Posts Tagged ‘immersion’
Inflatacookbook: 1970s alternative media/architecture collective Ant Farm’s instruction manual on how to create weirdly inhabitable inflatable structures
March 23rd, 2010 germinating ideasTags: body, city, espace heureux, experimental circus, immersion, play, space, utopia, visceral
In the late 60′s and 70′s, the San Francisco hippie art and architecture collective known as Ant Farm were creating buildings out of giant inflatable plastic bags. Their 1969 work, 50×50′ Pillow for the Whole Earth Catalog led to the commission to build the medical tent–or as Ant Farmer Chip Lord called it, “the Bad Trip Pavilion”–at Altamont.
Ant Farm also created uncannily prescient work about things like the all-consuming, TV-driven, pop media culture and the American fetishization of cars. [They're the ones who buried that row of Cadillacs nosefirst in the Texas desert.]
from Make Magazine:
“I had the pleasure of meeting and becoming friends with Ant Farm co-founder Doug Michels in the early ’90s. He was as delightfully crazy as ever, drawing up designs for spheres of water floating through space filled with dolphins, a Japanese sex theme park, a giant couch, called the National Sofa, in the park across from the White House, where people could come and interact with the First Family via the National TV set. This was definitely not a guy who liked to paint inside the lines. Sadly, Doug died in a freak climbing accident in 2003.”
Ant Farm’s “Inflatacookbook”
Sonic and Synesthesia: archaic utopia and toy emotion
February 18th, 2010 researchTags: body, cyborg, espace heureux, experimental circus, immersion, kinetic, maze, music, play, utopia
As a child, I spent hours with my Sega Genesis or (Sega Megadrive, as it was marketed in Europe) developing digital motor reflexes meant to ensure my survival in a colorful 8-bit world. Rolling up in a little ball to zoom through transparent tubes or accelerate and fall in not-quite-Earth-gravity parabolas became second nature. Sonic introduced me to the delights of a sacharine electronic soundtrack that made the hard primary colors of Sonic world’s shimmer and subliminally controlled my minute pushing and pulling of the tiny joystick. Sonic is a masterpiece in synesthetic design: visual, aural and kinetic mesh together to create a re-embodied experience, more akin to telepresence than manipulating an avatar.

Apparently, other fans who still have dreams of pinballing through Sonic levels and have developped an automatic jump and bounce response to hearing repetitive synth melodies have posted these walkthroughs of Sonic 1 and 2…a nostalgic flashback to an archaic utopia.
Kinesthetic Art: spatial vocabulary and the body ego
January 20th, 2010 researchTags: ambiance, architexture, body, experimental circus, haptic, immersion, inanimata, play, space, time, visceral
Matthew Barney, Cremaster I
text: Margaret Morse, Video installation Art: The Body, the Image, and the Space-in-Between
Morse evokes a piece by Muntadas called haute CULTURE Part I, in which two monitors are placed on each end of a seesaw, thereby making an elegant point, couched in physical terms (physical even as in “physics”, since gravity is employed as an artistic device) about the act of comparing both sets of images. This piece offers an example of what Morse calls “kinesthetic” learning, or the kind of information processing and intuition specific to our perception of the organization of objects in space. Kinesthetic perception is synesthetic and active – it involves visuality, sound, and the haptic in a way that allows each sensorial input to complement, suffuse and correspond to another, and using the entire body, including its own position in space relative to other objects, as a sensory organ. The kinesthetic subject is always hyper-aware of her body/herself as key element in the epistemological puzzle posed by the installation piece: all the meaning that can be gleaned from a space must bounce off of her, her critical interpretation changes and accrues only according to her own changing orientation in space. This unfolding signification is also temporally grounded – in fact kinesthetic appreciation can be defined as a temporalized experience of space, a strange, subliminal experience in which we both critically stand outside ourselves to consider ourselves-within-the-world and have an acute consciousness of inhabiting our bodies, of being materially and psychically connected to the outside world. Morse’s term of “body ego” encapsulates this awareness of oneself as an entity, something that participates in both the object and the subject.
Going back to Muntadas’ seesaw, we can see how the artist’s physical demonstration of a conceptual relationship between the two objects/monitors offers us a uniquely visceral insight into an a priori realm of abstract and critical thought. The kinesthetic argument being made is playful – an analogy more than a declaration. Using the evocative power of objects and their wealth of cultural denotations, an artist can articulate kinesthetic phrases, in which different objects constitute a semantic content and their relative positions (taking into account the multiple trajectories of the visitor) operate as syntax. Objects are further mis-en-abime within the virtual windows of screens and video channels – kinesthetic art erases to a certain degree the ontological difference between what is represented (screen-based) and what is presented (anchored in physical space). The resulting aesthetic and epistemological experience is intuitive and multidimensional, blurring the boundaries between thinking and feeling.
Experimental Circus: Burning Man 2010 (Metropolis)!
December 20th, 2009 researchTags: architexture, city, experimental circus, haptic, haunted space, immersion, play, time, utopia

For those interested in interactivity not only as an art or industry practice but as a way of life and social experiment, Burning Man remains a visionary site where specifically space, in Lefevrian fashion treated as a shaper of social and cultural context rather than background, is radically explored and expressed. Taking its cue from the Situationists and their idea of a playful “psychogeographic” city, Burning Man is fun fair, ginormous art installation, multimedia playground, slum-mushroom, Fourrierian commune where the consequences of extremely minimal legislation (including a prohibition against the use of money) allow you to live the anarchist American dream.

If you could do exactly what you wanted to invest your time in, and give it some kind of physical form, what would you chose to do? This is the question answered by Burners…often giving rise to habitats, zones, and contraptions that you would only see in the virtual realms of computer games or from the sets of fantasy and science fictions movies. Loose in time, without any schedule (divorced from leisure and encouraged to participate), revelers spend it being in and feeling the weirdness and possibilities of space. From this radical redefinition of these basic parameters, sociality starts to mutate beyond recognition…

The theme for 2010 is METROPOLIS. I would think unavoidable research for anyone interested in dreams of future cities! “Every year a dense metropolis arises in the Black Rock Desert; every year it disappears without a trace. Tumult and change, churning cycles of invention and destruction – these forces generate the pulse of urban life. Great cities are organic, spontaneous, heterogeneous, and untidy. They are, like Burning Man, magnetic hubs of social interaction. This year’s theme will function as a micro and a macro-scope, an instrument through which we will inspect the daily course of city life and the future prospect of what we call civilization.”
Radiotopia: Imaginative Use of the Ionosphere
November 18th, 2009 researchTags: ambiance, espace heureux, haunted space, immersion, machine, music, play, space, time, utopia

Using Benedict Anderson’s concept of imagined communities as virtual loci that gather individuals into a common cultural space,Susan Douglas (Listening In) reads radio in terms of its capacity, as a social practice, to uniquely constitute (American) subjectivity. Radio’s most obvious affordance is that it allows people separated in space to listen simultaneously, “to experience that very moment of (their) lives in exactly the same way” (p.24). Douglas argues the new medium gave rise to an unprecedented kind of intersubjective intimacy – a linking of inner worlds that occurred not through a meeting of the minds (radio listeners remain anonymous to each other) but by sharing a common (cultural, technological) platform for fantasy.
Radio listeners are bonded by a specific practice of self: as thousands tune in to the same Top 40 song, they cross over together and for a moment into a temporality different from their distracted, fragmented present and experience time as a (musical) signature, as an embodied flow. For the duration of a song, radio holds out the possibility to a fragmented collectivity to perceive themselves as a unique, flavorful being – the kind of communion achieved is not one that can gather a community (radio listeners are experiencing themselves, very closely, rather than experiencing others) but that produces similar and separated subjectivities. Radio-listening Americans live apart but dream together.
Here Douglas’ concept of “dimensional” listening, as radio’s purported affordance that encourages listeners to generate their own powerful imagery to compensate for the absence of a visual world, enters into play. If other media like cinema, where worlds are “given” to the audience for consumption, constitute a vault of imaginary material, then radio trains the subject in the practice of a specific type of imagination, setting up the scaffolding for an inner space that we can freely populate. To “develop an ear for radio” means to gain access to “a repertoire of listening styles and emotional responses”, to be attuned to different inner worlds that we can switch on or off (in this sense, prefiguring the advent of portable music players as mood-regulating devices). In the 20s before regular programming this might mean tuning in to imagine a ionospheric topology projected from the disparate stations the ham could reel in; in the 30s it could mean regularly conjuring the presence of an entire cast of fictional characters from a soap drama. Douglas argues that in exploring the “spaces” of sound – by promenading our consciousness through the rippling folds of rhythm or timbre in music, by stalking the unfolding story of a voice – we are really spelunking in our own depths.
The term “training” characterizes the kind of self-building radio enables in the sense that listeners (according to Douglas) become emotionally attached to broadcast material, especially if they hear it repeatedly: “the more we listen to certain kinds of music, the more we learn to like it.” (p. 32) – in a quite neurological way, Top 40 songs imprint themselves on our mind, giving shape to our subjectivity. This emotional sculpting modifies the listener’s sense of time in significant ways. Radio creates privileged temporal moments for the listener, a more intense experience of the present that accompanies the listener’s exploration of their inner space. Over the course of a life, these privileged moments call to and ricochet off one another – mental states or moods jump across one’s temporality, seeding the self with fragments of past incarnations, reliquary fantasies. Douglas emphasizes that radio almost from the beginning was marked by nostalgia, by the longing for a disappeared moment that a broadcast song could briefly bring back into the present. In this sense dimensional listening is not dissociable from another term Douglas uses, “associational” listening, or the forging of correspondences between the flow of our lives and the soundtrack that accompanies it, meaning that daily routines – e.g. doing laundry while listening to a jazz tune on the radio – are dyed with the color of a sound that can make an initially undifferentiated slice of everydayness remarkable. This quality in radio emerges from its difference from the gramophone as a listening practice – the fact that radio temporally mapped out a listener’s day (starting with regular programming) with scheduled sound. As manufactured sound and especially music became ambient (as consequence of ubiquity) they started exercising an unprecedented level of influence on people’s lives.

Douglas also investigates the fascinating history of the beginnings of radio and the social significance accorded the new technology at its inception, particularly around the relationship between radio and a collective desire for the existence of a tangible spiritual dimension, a longing for the unchartered and unknown that characterized both radio’s marketing as a mechanical “medium” (a notion that interestingly recontextualizes media in terms of spiritism) and the practice of DXing. Radio uncannily symbolized, more than the phonograph which was an inscription device, the utopian possibilities of technology as interface between different ontological realms, as a transducer that could allow for communication between what was previously considered incommensurable: the living and the dead, humanity and the extraterrestrial, invisible world of the airwaves, two individuals separated by vast distances. Douglas points out that in endowing radio with this mystique Americans were engaging in a search for meaningful connection, a sense of existential and communal belonging that, at least in the collective Western imaginary, had been lost in the turn to mechanized, serialized, fragmented modern life. DXers, poetically dubbed “distance fiends”, developed a form of radio practice that engaged the technology not only as a commodity fetish but also as, literally, a medium, a means of accessing different possibilities of signification through the exploratory use of the technology’s affordances. Before the more commoditized modes of dimensional and associational listening, tuning in to the radio was also a game played across the virtual landscape of the airwaves as DXers would fish for the disembodied voices that stood in for real-world localities.
Douglas’ discussion of DXing as a poetic practice weaves into her general investigation of radio not only as a locus for a cultural imaginary but as a technology that crucially enables imagination – which raises questions as to how other sound technologies have been and might be imaginatively used. If the commodity-use of the record, the tape, the MP3 player have trained us to meaningfully experience sound in certain ways that have constituted our subjectivities according to certain common cultural (capitalist) patterns, then what other cultures (and other subjectivities) with potential to challenge or re-organize capitalism emerge as a result of exploratory, imaginative use? Radio leads us into a consideration of contemporary countercultural (but also massively embraced!) practices around sound technology, namely DJ and remix culture…
Cinema in a Cabinet
October 26th, 2009 germinating ideasTags: architexture, haunted space, immersion, photopia, screen, visceral
a solution to the screen vs. physical space dichotomy: merging two different ontologies of immersive space. You need to enter a secret space within the larger installation to look at the screen: watch a movie in a closet, a cabinet, then crawl out/emerge.
Brainpipe: Sonic Navigation / Synesthesia at Play
September 16th, 2009 researchTags: ambiance, haunted space, immersion, music, noise, play
From website “Create Digital Music”
Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless…..
Peter: Let’s talk about the game mechanic. Some of it feels familiar – this descent through a cylindrical pipe – but there’s something quirky and unique about your take on it. How did you settle on the interaction mechanic?
Iikka: This was quite literally the first thing I programmed for Brainpipe. We were trying to come up with a new “short” game after putting another larger project on the back burner because we didn’t have enough free time to work on it. Within a few hours I had the basic control scheme and the moving pipe running on the screen. This is similar to how some of our other short games (Plasmaworm, Dr. Blob’s Organism) got started; the first prototype is something you can play with. After that there were tweaks of course, but the feel stayed much the same…
We were talking about music right away and how the sound, the intensity of the patterns and colors on the pipe walls, and the speed of traveling through the pipe should all work together. [We wanted] a kind of triple whammy to suck the player in deeper and deeper — a strong, cumulative effect…
Making sure each obstacle has a sustained sound so you can hear it coming in the distance in front of you and then hear it pass by and recede with Doppler shift certainly adds to the audio illusion.
I think the kicker is the way the intensity ramps in the game. It’s sort of like a rising sawtooth waveform-shaped thing. During each level, the intensity, the speed increases, Then, between each level, the intensity drops to give you a breather before the next level begins. Each time the intensity drops, it is still at a higher intensity level than during the previous level break, and all of this ramps upward.
The sensation of synesthesia is something a handful of game designers have tried to achieve. What are some of the games that have inspired you? Are there games you feel have reached that fusion of sound and visuals?
Iikka: My personal influence is the “demoscene” that I was a part of when I was younger; it’s a subculture of programmers and artists using computers to create non-interactive but real time audio-visual experiences.
Rich: For me, LucasArts’ adventure game, The Dig, with its seamless looping of various Wagner themes and so on. The music would morph as scenes changed. It was an amazing piece of work.
The music from Star Control II innovated with music and visuals, and it directly inspired the music for Strange Adventures in Infinite Space and Weird Worlds: Return to Infinite Space. The idea that each alien race should have their own theme music came from there (though this kind of thing is less unusual now than it was when SC2 was originally released), as did the idea to attach separate and distinctly different music to each thing, category of thing, item, window, pop up announcement –every action in the game and every flick of the interface … like a toddler’s “busy box” of sound.
Back to Brainpipe, other areas of music outside of games inspired us as well. Aleatoric, musique concrete, avant garde — stuff Bill just naturally creates and stuff I’ve always loved since I was a kid. [I checked] out the LP’s at the library by Stockhausen, Varese, Morton Subotnick, Ussachevsky, all these wonderful pre-synthsizer electronic sound and found sound composers. And the records were awesome because they were always in pristine condition — relatively few others ever checked them out.
NOISE & the sonic/haptic overload: Kawaiietly Please makes art of happy massacre
September 12th, 2009 researchTags: ambiance, amnesia, body, detournement, experimental circus, haptic, immersion, inanimata, machine, material, noise, play, shock, visceral
IN a show put on by noise performer Kawaiietly Please – in which we participated, not listened, or perhaps listened to the point of participation. She started by taking her microphone for a walk around the venue’s small room, picking up vibrations that fed into a distorting filter in her computer, amplifying white noise. It was painfully loud, but only when the beats kicked in four to the floor did our organs start to thump synchronously against their skeletal cavities. Kawaiietly Please creates an event that uses sound as a dilating instrument, opening up the minds/bodies of the audience via their ears: in front of the stage, a giant white stuffed gorilla lies in an inflatable kiddy pool, its belly stitched with black cables. Kawaiietly Please tiptoes towards it, the cacophony around us lending an intense stillness to the scene.
Then the sound begins to bark at us like a rabid dog and she pulls out the cable from the stuffed corpse – she struggles, the clothy flesh resists – and some of us impromptu jump on it and start tugging too. The sound – damaging feedback, harsh static, thereminish vibrations – throbs across our muscles as we pull, pull and finally – yes! – we tear. The monkey explodes in a shower of stuffing and glitter, an entire horde of smaller creatures spills out. We go nuts. Now we have something to lay our hands on. The noise that throws us about like rag dolls gives us back what is our own – our impulse to be kinetic. A double acceleration: the movement in time that is sound galvanizes a symmetry-response momentum in extensio – everything snaps (in place) with the thrashing of our bodies. 
We dive to the floor, grabbing stuffed animals, pulling them apart solitarily but more often engaging ferociously in tug-a-war: I grab an arm, you grab a head. Soon enough we are fighting each other. Not knowing how it came to this, I am on the floor being dragged around by someone who is battling me for the limb of a teddy bear. The kicking and screaming I do is much more than liberating: this synesthetic simultaneity of hyper-loud sound, cuddly texture (the plush, soft, squeezable bodies of the animals) and violent muscular resistance (the propelling motion of the tugging) is driving me insane with fun. Kawaiietly Please weaves in and out amongst us, jerking her head back, rubbing herself against the floor with scattered petticoats, feeling up the PAs – ghostly in the red light, flitting in and out of the decibelic tidal wave like a hummingbird. We roll her in the rubbery folds of the kiddy pool (the excitement of tactile/sonic texture peaks), mock- suffocating her. She is buried beneath the blue plastic while we throw bits of stuffing and animal parts as though they were flowers.

The noise abruptly ceases: we clap, we shriek, we instantly miss it. She emerges, bows. For about an hour afterwards a number of us are still twitchy – we vault rather than climb onto chairs, we hop rather than walk, laugh rather than bother with coherent sentences. A warmth suffuses us, stretching our mouths in toothy smiles. We want more of this extreme friendliness.
Weird Information: Touch as interactive immersive technology!
September 10th, 2009 referencesTags: architexture, body, haptic, immersion, inanimata, play, space, visceral
“Why can’t we have an aesthetic language of composition for the sense of touch using vibration?”
Happy Hardcore: Air-Pedaling and Candy
September 10th, 2009 researchTags: body, experimental circus, haptic, immersion, machine, music, noise, time, utopia, visceral
Old Skool – mid 90s
new iteration of happy
J-Pop: happy and breakbeats
Over the past six months I’ve been listening about 3 hours a day to happy hardcore, a sub-genre of “rave”, “techno”, “electronic” music considered a spin-off from early 90s U.K. hardcore techno (which also evolved into other kinds of hyper-fast specimens such as gabber/speedcore, like happy hardcore distinguished by its four to the floor beat but without the synthy melodies and jungle/drum n’ bass, whose syncopated fury is driven by breakbeats). Happy Hardcore is a product of rave culture, which approaches music from a decidedly anti-aesthetic point of view: this is not music meant to be listened to /considered/tasted (nothing is more contrary to the notion of taste than the dirty, praxis-based logic of musical fodder, meant to be digested by your dancing), but to kick you like a soccer ball into a parabolic trajectory, with usually a 7-hour interval between the going up and the coming down. Your body suffers through the DJ set of happy hardcore – crushing waves of relentless beats pound a machine rhythm into your feet while the perpetually shifting, morphing timbres of the synthesizer travel up and down your spine, stretch out your skull from the inside, creating a space (grimy and vast, like a warehouse) for the free play of endless sonic variations. Happy Hardcore is brutal in the sense that it locks you into a logic of acceleration – like driving a car with your foot spastically pressing down on the gas pedal – and that, at least within the context of a DJ set, it never stops. Not delivered in discrete packets of consumable “songs” but turned on like a tap – for a given period of time you swim in it, fight with it, ride with it, drown in it; it becomes your medium, a total texture for a parallel reality, a cognitive landscape apart. When they turn the music off and the night is over, it’s as if the air had gone out of the room – your ears, surreptitiously, have metaphorically started to function as lungs, allowing sound to bond to your bloodstream.
Why happy hardcore? If you look up happy hardcore on youtube, you’re likely to find tracks played to a still image that looks like a smiley face with angry eyebrows and a ferocious, toothy, grin – and that is exactly what it feels like. It can only be described as a mean joy, an apocalyptic celebration – the kind of happiness you would feel if you were being catapulted over a chasm, your feet treading air.
From Boing Boing: the Future of Synesthesia
September 4th, 2009 referencesTags: architexture, body, haptic, immersion, inanimata, machine
Digital Synesthesia
- Posted by: David Pescovitz on Boing Boing blog
- on September 1, 2009 at 7:10 am

Want to see with your tongue? Boing Boing’s David Pescovitz looks at technology that blurs the boundaries between our five senses.
What if you could see with your skin? Or taste what you see? While those kinds of experiences might suggest a mental disorder, or an acid trip, the ability to substitute your senses by choice is on the horizon. A confluence of new technologies are leading to a kind of digital synesthesia.
Synesthesia, of course, is the fascinating neurological phenomenon whereby stimulation of one sense involuntarily triggers another sensory pathway. A synesthete might taste sounds or hear colors. But the ability to reroute the senses could dramatically help blind individuals, for example, or restore the sense of touch to amputees wearing prosthetic limbs.
At Institute for the Future, where I’m a researcher, my colleagues and I have spent the last few months exploring the notion that “everything is programmable,” or will be soon. The idea is that emerging technologies—from pervasive computers to synthetic biology—are making it possible to program our bodies and our worlds to desired specifications. Increasingly, we are looking at the entire world through a computational lens. As part of that research, we’ve been collecting “signals”—events, developments, articles, scientific publications—that taken together, give indications of key trends. We’ve entered these in our public Signtific signals database and tagged them based on their subject matter. I’ve found many research efforts suggesting how we may reprogram our senses in the future.
For example, there are the “Flavor Tripping” parties fueled by Synsepalum dulcificum, aka “Miracle Fuit,” the West African berry that temporarily reprograms your taste buds to make anything sour or bitter taste perfectly sweet. And there’s the story of Daniel Kish, the blind psychologist who, by clicking his tongue, uses echolocation to “see.” In the realm of digital synesthesia, numerous projects are attempting to leverage tactile feedback in the form of clothing outfitted with tiny vibrators. Instead of picking up your phone to read a text message, you might feel the words spelled on your back.
The late Paul Bach-y-Rita could be considered the father of all technology used to reprogram the human senses. In 1963, Bach-y-Rita developed a “Tactile to Visual Sensory Substitution” device. It converted images from a camera to tactile sensations that a blind person could feel on his or her back. Bach-y-Rita’s research was all based on the notion of “sensory substitution.” The brain, he argued, was not hardwired and that a working sense, say touch, could be used to replace a failing one, e.g. vision. His ideas around the plasticity of the human brain were very controversial at the time but widely accepted today. He continued his research on sensory substitution technology at the University of Wisconsin-Madison, and his company Wicab, until his death in 2007.
“I can connect anything to anything,” Bach-y-Rita said in a profile in The Telegraph shortly before his death:
We see with our brains, not with our eyes. When a blind man uses a cane he sweeps it back and forth, and has only one point, the tip, feeding him information through the skin receptors in the hand. Yet this sweeping allows him to sort out where the doorjamb is, or the chair, or distinguish a foot when he hits it, because it will give a little. Then he uses this information to guide himself to the chair to sit down. Though his hand sensors are where he gets the information and where the cane “interfaces” with him, what he perceives is not the cane’s pressure on his hand but the layout of the room: chairs, walls, feet, the three-dimensional space. The receptor surface in the hand becomes merely a relay for information, a data port.
In the latest incarnation of Bach-y-Rita’s work, the data port is the tongue. The company he co-founded, Wicab, has developed a visual prosthetic for the blind that converts images from a video camera into tactile sensations on the tongue. The system, called BrainPort, pairs a head-mounted digital video camera with a postage stamp-size electrode array that sits on the tongue. A small computer translates the visual information into a pattern that is “displayed” on the tongue.
“The tactile image is created by presenting white pixels from the camera as strong stimulation, black pixels as no stimulation, and gray levels as medium levels of stimulation, with the ability to invert contrast when appropriate,” reads the company’s website. “Users often report the sensation as pictures that are painted on the tongue with champagne bubbles.”
The BrainPort is not yet FDA approved, but clinical studies have been quite exciting. During trials, blind test subjects had their brains scanned while using the device. Interestingly, even though the device provides tactile sensation, visual regions of the brain were activated.
Seeing with your tongue may seem unusual, but arguably not as weird as “skin vision.” A researcher at Tel Aviv University suggests that humans might be able to “see” with their skin. Engineering professor Leonid Yaroslavsky hopes that through biomimicry, new kinds of imaging technology might be developed that obviates traditional optics. Yaroslavsky presented his theories on the subject in a scientific book titled Advances in Information Optics and Photonics. From an American Friends of Tel Aviv University press release:
Skin vision is not uncommon in nature. Plants orient themselves to light, and some animals—such as pit vipers, who use infrared vision, and reptiles, who possess skin sensors—can “see” without the use of eyes. Skin vision in humans is likely a natural atavistic ability involving light-sensitive cells in our skin connected to neuro-machinery in the body and in the brain, explains Prof. Yaroslavsky.
While the first people to reprogram their senses are likely to be people with a sense that has failed them, the technology will likely trickle down. Eventually, the hard lines between our five senses may be blurred. And in a world where everything is programmable, five may be a choice, not a limit.
Do you see what I’m saying?
David Pescovitz is co-editor of Boing Boing, a research director at Institute for the Future, and editor-at-large of MAKE.
HAPPENINGS: dirty habitat risk and fear banana peel perishable state of mind
August 24th, 2009 researchTags: ambiance, body, contingency, detournement, experimental circus, haptic, immersion, inanimata, infrastructure, interactive, kinetic, mapping, material, music, play, shock, space, visceral
Allan Kaprow: “Happenings” in the New York Scene
Andy Warhol's "Exploding Plastic Inevitable"
“In both cases the interactive method comes from outside the community, and because the organizing principles are not within the audience’s sphere of influence, one might next ask whether interactivity of either of these sorts actually goes beyond what Jean Baudrillard calls “reversibility” – processes like sending letters to the editor to the newspaper – and rearranges communication in a fundamental way”. What if participants designed their own game and own rules as part of the game?
“…when bang! there you are facing yourself in a mirror jammed at you. Listen. A cough from the alley. You giggle because you’re afraid, suffer claustrophobia, talk to someone nonchalantly, but all the time you’re there, getting into the act…Electric fans start, gently wafting breezes of New-Car smell past your nose as leaves bury piles of a whining, burping, foul, pinky mess”.
“…they appear to go nowhere and do not make any particular literary point”. Because instead they create experience.
“First, there is the context…that is, its “habitat“, gives to it not only a space, a set of relationships to the various things around it, and a range of values, but an overall atmosphere as well, which penetrates it and whoever experiences it.”
Soke Dinkla: “participation is located along a fragile border between emancipatory act and manipulation”. where do I stand on this?
Sartre in Nausea on the construction of human situations
gallery: taste :: happening: dirty
“…a flimsily jotted down score of root directions”
“chance then, rather than spontaneity, is a key term, for it implies risk and fear (thus reestablishing the fine nervousness so pleasant when something is about to occur)”
(People having to waddle through a room filled with garbage)
“But it could be like slipping on a banana peel or going to heaven“
“The physical materials used to create the environment of Happenings are the most perishable kind”
“they reveal a spirit that is at once passive in its acceptance of what may be and affirmative in its disregard of security.”
“A STATE OF MIND”
Man with a Movie Camera: utopia arrives!
July 9th, 2009 references, researchTags: archive, body, city, contingency, Dziga Vertov, experimental circus, immersion, kinetic, machine, modernity, music, play, punctum, space, time, utopia, visceral
This film opens up a world, another level of “reality” that is more than the sum of its parts. Emerging out of a vision of other time – time mechanized, measured, dislocated, arrested, superimposed – is the vision of a other way of life, a life energized by the fullness of the juxtaposed moment, a society aligned with Vertov’s and the communist project’s ideal of a union of the activity of communal / industrial daily life and the vital élan, the joyful exercise of each individual’s humanity. The world invented / discovered by Vertov’s camera erases the division between labor and “one’s own time”, between citizens and the city, between the producers and the technological means of production, between products and their consumers. Every element that is captured by the apparatus meshes with a multiplicity of analogous moments or rather analogous vectors, snippets of temporal trajectories in which the world and all its inhabitants seem to freely throw themselves into each others’ paths.
Brecht-like, Vertov pulls down the wall between the screen and the audience, allowing the subjects-spectators possession of their photographed selves, assigning the camera (and the filmmaker) to be as much a participant in the buzz as its privileged observer. This move is incredibly satisfying and startling at the same time: I do not feel I am presented with an object, a result, a work out of or beyond actuality for me to consume but that the windows of actuality have been blasted open all around me and that I find myself almost on the same ontological plane as the (human, technological) population of the film. Rather than bringing the world to me, it brings me into the world – as a spectator I feel simultaneously transformed into an actor, an agent, part and parcel of the aliveness of the kino-eye. It’s the first time I’ve seen “Man with a Movie Camera” . I cannot remember having ever been so engaged (as opposed to engulfed, enchanted, immersed) by a work of art.
How is “Man with a Movie Camera” a documentary? Grierson’s “the creative treatment of actuality” seems too indeterminate a definition to characterize Vertov’s utopian project. Actuality here is certainly treated, openly, visibly mediated by a community of agents : by the apparatus (which eerily and comically becomes an animate character of its own)_ by the camera operator, the camera’s appendage or transport device whose main task seems to be to enable the camera’s heroic phenomenological agency_by the editor, who, in a sequence showing shots of frames on a film strip followed by shots of the same frames projected at their proper speed, finalizes the machine’s God-like powers to set time in motion. This candid mediation takes the sting out of “creative treatment of actuality”: we are informed as to the “how” and encouraged to jump into the project ourselves.
The filmmaker does cease to be a conjuror and becomes an epistemologist – rather than doling out a spectacle (even a spectacle structured by an argumentative, informative or ideological purpose, on the non-fiction side like Grierson or on the fiction side like Eisenstein) the kino-glaz (a gaze that is simultaneously the filmmaker’s, the spectator’s and the camera’s) inscribes a map of actuality, in fact writing by the exercise of looking / scoping /projecting.
Argumentation becomes problematic at such a level of investigation into the actual, not least because we are placed in a realm beyond language or discourse into something that is purely cinematic – if we are mobilized politically it is on a poetic level, where social issues cannot be divorced from their embededness in an entirety of human meaning.
Another epistemologist – phenomenological camera in Chris Marker’s “Sans Soleil”. “Sans Soleil” also takes actuality as its material, but is it a documentary? When does not the poetic treatment of actuality but the poetic purposes of the filmmaker diverge from a “documentarian” purpose. “Sans Soleil” is about actuality, although a highly subjective one. Does it count? Or must a documentary necessarily address some form of consensus reality – must it necessarily inform in addition to express?
FURTHER EXPLORATIONS IN “VISCERAL” ART
June 12th, 2009 germinating ideasTags: body, detournement, experimental circus, haptic, immersion, inanimata, incision, interactive, material, music, play, shock, visceral
concept for a short live action animation piece_
“ALMOST EVERYTHING CAN AND SHALL BE CUT”
an examination of the friction between texture and violence to bring us closer to the felt idea of flesh
presentation of different types of incisions using sharp and blunt metal instruments into a large array of materials:
raw meat, fish (carving knife, tweezers, paper cutter) ice / ice cube (inefficiently sawing off the edge with a blunt butter knife)
jello or flan (into little cubes using a razor blade) foam core (guitar pick – study in morcellation)
velvet, thick cloth (nail-cutting scissors) light (shadow of a knife or a needle)
wooden floor, wooden surface (repetitive gouging) computer motherboard, electronic circuit (large scissors, carving knife, snipping off transistors)
play dough (axe with blade held in hand, clumsily approaching tiny bits)
INCISION followed by MORCELLATION, FRAGMENTATION OF MATERIAL INTO ITS CONSTITUENT FORMS (filaments, bits, crumbs, slivers)
the act of cutting can be smooth, swift : sensation of liberation, closure mixed with disquiet of violent end
the act of cutting can be difficult, messy, awkward: sensation of squeamish frustration
Progression: liquid starts to OOZE out of harmed materials (old blood, water, viscous stuff – MULTICOLORED, DYED)
INTERACTIVE TEXTURES: KNOB to raise the volume on the sound effects
KNOB to slow down the act of cutting
KNOB to skip frames, so that the cutting becomes schematic vs. visceral
KNOB to introduce lyrical music
KNOB to introduce ominous music
BUTTON to produce WHISPERED WORDS OF ASSOCIATION (push and random word/phrase emerges): i think you enjoy it, fungus, why are you doing it, it will all decay quite soon, soft, squishy, wet, very dry, too dry, i wonder what this is, it looks better when its in tiny little bits, i didn’t think i could do that, this doesn’t seem so impossible, someone told me not to but i’ll do it anyway, nothing seems too bright, nothing appears less important, a good thing its irreversible or it might come back to haunt me, i could eat that, i could drink that, i don’t want to, forage, push.
the knobs frame the screen, unlabeled except for the button (“VOICES OF INSTRUCTION”). tiny switch next to button – makes a word repeat every 5 seconds.
nothing can stop the violence: metal keeps cutting, stuff keeps oozing, more and more stuff oozes out, everything is increasingly MORECELLATED and finally, LIQUEFIED.
LOOPS.
N0-PLACE / U-TOPIA : second articulation of an animation project
March 13th, 2009 project updatesTags: Amy Kravitz, architecture, city, contingency, haunted space, immersion, infrastructure, mapping, maze, music, noise, photopia, space, trap, uncanny, utopia
The city we walk through everyday is not necessarily the city we experience. The urban landscape we experience is colored by our goals and projects, subordinated to the destination we are moving towards. We tend to blank out or forget the real space of the city, a often inexplicable space created by the various forms of infrastructure that are the bare bones of our urban lives. This short film recreates our sensation/perception of these “forgotten” spaces when we chose to focus on them, to really feel the contours of their existence. Although these different urban landscapes have different moods or atmospheric connotations, they all share the same capacity to both suck in and repulse our attention. Both omnipresent and indefinable/unnamable, this infrastructure-landscape creates a sensation much like falling down a well or becoming lost in a maze, as the mind loses all points of reference and is engulfed by/trapped in undiluted space.
Photographic stills of urban spaces representing freeway underpasses, unidentifiable buildings, passages, unplanned-for vegetation, pipes with no immediately visible purpose, walls, fences, or placing in the same space elements that are physically contiguous but semantically unrelated, such as a row of windows in a building and the tree growing in a parking lot next to it, or the sidewalk corner that randomly unites two structures are woven into each other in an editing style strongly reminiscent of Amy Kravitz’ piece “Trap” in which patterns of light and shadow alternate and flow into each other in order to create (for me, at least) an abstract, mysterious, elusive space that hypnotizes the viewer and thwarts/encourages her attempt to find a form of fragmented meaning in the seamless changeability of the images. The infrastructure space I aim to create is not as abstract as that, since the shape of the elements that are represented will be visible, although, in the spirit of “Trap”, cut up and disjointed, thrown out of physical/topological context. However, the nature of the spaces represented i.e. the fact that no clear “object” of representation but only shape, line and texture will be truly identifiable in the frame should contribute to the viewer’s same sensation of being lost, even dizzy, that she gets from watching Amy Kravitz’s piece. In addition to using Kravitz’s technique of blending/ fading in and out frames to create this effect, I anticipate using lighting effects in After Effects, for example, having stripes of light or spotlights flow over the images, much like in Pistachios’ “Curare Bulgari” piece.
To add dramatic buildup to the piece (which Amy Kravitz’s piece perhaps lacks) I will interrupt the flow of photographed infrastructure with short segments of live action (5-10 seconds), in which a mime, using a combination of gestures (mostly upper body) and facial expressions will introduce to more jarring and explicit effect the sensation of mental distress/discomfort that one feels when confronted with the emptiness and “semantic insufficiency” of these spaces. As the piece progresses, these interludes will become more frequent, more brief and the gestures and lighting will become more intense. In terms of the gestures, more intense does not necessarily mean more contorted or frightening, but less controlled, perhaps even more passive, as if one had finally surrendered to the space represented. In terms of lighting, this will mean a gradual stepping up from flat to very contrasty (the mime mostly in shadow, along with the background, except for part of her face brightly illuminated). The progression of the “mime” sequences should culminate in a cathartic release from tension, as if the mind, after putting up resistance against the flow of incomprehensible space, after having tried to imbue it with meaning / decipher it, had decided to flow with it, to follow it where it lead, even into an unknown territory where the city, where lived space, ceases to make any conventional sense. Ideally, the viewer will be brought to the point where this release will be a desired thing, something that needs to happen in order to reconcile the insupportable tension between the space and the viewer’s mind. The final mime sequence would be, in sharp contrast to the visual/editing buildup of the previous sequences, longer (10-15 seconds) and would involve completely flat, very bright lighting and a passive posture on the part of the mime.
The mime will be shot against green screen. Ideally, I would like to create a background that resembles the “luminous cube”. The walls of the cube will be a different color in each sequence to match the color palette of the previous photographic sequence. As we progress in the piece, we will be able to see less and less of the cube, however (until the final sequence), as the lighting recedes from the background to focus more on the mime, and becomes more contrasty – as if the person were “losing space” and losing their footing in a black emptiness. The mime will be dressed in textureless, close-fitting black, their body gradually losing visibility with the change in lighting, until only their face can be used as the expressive element.
The soundtrack will be atonal and electronic, incorporating sound effects and feedback, in the style of noise artists or industrial electronic music artists such as John Cage, Throbbing Gristle and Venetian Snares. The music for the sequences involving the photography of infrastructure will progress to become more and more monotonous, to include less and less variation. The music for the sequences involving the mime will progress to become more varied, faster, and will start to incorporate harder and harder beats (perhaps even morphing into a drum n’ bass sort of sound). The final pairing of a photography / mime sequence will have both soundtracks merge again in a common soundtrack, a more melodious, more “beautiful” sound (something like the way the soundtrack I used in my exercise piece earlier this semester climaxes/dissolves into a more ecstatic, slow movement) to express the release or relief, the sense of liberation at the end of the short.
I’ve decided to use only one screen – although I am playing with the idea to have the final climactic sequences “explode” across multiple screens.
Dissertation Project_ITERATION#3
March 8th, 2009 germinating ideas, researchTags: augmented reality, body, database, immersion, material, play, screen, space, virtual
REDEFINING IMMERSION:
abstract vs. physical metaphors for virtual space?
Most discussions of “immersion” or the extent to which a media experience can sensorially and psychologically engulf the viewer, presumably bringing them closer to a ‘real life’ experience, revolve around kidnapping the viewer/player more decisively into the realm of the virtual – wherefore larger screens and stereoscopy, even VR.
Another route towards immersion involves the notion of “augmented reality” or embedding the virtual in physical space in order to create the experience of a (ideally) seamlessly merged virtuality/reality.
Is there a way to rehabilitate the screen, historically a hallmark of the 1rst type of immersion, for purposes of augmenting reality? Typically the screen is the well-known boundary between the physical and virtual, the thing that extrudes from normal, material space to shed simulacra down on us.
Returning to the idea of creating a “burrow” or an immersion “box”, the idea of physical space or geography serving as the interactive device for a database narrative – cannot the screens or “displays” themselves become part and parcel of real space, so that rather than running into a simulacra-projector, one is thrown in/sucked into the hidden, temporary space of a media-fragment?
Even more urgently – to complete the dream of seamlessness between material and virtual, can we be satisfied with an analogy between architecture i.e. the space of a gallery/rooms/hallways, and database structure? The textures of narrative and information, relayed across different media technologies are too viscerally pervasive and “real”, urgently present to us, to find adequate expression in the cool, ascetic, representational spaces offered to the typical art installation.
Must we not go deeper, more intimately into our project to map the virtual onto the physical? Perhaps it is important to start considering the sensorial/sensual rather than abstract properties of real space. To think of the body rather than architecture as a proper metaphor for our collective apprehension of virtuality.
David Cronenberg’s Videodrome as the faithfully visceral rendering of our felt relationship with media technology…
Dissertation Project_ITERATION #2
February 20th, 2009 germinating ideasTags: body, immersion, maze, rhizome, screen, trap
(these are broken notes!)
TO BE MOCKED UP IN ‘SECOND LIFE’ – SUMMER 2009
Stuff that you have to put your eyes to, ‘put your head in’ the image to perceive? Mixture of this and a large screen? A large screen enveloping a small screen. PORTABLE OR INSTALLATION ? SCREENS MOVING ON A GRID LIKE PUZZLE PIECES? DIFFERENT SOUNDS COMING FROM DIFFERENT CORNERS OF THE ROOM?
IMMERSION BOX (SMALL PLACE WHERE YOU HAVE TO SIT DOWN CROSS-LEGGED) WHERE YOU ARE BOMBARED BY STIMULI?
Mapping of database space onto real space? System of tunnels and burrows??? In the space of abandoned factory or industrial complex? Turn it into a medium for uploading different work rather than just a one-time thing?? Kafka’s The Mole, real-space rhizome??
You hear sound in one area of the burrow, or perhaps a dim light and you
go to investigate??
A GIANT BLACK BOX RIDDLED WITH TUNNELS,
(Franz Kakfa's story "The Burrow" deals with our paranoid compulsion to map, codify, and control space)
A MAZE, ONE ENTRANCE AND ONE EXIT –
operated like a funhouse ride
(a person in costume pushes on a lever to start the experience).
“The Burrow”, “The Box”.
Relationship between physical movement and body sensations and light/sound??
See movie: CUBE. Create an ecstatic and terrifying/sublime experience
Movement of the body (what you step on, lean against, press on in space) is the interactive device. But the logic must be clear/ must we have a cathartic movement/moment, an end-point?
Work with sensory deprivation too: the whole cube goes dark and you just hear sublime music coming from different directions, or different discourses –
Signals, flashing icons help you on your way





















































































