[spectre] Life 4.0, Jury Statement
Rafael Lozano-Hemmer
rafael@csi.com
Tue, 27 Nov 2001 22:21:31 +0100
JURY STATEMENT
The jury for the Life 4.0 competition - Daniel Canogar, Machiko
Kusahara, Rafael Lozano-Hemmer, Sally Jane Norman and Nell Tenhaaf -
reviewed 35 artworks that utilise artificial life concepts and
techniques. These pieces were pre-selected from a group of 63
submissions received from 18 countries. The first prize of the Life
4.0 competition is shared by Scott Draves for Electric Sheep, a
collectively generated screensaver, and Haruki Nishijima for Remain
in Light, an interactive sound and light installation. This latter
project was also the public's choice at the presentation of the
awards in Madrid. The third prize is awarded to the Web-based artwork
Novus Extinctus by the collective Transnational Temps (Andy Deck,
=46red Adam, and Ver=F3nica Perales).
=46IRST PRIZE EX AEQUO (US$4,250 each)
Electric Sheep
Scott Draves, USA
http://electricsheep.org
http://draves.org
Electric Sheep, named after Philip K. Dick's famous novel "Do
Androids Dream of Electric Sheep", aims to realise the collective
dream of sleeping computers from all over the Internet. A
screen-saver serves as a shared visual space, where clients offer
computational power to generate animations or so-called "sheep".
These are individual graphic entities based on a 65-number string of
code randomly chosen by the server, rendered using the artist's
fractal flame software (future versions will implement other
generative animation software). Users can download the flock of sheep
at any time and monitor the rendering of new ones - a permanent
digital lambing season. User nicknames are stored for those who want
to muster their own livestock. Though disk space limits the flock to
about thirty live specimens, users can vote to extend the lives of
their favourite sheep. The artificial life premise of this work
functions effectively at both the metaphorical and software design
levels: generative algorithms allow us to breed an online farm of
digital "sheep". The work is strongly anchored in the ethics of
freely distributed and participatory software development processes:
creative energies firing new graphic beings come from donated
computing cycles, and many enthusiastic shepherds have formed an
active developer community. Thus, the "electric sheep farm" offers
fertile ground for a new digital and social knowledge commons.
Remain in Light
Haruki Nishijima, Japan
We live surrounded by invisible electromagnetic waves. Wireless
transmission signals create a dense network around us, a
communicative tapestry that remains invisible. The Japanese artist
Haruki Nishijima has visually represented these signals that surround
us. In his installation Remain in Light the user becomes an
entomologist who goes out to hunt for sounds equipped with a head
set, a backpack handcrafted in the form of a traditional wooden
collector=B4s box, and a butterfly net that doubles as an antenna.
While walking through the city, the user captures fragments of sounds
from media such as cellular phones or radio. In the installation
site, the box that has recorded the sounds is opened for viewing, and
is networked to a computer that coordinates a visual display. This
display is composed of firefly-like lights projected on multiple
transparent screens; each light corresponding to an individual sound.
The screens are made of the same material that is used in Japan as
insect screening. When the viewer approaches a projection screen, the
floating points of light scatter, and as they hit the edge of the
screen their corresponding sound is triggered. This is a poetic
installation that binds an urban soundscape with an imaginary ecology.
THIRD PRIZE (US$1,500)
Novus Extinctus
Transnational Temps (Andy Deck, Fred Adam, Veronica Perales), USA.,
=46rance, Spain
http://www.artcontext.org/novus
The artists have made an extensive Internet artwork that includes a
taxonomy of Web domain names, a search engine that sorts through this
strange data, marketing slogans, user input into the site, and
mysterious graphics that seem to be constructed from code. The key
idea and message of Novus Extinctus is that the expansion of human
presence on the World Wide Web parallels a frightening decline in
biodiversity in our real world habitats: the number of Web domain
names registered climbs daily but so does the number of extinct
species. And so, to build the metaphor, domain names on the site are
associated with Latin species names. When one selects a domain name
and processes it, this association appears and also links to real
animal sites, like TigerDirect.com. The marketing spoof continues in
the Free Domain search engine for finding domain names that have
recently become available through extinction, and in testimonials
where the artists appear among others, praising the usefulness of the
engine. The sociopolitical astuteness of this work is summed up in
the artists' statement that our growing data bank of genetic codes,
as in the Human Genome Project, cannot in any way compensate for the
loss of species. Following from this perception, the site
marvellously undermines the platitude that computer code and genetic
code are somehow interchangeable, reminding us that an easy idea can
become a dangerous one. This work was developed with the support of
the Electrography Museum in Cuenca, Spain.
HONORARY MENTIONS (alphabetical order)
Relazioni Emergenti
Mauro Annunziato, Piero Pierucci, Italy
Entering the space, one encounters feather-like abstract patterns
spreading on the screen accompanied with sound. As the participant
moves his/her hand on the screen, the generation of graphic patterns
follows the hand movement. Although they are not given life-like
forms, the graphical and acoustical patterns evolve autonomously
according to the genetic information and algorithm that allows them
to mutate. A participant can freely interact with them by guiding and
nurturing them, as the hand position fosters germination. The
combination of continuous autonomous evolution and the
transplantation by participants produces distributed local
communities of patterns with subtle variety and beauty. The
experience is as if one is given a green thumb in a digital garden.
The piece invites participants to enjoy creating images with their
bodies, showing the potentials of alife concepts not only in
art-making but also in offering the joy of art and design experiences
for many people.
The Table: Childhood
Max Dean and Raffaello D'Andrea, Canada and USA.
Table is an ordinary-looking piece of furniture, something you might
have in your office, that unexpectedly displays autonomous movement
in response to someone entering its environment. The artificial
behaviour that is built into this work is simple in one sense,
because the table just glides across the floor of a small room that
it can't get out of. But it is also unpredictable and complex. For
example, it picks only one person from a group to respond to, it
learns the body language of the individual it initiates a
relationship with, and it also moves when there is no one in the
room. The interaction is controlled through a vision system that uses
a video camera and custom software. The Table's visible behaviour
might be described as teasing: it makes small inviting movements when
a person first comes into the room, it parries the person's movements
as if it were challenging her or him (in fact, if a person is
unresponsive the table becomes more active and enticing), and it
might even block the doorway as the viewer is trying to leave through
it. The Table: Childhood was a popular participant in the Venice
Biennial, and its maturation process into adolescence and adulthood
continues.
Castenedize!: Dingir 2.0
Ivor Diosi, E/Bone, Slovak Republic
Ivor Diosi combines projected virtual entities and primitivistic
sculptural elements in a multi-user interactive installation space.
Optical trackers and sound sensors monitor participant body motions
and speech, using data thus gathered to trigger and catalyse computer
graphics avatar behaviours. The screened view of the world offered to
participants conveys a simple but effective impression of enmeshed
realities: multiagent software animates playful, responsive swarms of
graphic creatures. One of the challenges in mixed reality works is to
create a convincing visual register for the aesthetics of combined
real and virtual worlds: how can we build coherent relationships
between solidly rooted physical objects and their weightless,
computer-generated counterparts? Inspired by Casta=F1eda cosmology,
Dingir 2.0 embeds its sensors and speakers in hulks of simulated
organic appendages which, in the physically and virtually morphed
universe displayed to participants, enter into strange resonance with
the digital avatar swarms.
Breathe
Jessica Findley and Margot Jacobs, USA
These two artists have collaborated several times on interactive
works, with an interest in creating experiences that invoke emotional
responses. In the environment Breathe, the viewer has to enter a
chamber made of white fabric where he or she lies down facing upward.
A force sensitive resistor is strapped around the chest and then the
person relaxes, breathing deeply. The resistor measures the flow of
breath, and this is translated into a signal sent to two small motors
that turn a pair of dowels. The person lying below sees two sets of
strings moving up and down between the dowels: one follows their
breathing, and the other plays back the breath of the previous
occupant. A microchip coordinates all of the movement and records the
breath. This mechanism generates a simple but elegant method for
looping one person's experience into the next person's, or weaving
together the breathing rhythm of an infinite string of people. This
is a very accessible feedback system built with an intelligent
economy of means.
Skeletal Reflections
Chico MacMurtrie, USA
Sooner or later, our world will be co-inhabited with humanoid robots
with elegant looking yet robust bodies and intelligence. That is what
robots such as Honda's PINO or Sony's ASIMO demonstrate. However,
Chico MacMurtrie's Skeletal Reflections is quite different. The
autonomous robot is designed intentionally as a skeleton without
skin, with artistic taste. It simulates human beings as a machine,
with a system that controls muscles. When a human demonstrates a
posture, the robot recognizes it using the motion capture software,
and mimics it. Gestures that we know from paintings depicting
historical moments such as praying or elegant bowing, which have been
associated with social, psychological, spiritual activities of human
beings and legitimated in art history, become strangely out of place
when they are convincingly performed by the skeletal robot. The piece
deliberately and ironically raises questions about the relationship
between humans and robots, and the way we have represented and
recognized our emotions through postures in the course of history.
Eden
Jon McCormack, Australia
Eden is an interactive self-generating artificial ecosystem.
McCormack uses a cellular automata model of A-life, with creatures in
constant evolution simulating the characteristics of a real ecology.
The creatures search for food, confront predators, and reproduce with
other creatures. Simultaneously, they move through their environment
transmitting and listening for each other's sounds, generating the
soundscape that we hear while experiencing Eden. The survival of the
virtual world depends on the presence of people in the installation
space, because their movement feeds the creatures. The artificial
world is projected onto two translucent screens that form an "x" in
the space. This original configuration creates transparency and depth
effects that enrich the reading of the work. Eden illustrates the
emergent properties and open nature of A-life systems.
Machine autiste-artiste
Samuel Neuhardt, France
This young French artist's work conveys a critical approach to
robotics and artificial life, where new technologies are often
acclaimed as improving communication and exchange, and the cloning
mythology tends to focus on propagating ideal and idealised
creatures. Many robotics artists today strive to build virtuoso
artificial artists: in the lineage of Vaucanson's eighteenth century
clavecin-player, increasingly accomplished robots delight us as they
paint, play music, write poetry, etc. Neuhardt's "machine
autiste-artiste" is animated but at the same time totally refractory
to communication. It rocks mechanically in a corner, ignoring all
contact with the outside world. Its patently, noisily mechanical
movement bleakly conveys an undeniably human pathology. The artist's
twin or clone, designed to reflect the introversion and obsession he
experiences during creative activity, thus acts as a disturbingly,
chillingly intriguing specimen of artificial life. There is no
empathy at work here, just irrefutable recognition of the state of
non-communication that - like it or not - is also a vital component
of human behaviour.
INCENTIVE FOR NEW PRODUCTIONS (US$5,000 each)
The Life 4.0 jury has also split the first "production incentive"
award designed to help development of new A-life artworks in Latin
America, Spain and Portugal. The two winning proposals represent very
different artistic approaches to the field.
Cuarteto de Cuerda Rob=F3tico
Carlos Corpa, Basilio Mart=ED, David Cabellos, Spain
One of the most compelling aspects of this group's robots is that
they are born as part of a performative "community" --breaking the
stereotype of a solitary anthropomorphic robot developed to serve
humans. The robots are highly specialised individuals whose
contribution to a collective performance of visual art and music
proposes new machine aesthetics. Carlos' work seeks to contrast
high-art elements like the string quartet with festive events closer
to a popular carnival of excess. The gesticulating robotic performers
will grind and strum devotedly at authentic, finely crafted musical
instruments to generate sounds for a 21st century salon of decidedly
concrete music. To focus solely on the parodic elements of the work
might be to miss the fact that the mechanical spasms of these
aspiring maestros, these would-be Paco de Lucias, call into question
our perception of robots as utilitarian instruments capable of
executing precise pre-calculated movements. The jury felt that the
Robotic String Quartet may be taken to a next level of chaotic
sophistication by supporting their development.
El Continuo
Enrique Rosas Gonz=E1lez, Mexico
Enrique Rosas Gonz=E1lez is a Mexican artist who is exploring the
relationship between art science and technology in a thoroughly
renaissance spirit, covering fields as diverse as electricity,
electronics and botany. For the new Life 4.0 category to encourage
new productions the artist has proposed "El Continuo", a complex,
dynamic electrical and electronic sculpture. Enrique Rosas is
interested in the cognitive processes of pattern recognition that we
use to decipher reality, but from a very unique standpoint: he
intends to relate scientific studies of matter with other more
esoteric fields of knowledge such as archetypal memory and
futurology. "El Continuo" clearly evokes Marcel Duchamp, particularly
his famous "Bachelor Machine" considered by many people to be a
metaphoric model of artificial life. "El Continuo" connects many
elements including a plant, 24 networked computers, and two rotating
discs that generate sparks and become praxinoscopes, those XIX
century proto-cinematographic optical apparatuses that recreate the
illusion of movement from static images. Couched in enigmatic
language, this project reminds us of alchemical investigations of
another era, which aimed to connect matter with the energetic
dimension of life. The technological sophistication and highly
personal aesthetics of Enrique Rosas's work appealed strongly to the
Life 4.0 Jury.
=46urther information
http://www.telefonica.es/fat/vida4
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