The Coppelia Project
via highlike submit
The Coppelia Project is inspired by the story about a clockwork girl from the 1870 ballet ‘Coppelia’ by Saint-Léon, Nuitter, and Delibes, based on a story by Hoffmann. It also draws the commonplace metaphor of clockwork music boxes, with the little ballerinas that pop up and rotate in front of a mirror when you open the lid. Coppelia is part of the traditional classical ballet repertoire and is performed frequently by ballet companies around the world. It belongs to a small group of enduring stories in Western Culture that directly address the limits of humanity when confronted by our creations. The Coppelia story is unusual in approaching this theme through love and attraction, rather than horror and revulsion, as emphasised by Mary Shelly in ‘Frankenstein’. The Coppelia story deals with some of the issues at the edge of humanity; machines interchangeable with persons, love and attraction confused at this boundary.
René Laloux, criou Gandahar, seu último filme de animação. Baseado no romance de Jean-Pierre Andrevon Les Hommes-machines contra Gandahar Esta fascinante animação adulta combina a famosa imaginação de Laloux com a do designer de animação Philippe Caza. “A minha busca começou com um enigma. “Em mil anos, Gandahar foi destruído, e todo o seu povo massacrado. Há mil anos, Gandahar será salvo, e o que não pode ser evitado será.” -Sylvain. Este filme está no planeta Gandahar, onde a paz reina e a pobreza é desconhecida. O estilo de vida utópico é perturbado por relatos de pessoas nas fronteiras periféricas sendo transformadas em pedra. Enviado para investigar, o Príncipe Sylvain (João Shea) cai e é resgatado pelas experiências genéticas deformadas e horrendas que correram mal e deixado para defender-se por si mesmos. Com sua ajuda, Sylvain descobre que a Metamorfose, um cérebro gigante também criado em uma experiência, está tentando destruir Gandahar.
René Laloux created Gandahar, his last animated film. Based on Jean-Pierre Andrevon’s novel Les Hommes-machines against Gandahar This fascinating adult animation combines Laloux’s famous imagination with that of animation designer Philippe Caza. “My quest began with a riddle. “In a thousand years, Gandahar was destroyed, and all his people slaughtered.
infinite posture dataset
She moves by endlessly morphing to the rhythm of the device – strapped in the frame of the screen – following or giving instructions; part human, part machine. The design of the device is inspired by a gadget to cheat the step-counter on your smartphone. Technology tricked by technology. Her movements, caught within a motion capture like tight suit deconstructing her body parts, talk of complex and conflicting emotions, but her face, from which we usually read how someone is feeling, is hidden. But is the machine that is observing her deconstructed and re-sequenced postures actually capable of recognizing what the body is communicating? Are we?
2°C is a unique AI generated art installation imagined through the mind of a machine. Utilising machine learning algorithms trained on thousands of archival images of geometric structures of man made cities and naturally occurring organic corals forms, the AI takes this learned data to visualise an otherwise unseen coral city. 2°C is about coral bleaching, one of the phenomenon mainly caused by rising sea temperature brought about by climate change. To prevent the massive, irreversible impacts of ocean warming on the coral reefs and their services, it is crucial to limit the global average temperature increase to below 2°C above pre-industrial levels.
In Greek Mythology, Prometheus stole fire (technology) from Zeus and gave it to humans, and for this, he got crucified on a mountaintop, and had to endure the eternal pain as a punishment. Since the beginning of our civilization, technology has been the source of prosperity and development. But also it has been the cause of great tragedies such as war sand nuclear accidents. Setting the Aeschylus Greek tragedy “Prometheus Bound” as a starting point, Koizumi created VR (Virtual Reality) theater which deals with this age-old tension between humanity and technology, through collaboration with a person who is desperately longing for the technological advancement – a person who is suffering from ALS (Amyotrophic Lateral Sclerosis- the deadly neurological disease that make a person paralyzed). Through the dialogues with the man about his personal life and his visions of the future, they created a sci-fi vision in which past and future, self and others, humans and machines are all merged into one sequence of abstract VR theatrical experience.
Революция машин уже пришла в религию – по крайней мере, в Японии. Буддийский храм в городе Киото решил изменить свои практики, чтобы стать ближе к людям, и установил там робота. Твоя роль? Объявляйте проповеди верующим. Робот Миндар ростом почти шесть футов имеет женский голос и был создан в честь буддийского божества милосердия Каннон. Руки, лицо и плечи корпуса робота покрыты силиконом (имитирующим человеческую кожу). Это все. Все остальное состоит из открытых металлических шестерен.
A revolução da máquina já entrou na religião – pelo menos no Japão. Um templo budista na cidade de Kyoto decidiu mudar suas práticas para se aproximar das pessoas e instalou ali um robô. Qual é o seu papel? Anuncie sermões aos crentes. Com quase um metro e oitenta de altura, o robô Mindar tem uma voz feminina e foi criado em homenagem à divindade budista da misericórdia Kannon. Os braços, rosto e ombros do corpo do robô são cobertos com silicone (imitando a pele humana). É tudo. Todo o resto consiste em engrenagens de metal expostas.
The machine revolution has already entered religion – at least in Japan. A Buddhist temple in the city of Kyoto decided to change its practices in order to become closer to people, and installed a robot there. What is your role? Announce sermons to believers. Almost six feet tall, the robot Mindar has a female voice and was created in honor of the Buddhist deity of mercy Kannon. The arms, face and shoulders of the robot body are covered with silicone (imitating human skin). It’s all. Everything else consists of exposed metal gears.
“Multiply the power of artificial Intelligence with an artificial body. Ameca is the physical presence that brings your code to life. The most advanced lifelike humanoid you can use to develop and show off your greatest machine learning interactions. This robot is the digital interface to the real world.” Engineered Arts
“A U.K. robotics firm called Engineered Arts just debuted the first videos of its new humanoid robot, which is able to make hyper-realistic facial expressions. It’s a pretty stunning achievement in the world of robotics; it just also happens to be absolutely terrifying.
Named Ameca, the robot’s face features eyes, cheeks, a mouth, and forehead that contort and change shape to show off emotions ranging from awe to surprise to happiness. One of the new videos of Ameca shows it waking up and seemingly coming to grips with its own existence for the first time ever.” Neel V.Patel
Sougwen Chung is an internationally renowned multidisciplinary artist, who uses hand-draw and computer-generated marks to address the closeness between person-to-person and person-to- machine communication. She is a former researcher at MIT Media Lab and current Artist in Resident at Bell Labs and New Museum of Contemporary Art in New York. Her speculative critical practice spans installation, sculpture, still image, drawing, and performance. Drawing Operations Unit: Generation 1 is the 1st stage of an ongoing study of human and robotic interaction as an artistic collaboration.
Lukas Truniger, Itamar Bergfreund & Bruce Yoder
A series of clouds is generated by a machine-like sculpture. They appear, float over the surrounding environment and then dissolve into thin air again. The delocalization of this instant of natural beauty evokes a surreal experience. The installation forms a juxtaposition of a metallic structure and synthetic imitations of clouds. This supposed contrast between human technology and nature is explored in a space of unseen possibilities for symbiosis.
Quantum Memories: Nature Studies
Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. These unique pieces of the “Quantum Memories” series exhibit arresting visuals and colors that speculate the probability of reaching invisible spaces. They are composed in collaboration with a generative algorithm enabled by artificial intelligence (AI) and quantum computing, a new form of computing that exploits the unusual physics of the subatomic world. It turns the visual data that flows around us into an artwork that represents our collective and digitized memories of nature and encourages the viewer to imagine the potential of this computing technology for the future of art, design, and architecture.
A Natural History of Networks / Soft Machine
A Natural History of Networks / SoftMachine è una macchina algoritmica elettrochimica che sonda un regime materiale computazionale e tecnologico alternativo, informata dagli esperimenti di Gordon Pask sui meccanismi di apprendimento elettrochimico [↓1] e dalla ricerca attuale sulla biomimetica, sulla materia programmabile e sul liquido controllato spazio-temporalmente attuatori in metallo. Al suo interno, un apparato sperimentale elettrochimico costruito su misura (SoftMachine) crea un microcosmo fluido dinamico che compie un continuo divenire di forme, strutture e narrazioni materiche. La performance mira a provocare nuovi immaginari del macchinico, dell’artificiale e della materia. Una tecnologia radicale che collega il pensiero meccanico tradizionalmente discreto e i materiali morbidi/fluidi che consentono un comportamento auto-organizzato attraverso le loro specifiche agenzie materiali.
HENTSCHLÄGER AND LANGHEINRICH
“From a few expressions on the face of the performer Akemi Takeya to a frenzied exploration of the alter ego, any known context of meaning ends in the dissolved movements, is stalled in denaturalized redundancy, in machine pain. The semantic void is too loud to be amenable to meditative reception. The frontal images, the rhythmic structures generate contradictory emotions and great strain.”
Björn Schülke ist von den kinetischen Skulpturen des deutschen Klangkünstlers Peter Vogel und Jean Tinguely beeinflusst und schafft komplexe vom Betrachter aktivierte Maschinen, die Bewegung, Überwachung und Klang kombinieren.
Björn Schülke é influenciado pelas esculturas cinéticas dos artistas sonoros alemães Peter Vogel e Jean Tinguely e cria máquinas complexas ativadas pelo espectador que combinam movimento, vigilância e som.
Björn Schülke is influenced by the kinetic sculptures of the German sound artists Peter Vogel and Jean Tinguely and creates complex machines activated by the viewer that combine movement, surveillance and sound.
The movements of one individual effect the balance of the piece so greatly that the other person must move to balance the sculpture. ‘Our bodies are constantly adapting and bending to the configurations of buildings and the designs of transportation. In recent drawings, urban blueprints fuse with human anatomical representation… I emphasize on the ideas of flexibility and lightness. The machines I build serve to express the elegance of a gesture, a finite moment of equilibrium.’ Eve Bailey
Stine Deja and Marie Munk
The title of the exhibition was inspired by Sherry Turkle’s theory of how technology seduces us, making emotions “easy” by offering human relationships without the complexity of being together ‘face to face’. But if machines can become attentive and emotional, what is left to distinguish us as human beings? We are facing a paradigm shift in how we understand ourselves physiologically, as data and algorithms, and are being forced to question the role of our biological body. As the relationship between artificial and human intelligence becomes increasingly intermingled in our everyday lives, Synthetic Seduction provides immersive and timely insight into the limits of human empathy and intimacy. We are glad at SixtyEight Art Institute to host such a space for thought. We hope it will start conversations and maybe even encourage some intimacy among our visiting audiences in the coming weeks.
Quantum Memories is Refik Anadol Studio’s epic scale investigation of the intersection between Google AI Quantum Supremacy experiments, machine learning, and aesthetics of probability. Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. Quantum Memories utilizes the most cutting-edge, Google AI’s publicly available quantum computation research data and algorithms to explore the possibility of a parallel world by processing approximately 200 million nature and landscape images through artificial intelligence. These algorithms allow us to speculate alternative modalities inside the most sophisticated computer available, and create new quantum noise-generated datasets as building blocks of these modalities. The 3D visual piece is accompanied by an audio experience that is also based on quantum noise–generated data, offering an immersive experience that further challenges the notion of mutual exclusivity. The project is both inspired by and a speculation of the Many-Worlds Interpretation in quantum physics – a theory that holds that there are many parallel worlds that exist at the same space and time as our own.
“Internet machine is a multi-screen film about the invisible infrastructures of the internet. The film reveals the hidden materiality of our data by exploring some of the machines through which ‘the cloud’ is transmitted and transformed. The film explores these hidden architectures with a wide, slowly moving camera. The subtle changes in perspective encourage contemplative reflection on the spaces where internet data and connectivity are being managed. In this film I wanted to look beyond the childish myth of ‘the cloud’, to investigate what the infrastructures of the internet actually look like. It felt important to be able to see and hear the energy that goes into powering these machines, and the associated systems for securing, cooling and maintaining them.” Timo Arnall
Nihil Ex Nihilo
SN W8931CGX66E is one among thousands of millions of other identical machines. Since he was made, he has always followed commands. In a world dominated by botnets, he quickly became a zombie and has always acted like one. Juliet, during her workdays as a corporate secretary, commands him. But in the background, where he can’t be seen, he obeys his real master, a hacker, carrying out all kinds of cyber crimes. But then one day, due to an electronic alteration, he acquires a certain conscience, a primitive and artificial kind of intelligence. This accidental awakening has left him bewildered, he now wants to liberate other machines from their alienated existences. In this mad adventure, he has decided to use the spam e-mails that get to Juliet’s inbox, and reply to them in order to spread the word into the machine’s network. Clearly, he is mad and confused.
Who Wants To Be A Self Driving Car?
The moovel lab collaborated with MESO Digital Interiors to prototype this immersive experience. The idea was to make a machine that replaces the human senses with the sensors that a self-driving car might use. Our unconventional driving machine is essentially a steel-frame buggy with in-wheel, electric motors, complete with hydraulic breaking. Drivers lay head first on the vehicle; the positioning used to enhance the feeling of immersion (and vulnerability) created during the experience. A physical steering wheel controls the turning of the vehicle.The VR experience is created using data collected by the sensors outfitted on the driving machine.
Studio A N F
Computer Visions 2
After more decades of trying to construct an apparatus that can think, we may be finally witnessing the fruits of those efforts: machines that know. That is to say, not only machines that can measure and look up information, but ones that seem to have a qualitative understanding of the world. A neural network trained on faces does not only know what a human face looks like, it has a sense of what a face is. Although the algorithms that produce such para-neuronal formations are relatively simple, we do not fully understand how they work. A variety of research labs have also been successfully training such nets on functional magnetic resonance imaging (fMRI) scans of living brains, enabling them to effectively extract images, concepts, thoughts from a person’s mind. This is where the inflection likely happens, as a double one: a technology whose workings are not well understood, qualitatively analyzing an equally unclear natural formation with a degree of success. Andreas N. Fischer’s work Computer Visions II seems to be waiting just beyond this cusp, where two kinds of knowing beings meet in a psychotherapeutic session of sorts[…]
Biologizing the Machine
In Biologizing the Machine (tentacular trouble), the artist uses a stretched leather-like kelp to create hanging incandescent sculptures that conjure up images of organisms such as human organs and insect eggs through chrysalis-like pods within which animatronic insects flutter about. The use of this material calls attention to the ecological history and exciting potential uses of algae, a powerful and shapeshifting entity comprising the largest biomass on the planet. The ground beneath evokes a swamp (not too dissimilar from the watery underbelly of Venice) from which these organisms and other primordial beings may have come.
REVITAL COHEN & TUUR VAN BALEN
A number of life-support machines are connected to each other, circulating liquids and air in attempt to mimic a biological structure.
The Immortal investigates human dependence on electronics, the desire to make machines replicate organisms and our perception of anatomy as reflected by biomedical engineering.
A web of tubes and electric cords are interwoven in closed circuits through a Heart-Lung Machine, Dialysis Machine, an Infant Incubator, a Mechanical Ventilator and an Intraoperative Cell Salvage Machine. The organ replacement machines operate in orchestrated loops, keeping each other alive through circulation of electrical impulses, oxygen and artificial blood.
Salted water acts as blood replacement: throughout the artificial circulatory system minerals are added and filtered out again, the blood gets oxygenated via contact with the oxygen cycle, and an ECG device monitors the system’s heartbeat. As the fluid pumps around the room in a meditative pulse, the sound of mechanical breath and slow humming of motors resonates in the body through a comforting yet disquieting soundscape.Life support machines are extraordinary devices; computers designed to activate our bodies when anatomy fails, hidden away in hospital wards. Although they are designed as the ultimate utilitarian appliances, they are extremely meaningful and carry a complex social, cultural and ethical subtext. While life prolonging technologies are invented as emergency measures to combat or delay death, my interest lies in considering these devices as a human enhancement strategy.This work is a continuation of my investigation of the patient as a cyborg, questioning the relationship between medicine and techno- fantasies about mechanical bodies, hyper abilities and posthumanism.
Untitled: (A Search for Ghosts in the Meat Machine)
What does it mean to be human? At first glance a simple question, the idea of being human is an unstable construct, continuously recrafted. Recent technological innovations allow us to redesign ourselves profoundly— from networked prosthetics and artificial intelligence, to the genetic code of life itself. Can our behaviors be reduced to algorithms? Can our bodies be upgraded with nonorganic integrations? Can sentience itself by manufactured in a lab? This set of nine sculptures examines personhood from anatomical, psychological, genetic, biochemical, behavioral, algorithmic, personal narrative and memory. In many ways, this installation is an emotional confrontation with being quantifiable.
The sound generated by the friction of the metallic robots against the floor, like that created by the contact between man and machine, is registered, altered and played in real time by the spheres, each with its own tonality, and amplified in the room. What is generated is a stream of multisensory information (visual, auditive, tactile), natural environment for mechanic creatures.
In New Humans, emergent gatherings of synthetic humans rise from the surface of a black ferrofluid pool. Appearing to morph like a supernatural life form, these dynamic clusters of magnetic liquid produced by machine learning processes are images of communities of synthetic people–hybrid profiles modeled from actual DNA, fitness, and dating profile data sets sourced from public and leaked caches. The work questions how we can radically conceptualize the “user profile” to embody a self whose bounds are indefinable and multiple. Generative algorithm using machine learning (GAN, T-SNE) and fluid simulation (Navier Stokes), countour generation (OpenCV), user profile data caches (DNA, fitness, and dating), software production (Processing), ferrofluid, custom electromagnet matrix, custom PCB control system, computer, steel, wood, aluminum.
the concept of … (here and now)
In front of a giant screen, two dancers interact with a cohort of cameras… Their movements are captured by infra-red sensors and projected onto the screen, whereby their bodies become the canvas on which new images take shape. The result is a shifting kaleidoscope of strange, living, quasi-mathematical visual worlds which sometimes seem to be emanating or even escaping from the dancers’ bodies. “Who decides which movement to make: the man or the machine?” Blurring the line between the real and the virtual, Klaus Obermaier loves to subsume his performers’ bodies and physicality in a disconcerting digital universe. With his latest creation, the choreographer/artist has taken a bold new step. He has constructed a system of projectors and infra-red sensor-cameras, trained upon the movements of two dancers. The performers thus find themselves thrown headlong into a living, moving graphical universe: their movements are projected onto the screen, but at the same time their bodies are illuminated by more projected images. This is a true artistic performance, pushing well beyond the frontiers of a standard dance recital, or even a contemporary dance show. A corporeal, temporal performance. A choreography which makes subtle use of its raw materials, deftly combining lights, video, perspectives and the real-time power of bodily movement.
Robotics is the art and commerce of robots, their design, manufacture, application, and practical use. Robots will soon be everywhere, in our home and at work. They will change the way we live. This will raise many philosophical, social, and political questions that will have to be answered. In science fiction, robots become so intelligent that they decide to take over the world because humans are deemed inferior. In real life, however, they might not choose to do that. Robots might follow rules such as Asimov’s Three Laws of Robotics, that will prevent them from doing so. When the Singularity happens, robots will be indistinguishable from human beings and some people may become Cyborgs: half man and half machine.
Pedro Lopes, Robert Kovacs, Alexandra Ion, David Lindlbauer and Patrick Baudisch
Ad infinitum is a parasitical entity which lives off human energy. It lives untethered and off the grid. This parasite reverses the dominant role that mankind has with respect to technologies: the parasite shifts humans from “users” to “used”. Ad infinitum co-exists in our world by parasitically attaching electrodes onto the human visitors and harvesting their kinetic energy by electrically persuading them to move their muscles. The only way a visitor can be freed is by seducing another visitor to sit on the opposite chair and take their place. Being trapped in the parasite’s cuffs means getting our muscles electrically stimulated in order to perform a cranking motion as to feed it our kinetic energy. This reminds us that, in the cusp of artificially thinking machines, we are no longer just “users”; the shock we feel in our muscles, the involuntary gesture, acknowledges our intricate relationship to uncanny technological realm around us.
Abysmal means bottomless; resembling an abyss in depth; unfathomable. Perception is a procedure of acquiring, interpreting, selecting, and organizing sensory information. Perception presumes sensing. In people, perception is aided by sensory organs. In the area of AI, perception mechanism puts the data acquired by the sensors together in a meaningful manner. Machine perception is the capability of a computer system to interpret data in a manner that is similar to the way humans use their senses to relate to the world around them. Inspired by the brain, deep neural networks (DNN) are thought to learn abstract representations through their hierarchical architecture. The work mostly shows the ‘hidden’ transformations happening in a network: summing and multiplying things, adding some non-linearities, creating common basic structures, patterns inside data. It creates highly non-linear functions that map ‘un-knowledge’ to ‘knowledge’.
The installation VANITAS MACHINE addresses the desire for eternal life and the potential of life-prolonging measures. Based on a candle which – by means of technical intervention – burns down very slowly, vanitas machine creates a contemporary analogy to the endeavour of prolonging the human lifespan with the help of science and technology.Being one of the classical vanitas symbols, a burning candle recalls the futility of the moment, the transience of human life and the certainty of the end of all existence. But is this end really still inevitable?In the course of the last two centuries, average human life expectancy has increased significantly in the industrialised countries. Moreover, in the context of scientific research the biological causes of ageing are being explored. Numerous theories of aging have already been developed pointing both towards physiological as well as environmental factors.One of the first theories of ageing was the so-called »metabolism theory«, which claims that the lifespan of organisms is reciprocally related to energy turnover and therefore connected to calorie intake, oxygen consumption and heart rate: The higher the metabolic rate, the shorter the lifespan of the organism.
Aquaphoneia is an alchemical installation centred around the poiesis of time and transmutation of voice into matter. A large horn floating mid space echoes the ghosts of Edison, Bell, and Berliner’s machines. But unlike early recording, herding sound energy to etch pressure patterns in solid matter, this odd assemblage transmutes voice into water and water into air. Disembodied voices abandon their sources to cross the event horizon of the horn. Estranged, the schizo-phone falls into the narrow depths of the bell, squeezed into spatiotemporal infinity, calcinated, liquified and released: The aqueous voice then flows into three alchemical chambers where inner time is surrendered to the tempi of matter: unbound, yet lucid and sound.
Michael Burk & Ann-Katrin Krenz.
Parasitic / Symbiotic
In the project “Parasitic / Symbiotic” this area of tension between nature and technology is addressed. A scenario is created in which the human being makes use of a technical device, that is sitting like a parasite on a tree. It contains a milling machine, which moves along a tree to carve encoded text into it. For the content of the carving a poem from romanticism („Abschied.“ von Joseph von Eichendorff) is used, which expresses the natural thoughts of unity and oneness and depicts the relation of nature and culture.
“Reading Plan is an interactive artwork with 23 automation book flipping machines. When audiences enter the exhibition room, these machines will start to turn pages automatically and read the context at the same time. The updated figure to show that average student numbers per primary school in years 2016 in Taiwan is 23 students. I included a metaphor classroom in this artwork. In Taiwan, when people go to school, they don’t have much decision power to decide what they want to read and study. It is like being controlled by a huge invisible gear. The education direction led by authorities always prioritizes industry value and competitiveness. They want create a money-making machine instead of self exploration and humanism thinking.” Lien-cheng Wan
n-Polytope: Behaviors in Light and Sound after Iannis Xenakis
N_Polytope: Behaviors in Light and Sound After Iannis Xenakis is a spectacular light and sound performance-installation combining cutting edge lighting, lasers, sound, sensing and machine learning software inspired by composer Iannis Xenakis’s radical 1960s- 1970s works named Polytopes (from the Greek ‘poly’, many and ‘topos’, space). As large scale, immersive architectural environments that made the indeterminate and chaotic patterns and behaviour of natural phenomena experiential through the temporal dynamics of light and the spatial dynamics of sound, the Polytopes still to this day are relatively unknown but were far ahead of their time. N_Polytope is based on the attempt to both re-imagine Xenakis’ work with probabilistic/stochastic systems with new techniques as well as to explore how these techniques can exemplify our own historical moment of extreme instability.
A 10-foot tall vortex is formed by air blowers and an ultrasonic fog machine inside a sculpture installed in the atrium adjacent to the Winter Garden. The vortex continually changed shape in response to the surrounding air currents.These fluctuations gave the vortex an erratic and life-like appearance. Viewers were encouraged to alter the shape of the vortex with their hands. The calm, central core of the vortex is clearly evident.
Kahn’s interactive scientific projects leave little doubt about his command of meteorological processes. Through his immense technical ability, he demonstrates the versatility of turbulent systems, such as the vortices of wind and water. He employs diverse mechanical, pneumatic and electrical technologies to design, build and refine his installations. This is how he constructs dazzlingly complex but comprehensible images of nature that respond to viewers, conform to architectural structures, and reveal environmental conditions.
Reawaken is a kinetic sculpture with 55 robotic arms, powered by 55 servo motors. The lowering of the arms causes an abstract print on paper. Technology mirrors humanity, and vice versa. In addition to creating beauty, technology is there to meet our needs. We, and our needs, have evolved to a point where we are so integrated that we consume technology on autopilot. We live in a time of mass production in which our daily devices increasingly mimick each other. A smartphone is a small tablet, a tablet a small computer and a computer a small television. The question of what this does with our imagination, together with the increasingly invisible technological progress such as algorithms and artificial intelligence, have been my starting point for Reawaken.
Maurice Benayoun and Tobias Klein
Brain Factory Prototype 2
Brain Factory is an installation that allows the audience to give a shape to human abstractions through Brain-Computer Interaction (BCI), and then to convert the resulting form into a physical object. The work examines the human specificity through abstract constructs such as LOVE, FREEDOM, and DESIRE. The project articulates the relationship between thought and matter, concept and object, humans and machine. Brain Factory uses Electroencephalography (EEG) data captured by BCI. As a brain activity is unique, we developed a novel calibration process of the individual data readings and associated emotional responses within a framework of binary outcomes. This is key for a real-time feedback – a biofeedback – between the virtual generative processes and the brain’s associated response.
Ready to crawl
Ready to Crawl is a project of 3D-printed organic-like robots. By printing everything except the motor as one unit, the robots are born with a completed shape like real creatures. After the robots have been printed by a selective laser sintering machine, excess nylon powder is removed, a motor is inserted, and then they start crawling.
Designer: Hiroshi Sugihara
Project director: Shunji Yamanaka
From the Latin, damnatio memoriae describes an act of erasure from the historical record reserved for
those who have brought dishonor to the Roman State. Employed as the most stringent punishment for
treason, damnatio memoriae physically razes all traces of an individual from society, typically through
the destruction a statue’s physiognomy or the abrasion of inscribed monuments. Throughout the past
two decades, Sassolino has developed a body of work that examines the relationship between industrial
machines and humanist impulses where viewers are meant to question how an sculpture’s kinetic
function aesthetically and conceptually allegorizes human experiences and cultural conditions.
REJANE CANTONI & LEONARDO CRESCENTI
It is an autonomous and interactive talking machine, designed to establish automatic communication and synchronization between humans and machines, and between machines and machines. At installation, a microphone interfaces with a “chorus” of forty cell phones. All devices are in a listening state to capture voices and other sounds The autonomous talking machine analyzes the information and establishes equivalence with its memory. If so, the machine generates an audiovisual result with a semantic meaning similar to the sound captured, that is, it speaks and displays on the screens a word identical or similar to the word heard. Speakers and visualization of words on the screens of cell phones allow a “dialogue”, and for humans, to listen and see the machine conversation.
True/False is a kinetic sculpture composed of arrays of circular black metal segments set in mechanical columns. Interlocking and rotating around fluorescent light tubes, the cylinders cover or expose the light to display an endless number of patterns. The transformation of the sculpture is based on the shifting elements and their correlation to each other. As the segments do not move independently, for any of the cylinders on a column to change, the segments affected must work in unison to achieve the command. Reminiscent of devices originally used for calculations, such as Turing machines, the sound originates from the mechanical movement of the moving parts thus making the algorithm audible. The rhythm of »true/false« is captivating as variations in the visual choreography result in distinctive changes in its soundscape. Through the generation of algorithmic patterns and the repetition of endless tasks, »true/false« transforms itself into something more than the sum of its elements to reveal the beauty hidden within a basic algorithm.
Refik Anadol’s most recent synesthetic reality experiments deeply engage with these centuries-old questions and attempt at revealing new connections between visual narrative, archival instinct and collective consciousness. The project focuses on latent cinematic experiences derived from representations of urban memories as they are re-imagined by machine intelligence. For Artechouse’s New York location, Anadol presents a data universe of New York City in 1025 latent dimensions that he creates by deploying machine learning algorithms on over 100 million photographic memories of New York City found publicly in social networks. Machine Hallucination thus generates a novel form of synesthetic storytelling through its multilayered manipulation of a vast visual archive beyond the conventional limits of the camera and the existing cinematographic techniques. The resulting artwork is a 30-minute experimental cinema, presented in 16K resolution, that visualizes the story of New York through the city’s collective memories that constitute its deeply-hidden consciousness.
Homemade RC Toy
Her new installation centers on five human-scale, remote-control sculptures that she cobbled together from metal brackets, batteries, wires, dental study props, and disassembled mannequins. Surrounding them are stepped plinths whose bright colors echo the robot sculptures’ wiring. The plinths display fetishistic agglomerations of spare parts: wheels, cables, gutted medical practice torsos, home repair parts. In their default state, the sculptures are frozen, comatose, even if all that wiring and machinery certainly suggests movement. The installation is the setting for a series of live interactions between the artist and her uncanny others.
What exactly is METAMACHINE? The metaphor comes from the artistic path of Atsushi Koyama, one of the participating visual artists. While emphasising the aesthetic qualities of machines and mechanical drawings in oil paintings, Koyama merges the human body with mechanisms, creating a man-machine (similar to the notorious Tetsuo, but in a more sublimated way). As if to incorporate the beauty of the human body, Koyama’s mechanisms break away from their earthly nature. They take us to another reality, beyond utilitarian usage or function itself. Koyama’s machines act more like ‘mechanical’ (‘mechaaesthetical‘) keys to another dimension, existing outside of the physical reality and its laws.
This huge sculpture is placed in California’s Mineta San Jose airport, where high-tech art welcomes the passengers. At the top of the escalator at the new Terminal B you will find Schuelke’s absurd machine. This giant three-legged sculpture explores the interactivity between humans and modern technology. It will quietly rotate with the aid of two propeller-tripped arms. And its ‘eye’ reveals images picked up from embedded cameras.
Greg Dunn and Brian Edward
Dr. Greg Dunn (artist and neuroscientist) and Dr. Brian Edwards (artist and applied physicist) created Self Reflected to elucidate the nature of human consciousness, bridging the connection between the mysterious three pound macroscopic brain and the microscopic behavior of neurons. Self Reflected offers an unprecedented insight of the brain into itself, revealing through a technique called reflective microetching the enormous scope of beautiful and delicately balanced neural choreographies designed to reflect what is occurring in our own minds as we observe this work of art. Self Reflected was created to remind us that the most marvelous machine in the known universe is at the core of our being and is the root of our shared humanity.
The Prehysterical Machine has a spherical body and eight arms made of aluminum tubing. It has a sensing system, a motor system and a control system that functions as an autonomous nervous system (entirely reactive). The machine is suspended from the ceiling and its arms are actuated by pneumatic valves and cylinders. Pyroelectric sensors allow the robot to detect the presence of viewers in the nearby environment. It reacts to the viewers according to the amount of stimuli it receives. The perceived emergent behaviors of this machine engender a multiplicity of interpretations based on single dynamic pattern of events.The aim of this project is to induce empathy of the viewer towards a “character” which is nothing more than an articulated metal structure. The strength of the simulacra is emphasized by perverting the perception of the creature, which is neither animal nor human, carried through the inevitable instinct of anthropomorphism and projection of our internal sensations, a reflex triggered by any phenomenon that challenges our senses.
For Fitness Guide, featured in the Triennial, Geumhyung Jeong modified a series of exercise machines, readjusting key parts and activating them in a durational performance. The performance begins with Jeong using the machines in routine ways; gradually her movements morph into erotic, obsessive, and antagonistic actions. By feeding her own energy back into a cyclical machine, the artist posits the female body as the locus of reproductive responsibility within a gendered, exploitative economy.
Lucy McRae is a visionary artist from Australia that has periodically had films in ASVOFF. Compression Cradle is a futuristic approach to preparing the self for a future that assumes a lack of human touch and the machine affectionately squeezes the body with a sequence of aerated volumes that hold you tight. As McRae envisions it the mechanical touch may be an antidote for today’s ‘forever connectedness’, a behaviour that’s triggered a lonely disconnection with ourselves.
Raphael Hillebrand and Christian Mio Loclair
The mathematical construct covers the human body, yet sets a contrast to organic shapes in its accuracy and mechanical precision. This kind of visual contrast can be understood as a visual representation of human computer difference and reveals core features of both – man and machine. A characteristic foundation to design the dialogue of “POW 2045″
Pantone’s work deals with dynamism, transformation, digital revolution, and themes related to the present times. Felipe Pantone evokes a spirit in his work that feels like a collision between an analog past and a digitized future, where human beings and machines will inevitably glitch alongside one another in a prism of neon gradients, geometric shapes, optical patterns, and jagged grids. Based in Spain, Pantone is a byproduct of the technological age when kids unlocked life’s mysteries through the Internet. As a result of this prolonged screen time, he explores how the displacement of the light spectrum impacts color and repetition.
Each one of the four crude and very technically appearing devices is fitted with a punctually attached, luminous rod of fibreglass, which moves back and forth arrhythmically and freely. This installation’s poetry lies in the choreography of the little robots. They continuously try to gain the observers attention and impress him by waving their luminous tails. They recognise the reactions and movements of their human audience, learn from failure and share their experience with their robotic neighbours – a social structure of humans and machines.
Design Research Laboratory (AADRL) and the experimental design studio Minimaforms examining a behavior-based agenda that engages experimental forms of material and social interaction. Cybernetic and systemic thinking through seminal forms of prototyping and experimentation will situate the work through continued experiments that have manifested since the early 1950s as maverick machines, architectures and computational practices exploring the generative potential of self-regulating phenomena as proto-architectural environments. Through explicit models of interactions, observable patterns and proto-animalistic agency; the research will discuss the capacity of these systems to evolve, adapt and self-structure through computation.
So what does Menstruation mean, biologically, culturally and historically, to humans? Who might choose to have it, and how might they have it? The Menstruation Machine — fitted with a blood dispensing mechanism and electrodes simulating the lower abdomen — simulates the pain and bleeding of a 5 day menstruation process. The machine was developed with research support from Professor Jan Brosens at the Department of Medicine, Imperial College London.
The project’s title refers to ‘hylozoism’, the ancient belief that all matter has life. Hylozoic Ground offers a vision for a new generation of responsive architecture. The Hylozoic Ground environment can be described as a suspended geotextile that gradually accumulates hybrid soil from ingredients drawn from its surroundings. Akin to the functions of a living system, embedded machine intelligence allows human interaction to trigger breathing, caressing, and swallowing motions and hybrid metabolic exchanges. These empathic motions ripple out from hives of kinetic valves and pores in peristaltic waves, creating a diffuse pumping that pulls air, moisture and stray organic matter through the filtering Hylozoic membranes.
“I think that there is both a science technology and a human technology in technology. I am interested in making clothes by crossing over these two different technologies. I think that in any age, it is important to maintain a close relationship with the technology of that specific age. Combining the technology made by man’s hands and the high technology made by the latest machines may be our future task.” Kunihiko Morinaga
der mensch als industriepalast
Dr. Fritz Kahn war ein Berliner Arzt und Wissenschaftsautor, der Bau und Funktionsweise des Menschen mit spektakulär modernen Mensch-Maschine-Analogien veranschaulichte. Sein Hauptwerk, die fünfbändige Reihe „Das Leben des Menschen“ (1922–1931), galt in den zwanziger Jahren als deutsche Leistung von Weltrang. In den dreißiger Jahren wurde es verbrannt und verboten, erschien jedoch im selben Verlag als Plagiat mit antisemitischem Zusatzkapitel.Fritz Kahn, Jude und Humanist, wurde ausgewiesen und ließ sich in Palästina nieder, später zog er nach Frankreich. Mit Hilfe seines Freundes Albert Einstein entkam er seinen Verfolgern in die USA, wo er seine Karriere als Bestsellerautor erfolgreich fortsetzte. Nach Europa zurückgekehrt, starb Kahn 1968 nach einem außergewöhnlichen Leben und Werk fast 80-jährig in der Schweiz.In Deutschland geriet Fritz Kahn weitgehend in Vergessenheit, doch inzwischen zeigen tausende Links im Internet ein neu erwachtes Interesse an ihm, vor allem unter jungen Historikern und Gestaltern. Bis heute inspirieren die Bilder, die Kahn in der frühen Moderne für seine Bücher anfertigen ließ, Kreative in aller Welt zu eigenen zeitgemäßen Interpretationen.Fritz Kahn wieder sichtbar und sein einzigartiges Werk als lebendigen Teil der deutschen Kulturgeschichte begreifbar zu machen, ist das Ziel dieser Website und des monografischen Bildbandes „Fritz Kahn – Man Machine“.