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Last week, i was telling you about Le Cadavre Exquis, an interactive installation commissioned Making Future Work. This Nottingham-based initiative that called for artists, designers and organisations based in East Midlands to submit proposals that would respond to four distinct areas of practice: Co creation / Online Space, Pervasive Gaming / Urban Screens, Re-imaging Redundant Systems and Live Cinema / 3D. The Urban Immune System Research, one of the 4 winning projects, investigates parallel futures in the emergence of the 'smart-city'. During their research, the Institute has produced a series of speculative prototypes that combine digital technology and biometrics: one of the devices 'functions as a social sixth sense', a second one is a backpack mounted with 4 megaphones that shouts out geo-located tweets as you walk around, a third one attempts to make its wearer get a sense of what might it feel like to walk through a 'data cloud' or a 'data meadow'. The devices are the starting point of a series of user tests, performative research and public engagement events that seek to provoke debate and facilitate wider public discussion around potential urban futures, and our role in shaping them.
Just a few words of introduction about The Institute for Boundary Interactions before i proceed with our interview. IBI is a group of artists, designers, architects, technologists and creative producers conduct practice-based research into the complex relationships between people, places and recent developments in the field of science, technology and culture.
The name of your project is quite intriguing. Why did you call it Urban Immune System Research? How does the immune system of a city compare to the human body immune system, for example? What are the differences and similarities? The Urban Immune System Research [UISR] project was the culmination of a two day event we ran in December 2010 as part of our LAB commission for Sideshow2010. We set out to discuss the relationship between notions of 'intelligent' systems, and principles of ecology. A whole raft of interesting and thought provoking ideas emerged but after some discussion they coalesced into the UISR project. We found the immune system a fascinating and intriguing departure point because it demonstrates complex self-organising properties, but what's interesting about this to us is how this kind of system is understood outside of scientific circles, in the everyday and within the context of the city. There is a general understanding of these kinds of systems, but we discovered an absence in the general lexicon of everyday terms with which to describe the kind of phenomena we explored in that workshop. So in part the name of the project is to ask questions about perceptions of intelligence and explore that gap between the science and the experience. The interest in looking at urban space as an organism developed from thinking about this relationship between ecologies and intelligent systems. We looked at how these systems scale up, inspired by Geoffery West's research into the similarities and differences between mammalian and urban scaling. So despite their very clear differences urban ecologies correlate strongly to biological systems and although made of different components behave in similar ways. This research quickly grew into a fascination by what happens at that juncture where human technology meets ecology, how personal electronic devices, micro-biology and nano-technology effect us at the macro level. We were interested in how this will manifest macroscopically, or ecolologically if you will, and how this in turn will affect us individually as constituent parts of that urban ecology. Asking what form an Urban Immune System might take, and the devices we have developed under this title thus far are the first steps in our efforts to understand these ideas and their implications. The devices all look to find alternative ways of connecting the individual directly to their ecology (the urban organism) and feel their place within it. These technologies operate to mediate our relationship to, and navigation through physical, social and virtual space. This process of upgrading could be seen as the momentum leading us towards transhumanism, an imagined yet possible future where the augmented body replaces natural selection as an evolutionary process in turn effecting the development of our 'ecological' surroundings. This notion of transhumanism is another aspect that we we're very interested to explore within this project as it has a lot of synergy with the notion of the urban organism. From one perspective we are looking at the inorganic environment as an organic organism, and from another we look at the organic organism as a component within an inorganic machine.
With The Sticky Data device you were asking "What might it feel like to walk through a 'data cloud' or a 'data meadow'?" Did you find an answer to the question while you were testing the device? Is the experience of knowing how much data our body goes through every single second a stimulating one? or is it rather stressing? worrying? overwhelming? Does it influence the way you navigate a city afterwards? Would you for example avoid a quiet street because you've discovered that it might looks like a pleasant street empty of cars and passersby but with a data traffic that you find too intense? The most stimulating thing about being able to sense geo-located data is the thought that you are physically feeling traces of people's experiences in the same place where they happened. We think this gives an extra sense of connection to a place, even if only for a moment. It's difficult to say exactly what that should feel like, we're still playing with different haptic sensations, but the device certainly challenged our assumptions about certain areas. For example, in one test we found a really high density of data outside a bus depot, whereas across the street near a stadium, a seemingly much more social and 'eventful' place, there was comparatively little. So you definitely get a sense that the topography of a city's data layer can be quite different to that of its architectural space, but also an alternative sense of a places social makeup. So, finding themselves in a less sociable environment, did the inhabitants of the bus depot turn to more digital forms of social interaction, while the stadium offered enough 'face to face' social encounters that digital interaction was unnecessary? The hope is definitely to ask people to question their relationship with space by providing a very different experience of navigating a city - the technologies that we use everyday are creating this digital topography, so how does this affect the urban organism and our interactions within it?
At the end of your description of the Sticky Data project, you explain that "As the user moves on, data seeds will be copied and dropped in new locations spreading them throughout the city or collected and cataloged by the device." Why did you feel the need to add this 'manipulation' of the data? Is it not going to make the 'datascape' too confusing? This was an idea that came from discussions around the notion of the Urban Immune System. We talked about the idea that perhaps urban space already has an immune system of sorts that operates to keep the city within normative parameters. We discussed this redistribution as something that might function like an immunisation to bolster this existing immune system by disrupting it with non-normative behaviour to see how it responded. We were interested in devices that have parasitic (viral) properties or where the owner could engage in the production of data and urban data configuration using the traces that others leave behind just through wearing the device and walking. We leave behind traces of our electronic identities almost daily and it's something that we are not really aware of. Also, if data is part of our physical world then it in some way degrades or gets pasted over like the posters in a metro station over time, the datascape is constantly shifting. We were going to be selective over how what qualities of data we were looking for, so older data might not be as 'memetically healthy' and so may not spread as far or at all. We were interested in being deliberately disruptive to see what might happen if we push messages into and across territories. So the Sticky Data project could sift through what is there in electronic space to find data that might benefit the wearer or be most disruptive.
One of the objectives of UISR is to explore new ways to 'sense the social characteristics of a city as you would temperature, or air quality.' Do you have a better idea of Nottingham (or any other city where you have experimented with the devices) after having tested your prototypes through its streets? Do you see the city with another eye? The devices have opened up new ways of experiencing the city, so we're pleased about that. When testing the Sticky Data device we discovered huge amounts of twitter data in surprising places - like the bus depot on an unremarkable street that we mentioned before. So the device certainly challenges your perceptions of the social makeup of your environment and certain expectations or pre-judgments you may have made. Of course it also has the ability to re-enforce some prejudices too. However, not knowing what the messages are it leaves you to read into their presence from what is physically around you, building the virtual narrative into the physical narrative of your surroundings. In the tests we have carried out we have felt some interesting things that have challenged and re-enforced our assumptions of particular locations. However no one of us has tested the device thoroughly across the city yet as we are still fine tuning it and have remained largely within familiar areas. Personally I am looking forward to taking the device somewhere totally unfamiliar and finding out what a city you've never visited before feels like. If you have no pre-suppositions about a particular street does the device make it easier to walk down or give you spidey-sense tingle that there will be something unpleasant around the corner? We just don't know yet.
Could you describe The LOST (Local Only Shared Telemetry) device? How does it work? The idea with the LOST device is for it to function as a social sixth sense. It's a wireless device, kept in close contact with the body that stores its owners profile. It simply transmits and receives this profile data over relatively small distances. When it finds a similar signal to its own the device communicates this to the owner by changing its temperature. We wondered how a system that is similar to that of ants leaving pheromone trails might work in the social context of a city. In antithesis to the omniscient Internet this device doesn't use any kind of infrastructure as it communicates only locally, so the user has to physically travel to find new data rather than just clicking hyperlinks. The sensory feedback the wearer receives is specific only to the time and place in which they find themselves. It's a thought experiment thinking that if everyone in an urban space wore such a device you would develop a very granular sense of the social make up of your very local vicinity with the cumulative heating, cooling effect of everyone else's device surrounding you. In such a way you could get a very clear feeling about whether a particular area is sympathetic to you as an individual or not. Kind of like blind man's buff, but instead of other players saying warmer or colder you simply feel it directly. As with the sticky data device, having no lingual or visual output, it interfaces at a somatic level - we're interested in what happens when social data is perceived physiologically rather than visually. By integrating these digital sensory devices into our normal bodily senses we can start to understand the possible positive and negative implications not just of existing systems but also our rapid progress towards transhumanism. The notion of being a trans-human is very exciting but until technologies are developed we can never really know what the implications of them will be. Devices like the LOST device allow ways of imagining how technological and biological integration might operate and in turn perhaps begin to understand their consequences individually and socially.
I'm afraid i forgot the name of the device you used for the public performance on the day of Making Future Collaboration Work. Beyond the fun and spectacular side of the performance, what are you trying to achieve with this piece? That was the Town Crier. It's a backpack mounted with 4 megaphones that shouts out geo-located tweets as you walk around. The other two devices we made offer very subtle, private interactions, so we wanted to try something a little more confrontational. The idea was to use the disparity between what can often be intended as very private or relatively anonymous reflections, and the openness of physical spaces that they are associated with. Shouting out these bits of text wrenches them, quite forcibly, back into public view. On the other hand though, the electronic voice puts all these statements on an even plane, and democratizes them giving a sense of the voice belonging to the place rather than any individual. These statements are at different times nonsensical, funny, or timely and touching, but they all add to the texture of a place, offering a glimpse of the collective memory embedded within it.
Are you still working on the project? Do you plan to push the prototypes any further? Add new ones? We see this as a long term research project so we are definitely still working on not only testing and improving current devices, but also using this process to develop our understanding of the data city, the technologically augmented human, and the ecology that they create. We're currently developing the town crier into some kind of performance work and playing with the Google Navigation voice more as a means of exploring the way in which the network operates as a continuous landmark in our landscape. The Sticky Data and LOST device projects are still very much a works in progress. With Sticky Data we are going to continue experimenting with the way that the data is sensed or output. The immediate question we want to address is the character of the sensation in relation to the density of data being sensed. Similarly, what types of data are being sensed, and what are the most appropriate modes of sensation for these different bits of data? With the LOST stone, we are going to play with what information is used to form the user profile to find which provide most effective functionality. Once we've worked out the technical challenges with both of these devices we want to produce enough of them for each of us to wear and live with them for a significant period of time. Perhaps with the LOST device also using willing volunteers to test them to increase the area density. We'd like to know what it would feel like if I put on a sticky data sleeve at the same time you put on your watch in the morning and wore it wherever you go for a month. Is it an irritation, will you get muscle spasms, or forget you've got it on most of the time and only notice more drastic or uncharacteristic changes? After this we hope to have a better idea of how we can develop the project further, fine tuning these devices and perhaps developing new ones. To put it in techno-garb, perhaps create the Urban Immune System 1.0 rather than its current beta version. It is perhaps worth making clear that the focus will remain on provoking speculation on what the possible social implications of developing this sort of technology might be, rather than trying to create a cure for urban illness. Technology is exciting and interesting, however the implications of innovations are rarely visible until you have the grace of hindsight. One can only speculate how developments might or might not change the world, but that process of speculation is really interesting and tells us something about our current understanding of our society and technological culture.
Thanks Institute for Boundary Interactions! Previously: Le Cadavre Exquis. |
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While the reliability of ballistic, bite-mark and even fingerprint analysis can sometimes be questioned in courtrooms, genetic evidence is still widely regarded as the forensic gold standard. Unfortunately, accidents happen. Remember the fiasco of the DNA evidence brought forward at the trial of O. J. Simpson?
Or the deep embarrassment of European police when they found out that a mysterious serial killer known as the The Woman Without a Face had in fact never existed? The only clues that the criminal had left behind at 40 different crime scenes were DNA traces. These were collected on cotton swabs and supplied to the police in a number of European countries. The police later discovered that the DNA had very probably been left by a woman working for the German medical company supplying the swabs, who had inadvertently contaminated them. There's more in the case against the fail-proof quality of DNA evidence. Three years ago, a crime lab analyst found out that DNA "matches" are not always as trustworthy as one might believe. While a person's genetic makeup is unique, his or her genetic profile -- just a tiny sliver of the full genome -- may not be. Siblings often share genetic markers at several locations, and even unrelated people can share some by coincidence. And in Israel, scientists have demonstrated that DNA evidence can be fabricated. "You can just engineer a crime scene," said Dan Frumkin, lead author of a paper published in 2009. "Any biology undergraduate could perform this."
Paul Vanouse is doing just that with his latest work, the Suspect Inversion Center. Together with his assistant Kerry Sheehan, the biomedia artist set up an operational laboratory at the Ernst Schering Foundation in Berlin. Using equipment anyone can buy on the internet as well as Vanouse's own DNA, they (re)create in front of the public identical "genetic fingerprints" of criminals and celebrities.
The solo exhibition features two other biological artworks by the American artist: a series of Latent Figure Protocol lightboxes and Relative Velocity Inscription Device, a cynical molecular race reflecting on biologically legitimized racism, in which bits of DNA, instead of bodies, compete by testing their "genetic fitness". The work uses DNA samples from Vanouse family and directly references Charles Davenport's book Race Crossing in Jamaica (1929), which attempted to provide statistical evidence for biological and cultural degradation following interbreeding between white and black populations.
The press release for the exhibition says: Vanouse's biotechnological installations do not only challenge the codes and images of contemporary knowledge production but also question the methods behind (natural) scientific findings in general: What do uncritically accepted commonplace catchwords such as "genetic fingerprint" conceal? To what extend does the technical construction of alleged naturalness notarize clichés and prejudices? Vanouse diverts biotechnologies and scientific imaging techniques from their intended uses, and amalgamates auratic iconography with technical images. Employing gel electrophoresis as artistic medium, he intentionally applies a method that bears analogies to photography: while photography allowed viewers to draw seemingly objective conclusions about human qualities based on physiognomic characteristics of the body, today, increasingly questionable social conclusions are derived from ontologized body fragments such as genes. Curated by Jens Hauser, Paul Vanouse: Fingerprints... remains open at the Ernst Schering Foundation (google map) until March 26, 2011. The foundation, which aims to promote science and art, was showing the wonderful work of Agnes Meyer-Brandis last year: Cloud Core Scanner - an artistic experiment in zero gravity. More posts featuring the work of Paul Vanouse: Wetware Hackers Day 2 and Hybrid Art awards. |
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Let's pretend it's November 2010 and i'm writing a perfectly timely report from the STRP festival in Eindhoven. Well, i did try at the time (cf. The Physiognomic Scrutinizer and Pattern Recognition - Art for animals) but that was very far from making justice to the programme. STRP is one ambitious art & tech affair which most of the taxi drivers who dropped me to the old klokgebouw venue unceremoniously called 'The Party'. STRP does indeed offers one hell of 10 day long party:
The last edition of STRP attracted almost 30,000 visitors. They came for the concerts and parties of course, but also for the performances, exhibitions, screenings, live discussions, conferences, games and workshops. The exhibition was particularly exciting with its mix of low tech and high tech. Zilvinas Kempinas' Double O which i had seen only in contemporary art fairs so far is made of just two fans and a strip of recording tape. You switch on the fans and hey presto! you get a sculpture that hovers between sheer poetry and vintage tech. At the other end of the spectrum were works such as Acclair's Art Valuation Service (AVS) that monitors your brain activity as you visit STRP's art exhibition. For the first time since its creation, STRP dedicated part of his enormous exhibition space to a survey of the work by a young artist. They had the magnificent idea to chose Lawrence Malstaf, an ex-theatre set designer who's been quietly building his artistic career in the mid-1990s. The international new media art circuit discovered Malstaf's work a couple of years ago and his installations have been gracing the likes of ZKM, Vooruit and the Japan Media Arts festival ever since.
Malstaf's most puzzling and iconic works were there. From the now world famous vacuum-packing experience provided by Shrink....
... to the ars electronica anointed Nemo Observatorium:
And then there were pieces which are equally noteworthy but might not have attained the same media-attention just yet. Such as a belt to navigate invisible architecture, the moving labyrinth of Nevel...
... a duo of conveyor belts running very slowly in opposite directions. Rolls and wheels hidden underneath add a tactile dimension to the experience.
I was both attracted and horrified by Shaft which has you laying with your face under a transparent shaft where plates hover and dance until they collide and break on the bulletproof glass. Just. Above. Your nose.
More goodies awaited in the other exhibition rooms: Lyndsey Housden & Yoko Seyama's Transient Landscapes is a performance installation that constructs and re-constructs the architecture of a room. On entering this field of vertical white lines performers as well as visitors can shape the space into patterns and images reminiscent of cityscapes and landscapes.
I felt immensely sorry for the poor electric fish brought from the Amazon River to be squeezed in a tank, endlessly photographed by curious visitors and form a choir based on their sonified electric fields.
Colin Ponthot's Monster Happy Tape is a blob of used audio tape hanging from the ceiling. By grabbing one of the yellow cables with magnetic heads at their extremity, visitors could play back sounds that might have been registered on the tape. A particular success with the kids who probably needed to be explained what a tape and a walkman are/used to be but also how physical sound can be.
The installation was part of the REwind: Compact Cassette programme which reminded visitors that the tape cassette was originally developed by Philips in Eindhoven back in the early 1960s. In another building Christoph De Boeck had built a Staalhemel, a 'steel sky'. Tiny hammers tap rhythmic patterns on steel plates, activated by the brainwaves of a visitor wearing an EEG scanner.
There was also a big plush cat in the adjacent room:
More images on flickr: Photos by Mick Visser, photos by Boudewijn Bollmann and mine. Previous posts about the last edition of STRP: The Physiognomic Scrutinizer and Pattern Recognition - Art for animals. |
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Quick one from STRP, the festival of art and technology which is taking place right now in Eindhoven, NL.
One of the installations that made me keep coming back to it over and over again last night is the Physiognomic Scrutinizer by Marnix de Nijs who, as usual, is using humour to reflect on some of the key issues of our society. In this case, the role biometric systems play in present our public space. The visitor is invited to walk through a brightly lit security gate similar to the ones you can find at airports, football stadiums and other protected public spaces. A camera takes a picture of their face and projects it on a LCD monitor behind the gate. A biometric video analyzing software scrutinizes the face but rather than try and identify the person, the software probes for facial features and characteristics that are similar to one of the 250 persons in the data base: each and everyone of them has gained fame for controversial or infamous acts (there are notorious transgender people, torturers, serial killers, pop stars addicted to drugs, etc.) Based on what the software detects, the visitor passing through the entry point will be accused according to the disrepute of their match and a stern, cold voice will enumerate their past deeds and misdeeds for everybody around to hear. The faces of the visitor and of the famous person are then displayed side by side on the LCD monitors behind the gate.
The tile of the work refers to physiognomy, the skill of interpreting a person's personality from looking at their external features and in particular the face. Ancient Greek philosophers recognized the validity of the study but it met with more disrepute in the Middle Ages and fell from favour over time. However, recent studies are now claiming that people's faces can indicate such traits as trustworthiness, social dominance and aggression. Face-recognition software is mainly developed for surveillance and security applications and commonly referred to as "biometric systems". The person undergoing the recognition process usually feels uncomfortable, even if he or she is innocent. Spectators of this security gate process never fail to have a good laugh to their friend who has just been paralleled with the world record gangbang holder or with Paris Hilton.
The STRP festival is open until November 28, 2010 in Eindhoven, The Netherlands. |
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A tidbit from the recent This Happened in London, where Semitransparent Design from Japan, Matt Jones and Russell Davies, Simon Oliver and Brendan Walker gave some insights in the inner workings of their recent projects.
Brendan calls himself a thrill researcher and engineer, and his design practice Aerial is "specialising in the creation of tailored emotional experience". This might sound a bit like standard lingo at first, but they actually mean it, since they're not looking at aesthetic pleasure from glitzy bathrooms or glossy interfaces, they're talking death-defying experiences, screams and cold sweat. This is an interesting subject for design since we are living in a time where often the emotional aspects of an object can be as important as the item itself, with people attributing cuteness to robots and such. Originally trained as an aircraft engineer, he soon realized that there's more to flying than just getting from A to B. Especially fairground or theme park-rides often aim to produce the same feeling that you had when that jet you were on suddenly dropped a few hundred meters. Thrill Laboratories looked at the way roller coasters are created as scripted experiences: people usually undergo a series of feelings when on the ride, which often enough (think of the ones that pretend to be over and then comes the real drop) follow a narrative almost like in a film.
To get a grip on the world of thrills, Walker teamed up with a criminologist from UCLA in Los Angeles to create the Taxonomy of Thrill and Thrilling Designs, two publications which try to formalize the aspects of the experience of being thrilled. And because this is proper research, they even created thrill-equations which include variables like euphoric value, valence polarity or the strong emotion coefficient. Having that somewhat formalized, Thrill Labs and a gentleman named James Conran teamed up and applied for one of the British Wellcome Trust's grants to create a harness which can be stripped to people on rides and would capture their emotions. "The technology for recording extreme emotions is there, it's just a question of bolting together the right parts". So they did and successfully created a setup which allows to record audio, video and different vital signs like the heart rate of someone on a ride, as well as their current acceleration.
After demoing this device, they were approached by London Science Museum's Dana Centre to create a three-week Fairground show which would include three "classic British fairground rides", the Miami Trip, the Ghost Train and the Booster to their venue in South Kensington. Each ride exploring a slightly different theme (pleasure, frisson and visceral delights), the main challenge was how to convey the subjects' experience on the rides in the yard to the audience inside the Centre. Dressed like Russian engineers in red overalls, Brendan and his colleagues from Shunt created a whole "carnival of experimentation" around the rides. The the images and data from individuals on the rides was streamed into the center (with wi-fi dropouts unintentionally but effectively adding to the drama) where there it was just displayed upstairs and interpreted by an expert downstairs.
Since then, there has been increasing interest in the research of thrill, with the Fairground performance being repeated at the iconic Oblivion ride at Alton Towers, which claims to be the world's first vertical drop roller coaster. There Brendan worked with a team of psychologists to survey 80 riders and collect their data into what became "a real monster of information". This eventually hints at the more serious side of thrills-there is a big market for developing technology and methodology of these extreme experiences. There has been little research so far in that area, especially in terms of design since most of these rides more or less stand upon 100 years of tacit knowledge and not rules and methodology.
The ultimate goal, of course, would be designing a cybernetic ride with actual biofeedback from the individuals on it, always adapting the ride to their emotions and sensations. A little hint of that might be the internet-infamous robo coasters, some of which are already in use at Legoland California.
And, for everyone who wants to have a controlled near-death experience of their own: Brendan and Thrill Laboratories will perform their Airphoria: Terminal 3, a.k.a. The Death Slide, this Friday (11th) evening at Shunt in London, which is located under the arches of London Bridge. Go scream! Related story: Thrill Laboratory. |
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Fernando Orellana and Brendan Burns have collaborated on a new art work which investigates one of the possible human-robot relationships. Using recorded brainwave activity and eye movements during REM (rapid eye movement) sleep to determine robot behaviors and head positions, "Sleep Waking" acts as a way to "play-back" dreams.
I asked Fernando to give us more details about the robot: How does Sleep Waking work exactly? I spent a night at The Albany Regional Sleep Disorder Center in Albany, NY. There they wired me up with a variety of sensors, recording everything from EEG to EKG to eye positioning data. We then took that data and interpreted it in two ways: The eye position data we simply apply to the position the robot's heads is looking. So if my eye was looking left, the robot looks left. The use of the EEG data is a bit more complex. Running it through a machine learning algorithm, we identified several patterns from a sample of the data set (both REM and non-REM events). We then associated preprogrammed robot behaviors to these patterns. Using the patterns like filters, we process the entire data set, letting the robot act out each behavior as each pattern surfaces in the signal. Periods of high activity (REM) where associated with dynamic behaviors (flying, scared, etc.) and low activity with more subtle ones (gesturing, looking around, etc.). The "behaviors" the robot demonstrates are some of the actions I might do (along with everyone else) in a dream. We also use robot vision for navigation and keeping the robot on its pedestal. This camera is mounted about three feet above the robot and it not shown in the documentation. Video: What do you think the robot can bring to our understanding of possible human-robot relationships? Sleep Waking is a metaphor for a reality that could be in our future. In the piece we use a fair amount of artistic license. Though the eye positioning data is a literal interpretation, what we do with the EEG data is a bit more subjective. However, perhaps one day we will have the technology to literally allow a robot to act out what we do in our dreams. What could we learn from seeing our dreams played back for us? Will we save our dreams like we save our photographs? Taking a wider view, robots are increasingly used to augment human experience. From robotic prosthetic devices, personalized web presences, and implanted RFID chips, technology is moving from being an externalized tool, to being a literal extension of who we are. By giving an example of and drawing attention to this process. We hope to give people the opportunity to think critically what personalized technology actually means. Did you use an existing robot or did you build it from scratch? We used a modified Kondo KHR-2HV humaniod robot. In the next iteration of this piece, we will be fabricating my own design for a humanoid robot. Thanks Fernando! See Sleep Waking at the BRAINWAVE: Common Senses exhibition which opens on February 16 at Exit Art. Another of Fernando's work, 8520 S.W.27th Pl. v.2, is still on view at the Emergentes exhibition at the LABoral center in Gijon, Spain until May 12, 2008.
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