational paradigms multiply exponentially. Deciding what to highlight and what to value, and what to consider ‘noise’ and ignore, is a critical part of motion capture analysis. This inescapable reductionism is also, however, the antithesis of artistic method, which values the whole, the accidental, the inclusive. Analysis forces choices based on value judgments, which have the potential to distort and close down, as much as open up and explore, dance research. The panel will use a round-table format to address:
Chair Persons: Jane Grant & John Matthias Presenters: Oron Catts, Paul Broks & Magnus Richardson
Rather than considering the aesthetics of art and music as a way of approaching an understanding of perception and brain function, NeuroArts emphasizes the direct use of Neuroscientific models and materials in artistic practice. In NeuroArts, neurons and neuronal models are examined outside of the body/brain emphasizing an artistic-engineering approach with either the physical material of brain, or the adaptation of biological models of spiking neurons. In using models of spiking neurons within art, sound and music, the internal structure of the brain becomes external, its plasticity exposed, its pathways and networks malleable. This gives us a standpoint from which to critically engage and question multi-scale concepts such as the importance of the cell, network topology and plasticity, self-hood, memory and consciousness. The first International NeuroArts conference outlining the new subject area which took place in February 2011 at University of Plymouth. NeuroArts at ISEA develops key themes from the first International NeuroArts Conference, and will consider two main themes:
We hope that the explorations of these themes will help to define the boundaries of this new subject within an interdisciplinary environment.
Chair Person: Paula Perissinotto Presenters: Gabriela Previdello Orth, Nick Hasty, Timothy Murray & Jon Ippolito
This panel presents a digital art archives investigation highlighting the use of intelligent systems applications in conservation, retrieval, indexing or access forms related to the artistic object manipulation. The main goal of the discussion is to define parameters for non linear systems on the new media art information treatment. The principles for an intelligent machine and friendly interface to archives ambiance is still a theory. However, the application of this concept on current platforms is a healthy mechanism of transition from linear and semantic structures to a symbolic, non linear and fuzzy logic system. Machines do not have the cognitive development of humans. They do not develop consciousness or intentionality predicates yet. Nowadays, the intelligent machine applications aren’t separated from human acts. These non linear systems and relations work as a fractal complement for research and knowledge.
Memory is considered not only by the previous content indexed on the archive, but also by the interlocutor’s actions and perceptions. To discuss museology, database systems, data visualization, artistic process and other themes by the lens of the memory, this panel focuses on documentation tools and concepts to understand the artificial intelligence applicability in electronic and digital art conservation. The panel proponent FILE electronic language international festival is a nonprofit cultural organization that promotes a reflection on the main issues in the contemporary electronic-digital global context, always keeping a transdisciplinary vision in the cultural manifestations complexity of our time. The FILE initiative of documentation occurs since its first edition, in 2000. Alternative tactics are used to keep the archive updated with different platforms to cover all its contents. Mechanisms of transition to intelligent systems arise as a solution to FILE Archive documentation and access. Creating opportunities for discussions in this area and share with other initiatives such as ISEA event will contribute to enlarge the digital conservation knowledge.
Chair Person: Raivo Kelomees Presenters: Chris Hales, Agnieszka Pokrywka & Piibe Piirma
The panel will discuss how the changes in Eastern and Central Europe have influenced the art educational system there during the last twenty years, with particular reference to education in the new media field. The reason for choosing such a seemingly broad timescale is to include the ‘finalisation’ of the political and economical integration of some post-Soviet countries (like Estonia) into the European Union whilst contrasting this with examples like Belarus, which have become (or remained) more autocratic and closed. One particular point of interest is the change in the understanding and interpretation of ‘new media art’ during the last two decades, partly due to the different technologies and specialities that this field of practice encompasses.
Chair Persons: Åsa Ståhl & Kristina Lindström Presenters: Melin Margareta & Johanna Rosenqvist
The panel will explore how meaning is created through the process of arranging and re-arranging fragments; how meaning is created through patches and quilting. Our proposed format is a patchwork panel, i.e. a conversation between knowledgeable people through story patchwork quilting. The panelists, and other invited guests, prepare ”text-patches” as notes or reminders of what to say. These text-patches – in paper or textile in A4 format – can have images, concepts, words written or stitched on them. The text-patches are put on the floor in front of the audience. The workings of the seminar is such that none of the panelists can assume to put down all of the patches in her own preferred order as this patchwork seminar format presupposes that anyone could continue on the thread of thoughts put down on the floor, and thus creating a new pattern. Also, the audience is invited interact and intervene by putting down its own text-patches on the floor. Agenda:
Chair Persons: Dan Dixon & Jonathan Dovey Presenters: Constance Fleuriot & Tim Kindberg
Pervasive media is a new and developing field; commissioners, brands, clients, funding bodies often have difficulty grasping its potential. Very few media professionals, let alone members of the public, understand what Pervasive Media is, or could become. We are at a new frontier. New, pervasive, ubiquitous and mobile technologies promise us an ever more connected world and the possibility to access ever more detailed information about context. Although these promises contain drastic changes to media and technology, they don’t engage with the necessary changes to the practices of media production, distribution, technology creation and the commercial and practical realities that could make these promises a reality. These will be drastically game changing; creating new business possibilities, whilst making others obsolete. These promises, and changes, will be critically addressed during this panel. Pervasive experiences also require a new, and significantly more diverse, set of skills to implement.
This includes a wide variety of media production, technical skills and business acumen. However at this period of development practitioners from widely varying fields in art, design, and technology find little time, or common ground, to reflect on their practice. This session will draw on results from workshops and events where the panellists have provided space for reflection and discussion amongst practitioners in this emergent field. There are new, and different, relationships between designers, commissioners and those using these new experiences. New equations for value are emerging, which are different from those within more traditional mediums. What is the value, in pervasive experiences, to all these different stakeholders? Why is it worth doing, what does everyone get out of it and why do they enjoy it? The discussions will be fundamentally grounded in the ecologies of value that provide perspective on these issues. This panel is assembled from the network of researchers and practitioners who provide practical and theoretical perspectives to The Pervasive Media Studio. The Studio is an organisation that creates space and opportunities for this emergent field of pervasive media, encouraging collaboration across boundaries, experimentation, reflection and analysis. It draws in a diverse community of artists, creative companies, technologists and academics.
Chair Persons: Andy Best & Atau Tanaka Presenters: Kristina Lindstrom, Åsa Ståhl & Merja Puustinen
This panel will present and discuss methods for creating spontaneous playful physical and social interaction. The focus is on deep user interaction with artworks using physical computing methods with an emphasis on the construction of social interaction within the group of participants. What are the contextual and practical design related thresholds for willingness to interact and how can participants be stimulated to engage with the artwork? Does familiarity with art, toys, computer games or music help to lower thresholds to understanding the interaction? How does age, gender or cultural background affect willingness to participate in a dynamic temporary community of presence? The creation of deep user interaction with and through the artworks maybe instigated via novel approaches to interface or by fresh ways of presenting the art work to the viewer/participants within the context of the art institution or in Public space. As technology becomes ubiquitous in society, artists no longer have to explicitly proclaim their use of computational techniques; rather the social and political context of the artwork takes centre stage. Strategies used include interactive installations such as multi-touch screens, bouncy castles, and physical interfaces, as well as interaction through mobile networks and location based devices. For each of our panelists the presence and inter- relationships of individual humans is the central motivating factor. Each will address these questions from different viewpoints, offering examples from their own work for discussion.
Chair Person: Olli Leino Presenters: Olli Leino, Lindsay Grace & Graeme Kirkpatrick
This panel pulls together insights from game studies, game design, aesthetics and new media theory to examine the elusive concept of “play”. We assume common baseline in the distinction between playfulness and playability, and trace the significance of these concepts to the relationship between the player and the game. We look at the opportunities for self-discovery, existential reflection and political and cultural critique within this relationship. This panel, involving examples from the fringe territory between commercial entertainment and artistic endeavors, contributes to a re-positioning of computer games in relation to electronic art, and furthers the development of critical strategies for charting the aesthetic territory between art, technology and entertainment.
Chair Persons: Elizabeth Monoian & Robert Ferry Presenters: Patricia Watts, Nacho Zamora & Glen Lowry
As we endeavor to extricate civilization from fossil fuel dependence, the existential debate over the purpose of art deserves renewed attention in the context of natural ecology and human consumption. Is it possible for works of public art to contribute actively to the solution to the problems that confront us? Can interdisciplinary art inspire, through example, the type of social change required to significantly reduce the negative impact of human consumption on the planet? Papers presented will present examples of projects at various scales that seek to address ecological issues, beyond didactic expression, through the incorporation of technology. This panel discussion will address the continuum of public art, clean energy precedents, and contemporary technologies. Within this framework we will outline and illustrate the potential that interdisciplinary teams and communities around the world have to expand both the dialogue and actual change.
Chair Person: Zach Blas Presenters: Elle Mehrmand & Micha Cárdenas
The intensification and proliferation of global connectivity has opened digital networked culture to universal contagion. Indeed, it has been argued we now live in a viral ecology under the sign of viral capitalism. As viralities spread into various realms of culture, new media artists explore the viral as that which has the ability to control and restrict as well as distribute and liberate. Our current viral ecology has opened up new tactics of resistance for various artists, activists, and cultural producers. In this panel, we will focus on queer new media art and philosophy that uses and intervenes into the viral to form a radical politics of revolt and utopia. The viral will be engaged with technically, philosophically, artistically, biologically, and affectively. Our aim is to show that while viral rhetoric and discourses have marginalized and controlled queer populations, the viral remains an allusive, volatile potential that can be experimented with toward creating new queer politics and worlds.
Blas, Cárdenas, and Mehrmand will give theoretical artist talks, and Skanse will follow with a philosophical response to the viral in media theory. Cárdenas and Mehrmand will discuss their current collaboration virus.?cirus, an episodic series of performances using wearable electronics and live audio to bridge virtual and physical spaces that explores queer futures of latex sexuality amidst a speculative world of virus hysteria and DIY medicine. Blas will speak on new works from his ongoing Queer Technologies project that attempt to formulate a viral aesthetics based on a replicating difference of never-being-the-sameness against capital’s own modulating structure. Skanse will address new directions in viral philosophy with particular concern for how this perpetual ‘movement’ of the virus is tied to notions of novelty within contemporary aesthetic discourse.
Chair Person: Robert B. Lisek Presenters: Kate Rich, Marta Heberle & Ryan Jordan
The obsession of security. What is the basis of security? Its absence. Nothing needs to be secured, except the security itself. Security is a fundamental principle of state and main criterion of political legitimization. Security vs. discipline and law as instruments of governance. On one side we have hard power structure based on discipline, differentiation and blockade, isolating power and closing the territories and the second side: security policy associated with globalization, intervening and controlling processes associated with liberalism because of security measures may work in the context of movement of persons and goods. The division proposed by Foucault and Agamben on the hard law and the dynamic activities of the security policy is an artificial assumption. These two areas are closely related, complementary and provide a medium for example laws can be quickly changed by power elite, or processes related to the commodification of human life forcing changes in security policy. The increasing dynamism and complexity of social space and violent forms of bio-capital make this model of thinking is inadequate. Bio-exchange. The idea of “life” is considered to be included in the domain of technology, both for economic profits and for security reasons. Meta-capital. Everything is partially interchangeable, as everything is connected. Life becomes a currency of the code.
The code provides for trade, works as a social marker, as a new form of capital. We are seeing an increasing runway where we can no longer talk about the control of the phenomena that is so rapidly increasing complexity of the problems that becomes almost uncomputable. The terrorist act is a knot in which a large number of social processes intersects and explode . It is a kind of critical point in which the social combinatorial explosion emerge. This is not recursively describable phenomenon. Panic simulation and disintegrated social spectacle causes, that terror becomes the interest of the modern state. Disinformation and secrecy. The difference between the open and the secret implies a hierarchy, the first rule of power. On this difference, the structures called the state are being built. Security state is an engine of violence. Acts of terror and disaster are the lifeblood of political action. That is why they are provoked and stimulated by the power elite. Security require constant reference to the state of emergency. The quest for security leads to a global worldwide war. You have to change this state of things: reject the concept of security as a fundamental principle of state policy and test new models / constellations of power. The task of politics is understand of conditions that lead to terror and destruction, rather than control these phenomena, as already occurred.
Chair Person: Janis Jefferies Presenters: Ghislaine Boddington, Maria Chatzichristodoulou (aka Maria X) & Anna Dumitriu
For this panel we propose to discuss a range of interdisciplinary practices of embodiment and technology.
“Today [the body] and its visceral surroundings are studded with earphones, zooming in psychopharmaceuticals, extended with prostheses, dazzled by odorless tastes and tasteless odors, transported by new media, and buzzing with ideas”. _C. A. Jones, ed., Sensorium: Embodied Experience, Technology, and Contemporary Art (Cambridge, MA: MIT Press, 2006).
Following Jones’s discussion we will explore the ways in which practitioners and writers address the physical and affective aspects of our increasing engagement with technology, whether through performance or through engagement with robots and avatars. What types of sensorial experiences and intimacies can be explored in which virtual and physical spaces are increasingly blurred? Can play, be a part in revitalizing our sensorial system? Can these practices offer a time and a space for reflection on embodied technological experiences? The panel aims to explore performance practices and contemporary cultural discourses that study intimate encounters, addressing issues around bodies of data and flesh, play in encounter with robots, avatars and physical/virtual presences- desire as embodied condition and disembodied fantasy, the human and posthuman self.
Chair Person: Nina Wenhart
Presenters:
Digital corpses all abound, zombie data that is still there, but cannot be performed anymore. Change is inevitable, if the artwork should survive. Besides the archivists’ efforts to revive the work in its original state, artists have developed their own strategies of embracing the errors and glitches of re/de/transcoding processes.
Codecs, programs, protocols and formats that are not supported anymore have become creative challenges and often initiate subversive practices. Not THAT, but HOW a work is changed and distorted becomes the choice of the artist. In this process, the original and its resurrection enter a dialogue and open up questions that go beyond the surface, a dialectics of original and copy, sameness and change, obsolescence and progress, memory and forgetting, survival and death. And as the original (file) is dead, the original (as a concept) is reborn at the same time.
Artistic strategies of re/de/transcoding and serendipidous errors are positioned as an antithesis to an elitist or naive euphoria of constant technological progress i.e. perfection. Nevertheless, they are not nostalgic but celebrate a handson approach where the code becomes tangible and material, literally.
Chair Person: Mel Woods Presenters: Geraint Wiggins, Aleks Krotoski & Clive Gillman
Many scientific and artistic innovations have been attributed to serendipity, the faculty of making and recognising fortunate and unexpected discoveries by accident. The phenomenon is widely regarded across disciplines as a valuable way of sparking research ideas and triggering new connections. However, while there is a widespread understanding that serendipity is a major contributor to innovation, there is disagreement as to whether digital technologies promote or stifle serendipity. The Worldwide Web has allowed us to make many positive changes in our society and environment, for example through social networking and e-publishing, but it also presents problems, by its very nature. Recently serendipity, and the role that the worldwide web and social networks now play in search query for information seeking, has received attention from library and information science, psychology, and computer science, art and design. This renewed interest and dialogue across art and science seeks to understand, support and facilitate serendipity across digital and physical environments. The panel will explore the notion of serendipity, from the understanding of its role in art and science in digital domains. The debate will explore of the social and intellectual nature of serendipitous interaction, with people and computers; new developments in products, technologies and practices such as those that are redefining literacy and reshaping how we discover, record and innovate; the use and enhancement of Semantic Web technology; and the role of new media and digital arts in transforming and presenting information and ideas.
Chair Person: Chris Rowland Presenters: John Anderson, Caroline Wilkinson, Paul Goodfellow & John McGhee
Animation methods and techniques have evolved in recent years to be accessable to a wider range of creative practitioners than their original design. Creative practice and research have taken methods developed for storytelling and entertainment and retasked them to solve real world problems. Animation methodologies are adapted to support investigations into product visualisation, archaeological reconstruction, architectural visualisation, medical visualisation and many other specialisms. Not restricted to visualising final design solutions prior to production, construction and reproduction, but as an inherent part of the design and investigation process. This panel will explore how a range of creative practitioners have adopted and adapted animation to further their enquiry. Using case studies to explore their aims and methods, the panelists journeys will be described to illuminate their motivations and interdisciplinary approaches. Presenters are drawn from the 3D Visualisation Research Lab at Duncan of Jordanstone College of Art & Design, The centre for Human Identification at University of Dundee, Gridloop and Northumbria University.
Chair Person: Charlotte Frost Presenters: Bridget McKenzie, Jack Hutchinson, Dougald Hine, Marcus Romer & Ruth Catlow
The information sharing abilities of the internet has vastly extended a pre-existing capacity among artists to communicate with each other about their work and lifestyles. With the arrival of social media and the wave of internet use known as Web 2.0, the ability to share has grown exponentially, becoming a subject in and of itself, and generating experts in the techniques and meanings of sharing. And now, economic down-turn and drastic cuts to funding, these free networks have become invaluable for helping people sustain their practice. This panel brings together a set of experts in the practical and theoretical use of digital networks and infrastructures for sharing. Working across a range of areas from visual art to music, performance and beyond, they are united by their use of collaborative digital tools and driven by their propensity for positive social change. From consolidating connections between artists and arts policy-makers to rewiring our educational and economic circuitry, this panel has collectively developed a wealth of skills for reaching out to others through technology. After an introduction from the panel chair, participants will each be given ten minutes to describe the projects and practices that comprise their ‘share work’. Following this, the chair will question them on the intricacies of what they do as well as its impact on the wider art world – a field not normally known for its inclusiveness. As a group they will unpack successful models (alongside some of the inevitable obstacles) to ‘share working’, addressing both the very practical – as well as some of the philosophical – implications of openness in an advanced information age.
Chair Person: Patrick Lichty Presenters: Ali Miharbi, Eden Unulata, Claudia Pederson, Burak Arikan, Iz Öztat & Chantal Zakari
In keeping with the site of the ISEA2011 Symposium, this panel seeks to present papers that address new media cross-border discourses between Turkey (the site of the symposium) and North America (the birthplace of New Media). This panel seeks to investigate North American/Turkey conversations in New Media Art & Culture; issues artists are exploring, and residency and curatorial projects. Also, we seek to probe the cross-cultural effects of networked culture and social media upon the demographics involved as well as the greater global milieu. This will be done by exploring artists, works, residencies, initiatives working between these spaces and sites of online culture that create frames of engagement for these issues. The initial impetus of this panel comes from the chair’s involvement/research of Turkish artists who have lived in the States, North American artists working in Turkey, and ways their experiences are reflected in the work. In addition, in conversation with Burak Arikan, other issues such as the impact of Facebook, online dissemination of information, Wikileaks, social media and other aspects of networked culture will be addressed.
Chair Person: Cynthia Lawson Jaramillo Presenters: Una Chung, Eric Forman, Harald Kraemer & Annette Weintraub
Immersed in a constant stream of information, losing our ability to meaningfully read anything longer than a page, and connected through a social network that in users represents the 3rd largest country in the world, what happens to how we make, view, and participate in electronic arts? If our tools are also those which our accelerating our lives, how are we able to still make meaningful art? Do artists disconnect from the expectations of 24/7 and retreat in their “studios”? This panel focuses on the topic of slowing down and electronic arts. Is slowness a useful concept for artists working with technology to consider? Are electronic artists using the same tools to comment on this acceleration? Have we lost our ability to slow down in the viewing and appreciation of art? Furthermore, do electronic artists feel a responsibility to comment on and demonstrate alternative technologies that may promote slowness and considered thought? A panel of both artists and academics will address these questions, focusing on both theory and practice, and always grounded in examples of electronic artwork. They will speak about aesthetics and politics in electronic arts, the “hand waving” phenomen in interactive art, the challenges and successes of teaching deceleration to students, and the speed at which internet art is forced to change, and therefore becoming ephemeral at a rapid rate. Though diverse in their approaches and foci, notions of slowness and duration will be the common threads for the presentations and the discussion to follow.
Chair Person: Renée Turner Presenters: Seda Gürses, Nicolas Malevé, Amy Suo Wu & Birgit Bachler
We are living in a time of unprecedented surveillance, but unlike the ominous spectre of Orwell’s Big Brother, where power is clearly defined and always palpable, today’s methods of information gathering are much more subtle and woven into the fabric of our everyday life. Through the use of seemingly innocuous algorithms Amazon tells us which books we might like, Google tracks our queries to perfect more accurate results, and Last.?fm connects us to people with similar music tastes. Immersed in social media, we commit to legally binding contracts by agreeing to ‘terms of use’. Having made the pact, we Twitter our subjectivities in less than 140 characters, contact our long lost friends on facebook and mobile-upload our geotagged videos on youtube. Where once surveillance technologies belonged to governmental agencies and the military domain, the web has fostered a less optically driven and participatory means of both monitoring and monetizing our intimately lived experiences. Bringing together artists, programmers and theorists, these interdisciplinary panels will look at how surveillance and data-mining technologies shape and influence our lives and the consequences they have on our civil liberties. The aim is to map the complexities of ‘sharing’ and examine how our fundamental understanding of private life has changed, as public display has become more pervasive and normalized through social networks. “Sniff, Scrape, Crawl…” is an ongoing interdisciplinary research project. Through a series of workshops, debates, lectures and presentations, the thematic project was initially launched in the beginning of 2011 at the Piet Zwart Institute, Master Media Design and Communication in the department of Networked Media. The formation of the panels at ISEA is an opportunity to show documentation and expand upon earlier research.
Chair Person: Renee Turner Presenters: Steve Rushton, Michelle Teran, Aymeric Mansoux & Marloes de Valk
We are living in a time of unprecedented surveillance, but unlike the ominous spectre of Orwell’s Big Brother, where power is clearly defined and always palpable, today’s methods of information gathering are much more subtle and woven into the fabric of our everyday life. Through the use of seemingly innocuous algorithms Amazon tells us which books we might like, Google tracks our queries to perfect more accurate results, and Last.?fm connects us to people with similar music tastes. Immersed in social media, we commit to legally binding contracts by agreeing to ‘terms of use’. Having made the pact, we Twitter our subjectivities in less than 140 characters, contact our long lost friends on facebook and mobile-upload our geotagged videos on youtube. Where once surveillance technologies belonged to governmental agencies and the military domain, the web has fostered a less optically driven and participatory means of both monitoring and monetizing our intimately lived experiences. Bringing together artists, programmers and theorists, these interdisciplinary panels will look at how surveillance and data-mining technologies shape and influence our lives and the consequences they have on our civil liberties. The aim is to map the complexities of ‘sharing’ and examine how our fundamental understanding of private life has changed, as public display has become more pervasive and normalized through social networks. “Sniff, Scrape, Crawl…” is an ongoing interdisciplinary research project. Through a series of workshops, debates, lectures and presentations, the thematic project was initially launched in the beginning of 2011 at the Piet Zwart Institute, Master Media Design and Communication in the department of Networked Media. The formation of the panels at ISEA, is an opportunity to show documentation and expand upon earlier research.
Chair Person: Petra Gemeinboeck
Presenters: Rob Saunders, James Coupe & Michelle Teran
Our everyday environment has become a patchwork of surveillant spaces; interlacing our social networks and mobile devices with CCTV systems, satellite and other wireless signals to produce an endlessly growing network of ‘nodes’ with never-sleeping eyes. As machine agency grows more complex we increasingly become accomplices of the voyeuristic spectacle. While each surveillant space may have different motives and targets, all of them serve as more or less autonomous prostheses that extend, enhance or proliferate the human eye. But what happens if we push the question of ownership of the gaze to a point where the machine’s agency of seeing not only augments the human eye but becomes independent, generative and capable of producing its own narratives? This panel explores surveillant spaces from the point of view of the machine. What does it see? Why does it look? And how does it respond? It will both critically and playfully investigate the performative potential of the machinic gaze and the agencies and materialities involved. To do so, we will engage with artistic practices that enact the politics of surveillance through performative interventions to experiment with and push the contested realities they produce. Exploring machine vision and computational agency, we will discuss the potential for the machinic gaze to develop a disposition towards what it sees. A surveillant space driven by curiosity, desire and perhaps complicity both playfully subverts and critically extends Virilio’s (1994) dark vision of the ‘automatic-perception prosthesis’.
Chair Person: Leonie Cooper Presenters: Patricia Adams, Andrew Burrell & Angela Ndalianis
The media environments we now inhabit are hybrids: both material/virtual, actual/imaginary, scientific and science-fictional, futuristic and yet also fundamentally grounded in media histories. This panel will consider the issues at stake as we shift from thinking of the screen as a portal to other worlds that mirror those we corporeally inhabit to figuring out alternative ways of thinking about technologically mediated forms of inhabitation. It aims to contribute to new ways of thinking about habitats by involving artists working with mixed reality technologies and thinking through the ramifications of their research for issues of self and embodiment. The issues of self and corporeality that emerge from sites that are ‘virtually’ inhabited are considered alongside other habitats where screen technologies are interwoven with material geographies. Theorist-historians who have researched contemporary urban environments and off-world habitats such as space stations offer insights into the historical conditions from which they have emerged as well as what they reveal of contemporary modes of technologically mediated inhabitation. Otherwise invisible synergies between practice and theory will emerge from an interdisciplinary debate on hybrid habitats guided by the following questions:
Chair Persons: Christian Ulrik Andersen & Søren Pold Presenters: Saul Albert, Seda Gürses & Cretien van Campen
The purpose of the panel is to investigate the aesthetic and cultural implications of a situation where new interfaces appear in public urban space (networked, mobile, ubiquitous, etc.). The urban media theorist Scott McQuire argues that with this development, ‘the media event’ is in the process of returning to the public urban domain. The main question is in what way? Does digital media merely provide new forms and new public spectacles in the city, or does it also propagate public activity? If so, what kinds of activity? In the panel we propose to see this development of public interfaces as an introduction of not just media but also software into the city. Today’s media cities are software cities. A distinct characteristic is that the representations of media do not just imply new aesthetic forms and representations but are always connected to underlying computational processes that change the complex life forms of the city. With a focus on new forms of creative production panelists will present their take on how relations between public and private realms are affected and how alternative uses and relations around public interfaces appear in software cities. The following statements operate as points of departure:
The panel emerges from ongoing research around interface criticism at Digital Aesthetics Research Center and Center for Digital Urban Living, Aarhus University, Denmark.
Chair Person: Cynthia-Beth Rubin Presenters: James Faure Walker, Anne Morgan Spalter, Murat Germen, Beth Warshafsky, Nettrice Gaskins, Orhan Cem Çetin, Malcolm Levy & Anat Pollack
One of the most profound transformations of the electronic age is the changing relationship of representational imagery and abstraction. Once inexorably bound to painting, the advent of photography made it the medium of choice for documentation, a split which in turn freed painting to prioritize formal elements over representational content, creating a vocabulary of meaning derived from color, form, texture, and gesture, and setting artists down a path that eventually culminated in Abstract Expressionism. When digital imaging developed, early commercial developers of software envisioned that this split would continue, but this was hardly the case for the early software artists, working in the days before easy scanning and digital photography. As they “painted” into the computer, they found the same unique qualities of repetition and iterative transformations that their programming colleagues found just a few years earlier, as well as the ability to add gestural expression.
Over the slow decade in which scanning and digital photography gradually became available to artists, early digital artists took the next step of integrating photographic content, jumping seamlessly from PhotoMac to PixelPaint and back again, even if it took years for the software companies to catch on. As digital imaging becomes the ultimate recombinant medium, artists are now digitally painting with photographs as another element in their work, just as they use color, form, and gesture. Imagine the artist in the digital studio, being able to can pick up a flat red organic form or an image of a building. In this context, the symbolism of the color “red” and symbolism of “the building” become similar elements – an artist chooses to use red because it causes spatial tension, or because it represents anger, or represents communism, just as the artist may use the building because it is a heavy rectangular form with pointy tops, or because it has a pattern of repetition, or because it references a known historic site or geographic location. Is this merger the gateway to both a new aesthetic and a new public engagement, as we integrate documentation of experience, cultural heritage, and science into our work?
Chair Person: Anna Dumitriu Presenters: Alex May, Bettina Schülke, Luke Robert Mason & Gordana Novakovic
Einstein said: “If we knew what it was we were doing it would be called research, would it?”
This panel outlines “The Institute of Unnecessary Research” and presents a new paradigm in the way artists are engaging with the world through transdisciplinary practices. It brings together art, science and philosophy by creating participatory audience experiences, performances and installations. Sometimes humorous and sometimes grotesque, our work pushes boundaries and critically questions the means of knowledge production in the 21st Century. Artists are innovators, if a new piece of technology or a new medium, becomes available; artists want to try it, to experiment with it- from microbiology to robotics; from tissue culture to neuroscience. Some artists take on the role of a scientist in almost a performative way and some scientists become artists themselves. Philosophy and ethics is always at its core and the work unpacks the instrumentalization of science and art for commercial and political ends.
Forms of “connective aesthetics” (Gablik) are used to engage audiences in participatory experiences that extend and generate new outcomes through exhibitions and events going beyond simple interactivity, throwing authorship into question, as members of the audience are inspired to become Unnecessary Researchers in their own rights. The Institute of Unnecessary Research is a hub for researchers and artists working experimentally and deeply engaged with their specific research areas. We present our research through performative and experiential methods, engaging the public and new audiences in our ideas. The name “The Institute of Unnecessary Research” is, in many ways, confrontational. It raises the question what is necessary research? Unnecessary does not imply pointless, it often means going beyond the normal (in the Kuhnian sense of ‘normal science’) and crossing boundaries, asking where do we draw the line with what we study or with what can be studied? Unnecessary Research encourages eccentric, obsessive, creative working practices and is an antidote to the stranglehold placed on research by central government and the gatekeepers of academia.
Chair Person: Anne Balsamo Presenters: Rosemary Comella, Jeanne Jo, Amanda Tasse, Gabriel Peters-Lazaro, Diego Costa & Joshua McVeigh-Schultz
Common among the creative fields–the arts, science, technology and design–is a commitment to the production of new knowledge based on original research. Research is the praxis of systematic critical reflection that focuses on compelling domain-defined questions. The “question of method” is often used to distinguish art and design from science and technology: where the latter are defined by reified methodological paradigms, and the former by the repudiation of such paradigms. In practice we know this to be a false opposition: artists and designers systematically engage the empirical in many ways in their creative work; scientists and technologists creatively improvise to form rational accounts of their technical projects. The participants on this panel are each engaged in developing innovative methods that demonstrates the notion of art practice as transformative research. For some of them this takes the form of performance and real-time video mixing, for others it is the creation of locative media experiences that probe cultural dispositions and habits. Key areas to be discussed include: the tensions between empirical, interpretive and critical research techniques in the performance and production of art practice; the contribution of psychoanalysis and cognitive science to arts research; multimedia techniques for the creation of real-time knowledge production; making research visible to transdisciplinary (academic) audiences; and communicating arts practice research in dynamic vernaculars. This panel will describe, explore, and demonstrate a range of new methods of emerging arts research.
Chair Persons: Jamie Allen & Tom Schofield Presenters: Martijn Stevens, Alejandro Schianchi, Ceci Moss, Shintaro Miyazaki & Thomas Zummer
Along with invited panelists, the selected participants will be welcomed to discuss their ideas, artworks, media and other forms of practice-infused research in response to the following ideas:
“The early human artists who tapped into this expressive reservoir for their cave paintings, body tattoos, and ritual ceremonies, far from introducing artistry into the world were simply adding one more voice to an ongoing material chorus.” _Manuel DeLanda
Our digital, networked age hides from us in plain sight the concrete, historical and affective correspondences between matter, information and perception. The practice and culture of art-and-technology make it easy to forget the material underpinnings and implications of artistic activity and production. Information systems, media and the electronic arts in particular require the support of a bewildering nexus of power and infrastructure. This fact “alerts us to the attenuated indexical trace of an objective real that haunts the apparently self-referential world of pure simulacra.” The ubiquitous temporal and spatial freedoms promised to us by cyber-theorists and reified in example by artists, are a no-show, or as Kittler emphatically put it, “There is No Software”. Questions & topic areas:
Chair Person: Mark-David Hosale Presenters: Roy Ascott, Jerome Decock, Marcos Novak, Alberto De Campo & Sana Murrani
The term techné is an ancient philosophical concept that was debated by philosophers such as Xenophon and Plato, as well as more contemporary philosophers such as Martin Heidegger and Félix Guattari. In simplified terms techné concerns the art and craft of making. In particular the discussion of techné is not only concerned with what is made, but how and why it is made. The thinking of art practices (music, art, and architecture) as a kind of WorldMaking refers to a techné that is seeking to explore art-concepts as expressive alternative realities through the development of self-reflexive and internally consistent art-worlds. The Volatility and Stability of WorldMaking as Techné panel discussion will focus on the involvement of the technology of WorldMaking in participatory art practice. Such practice can be found in all areas of art, however, the ones under scrutiny for this particular panel are: interactive, generative, prosthetic art, architecture and music practices that depend on the participation of observers for their vitality and development. The panel will challenge the level of involvement and integration of the observer within the generative praxis in a technoscientific agenda.
Chair Person: Martin Koplin Presenters: Helmut Eirund, Carl Skelton, Michael Johansson & Mikkel Thelle
All thinking is in BETA – so how should the future city and urbanity be designed? The panel discusses new processes for the Participative Evolution of Smart Cities, the culture and technology of the new soft city. The aim is to combine advanced new media art with research and development of innovative technologies, participation methodologies and innovative services for the design of the new urbanity. The art objective is to arise new media and urban art scenarios in areas of re-design and re-construction. The technical objective is, to research and to develop mobile-stationary environment for smart cities as participatory and performative cultural media infrastructure for their development. It is about the requirements for future technical and cultural mass player infrastructure for the urban development of Smart Cities and the optimization of municipal services and digital infrastructures in form of media art and gaming processes. Which technical approaches from media art, urban art, conceptual art, eGovernance, e-services, e-mobility, LBS, to the user-affected eCulture and eCreativity are to be included to develop and to provide improved systems for urban development, planning and participation? Citizen participation in urban development has a long cultural tradition in Europe. The rising complexity of urban development and infrastructure issues evoke the need of improved cooperation of governmental entities, experts and citizens. Decision making processes for future activities in the field of urban sustainability require an enhanced approach to citizen participation, artisic expression and user-friendly expert articulation. It is required to access the full potential of the new capabilities of communication networks, the broad availability of microcomputers, and the new design and e-skills. The design, development and implementation of the Betaville “software infrastructure” meet all demands of future citizen participation for a sustainable urban development. Previous approaches did not took into account existing expertise (eg. of media art, civic arts, participation or gaming or set a single discipline perspectives unbalanced in the foreground.
Which is be counteracted through the interdisciplinary configuration of the panel. Similarly, technical and organizational issues of participatory urban planning with different approaches for different user groups are to be considered. How alternative planning processes by artists, media activists, designers, researchers can be integrated should be discussed. Advanced art and environmental and socially sustainable design is to be of particular interest and will get exposed. Digital infrastructure should be directed to their local potential for participatory art and design, for development, for local knowledge processes and for the aspect of cross-generational, social and economic networking. Think BETA Participatory Evolution of Smart Cities is chaired by the two directors Martin Koplin and Helmut Eirund of the “Think BETA Evolution of Smart Cities” interdisciplinary think tank. It has partners from Asia, Africa, North America and all over Europe. The think tank is funded by the BMBF German Federal Ministry of Education and Research (Bundesministerium für Bildung und Forschung) and goes back to the co-operation between Martin Koplin of the M2C Institute of Applied Media Technology and Culture at the University of Applied Sciences Bremen and Carl Skelton from the BxmC Brooklyn Experimental Media Center of the Polytechnic Institute of the New York University.
Chair Person: Helene Black Presenters: Iannis Zannos, George Katodrytis & Yiannis Colakide
This panel will discuss how orality and technology in the arts, through social narratives and urban determinants, transmute resulting in localised adopted new forms. The profound changes that have influenced artistic creative processes by digital technology are leading to a redefinition of both the role of the artist and the relationship between artist and audience. It has been thoroughly discussed that digital media art forms have a tendency to abandon the clear-cut division between individual creator and audience and move towards collective situations where authorship is shared between many.
(Alexander 2007, Austin 2007, Bakioglu 2007, Pettitt 2007). This panel discusses how electronic arts and technology relate to collective and non-written aspects of culture. It examines both spontaneous processes supported by the nature of digital media and conscious strategies that build on perception and orality in glocal culture. The panel will present and discuss issues related to this topic central to their collaborative research as participants in the NeMe initiated project Through the Roadblocks which was first presented in May 22, 2009 at the e-MobiLArt conference during the Thessaloniki Biennial. This project investigates how ideas and concepts are adopted and assimilated regardless of political, cultural and spacial boundaries. A team of curators, cultural managers, scholars and artists located in 10 countries spanning from Australia to UK and from Turkey to Israel and Palestine have been invited and their proposals are currently under development promising a rich variety of interpretations which will define the second stage of the project. The third phase is planned to take place in Cyprus in 2012.
Chair Person: Kristy Kang Presenters: Rosemary Comella & Andreas Kratky
This panel will present a body of work by media artists, scholars and collaborators who comprise The Labyrinth Project – a Los Angeles based research initiative on interactive narrative at the University of Southern California’s School of Cinematic Arts. Under the direction of cultural theorist Marsha Kinder since 1997, Labyrinth has been working at the pressure point between theory and practice. With media artists Rosemary Comella, Kristy H.A. Kang and Scott Mahoy working as creative directors, Labyrinth been producing award-winning multimedia projects that juxtapose fictional and historical narrative in provocative ways. In the process, Labyrinth has pioneered a new form of digital scholarship combining archival cultural history and artistic practice. Their “database documentaries” animate the archive and make history come alive for a wide range of audiences across the public sphere. Labyrinth designs their interactive works as transmedia networks—installations, DVD-ROMs, and websites.
Their projects appear not only in cyberspace but also in the networked public spaces of museums, science centers, and other public venues. Labyrinth’s projects all grow out of broad, multi-tiered collaborations with artists, scholars, scientists, students, archivists, museums and cultural institutions. In the process, Labyrinth has developed three signature genres: the digital city symphony that explores urban space through layers of time; the interactive memoir that probes the networked memories and lived experience of complex individuals; and interactive science education that explores the interplay between biology and culture and the respective representation systems of art and science. Several of their works combine these genres. This panel will explore the diverse approaches and working methodologies for designing transmedia narrative experiences across a variety of public spaces by showcasing selected projects from Labyrinth’s repertoire of interactive cultural histories and by presenting emerging works produced by collaborators and members of the Labyrinth initiative.
Chair Person: Dew Harrison Presenters: Paul Sermon, Ian Gwilt, Julie Penfold, Denise Doyle & Anita McKeown
On the threshold of crossing over being neither real nor virtual, an oscillation between two states of existence, online-offline, awake but dreaming in a sub-consciousness state, the bubble between starting and arriving, the in-between, a disappearance, the third space … Considering the diverse determinations as to what the liminal means in our digitally driven culture this panel asks ‘To what extent are artists digitally facilitating convivial spaces where participants can engagewith and co-create an art work?’. Six different approaches are displayed within the panel expertise to interrogate digitally facilitated liminality as either a transformative space of creative transcendence, or a convivial and social space where art can happen. Digital media and new technology is reconfiguring our relationship with the world and is also affecting how artists relate with their public. Now technologies can help to position art into the everyday of people’s lives and activities, outside the gallery space. Digitally enabled new spaces have opened up where artists can engage with audiences in a participatory experience. Within the cityscapes of our urban environments ‘Big brother’ media and cctv surveillance allow for few informal, ungoverned social meeting places so it is the creation of interstices between the formal constructed and observed social spaces that artists are interested in, where unorthodox art can happen and engage directly with its audience. Digital media provides such relational opportunities but as virtual platforms where accessing them means stepping from one world to the other, a conceptual moving from one state of being to another. Contra to human-to-avatar experience, virtual objects are transformed into a solid materiality by crossing this threshold. The threshold is then a magic alchemical space, an interstice between the real and the virtual, a moment of change, of becoming other. Artists continue to explore the notion of the ‘liminal’ that has arisen with the evolution of digital technology. Through this panel we hope to further interrogate current contemporary understandings of this amorphous state of presence by generating discussion and argument around its nature. Questions to be raised:
Chair Person: Seeta Peña Gangadharan Presenters: Jon Leidecker, Joshua Kit Clayton, John Kim, Anthony Tran & Vasily Trubetskoy
Working across the arts, music, and politics, this panel considers the dynamics of power in mediated participation. Borrowing its title from the work of Bill Cooke and Uma Kothari, who questioned the legitimacy of participatory development projects led by the World Bank and other inter-governmental bodies, this panel addresses the unintended consequences of, and the power struggles in, collaborative music platforms, social networks, wireless infrastructures and open government initiatives. The purpose is to explore the construction and valuation of participatory discourses, designs, or experiences and challenge received wisdom of participation’s power. When does the discourse of participation mask power? Who has actual versus perceived authority? How do bottom-up, collaborative-based, leveled social, cultural, and political experiments create new inequalities?
Chair Person: Maria Miranda Presenters: Brandon LaBelle, Darren Tofts, Renate Ferro & Timothy Murray
With the growth of the internet and mobile telephony across the globe we are witnessing new configurations of public space and public culture. In his conclusion to the book Networked Publics, Kazys Varnelis describes this new state of affairs as network culture and proposes that network culture has replaced the logics of both modernism and postmodernism, becoming the dominant cultural logic of our age. As the conditions of network culture expand many artists are forging a new relationship with the internet, not as a medium, but rather as another site of their work. Today it is not the virtual as a separate space apart that is of interest, but the fact that the layering of the virtual sits beside everyday life through connection. For many artists the internet is now acting as one site of the work as well as another form of public space. These artists are leaving the studio behind, moving and working in public spaces, in a process that is both mobile and nomadic.
Unsitely Aesthetics refers to a particular aesthetics that has emerged with this mobile and nomadic shift in artistic practices. Unsitely plays with the figure of site, a well-rehearsed figure in contemporary art, but suggests a current disturbance of both sitedness and sightliness. These unsitely/unsightly works utilise a DIY approach unconcerned with issues of beauty or traditional notions of spectatorship, and they often use laughter and humour to get at something else. While unsitely upsets site’s singular location it suggests a space of tension, ambiguity and potential. This panel explores the multiple and diverse ways artists are working in public space within the context of network culture where being in two places at once, or the superimpostition of real and virtual space has become the common experience. How is network culture shifting the notion of both place and public art for spatial media art practices? In particular how is the internet a site/unsite of public art? How does site work in media art practices that exist across media and in different places?
Chair Person: Ian Gwilt Presenters: Dew Harrison, Martin Rieser & Suzette Worden
This panel will explore the notion that contemporary creative practice is increasingly taking place in and between analogue and digital cultures. And that by enfolding the creative processes inherent within these two environments we can generate richly informed creative outcomes that build on the qualities of both digital and material culture. This working in and between digital and analogue environments, toward the generation of creative works is the essence of what the panel will discuss as cross or variable reality creative practices. The panel will consider the potential for making within and across digital/material environments through the presentation of their own research/practice.
Chair Person: Nell Tenhaaf & Mónica Bello Bugallo Presenters: Sally Jane Norman, Paul Vanouse, Sonia Cillari & Jose-Carlos Mariategui
For this panel, we will analyze new discourses and modes in art and artificial life research. This will be placed in relation to recent outcomes of the computational sciences together with the most revolutionary developments and discourses of the life sciences. The focus will be specifically on: creative modes engaged with dynamic living processes that have been affected by simulation, explorations in synthetic life systems, environmental visualizations, hybrid spaces, augmented and mixed reality landscapes and prospective methods and devices.
Chair Persons: Patrick Lichty & Susan Elizabeth Ryan Presenters: Gregory Little, Elle Mehrmand, Micha Cárdenas & Stephanie Rothenberg
In 1969 Gilles Deleuze theorized the “BwO” or Body Without Organs (in The Logic of the Sense, after Artaud’s original term). It refers to the virtual dimension of the body and its potentials, likened to the egg as site of embodiment (in Deleuze and Guattari’s Anti-Oedipus)—a set of multiple potentialities as well as dysfunctional repetitions. In this panel we seek to explore the relations between fleshly bodies and digitized ones as sites of embodiment for our current, informatically energized existences. From Facebook relationships to performances in Second Life, many of us experience various parts of our lives virtually today. But how are these experiences absorbed into our so-called “real lives”? In what ways do our virtual and physical spaces intersect—are they agglomerated realities (Haraway), or embedded in some ontological continuum?
There have been controversies and supporting studies (esp. concerning virtual games) suggesting that excess social mediation is harmful towards our “sense of reality” and ability to interact in society. But researchers of virtual life like Nick Yee (Director of the Daedalus Project survey of MMO players) have shown that avatar experiences positively affect our physical lives and personalities. Still, new research supports old wisdom that too much virtuality is harmful toward our “sense of reality” and ability to interact in society. How are we to think about our bodies and their virtual doubles? Artists and designers know the metaphysics of the BwO. They have created innovative ways to explore how virtual experiences can radically transform our real-world identities, as with Micha Cárdenas’s Becoming Dragon (2008); or socioeconomically impact the physical world, as did Rothenberg and Crouse’s Invisible Threads/DoubleHappiness Jeans project (2007-8). The session will address both artworks and theoretical frameworks that engage our replicated bodies, the affective relations they create, and transversal effects across multiple environments, platforms, and physical appearances.
Chair Person: Peter Richardson Presenters: Stefan Müller Arisona, Steve Gibson & Christian Schneider
Visual effects (VFX) are the various computer generated processes by which imagery is created and or manipulated outside the context of a live action film shoot. Traditionally moving image visual mediums in a performative / gallery context have been primarily experienced as “playback” mediums, in which material is fixed in time and is played from beginning to end. Real-time visuals on the other hand require the intervention of a performer or a user. In the case of the VJ or live filmmaker, he or she chooses the video clips in real-time, selects the options for effects and determines the compositing of images and effects. Recently a number of (traditional) Narrative film makers have moved away from structural narrative and into the realm of ‘live cinema’, remixing their films for audiences as a performative experience. This raises interesting possibilities to extend the genre with a performative art based approach. British directors Peter Greenaway and Mike Figgis increasingly work with this method. The ‘live cinema’ experience is generally limited to pre shot or captured visuals which are processed or remixed. As yet few have attempted to incorporate ‘live’ visual effects as part of this cinematic experience. “VFX Remixed” seeks to stimulate debate and generate theoretical prototypes for live cinema experiences that utilize the technologies of VFX and combine to create a more immersive cinematic performance experience. Areas of interest include audio-visual performance VJ(ing), physical and serious gaming, computer-based installations incorporating real-time visual processing.
Chair Person: Norie Neumark Presenters: Nermin Saybasili, Igor Stromajer & Isabelle Arvers
There is an uncanny quality to voice in electronic arts, viscerally carrying bodily intimacies to the listener through physical spaces, yet dislocated from the speaker’s body through reproduction and transmission. The digital voice is paradoxically human and machinic – intimate and intense, as it connects subjectivities on the one hand and the digitally abstract on the other hand, as it passes through machines on to the other. Whether voices call to us across the internet, or across the smaller space of an installation, or from the small screen of machinima, media artists have found this paradoxical and uncanny quality alluring and have worked with it across a range of media and emotional ranges. While voice is often discussed in a political and metaphorical sense (giving people a voice through media) the aim of this panel is to address the aesthetics of voice in media art. Voice, with all its paradoxes and ambiguities, is over-ripe for the theoretical and arttistic engagement that Roland Barthes invited with his now very familiar concept of grain of the voice. And voice with its intimacies, its intensities, its aesthetic richness, is all the more diverse and complex in the age when grain has become granular synthesis. Voice moves across and defines spaces and relationships, it resonates and re-sounds. It invokes, provokes, convokes. The panel will address such complexities of voice in the current digital and networked moment of electronic art by bringing to the fore the dynamic relationship between technique and technology and culture, by including theorists and artists in the panel discussion.
I Wish You Were Here! is a series of thematic projects put forward by the French-based Collectif NUNC (Clarisse Bardiot, Annick Bureaud, Jean-Luc Soret and Cyril Thomas) in an attempt to re-examine the relationship between print and online publishing and new ways of exhibiting art.
6 X 6 / 36 is the first issue in the I Wish You Were Here! series. It consists of 6 notebooks and 6 sets of stickers designed by 36 artists, and includes a total of 144 artworks.
Both an exhibition and a publication that takes the form of 6 notebooks and sets of stickers contained in a purposely designed box, 6 X 6 / 36 explores an innovative and nomadic approach to contemporary art. Each notebook is displaying the creations of 6 artists who share a common theme. Each work is printed on a sticker as a data matrix. Thus, the reader can access the artwork – or information about it– on a website via his/her smartphone or a specific application. 6 X 6 / 36 blurs the boundary between print and online publication and exhibition formats. The stickers can be peeled off and placed in a home or public place, allowing the user to design his/her own exhibition.
6 X 6 / 36 moves away from the traditional format of the gallery or museum exhibition to appropriate urban and public space, as poster designers and graffiti artists have long done. It follows the flow of data on the internet, spreading all over the city and reaching the most incongruous locations. The artist’s signature and the motif no longer have any existential value; they take second place to the online artwork.
At ISEA2011 in Istanbul, we are launching the first notebook in the 6 X 6 / 36 series on the theme of mobility. The six artists are : Annie Abrahams, Beatriz da Costa, Nicolas Frespech, Antti Laitinen, Albertine Meunier, Servovalve. The project is published by Subjectile.
Collectif NUNC: Cyril Thomas, Jean-Luc Soret, Clarisse Bardiot, Annick Bureaud. More information is available at nunc.com
Chair Person: Stephanie Rothenberg
“@China, Virtually Speaking” leverages online and virtual platforms to bring together a group of geographically dispersed art and design collectives and individuals throughout China to reflect on the topic of “open source”. In this virtual round table discussion, panelists will address how notions of “open source” are being translated and applied cross-culturally to generate new models of cultural production and social practice within the political and economic boundaries of China. For participants not physically present at the conference, the dialogue will be enabled through a live stream of Skype video and the virtual environment of Second Life.
The art and design collectives invited to participate on this panel are all challenging the limitations of what has become a highly commercialized art market and corporatized creative industry in China through their cultivation of collaborative alternative spaces and unconventional exhibition and discursive platforms. Panelists will discuss how new technologies are being utilized and the ways in which participatory and situational modes of art and design production are being engaged making way for more emergent forms of practice in both rural and urban locations.
Questions the panel will address include: What strategies are cultural producers employing to move beyond the red door of online media censorship? What is the relationship and interfacing of alternative spaces to local and indigenous communities? What is the impact of these alternative spaces and production models on the Chinese art world and creative industries?
Part of the discussion will also include a report back from the 2011 Continental Drift in China that several of the panelists and the Chair will have participated in over the summer. This experimental research-based trip across China co-facilitated by Brian Holmes and Claire Pentecost examines the geopolitical transformations of the country through the lens of urbanism/ruralism.
Chair Person: Elif Ayiter
Presenters: Selim Balcisoy, Murat Germen, Yacov Sharir, Diane Gromala & Margaret Dolinsky
We have come to recognize the vast potential of Virtual Reality environments as powerful agents of change, both on a personal as well as on a socially interactive level. Thus, this panel will discuss the implementation of Virtuality Reality technologies in the fields of healing and of personal growth, learning, as well as an all important re-capturing of potentially lost adult playfulness through three dimensional virtual presence and immersion. In this panel we propose to look at Virtual Realites in their online as well as standalone manifestations with a special consideration for its capabilities in producing emotional, perceptual, behavioral changes in their users. That these changes extend beyond the actual immersion and continue into the everyday existence of participators has been previously established by Yee and Bailenson (2007). Beyond their considerable persuasive capabilites as we know them today, looking into the future, Biocca (1997) discusses the possibility of developing a medium that allows greater access to the intelligence, intentions and sensory impressions of another person through the usage of Virtual Reality environments and the embodied agent therin, a state which he calles Hyperpresence: Proposing sensor based technologies, used in conjunction with immersive three dimensional Virtual Reality Biocca points at the possibility of a novel communication codes which may enhance/amplify and even extend beyond spoken language and non-verbal codes such as facial expression, posture, touch, and motion, that “these can augment the intentional and unintentional cues used in interpersonal communication to assess the emotional states and intentions of others” (Biocca, 1997). In light of and an awareness of such offerings, both current and future, we have come to recognize the vast potential of Virtual Reality environments as powerful agents of change, both on a personal as well as on a socially interactive level. What will thus be under scrutiny is how Virtual Reality based artwork can be actualized within such a process: The implemetation of Virtuality Reality technologies in the fields of healing and of personal growth, learning, as well as an all important re-capturing of potentially lost adult playfulness through three dimensional virtual presence and immersion will be some of the subjects under discussion.
Chairs: Kris Paulsen & Meredith Hoy Presenters: Zabet Patterson & Laura U. Marks
This panel will investigate the history of abstract moving image work from early computer films, to the first video synthesizer images, to current work in generative, algorithmic art. Unlike typical images derived from film and video, which capture indexical traces of the scenes and objects in front of their lenses, these works generate imagery without referents and often without cameras. Early computer animations experimented with the translation of code into graphics, video synthesizers mapped electric impulses directly onto the scrolling field of the cathode ray tube, where as generative art uses computational algorithms to define a set of rules which automatically set into motion and ever changing visual landscape.
The papers on this panel challenge the particular model of visuality proposed by a traditional understanding of film. They trace out a long history of generative art, rooting new media practices in experimental work of the 1940s, 50s and 60s. The work of John and James Whitney, Stephen Beck, and Casey Reas model an alternative history of moving images that privileges abstraction over representation, and procedure over mimetic capture of the natural world. In an effort to make something radically new, these artists refer to older histories of knowledge and make explicit reference outside of the lexicon of Western visuality to the Eastern figures of arabesques and mandalas. Like these spiritual motifs, the artists aim to create types of imagery that exceed the visible material world by making works of pure light. In doing so, they not only author an alternative history of film, but also hypothesize a metaphysics of the screen. The papers on this panel challenge the particular model of visuality proposed by a traditional understanding of film.
Occurring within the scope of the 12th Istanbul Biennial Parallel Events and ISEA2011
A discussion in two sessions on the occasion of the 12th Istanbul Biennial and ISEA2011 at the Consulate General of The Kingdom of The Netherlands, Istanbul.
Today the trend in art and critical theory often presents a program focusing on social issues and concerns rather than aesthetics. The contemporary biennial, one of the hypertrophied exhibition platforms of our global present, serves as the locus optimus for this focus. This type of exhibition has become a stage for artists, curators and spectators to reflect and speculate on our current condition. But has art become solely a vehicle for social commentary? And what is the role of the media in art practice and exhibition arenas? How does media – including internet, twitter and social networks – serve as a tool for the art to convey larger issues? Does media democratize our society, or is the democratization of media in fact a falsehood? The re-mediation of our society is re-mediating both its epistemological and ontological status, with unexpected effects. Artists, curators and media specialists are invited to converse about these topics and to elaborate on their professional practice and point of view within the field of biennial-making and contemporary art.
Chair Person: Marc Tuters Presenters: Tristan Thielmann, Mark Shepard & Michiel de Lange
In 2006 Varnelis and Tuters published “Beyond Locative Media”, which discussed the emergence of locative media as “the next big thing”. Five years on, with the ubiquity of iphones, locative media has become banal. Locative media had been much anticipated within the media art world, notably at the ISEA symposia in 2004 & 2006 after which it entered popular culture as a trope in William Gibson’s last two novels. Yet while it may have faded from the avant-garde, there is a thriving locative discourse in academic journals, associated with the “spatial turn” in media studies. This panel considers the role of locative media in the arts and humanities discourse. The aforementioned text framed locative media in terms of neo-Situationist tactics which sought to actively imagine an alternate city. While locative practicioners did not share the oppositional politics of their net art precursors, one can not help but wonder if some greater potential for the medium has not perhaps been foreclosed by a participatory culture that suggests little more than reconfiguring ideas from past.
William Gibson no longer writes about cyberspace in the future, but instead about locative art in the atemporal present. Having emerged in the mid-’00’s from media arts, locative media are now part of the consumer technology and popular culture. This panel discusses the value of this concept in relation to debates at the intersection of urbanism and media studies, and considers the (non)existence of a locative avant-garde.
Chair Persons: Marie-Pier Boucher & Jennifer Willet Presenters: Tagny Duff & Paul Vanouse
Biotechnology forces a restaging of the ecology of our relations with other species: with biotechnology we are now able to breed, to birth, generational life forms that serve as tools, subjects and embodied technologies that in turn interact with and alter our bodies, and the planet’s ecology. This panel will propose alternative models (artistic and theoretical) to the proliferation of digital metaphors in describing biotechnological protocols. Drawing upon the transformative power of bioart in creating new conceptual and practical tools found in biological materiality, our discussion will revolve around a large collaborative project called BioARTCAMP. BioARTCAMP is best described as a bioart camping expedition in the Canadian Rocky Mountains where the Rockies will serve as a dramatic incarnation of an external ecology for six artists, two scientists and two theorists to build a working biotech laboratory as part of a durational performance.
Bioart intrinsically invites us to engage the complexities of the manipulation of life towards human ends by forcing us to consider the moral and ethical implications that the artist (and viewer) must ascribe to the materiality of the work. In the form of a debriefing after a bioart camping trip, our discussion will focus on the performative relationships biological laboratories possess with external ecologies. These performative relations, we will show, amount to the consideration of biotechnologically shaped environments in terms of connections between milieus of interiority and milieus of exteriority, in terms of topological connections; biotopologies. We will investigate (1) how biotopological practices affects living’s spatial conditions; (2) how the production and manipulation of living organisms (Biodegradable Incubator, Animal Enrichment, Deep Woods PCR (Polymerase Chain Reaction)) in open ecologies affect the evolution of biotechnologies and their direct links with larger ecological concerns and; (3) how these interventions reconfigure our modes of understanding biological materiality. In brief, our panel will draw upon a science/art collaboration in order to discuss biotechnologies’ spatial, ecological, material and ethical implications.
Our panel will draw upon a science/art collaboration in order to discuss biotechnologies’ spatial, ecological, material and ethical implications.
Chair Person: Rie Saito Presenters: Miyuki Endo & Machiko Kusahara
What was the critical point of Japanese postwar avant-garde art when re-looking today’s art scene? How have they influenced contemporary art, culture, and society until present?
Through these presentations, the importance of Japanese postwar avant-garde art will be clarified and how they affected the current art will be discussed in detail. Three topics will be presented to reconsider the body image in contemporary arts, especially from the view of media and the art as a performance. The work of Atsuko Tanaka from GUTAI, Katsuhiro Yamaguchi and the work of Kenji Yanobe will be examined.
The first presentation will mainly focus on the work of Atsuko Tanaka (1932-2005), one of the main artists of GUTAI movement that occurred in western region of Japan in 1950’s. By analyzing her works from cultural and sociological context, fluidity and ambiguity in gender and the body within the context of current media art will be examined. Re-thinking early emergence of Japanese postwar art and focusing on the genealogy of contemporary avant-garde art will bring a new meaning in a present new media art. Moreover, Japanese multimedia art performance group called “Dumb Type” will be discussed from the current media context to clarify the ambiguous body image in Japanese contemporary art.
The second presentation will focus on Japanese artist Kenji Yanobe (1965) and his work. Great East Japan Earthquake in 2011, 03, 11 caused serious damage and shocked all over the world. Besides radiation leak from nuclear power plant reminds us the incident of Chernobyl in 1986, and also the radioactive contamination to neighboring area is terribly serious in Japan. Moreover from atomic bomb in 1945 and thermonuclear test of Bikini Atoll in 1954, to nuclear-power disaster in this time, it is difficult to talk about Japanese country and culture without problem of nuclear power. In this presentation, Kenji Yanobe, who considers surviving in the world contaminated by radiation and tries to express his idea in his work, will be introduced. Many artists made action to express anti-atomic power after 1950s in Japan. Referring to the history of them, this presentation discusses body image in his performance and installation.
The third presentation will focus on Katsuhiro Yamaguchi, who is internationally known as a video artist, has played a major role in Japanese media art history. Already in 1950s he was a central figure in Jikken Kobo (Experimental Workshop) along with Toru Takemitsu and others experimenting the latest technology of the time in their own performances and exhibitions as well as for experimental ballet theaters. After designing a most innovative pavilion at the 1970 Osaka World Exposition he co-founded Video Hiroba that invited people to use video to express their own voices. This presentation discusses intentional absence of his own body in Yamaguchi’s works in contrast to the demonstration of body-ness among his contemporary avant-garde artists such as buto dancers. Creating an environment (a “garden”) for the viewers/participants to be explored using their own bodies was his concept, which led to the emergence of interactive art in Japan.
Chair Persons: Luisa Paraguai & Rachel Zuanon Presenters: Laura Beloff & Sara Diamond
The wearable computing is a knowledge area in constant development, evoking significant transformations on human/machine communication to configure an effective and affective interface. Those technological artefacts have augmented the personal boundaries redesigning the corporeal schema and lived experiences of bodily spatiality. So, the user’s body is beyond acting the support for those computers understood as a physical reality technologically mediated elaborating behaviours and sensory-motor skills, which works as essential data for recognition of own preferences. Those information exchanges between biological and technological systems have constructed possible dialogues evoking questions and pointing out challenges. The panel with a contemporaneous perspective about the creation and the development of wearable computers concerns with the main aspects of those processes: the design, creation, innovation, mobility, usability and ergonomic perspectives; the fashion, about the body-technology-consume relation; the textile technology, about smart textiles; the sustainability, about recycle materials, use of natural energy as the charger of the mechanical and electronic systems and the development of systems with low energy cost; the networks and technologies, considering the augmentation of the body and mind of human subjects in networks of interactions powered by communication technologies.
Chair Persons: Arthur Clay & Jason Freeman Presenters: Basak Dilara Ozdemir, Thor Magnusson, Georg Hajdu, Shane Mc Kenna & John Eacott
Over the last decade, a growing number of composers have begun to use what is known as real-time notation in their work and many have developed diverse systems to facilitate its use in all types of performative situations. Real-time music notation includes any notation, either traditional or graphic, which is formed or created during the actual performance. Other terms such as dynamic music notation, live scoring, virtual scoring, and reactive notation have also been used to describe the same process. This panel event seeks to convey the excitement of current real-time notation practice to the public by presenting work done in the area by prominent composers, musicians, and researchers. The presenters will explore key issues behind virtual scoring and real-time notation from technical, musical and design perspectives and provide an overview of the various approaches, their systems, and the styles of music that have emerged from them.
Relevant works from the past and the present will be discussed to show how real-time notation relates to earlier experimental methods in open-form and malleable musical scores and in computer-assisted composition, in order to facilitate understanding through showcasing the exploration of the connections and boundaries among composers, performers and the audience. Participants from the planned accompanying workshop Interactive Music Basics & RealTime Scoring will join the panel and discuss their experiences while using software and hardware tools to create real-time notation systems or dealing with the challenges as interpreters of extreme sight reading. Above all, the organizers of the panel hope that the events will spark interest and discussion that will further the development of a community of practice around virtual scoring and real-time playing and raise awareness of this new area within the contemporary music circles to aid in attracting new people to this exciting field.
Chair Person: Ian Gwilt Presenters: Darko Fritz, Sue Gollifer & Melinda Rackham
In this panel the term compumorphic art will be used to describe an emergent collection of artworks, artists and projects that reposition the digital computer as a form of creative inspiration, cultural commentary or aesthetic reference.
Through the presentation of their own research/practice the panel will reveal how compumorphic artworks not only reference the visual aesthetic of computing technologies but often utilize or question the cultural values and ontological qualities we commonly ascribe to the computer-digital.
However, this term is by no means fully resolved and it is hoped that a lively debate around the notion of compumorphic art – what this might mean and what it might encompass – will take place in the forum.
Chair Persons: Lisa Anderson & Josephine Starrs Presenters: Leon Cmielewski & Joni Taylor
This panel explores multi-dimensional works that interact and explore the narratives of damaged landscapes -urban and outback scars found on and within the structures of land and architecture and scars related to the movement of peoples. The speakers will present their artworks developed from the evidence of weather shifts that are woven through various forms, including personal documentary-style images, GPS data and satellite imagery. These artworks use images of the earth’s surface to explore narratives of potential futures. Within past and present actions can be found a future that revels within the sense of belonging. The future could be based within a continuing paradigm or shift into greater understandings of new and ancient technologies that shift our potential for creating and investing in a future visible world. The projected images and context expand the premise that tapping into the narrative of place reveals an understanding of a future plan. This element begins to question and push the science of weather, the land and the movement of peoples to a frisson, wherein may lie a new approach. Dr. Lisa Anderson, Josephine Starrs and Leon Cmielewski have all worked with Lake Mungo in the remote Australian outback and have drawn together some of these quests to look more closely at the implications of story in place. Dr. Anderson and Joni Taylor have both explored the elements of collision of the urban landscape against a wilder life, that takes the city back at any opportunity.
Dr. Anderson created Night Snow which explores the shifts of animals into the villages within the High Arctic and compares these stories to those of drought affected cities in Australia. Joni Taylor considers a shift in our architectural relationship to the wild to develop an academic understanding and smart world approach to the concept of architecture, to create an architecture that encompasses the changes in weather and movements of populations, in order to establish aware city surfaces and enclosures. The panel will explore a range of factors to feed into an understanding of a future that is a brave new world architecture, that protects from the void, that inserts into this a possibility for a genuine story of place to guide/inform projects. The spectatorship understanding of past engagements includes the notions of national parks and wild life as outsider events and a pioneering approach to architecture. The speakers seek to integrate narratives of land, architecture and urban movements to focus on the problems posed by the culture/nature divide. The future is inherent within this form of visual understanding and draws on the very different elements that concern these artists. They explore the social agenda of difference, imbedded within the question asked by the landscape works of the Qing Dynasty – Am I in Nature or is Nature in Me?
Chair Person: Helen Sloan Presenters: Vicky Isley, Paul Smith, Susan Collins, David Cotterrell, Sigune Hamann & Susan Sloan
The panel seeks to investigate and revisit the political role that art can play in subverting standardised visual form and language. Data manipulation and visualisation contributes to a large part of contemporary digital arts practice. A tendency to separate out framework/platform and content has meant that analysis of the material of visual forms that arise from artistic processes can be overlooked. This panel examines diverse approaches to the manipulation and visualisation of data appropriated by visual artists. While the works presented by the panellists are not overtly political, there is a strong presence of challenge to the visual tropes used by those engaged in production in an industry context such as film, gaming, journalism and marketing.
The panel seeks to investigate and revisit the political role that art can play in subverting standardised visual form and language. Panellists will be drawn from artists in the concurrent Broken Stillness exhibition at ISEA, who are interrogating the relationship between historically embedded forms of image making, especially painting and photography, with those digital practices that are still in development or relatively unexplored such as computer animation, motion capture/tracking, modelling software and high definition. The work presented and the panelists will explore the new forms that are emerging from an in depth exploration of digital tools combined with an understanding of more established forms of imagemaking in the visual arts. Beyond the concentration of the digital on speed, collectivism and bandwidth in much digital work, the panel will call for a subtle approach to making work.
Chair Persons: William Hart & Nancy Mauro-Flude Presenters: William Hart, Brad Miller, Linda Dement, Danja Vasiliev, Audrey Samson & Julian Stadon
This panel examines bots & automata as subjects of culture, with the particular emphasis on how we experience and personalise our interactions with them. Sociable robot development raises many questions with regards to cultures of spirituality and expression. The choice of encoding tool and interface are intrinsic to any communication platform, which always gives rise to new situations that must be tackled. Creative reflection and critical intelligent play has allowed for the numerous synergies between man and machine and influences how we are naturally inclined to interact and use these new technologies, and how these interactions impact on society. Such diverse views toward technology are shaped by respective social histories, cultures and experiences. Robots have become cult objects of contemplation, giving us a sense of connectedness with the world around us.
Conception of the other is formed by reflection of our projected perceptions and these personal experiences in turn create new cultural identity aesthetics or present challenges to representation as we know it. There is continuing discourse on how our robots should look and what role they should take in society. We wish to offer commentary on these debates and raise issues about our historical and social relationship with machines and hope to extend a unique way of seeing robots: as a cultural phenomenon, as companions, as objects of startling beauty and as an important contemporary art form. Ever curious how the field of robotics and computational media can yield new potential understandings for theories of embodiment. Over the years there have been many speculations around the paradox of computing, theatre machines and play. We have this strong desire to invest machines with intelligence. We collectively buy into this mythology, wanting to believe intelligence exists in these sophisticated calculators. Anthropomorphism continually haunts us, and our machines – have we always been and will we fundamentally remain idolaters?
Chair Persons: Geoff Cox & Tatiana Bazzichelli Presenters: Dmytri Kleiner, Elanor Colleoni, Christian Ulrik Andersen, Søren Pold & Maya Balcioglu
The panel investigates some of the interconnections between art, activism and business. “Don’t hate the media, become the media”, was one of the slogans of Indymedia. We are applying this critical hands-on perspective to the business framework. Presenters examine how artists, rather than refusing the market, are producing critical interventions from within. As the distinction between production and consumption appears to have collapsed, every interaction in the info-sphere seems to have become a business opportunity. Therefore, the creative intersections between business and art become a crucial territory for re-invention and the rewriting of symbolic and cultural codes, generating political actions or social hacks that use a deep level of irony, but also unexpected consequences. The tactics demonstrate the permeability of systems — that these can be reworked — and more so, that radical innovation requires modification of the prevailing business logic. The backdrop of the Istanbul Biennale makes a useful reference point here as one of the markers along with art fairs in general for the commodity exchange of artistic production.
We are not suggesting these are new issues — as there are many examples of artists making interventions into the art market and alternatives to commodity exchange — but we aim to discuss some of the recent strategies that have emerged from a deep understanding of the net economy and its markets. The panel explores some of these contradictions: that on the one hand, there are alternative or disruptive business models that derive from the art scene, often as critical or activist interventions, but on the other how these practices can be easily co-opted by proprietary business logic. This is perhaps exemplified by the business idea of ‘disruption-innovation’, where disruption is considered to be a creative act that shifts the way a particular logic operates and thus presents newfound opportunities. Does this mean that well-meaning critical strategies of artists and activists are self-defeating? How do we develop disruptive business models that do not simply become new models for business that ultimately follow capitalist logic? We maintain there is nothing wrong with doing business as such.
Chair Person: Barbara Rauch Presenters: Dee Hibbert-Jones, Heather Kapplow, Mark Palmer, Semi Ryu, Kristin Stransky Mallinger & Joan Truckenbrod
Without doubt emotions are evolving as they are influenced by culture, context and behaviour. David Matsumoto (2007) elucidates these three influences on human emotion. Western and Eastern societies have witnessed change with the use of new technologies. Will our ability to read emotional expressions slowly change with the new communication systems? Might people soon no longer be able to read facial expressions? With the loss of the ability to read an emotion might come too the loss of the experience itself? Steven Pinker (2002, p.40) stresses that emotions and behaviour always represent an “internal struggle”. It is not merely culture and society that directs human behaviour, but the mind has an innate system that generates endless possibilities to choose from.
Emotions and feelings have been studied by some important researchers in the field, including Darwin, Damasio, LeDoux, and Ekman. The discussion can now be expanded to include emotion research and emotional responses in Artificial Intelligence, Artificial Life, gaming industries, virtual environment studies and augmented reality systems. This research forum brings together leading artists and researchers in the field of emotion studies. Researchers/ scientists/artists and curators will debate digital artworks that primarily address emotions and autism. I have chosen the format of the forum over the panel to allow more debate between the speakers and the audience. A 2-3 hour time slot would be perfect. Questions raised by the panel will centre around how technologies influence emotional wellbeing. Panelists will be asked to present a brief 15-minute position summary that will then be followed by discussion with fellow panelists, moderators, and the audience. The focus of this panel will be more on discussion and idea sharing and less on paper reading.
Chair Persons: Judit Hersko & Lisa E. Bloom Presenters: Jane D. Marsching, Marko Peljhan, Matthew Biederman & Leslie Sharpe
Questions of subjectivity related to gender, race, emotion, and perception usually do not factor into thinking about polar climate science. This panel explores climate change and the environment as well as the landscapes of the polar regions and geopolitics in terms of shifts in awareness that inform how we think about, act about, and set policy for dealing with these global regions. Politics, emotion and culture are significant indicators for understanding the history and present uses of the Arctic and the Antarctic, how science and data gathered in these regions is perceived today, and the resulting impact on practical policy matters related to climate change. This panel is a companion panel to Far Field 2 and takes up some of the same issues but emphasizes the connection to the colonial histories of these regions, the technological incorporations of traditional knowledge into data, as well as contemporary approaches to art about landscapes that deal with issues of politics, emotion, and culture. The papers discuss contemporary art that challenges normative assumptions about art making-what form it might take, what effects it might have, and how it might incorporate as well as be read as data-in addition to how it might change our perceptions of the landscapes of the polar regions. Much of the artwork discussed embodies a relationship to nature not as something to be conquered, transformed, or turned to our advantage, but as a relational space that makes us think differently about the environment, the fossil fuel industry, capitalism and notions of territory.
Chair Persons: Tom Corby & Andrea Polli Presenters: Annick Bureaud, Nathan Cunningham & Andreas Fischlin
In recent years the science and data of climate science has come under unprecedented public scrutiny. This politicization of climate data, whilst potentially dangerous, offers opportunities for us to re-think our relationships to science and develop discussion around interdisciplinary art/science approaches to our changing environment. In this spirit the panel will explore how climate data operates as a social and cultural phenomenon with creative affordances beyond normative scientific and institutional frames and practices. Panel members from artistic and scientific communities will present collaborative projects, theoretical elaborations and visual and sonic experimentations that explore the following questions: What data driven approaches to representing climate change in the arts exist; what are the future possibilities?
Chair Person: Bill Balaskas Presenters: Christina Vatsella, Beryl Graham, Philip Glahn, Melanie Lenz & Athanasia Daphne Dragona
From the early stages of its development, New Media Art readily adopted a variety of means of artistic engagement and expression that aim at serving modes of utopian social being: from multi-modal collaboration to mass participation and from open software to hacktivism, the germs of leftist utopian thought seem to abound in the art of the Digital Age. It appears that New Media Art increasingly employs new technologies in order to penetrate all aspects of global social living and propagate such practices as catalysts for change. It has gradually become part of an ideology whose objectives allude to utopian theories of social organization lying closer to certain visions of communism, than to the realities of late capitalism within which new media operate.
This panel session intends to investigate the relevance of communist utopianism to New Media Art’s ideological dispositions, as a starting point from which wider political, social and cultural implications of New Media Art could be explored. In this context, areas of interest addressed by the panel’s contributors will, amongst others, include: Marxist theory and the digital art object, democratization of art through audience participation, literal and metaphorical revolution in the realm of new media, economic actors and networks shaping the character of New Media Art, institutionalization of New Media Art and related cultural policies. Through the synthesis of such diverse points of view, the session will attempt to demystify whether and to what extent the art of the Digital Age is, or could be, the result of the seemingly paradox combination of capitalism’s products and communism’s visions.
Chair Persons: Lynn Hughes & Heather Kelley Presenters: Cindy Poremba & Emma Westecott
This panel focuses on some of the most interesting developments in games and playable media. More specifically it will look at the recent surge in making independent games or game-like media art and artifacts. How does the indie moment in the games industry intersect with the rise of interest in playable media outside the industry (art games, game art, games as research, embodied play, new arcade games, lo-fi and retro games, diy….)? Panelists will provide a broad overview of current “gaminess” but will also be drawing on examples of their own art/design work. Papers will address the following types of questions:
Chair Persons: Alexander Schwinghammer & Daniel Wessolek
Presenters: Nicholas Salazar, Asko Lehmuskallio, Anna Lena Seiser & Sebastian Sierra Barra
A violation of the norm whether intended or by chance entails the danger of facing punishment either through law enforcement, violent response, stigmatization as ‘deviant’ or abhorrence by society. Generally acts of deviance mark infringements of established patterns. However linked to the notion of intended deviancy being in fact an alleged deviance as an attempt to attract audiences or consumers. Deviancy appears to possess the potential be used as a method to generate an image, such as giving a brand a dash of rebelliousness by attributing deviance to it. Deviancy can be employed by others as a description, as well as it can be used as a self-description (for economical reasons for instance). In contrast to deviancy that can be used externally and internally, discreditation is a performative act of ascription by others. A key intention of discreditation seems to be the intended damage of the ‘good’ reputation of someone or something. Discreditation happens on purpose. This panel explores different social formations, events, artistic endeavours, sites, performative behaviours and fields of inquiry that employ strategies of discreditiation. Therefore a wide focus is used to map an underrepresented and diverse field.
Chair Persons: Kerstin Mey & Yvonne Spielmann Presenters: Ryszard Kluszczynski & Sabine Fabo
Hybrid cultures are phenomena of essential connections in the present. They emerge from diverse and complex influences. Hybrid cultures are mergers that combine past and present, local and translocal, space and place and technoscape. Hybridity is expressed in various cultural contexts and in the in-between spaces of arts, media, science and technology. Under the sign of the digital and the global, hybridity connotes a cultural manifestation of multiple appearances, as in cyberspace and multiple selves. We apply the term hybrid cultures to the contemporary inter-connectedness that derives from the technological possibilities of merging virtual worlds and real life experience and to art practices that instigate creative in(ter)vention into our global media present, as well as to scientific research that aims to blur the boundaries between human and machine, science and science fiction. In applying the term hybrid cultures, we propose to discuss a critical concept of hybridity that inter-relates the debates and practices of the interdisciplinary domains of media, cultural and aesthetic theories. The scrutiny of digital cultures as fields of hybrid interaction allows us to more closely examine the culturally mixed expertises that combine different aspects of theory and practice at work, in locally produced and globally distributed media forms, and in the convergence of network-based science and knowledge technologies, with creative art practices. As a starting point, we wish to scrutinise the critical stance of hybrid cultures: what are the cultural effects of hybrid practices in arts and media, science and technology? What kind of fusion can promote inter-medial and inter-cultural understanding? How can hybrid cultures resist corporate commercialisation? How can they benefit from transnational, transcultural, and translocal possibilities of digital communication? With regard to the plurality of media and cultures that are prominently discussed as hybrid, the panel encourages critical investigation of:
Questions the panel will raise: How much multiplicity and plurality do we want and need in globally networked communication? And what kind of specificity and difference in the midst of blurring is necessary for the identity formation of our cultures, arts, and sciences? How are complex relationships between arts and sciences and technologies creating a new vision of hybrid cultures?
Chair Person: Joseph DeLappe Discussant: Rita Raley
Presenters: Bernadette Buckley, Wafaa Bilal & Hasan Elahi
This panel will provide an opportunity for the examination of politically motivated, media based practices as we move into the second decade after the 9/11 attacks and the resulting War on Terror. The individuals involved in this panel have been instrumental in defining the use and dissemination of tactical media practices that have resonated widely in the cultural sphere by confronting issues of war, memory, terrorism and surveillance. The panel provides a crucial and timely context for these creative practitioners and noted scholars to discuss the efficacy of such ongoing efforts of engagement in works that seek to intervene in our contemporary political context. This will be an opportunity for critical discourse by these panelists and the panel attendees to consider the evolution and adaptation of these ideas in light of the challenges to sustaining a level of urgency in such politically activist creative practice – as conflict, terror and fear have come to typify the status quo.
Chair Persons : Anke Finger & Christiane Heibach Presenters: Randall Packer, Cretien van Campen & Birgit Mersmann
Interart Studies has established itself as a field wherein scholars from a variety of disciplines analyze the interrelation between different art forms based on historically divergent concepts of mono- and intermediality. Intermediality, in turn, denotes interrelated strategies of different media designs that generate new forms of presentation and reception modes – modes that amount to more than just an accumulation of the media involved. To cite one example: the integration of film/video in some theatre performances today merges 3-D-(the stage) and 2-D-(the screen) technologies. This interrelation not only changes the stage design, but also affects the actors’ performances as they interact with each other while maintaining visibility in front of the screen. This simultaneity demands increased attention to both natural (the co-actors) and technical media (film/video) – and, by default, the same applies to the reception modes of the audience. Consequently, the notion of intermediality comprises media presentation strategies and intersensorial perception modes. This new phenomenon or trend is, as of yet, barely accounted for in Interart Studies, excepting a few notable models such as Caroline A. Jones’s concept of “sensorium” that relates sensorial perception to cultural medialization. Intersensorial perception, nonetheless, is currently emerging as a prominent area in various disciplines, showcasing new phenomenological approaches.
This panel, then, seeks to push this area further, particularly emphasizing the role of media and medialization: Brian Massumi’s and Mark Hansen’s work, for example, despite its significance, continues to employ an undifferentiated notion of “embodiment“ to describe intersensorial perception. As a result, they ignore the differences of sensorial data, which anchor sense perceptions in diverse cultural contexts. Additionally, the mediated and hence culturally pre-formed character of sensual perception is mostly disregarded in favour of a concept that embraces a diffuse, immediate sensing process that seems to be ‘pre-medial’ or ‘extra-medial’. At its core, and to highlight the cultural differences of sensorial data, this panel seeks to address current research undertaken by the cognitive sciences to emphasize the intersections of interart and intersensorium as processes of perception that are interlocked with cultural formations – a triangular contamination or reciprocal process much in need of further questioning and examination.
Chair Person: Donna Leishman Presenters: Gordon Hush, Sue Golding, Don Ritter, Kriss Ravetto-Biagioli & Sheena Calvert
Framed by a context of increasing media anxiety over the volume of usage and the nature of social networking websites (Greenfield 2009), this panel will broadly explore the roots of this fear and the role of digital media and social development, specifically interrogating practices of social identity and contemporary experiences of reality/fiction. Following associated fears there has been an increased pressure from the American Medical Association (AMA) for the American Psychiatric Association (APA) to include video game addiction as a sub-type of internet addiction, along with sexual preoccupations and e-mail/text messaging in the upcoming 2012 Diagnostic and Statistical Manual of Mental Disorders (DSM-V), the standard diagnostic text used by psychiatrists worldwide. The reality of an un-chartable (dark) Internet, the acknowledged rate of change and the significantly problematic lack of any societal sanction or prohibition (when surfing the Internet) gives ‘us’ more space and opportunity to explore taboo and repression. Panel papers will explore the notion of the moral economy of human activity and how this is reflected in “moral panics” and the space between subjective experience (consciousness) and the contemporary environment (Hush), stylistics of (sexual) difference (Golding), manipulation within digital identity construction (Ritter), re-exploring The More Knowledgeable Other and social development (Leishman), and role of tactical anonymity within contemporary Net activism (Ravetto-Biagioli). Questions the panel will raise:
Chair Person: Davin Heckman Presenters: Dene Grigar, Anna Gibbs, Maria Angel & Scott Rettberg
This panel will explore the relationship between criticism and creative practice in electronic literature. This discussion will discuss the potentials of and limits to literary criticism in the realm of digital poetics and narrative. Heckman’s paper discusses the relationship between speed, literary criticism and folksonomy. Rettberg will highlight the ELMCIP Knowledgebase and community-based research practices in the field of electronic literature. Grigar will address the narrative in the age of digital media. And Gibbs and Angel will explore handwriting as an embodied praxis linking thought with corporeality through the medium of gesture, and its transformations in text-based new media art. Panelists will address the critical value of establishing connections with traditional literary vocabulary, both as a method for understanding new media art within literary contexts and as a method of advancing the development of new critical tools, particularly those that aid the development of a world literature of electronic literature.
Chair Person: Lorenzo Taiuti Presenters: Ekmel Ertan, Dia Hamed, Venzha Christ & Willem Velthoven
Let’s start from the title of the panel. In Europe the other/cultures were traditionally defined as eastern, Oriental, far out, a way of defining that establishes our borderlines and present in different ways in all cultures, since all cultures start from themselves. So it’s important to change the “Geographic” definition that underlines distance and re-place it with a moving mind geography rhizome/like & multi/centres, beyond any post/colonialist and any self centered cultures. The great developement of digital media in the east and more generally in the non/western cultures challenges the early asset of the digital cultures. Not only Silicon Valley, Japan and Europe ( the source developers of the 80’s), but many other cultures with a cross over of points of view ( and new uses of digital cultures) that change the old digital geography. The panel will try to make a point about what’s happening today, and what’s the “state of the art” of relationships and exchanges between East & West, and what are the differencies in the digital global society. We start from those points to confront positions and interrogate experiences of work and collaboration between East and West on issues of creativity and sharing. The ties have been made on mutual interests and cultural synergies from Cairo “Medrar for contemporary art” and Barcellona’s “Hangar”, Amsterdam “Waag” and Indonesia’s “Honf”, and from “Mediamatic” on islamic cultures in Europe, between “Amber Festival” in Istanbul with Europe and different cultures of the east. “East & West” interrogates as well the assumption that digital “parifies” cultures and tries to re-assume the data of cultural differencies, and of the changements on the early ideas of the “digital culture” of the 90’s. Beyond the myth of unfailing global comunications, we might find different layered ways of creating comunication and creativity through digital exchange. “East & West” would like to indicate new solutions or underlines the solutions that seem to fit better with a new cultural pattern where the geographic directions are right & left & everywhere.
Digital languages seem to be the “immaterial” “melting pot” that traces, in the contexts of contemporary comunications and contemporary art, similarities and contrasts of the different global cultures. In recent happenings in Egypt and Tunisia the use of technologies it’s been strong and visible. Social networks like Facebook, Google, Youtube have been used in many ways as well as it was usual to see women using cellular phones taking videos during manifestations. One of the deads during the clashes in Cairo, Ahmed Basiony, was a young artist using digital media for installations. One of them it’s a very interesting questioning of the digital language “Ascii not speak arabic”, where the shadows of the viewers make appear arabic letters on a screen covered by ascii code. There is a growing number of workshops, labs, festivals going on involving contemporary art and digital all over the “East” of the world. It will be a charming perspective to see what will come out of those new energies and cultures involved in the field of digital languages. The panel wants to bring people together to interrogate the actual activities, create new ideas and collaborations, incite creativity, new dialogues and try to foresee what’s happening in a new global digital culture where geographic definitions are changing but cultures maintain their singularities.
Untold Bodies examines the themes of retrieval and digital resurrection – bringing to light and into the light the objects, specimens and narratives previously hidden in dispersed archives and museum research databanks. This visual presentation is based on recent art/science collaborations and artist-in-residency exhibition projects with natural history and medical museums in Ireland, Italy. USA and the Netherlands/Sweden. It addresses the practice-based research concerns, the creative imaging processes involved, the institutional challenges encountered and the outcomes and new audiences for these projects. The work primarily focuses on collections in laboratories and public museums dating from the late nineteenth century to the present of fluid-preserved human and animal taxidermy specimens.
Central to this, is an examination of the aesthetic codes, display conventions and object-based epistemology inherent in these late nineteenth century museums, the communication challenges and fears faced by these institutions in embracing new audiences with new media strategies, allied to the sometimes entrenched curatorial practices and financial restraints that limit the opening up and uncontrolled distribution of imaged archival material beyond the institutional site. Untold Bodies takes as its content my recent collaborations and exhibition projects that aim to re-present and re-purpose historic content, at times uncovering the hidden histories stored off-stage, or re-staging the familiar displays for a new audience and context.
The presentation includes images and video from lens based projects with the following institutions: La Specola, Caregi Hospital, Florence, Italy (Still Life); Hubrecht Laboratory, Utrecht, Netherlands & Tornblad Institute, Lund, Sweden (Future Nature); Mütter Museum, Philadelphia, USA (Vial Memory); Natural History Museum, Dublin, Ireland (Dignified Kings Play Chess On Fine Green Silk).
Panel: Unsitely Aesthetics: the Reconfiguring of Public Space in Electronic Art
We understand Uncertain Aesthetics to be a critical component in the performative spaces between contemporary conceptions of networks. The surge of digital accumulation, the continual surprise of informational texture and the layers of expressive multiplicity are what lend networks their creative power – as networks interface both real and virtual spaces. We are attracted in our curatorial and artistic work to projects that capitalize on the expansiveness of the digital and that confront the user with the realities of undisciplined knowledge. Undisciplined, that is, as we embrace it from within the legacy of interactivity, a practice that both solicits the user to respond to a set of predetermined choices and gives itself over to the users’ momentary stages, creating works whose algorithms leave them incomplete.
Panel: Interart / Intersensorium. On the Interrelation of Media and the Senses
Phenomenological approaches have become very prominent within the last few years. One reason for that might be that multimedia art demands multisensory modes of perception that challenge the traditional epistemological models that focus on visual perception and inner imaginative processes. They rely on distant perception and neglect the interrelation between sensory data and their individual interpretation in the perciever’s mind. Furthermore perception is the result of the interrelation between multisensory perception and emotional, sub- and preconscious processes – and this is emphasized by some contemporary phenomenological approaches. But their concepts mostly understand physical/sensory experience as immediate, that means: unmediated. From a mediatheoretical point of view unmediated experience doesn’t exist as we only perceive through media – be it the human body or the air which transports sound waves and light or the technical media we use for communication and information distribution. The question my presentation will address is the following: How can multisensory and bodily experience be combined with concepts of media without falling back into the classical epistemological subject-object division? And what kind of perception model is needed to be able to explain the complexity of our daily multimedia environment?
Panel: The Institute of Unnecessary Research
This paper describes the Institute of Unnecessary Research (IUR) from its inception in 2005. The IUR is an international group of artists, scientists and philosophers obsessively involved in their own curiosity driven research working both (insidiously) within and outside of academia. The structure of the IUR is based on a typical academic model, with various ‘department heads’ responsible for their own specific areas of research. Appointment to the IUR is apparently open but highly nepotistic (based on the academic model). The researchers investigate science and technology from a wholly artistic paradigm, making wide and varied connections, but working solidly within their fields in such a way that their research could be of equal interest to the scientific community as to the artistic one. The research is widely disseminated via performance events and exhibitions within the community in a non-elitist way, with a view that anyone can understand anything, if it is explained in a way that promotes understanding. Audience interaction is also keyand often visitors to events participate ‘hands on’ in the experiments/performances.
Traditionally, public art or art in public spaces has been associated with work that is, as Claire Doherty stated in her curatorial project One Day Sculpture, “permanently sited, monumental and commemorative.” In my paper I will present and discuss work that is made for, and in, public space, but in contrast to this description or definition, is neither monumental nor fixed. Rather the practices I am concerned with play out in public spaces (including the internet) but are not considered public art. They work simultaneously across a number of sites, both online and offline, and utilize a range of media strategies and interventions. They are ephemeral, networked and performative. I call these art practices uncertain and argue they exist at the intersection of media art and contemporary art. I propose that these uncertain practices create a different aesthetics, one that I call unsitely.
This paper discusses Utopian urban and architectural plans of the mid-20th century in the context of contemporary virtual gaming environments. In particular, it focuses on the potential for a combination of augmented reality technologies and open-ended sandbox games to produce immersive participatory urban experiences in the spirit of the visionary design projects of the past century.
The 1950’s, 60’s, and 70’s saw a plethora of imaginative proposals for future modes of urban life from designers and artists including Archigram, Cedric Price, Yona Friedman, Constant Nieuwenhuys and the Situationist International. At the foundation of many of these projects was an optimistic belief that advancing automation technology would free humans from monotonous labor and enable a life of leisure time and free play. The open space frames and modular buildings they designed favored process, mobility, and participation over permanent fixed forms.
These historical projects engaged with the idea of computation at various levels (Cedric Price included a cybernetician on his design team) and computer science (i.e. software “architecture”) borrows metaphors of modular structure from the world of physical structures and buildings. This paper expands on these notions to argue explicitly that architecture is computational and computation is architectural. By cross pollinating the ambitions of these two fields, new systems, games, structures, and environments might arise that further realize aspects of their Utopian visions.
Augmented reality (AR) is a set of technologies that inherently involve a mixture of the virtual and the real. Whereas current vision-based AR frameworks exhibit several characteristics that make them primarily suited to manipulation of objects in interior spaces, this paper proposes an AR framework specifically designed for users with location-aware mobile devices moving through urban space. Games built on top of this framework could enable users to modify structures of the city in real time (in the style of games like indie hit Minecraft), generating experiences that reconcile the active urban plans of the 20th century with the interactive technology of the 21st. In reference to Situationist International’s “psychogeographic” dérive, these games are dubbed “cybergeographic.”
A forum to explore new cross-disciplinary thinking on sustainability in urban environments, with a focus on the interface between our digital footprint and our environmental footprint, non-Western perspectives, and on creative intervention to enable social change. What changes in social and material practice are required in order to enhance environmental sustainability, and what might be the local, national and global impact? The forum will consist of a series of quick fire presentations by artists, scientists, activists and commentators; and an open discussion. Luminous Green’s panel will follow afterwards. Part of the Environment 2.0 project, organised by Drew Hemment, ImaginationLancaster and Futuresonic. Supported by The British Council, Arts Council England, ImaginationLancaster and Futuresonic. This event is part of SHINE, a youth festival supported by the National Youth Council and the Ministry of Community Development, Youth and Sports.
The growing number of neglected residual spaces are challenging the functioning of our cities. These interstitial spaces fall between the familiar boundaries of urban planning and are often labeled as wastelands, charactized by an apparent void. Urban cracks are conceptualised as in-between time spaces, where different logics meet and conflict.
Within the context of an ongoing interdisciplinary research project, studying the work of artists and social workers acting in urban cracks, this paper focuses on the research trajectory of visual artist Elly Van Eeghem. This research project takes place in Muide-Meulestede-Afrikalaan, a neighbourhood situated in the northern dockland area of Ghent in Belgium. The area is surrounded by water and characterized by harbour activities, residential quarters, heavy traffic, open space, industry and companies. A part of the neighbourhood is currently subject of a large-scale urban renewal project.
Through her practice of video and intervention in public space, Van Eeghem reflects on the role of artists in re-shaping urban cracks and the influence of these spaces in re-thinking artistic practice. Digital maps and audiovisual chronicles create a layered analysis and dynamic narration of our changing urban condition. Inspired by the concept of palimpsest, a layered reading of artistic practice in urban cracks is presented through video, photography and multimedia mapping.
The rise of digital media technologies has been accompanied by the rhetoric of participation, interaction and a new realization of democracy in which everyone is given a voice. In the urban environment digital infrastructure increasingly pervades the physical but, as has been heatedly debated, this does not necessarily offer new freedoms. The urban is an increasingly contested space – public, private and corporate space have become progressively disputed. Our movements are controlled and under surveillance, personal data is collected and ideas of democracy are increasingly equated with consumption. The role of the citizen is a blurred one. What does the citizen belong to and what are their rights and responsibilities? How can new technologies be utilized to counter the very methodologies of control that they are used to promote? How can they offer participation and authorship and form community, particularly in the urban environment? This paper will examine the particular context in Japan in relation to these questions and offer examples of creative projects which have tackled some of the emerging issues.
The locative media project: “In the City of the Apis Queen” is discussed here within the framework of urban ecologies. The artists describe how, through an innovative, futuristic quasi-gaming model, they have compared relationships between individuals in an urban social context and the behaviours of a community of European honey bees. During the project a futuristic socio-cultural narrative text is developed; combining such diverse disciplines as: visual arts, new media practice, literature, computer science and the biological sciences. This paper outlines the artist’s interdisciplinary concerns and the ways in which this approach lends itself to flexible, hybrid practices.
The project’s overall focus on open-ended, interdisciplinary methodologies that fully explore the creative potentials of hybrid media art are examined here in conjunction with the role played by the artist’s observations of honey bee behaviours. The development of the creative structures underlying participant experiences that encompass both ecological and socio-cultural narrative structures in the contemporary urban context are defined. The artists also expand upon their aim to generate a networked project consciousness that grows out of the recorded “energies” of participant engagement and evolves to resemble a “hive-mind-whole” artwork system.
The functions of programmed technologies that generate the artwork system are detailed; in particular that of the custom-made wearable devices that are fundamental to the work. The artists demonstrate how these components self organise into a local network and communicate with each other in real time through a digitally programmed system of web portals aimed at mobile browsers and the immersion of participants. Illustrated examples from the project demonstrate how participants navigate through this open-ended system to experience the unique presentation of the work’s literary, creative narrative and, through their participation, build new aspects of this narrative.
The relationship between communication and art on the internet is the subject of this paper. It draws upon the web-site Urban Framework, by the multimedia artist Carol-Ann Braun. Urban Framework functions at two different levels. First, it is not only about image-making, but also about interacting with texts and images. Urban Framework articulates its content, much like a hypertext. Here the artist both exhibits her work and explicitly structures ways of looking at it. This first level of mediation fits into a second, larger level, created by the collective medium of internet. Web artists also design a place in which to share the experience of looking. Urban Framework is structured around this inherent multiplicity, and provides viewers with the means to communicate. Such work draws on the inter-subjective and communicative dimension of the aesthetic experience described by Jauss (1979) and Habermas (1987). The question here is the development of art in a medium which provides not only a technical framework, but also a means of broadcasting the work and of structuring social intercourse. In this context – bringing together a multiplicity of views and imaginary worlds – the fundamental issue is that of articulating or inter-relating people (communication) and objects (hypertext).
Artists Statement
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.
During the 2010-11 academic year, the DAAD gave me a research grant to investigate the importance of color in the manufacturing of consumer desire and political ideology in Cold War Berlin. At the heart of this research were concerns about consumer excess, unsustainable patterns, and resulting class divides. Many of these patterns were set after World War II and exported to Europe through the Marshall Plan. I studied art and design in divided Berlin because it was ground zero for related ideological debates. This paper documents discoveries made during my year in Germany.
Clever use of color has always been inextricably linked to commerce and politics. These connections are especially clear in the postwar West German discourse around Heiterkeit; literally “cheerful,” also “light” and “bright” as in color. In West Germany in the 1950s, the postwar victory over despair used the trope of Heiterkeit constantly as a way to design interiors and manufactured objects that lightened the country’s mood. Heiterkeit as a soft power strategy in the Cold War reached a fevered pitch during the 1959 Kitchen Debate between Nixon and Khrushchev at the American Home exhibition in Moscow. In front of brightly colored, American-made kitchen appliances, Nixon endlessly listed his country’s consumer objects to be admired while Khrushchev emphasized the Soviets’ focus on essential rather than bourgeois luxury items.
With the U.S. economy causing Americans to reevaluate their relationship to design and consumerism, now is an ideal time to study the psychological impact of color, especially as it is streamlined and easily indexed with digital technology. In the spirit of the Bauhaus, both my research in Germany and contemporary artworks about color, including my own, considers the complicated relationship between design and identity during tough economic times.
Leni Schwendinger’s site-specific artwork with light, computers and industrial materials are temporal performances and permanent installations in the urban environment. As seen in two of her works, Deep Time/Deep Space, Subterranean Journey (New Denver Airport 12/93) and The Urban Heart. A Homebody/ (Tokyo 5/93), she addresses issues regarding content and subject matter in relation to site and technology. The work is interdisciplinary, drawing on cinema, music, theatre and architecture. “Interactivity” is redefined as the physical/intellectual engagement of the viewer. Deep Time/Deep Space,
A Subterranean Journey was commissioned by the City of Denver. This light and sculpture environment is installed in a mile-long shuttle-train tunnel. Arriving travelers perceive sculptural forms “animated” by the moving train. Materials include steel, reflective materials and lighting. Images informed by construction, mining, aerospace and subterranean fantasy worlds surround the train and segue into each other.
The Urban Heart, A Homebody/ was performed in Tokyo using a biomorphically shaped concrete house as a canvas. The projection montage explored ideas about home, from the body as home to the heart, to the city as the intricate and pulsing center of contemporary life. Giant shadows cast by audience members were interwoven with projected paintings inspired by the human heart and symbols of Tokyo. Artist and audience created an ever changing visual landscape as the interaction of human figures revealed previously hidden images.
Keywords: Sonic art, music technology, interaction design, urban space, alternative energy, creativity, networks, embedded computing, situated art, trans-disciplinary research, ghost communication.
A custom built urban machine equipped with microphones, wheels, embedded computing, networked with wireless communication was used in a quest for hidden layers in the urban environment. This paper describes a tool for urban interactive sonic action – Ghost Scraper, a solar powered unit consisting of two networked and mobile modules for creating amplification of sonic properties hidden in urban material, such as walls, streets, buildings, staircases and more. Ghost Scraper is used as an urban tool, activating the sonic landscape. Layer by layer Ghost Scraper looks for sonic activity of ghosts, buried in the architecture of the city. Ghost Scraper is a tactile machine and easy to use and several people can search for activity at the same time.
This paper examines sonic properties of the urban landscape and mobility – in the creation of temporary urban spaces when activating hidden layers. This is part of ongoing research concerned with bridging data spaces, urban landscape and interactive sonic spaces, using custom built sonic tools. This paper’s context can be seen in the light of early experiments and implementations of wireless communication technology from the early 20th Century. Pioneers in wireless communication, such as Thomas Alva Edison and Guglielmo Marconi both developed wireless radio machines, to be able to detect and communicate with the dead.
In recent years, the territories of creative practice and archeological study have seen a marked increase in collaboration through the integration of immersive and interactive technologies. This unique collaboration between these fields has produced fertile territory for new syncretic forms for research in the perception and experience of information. In 2011, Virginia Commonwealth University‑Qatar’s School of Art, the University of Wales Trinity Saint David’s Department of Islamic Archeology and the Qatar Museum Authority embarked on a collaborative project in the visualization of the State of Qatar’s built cultural heritage. The principal aim of this project, entitled ‘Visualizing Qatar’s Past’, was to build a visual record of Qatar’s archeological and heritage sites and to develop new methods of recording and analysis based on the use of unmanned aerial vehicle (UAV) photography, video and infrared imaging. The project was funded by a Qatar National Priorities Research Grant (NPRP). This collaboration subsequently expanded into the integration of interactive and immersive technologies to examine the shifting the roles of viewer and participant in the perception and experience of built cultural heritage. In 2014, we produced an exhibition, entitled ‘Lines in the Sand’ examining and exploring various levels of engagement in Qatar’s built heritage through a series of interactive technologies. These seven projects incorporated gesture, game and augmented reality. The exhibition took place in the VCU Qatar Gallery. Through visualization and interaction enabled through emergent technologies, we are able to engage and understand Qatar’s the urban spaces of the past. The result of which produced insights into Qatar’s cultural identity within the interconnected global landscape. This paper will present the research findings to date generated from both Visualizing Qatar’s Past and the exhibition Lines in the Sand as well as the trajectory of continued development of the project.
Digital technology and communication media have brought about new perceptions and social interactions in the urban environment, transforming the ways we experience our cities. The concepts of space, time, and social relationship in the urban environment are put in flux via emerging technologies such as wireless networks, locative media and mobile computing. There is growing interest among communities of artists and designers, viewing the city as fluid interface, geographical canvas, social playground, and as public space. Using mobile phones, laptops, surveillance cameras and even radio, these artists and designers are exploring various hybrid spaces, between place and media technologies, the physical and the virtual, the social and the personal, the past and the present, and so on.
On the cross-platforms of art/design, technology, and social sciences, submissions are sought to deal with the issues of participation, play, process, and engagement upon the theme of urbanity and locative media. The papers and projects may reflect on, but are not limited to, the following critical issues and ideas:
Keywords: Surveillance, Subversion, Identity, Performance, FacialRecognition, Data, Power structure, Prejudice, Prosthetic.
This self-reflective art paper examines my position within the ecology of surveillance art focused around facial recognition. URME Surveillance, transforms my identity into a defense technology for the public’s protection against facial recognition software. This project encourages the public to substitute their identity for my own by wearing a 3d printed prosthetic mask made in my likeness. This paper will begin by examining our relationship to surveillance and identity by discussing the surveillance system in Chicago as a case study. I will then discuss the work of Adam Harvey and Zac Blas as two contemporary artists working with identity recognition technologies. I will then use their work as a jumping off point for my own, discussing the strategies that lead me to URME Surveillance including an overview of its successes and failures
The purpose of the presentation in the use of technological tools of reality increased in the area of natural sciences to foster spaces of learning and innovation. With the technology of augmented reality it is possible to innovate in the different areas of knowledge, one of them, the natural sciences specifically in the area of biology, the above with the purpose of making the classes more didactic and dynamic that allow the Elementary student Primary and secondary education, motivate themselves towards teaching processes in learning environments in a way that fosters interactivity, collaboration and creativity and through the use of multimedia cards for different grades.
We present a new understanding of interactive installations that goes beyond action-reaction communication between actor and installation. The goal is to enhance the user’s experience and engagement as well as the reflection about the creator’s initial intention. Our strategy allows the actor to edit the action-reaction framework and modify the installation’s behavior rules. We employ ”Mapping” as method to redefine the user’s role from consumer to ”re-creator” within a specified scope, set by the creator.
Mapping for Experience On the crossroads of technology and arts, we consider User Experience Design as a promising approach to empower the design process of media art pieces and ensure the actors’ engagement and reflection. We focus on interactive installations as media art pieces; the actor provokes a system’s reaction by his actions (e.g. full body movement). Most installations only provide a closed action-reaction framework, some employ programmed randomness to include surprising moments. Therefore, we argue towards a new understanding of the actor’s role. Hassenzahl says: „[…] experience emerges from the intertwined works of perception, action, motivation, emotion, and cognition in dialogue with the world (place, time, people, and objects). It is crucial to view experience as the consequence of the interplay of many different systems. […] While many processes together produce experience, emotion is at its heart and has an accentuated position. One may go as far as saying that emotion is the very language of experience.“ (Hassenzahl 2010: 4).
Accordingly, we see the actor as an active re-creator instead of an active user. Through an additional interface, the re-creator is enabled to reflect technology, aesthetics and experience. Technology becomes a visible artifact of the installation. Performing the mapping process motivates the re-creator to explore the action-reaction framework and underlying rules. Adding personal meaning enhances the experience. The actor exploits the installation and modifies the mapping within the given scope. Examples are presented in the installation Der Schwarm (Hashagen et al. 2008).
Applying this approach allows an enhanced experience for the actor and provides new possibilities for the creator to reach the actor. The actor becomes a part of the whole process (not product).
References
Principles of biophilic design, and neuroscientific theories of the Orienting Reflex (OR) show some similarities that together make for an effective way to creatively develop the aesthetic use of generative ambient screens in public space, as a way to foster orientation and place making. This paper gives an account of three examples of generative ambient public installations and interdisciplinary methods applied through ethnographic methods to interpret responses from those who attended the installations. In reflecting on the effects of aesthetic elements I have used in generative ambient installations, this paper is motivated by the question: How can principles of biophilic design be used in public ambient media screens to enhance mood, attention restoration and place-making?
Artists Presentation of work that incorporates computational presentation techniques within locative media practice.
This paper presents the first qualitative user study focusing on composers’ experiences in working with musical robots. Increasingly complicated mechatronic musical instruments have resulted in an increasing number of expressive affordances exposed to users. As the mechatronic instruments grow more complicated, they potentially become more difficult to use, necessitating some form of mapping scheme. This paper seeks to evaluate the mapping schemes employed by a number of parametrically-rich musical robots (including a two mechatronic chordophones, a mechatronic harmonium, and a high degree-of-freedom mechatronic drum player). The user study’s findings indicate that multiple mappings must be made available for each instrument, allowing for both rapid compositional prototyping and for finer-grained control over musical nuance of these electronic artworks.
The performance of The Salt Satyagraha Online: Gandhi’s March to Dandi in Second Life coincided with the 78th anniversary of Mahatma Gandhi’s seminal act of nonviolent resistance, The Salt March to Dandi. The original march was made in protest of the Salt Act of 1882 and has been considered the historical turning point in Gandhi’s struggle against Great Britain’s rule of India; the re-enactment took place at Eyebeam Art and Technology in New York City and in Second Life. The reenactment involved a 240-mile (386 km) walk using a customized treadmill that translated my forward steps to the forward steps of my avatar, M Gandhi Chakrabarti, as he/I/we journeyed throughout the territory of Second Life (SL). The live and virtual re-enactment of the walk took place over the course of 26 days, averaging 6 hours and 10 miles a day (three rest days were taken that coincided with those taken on the original march).
Panel: Chasing Ghosts: Reactive Notation and Extreme Sight Reading
The musical works Flood Tide and Hour Angle are sonifications of live environmental data. Flood Tide takes data from the flow of tidal water and Hour Angle uses a computer model of the angular relationship between Earth and Sun. Both works are performed by live musicians as the data is collected so a mechanism to display musical notation as it is generated is essential. I have been performing both works regularly since 2008 with varying sizes of ensemble up to 39 which has been an opportunity to gather practical experience of techniques of developing and implementing live notation together with discussions about why it is an important and emerging area of music. The design of a live notation system is challenging and intriguing as it involves much more than simply displaying conventional notation. My own system written in SuperCollider is fairly basic although still may be used to generate performances that are musically rich and challenging for performers. I’m interested to learn better ways of designing and implementing live notation systems and to help define ways that it can be used to produce powerful and meaningful musical performances.
Artists have been traditionally concerned with expressing simple ideas or feelings using complex visual forms and, inversely, with understanding how complex realities can be represented by and express simple, abstract rules. Our goal is to explore and classify the range of visual forms that ?minimal? abstract models may give rise to. We have therefore defined a framework that integrates an abstract model or rule, together with an expression function that translates model results to structural elements or properties of a visual form. Number series appear to be good candidates for this type of experiment, because they are simple (the whole series is usually represented with a single simple mathematical expression), inflexible (once started, it cannot be changed) and infinite (it never ends). Expression functions on the other hand may be arbitrary and subjective, and are chosen by an artist at will. Our case study is based on the well-known Fibonacci series and shows that, by constraining some aspect of the visual form, an expression function may translate the number series to a complex visual form confined within a predefined 2-D area. The technique is applied to morphing of polygons using Fibonacci numbers as coordinates of control points. Three morphing variants are investigated and the wealth of resulting visual structures is demonstrated on a set of examples. Finally, the perspectives of the approach for visual form description are briefly outlined.
The newest version of my installation, “Homes,” is included as a part of the exhibition of the ISEA2016 symposium. The installation is constructed from several thousand photos. In connection with it, I would like to discuss the various modes of the employment of photography in my computer-based artworks.
Three-Dimensional Space realised on the basis of Photo Series My “Homes” installation was completed in 2015. The installations present the interior spaces where people from the fishing village Tai O live and the kinds of objects they surround themselves with. Visitors to the installations can perambulate the virtual interior spaces with the aid of a simple interface.
The virtual three-dimensional interiors were realised from several thousand photos taken on-site, with the technology of photogrammetry. This technology is capable of constructing three-dimensional models of the photographed objects, on the basis of the differences between the photos. The “Homes” project differs from similar heritage projects in two aspects. The first is that we intentionally used open software that are easily accessible to anyone. The other is that while the majority of similar projects represent historical edifices, this project documents the personal environment of a contemporary average individual.
In my computer animation from 1997, “Landscape”, the illusion of three-dimensional space also is realised from photo series. Here, however, we cannot speak of three-dimensional virtual models. In the animation, just the illusion of space is realised with the aid of morph technology. Morph software is capable of engendering a feeling of almost holographic depth, by constructing a soft transition motion between photos taken from different angles.
Motion realised from Still Images In the “Micro-movements in Snapshots” video installation (2015), motion is realised in just one photograph. In general, to attain the illusion of motion, several different still images are required per second. In this installation, the various details of the exact same photograph projected rapidly one after the other in the appropriate order, achieve the illusion of motion.
Photographic Database The foundation for the 1998 interactive installation, “Focus”, is a database of approximately 900 photos. The photos depict people and houses. The viewer of the work can search freely among these photos with an interface that resembles the viewfinder on a camera. S/he can put an individual figure or house into focus, and then take a virtual snapshot of it. This work was produced for the “Photo ’98” festival in England, within the framework of photography and Europe. The figures appearing in the database are my own friends or family members, and the houses are their own houses in the various countries of Europe.
Photography as Memory My computer-based animation entitled “Pictures” was made in 1988. Amateur family photos assembled together create a collage, whose resolution is theoretically infinite. If we enlarge a detail, then newer details emerge, which we can then further enlarge. With the aid of these enlargements, increasingly early photos become visible, i.e., increasingly older memories come to the surface.
This presentation will explore how designers might participate in the scientific debate and in which areas science and design overlap. Utility Pets combine advances in biotechnology with current trends in pet ownership, providing a context for thinking about the complex array of biotechnology that might affect our lives.
This presentation will explore how designers might participate in the scientific debate and in which areas science and design overlap. The specific science addressed in the Utility Pets project is xenotransplantation (inter-species transplant). Transgenic genetically modified pigs are used in xenotransplantation. The goal is too create a living production line of partially humanised pig organs to use as spare parts for the human body. Emotional and material considerations are important in our relationship with animals, just as they are with people. However, sometimes these consideration provoke conflict. The wired and wonderful ways in which human beings have sought to resolve such conflict provide the central theme of the Utility Pets project.
Perhaps the medium of design can offer a platform that lies somewhere between reality and fiction where we can freely discuss how we were, how we are and how we will be. In other words, the project wants to explore biofutures before they happen and stimulate the public to develop an understanding that enables them to deal, not only with applications of biotechnology, but with the social development of biotechnological knowledge.
The narrative process provides a context for thinking about the complex array of biotechnology that might affect our lives. Starting with a series of “What if” stories, each with a different name, the process gives the public a common language for talking about biotechnology. It then encourages the public to think about each story as if it had already come to pass. “Suppose that your life could be saved by a pig, what would happen to you and the pig?”
It looks like by mentioning Neoism?! in my previous message I gave you the wrong input concerning what can be the subject of my proposal for ISEA98. It was only a short introduction to start with and a few words about my background but it wasn’t suggesting that I wanted to include Neoism?! As a subject for the ISEA program (in some ways it will be there anyway as all networks are hooked up to each other), I’m simply interested in the event and try to figure how could I get a part in it. In a few hours, I’ll leave for Dessau (Germany) for the International Electronic Media Forum event where I’ll perform Executive Machinery, a concert/ performance/installation that involves a computer controlled pneumatic armed file cabinet robot/sculpture that creates sound (I performed this same piece recently in Hull (England) for ROOTless 97).
As a sculpture/installation that is also a working model of communication networks, a kind of project I would love to take to Manchester for ISEA 98 for example, but talking to someone at MonteVideo (Amsterdam) a few days ago, I got the suggestion that my Joris Ivens based video/CD-rom installation would be the perfect (no such thing) piece for the ISEA event. In this work, entitled “Utility S(h)elves”, I use Ivens quotations (images and words) and my own ideas to make a statement on the subject of revolution. Of course, anything I do will always bring up questions about Neoism?!, and when it happens I’m ready to demonstrate my own ideas. Neoism?! is a large network today and there are millions of different individual definitions of what it is. Anyway, looking forward hearing from you again. Ciao, Istvan
ln January 1992, seven months before his death, John Cage presented his lecture ‘Overpopulation & Art’ at the Center for Humanities, Stanford University. Cage relates various ideas about social change; the role of art (or artlessness), globalisation, education, and environmental concerns. Cage’s position – social /anarchistic / libertarian – is that social revolution must occur at a grass-roots level: that change is bought about through positive individualism not government dictates; an (electronic) democratisation of knowledge; that art, or more specifically creative mind, is part of this gradual revolution – a utopian transformation.
Gregg Wagstaff will be reading John Cage’s ‘Overpopulation & Art’ with a simultaneous performance of Cages Four 6 composed in the same year. This will be followed by a paper presentation discussing Cages text and a broader socio-environmental artistic discourse in the light of an Ecological paradigm. In particular, the relevance of Social Ecology (Murray Bookchin) and the emerging discipline of Acoustic Ecology (the study of the effects of soundscape on the physical responses or behavioral characteristics of species living within it).
Institutional Presentation Statement
V2_, Institute for the Unstable Media, is an interdisciplinary center for art and media technology in Rotterdam (the Netherlands). Founded in 1981 in ‘s-Hertogenbosch,, V2_ is an organization that concerns itself with research and development in the field of art and media technology. V2_’s activities include organizing (public) presentations, research in its own media lab, publishing, developing an online archive and a shop offering products that are related to V2_’s area of interest.
This public art project in Phoenix is a model STEAM (Science, Technology, Engineering, Art, Math) education project that brings together beautification of vacant urban land in downtown Phoenix with an educational project engaging Phoenix Bioscience High School students who are growing a two-acre field of sunflowers to harvest to produce biofuel for a hybrid biofuel/solar vehicle they are designing. This presentation is sponsored by Arizona State University Art Museum.
Vanishing Walks is a show without actors. It is “acted” in its totality by the public on stage with the help of tablets. Taken together, viewers are connected to a device that is going to be inseparable from the theatrical performance. The device is both an expression space and a tool that determines the rules and restrictions of the show. Viewers follow the instructions of a text that appears on the screen of their tablet. This has the form of a classic theater text, with the stage direction, for the indications of play, and a text “dialogued” intended to be read aloud. As much as the scenographic factory that supports reading, the tablets are connected to all the scenic elements: from video projections to lighting, to music. Each viewer intervention is synchronized with the writing of music or video projections, giving them an additional dramatic “responsibility”. Two stories are told simultaneously: the story of a community that is disintegrating -within the story- and the appearance of a new one -the spectators- actors on the scene. Vanishing Walks describes the events that led a group of people to shed their body wrapping in favor of a purely virtual existence. Vanishing Walks describes the events that led a group of people to revel in their bodily wrapping in favor of a purely virtual existence. The characters belong to the Furry community and their group was created in Second Life before alternating their encounters between the real and the virtual. Following their will to transgress their human condition, they found a way to discharge their consciousness in a computer machine, seduced by the promise of an immortal life in the form of an artificial intelligence. But this new life, far from being singular, reduces them irremediably to a form of computer life without autonomy. Converted into executables through a computer program, the “consciences” became script lines. Deprived of humanity, turned into computer language but incapable of developing their intelligence, “consciences” do not try to recover their human condition or escape from their new life, they simply repeat the lines of command constantly, for in this has become their function. Vanishing Walks proposes a reflection of our relation to virtuality through a spectacle without actors. It is a form of participatory and immersive theater that aims to break the barrier between performing arts and new technologies, in particular, the inclusion of mobile technologies on stage. It also breaks the boundary between the viewer and the actor, between the audience and the stage.
P2P: Power to the People is a metaphor for the enabling power of technology for individual expression. In creating this piece we’ve experienced first-hand the friction, the excitement and the unanswered questions that accompany bold new opportunities for people to engage. We will discuss what we’ve learned so far, having installed the piece in three fairly different cities and cultural contexts. We will relate the piece to the significant issues of accessibility, accountability, empowerment and oversight. In addition, we’ll give a brief overview of the technical and user interaction design of the P2P installation itself: our goals with the project, how we achieved them, and what we’d do differently.
Gorbet Design, Inc.: Matt , Rob & Susan Gorbet
Panel: Variable Reality – Inter-formalities in Digital/Analogue Arts
This paper will introduce the panel theme. In it I will also discuss how tangible translations change our relationship to screen-based information. Through a set of examples I will also discuss how by encoding digital information into a physical object we can establish a different way of reading data through spatial, temporal and material variations that sit outside of the computer-monitor and the digital environment.
An audio/visual presentation which outlines four recent projects by Nigel Helyer. “Big Bell Beta”, “Semi-Automatic Writing”, “An UnRequited Space” and “La Zonu del Silencio”.
This paper discusses the conceptual and pragmatic developments of a ‘pluri-discipline’ which combines site specific sculptural installation, performance and live radio broadcast in a synthesis of Hybrid Cultural Forms. This enquiry enters the paradoxical zone between our experience of Materiality and Virtuality with a critique which initially addresses the sonic domain from a Sculptor’s perspective. Here the emphasis is on the experiential and phenomenological nature of sound and ‘sound-events’ are indexically linked to the material, dynamic systems which generate them, as well as to the architectures and environments which contain and propagate them. These concepts are subsequently developed as multi-site works which critique and manifest the enigma of describing tangible (phenomenal events) via the organs of transmission (an enigma which has become the central feature of the paradoxical logic that we ‘accept’ on a daily basis, eg. Radio/TV!!!). My interest as an artist is to explore this ‘suspension of disbelief’ with research which inverts and parallels this enigma by pursuing the definition and manifestation of various forms of cultural ‘silence’ (not the “Silence” of John Cage). Within the works discussed silence has both a physiological and metaphorical weight – the silence (silencing) created by political and economic processes lies in concert with the qualitative silence(s) of physical locations, or the incommensurability which exists between languages (cultural silences). In contra-distinction to the accepted role of the broadcast media – to turn the tangible into ethereal signs, my intention is to materialize those interstitial spaces which are overlooked or resistant to definition.
Panel: DON’T HATE THE BUSINESS: BECOME THE BUSINESS!
In the age of international telecommunications, global migration and the emergence of the information economy, how can class conflict and property be understood? Drawing from critiques of political economy and intellectual property, The Telekommunist Manifesto is a contribution to commons-based, collaborative and shared forms of cultural production and economic distribution. Proposing “venture communism” as a new model for workers’ self-organization, Kleiner spins Marx and Engels’ seminal Manifesto of the Communist Party into the age of the internet. As a peer-to-peer model, venture communism allocates capital that is critically needed to accomplish what capitalism cannot: the ongoing proliferation of free culture and free networks. In developing the concept of venture communism, Kleiner provides a critique of copyright regimes, and current liberal views of free software and free culture which seek to trap culture within capitalism. Kleiner proposes copyfarleft, and provides a usable model of a Peer Production License. Encouraging hackers and artists to embrace the revoluty potential of the internet for a truly free society, The Telekommunist Manifesto is a political-conceptual call to arms in the fight against capitalism.
This visually stimulating presentation investigates the Euclidean, Spherical, and Hyperbolic transformational capacities of Conformal Geometric Algebra [CGA]. I introduce VERSOR, a CGA-based open source cross-platform computer graphics synthesis library for manipulating immersive 3D environments and activating dynamic animations. VERSOR aims to advance spatial systems thinking by introducing Geometric Algebra to artists and engineers within an integrated multimedia platform. A highly expressive and remarkably consistent mathematical grammar for describing closed form solutions within various metric spaces, Geometric Algebra is finding increased application in computer vision and graphics, neural nets, DSP, robotics, astronomy, gauge theory, particle physics, and recently in metamaterials research, among other sciences. Geometric Algebra is a combinatoric system of spatial logic derived from William Clifford’s hypercomplex algebras developed in the 1860s.. Introduced into the Geometric Algebra community by physicists Hongbo Li, Alan Rockwood, and David Hestenes in 2001, the particular model implemented here represents a 5-dimensional graded algebra based on Riemannian projection of 3D Euclidean space onto a hypersphere – a higher dimensional mapping which opens the door to a rich set of functions for describing Mobius Transformations typically restricted to the 2D plane. Integrated with various dynamic solvers, a graphics user interface library and audio synthesis library, VERSOR introduces some novel compositional methods into the CGA research landscape enabling exciting new techniques for the analysis and synthesis of dynamic structures and spaces, such as fluid-like warp fields and spontaneous surface generation. It provides a path for researchers eager to engage in advanced concepts from fields as diverse as quantum mechanics, bio-surface design, hyperbolic tessellation, form-generation, and worldmaking. A short introduction to the geometric algebraic system and its provenance is accompanied by explorations into its features and demonstrations of various organic animations.
The everyday silent conversation that we carry on when perceiving with our proprioceptive facilities, is it a continuous ideokinetic dialogue, for instance, when the hand readily navigates the space between the fingers and the keys on the computer?
The complexities of culture shape the individual, the ongoing interchange between the body and the machinic & humanoid entities that surround it can be seen as a form of an expanded software script. Both the internal patterns and habitus which illuminate the body’s lived experience and the designs of information systems are to a large extent shaped by cultural, political and economic interests. Transferring information into systems and managing machine language communication is a learnt practice and ritual that one has to monitor, just as there are idiokinetic techniques that are often used for longevity and kinetic practices used to imagine ones own self, as a vessel of infinite veracity. I reflect upon the internal micro choices and actions our automated nervous system performs every moment of our living existence, which plays a large part of the instrumental process of learning a new set of movements, tools or even machine operation for managing processes.
Recent developments in nanotechnology, virtual world simulation and high-definition industry standards, for the most part, conjure up a strange sort of vanity based on form and surface, which becomes more and more removed from embodied human complexity and requires virtually no interaction or maintenance from the user.
We experience our world as fabric woven together out of inextricable sensory threads, not as individual sensory media, nor as individual data. The human form is ephemeral, not concrete and never quite what we think, I ask what this all means for daily modes of engagement and embodiment with an electronic medium whilst referring historically to how objects, props and machines have long been emblematic of deception, trickery, charlatanism and healing (often combined) in many cultures.
Rachel Lin Weaver is an interdisciplinary media artist working in video, experimental documentary, sound, installation, and performance. Her projects explore personal and cultural memory, resilience in the face of adversity, landscapes and people in flux, and ecological systems. She is influenced by her upbringing in wilderness areas and rural communities in poverty, and finds many useful metaphors in the natural world. Weaver is most drawn to the murky areas where her personal perspective or deep memory confuses her ability to be scientifically objective. She negotiates this fertile and bewildering territory through collection (field recordings), and experimentation with composition and narrative that transforms understanding of a place or data. By combining deeply personal reflection with empirical observation, Weaver offers unusual and evocative meditative spaces where viewers contemplate the richness of ecology, and the overlap and collision of the personal and impersonal, the physical and metaphysical, the scientific and the ecstatic. Most recently, Weaver has worked as a facilitator of creative decolonizing workshops, and has co-created experimental oral history and documentary projects with indigenous groups in Alaska and Central America.
Mirror neurons One of the most important recent developments in neuroscience comes from the discovery of mirror neurons, a type of brain cell that is activated both by performing an action and by watching the same action performed by others. Mirror neurons offer a scientific explanation for our intuitive or ‘gut’ understanding of how others feel, by the direct transmission of experience through the stimulation of the viewer’s brain. The viewer senses and understands someone else’s emotions and sensations as if they were experiencing it themselves. Using advanced sensing techniques to measure brain activity and physiological response, scientists have found that the same neural activity is shared by both the observer and the observed. Neurologist V.S. Ramachandran calls mirror neurons ’empathy neurons,’ as they give us the ability to feel what another is feeling, and thereby understand their internal experiences. This leads to the dissolution of the barrier between self and others, the basis of many philosophical beliefs and artistic experiences
This paper will discuss new research involving repurposing the mobile phone from a textual and voice device to a more multi-modal, synaesthetic, and tactile performance and expression device. This new work seeks new ways for individuals to express themselves in intimate, visual and non-verbal ways – akin to sending remote ‘touch’ messages, immediately ‘known’ or intuitively understood at a pre-conscious level – to create a direct tactile route to interpersonal communication. The project develops novel ways to repurpose mobile phones, wearable technologies, video and textiles, for different or fresh approaches to expression, in as close to physical means as possible. This would use both with the mobile connection and wearable, tactile interaction. Ideally, there would be an exchange, a way to reply to mobile message sender. This creates not only a one-way connection from phone to body but a non-verbal, embodied, multi-sensory dialogue. Thus, this research explores how to relay the “felt experience” or touch sensation back through wearable biofeedback devices in the garment, to send back a reply directly from the garment, as well as through the recipient’s mobile phone.
This project will draw upon the visual material in the mobile users’ environment and any imagery they think relevant or essential. It will investigate sensory experience, conceptual and interaction and facilitation of the physiological experiences of emotion in the body and brain. This ‘tactile video’ exploration, however, will develop a new or specific video vocabulary or symbolic lexicon to express with, to construct video ‘sentences’ or ‘utterances’ then translated into a distance touch or embrace. The intention is to create a more structured semiotic method for people with physical, verbal or linguistic limitations to use for more personal purposes and have a more embodied, tactile and visual means of messaging.
It seems like that at this point of our timeline a lot is already written about the object named “video”. Video in itself therefore appears as not questionable or not questioned. Video is an undiscussable companion of the everyday. It is an attachment in a variation of practices. It is a relation, a relative. Rather than an object it is an appearance, a fog, a cloud. May be it is just a definition.
Of course, these statements need to be discribed, elaborated, explored further in depth. Underlaying as a motivation is a question hardly to ask: “What is video?”. The question is closely formulated, such to speak with the eye directed to and being on the historical work of Andre Bazin and his collection of essays named under the title ‘what is cinema’. Of course, once again suggesting that cinema is an ancestor or at least a close relative of the object in question. But it is understand as just setting a direction. Object ‘video’ and the direction of the question ‘what’ creating a vector, which is traversing various kinds of environments. In other words formulated walking along a path, following a road of exploration from the moving image as electronic construct or built by code towards its cinematic forms and further to its various applications as a tool and medium … and more forward seeing video as crystallization of time. In our daily life we not only can touch video screens, we touch the video itself as the video touches us through various kinds of gadgets, smart phones, navigation devices, tablets and further more to come.
Viet Cong and the Internet: Examining the influence of the Viet Cong on the development of current information technology. I would argue that in their (boys’ own) obsessions with whiz bang military hardware and the Soviet threat, North American (and americanophile) intellectuals have missed one obvious point. That the U.S. Defence Depart-ments research and development of the ARPANET, and thus the Internet, were directly influenced by the low tech. tactics deployed by the victorious liberation movements of South East Asia. Why has this been excluded from debate? Basically because the USA lost the Vietnam war, as a result this disastrous episode of US military history has been conveniently erased from the collective memory. Before the story of the Internet is completely etched in stone I would like to offer an alternative view to the dominant myth.
In this paper a set of basic elements and colour, structure and time operators is proposed. The elements and operators define a 2-D abstract digital video world. A prototype implementation of a program ‘VIK’ is described: VIK is a simple video-sequencer that can be used as a video-score interpreter or as an interactive video keyboard. The current version of the program was used to make some short abstract videos (‘keyboard exercises’): the same result (given some manual ability) could be obtained with a real time performance of the same score. The idea of visual music is quite old — starting with Aristoteles (Whitney 1980). Colour structures changing in time produced by a ‘visual organ’ were used by Skrjabin in the music work Prometheus, the Poem of Fire at the beginning of this century (1911) (Storia, 1970).
Abstract animation was explored in the movies too — Fantasia by Walt Disney, 1938 (Finch 1988). Computers made the exploring of the abstract 2-D movie or video and/or interactive visual systems feasible: Whitney’s works, Cohen’s Aaron, Zajec’s NC just to mention a few (Whitney 1971, Cohen 1986, Zajec 1973). The idea of a ‘general purpose visual keyboard’ or a ‘universal visual organ’ is probably a myth, as was the idea of ‘THE Universal Programming Language’ for artists in the sixties. In fact even for a still image, possibly produced by an aesthetic automaton or program (Cohen, Zajec 1971) the basic colour and structure elements and the possible compositional rules (that have to be defined as a basis for any possible ‘gen-eral purpose’ tool for visual experiments) give so many degrees of freedom that any choice will set up some limits that will prove not satisfactory for other authors. The addition of the time factor adds new choice problems. (Evans 1990, Kawaguchi 1986, Zajec 1983).
This paper presents some work in progress “with a simple interactive abstract digital video keyboard, IVIK’, based on a limited set of operators or keys that act on the definition and the changes in time of simple matrix colour structures. The system gives some possibilities to explore the 2-D world defined by these structures. The choices of the basic elements and the operators are partially determined by the interaction goal: all operator and element specification can be given with a single key stroke. In the prototype version the keys are given by the computer keyboard. A personal choice give one of the infinite possible integration schemes of the image structures, colour coding structures and the time variation scheme of the two structures. The element and operator set is an attempt to solve the problem of abstract video work that can convey some meaning with only colour structure changes, without ‘actors’ or foreground / background figures. The prototype VIK system is implemented in Think Pascal on a Macintosh II with standard video card (640 x 480 x 8).
Having observed that people often times get upset when things are taken from them, it is probably safe to say that humans take ownership quite seriously. In fact, one could argue that a majority of our conflicts, big and small, do actually revolve around trying to negotiate ownership over something. But as the very idea of what can be owned has expanded to include things such as ideas and culture, those engaged in cultural production have also been tasked with considering the morals/ethics of ownership in relation to the creation of their work. As a musician that primarily works with digital signal processing and digital audio recordings, it is evident that many of the materials I work with, such as synthesizer presets and sampled audio, can be attributed to someone other than myself.
And in the process of wrestling with ideas such as intellectual property rights and the power relations that lead to the misappropriation of culture, it occurred to me just how easy it was for one to occupy a position that is offensive. Continuing my reflections on moral/ethical concerns in regards to creative practice, I began to wonder what these considerations would look like beyond our sentio-centric value system. In the fields of environmental ethics and the ethics of technology, ethical considerations are often expanded beyond humans to include animal life, plant life and perhaps even non-organic entities. Drawing from their discourse, and risking sounding like an animist or a pantheist, I began to toy with the idea that perhaps all manifestations of human will, even upon materials such as metals and electromagnetic waves can take on a dimension of violence. The performance Violence of a Different Kind is a piece that looks to highlight how in the expansion of our ethics, one can interpret a certain violence in the taking of materials and shaping them to fulfill our desires.
Artwork Description Borrowing and taking ideas from others plays a significant part in how culture furthers itself. In the global-villageof-a-world [1] that we live in, it is increasingly easier for one to know about cultures far removed from their own, and thusly much easier for one to take from another. In light of the ease in which information or resources can be transferred as such from one party to another, conflicts in regards to ownership and propriety inevitably arise, which in turn could raise certain moral/ethical questions – When is it okay to take? Who has the right to take? What are acceptable things that we can do with the things that are taken? Initially, the potential answers to these questions were meant to serve and protect the interests of people, but in recent discourse the boundaries of ethics has gradually expanded beyond ourselves to include animal life, plant life and perhaps even non organic entities. The performance Violence of a Different Kind is a piece that looks to highlight how in the expansion of our ethics, one can interpret a certain violence in the very act of taking materials and shaping them to fulfill our desires.
One notion related to ownership that society has come to more or less agree upon is that theft is inappropriate – or that it is not appropriate for someone with no right to an object, to take it without the consent of the rightful owner. While this social agreement may be quite straightforward, it is more complicated when identity and power relations come into play in determining who does or does not have a right to something. A good example of this can be seen in outsider participation in hip-hop culture. Despite how hip-hop has been accepted into the hegemonic mainstream, certain outsider adopters of hip-hop may still be perceived at times by those within the culture to not have the right to do so; such as in the case of chart topping white rapper, Iggy Azalea, who is originally from a small town in Australia. Iggy Azalea and other white rappers have been placed under scrutiny for exploiting the form of hip-hop when they themselves have not experienced or demonstrated empathy towards the historic oppression, institutionalized racism and other struggles faced by African-Americans. [2]
Another example of this kind of propriety has less to do with the identity of one who does the appropriating and more with how the manner in which an object is appropriated may offend or go against the will of those who have a claim of said object. To illustrate this inappropriateness in terms of treatment, let us take a look at the comic strip Calvin and Hobbes by American cartoonist Bill Watterson. Calvin and Hobbes is about a little boy and his stuffed toy tiger and the comic has gained quite a bit of popularity since the 80s and 90s. Yet despite Watterson’s syndicate putting continuous pressure on him to license the characters in Calvin and Hobbes, Watterson has steadfastly refused to do so. Beyond finding the commoditizing of his work offensive, Watterson disagreed with his creation taking on other forms, as he felt that if Calvin and Hobbes were to begin appearing on T-shirts and cell-phone cases or in TV-specials and animated movies, these characters would then be stripped of a certain innocence and honesty that was embodied in the original comic strip form.
[3] So if one were to go ahead and appropriate the likeness of Calvin and Hobbes in manufacturing place mats or car bumper stickers, it would of course first and foremost be a breach of copyright law, but it could also be considered ethically objectionable or at the very least disrespectful, since the treatment of his characters in such a way would be in direct contradiction of Watterson’s intentions. While these standards of propriety mentioned above are typically established in relation to another person or to another group of people, in the field of environmental ethics, it is recognized that beyond humans, other living creatures including plants and animals also play an integral part in society, and thus certain ethical considerations that are normally reserved for other human beings ought be extended to also include all organic life. This extension of ethics can be seen in the art world with the debates elicited by Eduardo Kac’s transgenic artwork involving the genetic engineering of a glowing fluorescent rabbit [4] and Damien Hirst’s work that actively puts animals in harm’s way.
[5] Furthermore, scholars working in the field of ethics of technology have suggested that ethics can be extended to also include non-organic life in the way of artificial intelligence and robots. [6] In continuing this trajectory of finding commonality with that which is around us, it can be argued that non-organic, non-life may one day also possibly fall within the bounds of our ethical consideration. Thus as one who is engaged in creative practice may need to pay attention to power relations relevant to the context of their work to prevent a misappropriation of culture, perhaps one may also need to reflect on the ethical implications of using non-sentient, inorganic processes and materials to avoid misappropriation of a different kind.
In the performance of Violence of a Different Kind, I will be using the electromagnetic fields generated by electrical and electronic devices such as electric fans and cellular phones as materials for making music. Tightly wound copper coils will be used to pick up these electromagnetic fields and generate a current that will then be amplified and converted into a digital audio signal via an audio interface – laptop computer setup. As the copper coil pick-ups are hovered over different devices, as well as different parts of these devices, a diverse soundscape of hums and patterned glitches will emerge. These sounds will then be sampled, processed and “played” by the performer in the context of musical performance. In the context outlined above, the enactment of music in this way can be seen as a violent act in that objects and processes, which in this case is electromagnetic noises, are reappropriated according to established conventions and aesthetics of electronic and digital music making.
Panel: The Matter with Media
My paper will explore how a particular subset of contemporary internet-based artworks intentionally operate as “work as assemblage” (after N. Katherine Hayles in My Mother Was a Computer). The examples I will use – Seth Price’s Dispersion (2002-Ongoing), Oliver Laric’s Versions (2009 and 2010), and David Horvitz’s Idea Subscription (2009) – all destabilize the idea of a static, ideal “work” by relying on their diffuse circulation and instantiation through networks for their realization. Notably, they all involve a text in some way – Dispersion and Versions are essays about visual culture and the distribution of content online and both take many forms,Dispersion circulates across various media – sculpture and printed booklets – where Versions is remixed by other artists and curators. Idea Subscription was a year-long tumblr blog disclosing written (often whimsical) ideas for readers to implement, which was recently repackaged in book form as Everything That Can Happen in a Day.
In response to what Alan Liu terms “viral aesthetics” in The Laws of Cool, I will argue that these works offer another, alternate aesthetic mode to “viral aesthetics” – one that operates through its immersion within the endless stream of information, where presence results from serendipitous instantiation. Liu emphasizes the “destructive creation” of art by Joseph Nechvatal, Jodi, and William Gibson’s Agrippa (A Book of the Dead) – examples that subvert knowledge work by engaging in a destructive mode of productivity, one that problematically contains the assumption that taking something apart reveals its inner truth. While the art practices I would like to discuss also circulate in a “viral” fashion, they do not engage in corrosive destructivity, e.g. Nechvatal’s computer virus projects. Rather, they offer insight by way of a constructive, symbiotic relation with the information technologies that enable them, becoming powerful through their own momentum and spread, an aspect yielded by their existence as “works as assemblage.” By foregrounding the facets of their own transmission, Dispersion, Versions and Idea Subscription provoke a meditation on the movement of information online.
Illustrated presentation of the ‘Virtopia’ project, a virtual world of emotions, memories, dreams and wishes.
Virtual Identity (VI) is a new phenomenon in the media society of the Western or industrialized world. VI is like brains, age or physical body – everyone has it. Commercial companies and public administration have created personal data files of all of us, including our level of education, credit card numbers and so on. At the moment both the commercial and the administrational data keepers sell our personal info to the market, a pile of raw info of the potential consumer. Our identity and personality have been commercialized. But in the Net we can tailor our VI as we wish. Typical Net identity hacking is to try to emulate the opposite sex than the user is in real life. The Gibsonian cyberspace does not exist yet, but it has been realized by pilots and projects like Abbeye de Cluny, DOOM, Habitat, SIMNET, Virtual Art Museum and Virtual City. When cyberspace will come into existence, it will provide a whole new medium to express our thoughts with 3D visualization – a little like the 2D cave paintings for the ancient humans. In cyberspace, you will be able to send 3D animations/pictures instead of the very gesture-restricted email. As inhabitants of the cyberspace, we have to remember that digital space can not satisfy our physical needs for food, drinks, sleep or personal hygiene. Other forms of ‘life’ will habitat the cyberspace more efficiently. Agents, butlers and personal digital assistants (PDA) are personal, profiled programs, which ‘learn’ the routines of the human user and after learning it will do tasks autonomously. The robot researchers of MIT leaped on to the next generation in the 1980’s, inventing that a robot needn’t make preprogrammed tasks – it is enough for it just to survive. This means that if the efficient computer program ‘wants’ to survive it might reject its original task-making and ‘decide’ to behave unexpectedly. In the Net history we have the example of R.T. Morris and his worm of 1988. And this was a mere coding mistake, to begin with. ‘When all the phones in the world ring at the same time, you know I’m alive.’ What if the purpose of human life is just a step towards the evolution of a-life and other true habitants of the cyberspace.
The theoretically claimed translation of the embodied experience is specific to the nature of digital technologies. This shift is addressed in practice by the development of computers’ multisensory responses. But what kind of interaction does favour the emergence of embodiment?
We study this question by exploring the cognitive mechanisms of embodiment in the context of multisensory artistic installations. Our hypothesis is that the conceptual and technological consistency of the composing elements may play an important role in the embodiment of the experience. Interaction metaphors, such as the instrumental interaction, could also improve the enaction of the situation.
In order to explore our hypothesis, we set an experimental installation, which was based on simple virtual scenes, addressing the visual, auditory and haptic channels. About twenty visitors successively interacted with each scene through a force-feedback device connected to a synchronous physical simulation engine, which also produced the visual and auditory signals. Through this configuration, most visitors experienced for the first time a multisensory interaction with physically consistent virtual objects. We consider this discovery as a unique moment during which visitors can experience aesthetical and emotional “shocks” and question their senses. This is the opportunity to collect essential information about the way our sensory-cognitive system works in an artistic situation. To stimulate visitors’ response, we tested an experimentation method in which the exploration and reactions of the spectator/actor are explicitly part of the installation. Once the exploration phase was over, we continued with a semi-directive interview addressing (1) the felt sense of the experience, (2) how it was felt, and (3) what it felt like. The interviewers encouraged the visitors to transcend comments about what they liked or disliked. The resulting subjective descriptions are expected to access deeper levels of consciousness of the felt experience, for example through ‘forgotten’ memories or evocative thoughts.
Our method has proved to be a valuable way to collect rich information about the visitors’ experience, providing insights into the sensory-cognitive process. Preliminary results of our analysis suggest that the consistency of sensory signals and the instrumentality of the interaction significantly help the embodiment of the virtual scenes.
Virtual Kingdom of Beauty is a ‘Sculpture’. It includes the presentation wall for projection of three-dimensional interactive computer animations, many slide projections and wooden sculptures. The observer equipped with stereoscopic glasses enters the world of digital and real art work. This world is simultaneously historical and contemporary deals both with mythology and the current reality. lt is to be experienced as if it was a dream. The ‘Sculpture’ features a group of sculptural presentatíons. Using the digital world’s latest technology it incorporates ancient aesthetic principles to develop a composition. Effects of disintegration and growth, gliding and flying, metamorphosis and morphings are put into practice. The viewer will be able to hold conversations with 3-D busts which one could assume to be speechless. The internet-version is planned. The exhibition will combine both an artificial and classical aesthetic. Virtual Kingdom of Beauty is a forum which superimposes on ancient sculptures seen as symbols of beauty images of Kings and Queens, Princes and Princesses living today. The images of Majesties and Royal Highnesses will be scanned to allow their 3-D measurements to be modelled together with sculptural elements of ancient mythology into one virtual unity. The virtual sculptures correspond with the busts of the artistic installation. The project is a three-step process: the Royal personages are scanned, artistically sculptured within virtual reality and finally produced out of wood by machine. A series of breathtaking interiors of Royal palaces will be projected onto the walls and ceiling of the exhibition space, harmonically combining virtual space and sculptures. The spectator will be able to make a new type of journey through beautiful worlds.
Virtual Migrants focuses on globalisation, barriers to migration, state ideology and the paradox between the shrinking world with freedom for information to travel, and yet the increasing tightening of immigration laws and ever-increasing gaps between the ‘first’ and ‘third’ world. Imperialism is more than ever the dominant global system perpetuating extreme oppression and inequality. Its pre-development created modern racism, and therefore attacks on racism will only scratch the surface unless they relate to anti-imperialist struggles. Art along with media is a form of ideological production – consciously or unconsciously it reinforces, re-presents, questions, or attacks various views we hold about our world, hence it always has an educative component, positive or negative.
Many artists (unlike media practitioners) feel unable to think of audience and the political effects of their work – a writer once said “If I worried about that, I’d never write anything at all!” Furthermore, the art establishment is over-critical of art that speaks out with a direct voice – I recall continual skepticism during production of “Nachural Struggle” (CD-ROM) as to whether it was “Art” or an educational CD. Yet in effecting change, art and ideological production is most powerful when linked to progressive struggles. As Angela Davis says, “Progressive and revolutionary art is inconceivable outside of the context of political movements for radical change.” (from “Women, Culture and Politics”, Women’s Press 1990). It is as important for campaigns to use arts/media as required to meet their immediate and foremost objectives as it is for arts/media to raise awareness and generate discussion around those campaigns and the relevant issues.
It is also the social use of a new technology which finally determines its future, and this project develops this area through collaboration between artists, educationalists and campaigners. But let us take the relationship between art and ideology a step further – how can a work of art consciously and purpose-fully describe and express an ideology, and thereby develop the tangibility and currency of the concept itself? If an ideology is a set of related beliefs, attitudes and opinions, then the old linear narratives have surely done a disservice to their understanding. The nonlinear nature of the CD-ROM lends itself particularly well to the artistic exploration of such abstract social concepts which are not normally described easily using such narratives as in films and books.
Virtual Migrants is currently researching this potential for enabling the active viewer to link together seemingly disparate events and pieces of information into a well-defined conceptual framework, in any order. It initially focuses on the story of Liver-pool-based Nigerian dissident Bayo Omoyiola (currently threatened with deportation) and the layers of interwoven connections that link together Euro-British racism, colonial history, global economy, and definitions of nationality. The brief “soapbox” session for isea98 will discuss the above ideas with reference to excerpts from the previous “Nachural Struggle” CD-ROM. Presenting the results of a CD-ROM /research and development project focusing on the concepts of Globalisation, Barriers to Migration, and National Identity. The paradox between on the one hand the shrinking world and freedom for information to travel, while on the other the increasing tightening of immigration laws and the ever-increasing gaps between the ‘first’ world and ‘third’ world, The non-linear nature of the CD-ROM lends itself particularly well to the artistic exploration of abstract social concepts which are not normally described easily using the linear narratives of films and books.
This potential has been rarely developed; Virtual Migrants would examine this potential for enabling the active viewer to link together seemingly disparate events and pieces of information into a single, well defined conceptual frame-work, in any order. The CD-ROM medium enables possibilities for a piece to be discretely artistic, educative and also campaigning all in one physical format, due to the ability for a user to navigate through specific sections without the need to encounter other entire bodies of sections. The project is a collaboration between a group of artists, an educational institution (CGEM) and a community/ campaigning agency (IAU). Each will have their respective demands on the final audience, use and application of the CDROM and the project will examine this potential. The project will examine the use of CDROM (and secondarily the web) for black issue-based campaigning groups; for the development of anti-imperialist education; and towards the development of a black digital aesthetic. A parallel website is being produced in conjunction with the pilot CDROM.
In Media & Ethics symposium, Helsinki, and ISEA96, Rotterdam, Toshiya Ueno gave a talk on Techno Orientalism. In DEAF ’96 and Digital Dreams ’96 Tapio Makela worked on the topic Orientalist Aesthetics. In Ars Electronica 97 we had a dialogue in Net.Sauna on how to converge these two topics. We will have prepared this topic in advance, have parts prewritten (dialogue as theatre), parts visualised (imaginary dialogue) and parts generated on location (performative dialogue).
Poesie virtuelle (Virtual Poetry) is an obsolete diskette containing my collection of poems frozen in an irreversible state. My videographics contribute to the research of sounds and images, figures of the voice of an oratory Art, of my previous manuscript. For me, the hand that starts the action is the same hand that would write on the pages. The hand, so close to the eye, so close to the idea, in line with the elaboration of thought, seizes the camera lens just like a stiletto open on the world. The body of a scribe rose to join the traveling vision and write down in space the loops and limits of writing, prefigured in my videoglyphics.
In ‘Work in Progress’ real-time virtual reality technology has been used to bring to life a series of drawings in order to examine the possibilities of a life beyond the frame. A still image leaves much to the interpretation of the viewer. virtual reality technology, however, can place us inside the image where we can explore and interact. The work attempts to offer up new paradigms for virtual space as a fluid sketchbook/studio and exhibition space, where ideas can be dynamically realised, documented and presented.
A recurring factor in the creation of virtual reality artworks is the relationship between the artist, the work and the audience. In its current form ‘Work in Progress’ is intended to be presented by the artist to an audience, drawing on the ‘art of memory’ techniques discussed by Frances Yates. It acts as a visualisation of a memory space where the layout of the architecture orders the narrative and the placement of objects within the space prompts the recall of significant points to be addressed.
Panel Statement
Panel: The Invisible Planet
This presentation will describe the possibilities for social interaction between users and computer generated agents in networked Virtual Reality applications.
In many ways networked virtual worlds can be described as social experiments. Since it is networked, it will be inhabited by persons that have had no previous personal contact, and have to learn to interact, and develop conventions for behavior within the virtual worlds. This also puts the awareness on the responsibility of the developers of VR applications, as they as the interpreters of cultural and social codecs. Virtual Reality can also challenge the traditional role of users of different media. First of all the user can walk around in the virtual worlds as a spectator, just watching, like a visitor. On the other hand computer generated agents can be programmed to follow a dramatized sequence. The user can first of all watch this sequence as a linear story, like traditional TV. But the user will also be given the possibility to interact with the agent role, and influence the sequence of actions. The third level is for the user to virtually inhabit the agent role. The user perspective in Virtual Reality is based on the work related to Virtual Polis Version 2.0 and a reconstruction of an ancient viking settlement, Virtual Viking Village Version 1.0, both of which were premiered at the conference Virtual Reality Oslo 1994.
For the past eight years, since the first symposium on Cyberspace in Austin, issues relating to informational structure in a fluid environment such as online spaces have been discussed. One outcome seems to come from this discussion. In this presentation, the author wishes to look at these issues on the level of the user from the standpoint that the architecture of cyberspace is a locale in which humans must reside and interact with their environment. In this local study, we will look at the ergonomics of virtual spaces from standpoints of contemporary and ancient traditions. It is my intention to take a broad look at these issues, looking at contemporary models of interactivity and interface structure, design precursors such as the Bauhaus, and ancient disciplines such as Feng Shui, the Chinese art of creating spaces optimally configured for human habitation. In this way, the author hopes that when examined from these disparate sites of engagement, we can gain insights in how the human organism interacts with virtual spaces and how we can build cyberspaces that are more attuned to human habitation.
In a world where graphics dominate the meeting-point of art and information processing systems, and where almost all our virtual reality scenarios are stuck in a visual mode, there is a largely overlooked realm which is more subtle, broad, and fertile than the merely sensorial. Shuck off that data helmet and those data-gloves a while, and consider a most fundamental virtuality: pseudo-organic behavior.
Panel: Queer Viralities: Resistant Practices in New Media Art & Philosophy
In “After Life: De Anima and Unhuman Politics,” Eugene Thacker writes: “If our global context of climate change, disasters, pandemics, or complex networks tells us anything, it is that political thought today demands a concept of life adequate to it anonymous, unhuman dimensions, an unhuman politics, for unhuman life.”
While Galloway & Thacker have urged us not to look for progressive politics in diseases, cancers, and viruses, everything about our contemporary moment forces us to look there. It has been argued we now live in a viral ecology under the sign of viral capitalism, alongside viral media and philosophies. This explosion of all things viral suggests fascinating, weird, and unhuman movements between the life of the virus and the human designation of what is viral. Following this, can we have a notion of the viral that does not coincide with capitalism? Queerness seems to tell us we can. I will proceed to articulate what a queer viral (or unhuman) politics might (or ought to) be by examining the overlappings, differences, and irreducibilities of the virus (biological entity) and the viral (characteristics of the virus applied to other things). I will specifically consider the virus/viral relation along two axes: 1) from virus to viral based on action: replication and cryptography, or what Alex Galloway and Eugene Thacker call the “becoming-number” of the virus, and 2) from virus to viral based on its perceptual world, or how to generate the viral through a speculation on, or “alien phenomenology” of, its “umwelt.” I will argue that the unhuman is the mediating link between the virus and the viral, and that a queer viral politics engages with both these axes in novel ways. I will specifically look at Tim Dean’s writings on barebacking culture, Luce Irigaray’s work on mimicry, and the artwork of Queer Technologies.
Panel: Arabesque, Mandala, Algorithm: A Long History of Generative Art
According to one possible narrative, the history of computer graphic imaging has privileged verisimilitude, attempting to achieve a virtual image that imitates optical reality as faithfully as possible. This account posits an evolutionary trajectory for computer graphics beginning at rudimentary pixel-based figures and progressing towards richly layered, volumetric visualizations of an alternate world whose properties mirror our own. This history may or may not hide the fact that this virtual world is often visualized as if it were captured by a camera; the camera-based image is simulated by encoding a mathematical model of a picture as it would appear through a lens, with a specific field of view and focal length[1] <#_ftn1> . So already, computationally generated pictures analogize and favor the visual qualities of a world seen through a camera lens. Thus, they would seem to tend inherently towards the particular qualities of virtuality, and the visual distortions, produced by a camera. But there is an alternate tradition of computational abstraction that revels in the facility of the computer to render visual equivalents of abstract mathematical calculations. There are examples of such screen-based abstraction that generate imagery based on formulae for physical forces such as gravity, or painterly compositions that emerge as a result of inputting random values into an algorithm encoding change over time. This paper assesses whether or not there are a set of principles with which cameraless, computationally based abstractions are concerned, and what kind of “world” is imagined through this algorithmically generated visual model. Taking into account the history of abstraction in modern art, it considers whether computational abstraction fits into a modernist narrative or whether it envisions a new call to order distinct from that set forth by 20th century modernist movements.
The transcultural and multilingual magazine, founded in Montreal in 1983, now enters the virtual triangle formed by the three great metropolis of Eastern America: Montreal, Toronto, New York. Humour and a sharp critical faculty are our weapons as we tackle from the cities in the triangle. But where are all these people running, what’s all this tremendous activity inside the Triangle all about? We shall delve journalistically to come face to face with the high energy which powers our incredible megalopolis. A critical but witty journalistic writing. Inquiries, reports, interviews, commentaries from the three cities in a comparative, original approach.
Visible From Space is the name of a thought experiment. It is an open series that exists in multiple materials – video, relief prints, installation, projection, handmade paper, artist’s books, found objects, field notes, interviews, essays, and site specific events. I am proposing to exhibit several of my ongoing video experiments from this series in the context of the ‘Arabian Nights’ panel format. In particular, I have a number of videos of experiments performed on residency near Death Valley with rockets and balloons, and a number of experiments performed on the US/Mexico border using drones / UAV’s that I believe will generate a charged conversation.This work erupted from a fanciful supposition to create drawings on the Earth so large they would be visible from the moon. For such a feat, the stroke width of the line would need to be close to 60 miles wide in order for barely a hairline to be visible from that distance. It is charming to think that the Great Wall of China is visible from space – but this is merely a popular mythology. It is difficult to resolve an image of the Great Wall even from the International Space Station with the naked eye – which orbits about 250 miles above the Earth, let lone from outer space or nearby celestial bodies.
There has been much discussion over the last 25 years on issues surrounding vision and power, from Foucault’s model based on Bentham’s panopticon, to Laura Mulvey’s critique of the masculine gaze in Hollywood cinema. Focusing on technologies from cinema to the computer, the discussions examine the disempowering and controlling aspects of vision, and establish clear distinctions between viewer/viewed and empowered/ disempowered. This trajectory reaches its conclusion in work of authors such as Paul Virilio and Manuel DeLanda, who locate the military industrial roots in contemporary vision technologies. Contemporary critical artistic practice has responded to and sought to expand these ideas in light of new relations between viewer and viewed in the contemporary electronic landscape. For example, does seeing and being seen via electronic mediation always already imply a hierarchical power relation? How do these relationships manifest themselves through technologies such as the internet, with its see you see me protocol? Does this new landscape demand new models of vision, with paradigms that address forms of erotics and display as well as power and oppression?
These issues will be explored by each of the artists on the panel with work both informed by and also informing critical writings on vision, surveillance and technology. Each artist seeks to move beyond a simple articulation of binaries of power and vision, and in different ways uses strategies that can be seen alternatively as a coping mechanism, subversive appropriation, martyrdom, and an erotics of seeing and display.
Keywords: neuroaesthetics, collaboration, reinforcement learning, beauty evaluation, combinatorial creativity.
This paper describes the design of a computer program which will assist artists in producing aesthetically interesting pieces of visual art. In contrast of existing creative drawing computer programs, the proposed software will attempt to simulate the creation and perception of visual art. The program, called BICASSO, will be based on previous neuroaesthetics findings which offer an understanding of what the human brain considers beautiful. The program will include features representing the roles of the brain regions enrolled in visual perception, memory and decision-making. BICASSO will modify visual elements of the visual art being created, depending on aesthetic rules to render visual components easy to process by the human visual system. The aesthetic rules rely on the hypothesis that processing fluency and aesthetic pleasure are linked. The artist will give feedback so the program can learn and modify its behavior when its collaboration is not considered beneficial. As the program will only suggest aesthetic improvements (based on its knowledge, and ratings of the collaboration and the final products), we will be able to observe if this asynchronous collaboration can generate creative products which are considered as more valuable to the human eye.
The VEL is an experimental computer visualization facility located within the College of Engineering at Penn State University, USA. It is under the auspices of the Artist-in-Residence in Engineering program. The philosophy of the lab is interdisciplinary, serving students and faculty from all sectors of the university. Typical classes contain a mix of engineering, science and art students who share their personal skills with each other in an informal atmosphere. Instruction on the computers is offered by advanced students with master classes in applications or lectures on aesthetics, philosophy and case studies.
With the advent of artificial intelligence and its applications to all aspects of daily life, an old saying that a pictures is worth of a thousand words will indeed have a broader and deeper impact on human quality of life, especially to those who have lost partial or total ability to articulate ideas in any form. How can people with aphasics acquire language skills? If aphasics do not process either partial or total ability to verbalize their ideas in words, how can hey study language? Language is generally defined as the aspect of human behaviour that involves the use of vocal sounds in meaningful patterns and, when they exist, corresponding with written symbols to form, express, and communicate thoughts and feelings. In this paper, we have focused our research on the picture cards for current computer-based therapy. On the basis of data used and collected, we began with an assumption that pre-conditions of digital picture cards were the essential step to the development of the language training software for aphasics. We proceeded to explore the impact of the visual information design of digital picture cards on those who have varying degrees of aphasia.
Visual music is just one facet of many in the current visualization revolution in education, communications, and the arts.Visualization tools such as VCRs, video camcorders, CD-ROMs, AV microcomputers, MMX technology, test equipment, and relatively inexpensive yet powerful software for doing high quality multimedia are commonplace in the late 90s in the home, business place, and classroom. And DVD and Java, a software multimedia synthesizer, are in the early stages of exploding onto the scene. Add to that technology mix the genre called “creativity” software (algorithms and generative systems that make it relatively easy for the any user to produce the illusion of a work of art) plus a genuinely joyful creative attitude that’s picking up steam in society and what you have are conditions ripe for a visual music harvest. An abbreviated set of Visual Music Flavors:
As the contemporary writings of artists such as Alberti and Leonardo make clear, the use of perspective in Italian Renaissance art was not promoted in a naive belief of its power of aiding the realistic depiction of three-dimensional space. Renaissance artists were well aware of the short-fallings and compromises of perspective space as it stood in relation to actual human perception. The true power of perspective lay in its ability to efficiently control the presentation of painted objects within the viewer’s gaze. Perspective enabled painting to achieve the clarity of disposition, selective isolation, emphasis and de-emphasis of figures as was taught within the composition of rhetoric. Italian Renaissance art addressed the viewer directly by means of engagement and visual immersion. Painted and sculpted figures sought eye contact with the viewer and gestured towards him. Large scale frescoes, such as Masaccio’s Trinity fresco in Santa Maria Novella, Florence, were able to directly extend the real architectural space of the church into the painted space.
Contemporary with the emergence of this visual technology was a genre of devotional handbooks which encouraged the reader towards forms of private meditation upon Biblical subjects in which they were instructed to imagine themselves as though actually a bystander of the events. Such books taught that one should select locations familiar to the reader so that they may be more immediately imagined. These merged such devotional routines as the Stations of the Cross with forms of visual mnemonics derived from Classical rhetoric. Adherents of such mnemonic techniques organised their memories by locating a series of distinctive and suggestive objects within a space either familiar or easily recalled. Information was retrieved by the means of an imaginary walk within the building. The “Ante delle memoria locale,” of Angostino del Riccio, published in 1595, recommends the use of Santa Maria Novella as such a memory building. Painting and private practice were combined in an information technology focused around the acquisition and retention of knowledge through highly experiential activities “It is necessary that when you concentrate on these things in your contemplation, you should do so as if you were actually present at the very time when he suffered. And in grieving you should regard yourself as if you had your Lord suffering before your very eyes, and that he was present to receive your prayers.” Psuedo-Bede, Little book on the meditation on the Passion of Christ divided according to seven hours of the day, mid-late 13th Century.
My current Doctorate research is engaged in a re-assessment of Renaissance visual practice in the terms outlined above as a possible model for the development of computer media. Rather than placing an emphasis upon the technical issues of perspectival representation which have influenced the development of modern three-dimensional computer graphics, my work is focused around issues of interactive engagement and the utilisation of such media for purposes of the rhetorical address to the user. It is not realism but the enhanced subjectivity of personal response which computer media ought to develop towards, the experiential engagement with media, which, in itself, must lead towards a more heightened ethically questioning form of user interaction.
The e_Motion research proposal integrates 3D visualization, haptic technology and rapid prototyping as a window into the Autism Spectrum Disorder (ASD) mind. It represents an exciting evolution of past work done on emotion and digital media. Through the ground-breaking research of Simon Baron-Cohen and others we have learned that ASD falls along a broad spectrum, and high-functioning autistics like Temple Grandin have taught us that they are handicapped not by their ASD, but by the fact that they learn in different ways from “neurotypicals”. It is now well known that many ASD people are visual thinkers and learners, and Dr. Rauch proposes to utilize state-of-the-art but “APPROACHABLE” digital technologies that will allow them to speak with distinct and enhanced visual voices. This differs from art therapy in that it will lead to a better understanding of how ASD individuals think and feel, through visualization. That the products of creativity might allow psychologists and neuroscientists to better place individuals along the ASD spectrum is especially critical on an international scale. Dr. Rauch currently joins collaborators such as Dr. Stuart Shanker, Prof. Jason Nolan and Dr. Evan Thompson, who are working on studies in ASD, emotion, education and communication. Dr. Rauch’s unique contribution emphasizes emotion and visualization through digital 3D production and haptic technologies.