Erin Gee Tag

Machine Unlearning @ META MARATHON Düsseldorf

I will be performing (and live streaming) a new audio performance work that features myself in a live ASMR re-performance of deep learning text.  The work will be accessed through a streaming YouTube link via the distributed screens of audience member’s smartphones and laptops for a half hour via headphones in a quiet environment where blankets and sleeping are invited as part of the work.  This performance will take place as part of META MARATHON at NRW Forum, Düsseldorf, Germany on May 26, 2018.

NEW TECHNOLOGY FESTIVAL META MARATHON AT THE NRW-FORUM DÜSSELDORF

42 hours of non-stop talks, performances, film screenings, concerts, exhibitions, and workshops on the subject of Artificial Intelligence: the META Marathon is a new technology festival taking place from 25th to 27th May 2018 at the NRW Forum Düsseldorf. The participants design the festival themselves, switch roles between expert and amateur as well as experiment with the new format—including on-site accommodation. The Festival Director is the futurist and entrepreneur Christopher Peterka.

An innovative technology festival and a digital happening: META is an invitation to participants to collaborate in an open process and collectively develop new ideas on digital modernity and Artificial Intelligence. In doing so, META breaks away from the series of digital conferences and exhibitions that talk about phenomena more than being part of them.

META follows from the assumption that the changes made by digital technologies are so radical that they require new kinds of research and understanding. The participants are invited to work together in a 42-hour marathon packed with stimulating events—in workshops, labs, and talks with sometimes radical exploratory methods—and have the opportunity to spend the night at the NRW Forum.

Those wishing to participate must apply in advance at https://www.metamarathon.net/. The cost of taking part is 42€, which includes food and a sleeping place, and there is space for a total of 400 curious pioneers. Some of those who have already registered are creatives and thinkers from the realms of research, teaching, economics, art and culture, including artist and composer Erin Gee, professor and curator Joasia Krysa, artist and professor Hans Bernhard (Uebermorgen. com), Professor Chris Geiger, nyris founder Anna Lukasson-Herzig, and many more.

What will language look like in the future and how will we use it? How is digital media changing communication? What are the most important skills when machines and Artificial Intelligence are capable of performing human work? How do we perceive and communicate with each other in a world determined by the flow of information and data? Based on the historical agenda of the Macy Conferences, META addresses the issues of memory and storage, language, communication, and learning and perception. The Macy Conferences were ten interdisciplinary conferences that took place between 1946 and 1953 in the United States. It was a hitherto unprecedented open experimental arrangement in which scientists of various disciplines such as neurophysiology, mathematics, psychology, and sociology worked out the basics of cybernetics and cognitive science.

With its novel format, META would like to go beyond the concept of a conference and be a discursive space in which digital modernity and its radical social changes can be explored and described in a festival setting. Contributors should bring their own questions and theories and be prepared to let themes develop on the spot as well as engage in open dialogue between people, disciplines, and machines. The outcome is open and applications will be accepted immediately.

To find more detailed information about the program and to apply visit: https://www.metamarathon.net/

META Marathon
25-27.5.2018

Starts: 25.5, 21:59
Ends: 27.5, 9.30

NRW-Forum Düsseldorf | Ehrenhof 2 | 40479 Düsseldorf

Press Contakt | Irit Bahle | Phone: +49 (0)211-89266-81 | presse@nrw-forum.de

For more information, or to register for the event, visit the META MARATHON website

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

Her Environment Chicago

I am previewing a new work I made in collaboration with Sofian Audry, tentatively titled DeepASMR at Her Environment in Chicago in a few days.

Without giving away too much, I’ve been working with Sofian on how AI can be processed, embodied, and felt as a personal relationship through gentle whispers and vocalizations. The work exists as a sound recording for the moment.

ABOUT THE EXHIBITION

Murmurs and Palpitations is a show about ritualized processes of healing and understanding. The show confronts the politics of navigating emotional responses within an environment of virtuality by directly remediating our lived experiences. The pieces in this show pose the question of the dynamic between intimate and immersive media and the ontological self, as experienced through multiple senses and ritualistic gestures. Interpreting Murmurs and Palpitations as sensory and experiential – living electronics – listening to the pulses and vibrations of the works, as they change rhythm through the practice of their language, their breath, the sound and smells of their environment.

Her Environment is an expanded new media art series highlighting feminine spectrum artists. Our focus is on broadening the understanding of how New Media practices can be used in multiple forms of art making, from video to installation and performance. Our aim is to show pieces that challenge how new media can be used, and the male dominated culture that surrounds it.

/
murmuring of screens, of bodies
living electronics, low, soft voices
breathing && quivering
chattering
palpitating
actions
actions
actions
incoming messages && touches
exercise in the form of repetitive motions
healing

Curated by
Chelsea Welch & Iryne Roh
w/ Allie Shyer & Nina Berman

~~~~~~~
Video Games:
Paloma Dawkins – Gardenarium (Canada)
Tahutahu Studios – Idearum (Madrid, Spain)

Installations:
Hannah Newman – Sky Water (Portland, OR)
Samantha Fickel – Touch Screen (Illinois, US)
Rena Anakwe – Living Narratives [iter.03] (Brooklyn, NY)
Madeeha Lamoreaux – Obtained | Retained [Blood Battery] (Chicago, IL)

Videos:
Hiba Ali – Con-tai-ner (Chicago, IL)
Hifsa Farooq – Two Fans (Lahore, Pakistan)
Yaloo Pop – Workout Routine 2018 (Seoul, Korea/Chicago, IL)

Sound:
Erin Gee and Sofian Audry – Deep ASMR (Montreal, Canada)

Performance:
Mitsu Salmon -Formosan Wood (Chicago, IL)

~~~~~~~~~
01/10/2018 ~ 01/27/2018
MURMURS AND PALPITATIONS is open for viewing from January 10th through the 27th!

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.

Ideas Lab Denmark

I will be giving a unique and in-depth workshop hosted by Emotional Data Lab (Aarhus University), Interactive Denmark and Ideas Lab in Aarhus, Denmark from November 21-23.  The workshop consists of 3 three-hour sessions where I will share my materials and experiences with incorporating physiological markers of emotion into the VR-compatible Unity environment.

Participants will be placed into “teams” in order to work together, experiment, and discuss the promises, problems and potential of using biosensors to capture a user’s emotional experience through digital tools.

Project H.E.A.R.T.

A twist on popular “militainment” shooter video games, Project H.E.A.R.T. invites the viewer to place their fingers on a custom biodata device, and summon their enthusiasm to engage their avatar, Yowane Haku, in “combat therapy.” Fans of the Vocaloid characters may recognize Haku as the “bad copy” of Japanese pop celebrity Hatsune Miku, a holographic personnage that invites her fans to pour their content and songs into her virtual voice.

The biosensing system features a pulse sensor, and a skin conductance sensor of Gee’s design. Through principles of emotional physiology and affective computing, the device gathers data relative to heart rate and blood flow from index finger, and skin conductance from middle and ring fingers of users. The biodata is read by a microcontroller and transferred to Unity VR, thus facilitating emotional interactivity: a user’s enthusiasm (spikes in signal amplitude in skin conductance, elevated heart rate, and shifts in amplitude of the pulse signal) stimulates the holographic pop star to sing in the virtual warzone, thus inspiring military fighters to continue the war, and create more enemy casualties. At the end of the experience the user is confronted with their “score” of traumatized soldiers vs enemies killed, with no information whether this means that they won or lost the “game”.

The user is thus challenged to navigate soldier’s emotional anxieties and summon their positivity to activate Haku’s singing voice as soldiers battle not only against a group of enemies, but also against their own lack of confidence in times of global economic instability.

The landscape of Project H.E.A.R.T. was built from geopolitically resonant sites found on Google Maps, creating a dreamlike background for the warzone. In-game dialogue wavers between self-righteous soldier banter typical of video games, and self-help, bringing the VR participant to an interrogation of their own emotional body in a virtual space that conflates war, pop music, drone technology, and perhaps movement-induced VR nausea.

 

 

As Kathryn Hamilton pointed out in her 2017 essay “Voyeur Realism” for New Inquiry,

“VR’s genesis and development is in the military, where it has been used to train soldiers in “battle readiness,” a euphemism for: methods to overcome the innate human resistance to firing at another human being. In the last few years, VR’s usage has shifted 180 degrees from a technology used to train soldiers for war, to one that claims to “amplify” the voices afflicted by war, and to affect “world influencers” who might be able to stop said wars.”

Photography by Toni Hafkenscheid.  Images of Worldbuilding exhibition courtesy of Trinity Square Video, 2017.

Exhibition history:
November-December 2017 Worldbuilding @ Trinity Square Video, Toronto
February-March 2018 Future Perfect @ Hygienic Gallery, New London Connecticut
April 26-28, 2018 @ Toronto Digifest, Toronto

Credits

Narrative Design: Sofian Audry, Roxanne Baril-Bédard, Erin Gee

3D Art: Alex Lee and Marlon Kroll

Animation and Rigging: Nicklas Kenyon and Alex Lee

VFX: Anthony Damiani, Erin Gee, Nicklas Kenyon

Programming: Sofian Audry, Erin Gee, Nicklas Kenyon, Jacob Morin

AI Design: Sofian Audry

Sound Design: Erin Gee, Austin Haughton, Ben Hinckley, Ben Leavitt, Nicolas Ow

BioSensor Hardware Design: Erin Gee and Martin Peach

BioSensor Case Design: Grégory Perrin

BioSensor Hardware Programming: Thomas Ouellet Fredericks, Erin Gee, Martin Peach

Featuring music by Lazerblade, Night Chaser and Austin Haughton

Yowane Haku character designed by CAFFEIN

Yowane Haku Cyber model originally created by SEGA for Hatsune Miku: Project DIVA 2nd (2010)

Project H.E.A.R.T. also features the vocal acting talents of Erin Gee, Danny Gold, Alex Lee, Ben McCarthy, Gregory Muszkie, James O’Calloghan, and Henry Adam Svec.

Thanks to the support of the Canada Council for the Arts and AMD Radeon, this project was commissioned by Trinity Square Video for the exhibition Worldbuilding, curated by John G Hampton and Maiko Tanaka.

This project would have not been possible without the logistical and technical support of the following organizations:

Technoculture Art and Games Lab (Concordia University)

Concordia University

ASAP Media Services (University of Maine)

William Basinski @ Pop Montreal

September 15th, 2017 – 17h POP Box (3450 St Urbain, Montreal)

In the context of this year’s Pop Montreal Festival Symposium, I have been invited to engage in a public conversation with avant-garde composer William Basinski .

Click here for more information on the Pop Symposium, taking place September 14-17, 2017.

Creator of the widely acclaimed album set Disintegration Loops (2002), Basinski is an intuitive composer of ambient electronic music who works work magnetic tape loops to access dreamlike acoustic spaces.  He once described himself as investing incredible amounts of meditative energy towards improvisation and locating the “timeless, amniotic bubble” of sound one could float within. A bubble is an apt metaphor for these sounds: expansive, swirling voids that physically emanate from thin slips of magnetic tape.

Among other topics, I’m looking forward to this opportunity to speak with Basinski about the physicality of sound, both in the sound producing bodies (the magnetic devices he charms into circles and feedback-song) and the receptive media bodies (us leaky humans).

Take a listen below to Basinski’s soundcloud account in order to experience his processes in tape loop and delay systems, found sounds, feedback, and shortwave radio static.

BioSolo

Using the BioSynth, I improvised a set for my breath/voice and my sonified heart and sweat release at No Hay Banda in an evening that also featured the very interesting work of composer Vinko Globokar (Russia).  The improvisation is very sparing, the goal is to exploit interesting rhythmic moments between heavy breath-song and the heartbeat, all the while exploring limits of respiratory activity and seeing what effect it has on my physiology.

Photography: Wren Noble

BioSolo was first performed at No Hay Banda series in Montreal at La Sala Rossa, organized by Daniel Àñez and Noam Bierstone.