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How  to  think  about  Art  and  Design  in  the    Age  of  Consciousness  Research  

Dr.  Brigi:a  Zics  

Transtechnology  Research  Room  B321  Portland  Square  University  of  Plymouth  Drake  Circus  Plymouth  PL4  8AA  

University  of  Wales  Newport  School  of  Art,  Media  and  Design  Room  J  14  Caerleon  Campus  Lodge  Road,  Caerleon  Newport  NP18  3QT  

Technology  art  interacLon  technology-­‐based  art  passive  interacLon  arLst-­‐spectator  

Immediacy  meaning  creaLon  human-­‐machine  acLve  spectatorship  cogniLve-­‐based  invisiblity  transparency  consciousness  body-­‐mind  nexus  

embodied  knowledge  phenomenology  mastering  the  tool  knowledge-­‐seeking  transdisciplinary  

biofeedback  eye-­‐tracking  cogniLve-­‐feedback  loop  Transparent  Act  

The  Problem  

j

How  

Technology  as  CreaLon  Process  

and  

Technology  as  Art  (  &  Design)  

understood  in  contemporary  literature,  InsLtuLons  and  among  pracLLoners?  

InsLtuLonalisaLon  of  Art  does  not  provide  a  plaVorm  for  Technology  as  Art  

 Technology-­‐based  Art  

The  Problem  

The  ExisLng  Models  

DualisLc  Approaches  to  CreaLve  PracLces:    

ART    DESIGN  

ART    TECHNOLOGY  

ART    SCIENCE    

ART    RESEARCH  

BEYOND DISCIPLINES BEYOND INSTITUTIONAL FORMS

The  SoluLon   Critiquing Contemporary Frameworks and Strategies

BEYOND CURRENT CREATION PROCESSES

video: http://www.vimeo.com/11303681

Technology  brought  radical  change    

to  creaLon  processes…  

 

Challenging  old  form  of    

disciplines  and  insLtuLons    

DualisLc  Strategies  loose  their  Validity        

ART    DESIGN  

ART    TECHNOLOGY  

ART    SCIENCE    

ART    RESEARCH  

ART  IN  MUSEUM    TECHNOLOGY  IN  EVERYDAY  LIFE    

 Technology  Transdisciplinarity  

 ‘…transdisciplinarity  concerns  that  which  is  at  once  between  the  disciplines,  across  the  different  disciplines,  and  beyond  all  discipline.  Its  goal  is  the  understanding  of  the  present  world  ,  of  which  one  of  the  imperaLves  is  the  unity  of  knowledge.’  

   (Nicolescu  1997,  np.)  

Arts Technology Philosophy Psychology Sciences

Technology

How philosophy might help us practicioners to implement technology in a way that is different to

the scientific modality?

Applying  Technology  not  as  Science    

rejecting the assumption that as technology emerged through a scientific validation process

therefore it only applicable effectively in this context.

Technology

Interactive technology introduces a new potentiality to art, or possibly art uncovers unforeseen

potentials…

The means of aesthetic enquiry might, in this context, reveal or recover yet unknown or forgotten

qualities of human condition and experience.

Technology  Recovering  New  QualiLes    of  Human  Experience      

Technology:  The  Radical  Change    to  CreaLon  Processes      

•  Dynamicity    •  ArLst  –  Spectator  relaLonship  became:  

Human  –  Computer  relaLonship  

•  Thinking  about  Experience  differently  •  AestheLcs  based  on  human  acLon  

Dynamic Experience transformed the spectator to active participant

Zics 2007/2008

Artist –Spectator Relationship

RevisiLng  DualisLc  Concepts  of  Philosophy:  

•  Invisible-­‐Visible  •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand  

(Heidegger,  1927)    

•  Technology  as  funcLon    -­‐  Technology  as  Meaning  

•   ArLst  -­‐  Spectator  •  Body  –  Mind  

Heidegger’s    ‘Tool’  as  Technology    Invisibility  and  Visibility  

 ready-­‐at-­‐handiness  where  the  user  is  already  a  master  of  the  tool  

 INVISIBILITY    

present-­‐at-­‐handiness    describe  situaLons  

where  a  person  afends  directly  to  

the  object  with  conscious  intent  

 VISIBILITY  

Philosophy  of  Technology  

Heidegger’s    ‘Tool’  in  ApplicaLon  Invisibility  and  Visibility  

 ready-­‐at-­‐handiness  where  the  user  is  already  a  master  of  the  tool  

 TECHNOLOGY  AS  FUNCTION    

present-­‐at-­‐handiness    describe  situaLons  

where  a  person  afends  directly  to  

the  object  with  conscious  intent  

 TECHNOLOGY  AS  MEANING  

BUT  NOT  AS  FAILED  FUNCTION  

‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon    

‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning    

‘MASTERING  THE  INTERFACE’  Acquiring  FuncLonal  Knowledge  

‘ARTISTIC  CONTENT  SEEKING’    (Meaning  CreaLon)  

Acquiring  Knowledge  through  AestheLcs  

‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning    Meaning creation here refers to process of the spectator interaction with

the artwork which creates new meaning. ’Exploring the meaning of the interface itself’ (Rokeby 1995, p.133)

As Umberto Eco described meaning in his crucial work Open Work (1989) it is not a ‘content’ or message’ but it is the artist’s anticipation of multiple

engagement of the spectator.  

Rorschach Test

‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon    

Known as Design Approach: The learning process of the the technological tool.

The aim is to achieve interactions affording continuous and immersive states.

‘MASTERING  THE  INTERFACE’  Acquiring  FuncLonal  Knowledge  

Going  beyond  Heidegger’s  concept:  Invisibility  Versus  Transparency  

 It  could  be  suggested,  that  a  disLncLon  can  be  made  between  facilitaLng  a  stage  between  the  purely  invisible  and  visible  stages  of  interacLon,  through  

understanding  the  interacLve  process  as    levels  of  transparency  (Zics  2008)  

Visibility

Visibility

Transparent  Technology  

man

transparency

interface

mastering the tool

Transparency  in  the  human  –  technology  relaLonship  could  

be  considered  as  an  oscillaLng  process  where  the  arLst  allows  interacLons  that  are  in  a  constant  state  of  flux  

between  reflecLon  and  pellucidity.  

meaning production

Transparent  Technology    

.  

This  implies  that  these  interfaces  incorporates  a  reflecLon  process  (being  visible)  as  a  meaning  

creaEon  into  the  interacLon,  favouring  a  learning  process  of  the  user  to  inhabit  novel  meaning.    

mastering the tool

meaning production

Transparency  ArLst  –  Spectator  RelaLonship  

ApplicaLon  of  transparency  implies  to  produce  an  immediacy  between  the  arLst  and  spectator  producing  novel  knowledge  

for  the  spectator.  

 The  creaLon  process    (  arLst)    and  experience  process    (spectator)  becomes  one  cogniLve  flow.  

spectator

artist

The  Transparent  Act    

.  

immersion

reflection

The productive cognitive act of mastering the tool (immersion) and meaning creation (reflection)

anticipated by the artist with an outcome of novel knowledge production.

• The aestheticisation of the artist-spectator relationship

• Level of transparency’ relates to successful cognitive interconnections between artist and spectator

TRANS-PARENT TRANS-DISCIPLINARY

Transparency  produce  a  soluLon  to  the  dualisLc    

qualiLes  of    

•  Invisible-­‐Visible  •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand  

(Heidegger,  1927)    

•  Technology  as  funcLon    -­‐  Technology  as  Meaning  

•  ArLst  -­‐  Spectator    Body  –  Mind  

Body  –  Mind  

relates  to  the  qualiEes  of  material  and  immaterial  and  the  quality  of  their  

interconnecLon    

Body  –  Mind  

the  body-­‐mind  nexus  operate  as  an  aestheLc  tool  in  the  design  of  spectator’s  experience  

Technology-­‐based  Art  

Alva Noë (2001) suggests: Art might not only re-produce an idealistic representation of a room but rather demonstrate the sensation of “being

in the room“.

J. Gibson (1950) Luc Desnoyers (2008) Original by Ernst Mach’s (1897)

Art  Works  Considering    Body-­‐Mind  Nexus  

Click  on  the  pictures  

Peter Weibel

Nam June Paik

BIOS team

Peter Weibel

Gordon Pask

Joachim Sauter & Dirk Luesebrink

Alvin Lucier

Shawn Lawson & Wafaa Bilal

Julius von Bismarck

Takehito Etani

The  Mind  Cupola,  An  AffecLve  Environment  

AffecLve/AffecLon  Biofeedback  Technology  CogniLve  Feedback  Loop  Passive  InteracLon  (  or  AffecLve  InteracLon)  

Affect/  AffecLon  

…either word denotes a personal feeling (sentiment in Deleuze and Guattai). ….an ability to affect and be affected. It is a prepersonal intensity

corresponding to the passage from one experiential state of the body to another and implying an augmentation or diminution in that body’s capacity to

act. (Massumi on Deleuze and Guattai 1987, xvii)

Affect/  AffecLon  

Applying Affection in Creation Process: …way of anticipating the spectator’s cognitive reactions and setting

up a bodily semantics and aesthetics for each interaction.

‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon    

‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning    

‘MASTERING THE INTERFACE’ - INVISIBILITY  

‘MEANING  CREATION’  –  REFLECTION  

ACTIONS PREDICT NEW MEANINGS

If we understand the ‘mastering the interface’ processes as producing new meaning through particular body states we might find a more effective way of interaction.

INHABITED ACTIONS of the BODY

Transparent  Act  in  the  Mind  Cupola  

 The  success  of  the  mastering  of  the  interface  is  based  on  the  success  of  the  arLst  in  implemenLng  the  cogniLve  qualiLes  (‘AFFECTIONS’)  of  the  user  in  such  a  way  that  the  technological  engagements  become  embodied,  producing  new  knowledge.  

Affective Technology: Biofeedback interface

Interaction: through cognitively inclusive

sensorimotor capacities of the user

Cognitive-driven Interaction: self-regulating processes In the user’s experience

Biofeedback  ApplicaLon  for  InteracLon  Producing  Aesthe7c    Experiences  

Bioofeedback Art Archive on MediaArt Tube: http://www.youtube.com/view_play_list?p=C51BC89CDE587C1F

Laura Colmenares Guerra - Lungs: The Breather 2008

BIOS - Bidirectional Input/Output System 2002/03

Christa Sommerer & Laurent Mignonneau: Mobile Feelings 2002/03

Andrea Polli: Intuitive Ocusonics, Eye-driven sound interface 1998

These artistic works investigated the

interconnection between cognitive processes and

aesthetic meaning production

Measuring  bodily  funcLons:  facial  expression  

 EEG  for  brain  acLvity  

 ECG  for  heart  rate    EMG  for  electrical  discharge  in  the  muscle  fibres  

 eye-­‐tracking  EOG  for  the  resLng  potenLal  of  the  reLna    

 GSR  for  electrical  qualiLes  of  the  skin  

Biofeedback  and  InteracLon  

Meaning Production:

Evaluating the Cognitive Qualities of the Spectator

Passive Interaction>< Active Interaction

ACTIVE INTERACTION: Bodily Controlled Interface; full body immersion, active bodily

motion. tangible interfaces

PASSIVE INTERACTION: Cognitive Response Evaluation of the Spectator

Digital Luthiers: Reactable, 2003/05

Iwai Toshio, Nishibori Ty: Tenori-On 2005

Squidsoup - Driftnet, Responsive Environnent 2007

Examples of Active Interaction:

Brigitta Zics - Mirror_SPACE 2004/05

video: http://www.vimeo.com/7062293

Passive  InteracLon    Passive  InteracEon  refer  to  interacLon  that  acLvate  

parLcluar  body-­‐awareness  of  the  sepcectators;  it  applies  affecLve  bodily  responses  as  meaning  creaLon.      

The  terminology  is  used  to  diffrenLate  art  works  from  acLve  interacLon    that  uses  tangible  or  full  body  interfaces)  since  passive  interacLon  parLcularly  intersted  in  the  cogniLve  

responses  and  their  evaulaLon  of  the  spectator.  Technological  applicaLons  are  affecLve  compuLng  or  instant  

affecLon  technologies.  

The  Mind  Cupola:  Passive  InteracLon  

 Users  are  invited  to  step  into  the  immersive  surroundings  and  relax.    

The  interacLon  process  fluctuates  between  the  natural  reacEons  of  facial  and  eye  movement  and  controlled  responses  through  which  the  user  learns  to  produce  meaning.    

The  Mind  Cupola  interface  is  formed  of  three  interconnected  systems:  • a  biofeedback  percepLve  system  (face/eye  capture  system)  –AffecLve  compuLng  

•   a  frequency-­‐generaLng  affecLve  system  –  Instant  affecLon  technologies  •   real-­‐Lme  visualisaLon  /  digital  readout  –  AffecLve  visualisaLon  

Passive  InteracLon  Self-­‐reflecLve  Process  Meaning  

 The  Transparent  Act  is  a  result  of  self-­‐reflecLve  process  when  the  user  re-­‐evaluates  his/her  

knowledge  of  ‘being-­‐in  the-­‐world’  afaching  new  meaning  to  it.    

 through  self-­‐reflecLon  the  user  might  start  to  act  against  his/her  embodied  acLons  

 This  new  meaning  producEon:  

   fluctuates  with  the  insLnct  and  unconscious  acLons  of  human  acLon  which  helps  to  maintain  the  

cogniLve  flow  in  the  interacLon.  

CogniLve  Feedback  Loop  

InterconnecLng  AffecLve    CompuLng  (monitoring  the  user)    

with  Instant  AffecLon  technologies  (affecLng  the  user)  to  subject  the  parLcipant  to  intenLonal  decisions  to  operate  the  system.    

 1.  AffecLve  CompuLng    AffecLve  compuLng  invesLgates  the  relaEonship  

between  emoEon  and  cogniEve  processes  and  how  the  tracking  and  evaluaLon  of  this  informaLon  helps  to  produce  more  qualitaEve  interacEons  between  

human  and  machine.      (Picard  2000)  

Mainly  focuses  on:  facial  qualiEes  and  how  parLcular  affecLons  reflect  on  the  facial  physiology  

Customized Open Source Eye-tracking System Track Eye v2.0

AffecLve  VisualisaLon  

AffecLve  VisualisaLon  through  Eye-­‐tracking  

•  The  visualisaLon  engages  the  user  with  percepEve  affecEon  that  requires  both  insLnctual  and  conscious  control  to  form  a  relaLonship  through  interacLon.    

•  Whilst  the  user  might  look  for  hidden  messages  on  the  display  by  using  the  gaze  of  their  eyes  as  a  control  mechanism,  at  the  same  Lme  they  change  their  environment  through  the  behavioural  analysis  of  the  system.    

SemanLcs  of  the  VisualisaLon    

Neuro-linguistic Application

SemanLcs  -­‐  E-­‐Trans  Board  Applied  by  Paralyzed  People  as    

CommunicaLon  Device    

 E-­‐Trans  comprises  a  sheet  of  perspex  a  bit  bigger  than  A4.  

 Lefers  of  the  alphabet  are  grouped  in  each  corner  of  the  board.  Within  each  corner  group,  all  the  lefers  are  a  different  colour.  There  are  also  

six  coloured  blobs  arranged  around  the  board.  

Source:  hfp://www.eyelife.org/  

SemanLcs  of  ImaginaLon  

New  Scien7st  describes  a  46-­‐year-­‐old  woman  who  was  totally  locked-­‐in.    

CommunicaLon  through  measuring  the  pH  of  saliva.    

They  trained  the  woman  to  change  the  acidity  of  her  spit  by  imagining  either  the  taste  of  lemon,  or  the  taste  of  milk.  

 She  learned  to  push  the  pH  one  way  to  say  "yes",  the  other  to  say  "no".’  

2.  Instant  AffecLon  Technologies  are  Technologies  that  affect  the  spectator's  cogniLon  instantly  as  a  response  

 (  by  meaning  creaLon)  to  their  interacLon  with  the  system    

Electromagnetic Devices:

Sound, Vibration,

Radiations, Mechanical Vibrations

and Affective Visualisation System

Instant Cognitive Affection of the User

AffecLve    Environment  

These affection devices generate a spectrum of electromagnetic frequencies of sound, hot and cold stream and visual affects to guide the person towards an optimal experience.

An amplification of everyday affection of environment of human cognitive faculties

Passive  InteracLon  as  CogniLve  Feedback  Loop  

 The  mastering  of  the  Mind  Cupola  implies  that  the  user  learns  and  lives  the  rules  of  

interacLon  that  is  built  upon  the  percepEve/a:enEve  qualiLes  and  thermodynamic/electromagneEc  

qualiLes  of  the  body,  through  which  they  have  the  potenLal  to  control  their  own  

responses.  

 The  system,  is  based  on  behavioural  analysis  and  the  thermodynamic  

features,  afempt  to  balance  the  user’s  response  with  heaEng  and  cooling  his/

her  face.  

New Applications: Enhancing Well-being

Mind Cupola offers a radical knowledge practice acting through bodily capacities that establish a heuristic quality to learning.

As this kind of passive interactions produce new embodied knowledge with increase of psychophysical control of the body, they might provide potential therapeutic and health-promotion applications which provides a main

objective of future research into biofeedback art

 TRANSDISCIPLANRY  SOLUTION:  situated  at  the  intersecLon  of  art  &  design,  arLficial  intelligence  and  consciousness  studies.  

APPLICATION  in  NEW  DESCIPLINES:  providing  a  learning  process  that  evaluates  and  afends  to  the  level  of  cogniLve  immersion  

and  stress  on  the  user  and  alters  levels  of  affecLon  accordingly.    

Although  the  Mind  Cupola  was  formulated  on  the  basis  of  being  an  arEsEc  intervenEon  as  opposed  to  a  ‘designed’  purpose  as  a  transdispilnary  soluLon  provide  new  insights  

in  Design,  Science  and  Philosophy.  

Produced  a  SoluLon  to    

•  Invisible-­‐Visible  •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand  

•  (Heidegger,  1927)    •  Technology  as  funcLon    -­‐  Technology  as  

Meaning  •   Body  –  Mind  

•  ArLst  -­‐  Spectator  

DualisLc  Strategies  loose  their  Validity  

 Transdisciplinarity        

ART    DESIGN  

ART    TECHNOLOGY  

ART    SCIENCE    

ART    RESEARCH  

ART  IN  MUSEUM    TECHNOLOGY  IN  EVERYDAY  LIFE    

Technology  brought  all  disciplines  to  the  same  plaVorm.  Understanding  Technology    Consciousness  Research  

All  PlaVorms  and  Disciplines  can  benefit  from  Consciousness  Research.  

Current  PracLces  challenging  the  boundaries  of  disciplines,  approaches,  modaliLes  and  ideologies.      

Call  for  the  need  of  a  re-­‐evaluaLon  of  insLtuLonal  formats  and  plaVorms.  

TRANS-PARENT TRANS-DISCIPLINARY

©  David  Coppit  

@ Dr Brigitta Zics TransTechnology resreach University of Wales Newport / University of Plymouth/ www.zics.eu [email protected] or [email protected]

Art and Design in the Age of Consciousness Research