Emotional Systems, at the Strozzina in Florence

Last month, i went to Florence to visit Emotional Systems, the inaugural exhibition of the brand new Strozzina.

You’re going to hear about the Centre for Contemporary Culture Strozzina (CCCS) in the coming months i’m sure. The space was created as platform for the different approaches and practices that characterise the production of contemporary art and culture. That doesn’t seem much but in a city like Florence which lives and breathes Renaissance there was very little space left for contemporary art so far. Its Project Director Franziska Nori is a curator of new media art (she co-produced and curated produced exhibitions such as I Love You exploring the worlds of hackers and viruses, adonnaM.mp3 devoted to p2p and file-sharing, Digital Origami about the demo scene.) CCCS is not a digital art center though but its mission is to highlight all forms of contemporary culture and this includes media art.

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Just to wet your appetite, CCCS’s next exhibition CINA CINA CINA !!! will present the work of 15 contemporary Chinese artists whose artistic practice searches for an independent cultural identity free of the restrictive rules of the global market. It opens on March 21 and closes on May 4.

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Palazzo Strozzi (image)

The exhibition space is located in the recently restored spaces under the courtyard of Palazzo Strozzi, an impressive don’t-mess-with-me palace in Florence. Its construction begun in 1489 by Benedetto da Maiano, for banker and statesman Filippo Strozzi the Elder, a rival of the Medici who wanted the most magnificent palace as a political statement of his own status. Filippo Strozzi died in 1491, long before the construction’s completion in 1538. Duke Cosimo I de Medici confiscated it in the same year, not returning it to the Strozzi family until thirty years later.

The exhibition that launched the center was Emotional Systems – Contemporary Art between Emotion and Reason. Curated by Franziska Nori and phenomenologist Martin Steinhoff, the show invited the audience to reflect on the relationship between the contemporary artist, the artwork and the viewer, in the light of the latest discoveries in the neurological sciences about the human brain and its effects on the emotions.

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Christian Nold, Emotional Mapping Greenwich, 2005

Each room of the Strozzina is devoted to one artist, each focusing on different aspect of emotion and empathy with the public. All of them are perfectly documented on the exhibition website, but here’s a selection:

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Teresa Margolles, Aire, 2003

Teresa Margolles‘ installation takes you by the guts. The strategy of Air/Aire is as minimalistic as it is powerful, it calls for the immediate reality of experience rather than the power of representation, the whole experience is paradoxicaly triggered not by an image but an absence.

You enter the installation room through a transparent plastic curtain, the kind that you’d expect to find in the workshop of a butcher. The room is completely white and apparently empty apart from a working air-conditioning unit. The air is slightly humidified.

That’s it, so you either pass your way thinking that it is just an empty room or spot the exhibition label and start to read the elements used in making the installation: the conditioning system and vaporised water.

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Image from an other work of the artist: Muerte sin fin

Margolles works also as a forensic technician in public mortuaries in Mexico City and that’s where the water comes from. It was used to wash the corpses of as yet unidentified people prior to autopsy. Her works is a “memento mori” whose impact is not diminished by the complete absence of any representation of death. The visitor’s awareness and their inevitable emotional response of repulsion becomes an essential part of the artistic process.

As a visceral motor reaction, disgust is included together with fear and pain among the primary emotions pinpointed by Italian neuroscientist Professor Giacomo Rizzolatti as underlying the so-called “mirror mechanism”.

0aawatercol.jpgThe active agents of this mechanism are the mirror neurons in the brain, a particular class of neurons characterized by the property of firing not only when the individual performs a particular action but also when he or she sees or simply hears someone else perform it. In short, when someone observes a work of art, this triggers a sort of re-creation in the sense that the viewer does not remain passive but projects his or her ‘inner state’ onto it.

A good example of this emotional transfer is Bill Viola‘s video series The Passions in which everyday people perform scenes from the classic Christian iconography. The figures are extrapolated from religious symbology and re-contextualized in a timeless and universally poetic dimension as a metaphor of the essence of the human condition.

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Bill Viola, Observance, 2002. Photo credit Kira Perov

Observance draws inspiration from Albrecht Dürer‘s The Four Apostles (1526), a pair of altar wings depicting the grief shared by the four apostles over the death of Christ. It has sometimes been said that the work can be taken partly as a response to September 11. Actors enter and exit the performance space with their eyes fixed on a set point that remains hidden but seem to be located in the spectator’s space.

Although we are not permitted to see the cause of the performers grief, we can guess that death and loss are the reason for their emotion. It’s hard not to think of 9/11. The entire action unfolds in silence and extreme slow motion.

The face of most visitors, when entering the room and seeing the video, becomes solemn and almost sad. In neuroscientific terms, Viola’s work illustrate how empathy can emerge through visual impact and the triggering of mirror neurons, inducing what can correspond to an involuntary act of “mimesis”.

The third work i’d like to highlight is Nomadic Time, an installation, devised by Andrea Ferrara, a.k.a. Ongakuaw, which involves the connecting of a performer to a machine that detects her brainwaves.

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The device monitors four types of waves generated by the human brain:

0aaledevicebrain.jpgalpha waves which come from the subconscious mind and are generated primarily by the region of the memory, upon which the subconscious is based; beta waves which are born in the conscious mind, and are related to all activities during the awake state when the person is concentrated on external stimuli; theta waves which constitute waves of psychical power together with delta waves; gamma waves which are those of the deep psychical powers, like those of a medium in a trance.

While the performer is closed in the cage like a laboratory animal. She is made to watch a video,while her emotional response in the form of waves emitted by the brain is recorded, codified and digitally sampled by computer.

The video sequence shows 257 still shots of a tree by the River Arno, photographed by the artist in the course of the year.

The number of these shots corresponds to the number of days that Ferrara was actually on the spot to photograph the tree. The days when he could not make it are symbolized by single black image that appears for a fraction of a second on the screen and have only a subliminal impact on the spectator. This absence is also represented by the absence of the performer in the moments when the performance is suspended, leaving just the objects in an empty cage.

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The coding is used as a control for an algorithmic compositional strategy of acoustic data. A custom-built software translates the waves recorded into musical sounds broadcast in the exhibition space, and the sound thus generated represents a real-time mapping of the emotions felt by the performer.

I’d also like to recommend the catalog that accompanies the exhibition as a way to explore the subject. It’s in fact a carefully selection of essays by neurologists, philosophers, anthropologists, art historian, and the curators who present with the peculiar perspective of their own discipline the rationality of emotions and, in David Freedberg’s words, the “relations between the formal aspects of an image and the emotional responses” of the user.

More images on flickr and CCCS.

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Yves Netzhammer, The Subjectivisation of Repetition, 2007

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Christian Nold, Emotional Mapping San Francisco, 2007

Situation Room

Situation Room, a project / prototype conceptualized and proposed / produced by hackitectura.net, is on view until March 17 at LABoral, an new exhibition, training and production centre for art, science, technology and advanced visual industries located in Gijon, Spain.

Situation rooms are places used in times of crisis to assess and monitor data for decision taking. These rooms are equipped with monitors and data boards to control everything from the Strait of Gibraltar to the nuclear fission processes in a nuclear power station or the life sustaining mechanisms on board the International Space Station. If i tell you that they are also called “control room” then all kinds of images from war, space and spies movies might come to your mind.

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British Destroyer On-Board Glass Polar Plotting Board (via)

With the arrival of the Internet, a more open access to data collection and display technologies has enabled several experiences of Situation Rooms in civil society, with temporary media-labs mainly influenced by cybernetic ideas and free software.

Taking Asturias as a case study, Situation Room invites the public to participate in an open experiment-simulation of a situation room. The second goal of the project is to facilitate the production of common knowledge among artists, geographers, architects, biologists, economists, computer specialists, critics and the public, about the issues put forward.

I found the project so interesting that i asked the coordinator of the project, Pablo de Soto, if he had a few moments to answer my questions. In the meantime i realized that Pablo is a member of hackitectura.net, an activist group of architects, hackers and programmers, whose work i had been admiring for a couple of years. At the core of hackitectura.net are Sergio Moreno and José Pérez de Lama and Pablo. Their collaborative network undertakes practical and theoretical research into the emerging territories of information and communication technologies, new social networks and the traditional physical space.

Answers by both José Pérez de Lama aka Osfa and Pablo from hackitectura:

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Situation Room. Image LABoral/Cárdenas

I actually discovered your work a few years ago at the festival Mal au Pixel in Paris where you gave a talk about Hackitectura. How does Situation Room builds upon the experience and projects Hackitectura.net have been developing since its creation? How does the project complete (or differs from) your previous works?

The project Situation Room is the distillation of the experiences made by hackitectura.net since 2003 in the design and implementation of several temporary media-labs: “Pure Data Beta Rave” in the abandoned AVE station in Seville, “Okupa Futura: Ciudad Disidente” in the Centro Cívico Federica Montseny in Corvera de Asturias and “La Multitud conectada”, a media-lab with satellite connection in La Rábida Huelva (2003), Fadaiat: freedom of movement / freedom of communication in both borders of the Strait of Gibraltar (2004 and 2005).

The Multitud Conectada (“Connected Multitude”) was a prototype for a networked public space, produced for a network of activists, artists and technicians. Using technologies such as the bi-directional satellite connection, the wifi (in its infancy at the time) or the streaming with free software, -with real time connections to México, Bogotá or France-, we created a space which was both local and global, digital and analog.

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Dave Tarifa Psand pointing grid antenna to Tangier. No GPS device was used. Picture: osfa

In Fadaiat, which we developed in the framework of the Indymedia Estrecho network (an independent production platform and a bi-political production to which hackitectura actively participated), we developed the same concept but focused on the production of a cyborg geography (conception of spaces, social networks and electronic flux), which was located in a geopolitical node as peculiar and antagonistic as the frontier that separates Europe and Africa in the Gibraltar Strait. In Fadaiat, which held editions in 2004 and 2005, we had a distributed medialab, part of it was located in the Castillo de Tarifa (Spain) and the other in the Marshan, in Tánger (Morocco), linked between each other by wifi connection. Besides, this connection, set up by a network of technicians and activists from both parts of the Strait, was the first wifi connection ever made between the two continents, at least the first one managed by hackers and activists. We like to highlight how the link crossed a densely controlled and militarized space, a space with which we were trying to communicate in some way or another.

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Planning of the wifi link, as sent to ITU Morocco for permission. Image:osfa

The SIVE (Sistema Integrado de Vigilancia Exterior / Integrated System of External Surveillance), which had started to take ground in the area since 2002, constitutes the first attempt to fortify the frontier with electronic tools, and Fadaiat was conceived as a kind of critical mirror to it.

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Media-lab Tangier. Daytime, fixing the link with Tarifa. Picture: hd_(((i))) bcn

More specifically Situation Room is the continuation of the temporary laboratory that hackitectura.net designed and implemented in Geografías Emergentes (“Emerging Geographies”, 2007), which took place near the nuclear power plant of Valdecaballeros, located in a Spanish region called Siberia Extremeña. Because of the social opposition, the power plant was put to a stop 25 years ago, before it even started functioning and since then it is abandoned, dominating a severe landscape made of steppes, like a post-nuclear ruin.

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Valdecaballeros nuclear power plant (image)

Taking the challenge of the regional government which called for a development based on knowledge (we are talking about the first region in the world who chose to work with free software at an institutional level) and sustainability, we decided to simulate a takeover of the nuclear plant as a participatory lab in order to initiate a reflexion and come up with proposals regarding the re-use of the power plant in another economical and production context and from other subjects. The laboratory was located in the middle of the field, surrounded by sheep, but it was connected to the internet by a satellite antenna and equipped with computers and screening systems. A geodesic dome acted both as a shelter and as a screen for projections. Made of white textile, it worked from the inside as an immersive interface and from the exterior like a magic lantern in the middle of the night.

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Geografías Emergentes, Geolab

The various events that took place in the lab (presentations, debates, workshops, performances) were broadcast live on the net and we also had remote participants via streaming.

An important element of Geografías Emergentes was the participation of young people from the area (a competition selected 10 projects to be implemented in the lab) but also of children and adults from Valdecaballeros who participated to workshop and festive events.

Situation Room, an attempt to combine the ideas of a media lab and media room, with practices of data-visualization, cartography and free streaming, aims to present previous experiences in a more artistic and institutional context.

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Situation Room. Image Marcos Morilla. Courtesy of LABoral

Which kind of data are you going to monitor during these two months spent in Asturias?

We understand the Situation Room at LABoral, more as a simulation than an actual device to scientifically mine and process data. The main information that we have been showing and discussing at least in the first part of the project, has been the presentation of the concept itself, its origins and proliferating use by command and control powers, and the potentials to hack situation rooms in order to make them perform with other goals.

Situation rooms are on the one hand, devices connected to complex contexts, where processes are non-linear. In order to take decisions and act in these situations, the different agencies (military staff, governments, business, police…) need to continuously monitor reality and establish a permanent feedback loop between it and their actions.

The processing of sets of data extracted from complex systems needs new ways of processing and evaluation, which have to do with cartography and data visualization. On the other hand, situation rooms are only meaningful if we understand them as embedded in networks, which comprise at least two main areas, a sensors area (that captures data) and an actuators area, which allows for strategies and decisions to be performed.

Our ideas where to use Situation Room as a space and time to discuss these issues, and particularly the possibility of turning them into a “multitudinar” device, that is the possibility to use them to empower the action of social networks, rather than central powers. How could situation rooms enhance distributed control. How could they be used to generate socially useful knowledge and to increase coordination between social movements.

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“Financial core,” Bureau d’études, World Monitoring Atlas (via)

One of the questions that we made ourselves is, then, what kind of data would such a situation room be interested in. In order to advance in this direction, we held a workshop with Bureau d’Etudes, the French team famous for their cartographies of capitalism, power and production. It seems somehow that before or beyond quantifying data, a situation room of this sort should produce different images of the system, that would enable other desires and goals. In this workshop we started studying different critical mapping projects, and after that participants – focusing on Asturias, the region where the workshop was happening -, made a list of possible mapping subjects (worked out of the ideas of nodal points, threats and opportunities). This allowed us to produce a preliminary map of the region, somehow a strategic map, that should guide future data mining – and could as well work as a communication and coordination tool.

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Installation Cibersyn operations room (image)

The second workshop dealt with a project which we feel very closely connected to ours, which is Cybersyn. Cybersyn was a network developed in Chile between 1970 and 1973 under the socialist government of Salvador Allende (Cybersyn was presented in Transmediale, right after Situation Room). A very young team of Chilean techs collaborated with British cybernetics pioneer Stafford Beer to develop a Chile-wide system to coordinate nationalized industries. The aim of the project, however, wasn’t to control factories and workers, but to regulate the network as a living organism, where autonomy of the different cells was compatible with the overall functioning of the organism. Of course, the right wing coup d’etat didn’t allow the project to be completed, but its promises are still of great appeal. One of the interests of this workshop was to realize the social potential of the concept – which astonishingly was designed almost simultaneously to Arpanet itself (1969). Rather than being afraid of control and technologies in general, we think that research and creativity should be applied to the social appropriation of them; we even think that the source of technological creativity, as Cybersyn shows, lies rather on social cooperation, and that is only later captured by the military or capitalism.

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Situation Room. Image Julio Calvo. Courtesy of LABoral

Situation Room is a complex project which includes a series of workshops, a laboratory and the installation itself. What is the aim of the project? What do you hope to explore and learn with it?

We think one of our aims was to advance in the design of situation room that could be actually used in the context of social movements, for special events or for daily research, strategic planning and organizing. Somehow we understand that it should be rather a multiplicity interconnected of situation rooms, embedded in networks of “biopolitical labs” such as social centers and independent media and research groups. As we wrote in the presentation for the project, somehow anyone equipped with tv, Internet, mobile phone and computer, has a personal situation room at home, but we would like to go on researching how the combination of hacktivists medialabs, artists media rooms, multimedia communication, participatory cartography and emergent free software data mining and visualization technologies, could empower social action.

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Situation Room, graphic from the first proposal

The presentation of the projects says that the public will be able to participate. How exactly can they get involved in the project?

In the first part of the event, we organized the two already mentioned workshops that were open to the public, and students in particular.

There was a small but intense participation, composed by artists, architects, techies and activists. In the opening sessions we had remote participants, from Barcelona and Malaga, whose images occupied one of the walls of the room. The sessions were streamed through GISS (a global free software network) making them available to anyone connected.

One of the results of the workshops was an interactive cartography of Asturias, based on meipimatic (a wikimapping platform developed by some Madrid friends). In the next weeks, meetings will be held with different local collectives, that are knowledgeable on particular issues such as ecology, labor, urbanism, etc, that we expect to join the mapping team. This groups will be invited as well to set up their temporary offices in the lab and use its resources.

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Open tactical cartography of Asturias

The general public is also invited to contribute to the map.

Another way of rather automated participation is through rss feed. Feeds form relevant media, especially independent, are processed and permanently projected in several of the large screens in the lab, presenting a panorama of current issues in Asturias.

Eventually, there will be several workshops with children. Activities will include access to data bases, introduction to data visualization technologies and creation of data bases and maps to be visualized in the Situation Room. Children’s contributions would be incorporated as well to the Asturias meipimatic.

Thanks Pablo and osfa!

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Situation Room. Image Marcos Morilla. Courtesy of LABoral

Situation Room is the winner of the first convocation of the LABjoven Experimenta Contest at LABoral in Gijon, Spain.

IxDA Interaction 08 – Molly Wright Steenson on Strategic Boredom

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I’m just back from the IxDA Interaction 08 conference organized by the Savannah College of Art and Design in Savannah, Georgia. My favourite talk was Strategic Boredom by Molly or how two visionaries from the ’50s and ’60s could teach us something about introducing boredom into interaction.

0aamolly.jpgMolly Wright Steenson is a PHD student in architecture at Princeton University and an interaction designer.

When i realized that Molly posted most of her talk on her new blog Conceptual Device, i thought i could just add it to my del.icio.us links but then it would be lost for most of my readers. So i’m going to let you read the intro on her site and take over with what i wrote down during her talk, from the moment when she focused on Gordon Pask and Cedric Price. Not sure it makes much sense but it does make me happy. This blog was born out of a need to archive what could serve my own enlightenment after all.

Martin Heidegger studied boredom in Fundamental Concepts of Metaphysics as part of his continual exploration of existence. At some point he suggested an interesting strategy when facing boredom: “not to resist straightaway but to let resonate… only by not being opposed to it, but letting it approach us and tell us what it wants, what is going on with it.”

The idea of exploring boredom took an interesting turn with cybernetics,

Louis Kauffman, President of the American Society for Cybernetics, defines cybernetics as “the study of systems and processes that interact with themselves and produce themselves from themselves”.

There is first order cybernetics (not much interaction here) and second order cybernetics (an organism or social system is an agent in its own right, interacting with another agent, the observer.)

Gordon Pask was interested in Second Order Cybernetic. Pask had a PHD in psychology and was particularly interested in learning and conversations.

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Gordon Pask (Photo by Harry Kerr/BIPs/Getty Images)

In 1953, Pask created the Musicolour machine. The machine was inspired by the concept of synesthesia and aimed at exploring what happens when music and light interact with each other. He’s the only one nor the first to work on such idea but what makes the Musicolour interesting is that Pask introduced the notion of boredom in the equation.

The work held a “conversation” with the performer. The musician would respond to visual queues, the machine in turn would build an understanding of what the musician was playing, and, when it detects that the musician is repeating a same sequence too often, the system would “get bored” and challenge the musician to find new ways to re-engage the system.

The idea of building upon boredom reappears with Cedric Price‘s Generator. Just like Archigram, Price didn’t build much but his radical ideas had a huge influence on contemporary architecture. At the core of Price’s practice was the belief that new technology could enable the public to gain control over their environment, resulting in a building which could be responsive to visitors’ needs and the many activities intended to take place there.

The Fun Palace, probably his most influential projects, was never realized but it nevertheless inspired the Centre Georges Pompidou that Richard Rogers and Renzo Piano built ten years later in Paris.

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Fun Palace, an unrealised project for East London, 1960-1961

Price became also famous for his project of a mobile university on rails, the Potteries Thinkbelt (1965). He proposed the conversion of declining industrial zone into a huge High Tech think-tank, with mobile classrooms and laboratories mounted on the rail lines, moving from place to place, from housing to library to factory to computer center.

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Plan for Potteries Thinkbelt, Staffordshire, England, 1965

Price was not interested in formalism but in conditions that would change people behaviour through their interaction with architecture.

The idea reappears in Price’s Generator (1976-79, not built). This series of cubes, screens, walkways and catwalks could be moved around by a mobile crane on the site to meet visitors’ needs and desires. Price’s collaborator John Frazer, proposed that the cubes be outfitted with sensors that would report on the use of the components. If the pieces of Generator weren’t moved enough, they would grow bored and design their own layouts, which in turn would be handed off to the mobile crane operator to put into place.

0acedricprice.jpgIn an interview with Hans Ulrich Obrist, Price declared:

In defining architecture, you don’t necessarily define the consumption of it. All the designs we did for Generator [Florida, 1966] were written as menus, and then we would draw the menu, and because I like bacon and eggs for breakfast, it was all related to that bit of bacon and that bit of egg. They were all drawn, however cartoon-like, in the same order – not in the order the chef or cook would arrange them on your plate, but in the order in which the consumer would eat them. And that is related to the consumption or usefulness of architecture, not to the dispenser of it.

Generator would also have the task to surprise its users. In collaboration with programmer-architects John and Julia Frazer, he imagined that each element of Generator would become “intelligent” by being outfitted with a microchip. The sensors would interact with four computer programs that performed a variety of tasks, including keeping inventory, aiding Generator’s users to design different layouts, and most powerfully and importantly, getting bored. The boredom routine would run if people did not request changes of Generator frequently enough, or if the parts were not aptly used. It would draw up new plans for Generator, which would be handed off to the social elements of the project.

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John and Julia Frazer, Generator Electronic Model

In the correspondence between Price and his system research consultants Julia & John Frazer, Molly encountered this thought-provoking sentence: “If you kick a system the very least you would expect is for them to kick you back.”

What interested Price was not to design the perfectly controlled system but to create a Generator which would make things that neither the architect nor the users expect, a system that gets involved and plays an active role once it gets bored. That was his idea of interaction: a troublesome system that bites back, that engages in a conversation and do things you wouldn’t have thought about, no matter how carefully you have devised that system.

Previously: Paskian Environments.

Man Machine 2

0aamanamachine8.jpgLast week (or was it two weeks ago already?) i was in beautiful Stockholm to visit the Man Machine 2 exhibition, produced at the Interactive Institute and curated by Björn Norberg.

What makes the show particularly interesting was the whole production process. It all started from scratch, only a few months before the opening of the exhibition, with a brainstorming where contemporary artists Matti Kallioinen, Ebba Matz and Christian Partos shared views and experience with engineers. The questions the discussion focused on revolved around the way we use the machine and how the human mind and body have interplayed with the machine historically and how man and machine will interact in the future.

After that the artists got the opportunity to have a peak inside the National Museum of Science and Technology‘s storage facility (usually closed to the public). Going from shelf to shelf the artists got to know the story of some of the artefacts belonging to the Museum’s collection and were invited to position this technological cultural heritage in relation to their own artistic expression. Throughout the process the artists were in constant dialog with engineers, the Interacting Institute and the curators from the National Museum of Science and Technology.

Which brings me to another peculiarity of the show: it takes place inside a museum of technology. Not an art gallery, nor a contemporary art museum. This situation reflects one of the Interactive Institute’s missions: to bring media art and interactive pieces outside of its usual territory and give it a broader audience.

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Photo Truls Nord

The artists were asked to choose one artefact each out of the collection. Partos chose a pacemaker, Kallioinen a wooden bellows and Matz a perpetuum mobile.

What i also found worth noting is that. if Christian Partos is used to work with technology Kallioinen and Matz were less familiar with it.

“One important thing with the “Man Machine concept” has been to create a platform where artist and engineer meet, exchange ideas and solve problem together,” Björn Norberg, the curator of Man Machine 2, told me. “There’s a lot of inspiration from E.A.T. and Billy Klüver, the pool that matches engineers and artists. When I was given the chance for both Man Machine and Man Machine 2 and decided to take the opportunity to work with artists that I hadn’t been working with before but also to create a mix in between them, both as artists and in the knowledge about technology and the age of them.”

“If the artists are just open minded, are used to work in different materials and have a lot of ideas there will always be interesting to let them play around with technology and let them meet engineers. The knowledge about technology is then less important.”

0aabeathearttt9.jpgThe first clinical implantation into a human of a fully implantable pacemaker was in 1958 in Solna, Sweden, using a pacemaker designed by dr Rune Elmqvist . Christian Partos’ installation has the same role as the pacemaker: it keeps a heart beating.

The griffins were created for the roof of the building of the national telegraph board that was located in central Stockholm but had somehow found their way to the museum’s back yard. Partos rescued them and trusted them with a display case filled with shiny objects taken from the museum’s collections. Each creature is holding a plate with a glass bell jar, one containing an ancient clock and one containing what appears to be a beating human heart. When the heart beats, is squirts out a red liquid from a tube. The liquid pours down into a small plastic funnel and from there back into the heart.

The accompanying soundscape evokes slow heart beats. It is actually made by picking up the sounds from the room and looping them back.

Video of the installation.

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Photo Erik Sjödin

Matti Kallioinen had an idea of working with air in some way. He liked the idea that air needs to be enclosed before you can use it as a power. His choice was a wooden bellows of the type used in the old iron factories.

In his installation The Food chain and Dream World of the Organism the audience and a sophisticated sensor controlled fan construction function as bellows. Erik Sjödin has some amazing images from the installation and a performance.

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Photo Truls Nord

Visitors can pick up their own tube of plastic and use it to blow up a whole landscape of shapes in just a few seconds (ventilation fans are there to make it much easier and swifter). The landscape acts like an organism, it respond to breath by shifting in color, emitting sounds and by growing in size. After a few seconds, eerie ghost-like figures appear on the surface of the structure.

Erik Sjödin, who has worked on the installation together with the artist explains how it works:

The sound scape that surround the installation, the color of the bodies and the rate at which the colors shifts is determined by the growth of the installation and the airflow measured in the tube. The growth of the installation is monitored by five ultrasonic range sensors, its color is set by sixteen green and red lamps who illuminate the bodies from their insides. A video projection with accompanying sound fades in and out on the center sphere as it is inflated and deflated. When no one is interacting with the installation it emits ambient sounds and slowly shifts color while occasionally inflating itself slightly. A spotlight illuminates the umbilical cord so as to invite people to grab it and start interacting with the installation.

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Photo Truls Nord

The performance and costumes of the ghosts were created specifically for the installation (videos from the event which took place in New York 1 and 2.)

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Photo Truls Nord

Swedish inventor P J Hoffring built perpetuum mobile and called it “Paradox”, alas! it hardly ever worked. His struggle to fight against the laws of nature inspired Ebba Matz’ dome in the exhibition.

Matz’ dome takes you to a journey inside a kaleidoscope. The inside is covered of mirrors and when you move inside you are surrounded by images of yourself in an endless repeat.

But the mirrors are not just mirrors. Images leaks in from the outside and are mixed with the reflection of the mirror. The mirror is not just a reflecting surface but also the boundary between outside and inside and the connection between what happens inside and what is projected from the outside.

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Image by Ingvar Sjöberg

Right after the pendulum, the artist`s inspiration was the Pepsi Pavilion created for the Expo ’70 in Osaka. The Pavilion’s interior dome immersed visitors in 3D images generated by mirror reflections and in spatialized electronic music.

The original structure of the pavilion consisted of a Buckminster Fuller-style geodesic dome. With some of his projects, and in particular his Dymaxion House, Buckminster Fuller was dreaming of solving the energy and housing problems for ever. Hoffring´s pendulum was also looking for the eternal solution, the one of never-ending movement.

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E.A.T. – Experiments in Art and Technology, «Pepsi Pavilion for the Expo ’70», 1970
Photograph: Fujiko Nakaya | ©

All the works were built in few weeks using open source technology: Processing, Arduino, Open Framework.

My images.
The Physical Interaction Lab has some more info and videos.

Until April 28, at the Museum of Science and Technology in Stockholm. Man Machine is a part of the node.stockholm festival which runs until February 15 throughout the city.

Wim Delvoye: Cloaca 2000-2007

Ever since i heard the endearing and hilarious talk of Wim Delvoye (ha! every single gesture or word from this guy screams “Belgium!”) at ars electronica last September, i’m trying to follow the episodes of his Cloaca adventure.

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Wim Delvoye, Untitled, 2004

The Casino de Luxembourg has recently held a retrospective exhibition of Delvoye’s defecating machines.

The whole family was there: Cloaca Original, Cloaca – New & Improved, Cloaca Turbo, Cloaca Quattro, Cloaca N° 5, Super Cloaca and Personal Cloaca. Plus original drawings, 3D and x-ray photographs, models of Cloaca Clinic gates, videos, sealed bags of Cloaca Faeces and other paraphernalia.

0aacloamini.jpgThe brand new 8th Cloaca, Mini Cloaca (on the left), was premiered at the Casino. The tubular structure is made of metal and glass, and composed of mechanical organs that swallow, grind, digest and defecate a given amount of food. While Super Cloaca consumes 300 kg of food and produces 80 kg of faeces per day, the quantity of food ingested by the dwarfed one is equivalent to that of a breakfast.

The idea of a mechanical reproduction of the human digestive system goes back to the Digesting Duck by 18th century engineer Jacques de Vaucanson and just like Piero Manzoni ‘s Merda d’artista [Artist’s shit] Delvoye’s machines can be regarded as an assault on the system of art.

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The best part of the exhibition for me were the video extracts of tv films about Cloaca.

Favourite is an extract of “Is This Sh*t Art”, an episode from the very very brilliantissimo Art Safari.

Ben Lewis had a series for BBC4 where he’d go and meet the most iconic figures of contemporary art. He condensed his approach in an article he wrote about his encounter with Delvoye:

I will go to any lengths to find out if art means something. Just talking to the artist and looking at the work is never enough. The artists are usually inarticulate, or English is their second language, or they’re just not very bright. None of these criticisms was true of Delvoye – but his art was so ambiguous it was impossible to work out what it meant. Was it raising up the lowly, or humbling the mighty? Was it optimistic or cynical?

In this case not only did Lewis get himself the same tattoo as one of Delvoye’s pigs (video extract), he also ate the same meal as a Cloaca machine, gathered some of the product of its digestion, went to the toilet, collected some of his own faecal matter and brought the two samples to a laboratory. The scientist compared the two samples bacteriologically and found them very similar. Video:

I could not find the other videos online, except this extract from Eurotrash. Definitely not the best of what i’ve seen there but if you’re interested in cloaca’s farting problems and the solution to it…
Video:

I realized that what i liked best in Delvoye’s work was not that much the work itself but to listen to Delvoye talk about it. Cloaca, he said in an interview, is not about aesthetics. Each machine is in total synchronicity with the advances of technology, there is no frivolity. Every single element you see has its function: you pour the food into the “oral” side of the machine, it is then processed by a series of mechanical organs (there is the stomach, the small intestine and the colon). Yet, Cloaca is not a commentary of science and is not either meant to be useful. The artist actually refused to sell one of his machines to a diaper company that hoped to use it for tests.

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Delvoye also set himself the task to insert the products of Cloaca in the global economic system. The Casino Luxembourg had a special Wim shop where you could buy a Wim action figure but also a whole range of Cloaca products: Cloaca T-shirts, a 3D Viewmaster, Cloaca toilet paper, posters, etc. But that’s just a merchandising detail: the Cloaca machines are works of art which produce works of art. On show were dozens of vacuum-packed Cloaca eliminations made during the 5 first exhibits of the machine around the world. There’s apparently a waiting list of collectors eager to buy one of those, and the faeces made during the New York exhibition are the most sought-after. The matter is irradiated with gamma rays to kill bacteria, dried and vacuum-packed. After that they are packed air-tight in a plexiglass box. In 2003, they were offered for sale online. The faeces were also integrated into the company Cloaca Limited as a contribution in nature.

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Cloaca-X-Rayed, 2003

Cloaca X-Rayed immediately brings to mind another famous art piece by Delvoye: his X-ray views of people having sex which he then turned into stained-glass church windows. Utilizing mammograms, sonograms and MRI’s in addition to standard X rays, the artist captured skinny (they had to fit inside the machines) models tongue kissing, masturbating, or doing blow jobs. The key to getting such images was to slather the models with barium powder mixed with Nivea cream in order to “illuminate” the bones during x-raying.

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I give the microphone back to Ben Lewis: Delvoye’s work satirises the art world, with its inflated prices and daft intellectual cul-de-sacs. Cloaca makes the ultimate criticism of modern art – that most of it is crap; that the art world has finally disappeared up its own backside. ‘When I was going to art school, all my family said I was wasting my time, and now I have made a work of art about waste,’ he told me happily.

My set of images.

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