Sugar coated life
Sugar coated life
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Decolonize
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Imagine
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we make money not art

we make money not art
  • Japan Media Arts festival (Part 2)

    Previously: Japan Media Arts festival - The Art Division.

    Last and overdue notes from the Japan Media Arts Festival which took place last month in Tokyo. You'll have to forget my laziness, today i'll just gloss over the entertainment and animation categories and then go back to that mountain of books i'm supposed to review before 2010 shuts down.

    Some rather good projects were submitted to the entertainment division. I often think that there's much confusion between the entertainment and art categories in many media art festivals but it didn't seem to be the case in Tokyo this year.

    Two of the excellence prizes went to:

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    © Alvaro Cassinelli

    scoreLight, the electronic musical instrument designed by Alvaro Cassinelli, Daito Manabe, Yusaku Kuribara and Alexis Zerroug. The prototype generates sounds in real time from the lines of drawings and the contours of 3D objects nearby. A modified laser scanner works like the pick-up head that searches for sounds over the surface of a vinyl record. The difference is that the groove is generated by the contours of the drawing itself. The result is a light beam that dances on the surface of the drawing, while singing its secret score.
    This way for the movie.

    Director Naoki Ito created a documentary style web advertisement. A real couple in long distance relationship was selected to run the 1,000 km distance that separates Tokyo from Fukuoka. It took them one month (only!??) The run was broadcast live on the web and it was not until they reached their goal that it was announced that Love Distance was to be turned into a TV advertisement for the world's thinnest condom.

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    I spotted many gems among the Jury recommended works for this entertainment category:

    daruman, by Mari Matsumoto, is a daruma otoshi that changes facial expression as it loses his body pieces, becoming frightened or angry of being dismembered by players. If anyone has other links or maybe a video of the projects, that would be more than welcome.

    Rather unsurprisingly some of the entries are best enjoyed if you understand japanese. I haven't got much clue about what is going on in the video below but that shouldn't prevent me from posting it:

    The animation, called Here comes the Gyorome Alien, was created by Yosuke Kihara. The stories are told using hand knitted stuffed toys in stop motion animation.

    What would a Japanese media art event be without the presence of Maywa Denki?

    Designed by KAYAC Inc. and Maywa Denki, YUREX is a device that improves your concentration through Binbo-Yusuri, or twitching leg. It will be released on April 24th.

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    Now for the Animation category!

    The charming stop-motion animation Elemi by Hideto Nakata got an Excellence Award. The short movie follows the romance and struggle of a telephone pole standing in a downtown area.

    Ryo Okawara's Animal Dance, which only received an Encouragement prize, narrates the dynamism of life through charcoal strokes on a vibrant orange background.

    A young man is struggling with a Deadline while the post-it notes he had stuck on the wall begins to move and morph. A stop-motion animation by Yao Liu Bang.

    In Chisato stared, by Wataru Uekusa, a line is used to reflect emotion, and the theme is the sublimation of a complex and continuous moment, like following one phrase of a song.

    The image on the homepage illustrates the work of Yoshinori Kanada who passed away last year. The festival awarded him a Memorial Achievement Prize. Looking through his amazing works i was reminded of my favourite tv programme when i was a kid (i don't think Kanada ever worked on that one though) and i'll leave you with Goldorak, or whatever you call it in your language, until tomorrow.



  • Book review - Digital Folklore

    0aafolklorecover.jpgDIGITAL FOLKLORE - To computer users, with love and respect, edited by Olia Lialina & Dragan Espenschied. Brilliantly designed by Manuel Bürger. Published by Merz & Solitude and available on amazon UK, DE and FR*.

    Technical innovations shape only a small part of computer and network culture. It doesn't matter much who invented the microprocessor, the mouse, TCP/IP or the World Wide Web; nor does it matter what ideas were behind these inventions. What matters is who uses them. Only when users start to express themselves with these technical innovations do they truly become relevant to culture at large.

    Users' endeavors, like glittering star backgrounds, photos of cute kittens and rainbow gradients, are mostly derided as kitsch or in the most extreme cases, postulated as the end of culture itself. In fact this evolving vernacular, created by users for users, is the most important, beautiful and misunderstood language of new media.

    As the first book of its kind, this reader contains essays and projects investigating many different facets of Digital Folklore: online amateur culture, DIY electronics, dirtstyle, typo-nihilism, memes, teapots, penis enlargement ...

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    Something both good and absolutely irritating happened while i was reading the book. I usually jot down tons notes on bits of paper while reading a book i have to review. This time however, i was so engrossed and entertained, i have only two lines on the notebook. I wasn't expecting that, i thought the book was for real geeks, not Sunday web drivers like me.

    Digital Folklore fills a gap in the computer and network culture you'd never know existed if you attend only big tech or web design conferences. Subcultures peopled by lolcats, memes and unsightly fonts are conspicuously absent from these polished gatherings, but that doesn't mean that they are less relevant to computer culture than what you see in the PowerPoint of usability strategists, information designers and other web gurus.

    Almost everything i abhor and love about the internet is in this book. I was hoping not to face again those dreadful Blingee cards that many of my french-speaking contacts from Belgium were so keen on inflicting upon me during the Holiday season but the damn Glitter Graphics are indeed featured in the book. My eyes closed themselves at the mere mention of the Blingee but other than that, i learnt so many things that i'm sure i'm a bit closer to satisfying the authors who, while writing the book, were guided by the moto: "You can and must understand computer culture NOW"! I wish my education had always involved so much fun.

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    The first part of the book is made of essays, articles and observations by Espenschied and Lialina. Computer culture has evolved and been submitted to guidelines and 'best practice' since they started the authors activity of web users and creators in the mid-90s. As they told Marie Lechner in an interview for Libération: "The excitement raised by the Web as a new medium has disappeared. Nowadays every single interest has its own, perfectly-organised online space, communication has become very standardized. The Web is regarded as a tool also by amateurs. The idea of a homepage supposed to communicate from a bright future is regarded as a silly romanticism."

    Then come four essays by former Merz-Akademie students about online phenomena.

    The last section presents projects of New Media and Interface Design students at Merz Akademie.

    Here's one of my favourite, Bootyclipse. Dennis Knopf's YouTube channel archives and loops the few seconds that precedes the arrival in the frame of a girl who is going to shake her booty in front of a camera. Don't pay attention to what youtube writes, This video is suitable for minors.

    I found the design of the book particularly appropriate, smart and playful. The objective of the designer Manuel Bürger was, as he wrote himself, to create a real amateur spirit - though you can feel that there's a "proper" design approach which makes everything practical and clear.

    Images nicked from Manuel Bürger.
    * The book is also available at Printed Matter in NYC or you can order directly from Digital Folklore website.



  • Synthetic Aesthetics, exploring the territory between art, design and synthetic biology

    Alexandra Daisy Ginsberg is a designer, artist and researcher. I first met her while she was finishing her MA in Design Interactions at the Royal College of Art last Summer. The work she was exhibiting at the final show, The Synthetic Kingdom, explored how design could contribute to a field that most of us find a bit intimidating and distant from our daily preoccupations: synthetic biology.

    Among Daisy's latest activities are a residency she recently completed at SymbioticA, a collaboration with James King and Cambridge University's iGEM 2009 grand-prizewinning team and then there's Synthetic Aesthetics. This project investigates shared territory between design and synthetic biology, invites exchange of existing skills and approaches, and makes possible the development of new forms of craft and collaboration. Synthetic Aesthetics is now offering 12 residencies as 6 exchanges anywhere in the world, exploring what design and art have to offer to synthetic biology, and the other way round...

    And because Daisy and i agree that the residencies shouldn't be left solely in the hands of the usual suspects (i.e. the RCA alumni), i asked her to give us more details about Synthetic Aesthetics.

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    Pollution-Sensing lung tumor from Daisy Ginsberg's project Synthetic Kingdom

    Synthetic biology is a bit of a daunting area of research. It seems to be highly technical and almost too abstract. How much background in Synthetic Biology would the designers and artists who apply for the residency need?

    Synthetic biology is the application of engineering principles to biology - living matter has become a new material for engineering, a new technology for design and construction. The promise is that we can simplify the way we engineer life, making it predictable and useful (though biology's complexity still challenges us, for now). The discussions today are creating a framework that could influence biology and nature for generations to come.

    The deeper I get, the more fascinating and complex it becomes and the faster the field is evolving. For the last two years I have been engaging with the construction of this potential future and the ethical implications it presents. My RCA projects, The Synthetic Kingdom - a proposal for a new branch of the Tree of Life - and Growth Assembly, with Sascha Pohflepp, investigate this (both currently on show in the Wellcome Trust's windows).

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    Dunne and Raby, WHAT IF..., window display, 2010. Image Wellcome

    The principles behind synthetic biology are straightforward: standardization, abstraction and modularity. Synthetic Aesthetics is not looking for designers or artists necessarily expert in genetics, rather, how might design and art work in dialogue with the evolving science? We're interested in the overlaps between synthetic biology and design, the ways that we can explore and interrogate science, opening up new thought areas and processes. We're asking: how would you design nature?

    Synthetic biology is multi-disciplinary, from computer scientists to mechanical engineers. As design advisor with James King to the 2009 Cambridge University iGEM competition team (International Genetically Engineered Machines), we joined undergraduates in Maths, Physics, Engineering and other subjects in a two-week synbio crash course last July.

    After this introduction, the team began designing using synthetic biology. After ten weeks, they had made E.coli that secrete many different colours visible to the naked eye, which we named E.chromi. We experimented with ways design can help science innovate, using design methods of narrative and design workshops to help the team engage with the bigger picture - the social, cultural and ethical consequences of their research. Cambridge went on to win iGEM out of 120 teams and 1500 students!

    What are these "embedded residencies" going to be like? Artists and designers will be invited to spend time in labs and scientists in art workshops? What would the outcome of the residency be? A tangible product/project such as "E. chromi: The Scatalog" that you designed with James King?

    We want to introduce molecular scientists and engineers to creative design processes, while inducting artists, designers and others to the ideas of rapid prototyping of biology, lab craft, and tools for designing living systems. We're used to artists going into labs, but not the other way round.

    We hope tangible projects come out of the six exchanges; collaborations that extend beyond the four weeks the twelve participants spend in each other's workspaces. The outcome may be an object, writing, an installation, a protocol, a new kind bacteria or something entirely different that we don't have a precedent for yet. We hope to exhibit these.

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    Scatalog: system diagram (image courtesy Daisy Ginsberg)

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    Scatalog: inside of the display case (image courtesy Daisy Ginsberg)

    The work James and I did with the Cambridge iGEM team hints as to where this might go. Questioning what biological computing might actually look like, we designed the Scatalog, a proposal for cheap, personalized disease monitoring based on the team's work. In 2049, E.chromi is drunk like Yakult. Though technologically long possible, it is finally culturally acceptable to ingest engineered bacteria. E.chromi live in the gut, quietly monitoring for disease. When they detect something alarming, they secrete a pigment, easily monitored in poo. We took a suitcase - the Scatalog - filled with stool samples to iGEM, asking the people designing these promised technologies to think about what they might actually look like.

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    (image courtesy Daisy Ginsberg)

    I'm very interested in the Synthetic Biology protocol you designed for SymbioticA. Can you tell us something about the outcome of your residency there?

    The first resident at SymbioticA to work with synthetic biology, I was faced with a challenge. Synthetic biology hasn't quite hit the University of Western Australia, instead I found myself promoting it to scientists and triggering beginnings. Suddenly, I was a proponent rather than an observer, which was ethically challenging for me. I found a group in Plant Energy Biology doing related research and worked with geneticist Sandra Tanz, learning and assisting with her protocols. While I would describe her work as synbio, she doesn't as yet. Synthetic biology is the current buzzword, once the hype dies down, hopefully the research will continue.

    At SymbioticA, I tried to learn as much molecular biology as possible. After three months in an institutional lab setting - free of the challenges that face DIYbio-ers - could I progress to work on my own scientific research? Could it ever be useful? Can designing wet systems provide greater insight into the issues that synthetic biology presents us? The Cambridge iGEM team made a significant foundational offering in just ten weeks, no longer novices; they are certainly synthetic biologists. As a non-scientist with limited expertise, at what point in the design process can you describe yourself as such?

    What is different between this kind of design practice and bio art? Using the term 'designer' rather than 'artist' brings different responsibility. While it should be possible for me to design a simple system at SymbioticA (and I intend to) I want to better understand its repercussions.

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    Synthetic Kingdom, The New Tree of Life (image courtesy Daisy Ginsberg)

    Apart from helping scientists communicate their work, what can design and art do for synthetic biology?

    That's what we want to learn! Synthetic Aesthetics isn't about public engagement or trying to make synthetic biology acceptable, rather to explore what synthetic biology can be. By adding the human-scale expertise of designers and artists to molecular scale science, can collaborations inform and shape a developing field?

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    Growth Assembly (image courtesy Daisy Ginsberg)

    Growth Assembly, the project that you developed together with Sascha Pohflepp, seems like a far-fetch idea. yet, it is inspired by scientific research. Can you tell us something about the theory and research behind it?

    We were thinking about manufacturing post oil crisis and what synthetic biology might offer this future. Jim Haseloff at Cambridge University works with plants, not bacteria, researching morphogenesis - the way plants grow - with the aim of one day controlling it. He suggested that, "one day we may be able to grow products inside plants."

    We started to think how softness and diversity may change the way we understand manufacturing and industrial standards. We sent a call out for illustrators to draw a plant from the future, and luckily found Sion Ap Tomas, new to botanical illustrations, whose interpretation inspired us. Many interesting discussions ensued, keeping in mind Jim's comments about gravity, cell differentiation and plant morphology!

    While far future, it is interesting to see synthetic biologists using our fiction of an herbicide sprayer grown and assembled from seven plants (intended to protect this new, engineered nature) to illustrate their hopes for the field.

    Thanks Daisy!

    The deadline to submit your application documents for the Synthetic Aesthetic residencies (6 artists/designers, 6 scientists/engineers) is 31st March 2010.



  • Exhibition tip - The Making of Images in Paris

    I'm quite a fan of the Musée du Quai Branly in Paris. No matter what they are showing i will go and discover something exciting. Such as the Kachina/katsina dolls which are part of The Making of Images, an anthropology exhibition that deciphers large artistic and material productions of humanity to reveal what is not seen directly in an image.

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    Photo musée du Quai Branly

    The wooden dolls exhibited in Paris have been carved by members of the Hopis, Native Americans who live in Arizona. The dolls, called tihu, are given to children to acquaint them with some of the many katsinam (plural form of katsina). Katsinam are spirits that act as intermediaries between the Hopis and the deities. There are some 400 katsinam, each of them different, each of them representing a being or a quality in the cosmos: animals, plants, locations, meteors, stars, natural phenomenon, social functions, behaviours, etc.

    Each year, from the end of December till the end of July, they take up residence in the hopis villages, investing the body of masked and costumed dancers.

    Here are some fairly poor pictures i took at the exhibition:

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    0aakatsivitrin.jpg
    katsinam22.jpg

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    The Making of Images runs until July 16th. It's an extraordinarily fascinating exhibition. If the dolls carved by the Hopis didn't quite convince you, how about this stunning sculpture:

    4426966030_a3033fe650_b.jpg

    This statue of a man with the head and torso of a shark, represents Béhanzin, the last king of Dahomey (Benin).

    4426962224_ca29d253b3_b.jpg

    The King's coat of arms featured a shark, in remembrance of the words he pronounced when announcing his intention to fight the French fleet which was stationing at Cotonou: "The daring shark has disrupted the helm" ("gbo ouele fandan agbedui brou").

    The statue was made by artist Sossa Dede, between 1889 and 1893. Height: 1.6m.

    Related: Tarzan, the Leopard Men and the Musée du Quai Branly in Paris.



  • BIP2010 - The Acrobatic Squad

    If you live in Belgium or if you happen to be in The Netherlands, France or Germany anywhere near Liege/Luik/Lüttich, then you might want to drop by BIP2010, the 7th International Biennial of Photography and Visual Arts because it is one of the most exciting events i've seen in a while (and yes, i'm aware i write that a lot but i always mean it you see.) This year's theme is (Out of) Control. It oscillates between the cheerful and the somber, between the mundane and the extraordinary. I'll get back to you with a proper report but i couldn't help singling out a quirky series of photos i discovered at the biennial.

    acrobatic-squad-10.jpg
    Thomas Mailaender, Acrobatic Squad, 2004

    As The Acrobatic Squad demonstrates, Thomas Lailaender has a soft spot for the absurd. He shot a special motorcycle unit of the Préfecture de Police de Paris in full acrobatic mode as they were practicing their hobby at the Bourget military base.

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    Thomas Mailaender, Acrobatic Squad, 2004

    BIP2010, the 7th International Biennial of Photography and Visual Arts takes place all over the city of Liege until April 24, 2010.



  • Sensity V & A, an interview with Stanza

    A few weeks ago, and against my better judgment, i stopped by Decode: Digital Design Sensations at the Victoria and Albert in London. The exhibition showcases recent developments in digital and interactive design through three themes: Code, Interactivity and Network.

    I have nothing particularly flattering to write about the exhibition. I wish i had done like Furtherfield and visited the Digital Pioneers exhibition instead. The exhibition takes place at the V&A as well but doesn't benefit from as much advertising as Decode.

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    In theory, Decode looks like a very glam affair. In reality, it has a bit of a fancy thrift shop feeling with all the works crammed in a confined and confused space. I was left in shock when i saw how little space each work had to breathe while all around me a group of school girls were laughing their way from one work to another, frantically waving their arms/head/some bathroom appliances in all directions in order to trigger some kind of reaction... sorry "interaction" from the works. The code section of the show wasn't a much more pleasant experience. I had to fight my way through a narrow corridor jam packed with people taking pictures or videos of the strikingly beautiful works on screen. I'm glad the exhibition is such a success. I'd even go as far as confessing that i'm perversely happy that interaction and digital design are being thrown in the direction of the broad public in such an informal way.

    Damn! it's not like me to bad-blog an exhibition like that. Maybe i was not the right audience for that kind of exhibition but then maybe i am because some artists whose work i admire are participating to the show. Stanza is one of them.

    As his bio says, Stanza is an expert in arts technology, CCTV, online networks, touch screens, environmental sensors, and interactive artworks. Recurring themes throughout his career include, the urban landscape, surveillance culture and alienation in the city.

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    Sensity on a round globe display tested at County Hall London (Live data on globe 2006). Image copyright stanza

    His artworks have won prestigious awards and have been exhibited all over the world, from the Venice Biennale to the Tate Britain, from the State Museum in Novorsibirsk to the Biennale of Sydney. I blogged so often about his work, it's quite embarrassing. Stanza is exhibiting Sensity at Decode. Some 20 custom made environmental sensors units are distributed in the V & A Porter gallery and around the city of London. They measure, light, noise, sound, humidity, and temperature. The data is turned into a online real time visualisation of the space for everyone, whether they are gallery visitors or city planners, to see and ponder on. Sensity V & A opens up a discourse about networks and surveillance technologies and questioning the social political fabric of the landscape around us (more details and pictures about the V&A version.)

    The Decode exhibition wasn't that bad. After all, it gave me an excuse as good as any other to blog this little interview with Stanza about his work.

    How visible are the sensors in the city?

    Actually I don't advertise where they are exactly, they are too expensive to loose. The visability is virtual and presented via its GPS location. All the data is presented online via XML feeds that are open source.

    Do you have to keep them hidden lest they get stolen or damaged? How do you select the location of the sensors?

    The location is based on the network and the distance apart one can place them so that they still transmit and send data. But you're right, having them stolen is a big issue since I cannot afford replacement

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    Image copyright stanza

    Do you need a special authorization to place the sensors and collect the data?

    In theory yes, in practice, I don't. There are more complex issues about security of space and surveillance. In fact because of the potential of this project for larger scale urban monitoring, noise and pollution monitoring in real time I am surprised I haven't been approached to develop this on a larger scale.

    By measuring all sorts of physical data the sensors reveal also some social aspects and variables of the environment. The text that presents Sensity states that "The output from the sensors display the "emotional" state of the city".
    So what is the emotional state of the city?

    The condition of change of time represents the emotional state as measured by the varying sensors.

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    Image copyright stanza

    Do you perceive patterns according to the time of the day for example?

    The patterns and shapes in the visualisation are what is being affected by the real time environmental conditions.

    Well the time of day affects the patterns that are relayed to the screen.

    The sensors have time stamp, light, temperature, humidity, GPS, noise and sounder

    What can the 'general public learn from Sensity?

    I want the public to explore new ways of thinking about interaction within public space and how this affects the socialization of space. The project uses environmental monitoring technologies and security based technologies, to question audiences experiences of the event and space and gather data inside the space.

    The project also focuses on the micro-incidents of change, the vibrations and sounds of the using these wireless sensor based technologies.

    Imagine walking out the door, and knowing every single action, movement, sound, micro movement, pulse, and thread of information is being tracked, monitored, stored, analyzed, interpreted, and logged. The world we will live in seems to be a much bigger brother than the Orwellian vision, its the mother of big brother.

    Can we use new technologies to imagine a world where we are liberated and empowered, where finally all of the technology becomes more than gimmick and starts to actually work for us or are these technologies going to control up, separate us, divide us, create more borders. With the securitzation of city space create digital borders that monitor our movement and charge us for our own micro movements inside the system.

    The data is also used to create visualizations in an open source environment. Other online users can also re- interpret the data and interrogate the various sensors in the network as this is open sourced as well (xml streams).

    How about you?

    What I have learnt from mixing the cities and creating mash-ups online with the data from various city set is that there is a new space, a 4^th space, a new world of possibilities.

    These works are focused on the wider picture of city experiences which are being played out in real time. This sort of experience of multi nodes and multi threaded spaces, demands a refined gathering of data, a sensitive accumulation which can then lead to some kind of modeling and visualization. [audible and visual (mils)-representation] of the social network as it exists and is impacted upon.

    Image copyright stanza

    Do you navigate cities differently after you have submitted them to Sensity?

    Within this project no.....and it's a good question. However within a project like soundcities.com the experience and the relationship to place is different. Soundcities is my online open source database of city sounds from around the world, that can be listened to, used in performances on laptops, or played on mobiles via wireless networks.

    The project soundcities is completely made up of found sounds and soundscapes from the thousands of samples I collected.

    The sounds of cities also give clues to the emotional and responsive way we interact with our cities. Cities all have specific identities, and found sound can give us clues to the people that inhabit these spaces, as well as provoking us and stimulating our senses in a musical way. Within soundcities the aim is to create an online aural experience that evokes place, both as literal description but also developed musical composition. The sounds of cities evoke memories. So this idea of assent gathering of sounds creates a different feeling that the gathering of data.

    With sensity although we are the body in the data space; we again control it but because its on a micro scale it's harder to relate to. That's why a project like Sensity is so important.

    You've installed Sensity in many cities around the world. How is the V&A one different?/

    The way Sensity is exhibited can be scaled up and this depends really on the commitment of the host organization.

    I now have several version of this artwork.

    A local version can be made and then projected and also shown online. I have already made versions for several cities. In this case I test and deploy my sensors and make the visualisation.

    Making it real time so sensor data isn't recorded but real time. This involves set up of technology, adding some code to router, using my sensors, using my computers, set up of the sensors in the correct location, programming them, replacing batteries and care for the duration of the show and insurance. In this case I test and deploy my sensors and make the visualisation and leave the sensors and the computers running all the time.

    How it looks in the gallery or the actual displays ie, what it is seen by the audience. It can be experienced on plasma screens, projected or shown on 3d globes. Once the visualisation is made there are a numbers of ways to present it.

    The Decode show is a much longer term real time colloborative deployment of my two networks in the gallery and across the city. I can monitor all the sensors remotely tell the gallery to change batteries, etc. The issue is that the V & A and their technical team has to be able to support the technical needs of the work.

    What becomes of the data once the show is over?

    None of the data as the system is set up is archived.... it's all real time. I do plan to allow the database to have a history but this now requires further funding and development.

    Thanks Stanza!

    All text copyright stanza.

    Pictures i took in the Decode exhibition.

    Decode: Digital Design Sensations continues until the 11 April 2010 at the Victoria & Albert Museum in London.



  • Book Review - Data Flow 2: Visualizing Information in Graphic Design

    0adataflow453.jpgData Flow: v. 2: Visualizing Information in Graphic Design, edited by Robert Klanten, Nicolas Bourquin, Sven Ehmann and Thibaud Tissot (Available on Amazon USA and UK.)

    Publisher Die Gestalten Verlag says: Data Flow 2 expands the definition of contemporary information graphics. The book features new possibilities for diagrams, maps, and charts. It investigates the visual and intuitive presentation of processes, data, and information. Concrete examples of research and art projects as well as commercial work illuminate how techniques such as simplification, abstraction, metaphor, and dramatization function.

    The book also includes interviews with experts such as The New York Times's Steve Duenes, Infosthetics's Andrew Vande Moere, Visualcomplexity's Manuel Lima, ART+COM's Joachim Sauter, and passionate cartographer Menno-Jan Kraak as well as text features by Johannes Schardt about the challenges in creating effective information graphics and about the relationship between complexity, clarity, content, and innovation.

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    Christoph Niemann, I hate mosquitoes

    If you still had any doubt that data were the sexiest thing this side of the Milky Way, Data Flow 2 might very well make you change your mind. The book was published only 18 months after its predecessor and i hope the publishers make an habit of it. It is jam-packed with innovative, smart and gripping examples of the way designers, programmers and artist are giving sense and beauty to the humongous mass of data that is overflowing our 'digital age'. I guess i'm sounding over-enthusiastic here but truth is i am genuinely thrilled with this volume.

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    Xavier Barrade, Models

    Because information visualization is a flourishing, manifold discipline, the editors of the book have interviewed a series of experts who, each according to their own competence, shed light on a particular aspect of information visualization. Infosthetics's Andrew Vande Moere and Visualcomplexity's Manuel Lima aptly open the round of interviews. Bloggers are the ones who made the broad audience aware of the existence and wonders of data aesthetics after all. Steve Duenes, graphics director for The New York Times, talks about how the work at his department relies on a mix of journalistic research and pure design. Cartographer Menno-Jan Kraak explains why map matter so much that they can inform and influence important decisions. ART+COM's Joachim Sauter gives his view on the difference between operating information in a design context and using information for for art's sake.

    Here's a fraction of the works i discovered in Data Flow 2:

    In the chapter dedicated to Dataprocess...

    Tim Knowles, Windwalks, a series of walks directed by the ever-whimsical wind using an array of mechanisms, filmed and plotted by GPS.

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    The Seed, by John Kelly, a two-minute animated voyage through nature's life cycle, following the tribulations of an apple seed.

    The Seed from Johnny Kelly on Vimeo.

    In the Datablocks section

    Aleatory Compositions is a book of sheet music written by people who had no idea they were composing. Hoagy Houghton asked people to fill a blank grid with 7 colours, shading the squares as they pleased. A colour scale translated their visual composition into musical notes.

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    In Datacurves

    Visible Sound, by SOUNDS.BUTTER, is the prototype of a sewing machine that converts sound input into a sound wave of thread on textile.

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    Rose of Jericho, by Martin Kim Luge, is a series of data sculptures that team up a mySpace.com friend and with a rose of Jericho plant (also called Resurrection plant) in an attempt to convey a general feeling of the friend's mood. This desert flower can survive very long times without water. When watered, the branches rapidly spread out. In Luge's project, the water supply for the rose is controlled by the friend's mood as described on mySpace. A computer program reads the mood adjective at the friend's account in realtime. The adjective is compared against a database to map a numerical value to the emotion. This value defines the duration of the water pump controlled by a microcontroller, which is irrigating the rose of jericho. The higher the value the more water is arriving to the plant.

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    Spamghetto, by [todo.to.it], is a spam-based wallpaper created using a generative software and based on up to 2000 different junk-mail subjects scraped from Gmail mailboxes.

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    One of the works of Datamaps

    Tim Schwartz's Geohistoriography exhibits the way the United States view the world. The data was collected from the New York Times, namely the number of articles written about a certain country for each year, starting in 1851. The result of his investigation shows how America's perspective changed over the last 150 years. The last few decades, for example, have shifted the red button focus from the Iron Curtain to the Islamic states.

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    And finally some Dataesthetic

    Michael Najjar's High Altitude is a series of virtual romantic landscapes in which cliff, slopes and rock formations represent the performance charts of indices of the world's leading stock exchange over the past 20 - 30 years.

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    French, Spanish, and German editions of Data Flow 2 will be available End of March 2010.

    Image on the homepage: Diana Cooper, Orange Alert, 2005.

    Related: Visualizing: tracing an aesthetics of data, Data Visualization panel at OFFF, Lisbon, Conflux 2008: notes from the panel Cartography of Protest and Social Changes.
    Book review: Tactile - High Touch Visuals.



  • Japan Media Arts festival - The Art Division

    Very lucky me happened to be in Tokyo during the Japan Media Arts festival. Cheerful, a bit chaotic and very laid-back, the festival had much to tickle a European amateur of media art.

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    The National Art Center where the exhibition was held

    First of all, the festival doesn't just celebrates media arts, it also highlights creative works of entertainment, animation, and manga which gives the feeling that media art is part of a broader contemporary culture than it is in Europe. On the other hand, i didn't see as many socially-engaged artworks media art works as one can find in similar exhibitions in both Europe and the U.S. of A. I'm all for activism and hacktivism but you know what? i didn't expect to find conscience-wrecking works in the exhibition anyway, so its scarce presence didn't spoil my dessert.

    Unlike most similar events, Japan Media Arts festival displays not only the awarded works but also the ones that have been recommended by the jury.

    Finally, there was light instead of the usual crepuscular atmosphere in the exhibition space. I don't understand why media art exhibitions are so desperate to have you nose-dive into darkness and gloominess.

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    David Bowen's Growth Modeling Device scooped up the grand prize in the Art Division category. The system attempts to replicate the daily growth of an onion plant.

    While lasers scan the onion from one of three angles, a fuse deposition modeler creates a plastic model based on the information collected. The device repeats this process every twenty-four hours scanning from a different angle. After a new model is produced the system advances a conveyor approx. 17 inches so the cycle can repeat. The result is a series of white plastic models illustrating a simple organic phenomenon from different angles.

    Vernissage tv interviewed Bowen about his installation.

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    One of my favourite works in the exhibition was Braun Tube Jazz Band. Wada Ei lined up tv screens and used them as percussion instruments, reinventing thus the purpose and characteristics of a media we thought we knew so well. The artist explains: One day, a spectacular picture popped up in my brain. It was an image of abandoned electrical appliances being played as musical instruments on a street in a town. Using this image as a starting point, I set up the same number of tube televisions and PC-controlled video decks correspond to the number of notes in a musical scale to create a set of gamelan percussion instruments. Tapping TV tubes produces primitive and cosmic electrical music.


    (there's another video over here)

    I was glad to finally get to see Lawrence Malstaf's Nemo Observatorium which i had missed at ars electronica 2009 where it baffled the audience by receiving the Golden Nica of Interactive Art.

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    People were forming a long queue to be allowed to enter the transparent cylinder and sit on its chair, right in the eye of the upcoming storm... Once you've press the start button, a huge volume of foam polystyrene beads swirl frantically against the internal wall of the cylinder. All hell breaks loose around you and after a first moment of shock, the experience turn out to be soothing and perfectly safe.

    Among the recommendations of the jury:

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    Leçons de Français (French Lessons), a very charming French lesson by Vanessa Louzon who cut and rearranged images from a French lesson book that belonged to her mother and a communist-era atlas of Europe that belonged to her father, and constructed a video narrative using language lesson clichés to tell about modern life, displacement, and failed dreams (movie.)

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    Common Flowers, by Shiho Fukuhara and Georg Tremmel (of the Biopresence fame), reverts the blue "Moondust" carnation -the first commercially available and purely aesthetic GM product- back to its natural white state using open-source DIY bio-bending methods and procedures.

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    BOX 2.0, 2008. Courtesy of the artist and Alkatraz Gallery

    Box 2.0, by
    Nika Oblak & Primoz Novak, is a bright orange rubber LCD monitor showing clones of the artists duo trapped inside it. As they bump and hit on the walls surrounding them in 2D video, pneumatic system and software transfer their movements into actual 3D space as if their kicks could actually enable them to escape the tv set (video.)

    Bearings Glocken, by Kawase Kohske, is a musical instrument that performs a glockenspiel using steel ball for bearings, said to be the world's most perfect sphere on earth.

    Photo on the homepage: Flood Helmet Gallery from the series Objects for Our Sick Planet, by ONG Kian-Peng.

    All my pictures from the Japan Media Arts Festival.



  • Exhibition tip - GaMe! at the [DAM] gallery in Berlin

    GaMe!, a group exhibition you can check out until March 24 at the [DAM] gallery in Berlin, presents positions by six international artists on the subject of computer games and electronic toys.

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    Todd Deutsch, a.k.a. KillerJ00, 2005

    The show is rather small but it covers a surprisingly large spectrum of game art practices. More importantly, GaMe! is one of those rare exhibitions about game art which favours the artistic approach over the more accessible attractions of playfulness and interactivity.

    You'll understand immediately my point when i tell you that one of the games on show is all about mania, melancholia, and the creative process. The unassuming 8-bit graphics and very straightforward gameplay of Jason Rohrer's Gravitation offers a striking contrast to the poignant challenge that the player has to face: find the right balance -if there's one- between family life and creative achievement.

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    Jason Rohrer, Gravitation, 2008, computer game

    In order to get the stars (your own projects to develop) from the sky, you have to play ball with your kid to expand your view of a screen (aka the outside world) which is mostly dark at the beginning of the game. The higher you can jump, the more you get to discover the screen/outside world. The music closely adapts to your choices. Becoming either more cheerful as your vision of the world expands or colder as it shrinks back to black. As destructoid explains: Grabbing a star causes it to fall back to your home area (home life), where it becomes a difficult-to-move stone with a timer on it. Pushing a star stone into a fireplace earns you the amount of points still remaining on the stone (the quality of an idea deteriorates over time). Getting more than one star at once causes the star stones to build up, separating you from your son, whom you ironically need to play with in order to get more stars. Ultimately, the game shows that pursuing creative exploits both requires and alienates the people you love. Conversely, dedicating all your attention to your child means that your creative fervor will burn out. The morale of the story hurts but the work -which btw is autobiographical- was a great discovery for me.

    Gravitation is available as a free download.

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    Mark Essen, The Thrill of Combat, 2009, computer game

    The Thrill of Combat, by Mark Essen, is much more fast-paced but not less atypical.

    The player (or players) controls organ hunters aboard a helicopter with the goal to harvest a number of hearts, lungs, livers, kidneys, pancreata, and intestines. The organs don't just lie around for you. You have to kill their owner first from the helicopter. When you've massacred enough people, you jump in parachute and start to open the corpses and remove the organs you need to complete your list of vital body parts. While keeping tabs on the helicopter. The Thrill of Combat is heartless, cynical, and submersed into a seducing block-coloured urban landscape.

    I was more familiar with the work of the other artists invited to participate to the show:
    Joan Leandre is showing the film In the name of Kernel Series - Lonely Record Sessions, Tale of Tales presents the eerie and incredibly alluring game The Graveyard, Todd Deutsch's Gamers ignore you superbly while France Cadet brought her wild robotic hunting trophies, the rocking Gaude Mihi and a series of serigraphs detailing her 'genetically-modified' robots.

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    France Cadet, Panthera Pardus, series Hunting Trophies, 2008

    GaMe! is open until March 24 at the [DAM] gallery in Berlin.

    Another game art exhibition currently open is Playlist - Playing Games, Music, Art at Laboral in Gijón, Spain.

    Related entries: France Cadet solo show at the gallery numeriscausa in Paris; Homo Ludens Ludens - A conversation with curator Daphne Dragona; Book: Trigger Happy for free, etc.



  • Book Review - World of Giving

    getMediaInterface.jpgWorld of Giving, by Jeffrey Inaba and C-Lab*
    (available on Amazon USA and UK.)

    Lars Müller Publishers says: In this important exploration of the sentiments of our time, World of Giving explains the motivations for why we give and offers examples of individuals, foundations, governments, multinationals and NGOs helping others. Jeffrey Inaba and C-Lab provide an understanding of the process of working toward a greater good by describing actions that build bridges between goodwill and need, intention and realization. The authors show that gifts form the foundation of all kinds of human interaction with each one establishing a unique relationship between giver and receiver. They illustrate that the gift too alters in meaning and value, detailing how it transforms as it circulates through what are at times a complex series of transactions.

    In place of the pursuit of personal wealth, World of Giving presents a mindset that is based on generosity and revolves around the gesture of giving. The book argues that giving is a powerful act that gains social momentum, benefiting not just the immediate recipient but typically others as well. Acknowledging that each of us is inclined to give, this illuminating publication reveals how a beneficent deed contributes to an environment of increasing generosity in addition to enhancing the capabilities of its recipient. As a shared value, giving can grow to be a meaningful collective force that affects the world in surprising ways.

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    Read also the introduction to the book by Jeffrey Inaba.

    Brad Pitt and Angelina Jolie donated $ 1 million to aid Haiti quake relief, Swiss supermarket Migros bestows 0.5 % of its retail and 1 % of its wholesale turnover to art and culture as part of a programme called Migros Culture Percentage.

    On the other end of the generosity spectrum, Italy's billionaire prime minister, Silvio Berlusconi, had proposed to put up in three of his own houses some of the thousands of people made homeless by the earthquake that shake Abruzzo in April last year. The offer has often been regarded as nothing more than a PR move (rumours has it that he never even respected his promise.)

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    The book World of Giving navigates the world of generosity with brio and erudition. Whether they are good old christian charity, sincere kindness or corporate philanthropy, acts of generosity are everywhere you'd care to look.

    From the velvet monkey that puts its own life at risk by emitting calls to warn other troop members of the approaching predator to the welfare pioneers of the Calvinist Dutch Republic. From the rise of US philanthropy to Communism's re-conceptualization of the act of giving, etc. World of Giving explores generosity through times and cultures.

    Philosopher, and historian David Hume described men as being fundamentally altruistic. Philosophers Thomas Hobbes and Adam Smith believed that men are motivated chiefly by self-interest, even when they display some generosity. World of Giving has a more balanced approach. Far from being a mere attempt to substitute Gordon Gekko's 'Greed is good' with a call for openhandedness, the book uncovers the mechanisms and strategies of giving. And its economics, as anyone involved in thebusiness of giving away free digital goods can confirm.

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    Jeffrey Inaba / INABA / C-Lab, Donor Hall (detail), 2007

    * i can't recommend enough their Volume magazine.

    Related: Open City: Designing Coexistence - Part 3, Reciprocity.



  • Golden Orb Spider Farm

    "Current medical advances in the area of infertility medicine and neonatology have made total ectogenesis (the gestation of a human being entirely outside the body of a human female) less a figment of the imagination of science fiction writers ... and more a realistic possibility for those living in the not so distant future."

    S Gelfand, and J R Shook, Ectogenesis - Artificial Womb Technology and the Future of Human Reproduction, New York: Editions Rodopi B. V., 2006, p2

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    A few weeks ago, Adam Smith presented at the RCA architecture interim show in London a project called Golden Orb Spider Farm which speculates on a plausible near future where we become reliant on synthetic organs to replace body parts, in particular the womb.

    The project is based on research into how spider silk might become a material of choice for prototyping scaffolds on which to grow human tissue. Research in tissue engineering has indeed found that silk is a better substance than polymeric materials to construct such 'scaffolds'. Fully functioning hearts and wombs have already been grown artificially on silk scaffolds. For example, Canadian company Nexus Biotechnologies is manufacturing Biosteel(TM), a high-strength synthetic spider silk from the milk of genetically modified goats. The fiber material is allowing for the development of new products in a wide range of fields - from bulletproof vests to scaffolds for artificial human organs - including wombs.

    Advances in reproductive science and medicine would enable the complete gestation of a human embryo outside a woman's body, within the next 5-10 years. In the ethically complex scenario where humans are brought to life in artificial wombs, one can imagine that mother would want to demonstrate maximum love and commitment by providing the the finest and most luxurious womb they could afford. Rather than the synthetic unglamorous Biosteel, mothers might look for rarer, naturally produced alternatives. Golden Orb spider silk, the most precious silk in the world, might answer their wishes.

    Last year already, a large and rare textile was made entirely of Madagascan Golden Orb spiders silk - demonstrating its inherent strength, beauty and value.

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    Golden Orb spider farm speculates that employers may want to persuade their high calibre employees to delay having children in return for hi-tech fertility insurance. Female employees would receive glass Gold Orb spider farms in which to house and breed spiders. The women would feed spiders with flies every day. Once a month, a silking machine would extract several metres from each spider in the farm. In due course this gift is passed on to the child that emerges from the silky womb. Once used, this object might take on a new role of a family heirloom.

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    Golden Orb Spider Farm is part of a wider architectural project entitled Genatorium - Breeding Ground for the Risk Averse. The project explores societies' tendency to implement anything that makes things safer and more egalitarian - sometimes with unintended consequences. It is based on a wide amount of research encompassing fertility technologies, the gender pay gap, health-and-safety culture and social disparity in London.

    Adam Smith is a final year MA architecture student at the Architectural Design Studio 4 of the Royal College of Art in London. Tutored by Gerrard O'Carroll, Nicola Koller and Rosy Head, ADS4 researches emerging social trends and technologies to create scenarios which allow for critique and speculation.

    All images courtesy Adam Smith.



  • Art and Medicine at the Mori Art Museum in Tokyo (Part 2)

    Previously: Art and Medicine at the Mori Art Museum in Tokyo (Part 1).

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    Patricia Piccinini, Science Story, Part I: Laboratory Procedures, 2002

    Toward Eternal Life and Love, the last section of the exhibition Medicine and Art, attempts to bring light on the latest developments in biotechnology, cybernetics and neuroscience, but also on the vital issues they entail. Can our definition of life remain forever unchallenged? Is the human commitment to reproduce going to stay the same? Are there limits to the way we will be able to modify and 'enhance' our body in the future? Will we ever reach our dreams of immortality? How much can medical and scientific developments impact the way we love and live?

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    Exhibition view. Image Mori Art Museum

    The latest advancements of science are presented into a historical perspective, with the proponent of the theory of evolution, Charles Darwin, as the key protagonist of this section of the exhibition. His theories about evolution through natural selection were evidenced in his 1859 essay On the Origin of Species. The book stirred much controversy but Darwin's ideas on evolution became accepted by the scientific community and much of the general public in his lifetime. As the current debate around creationism demonstrates, Darwin's theory of evolution still haven't met unanimity. A Creation museum in Kentucky, US even brandishes the moto "Life doesn't evolve around Darwin."

    The Mori Art Center had brought to Tokyo many original illustrations related to Darwin's research on animals and men but also ivory phrenological heads, some of the original metal plates used by Francis Crick and James D. Watson to build a double helix model of DNA and determine its molecular structure, etc.

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    Broca-type goniometer for measuring the angles of the face, France, 1865-1875. Credits: Science Museum London

    One of the most puzzling artifacts for me was this goniometer. Invented in the early 1860s by surgeon and anthropologist Paul Broca, the goniometer was designed to measure the 'Jacquart' angle of the face. "Scientifical" measurements of the face were used by anthropologists in the 1800s to classify human types and races, in the mistaken belief that some human groups were more evolved than others. Human types were then placed on an evolutionary ladder, inevitably with Europeans at the top.

    The artworks that illustrate the Toward Eternal Life and Love chapter range from the very pop to the acutely grave.

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    Patricia Piccinini, Game Boys Advanced, 2002 (detail.) Image Roslyn Oxley9 Gallery. Copyright Patricia Piccinini

    And Patricia Piccinini's Game Boys Advanced are quietly disturbing. A couple of boys absorbed into a handheld video game shouldn't raise an eyebrow. Except that on closer inspection, the kids appear to be twins with prematurely wrinkled, slack skin.

    The brothers are not really twins, they are clones. The boys' accelerated decrepitude is a nods to reports that Dolly the sheep was ageing at a more rapid rate than would be expected. The scientists responsible for her seeing the light argued that the reason or Dolly's arthritis might have been the sedentary existence she led in laboratory rather than any genetic problems resulting from the cloning process.

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    Gilles Barbier, L'Hospice (The Nursing Home), 2002. Exhibition view (image Mori Art Museum)

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    Gilles Barbier, L'Hospice (The Nursing Home), 2002. Detail

    When American superheroes get too shabby, they are sent to vegetate in Gilles Barbier's Nursing Home. The work refers quite straightforwardly to our societies' obsession with eternal youth. Should medical research be geared towards the fight against the loss of youthfulness? Or isn't medicine's most noble mission to provide us with better lives? Will our society ever revert to respecting old age?

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    Sense, Annie Cattrell, 2000. Detail. Photo Peter Cattrell

    Annie Cattrell used FMRI (functional magnetic resonance imaging) brain scanning techniques to create Sense, a fascinating series of sculptures that map the activity patterns of the brain as it responds to touch, smell, sight, hearing and taste. Scans of a subject's brain using each of the senses were produced with FMRI. These scans were then converted into 3D structures of amber resin using a rapid-prototyping process.

    Tokyo art beat has an interview with Oron Catts. The Victimless Leather -which he developed together with Ionat Zurr- was one of the highlights of Toward Eternal Life and Love.

    Special mention to the fantastic coin-operated dispenser of plastic body parts which you can find inside the exhibition shop:

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    The exhibition Medicine and Art runs until February 28, 2010 at the Mori Art Museum in Tokyo.



  • Art and Medicine at the Mori Art Museum in Tokyo (Part 1)

    My first stop in Tokyo, once i had dropped my suitcase at the hotel was for the Mori Art Museum. The Roppongi art space has opened Medicine and Art, an exhibition which, despite its grandiloquent sub-title "Imagining the Future for Art and Love", was every bit as brilliant as i had hoped.

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    Prosthetics, anatomical drawings by Michelangelo, an ornate amputation saw from ca. 1650, disturbing prints by Patricia Piccinini, diagrams by René Descartes, Tibetan anatomical figures, a painting by Damien Hirst, etc. Some 150 medical artifacts from the Wellcome Collection in London and works of old Japanese and contemporary art are exhibited side by side. Without any hierarchy nor anxiety. Each and everyone of them offers the most seducing spectacle about life.

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    Paolo Mascagni, Anatomical Illustration. Credit: Wellcome Library, London

    From ancient times humans have sought to unravel the secret mechanisms of the body, developing in the process a wealth of medical expertise. At the same time we have seen our own bodies as vessels for the representation of ideals of beauty, and long sought to depict our bodies in paintings and drawings.

    The exhibition is bold, provoking and it has the merit of bringing together oriental medicine and our own western idea of the art and science of healing.

    The first part of the exhibition is all about Discovering the Inner World of the Body: How did people around the world first acquire understanding of the mechanisms of the human body and the vast world it contains? The first section of the exhibition answers that question by tracing various scientific developments through a vast array of artefacts. One of the highlights of the show is a series of drawings by Leonardo da Vinci. For the Renaissance man, understanding the human body was a first step towards uncovering the mysteries of the outside world. Besides, his work epitomizes the spirit of the Tokyo exhibition. Da Vinci, better than anyone, managed to combine a scientific and an artistic approach to the study of the human body.

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    Exhibition view (image Mori Art Museum) featuring Bal Yiluo, Recycling, 2009

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    Iron model of the joints in a human skeleton, Italy, 1570-1700. Credit: Science Museum, London

    This 30-cm tall, fully articulated iron manikin is thought to have been used at mediacal schools during the 16th and 17th centuries for demonstrating the structure of joints and for teaching joint-related how to treat joint-related diseases.

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    Maruyama Okyo, Skeleton Performing Zazen on Waves, c.1787 (Daijoji Temple, Hyogo, Japan)

    The second section, Fighting Against Death and Disease covers the way people have tried to fight against death and disease through the ages. In addition to presenting the history of medicine, pharmaceuticals, artificial limbs and organs, life sciences and scientific technology, this section poses philosophical questions about the nature of life and death with the various memento mori works.

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    Alvin Zafra, Argument from Nowhere, 2000

    One of the most striking pieces in the show is Alvin Zafra's 'Argument from Nowhere'. It doesn't look like anything else but an abstract painting. Until you read the notice and see the video of how the artwork came to life. Zafra vigorously grounded a human skull to powder against a seven-meter long panel of sandpaper, leaving a soft gradient of grey monotones. The operation took 14 days. Zafra said his motivation was "to paint a beautiful image of death."

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    Tetsuya NOGUCHI, "Target Marks 1580" and "Target Marks 1610", 2009

    Tetsuya Noguchi crafted two figures. The first one represents a young warrior wearing armor in the style of the Warring States period, the second sculpture represents the same man, only he is thirty years older and lives therefore in the Azuchi-Momoyama period.

    The armour worn by the figures is ambivalent. Made to protect the body and relieve warriors's fear of death and misery, this armour also features several targets that invites death or injury to the body.

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    Ernst Pohl, Omniskop X-ray apparatus, 1910. Science Museum, London

    In the early 1920's, Ernst Pohl created the ground-breaking Omniscope. This X-ray machine could be rotated completely around the patient which greatly enhanced the diagnostic and therapeutic potential. By the end of World War II, around 400 units had been manufactured and delivered throughout Europe, the USA, Japan and the Soviet Union (via.)

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    Set of fifty artificial eyes, Liverpool, England, 1900-1940

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    Damien Hirst, Surgical Procedure (Maia), 2007

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    Kamata Keishu, Surgery for Breast Cancer, 1851. Credit: Wellcome Library, London

    In 1851, Kamata Keishu compiled a ten-volume medical treatise called Geka kihai in which he described and illustrated the surgical techniques pioneered by his teacher, surgeon, Hanaoka Seishu. The illustration above shows the excision of a cancerous growth from a woman's breast, an operation which Hanaoka Seishu first carried out in 1804 using general anesthetic.

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    Custom built iron lung, Cardiff, Wales, 1941-1950

    The picture above shows the ancestor of respiratory nasal masks. The patient with respiratory problems was encased in the wooden box up to their neck. The air pressure inside the box was alternated by operating the giant leather bellows. This caused the lungs to inflate and deflate so the person could breathe. During black outs or period of unstable electrical power supply, nurses were said o have operated it by pushing the bellows with their hands.

    To be continued...

    The exhibition Medicine and Art runs until February 28, 2010 at the Mori Art Museum in Tokyo.



  • ...and Counting

    This is not going to be my favourite project by Wafaa Bilal (and you know how much i like his work) but if tattoo is what it take to get people's attention on the issue then he has my full support.

    Whether he becomes the target of a paintball machine that could be triggered by any keyboard across the world or whether he hacks his way into an al-Qaida game to play the role of a suicide bomber, Bilal knows better than many artists or activists how to drag people out of what he calls "their comfort zone" and make them face issues they might otherwise not be willing to engage with.

    His latest project addresses the issue of the invisibility of Iraqi civilian deaths during the war.

    Wafaa Bilal's brother Haji was killed by a missile at a checkpoint in their hometown of Kufa, Iraq in 2004. Bilal feels the pain of both American and Iraqi families who've lost loved ones in the war, but the deaths of Iraqis like his brother are largely invisible to the American public.

    ...and Counting addresses this double standard as Bilal submits his body to a 24-hour live performance. His back will be tattooed with a borderless map of Iraq covered with one dot for each Iraqi and American casualty near the cities where they fell. The 5,000 dead American soldiers are represented by red dots (permanent visible ink), and the 100,000 Iraqi casualties are represented by dots of green UV ink. During the performance people from all walks of life read off the names of the dead.

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    The performance will take place at the Elizabeth Foundation for the Arts in New York on March 8th at 8pm. Bilal is asking visitors to donate $1 which will go to the group Rally for Iraq, to fund scholarships for Americans and Iraqis who lost parents in the war.

    Previously: Positions in Flux - Panel 1: Art goes politics - Wafaa Bilal, Book Review - Shoot An Iraqi, Art, Life and Resistance Under the Gun and A few words with Wafaa Bilal.
    Related entry: Baghdad Calling: Reports from Turkey, Syria, Jordan and Iraq.



  • Future Archaeologies

    Here's something for your eyes to munch on if you're Berlin bound this month:

    Armin Linke's Future Archaeologies photographs explore how some contemporary places and building structures can be regarded as 'archaeologies of the future', modern artefacts subject to slow-fading decay. This snapshot of a progress that never took the road it was supposed to follow triggers the question: 'How long will it be before our own idea of modernity gets stranded in a dead end?'

    An exhibition particularly interesting to visit in the light of last week's Transmediale conference whose theme was "Futurity Now".

    To visit the gallery you have to climb up the first floor, the stairs have that pleasant and old fashioned smell of wax and spicy perfume for gentlemen. Open the door to the luminous white gallery and meet...

    a display of tired stuffed apes at the Zoological Museum in Florence,

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    Museum of Zoology and Natural History, La Specola, Firenze, Italy, 2008

    the interior of the MIR space-station simulator in Moscow,

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    Star City ZPK, MIR Simulator, Moscow, Russia, 1998

    a modernist monument in Kosturnica, Macedonia,

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    Kosturnica, Monument to Local Victims in WWII, Prilep, Macedonia, 2009

    a bedsheet acting as a cinema screen in a village somewhere in China,

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    Cinema Screen, Guiyu China, 2005

    the illegal Israeli settlement Har Homa in the West Bank,

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    Homat Shmuel - Har Homa Settlement Bethlehem, West Bank, 2007

    "These are real Science Fiction scenarios, constructed man-made utopias, hurling their absurdities at the viewer," says the press release for the show. The most literal example comes from the Shrine of the Book, a wing of The Israel Museum in Jerusalem. Built in the '50s, its dome looks like the ideal set for science fiction movies.

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    Frederick Kiesler, Armand Bartos, Israel Museum, The Shrine of the Book, Jerusalem, Israel, 2008

    Linke's photographs poetically document globalization effects and complex interrelations of the idea of modernity with inherent structures of violence and colonialism.

    The gallery also screens a video in 3D. Nuclear Voyage travels inside inactive nuclear power stations and waste sites. The slow and ordinary gestures that the last people working there perform are at odds with the James Bond-like world of wonder that nuclear used to embody.

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    Nuclear Voyage, 2008, 3D film, blue-ray disc, sound: Renato Rinaldi, 10:22 min, Ed.: 1/5 + 2AP (film still)

    The choice of filming and screening using 3-D technology nails the idea even further. The 3D aesthetics and the god-awful glasses one has to wear to follow the movie offer an ironic comment on the renewed hype regarding spatial viewing of images (i just read that LG predicts that 30 million people will buy 3-D TV sets by 2012), the spectacle of which had already been celebrated as photography's great promise in the 19th century with the advent of stereoscopy.

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    Nuclear Voyage, 2008

    Future Archaeologies runs at the at Klosterfelde Gallery in Berlin until March 6, 2010.