biosensors Tag

Book: Robotic Imaginary

My robotic artwork Swarming Emotional Pianos is featured in image and text on p 131-132 of Jennifer Rhee’s newly published book: The Robotic Imaginary: The Human and the Price of Dehumanized Labor (2018, University of Minnesota Press).  The image above is just a photo of me relaxing with a coffee as I read the first few pages…

This amazing book details AI from a perspective that is driven by emotion and humanity, while referencing the work and the influence of women and poc in a way I haven’t seen before. I found myself constantly thinking: yes, yes as I read the book!

 

From the official description of the book:

The word robot—introduced in Karel Čapek’s 1920 play R.U.R.—derives from rabota, the Czech word for servitude or forced labor. A century later, the play’s dystopian themes of dehumanization and exploited labor are being played out in factories, workplaces, and battlefields. In The Robotic Imaginary, Jennifer Rhee traces the provocative and productive connections of contemporary robots in technology, film, art, and literature. Centered around the twinned processes of anthropomorphization and dehumanization, she analyzes the coevolution of cultural and technological robots and artificial intelligence, arguing that it is through the conceptualization of the human and, more important, the dehumanized that these multiple spheres affect and transform each other.

Drawing on the writings of Alan Turing, Sara Ahmed, and Arlie Russell Hochschild; such films and novels as Her and The Stepford Wives; technologies like Kismet (the pioneering “emotional robot”); and contemporary drone art, this book explores anthropomorphic paradigms in robot design and imagery in ways that often challenge the very grounds on which those paradigms operate in robotics labs and industry. From disembodied, conversational AI and its entanglement with care labor; embodied mobile robots as they intersect with domestic labor; emotional robots impacting affective labor; and armed military drones and artistic responses to drone warfare, The Robotic Imaginary ultimately reveals how the human is made knowable through the design of and discourse on humanoid robots that are, paradoxically, dehumanized.

 

Click here to view more information on the book at University of Minnesota Press

 

Behavioral Matter Workshop Centre Pompidou, Paris

March 15 – 17  2019 :
“Behavioral Matter” : Public research-creation workshop for international participants

I’ve been invited to participate in a big research-creation party at the Centre Pompidou with many fellow digital romantics, post human dreamers and hyper geeks.  I don’t have that many details beyond the fact that I’m in a group concerned with inter-species communications, and that perhaps I can collaborate with others to communicate with pigeons through my emotional biosensors, harnessing the power of our emotional bodies to simulate pigeon coos, squawks and wingflaps.

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I’m excited to see the great exhibition and also to meet some interesting artist-researchers. Information below en français…

15 – 17 mars 2019 :
“Behavioral Matter” : workshop de recherche-création international et public

Au sein du forum du Centre Pompidou, 12 modules thématiques (machine learning, comportement de la brume, internet des objets, matérialisation de données, microbiotes, impression 4D,…),avec la participation de plus de 70 créateurs, chercheurs, étudiants et étudiants-chercheurs.
Centre Pompidou * Forum, en face de la librairie * 11h-19h
Visites organisées les 16 et 17 mars (inscription sur place), restitution publique dimanche 17 mars à 16h.

Le projet “Behavioral Matter“ est mis en place par EnsadLab, le laboratoire de recherche de l’ École nationale supérieure des Arts Décoratifs
(EnsAD – Université PSL, dans le cadre de l’exposition #LaFabriqueduVivant (cycle Mutations/Créations 3), avec le soutien de la Chaire « arts & sciences » de l’École polytechnique, de l’École nationale supérieure des Arts Décoratifs – PSL et de la Fondation Daniel et Nina Carasso et avec le partenariat du Cluster “Matters of Activity. Image Space Material” de Humboldt State University de Berlin et du fonds PERSPEKTIVE pour l’art contemporain & l’architecture, une initiative du Bureau des arts plastiques de l’INSTITUT FRANÇAIS, soutenu par le Ministère de la Culture et le Goethe-Institut.

Locus Sonus Residency France

I will be developing a new work for VR in the context of a residency at Locus Sonus in Aix-en-Provence starting February 2018 until May 2018.  During these three months I will push the potential of sonified biodata into increasingly posthumanist/non-anthropomorphic territories using virtual architectures as sensorial training ground, as inspired by materialist philosophers such as Jane Bennett and post-humanist Rosi Braidotti.

I thank the Conseil des arts et des lettres du Québec for its financial support of this project.

About Locus Sonus

Locus Sonus is a research group attached to ESAAix (École supérieure d’art d’Aix-en-Provence) and the French Ministry for Culture, integrated with PRISM (Perception, Representations, Image, Sound, Music) an interdisciplinary research unit that groups researchers from AMU (Aix Marseille University), CNRS (National Center for Scientific Research) as well as ESAAix.

Locus Sonus’ main aim is to explore the continuously evolving relationship between sound, place and usage in an Art/Science tradition. The research methodology includes experimentation with emerging audio technologies particularly those relating to sound transmission, mobilization or spatialisation as well as historical contextualisation of such practices. Locus Sonus accommodates practice-based PhD students enrolled at Aix-Marseille University (« Pratiques et théorie de la création artistique et littéraire » E.D 354).

Locus Sonus’ main field of investigation is entitled New Auditoriums, to be understood here as the different ways in which audiences collectively share a listening experience. Beyond physical spaces such as concert halls or open-air stages, we attribute this description to all systems that enable a shared audio experience. Examples include radio, audio streaming or virtual worlds. We consider that each system has particular (audio and social) qualities that call for artistic enquiry and experimentation, these may in turn lead to different types of artistic practice.

Locus Sonus’ current research focuses on audio in virtual environments (for example New Atlantis) and the transmission and perception of remote soundscapes (for example : Locustream).

About the project

In this project I propose virtual space and spoken word as a means of creating a “speculative” materialism that promotes empathy to (virtual) objects by allowing the viewer to objectify and analyze their own (biodata), making material of the human body itself. I’m interested in exploring the limits of virtual physicality and phenomenological experience through imaginative sonic narrative as well as virtual space, making use of simple 3D objects and architectures dramatically lit, referenced imaginatively through the five senses by the unseen narrative voice in order to maintain the focus on sound: the disconnect between virtual material and sonic suggestion forms a useful perceptual noise (for example, the voice writes on a notepad that is never seen, the sounds of a lab or examination room can fade in and out, lab is never seen). During this residency I would record the spoken word sections inspired by roleplay, personal attention and spoken narrative vocalizations typical to the genre of Autonomous Sensory Meridian Response (ASMR), a style of sound composition developed largely on the internet that focuses on high frequency noises to create intense feelings of relaxation accompanied by “tingles” felt on the skin. ASMR enthusiasts focus intensely on the physiological reaction of the listener to sound, and so I want to use this voice as a means of loosely describing material agencies of virtual objects as imperative to the expansion of human sensorium. The link between physiological and phenomenological experience and confirmed biofeedback pushes the physical potential of VR into new sonic territories that focus on embodied experience through perceptions of external as well as internal spaces.

Other Residents

I am excited to be working alongside the other residents at Locus Sonus, and learning more about their projects and practices.

raadio caargo (Christophe Aslanian et Aurélia Nardini) – Bourges, FR

Mitchell Herrmann (USA)

Algorithms that Matter @ IEM Graz

I’ve been selected to be a featured artist in residence at the Institut für Elektronische Musik und Akustik (IEM) in Graz, Austria, participating in the Algorithms that Matter Residency from April-June 2018.

From the ALMAT website:

“Algorithms that Matter is an artistic research project by Hanns Holger Rutz and David Pirrò.  It aims at understanding the increasing influence of algorithms, translating them into aesthetic positions in sound, building a new perspective on algorithm agency by subjecting the realm of algorithms to experimentation.

Almat is grounded in the idea that algorithms are agents that co-determine the boundary between an artistic machine or “apparatus” and the object produced through this machine. The central question is: How do algorithmic processes emerge and structure the praxis of experimental computer music? The hypothesis is that these processes, instead of being separated from the composer—as generators and transformers of infinite shapes—exhibit a specific force that retroacts and changes the very praxis of composition and performance.”

 

I will use this opportunity to extend my reach into exciting new forms of embodied algorithmicity, developing new techniques for combining physiological markers of emotion with algorithmic agencies.

To learn more about the research and proceedings of this residency, check out scans of my sketchbook, and transcriptions of conversations between myself and the other residents/researchers at IEM, click here to access our open exposition on the Research Catalogue online platform.

 

We acknowledge the support of the Canada Council for the Arts, which last year invested $153 million to bring the arts to Canadians throughout the country.

Nous remercions le Conseil des arts du Canada de son soutien. L’an dernier, le Conseil a investi 153 millions de dollars pour mettre de l’art dans la vie des Canadiennes et des Canadiens de tout le pays.

Digifest Toronto

Thu, 04/26/2018 –
Sat, 04/28/2018

CORUS QUAY

25 Dockside Dr
ON M5A 1B6 Toronto


Presented by the Goethe-Institut Toronto
Curated by Tina Sauerländer (Berlin) and Erandy Vergara (Montreal)

Project H.E.A.R.T. by Erin Gee and Alex M. Lee
Enter Me Tonight by Li Alin
 
At the invitation of the Goethe-Institut curators Tina Sauerländer and Erandy Vergara have selected VR works for this year’s Toronto Digifest, including two recent pieces by Berlin-based Canadian artist Li Alin and Montreal-based artist Erin Gee in collaboration with South Korean-born, US-based artist Alex M. Lee. The artists use humor and irony to engage in controversial topics: emotions in first-person shooter video games and war in the case of Gee, and a futuristic exploration on human reproduction in technology-oriented times in the case of Alin.

The audience itself explores Gee’s H.E.A.R.T., a virtual work where you have to control your emotions to control the leading character in a war-related VR game, as well as Alin’s Enter Me Tonight, a VR environment engaged with issues on human reproduction, economy, biology, pornography and technology.

In a contextualizing event, the curators will speak about the history of VR and current trends and critical perspectives on this technology.

Digifest 2018 website

Event information courtesy of Goethe Institute

New World Notes

Project H.E.A.R.T. (2018) was written about by Wagner James Au in his New World Notes blog on virtual worlds. I’m particularly tickled about this because he is the official blogger for the virtual world Second Life, so I’m very honored that he finds the world of Project H.E.A.R.T. interesting!

Wagner James Au, consultant and author of “The Making of Second Life” (HarperCollins) and “Game Design Secrets” (Willey) reports on virtual worlds, VR and related topics — including augmented reality, virtual currency, games and game development, and their appearances in RL popular culture and politics.

Click here to see the article

Rhode Island College

“// lonely avatar”, is an exhibition which investigates the use, meaning, and expressive potential of avatars in the contemporary digital landscape. “Lucid Dreaming” ruminates on the emptiness of the virtual avatar whilst “Project H.E.A.R.T.” involves filling that empty avatar with your emotion through a specially designed biosensor. Both projects follow a trajectory of thought in regards to the metaphorical potential of avatars in the virtual space. Curated by Frank Yefeng Wang, this show features works by Alex M Lee commissioned by Trinity Square Video in Toronto, ON and a project made in collaboration with Canadian artist Erin Gee.

Opening reception: 5-8pm
Artist Lecture: 7-7:30pm

The Chazan Family Gallery
Alex & Ani Hall
Rhode Island College
600 Mt. Pleasant Ave
Providence, RI 02908

BioPUNKS residency @ UMaine

I have been invited as Research Associate to work with the department of chemical and biological engineering at the University of Maine to initiate a new electronics prototyping group as part of a residency within their department from January until April 2018.

BioPUNKS (Prototyping Ur New Knowledge of Sensors) is an extra-curricular electronics workshop that meets once a week, and is open to all chemical and biological students from freshman to senior.

Based on core values of Sharing, Learning, and Curiosity, our goals are to:

  1. Learn from each other
  2. Develop unique student-led projects at the frontier of bioengineering and electronics
  3. Develop open-source tools for the larger DIY community.

For more information, click here to access the BioPUNKS website

Future Perfect @ Hygienic Gallery

My work for VR and biosensor controller, Project H.E.A.R.T. (2017) has been selected for an exhibition at Hygienic Gallery, New London, Connecticut.

Exhibition: February 16 – March 3, 2018
Hygienic Art Gallery, 79 Bank Street, New London, Connecticut, www.hygienic.org.
Opening Reception: Friday, Feb. 16, 4:30 – 9 p.m.

Selected works from Intersections: the 16th Biennial Symposium on Arts & Technology

It is increasingly understood that our lives are pushed, pulled and interconnected by a range of intersections among multiple factors of identity and experience including: gender, culture, race, sexuality, and economic and technological contexts, among others.

Future Perfect includes a roster of artists from around the world, whose work explores the complex forces pushing and pulling our technological culture, and our own identities within it. Their work speculates on present and future fusions and intersections between our rich internal worlds, our bodies, our relationships, and the strange inner lives of artificial intelligences, data clouds and social algorithms.

Through works across mediums such as virtual reality video games, social media performance, experimental documentary, interactive sculpture, locally produced audio tours, and more, the artists in the show ask and offer their own answers to questions such as:

  • What if our machines touch and activate us just as much as we them?
  • What if they could read our emotions, respond to our bodies, and perhaps try to change us back? Are they doing it already?
  • What if we downloaded a digital version of all the objects in the world? Where would it be stored? Are we slowly converting our planet into data? At what cost?
  • How will this city look, feel, and sound, in 10, 20, 100 years?
  • What will you do if the world ends tomorrow?

Featured artists

Angela Ferraiolo
Eunsu Kang
Erin Gee and Alex Lee
Luis Mejico
Ricardo Miranda
Veronica Mockler
Shalev Moran, Mushon Zer-Aviv and Milana Gitzin-Adiram
Juan Pablo Pacheco
Mina Rafiee
Joyce Rudinsky
Laura Skocek and Christoph Gruber
Jack Stenner
Jeff Thompson
Jenny Vogel

Credits

Gallery Director, Hygienic Gallery: Sarah McKay
Curator: Nadav Assor
Installation manager: Brian Dimmock

Production support provided by the Ammerman Center for Arts and Technology, Connecticut College.  Additional support from the College’s Center for the Critical Study of Race and Ethnicity, the Office of Institutional Equity and Inclusion, and the Office of the Dean of the College.

 

Review in Canadian Art

I really appreciate this article by Tatum Dooley for Canadian Art on the Worldbuilding exhibition curated by John G Hampton and Maiko Tanaka at Trinity Square Video. My work Project H.E.A.R.T. which highlights VR and emotions made with Alex M Lee is featured, among other great works by Jeremy Bailey Kristen D Schaffer Eshrat Erfanian and Yam Lau.  Following is an excerpt from the article:

“The gamification of our bodies renders the physical form void, replaced by screens where our bodies and emotions can be morphed and manipulated. Perhaps the only way to create art with technology as advanced and recent as VR is to reckon with its potential consequences.

Gee’s project, the most realized out of the four artists in the exhibition, masters this reckoning. I spoke with Gee in the lead-up to the exhibition, and she explained the conceptual backbone of the piece. “I’m working through questions of emotional sincerity when it comes to self-help. In theory, if you can technologically master your emotions, if you can just make yourself excited, then you can make yourself a better, happier person. I don’t know how sincere that is…”

Click on the link below for the full article.

VR and the Failure of Self-Help Technology

In general, I feel very proud of this work but also very exhausted by it.  Through the project I’ve been working through the relationship between pop music and war, self help and sincerity, and ultimately I’m working through these issues of technique and technology in how life and trauma comes to us.  During the panel for the exhibition, there was a question of whether I was “pro-war”, and it’s one that I have received a few times in facebook messages from curious friends from far away.  The project is complex and difficult to read because I think it has to be.  It reflects my own mediatized understanding of international conflict, maybe my own frustration at my lack of understanding.

The best I can understand war is how it is mediated to me: through video games and news cycles, through abstract discussions on the radio. The goal of this project was never to address the terror and complexity of geopolitical conflict, but rather, to propose a psychedelic pop culture mirror, imagining a video game ruled not by characters that espouse self-righteous violence and grit, but technologically manipulated empathy and enthusiasm.  This game fails to address war in the same way that all technologically mediated attempts to do so fail to address war.  I also am also dissatisfied at the idea of an artistic protest that makes a cartoonish, morally didactic utopia where rainbows and love shoot out of guns instead of flesh-tearing bullets. I think the answer about the politics of this game lie in the end screen: an abstract screen that confronts you with statistics of death and trauma as a result of the battle itself.  I don’t think there is a way to win the game.