Today i'm stuck in Turin, it's been snowing all day long. I'm not complaining but i don't feel like venturing outside to see exhibitions so i'm going to point you to an online exhibition over at dARTboard, a digital art space that the Vilcek Foundation created to 'celebrate the accomplishments of foreign-born artists living in the United States and working in the realm of digital art.' This year's featured artist is Marc Böhlen who's showing two works that investigate the relationship between people and automated systems.
The first work is WaterBar, an installation that geoengineers water in response to news on global water crises. The liquid is first filtered to be perfectly clean and then remineralized using a filter bank which releases traces of magnesium, iron, calcium and other elements in proportion to the intensity of related problems found in pertinent realtime online news.
The minerals delivered are connected to a number of locations and symbolic significations. For example, increased readings on water conflicts caused by greedy corporations are countered by adding more of the water mineralized with sandstone from La Verna, Italy, where St. Francis cared for the poor. Similarly, increased readings on topics suggesting over confidence in technology, is counterbalanced by adding more water mineralized with quartz-rich granite from Inada by Fukushima, home of the latest devastating high-tech catastrophe. The result is a unique water mix that acts as an 'antidote' to the news of the day.
The second work, MakeLanguage - SyntheticAccents, attempts to overcome the shortcomings of commercial text-to-speech (or TTS) systems which only offer standardized, idealized speeches devoid of any slur or strong accent.
MakeLanguage - SyntheticAccents creates accented Englisch (Frenglisch, Genglisch and Spanglisch accents in limited vocabularies) to speculate upon the imagined lives of these accents without origins.
To be honest, i wasn't particularly impressed by Volcek's "electronic art space" because i can't see how a couple of webpage that reproduce some of the content of the artist's website can be regarded as an online exhibition. I was expecting more curatorial weight, effort, and inventiveness. That said, i'm not only impressed by the Foundation's general aims and missions but i also welcomed the news of this online show as it allowed me to catch up with Marc Böhlen, an artist-engineer whose work i've been admiring almost ever since i started this blog.
Extracts of our online interview:
Hi Marc! Let's start with WaterBar. The installation is a 'water-well designed for the post-sustainability age when clean water is simply not good enough.' Can you explain what you mean by post-sustainability age? Is this when we realize that achieving sustainability is impossible? Or when we go to extreme lengths in order to obtain what we regard as 'sustainable'?
WaterBar is inspired by two different and related ideas.
The second idea is the current fixation on the 'sustainability' model. No doubt, sustainability is of paramount importance in the near and midterm. But one day, we will have solved the sustainability challenge (provided planet earth still exits). And then what? What kind of relationship can we build with resources beyond risk management and damage control?
I just showed WaterBar for one month in Singapore, where industrial level water management delivers clean (as in not risky) water to the entire island. Even waste water is recycled and returned to the drinking water system. The water cycle is complete. From a sustainability perspective, the problem is 'solved'. Interestingly, the exact proportion and timing of the release of this processed water (coined 'new' water) into the public drinking water system is a state secret; details are withheld from the public. The researchers at the Aquatic Science Center I consulted claimed that people simply do not want to know this because of the unresolved relationship to dirty water in general. Similar responses have been reported in San Diego (USA) where a novel waste water processing plant delivers 'clean' drinking water. In short, the water problem is not just a technical, not just a political problem. It is a problem of a 'failed' relationship between people and technology. It is a civilization challenge. Up to now, good water was equated with fresh water. But there is not enough fresh clean water to serve everyone on the planet. The future will require new approaches to this problem. That is one reason geo-engineering is so important. These are the aspects of sustainability WaterBar responds to.
To me, WaterBar sounds a bit like a satire of the fashion for food that will 'heal' us more than feed us, for the new 'superfoods' that keeps being praised in the health pages of newspapers. But of course i might be completely wrong so what motivated this desire to 'improve' the water we drink?
Well, there is a component of satire, but not in the installation. The WaterBar installation really does produce mineralized water. It adds iron, calcium, magnesium and other minerals in minute but detectable levels.
The satire is in the shelves of supermarkets and restaurants that sell mineral water to health-fashion victims. The improvement, as it were, that WaterBar offers is an improved relationship to water, to the water mix of the day as it is influenced by current water problems occurring all over the world.
The remineralized water is offered for public consumption. Are people eager to test them? Do they taste very different from each other?
WaterBar searches the internet for news on water problems that concern everyone. WaterBar makes in response to this collection of information (usually bad news!) by passing water from its reservoir through the filter banks and mixing it to a 'catch of the day'.
The relationship between the filter banks (of collected rocks and minerals from different parts of the planet) and the news feeds is based on an oppositional mapping scheme. For example, the Inada Granite filtered water is added to the mix when the system finds instances of 'overconfidence in technology'. (This Inada Granite was sourced from a quarry south of Fukushima, home of the latest high tech meets natural resources catastrophe). Anyway, depending on the mix, the water tastes different. You can't taste all the variations - at least I cannot - and it usually has a bit of chalky taste due to the choice of limestone and marble in the filter banks. Some people really enjoy it.
In order to 'mineralize' the water one has to expose the water to the filter materials for a certain time. At about 30C it takes only about 5 hours or so for the filters I have chosen to reach close to saturation level. At colder temperatures it can take longer. I usually fill up the filters 24hrs in advance and refill overnight.
Yes, the mixes are always different, as different as the news feeds describing water problems. News feed change all the time, but luckily water catastrophes have a slower update rate! This is an interesting problem - how do you relate temporal flows of information systems to the temporal flows of geological systems. Anyway, some mixes taste very different from others, some seem hardly different. The variations in chemical properties are far greater than the resultant variation in tastes.
Some people were very eager to taste the water. During the first show in Buffalo, NY, one fellow stopped by the WaterBar every day. At the end of the week, he stopped by with a large canister to get WaterBar water for his cats and plants!
Can you also explain us the 'internet-scanning, text-processing control system"? What does the system scan exactly? And how does its search influence the final mixing/mineralizing of the water?
WaterBar's software contains a module that checks a large list of websites on water resources, including, waterworld.com, circleofblue.org, ecology.com, mondediplo.com and many others. Depending on where WaterBar is operating, I add sites with locally pertinent information. The internet-scanning algorithm checks these sites, dissects the content and maps it onto an 'association matrix' that relates the origins of the filter banks to the web search results. This is where information directly becomes material. I use the simple 'bag of words' approach. For example, the Inada filter (see above) bag of words contains the concept attributes: 'hazard', 'hightech', 'disaster', 'nuclear', 'contingency', 'emergency', 'highrisk', 'failure', 'advanced technology' (with spelling variations). The algorithm creates a normalized distribution map based on frequency of occurrences for all the filter banks and concept attributes. This does not produce an exact representation of the information flow relevant to the filter topic. But the error rate is uniform across all the filters. From an engineering perspective this is not really good enough, and certainly needs some more attention. But even if I spend the next five years perfecting this, there will always be a difference between what I can capture, what is flowing in the internet and what actually happens in the world. I see the current approach more like a fishing expedition.
The catch of the day are fish that were actually in the water at the time you went fishing, but the fish you catch do not necessarily represent all the fish in the ocean. Anyway, the result from the internet scanning algorithm might suggest this kind of distribution: 20% filterA, 35% filterB, 15%filterC and 30%filterD. A second algorithm creates a water mix in this proportion by opening and closing the electronic valves that connect the filter banks to the bottom jar. A third algorithm calculates the effective chemical composition of the resultant water (based on the mix ratios and measurements of the water in the filter banks). E mg/L of iron, F mg/L of calcium, and so on. Just like the descriptions on commercial mineral water bottles. This info is scrolled on the large LED screen at the top of WaterBar. Gravity is the only force moving the water from the top to the bottom.
My experience has been that people find these accents mostly humorous. I don't know why! To me they are vehicles of 'Entfremdung'. They sound like humans with a life history but are fake!
To me the weird experience hearing these voices is not unlike the 'uncanny valley' effect coined in robotics that describes the effect of experiencing an almost living/human thing and then all of a sudden realizing that what was thought to be alive is inert (technology). The fall from the initial attraction is augmented by the degree of veracity of the effect. I don't think we have culturally come to terms yet with machines that really sound like we do. Not only because of this direct audible disjoint, but because of the subsequent intuitive step of assuming that what sounds human must be human. Maybe this is as disruptive a step as the introduction of the telephone that undid the notion of presence and voice. Prior to the popularization of the telephone, presence was coincidental with physical proximity. The advent of the telephone changed that, and a 'live' voice could be heard from faraway. It took some time before people could grasp this in daily life.
Now this might be a naive and silly question but how did you record these heavy accented sentences? Did you ask a german-speaking person to speak like a computer? Or did you tweak the TTS system instead?
The accented utterances are 100% synthetic! They have never been uttered by a living person, and can be generated on the fly by the system.
Synthetic speech systems use various approaches, but one popular one is based on the unit selection principle by which elementary units of speech (phonemes and diphones) are combined based on language specific rules to larger units such as word and phrases. One starts with a collection of sound bites (a corpus of utterances) made by a specific human being, recorded in a studio. Synthetic speech engineers refer to people whose voices are used as 'voice talent'. Anyway, these utterances are then dissected, rearranged and 'atomized' to elements that can be recombined ad lib, usually in the language model of the native speaker. Whatever such a synthetic voice says will sound as if the original human being said it. Anyway.
Back in 2005 I approached a startup company (SVOX, no longer operating..) that had, in my view, an excellent synthetic speech engine and asked them if I might experiment with the system, promising 'interesting results'. Luckily I received access to the software. It would have been almost impossible to do this project having to build all the software from scratch.
My very simple but effective approach was to selectively mix units of speech from one language with language models from another. This in itself did not produce good results, so I added some 'accent rules' to address the problem of intonation. Even that did not work well. I had to make lots of special rules, and the system got rather unwieldy. I was not able to create a general purpose accent generator (as I hoped for in wild dreams) but a system that would work with a few languages for limited vocabularies. One rather weird part was the testing. Who do you test on? How do you know when the fake accents sound 'right'? So I concentrated on language mixes I am familiar with through my own history and background and tested the strange voices on myself. Once I was ok with the basic sounds, the question of content moved front and center. What should/could these voices say? Some very weird conversations between the voices and me ensued, as you might imagine. Amway, I ended up mostly in the service industry (hotels, airports) and played with the kind of phrases you hear in those impersonal settings. It felt so right in a very wrong way.
What does an exhibition on the online platform dARTboard, bring to your practice? Do you think that an online exhibition has as much strength as one in a brick and mortar museum? In terms of audience, recognition and also ability to engage with an artwork?
I do prefer brick and mortar for installations like WaterBar. I really do want people to drink the water. The installation has a powerful presence, I think. Video documentation is a compromised replacement. Plus you don't get to see people's reactions.
The synthetic voices from the MakeLanguage trilogy are a different matter. I don't think they lose much by being online. Maybe that is the only place they can really be at home after all.
The new episode of #A.I.L - artists in laboratories, the weekly radio programme about art and science i present on ResonanceFM is aired tonight.
My guest is Lisa Ma, a speculative designer who explores the fringes of society. These fringe groups --which are otherwise ignored by the broad public-- range from the ladies who are mad about cats to conspirationists or to communities campaigning to stop the extension of Heathrow Airport. Lisa discusses with these people at length and then attempts create what she calls 'platforms of unusual engagement' with them.
One of her latest projects drove her to a joystick factory in a suburb of Shenzhen. She spent several weeks with the factory workers, sleeping in dorms, sharing their meals in the canteen, watching tv with them, making friends. Because most of these young factory workers come from a farming background and because videogame controllers might become obsolete soon, she proposed to the factory owners that they'd allow the joystick makers to work part-time in a nearby farm growing strawberries. She called the experiment Farmification - using farming to keep the factory community together when work dwindles.
I've interviewed Lisa about this project for the blog last year but this time, we'll be hearing about the fate of the factory workers one year on (clue: it doesn't involve many joysticks), obsolete technologies and eating pigeons as a contraceptive measure.
The show will be aired today Thursday 24th December at 19:30. The repeat is next Tuesday at the scandalous 6.30 am. If you don't live in London, you can catch the online stream or wait till we upload the episodes on soundcloud.
Bonus! Lisa and her banana nails talking about Farmification at DLD Women.
Benjamin Gaulon -aka RECYCLISM- is an artist, researcher and art college lecturer. And to be honest, when i see how much he manages to pack in each of his job descriptions, i'm starting to suspect that he benefits from more than 24 hours per day. I've read about his artistic activities ever since i've started blogging. Often both playful and critical, his projects involve printing messages on walls using a PaintBall Gun, collecting video streams from wireless surveillance cameras, turning your videos into animated GIFs, developing radio controlled cars that physically react to messages sent on Twitter, giving an architectural dimension to the 1970s game PONG, circuit-bending, hacking, deconstructing and re-purposing "obsolete" electronic devices.
Last year, Benjamin opened the Recyclism Hacklab, a shared studio space where people interested in physical computing, gaming, interactive and media installations, programming and more can find basic electronic tools,, storage for ongoing projects but also mentoring sessions for electronic, programming, conceptual support, etc.
The GAMERZ festival invited him to show his Printball graffiti robot and i took the opening of the exhibition as a heaven-sent opportunity to catch up with Benjamin Gaulon. After that we had an email conversation which, laborious little blogger that i am, i'm going to copy / paste below:
Hi Benjamin! Let's start with one of your latest projects. The 2.4Ghz project uses an affordable and widely available wireless video receiver to hack into wireless surveillance cameras. Including the ones people use for private reason, to monitor their baby for example.
This project has 3 layers. One of them consists of placing the device in the street to reveal the presence of the cameras and to make obvious the fact that anyone can receive those signals, a fact most people don't seem to be aware of. Can you tell us about this part of the project and how people react to it?
The 2.4GHz project actually started in 2008, however I have recently made new versions for two events: Hack the City at the Science Gallery (Dublin) and Mal au Pixel at La Gaîté Lyrique (Paris). This project started with an article about a mother receiving images from the NASA space station on her baby monitor, which got me wondering how this could even be possible. After some research I found out more about the 2.4GHz video signal and how open and easy it is to receive surveillance cameras and, in some cases, baby monitors. Once I found a receiver, with a built-in display, I decided to place the device in public spaces to reveal that signal, as a street art intervention, as you said, to expose the weakness of such system.
The reactions of people passing by are of indifference and more often surprise and enquiry. Most shop owners don't seem to mind that much about the fact they are broadcasting what they are trying to look after. I guess the same way many people today share a lot of their life on Facebook. The concept of privacy has changed with the rise of social media and the wide spread of surveillance camera in public and private spaces. Very often, when I'm installing the devices, people passing by would stop and ask me what I'm doing, and this is partially what I'm looking for, a moment of dialog allowing me to explain the project and engage in a discussion about the matter outside galleries and festivals.
Last time in Paris, someone asked me if I was looking for water, which is not far from the truth as there is a bit that feeling when searching and finding surveillance camera signals. This is what brought me to organise workshops, so others could share that thrilling experience of searching and finding signals in cities.
Do you ask permission to broadcast the images you capture for example?
But also is there a 'privacy' law related to that? Is it legal to collect the footage as you do?
I do not ask permission to display the signal, as part of the project is to show how easy it is to hack into those signals. Also, in some cases, it is impossible to know where the signal comes from (when a camera is inside a building for example). About the legal aspects, I haven't really looked into the law of each country where I did this project to be honest. And I'm not the one broadcasting, I believe there are laws against that rather than receiving. I'm simply displaying a signal that's out there. The same way someone on the street would be listening to the radio.
About the workshops, I only ask participants to take some ID with them, just in case they get stopped by the police and need to talk their way out, which never happened by the way. From past experiences with other projects in public space, like placing a dodgy looking, noise-making, electronic device on screens of Time Square (next to police forces), I never had any troubles.
'Glitch' and 'corrupt' are two of the keywords of your artistic practice. Your project sometimes attempt to disrupt technology, to make it stray from its usual function and aesthetics. What do you think is fascinating about a damaged image or device? To you personally but also why do you think people are so attracted to it (judging from the enthusiastic reaction that your projects often get)?
My Corrupt projects series came from an earlier project, started in 2001, called: digitalrecycling. It was an online, digital garbage, recycling centre. The website was an exploration of trash and ownership in the digital realm. From the website, users could upload unwanted files (digital trash) and, once sorted by file types, others could download them for later reuse / remix. This project was also a comment on how operating systems tends to mimic the physical world (desktop, files and folder and the trashcan). The idea came from the unfortunate experience of trashing a file by accident. After using a data recovery software, the recovered document ended up corrupted (glitched). I thought it was quite fascinating idea that, when you trash a document in a computer bin, it gets "corrupted" or "damaged" the same way if you pull a piece of paper from the bin after you trashed it by accident you get it back dirty (corrupted).
While I was busy with digital garbage, I looked into files corruption and how I could recreate the conditions of such glitch (and not fake it but actually damage the file). So I made the first of the Corrupt projects, in 2004: corrupt.processing (a Processing code allowing users to read and damage files on a binary level). This project was quickly followed by corrupt.online (the php version of that algorithm, allowing thousands of users over the years to glitch images from the website by altering jpeg images on a binary level). I've recently made a video of all the content uploaded and glitched on the website since 2005 (over 1h long and visible here). I like the idea that, from a large database of corrupted images, what emerges is a story, in a way, of the entire internet.
Glitch, as a concept and a term, became more popular recently with people starting theorising more about it, like Rosa Menkman with her Vernacular of File format and with the Gli.tc/h festival for example. I remember being quite influenced by an earlier text by Kim Cascone "The Aesthetic of failure" when I started exploring image corruption.
What I see in glitch, in relation to my practice, is a way to engage with a critical discourse toward technology, obsolescence and digital materiality.
When corrupting a digital image, you reveal its inner structure, in other words, you reveal the code behind an image. Each file format (or compression algorithm) have different outcomes when corrupted. On some level it is a way of revealing the materiality of a digital image on a very low level. For me it is also a way to engage with technology in ways that were not intended. And by doing so, moving away from being a passive user of tools made by others. When breaking a system I feel more in control over it. Even if glitches are unpredictable, which is part of the beauty of it.
Maybe, in failure, we find ourselves less distant from digital information, we can somehow relate to failure, as humans, since we are not, in anyway, perfect machines operating on code. But it's hard for me to talk for others as I think if you ask what people see in glitch, each person will give you a different answer. I suppose part of the recent wide spread of glitch practices, is also a visual exploration of glitches on an aesthetical level (and often recycled by advertising).
About "damaged" devices, well it is a whole different story. I've been researching the potential of electronic waste as a way to expose planned obsolescence for many years now. Among different projects dealing with hardware hacking, I've initiated a project called ReFunct Media in 2010, which is, in a way, a prolongation of the e-waste workshops I have been running since 2005.
And is reversing the glitch something you pay attention to? i'm thinking in particular of Corrupt.desktop, an app you developed together with Martial Geoffre-Rouland to allow people to glitch, in real time, a computer's desktop image at any Apple Store or Apple Retailer.
The project Corrupt.desktop is actually a derivative project of Corrupt.video (a software for real-time video glitch combined with a YouTube-like platform www.uglitch.com, allowing users to upload glitched videos from the software to the website). One of the features of Corrupt.video is the possibility of glitching your computer screen.
From this possibility, came the idea of making a separate software that would just do that, but with a twist since we renamed it "Safari" (using the Apple browser name and icon). Since then, I have being going to Apple stores (so far only 2, PC World in Dublin and la Fnac in Aix-en-Provence) to install the software on as many computers as possible, while recording the intervention on video. I see this type of intervention as Apple's retailer hacking. I believe it is a humorous way of disrupting capitalism and an attempt to challenge Apple's slick and shiny image. I'm also inviting people to take part in the project by doing the same actions where they live and sending me their recorded footage.
You're at the origin of the e-waste workshops, which as they name suggest use e-waste as raw material to create interactive art projects. Could you give us a few examples of projects developed during these workshops?
The e-waste workshops have been going on since 2005 and hosted in different countries with a large variety of participants. I run those with Lourens Rozema (an electronic engineer based in the Netherlands). Our goal is not necessarily to have finished pieces (even if it's better when it happens) but to get participants to see the potential in hacking e-waste and learn basics of electronic and programming in the process.
So to answer your question I can mention some projects. In the first session a group of participants made an interactive drawing machine using 2 scanners and a floppy disk controlled by microphones, allowing users to controlling the drawing machine by shouting at it. Drawing machine are often a good way to start and learn, we had few of those. Another one used an old printer combined with a webcam, users could draw on a long roll of paper, scanned by the webcam to generate sound (using computer vision). The most complete drawing machine was created by Charles Mazé and called the Rétrographe, using an old bulldozer toy, turned into a font making machine that he used in projects long after the workshop. Another, very low tech, interactive project (not directly recycling e-waste but still very good) is DanceKarpet, using cardboard and light bulbs power from car battery to make an interactive, very low resolution, interactive screen.
Sound making projects are also a regular way of reusing old electronic (as in circuit bending), or in some cases creating new instrument, by using old tape player heads and magnets, bended video games, making a sound controller from an old phone, a monkey head, etc...
What would you advise me to do with my own e-waste? How can i discard them responsibly?
Since we started those workshops, things got better, there are more (proper) recycling facilities in Europe (just make sure they do recycle the stuff and not simply ship the stuff to China, India or Africa). However I guess part of the point of our workshops is to say that recycling (dismantling for materials) is maybe not the only way. It comes with a cost in energy and chemicals used in the process, when in some cases, part or all of the so-called obsolete device could be reused / hacked into a new project or product. This way of thinking should be more widespread when it comes to making new devices. Making open-source hardware is a good start as it allows easier hacking in the future (if the documentation is clear and accessible). Circuit bending or hacking of recent electronic devices is also getting a lot harder than for older electronic. Parts are getting smaller, which makes this type of practices very hard (or impossible). This is really an issue that we see in the e-waste workshop when people bring too recent devices.
If i understand well, the e-waste workshops have given way to the Recyclism Hacklab, a permanent space offering workshops, mentoring sessions, support, etc. Who is the hacklab for? hackers? artists? professionals of IT technologies? Children? Un-usual suspects?
I guess anybody looking at learning and also sharing their skills about hardware hacking, e-waste recycling (and the usual Arduino, PureData, Processing,...). But more importantly people interested in Critical Making (a term coined by Matt Ratto). This idea of of Critical Making is also behind a publication coming up (led by Garnet Hertz), which regroups artists, designers, educators, theorists, makers from all over interested and engaged with this concept. I also believe hacklabs and hackerspaces have an important role to play in reshaping capitalism. The Recyclism Hacklab is my modest contribution to this topic.
I'm also quite curious about how this interest for recycling, re-purposing, re-using e-waste translates in the aesthetics of your various projects. Is this something that matters to you? Do you, for example, purposely attempt to create devices that look a bit vintage or second-hand?
Many of my projects are reusing vintage devices, like the RES (Recycling Entertainment System) that reuses 6 NES controllers, so the vintage looks is inherent to the technology I'm recycling / referencing in that case. With ReFunct Media I have invited other artists to collaborate on a large scale circuit-bending installation, where we purposely reuse obsolete/vintage devices (video games, ancient computers, turntables, tape players and so on) that we open up and hack together in a complex chain of interconnected devices. This project deals with the temporality of media and technological obsolescence, while revealing the process of its production by keeping every wire or circuit boards visible. Somehow, I see this type of projects as a practice-based media archaeology. I feel very close to the concept of Zombie Media (by Garnet Hertz / Jussi Parikka), part of this essay was included in the publication for ReFunct Media #2.
When it comes to aesthetic choices, I suppose, I try to make coherent propositions in relation to the piece of hardware I'm hacking. So the second-hand look is actually due to the second-hand devices I'm using. But I suppose there is also probably some part of nostalgia in hacking early video games considering I grew up in the 80s. For example with AbstracTris, when I turn a Gameboy screen into a lowtech generative pixel art piece, I can't help but think of myself as a kid playing Tetris on the Gameboy for hours while making it. Or with Harddrivin', a twitter controlled car racing installation, I have chosen to collaborate with an artist (Ivan Twohig) whose sculptural works refers to early days 3D polygonal modeling (considering that Hard Drivin' was one of the first 3D polygonal driving environment).
While preparing this interview i found about Protonoir where you are selling some of your works, are you involved in this online shop?
Well yes, directly. Ivan Twohig and I wanted to find other ways to distribute our works and we both had pieces we wanted to sell. Since none of us felt like adding a commercial side to our websites, we decided to set up this online store and invited other artists to join (people we know / works we like). We see this a bit as a museum or gallery shop, except we cut the middleman. So there is no fee or commission for artists featured. I wouldn't say it has been a huge commercial success but it is more a practical thing when people ask about buying a project. We are open to works by other artists but we reserve ourselves the right to choose things we like and that we consider fit for the website. The website became also part of one of a recent project: KindleGlitched, a series of readymade glitched Kindles donated, found or bought on eBay that I laser etched with my signature, and sell (again), as an art piece, on Protonoir.com.
You're French but you've been living and working in Dublin for a number of years. Why is this a good city for you?
Despite the current economical climate (and climate in general ;-), Ireland is a pretty good place for me. Dublin is small yet it's a European capital. I've been here for nearly 7 years. I'm teaching at the National College of Art and Design in Media (in the Fine Art Media Department). I've been running (with Rachel O'Dwyer) an organisation called D.A.T.A since 2007 (Dublin Art and Technology Association, initially created by Jonah Brucker-Cohen). After starting in an artist led space, I've recently moved the Recyclism Hacklab to the CTVR building (The Telecommunications research centre of the Trinity College), which is another amazing opportunity.
Any upcoming projects/events/exhibitions you want to share with us?
The next stop is Chicago for the GLI.TC/H festival, where I'll be a track leader focusing on "Hardware hacking and recycling strategies in an age of technological obsolescence"
Soon after, I'm very pleased to present, with the usual crew Karl Klomp, Gijs Gieskes and Tom Verbruggen and two new special guests Phillip Stearns and Pete Edwards, ReFunct Media #5 for the next Transmediale Festival in Berlin.
With D.A.T.A we are also discussing the next OpenHere festival (a four days festival that addresses social, technological and cultural issues surrounding the notion of the digital commons).
And hopefully find some time to make new work in between.
I had the grand plan of writing a post focusing on anything "socially &politically-engaged" i could spot at Frieze. As the less naive than i am might have forecast, the art fair's main objective wasn't to satisfy my quest. It did however a few gems. Fernando García-Dory's Angry Farmers Milk Bar was one of them.
The Spanish artist and activist invited members of the Farmers' Union of Wales to run a milk bar at the fair. Pints of milk were offered at a price visitors were willing to pay.
The small bar gave farmers an opportunity to discuss with customers, hand out information leaflets and voice their concerns about the inadequate prices paid to them by supermarkets for their milk and more generally about the critical state of farming in Wales and England.
Wales has about 1,900 dairy farmers but their number of farmers is in sharp decline. Today, Wales count 40% fewer dairy farmers than in 2002.
I found the project touching, intelligent and convincing. I doubt many of the visitors of the fair are the ones on the lookout for BOGOF offers at Tesco and they probably don't pay much attention to the price of milk before reaching for a bottle at the supermarket, but many were eager to listen to the farmer's anxieties and reflect on what the fair price for a pint of milk might be.
The Angry Farmers Milk Bar was part of a much broader food-related programme of performance, debates, meals, and market food stalls hosted by Frieze Foundation and the Grizedale Arts Project, an art organization cum working farm based in the Lake District. The various events and projects took place inside and around the Colisseum of the Consumed, a bespoke structure designed by The Yangjiang Group. The construction resembled a Roman amphitheatre. Visitors could climb up to the platform to watch the performances from above or walk around the outer colonnade to buy horse milk, dumplings 'made from oppressed potatoes', fortune cookies containing art messages, cakes and other goods produced by invited organizations. I got myself a small bowl of Ruskin Grave Soup containing vegetable "grown on Ruskin's grave." It cost 2 pounds and that was probably the only thing i could afford at the art fair.
Grizedale Arts is a publicly funded arts organisation which might in part explain why i found the Colosseum of the Consumed so pertinent to my usual concerns. The whole programme was also a big, entertaining party. Here's a few examples of events that took place at the Colosseum during the fair:
A dinner of fauna and flora vermin was prepared by Sam Cook of Moro. I read that squirrels were on the menu.
William Pope L. organized a battle of tomatoes.
Margot Henderson cooked and served a 'red meal' for red-headed curators.
Alistair Frost offered post-watercooler alcopops.
Yangjiang Group made calligraphy with the leftover food from previous meals.
After Agri is a collaborative investigation between Michiko Nitta and Michael Burton. Their collaboration looks at the future evolutions of our food systems, asking What new cultural revolution will replace agriculture? How will our species and civilisation be transformed?
I met Michiko and Michael ages ago, when they were among the first students graduating from the course of Design Interactions at the Royal College of Art in London. I liked these two a lot at the time so when i found out in an exhibition guide that had teamed up to form After Agri, i thought i needed to have a close look at their website. It's still early days for After Agri but their portfolio is as provocative and ingenious as i had expected.
Taking into account the latest advances in synthetic biology, geo-engineering, nutrigenomics and other areas of scientific research but also shifts in cultural taboos, issues of climate change and overpopulation, their latest projects include an exhibition exploring two possible future food cultures: Algaculture which proposed a greater symbiosis between algae and the human body and the Republic of Salivation, a dark scenario that sees Governments enforcing restricted food policies where the type of food a citizen receives responds to the emotional, intellectual and physical demands of their job.
More recently, Michiko and Michael were at the Victoria and Albert Museum with an 'Algae Opera' performance that demonstrated in the most spectacular how singers with powerful lung capacity might produce food in a future world where algae have become the world's dominant food source.
The Feast After Agri proposes new food cultures to revolutionize the way we feed ourselves. For the exhibition 'Food Forward' which took place at Stroom a few months ago, you explored two of the seven future food cultures from The Feast After Agri in greater depth: Algaculture and the Republic of Salivation. What are the other 5 future food culture? Could you describe them briefly and tell us which science and technology research has inspired them?
The Feast After Agri project searches for actions, research and experiments that might change the way we produce food and shape our world. Whilst some projects within After Agri propose new foods, we are fascinated by ways to redefine food altogether. We look for signposts to the changes in our behavior that might have a similar magnitude to our historic leap from a hunter-gatherer to an agriculture existence 10,000 years ago. And subsequently how new food and body-fuelling cultures will change our world and our human evolution.
Besides Algaculture and the Republic of Salivation, the Feast After Agri currently proposes five food cultures that respond to a variety of sources. For instance the Symbiotic Bacterial Nation creates a food culture shaped by synthetic biology.
The Subterranean Troglodytes carve out a new niche underground to seek refuge from the spreading desert and UV radiation baked surface of our planet.
Whereas Bovineopolis reflects what Carolyn Steel writes about in her book, Hungry City that "Cities have always moulded nature in their image". Bovineopolis, takes a sideways look at the reality of in-vitro meat production. Here Fetal Bovine serum, an extract from a calf fetus, used in cell culturing is the city's re-rendering of beef. These and the other proposals continue to be developed and will be worked-up to full projects in the future.
I also had a look at your map of the Feast After Agri and it seems that the various food cultures are distributed geographically? Which criteria makes you decide which food culture would be implemented in which part of the world?
The map explores how new geographical boundaries and geo-engineering projects may be re-drawn on top of existing territories according to new food cultures. Instead of a standardized food culture across the globe, the Feast After Agri map charts the diversification in how we respond and evolve to our food and body-fuelling methods.
This map will change and be reconfigured as we add more food cultures and chart the changing climate and geographical composition over time.
In your future food scenarios, do you also see differences in social classes with, for example, privileged people being able to carry on eating as we know it now?
The role between social class systems and diet is a very strong feature in most of the scenarios but particularly the Republic of Salivation. Here the design of diet is used by the Government to enable a citizen workforce to deliver their role in society. For instance, manual workers are given a provision of food that is high in modified starch - to enable the body to run for longer on the least food. Whereas the intellectuals of the country are fed scarcer food like fish, rich in omega 3 fatty acids and fresh fruit, to enrich brain function.
The scenario not only projects into the future but also reflects on the past. In developing the Republic of Salivation we were particularly interested in how food was re-evaluated as fuel for the work-force body in the Victorian workhouses.
I'm curious about the The Algae Opera that took place last month at the V&A. Somehow, you managed to convince a mezzo-soprano to be 'transformed with biotechnology to form a unique relationship with algae.' What do you mean by "transformed"?
The role of transformation in The Algae Opera is a physical and cultural one. We identified the opera singer as the perfect body morphology for the production of algae. The singer's large lung capacity was perfect to exhale the maximum CO2 to feed the algae. To facilitate the process further, the singer, Louise Ashcroft, worked with composer, Gameshow Outpatient, to re-design her singing technique.
The opera aspect of the piece was a second crucial component as we wanted to explore some exciting new research like that carried out by Charles Spence, Professor of Experimental Psychology at the University of Oxford called sonic food enhancement. Gameshow Outpatient and Louise re-designed many conventional operatic techniques. Gameshow Outpatient's Matt Roger described the process as:
"We wanted to create a vocal ritual overtly focused on breath as much as singing, since breath is a fundamental connection between singer and algae, with breath control a technical fundament of singing itself. With this in mind we revisited traditional singing techniques to make explicit the role of breath and breath control in them, the impact on tone colour and stamina for example, seeking to explore 'fragility' as much as 'strength'. We wanted the piece to represent an imaginary 'folk' music, born of a Human/Algae symbiote culture where breath itself is the revered symbol of existence."
Louise's role as a singer was also re-examined and she reflects on the process:
"I have to make a significant shift in the use of breath. The algae mask captures CO2 to grow the algae and requires a non-reflexive breath cycle to maximise CO2 output. This means the singer needs to take the breath cycle to the point of collapse. In today's opera tradition, this type of breath cycle is considered inefficient and undesirable due to the issues surrounding sustainability and aesthetic. However, in The Algae Opera, a breath cycle based on a point of collapse is considered efficient and ultimately desirable, for it produces more algae.
In terms of the sonic enhancement of the algae, our relationship to pitch, tone and vocal colour also changes. Tone and colour in the algae framework is no longer linked just to text and texture, but also to flavour. What this means for me as a trained singer, is that I have to re-think technique, the purpose of the voice and explore a new vocal aesthetic to ensure that an algae sound creates food to feed you and me."
As shown in the diagram, the algae suit/mask works by pumping CO2 from the singer to the algae in the tanks. With a little fertilizer the algae feed and grow. Over a couple of performances the algae population is sufficient enough to harvest. In the opera piece, a chef strains the algae and uses it to make a sushi-like meal that is fed to the audience. The two acts of the opera are composed to consist of sound pitches to enhance the audience's taste of bitterness and sweetness as they eat. As such, they consume the performer's talent and taste her song.
Algaculture is fairly seducing but the Republic of Salivation is downright revolting (or maybe it's just me). What reaction do you expect people to have when they discover the food cultures you're bringing forward?
We're not afraid to investigate the good, bad and ugly future of food cultures. We can't escape the fact that we will have to change our food production methods. Already there's a food crisis and our human population maintains its growth. And hungry people make for a future of panic, civil unrest, conflict and death. However, we still have the luxury now to think, explore, play and try alternative choices.
We are not only interested in the future food itself - we are fascinated in the largest systems that our food systems shape. The scientific research area of nutrigenomics reveals that we literally are what we eat. Our food guides our human evolution.
Also, we want to highlight the ecology of food systems. Therefore After Agri aims to discover how future food cultures will shape our physical world from town planning, landscapes and our global climate. We want to offer a glimpse into how developments in food technology will guide how we live together in societies, inform our political systems and give us new national identities. The projects also aim to consider how our future body-fuelling cultures will change our relationship with the planet's biodiversity and may allow us to populate new ecological niches.
Although these are potential futures, we are not saying these will actually be the future. We hope they act as a mirror onto ourselves to consider the ecological web our food cultures impact on and the sacrifices we will be required to make in subsequent human generations.
Are there any ongoing research in future way of feeding the population that you actually find exciting and would love to try out?
The full integration of algae into the body to make us semi-photosynthetic that features in the Algaculture project is something we would love to try. It's the most extreme transformation of the body we've explored so far and it has the most sacrifices to our current way of life and dietary traditions. Despite these challenges, we would love to feel what it's like to feed from the sun via the algae.
Also we are excited by the research of Alan Horsager, a neuroscientist at the Institute of Genetic Medicine at the University of Southern California. His research implants algae genes in the eyes of blind mice to regain a basic sight perception. In the development of the project we have briefly explored the potential of our bodies gaining a new bodily sensory perception through the light sensitivity of the algae when they are fully integrated, as an interesting by-product of a new dietary lifestyle.
You just published After... The Birth Issue. Can you talk to us about the publication? What do we find inside? Is this the first one of a longer series of books related to a specific topic?
After... is a quarterly journal. Online it can be found at www.afterafter.co.uk. It features work that investigates, experiments and inspires new ways to see our world. It is a way to explore how all of us fit into our shifting and fascinating future.
The journal adopts free-thinking discovery to enhance our understanding of ourselves. We don't want to wait for the future to happen to us. Instead, After... is a place for like-minded people who want to be a part of creating that future.
Inside can be found focused, reflective documentaries, proposals and prototypes for alternative futures. It's a bit of a marriage of East meets West with influences from Michiko's Japanese and Michael's UK backgrounds.
Please let us know if you would like to receive our journal directly or be part of future editions.
Any upcoming project you'd like to share with us?
We are working on the autumn After... issue. We are currently working on two commissions that will launch in October and November. Also we are building ideas and work for a solo exhibition next year called Isoculture. Please check our website for further updates and launch news.
Thanks Michiko and Michael!
During my short stay in Amsterdam, i enthusiastically entered the exhibition
A day after the tsunami damaged a nuclear reactor at Fukushima on 11 March 2011, inhabitants living within 20km of the power plant were forcibly evacuated. They were not allowed to take their personal belongings, pets and farm animals with them. On 14 March, the hydrogen explosion at the power plant made it unlikely that the evacuees might be allowed to return home on time to find their animals alive.
A few weeks after the disaster, Japanese photographer Yasusuke Ota accompanied a group of volunteers who entered the 'No go' area at risk to their own life to bring food and water to the animals. They 'found themselves in a hell on earth.' I'm not brave enough to copy paste the details of the tragedies they witnessed but you can find more information on the exhibition page.
The surviving animals are still - 18 months later - patiently waiting for owners to come back.
'This tragedy was for some reason not reported by the Japanese media at first, and the truth is that there has been no proper help given to these animals even after one and a half years. I felt I needed to inform the world and leave evidence of what really happened. So I started to take photos of this while going inside the zone on rescue,' writes Ota. 'Please don't turn your eyes away from the reality.'