If i were a man i'd want to be either Idris Elba or Garnet Hertz. You know Elba, he was gangster Stringer Bell in The Wire and a detective in Luther. Now Garnet Hertz is neither of that (to my knowledge) but he's the guy everybody wants to talk to at media art, tech or design conferences because his works play with several levels of engagement: from instant entertainment to deep reflection on DIY culture, design processes and technological progress. Hertz makes robots controlled by cockroaches, video game systems that you can literally drive around, he gives talks about Zombie Media and has just crafted a magazine about critical technical practice and critically-engaged maker culture that puts us all (us being media people) to shame.
And now for a more rigorous bio of the artist:
Doctor Garnet Hertz is a Fulbright Scholar and contemporary artist whose work explores themes of technological progress, innovation, do-it-yourself culture and interdisciplinarity. His work often involves building real-world technologies that are designed to take his audience into a speculative future gone humorously astray. In the process, Hertz's work inverts the idea that technology needs to be faster, more efficient or higher resolution: innovation is born out of human emotion, historical tradition, and creative obsession.
Hertz is Co-Director of the Values in Design Lab at UC Irvine, is Artist in Residence / Research Scientist in Informatics at UC Irvine and is Faculty in the Media Design Program at Art Center College of Design.
Hi Garnet! I'm very intrigued by Videodome. Can you explain us what the experience of using it will be like? Can the person whose head is inside the big helmet move around? What will he or she perceive and how? And is what they see broadcast in any way to a broader audience?
Videodome is a project that I'm developing that explores different types of virtual reality without the use of a computer. Instead of a computer, I'm using a large number of miniature "spy" videocameras connected to many televisions. At this point, the project has two main physical structures: a helmet-like globe containing the cameras and a two meter diameter geodesic dome covered in televisions. These two components will be configured in different ways -with inner-and-outer facing cameras and screens, for example- to creatively explore the process of mediated sensation, perception and reality.
The initial configuration simulates being inside of someone else's head. To do this, I've constructed a wearable panopticon-style helmet - a clear plastic globe with a diameter of 45cm that has 48 cameras that face inward toward the person's head. Each camera is connected with cables to a flat panel television, and the group of televisions are arranged in a dome with screens facing inward. The screens form a low-tech VR-style cave that show the person's face turned inside-out.
At this point, this project is local and live with no transmission or recording - it's goal is to be analog. If I was going to do recordings of the camera array, it might be fun to try to do it with a mountain of VHS VCRs.
A major theme in my work is the exploration of inefficiencies and intentionally doing things the wrong way, and I have a recurring interest in poking fun at virtual reality. I love graceful kludges, rural folk machinery, and chindogu, and building Videodome is like trying to build a realtime immersive imaging system with parts that don't cost more than $10.
From a technical perspective, the project is a RAID - a redundant array of inexpensive devices - and is easy to reconfigure. It's just a $10 camera, a cable, and an old television multiplied many times. The cameras can be positioned to face outward on the helmet, or the camera cluster can be put on a dog or a tree - or the televisions can be arranged on a floor, in different shapes or on the side of a building. For me, it's a return to the spirit of video installation artists like Dan Graham or Nam June Paik when the format of video still had a sense of technological magic.
When my sons (aged 7 and 9) first played with a typewriter, their perception of it is that it was a very fast computer that instantly printed letters as fast as you typed them. And - if you think about it from the perspective of the time it takes between hitting a keystroke and when the letter is rendered on paper - the typewriter beats a supercomputer every time. In a similar way, an analog video camera is like a streaming video server with zero lag - typewriters, analog video cameras and other devices from media history are still very high performance and interactive devices in their own limited ways. The project is aimed at exploiting the high performance component of an old technology - it's a bit of a novelty at a time where digital cameras are thickly layered in technical infrastructure. You just plug an analog camera and it's instantly streaming video, although your network is only as long as your video cable.
The project is influenced by a few projects, especially Michael Maranda's Sphereorama (1991), Kenji Kawakami's 360' Panorama Camera (1995), and Hyungkoo Lee's Objectuals (2002) - and the idea to use a mountain of cheap cameras initially came from my friend Jason Torchinsky. It's scheduled to premiere in San Jose at an exhibition that Madeline Schwartzman is curating related to her book "See Yourself Sensing". The piece is not in the book, but I'm very happy the project is included in the show - in my opinion her book is the most brilliant contemporary art books I've seen in a long time.
Judging by the reaction the project OutRun received in gaming, gadget, vehicle blogs and magazines, have you ever thought of modifying the work and giving it a commercial existence, making it something that rich kids could buy?
The original car is actually for sale, but it's priced at $100,000 - so it would take a very rich kid to purchase it. I've floated the idea of purchasing the original car to a few obscenely rich people like Jay Leno but as of right now it's still for sale. There was a glimmer of hope when the billionaire owner of Lego, Kjeld Kirk Kristiansen, drove the original project in Denmark. He clearly had a lot of fun driving the project - and he had the money to pay to replace anything he crashed into - but I don't think he thought I was serious when I proposed to trade him for one of his Ferraris.
I generally don't pursue the monetization or commercialization of my projects - I tend to enjoy focusing on research and the exploratory prototyping phases of technological development. At this point I'm comfortably paid to do my artwork, so I'd rather spend my time focusing on building new projects.
That said, if anybody is interested in the original vehicle or working on porting the concept into a more commercially viable platform, I'm open to ideas.
And more generally, have you ever been tempted to work more closely with the gaming industry or any other industry? Surely they'd welcome creative people like you?
I used to work in the design industry through advertising agencies, film production houses, and by doing product prototyping, and at that time my slogan for much that work was "Making Your Shitty Idea a Reality". There were a few exceptions of situations where you have a blank slate and a blank check that I found enjoyable, but for the most part I've found it uninspiring.
There are significant exceptions to this - I think of Julian Bleecker at Nokia for example - I think there's a lot of room in research positions that might be rewarding. It also may be that most of my experience in industry was in the 1990s when I had a thinner portfolio and CV; maybe there are a lot of places that would be a good fit.
I generally like the quirks of the art world and academia; I usually find my colleagues in these environments to be interesting, intelligent and strange in a fun way. Both of my current appointments - full time at UC Irvine in Informatics and part time at Art Center in Media Design - are great because of the people and the projects they're working on. Paul Dourish, Gillian Hayes, Don Patterson, Geof Bowker, Anne Burdick, Tim Durfee, Ben Hooker, Chris Csikszentmihalyi and everybody else I work with - they're all brilliant and fun to be around. And for now I generally get to do whatever I want, so I can't complain.
You wrote in your statement page: "I believe that industry and academia often draw false distinctions between experts and amateurs, hardware and software, mind and body, and science and creativity, and my goal is to meld these polarities in the projects I develop. Many of our greatest social challenges and technological opportunities now lie in these connection points." How can experts / amateurs connection lead to technological opportunities? Also what can experts learn from amateurs?
I'm interested in leveraging DIY, hackerspace and amateur cultures for a number of reasons. I believe that innovation and breakthroughs happen when individuals go beyond their standard frames of reference and discipline to learn new skills on their own: breakthroughs often require us to become amateurs in a new field, in other words. During the process of learning new things, we often cobble together materials, figure things out informally, and explore things on our own. For this reason, DIY culture and doing things in nonstandard or non-expert ways are useful models for how innovation is done.
I've also seen a significant cultural surge toward DIY electronics, physical computing, and hands-on "making" over the last decade. The turn toward physical making is partly due to people being tired of mass produced consumer Walmart culture - they're tired of having disposable, spiritless and generic junk. DIY electronics is also partially in response against the trend of conceiving information and knowledge as virtual things. Platforms like the Arduino - which started out filling a niche within the physical computing community - has grown to be quite widely implemented in multiple fields of design.
I also think that higher education has become increasingly detached from physical objects. I think that this is a mistake: I believe that innovation and education needs to be engaged with the real world, get dirt under its fingernails, and learn the skill of working hard at problems that are often ambiguous. Universities needs to combine hands-on construction and skill with advanced knowledge and concepts in order to effectively innovate in research - and for workforce development.
If i understood correctly, the hand-made zine on critically-engaged making were printed in only 300 copies and given out for free. i do suspect that far more than 300 people would love to get their hands on it. Most would even be happy to pay for it. The content is brilliant, so is the format. Are you planning to change the distribution model?
Yes - the project is called Critical Making and I the documentation for the project is at http://conceptlab.com/criticalmaking/. There's been an outpouring of interest in expanding this project and there are clearly a lot of people involved in DIY or maker communities that don't fit into the "family-friendly kit-based weekend-project" focus of Make Magazine. The initial idea was to do an actual photocopied zine with a bunch of people I admire and to give it away for free - although this has become a much bigger project with almost 350 pages of content from about 60 contributors. It's nicely grown into a pack of zines, a little like Ginko Press's "McLuhan Unbound" project.
I'm still going to give the 300 copies away for free - and I'm making a special edition for the contributors - but I haven't yet determined what to do after my initial run. I'm currently talking to some different people and presses, and I'm open to ideas.
At this point, I'm not inclined to just slap an open source license on the content and put a PDF of it online. I'd ideally like the project as only available as a photocopied object that somebody hand produced - but I realize that this may not be practical. I'd consider an academic or art press, distributing it through the contributors, or returning to a zine model of people sending cash in an envelope to an address.
There's an interesting push against electronic books happening - instead of the format of physical books dying, there's a fresh crop of bookmaking work that fetishizes the physical page. I wouldn't term it as a "zombification" of books, but a useful opportunity to rethink what physical components of a book are valuable.
For my Critical Making project, if people want copies or are interested in this as a publishing/distribution project, let me know. I'll send you a copy too, Régine - but the contents of this collection of zines is a whole other conversation... we should talk about it after I've shipped them off.
One of my favourite projects on your homepage must be the customized taco (food) truck that would go around communities and give D.I.Y. laboratory for circuit bending. Is it going to happen soon?
This project, with an official title of Repurposing Obsolescence: Teaching DIY Science, Technology and Engineering Practices to Adolescents in Underserved Communities, will design, develop and test Do-It-Yourself (DIY) hands-on workshops to introduce and teach middle school kids in underserved communities technology and design by customizing and repurposing e-waste technology, like old electronic toys. Right now the major outcome of the project will be the creation of a workshop kit that covers the processes of learning DIY electronics for distribution to after school programs and other informal educational venues.
My team has implemented a number of pilot projects over the last three years that demonstrate the ability of hands-on DIY electronics curricula to motivate and encourage students and to enable them to acquire a deeper understanding of core engineering, mathematics and science concepts by introducing creative and artistic use of circuit bending,ì the creative short circuiting of electronic devices that make sound.
I'm interested in extending maker culture into different environments, and I think the approach is useful in getting kids interested in learning about how things work. In this project, I'm particularly interested in reaching out to communities that normally wouldn't have the resources in their schools to explore art or electronics. Sadly, California has a growing list of schools that have slashed art or any items that aren't part of the standardized test structure. Hands-on education - with shop, woodworking and art classes - have been removed from most schools. This is doing an incredible disservice to kids, and it's especially bad in communities that don't have a lot of resources. It's not teaching people how to think, be creative or holistic problem solving - it's teaching people how to memorize things to get a high score on a test.
I think circuit bending is a great antithesis to a standardized test. It doesn't have one right answer. It uses your hands. It makes noise and can be dangerous. It can be very simple or incredibly complicated. It involves genuine exploration and discovery. In a nutshell, I think it's a better model for how life works than a test on paper, and I think the United States would be a better place and have a more skilled and creative workforce (and more interesting artwork) if more kids were taught things like circuit bending at an early age. The scientific hypothesis of the project is that this approach will lower barriers to experimenting with custom-built electronic instruments and lead to greater participation and success of people pursuing secondary education.
So, my challenge in this project is to develop hands-on workshops, kits and curriculum that work within the educational system of the United States, or at least Southern California. I also want it to work for people with English as a second language, and as a result have translated prototypes of the curriculum into Spanish, Chinese, Korean and French - but within Southern California, Spanish is my main focus.
My vision is to extend this work through the development of a mobile D.I.Y. laboratory to more easily bring our specialized infrastructure to underserved communities. In other words, have a vehicle that acts as a "bookmobile" to bring specialized resources to groups and communities that lack educational infrastructure. The initial idea for this "makermobile" would be to have it in the form of a customized taco (food) truck, a common component of Los Angeles and Orange County culture. This vehicle would transport workshop mentors and specialized tools and would serve as a public platform to disseminate the workshop materials. I've envisioned that the vehicle would need to be really cool - with lowrider hydraulic suspension, nice rims, and a cool paint job - as a form of propaganda to get kids excited.
I've recently got funding to develop the curriculum and hardware component of this project, but I don't yet have funding to buy a vehicle. As it turns out, purchasing a vehicle through a university or research funds is usually problematic - it doesn't fit into the standard categories of research equipment, especially a pimped out lowrider taco truck.
Do you think schools, and education in general, isn't doing enough to make young people 'techno-literate'?
I think kids generally get quite a bit of informal education around technology using computers, mobile phones or iPads at home. What they're missing is the opportunities to open up and learn about the mechanics of what's inside of the black boxes of technology, to go beyond a consumer of the technology. I want kids to move beyond downloading a game off of the Apple App Store - that's not technical literacy, it's just another format of consumption.
You are Co-Director of the Values in Design Lab at UC Irvine with Geof Bowker, Cory Knobel and Judith Gregory. The objective of the lab is to blend "rich social theory with design practice in order to produce information systems and technology imbued with strong social and ethical values." Which kind of works are you developing in the Lab? Do you have some examples of projects that represent particularly well what the students are working on there?
Actually, within the last couple weeks this lab name has changed to "EVOKE" - Emerging Values, Ontologies, and Knowledge Expression - we're working on a number of different things, including a Values in Design workshop for doctoral students.
At this point we're still getting the lab set up, but we're interested in infrastructure, ontologies, values, big data, making, and how knowledge is formed and communicated. It's an intentionally big mix of topics that doesn't neatly fit into the format of something like a TED talk. I see the lab like a research group or design initiative, perhaps like a smaller version of the MIT Media Lab, that work on investigating complex issues, building prototypes and solving problems built on a foundation of serious social theory.
We have a lot of projects going on, including researching new forms of scholarship that move beyond linear texts, design by youth, and work that encompasses biomedical informatics. The first project that we completed at UC Irvine during summer 2012 was a design workshop for doctoral students, titled "Values in Design". Our mission in this project was to train researchers in a broad range of disciplines - including Informatics, Computer Science, Design and Science and Technology Studies - to produce new forms of information systems and technologies which express strong social and ethical values. It ran over the course of a week, and the format was a little bit like Project Runway - with teams designing technology prototypes - and an academic conference with guest speakers lecturing on design-oriented topics. It was a lot of fun.
Within the different projects through EVOKE, I'm primarily interested in making physical prototypes of complex concepts: I'm focused on what art can do to actually extend and add to research and science.
I hope you won't mind if i say this but you're an established artist. You're also teaching and holding academic positions. Could you point us to young, emerging artists whose work we should be paying more attention to? Either students or yours or just people whose work you stumbled upon online or at a Dorkbot meeting?
I have some student work that I'm very proud of, especially my graduate students coming out of Media Design Practices at Art Center. My favorite projects over the last little while are:
- Chiao Wei Ho, Slow Letter (2012). "The design of Slow Letter is based on the concept of Process-based Interaction which focuses on the process instead of the task itself. It is my challenge to the instantaneous interaction of user-centered design. It questions the essentiality of instantaneity and convenience in current digital service. What would the interaction be like when time and space are being elongated? We all have experienced the satisfaction of these digital devices around us, it can take us from point A to point B within no time. However, Slow Letter tends to discover alternative values outside of task-orientated interactions. The project reevaluates the weight of our words in the digital communication by elongates the process between point A to point B. It transforms instantaneity into emotional values and inject unconventional perspectives into the numbed daily routine."
- Alex Braidwood: Noisolation Headphones (2011). You've written about these at http://we-make-money-not-art.com/archives/2011/10/the-noisolation-headphones.php - since you wrote that article an updated video of the project is here:
- Hyun Ju Yang: Measurement of Existence (2010). "This hypothetical device informs your quantum state within innumerable versions of our universe in the quantum state of the universe. The main idea is inspired by an equation, the measurement of existence from the relative quantum mechanics created by physicist, Everett who invented Many-World theory."
A new episode of #A.I.L - artists in laboratories, the weekly radio programme about art and science i present ResonanceFM, will be broadcast today Tuesday 27th November at 4:00 pm. There will be a repeat on Thursday 29th November 10:30 pm. You can catch it online if you don't live in London.
This week, i'm talking with Ruairi Glynn, architect, artist, curator, ex-fantastic blogger and if that were not enough he is also a lecturer in Interactive Architecture at Bartlett. His interactive kinetic installations have earned him awards and exhibitions across the world, from the Centre Pompidou in Paris to the National Art Museum in Beijing. Ruairi Glynn was one of the first artists invited to fill in the Tank space at Tate Modern where he installed Fearful Symmetry, a glowing tetrahedron that glided above visitors' heads, danced and encouraged the public to become an active part of the performance.
It's been a fascinating conversation with a pleasant guy. We talked cybernetics, interactivity, puppetry and machines with a mind of their own. I hope you like the programme!
If you have to visit one show in London this weekend, make it The Bruce Lacey Experience. Preferably on Sunday around lunch time when the automata are brought to life.
The exhibition page of The Bruce Lacey Experience show at Camden Arts Center filled me with embarrassment. There i was visiting a show dedicated to "one of Britain's great visionary artists." Lacey has been making art for approx 65 years, he participated to Cybernetic Serendipity (the now legendary exhibition of computer art which opened at the Institute of Contemporary Arts in London in 1968), worked with Peter Sellers, he had a show with The Alberts called 'An Evening of British Rubbish', etc. Yet, i couldn't remember having heard of him before.
The show has dolls and early toy robots, costumes of all kinds, posters, memorabilia of performances, videos of science fiction shows, props used for pagan-style rituals, etc. A giant penis is hanging on the ceiling. A room has instruments that measure atmospheric phenomena, such as the 'Homemade Sunshine Recorder', a glass ball which concentrates rays of sunshine and draws traces of it on a piece of paper. But of course i was there for the 'robots'.
The star of the show is Rosa Bosom. Or R.O.S.A. Bosom, the first part of the name standing for Radio Operated Simulated Actress. Lacey needed actors for his performances but he wasn't too keen on collaborating with actors. He decided to make his own electrical actors so that they could take part to his live shows.
He not only exhibited Rosa Bosom and her mate (Mate) at Cybernetic Serendipity, he also asked Rosa to be his 'best man' when he got married and entered her in the 'Alternative Miss World' contest in 1985. Rosa won. Portraits of the lady:
A big room at the Camden Arts Center is filled with these rough assemblages and machines: there's The Womaniser, Old Money Bags, School Days, etc. Each has a history of is won. I'd have documented them better for the article but the show is under a strict 'no photography' regime, and i didn't feel like writing down all the notices on the wall, nor could i track images of the individual automata and posters online.
I did manage to take a photo of the text at the entrance of the room showing his kinetic works:
They may be what we know as art, they may not be, but if they are not, then they are what art should be. No artist should live in an Ivory Tower of aesthetics. The Artist should be at grips with his life, with the essence of life, not its superficial visual manifestation. He shouldn't just be stimulating man intellectually, or emotionally, like a love potion or a panacea, for purely aesthetic motives. It should instead be awakening his conscience and his awareness of life as it is and what it is going to be, as we move forward to a frightening future, where man's very individuality and personality may be lost. It is the artist who must have his finger on the pulse to safeguard us all. For if he doesn't, no one else will.
Bruce Lacey, 1964
The automata- kinetic works are activated only during late opening hours every Wednesday and on Sundays between 1.30 and 2.30pm.
The show remains open until 16 September 2012 at the Camden Arts Center in London.
I entered the cinema wondering how much i'd enjoy a computer animated homage to a genius born exactly 100 years ago and i got out of the screening obsessed with everything Turing. I spent the weeks that followed reading everything i could about the 'father of the computer'.
The short(-ish) film narrates and speculates on the last days of Alan Turing. I knew Turing as the genius who had successfully worked on cracking German ciphers at Bletchley Park during the WWII, as a man who has defined the basics of computer science, and developed the eponymous Turing test, which sets a standard for a machine to be called "intelligent".
Turing's name was therefore little more than synonymous with a landmark in the history of computer. I wasn't aware of his personal life so i was shocked to see him portrayed as a broken man about to (maybe?) commit suicide. 2 years before his death, Turing was indeed found guilty of "gross indecency", because of his sexual relationship with another man. Homosexual acts being illegal in the UK at that time, Turing was given a choice between imprisonment and chemical castration. He opted for hormonal treatment. The conviction also led to the removal of his security clearance, and barred him from continuing with his cryptographic consultancy for the British signals intelligence agency.
As the directors write: Our film tells the legendary myth that thinking machines in the future will make about their creator's life; an emotional story about how one of Britain's greatest scientists ended up in a very dark place, because the country which he helped save from fascism, chemically castrated him because he was gay.
This is the background for a film that intertwines Turing's dreams, a therapy session with his psychologist and a couple of intelligent machines looking for their father.
The focus on the session with the German therapist is particularly fascinating. As the film directors explained in the Q&A that followed the screening, Turing arrived in Manchester as an entirely rational and logical man and because his therapist, Dr Franz Greenbaum, was using Jungian psychology and encouraged Turing to write a dream diary, the mathematician was suddenly confronted with the irrational and the unconscious.
The film certainly explores this irrationality, suggesting that after all, being irrational is part of human intelligence.
The Creator is a clever and moving film that not only celebrates the tragic life of a man we owe so much to but also reminds us that Turing is still waiting for an official and posthumous pardon.
Cornerhouse uploaded the video of the Q&A with the film makers. Don't miss it, their passion for Turing is contagious. Bonus! The irresistible accent of one of the artists.
The Creator will be screened again at the Cornerhouse, on Thu 30 Aug, at 15:50 as part of the AND festival.
Abandon Normal Devices (AND), the Festival of New Cinema, Digital Culture and Art will run from August 29 until September 2.
Robots and Avatars invites visitors to imagine what will happen in a -not so distant- future when the advance of technology will bring us in even closer contact with artificial intelligence and machines. Will we have to re-assess what we now define as 'life' and as 'body'? How do we envisage our future relationships with robotic and avatar colleagues and playmates, and what point does this evolution cross our personal boundaries of what it is to be a living, feeling human being?
As a kind of introduction to the issue, the documentary ROBOT WORLD gives the state of the art of robotics by compiling films from university labs, private footage taken at industrial fairs, military archives, corporate videos and extracts from 1930's movies.
But the spectrum of the exhibition's enquiry is much broader than the documentary. Some of the works exhibited demonstrate how much the artificial imitates human life. Others speculate on how radically it might depart from it. The show leads the visitor from Second Life to invisible architecture, from the familiar to the unexpected and even sometimes to foreign territories. From the physical body to the digital body and back again.
The most thought-provoking and exciting work for me was UKI by Shu Lea Cheang. UKI is a sequel to her 2000 cyberpunk movie I.K.U. The film is set in 2030 and explores whether the replicants of Blade Runner have sex. In 2030, the GENOM corporation is selling orgasms on portable devices and sending a shapeshifter coder out into New Tokyo to collect "orgasm data".
UKI is a live coding / live spam performance where software and body viruses are merging but also a viral game that is presented at FACT on two screens.
About the time of the opening of the exhibition, an actor was playing Public Avatar in the streets of Liverpool. People anywhere in the world could login on the website of the project, instruct the avatar to do simple tasks and follow his whereabouts in the city. This project explores the borders between virtual and real and tests the limits of human machine control.
Base 8 is inspired by Pepper's Ghost , a 19th century illusionary technique that makes objects seem to appear or disappear or make one object seem to morph into another. In the version designed by Chris Sugrue however, the illusion is that of a floating colony of small creatures coming to life around and in between your fingers and hands.
More images from the show:
Robots and Avatars remains open at FACT (Foundation for Art and Creative Technology), Liverpool until 27 May 2012. The exhibition will then travel to AltArt, Cluj-Napoca (Romania) and KIBLA (Slovenia) in 2012.
The Robots and Avatars exhibition in the UK is co-produced in the UK by body>data>space and FACT in collaboration with the National Theatre. European co-organisers are KIBLA (Maribor/Slovenia) and AltArt (Cluj Napoca/Romania). With the support of the Culture programme of the European Union, this project was conceived by lead producer body>data>space in association with NESTA.
Last half of my report from the 4th Kinetica Art Fair where some 300 works demonstrated the fascination that artists have for scientific knowledge. The theme this year was "Time, Transformation and Energy", a group of terms that you could apply to almost any work focusing on kinetic, electronic, robotic, sound, light, time-based and multi-disciplinary new media art, science and technology anyway. As i wrote yesterday, Kinetica is a joy. It's surprising, exciting, and its laid-back atmosphere provide plenty of opportunities to discuss with artists, curators and other visitors who are as interested in technology-infused art as you and I might be.
Some of the pieces are candidly whimsical, others explore responsive architecture, pay homage to Jean Tinguely or to Newton's third law, take the form of small models of celestial mechanics, or of experimental music gigs on modified Fisher Price Turntables.
Alex Allmont 's LEGO Plaiting Machine is the epithome of what i was expecting to find at Kinetica. The machine slowly weaves together three yarns of wool through the force of gravity. To regulate its speed the system uses an ornate clock escapement from the late 19th century called a 'flying pendulum'.
Mark Zirpel has been focussing on celestial mechanics, particularly the connections between celestial and terrestrial phenomena. He became fascinated with the antikythera mechanism, recovered from a shipwreck off the coast of Greece in 1901. After decades of being puzzled by its functions, scientists finally determined that it was the first analogue computer. The 2,000-year-old gear mechanism could predict the position of the planets at any point in time. However, some of the models that Zirpel was showing at Kinetica were directly inspired by orreries, mechanical devices that illustrate the relative positions and motions of the planets and moons in the Solar System in a heliocentric model. The first working model of the kind was engineered for the Duke of Orrery back in 1704. Zirpel used discarded materials (from washing machine parts to bicycle components) and intentionally ignored the design of the original orreries so as to create a more personal version of the mechanism. Besides, his delicately-crafted mechanical models of the solar system are powered by the sun.
Green Ray lights spin so fast, their traces produce a spherical form, the work deals with the illusion that the world consists only of solid bodies.
The intelligent canopy, designed during a Summer workshop at the Architectural Association, demonstrates how "intelligent architecture" responds to the immediate environment. The roof consisting of tensegrity structures shrinks and expands kinetically, its artificial muscle moving in response to environmental stimulus and modes of the space. The prototype model exhibited at Kinetica changes its shape where it senses light.
greyworld's 62cm long Tail comes in various patterns and can be clipped to the belt or waistband. Using the remote control you can make it move at various speeds or dance in time to the music. Apparently hordes of people are keen on getting one for themselves.
Acoustic laptops are wooden briefcases containing springs, stones, metal, rubber, string, needles, memorabilia as well as cheap contact mikes (piezos) to amplify their sounds and turn the case into a musical instrument.
Sophie Cullinan's Worn is just a big patchwork doll that you inflate at the press of a button. For some reason, i couldn't stop watching it.