Some researchers have observed that apes held in captivity watch tv programmes. Some of them are fond of the Teletubbies, others favour emergency room dramas or Disney cartoons. But is it possible to script, shoot and screen cinema just for primates? That's what Rachel Mayeri set out to discover with her work Primate Cinema: Apes as Family.

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The artist worked with Stirling University comparative psychologist Dr Sarah-Jane Vick to identify which kind of action, narrative or images a group of chimpanzees from the Edinburgh Zoo were most receptive too. The scientist and the artist observed how monkeys reacted to documentaries, cartoons, dramas screened inside a research pod where the animals could pop in and out as they pleased. The monkeys would spend a few minutes in front of the images then go away, come back, sit down for a moment, get up and bang violently against the wall that protect the tv screen, etc. Unsurprisingly the monkeys reacted more strongly to scenes featuring sex, food, violence but they were also interested in drumming and seemed quite fascinated by humans dressed as monkeys and by humans removing their monkey masks.

The result of the artist's research is a 20 minute movie. The video installation juxtaposes two screens. The right screen shows the movie for apes, its stars are actors dressed as and acting like monkeys. The second half displays the reactions of the ape audience when the film was shown on a chimp-proof screen at Edinburgh Zoo last August.

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Rachel Mayeri, Primate Cinema: Apes As Family. Photograph: Matt Chaney

The hero of the film for monkeys is an actress wearing an animatronic suit with motorized eyes that are controlled by a puppeteer. She enters a house, gets a soda from the fridge, goes upstairs and falls asleep in front of the tv. Soon, a group of chimpanzee intruders enter the house as well and start misbehaving: they help themselves to the bananas and carrots in the fridge and basically trash the house. The clatter wakes up our chimp heroine. She gets up and goes downstairs to see what's the tumult about. That's when the plot thickens. Because chimpanzees also appreciate to watch social and sexual dynamics on screen.

Last week, i went to listen to the artist at Cinema as Primatology, a symposium organized by The Arts Catalyst.

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Rachel Mayeri talking to the audience at the symposium

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Rachel Mayeri told us a few thought-provoking facts during her presentation:

- chimps might like to watch tv but that only happens when they are in captivity. Left in the wild, they have far more interesting things to do than watch tv.

- even the zoo is not the most suitable place to study the reaction of monkeys to moving images as the chimps' backgrounds may vary dramatically: some were rescued from poachers, others used to be mascots, some were born in captivity, etc.

- it's not correct to say that we descend from chimps as they haven't stayed exactly the same while we were evolving, our closest cousins have evolved too.

- chimps don't focus solely on the images appearing on the TV, they regularly check the changing social situation around them. They monitor each other ("who around me is sexually available?" for example) just like we do on facebook. Two of the most 'avid' tv watchers were a mother and daughter. During the research, the females were the ones who spent most time watching the tv screen. On the day of the screening of the finished movie for chimps at the Edinburgh Zoo, they were in rut, distracted and the center of male attentions.

- The artist is conscious that she made a film that reflects her own, very human prejudices and ideas of what a film should be like. She therefore asked herself "If a chimp director had to do a film for humans, would it have done the same mistakes and made a film for chimps rather than one for humans?"


Trailer for Primate Cinema: Apes as Family

Rachel also showed an extract of her first Primate Cinema video experiments, Baboons as Friends. In the two channel video installation, field footage of baboons are shown next to a reenactment by human actors, shot in film noir style.

The work was inspired by primatologist Deborah Forster who, unlike most people, can watch babboons for hours as if they were actors in a soap opera. The artist attempted to translate the plot of lust, jealousy, sex, and violence into the human world.

Primate Cinema: Apes as Family is at The Arts Catalyst in London until 13 November 2011.
Primate Cinema: Apes as Family has received financial support from a Wellcome Trust Arts Award and was filmed in the Budongo Trail at Edinburgh Zoo.

Sponsored by:





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At the beginning of the Summer i was in Nottingham to participate to Making Future Work. That day was only the last of a long string of events, conferences, meetings and commissions.

MFW started back in December 2010 when Broadway -a cinema we shall all salute for its programme dedicated to media arts- 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 winning projects were therefore very different from each other. Hopefully, their quality will put East Midlands on the digital art/interaction design map.

One of the winning proposals is Le Cadavre Exquis, a digital re-interpretation of the surrealist game Exquisite Corpse and the parlour game Consequences in which participants define parts of an image or text. The next person will add a portion of text or image without having seen the previous one and the process repeats itself until a complete narrative or image is completed.

In the interactive installation designed by Brendan Oliver and Brendan Randall, members of the public are invited to record a short stop-frame animation (with a little help from a custom designed software and gesture interface) as a response piece to a previously recorded submission. The piece is uploaded online within minutes and textual narrative is then created by online participants through a narrative suggestion feature.

Le Cadavre Exquis' aims to explore how notions of co-creation and user-engagement in live/on-line spaces, within the context of digital art or digital interaction, can be used to create an ever-growing visual film generated entirely by participants.

Contemporary sources of inspiration include user-generated content projects such as Aaron Koblin's wonderful The Sheep Market and The Johnny Cash Project, a crowd-sourced music video initiated by Chris Milk. I had never seen it before Brendan Oliver and Brendan Randall screened it in Nottingham so let me copy paste the embedded code over here:

I thought i should catch up with Oliver and Randall to see how the installation had evolved and traveled since we met in Nottingham.

The call for proposals invited artists and designers to respond to "four distinct areas of current practice" in digital innovation. You chose to focus on 'Co creation.' But did you have this particular project of Le Cadavre Exquis in mind well before reading about the commissions or did you start from scratch when you read the commission guidelines? How did the project mature and evolve?

Whilst we have an interest in co-creation and user-generated content the actual concept of Le Cadavre Exquis was generated completely as a response to the call for submissions and wasn't something we were already working on. When we read the briefs we considered them all and potential responses to each before deciding to submit a proposal for "Live Cinema and Co-Creation". It was at this stage the concept of Le Cadavre Exquis was born.

Initially the concept was that participants would respond visually to a textual narrative set by the previous participants and this would serve as the basis for them to act out their own submission. Once they had completed their submission they would then set the textual narrative for the next participants (using a keyboard) and by doing so we would have an entirely user-generated linear visual and textual responsive narrative.

However, through our research and development of the installation, we realised that this approach was very restrictive for participants and by allowing participants to dictate the visual and textual narratives the quality of the final outcome would be less successful than if we allowed participants to be responsive. We came to this conclusion for two main reasons. Firstly, we felt by having participants provide a textual narrative as well as record their visual submission this was too immersive and time consuming for an installation environment. Secondly, there was also the possibility that people would feel they could not respond to the textual narrative for varying reasons such as the narrative being purposefully difficult to respond to or controversial. We also wanted the focus of the installation to be on the creativity and expression in the visual submissions and for the technology to be almost invisible to them. It was always the aim to create tools that empowered the participant in the creative or artistic process and not for them to focus on the technology.

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Le Cadavre Exquis at the V&A's Web Weekend Image credit: Rain Rabbit

Is there any way for the public to check out the archives of the stop frame animations done by other people in the past?

All submissions can can be viewed online on the project website at www.LeCadavreExquis.net as well as textual narratives added to each video created. Visitors to the website can become participants themselves by submitting their own textual narratives to describe scenes filmed within the installation space via the 'Participation' page at www.lecadavreexquis.net/participate/. This also introduces a competitive element where visitors can vote for submitted textual narratives. Where more than one textual narrative has been submitted for a clip the narrative with the most votes then becomes the narrative for that video submission.

"Upon completion of the animation the players provide the next line of the dialogue for future player". How is it done exactly? Do they have to type the scenario on a computer? What is this step like exactly? Does it mean that in the end, if you put the short animations side by side the public has constructed a long collaborative narrative?

This was the original idea and the collaborative narrative is still at the heart of the final installation but we decided to allow participants to respond to the previous visual narrative rather than have them respond to a dictated textual narrative.

The original concept meant that only visitors to the physical installation would be able to take part and to view the output. However, our research-based conclusions, helped us to consider opening up the installation to an online audience.

In the final installation we separated the visual and textual narrative submissions to make it easier for participants to be creative with the visual story and to include an online audience by asking them to add a textual narrative via the website developed for the project. Animations created at the installation were compiled into video files and automatically uploaded to the website where they can be viewed by visitors and textual narratives submitted online. The textual narratives were then pulled back down from the website and displayed as subtitles when the visual narrative is projected in the installation space as a playback aspect.

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The gesture interface

You probably spent a great deal of time and energy on LCE so are you not ever tempted to influence the public? To ask them to perform in a certain way? Is it not frustrating to let everything in the hands of the strangers?

We did spend a lot of time developing the installation and website, much more than we initially envisioned and was originally considered for the commission. It was always our aim to create something where the final outcome was created solely by the audience and participants. We empowered participants to do this through the technology and the concept of Le Cadavre Exquis. We very much see the installation as a tool for creativity rather than prescribing the creative aspect itself. We are very much interested in how participants respond and in particular how we can enable people who wouldn't ordinarily consider themselves creative to lose their inhibitions, get excited, have fun, enjoy the experience and become the artist. Due to these ideals its not been frustrating for us to let participants create whatever they like.

I'm quite curious about the way people use LCE. Do they feel immediately at ease with the installation? Do they find it easy to engage with it? Do they reflect a lot before using it? Are they bold? But also did they surprise you along the way? Did they find ways of using the installation you had not thought about before?

Whilst we had introduced the installation at The Nottingham Contemporary for the final commission presentation we were thrown in at the deep end to a certain degree with being invited to install the piece at the V&A some two days later. We had naturally tested the technology and had also experimented was a local Dance company but the V&A would be the first public acid test. So naturally we, whilst confident, were a little nervous as to how the installation would be received. We needn't have worried though as from the first person to the last seemed to have no problems at all interacting straight away. We had worked very hard to ensure that the technology was very easy to use and understand and this was proved to be the case. With the event being at the V&A there was lots of people from various countries all over the world attending. Even those with little or no English seemed to have no problem understanding how the installation worked and how they could be creative.

As far as installations go this is quite an immersive experience for people to be involved with as we're asking them to be creative on the spot and to try and lower their inhibitions. Some people have been reflective, a few declined but the overwhelming majority have been excited and more than happy to be involved in something creative and user-generated. Having the playback projection aspect where people entering the space could see all the previously recorded scenes definitely helped in this respect. We think feeling they are part of a larger whole, part of the creative process has been a great incentive and we have been really surprised at the variation and quality of the stories told within the ten frames of the animations they create. You'd be surprised what can be done. We even had a meeting of a couple, courting, engagement, marriage and finally the birth of a baby - all in ten frames.

The beauty of the installation is that because we haven't sought to control the output it can be used in various ways. For instance The Nottingham Contemporary, who hosted the installation after the V&A, provided a number of props and accessories for participants. This has been great for creative submissions but also influenced the public towards certain narratives by the style of the props themselves and the fact they had tied it into the on-going Jean Genet exhibition at the gallery.

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Brendan Oliver & Brendan Randall presenting Le Cadavre Exquis at Making Future Work in Nottingham. Image credit: Melissa Gueneau, courtesy MFW

The work has traveled to V&A in London and other venue since we met in Nottingham in June. Do you have plans to show it elsewhere?
Do you plan to develop or modify the piece in the near future?

It's been quite non-stop for Le Cadavre Exquis being in the V&A two days after completion and directly following that it has been running permanently in The Nottingham Contemporary over the summer. It's due to finish there on the 4th of September. Our vision is that this is an installation that, in theory at least, can keep running and running. If we can keep installing and generating submissions there's no reason this can't be the case. We've already had enquiries for installing in various other environments and alternative uses. We are very much open to propositions or proposals from anywhere & anyone.

By the very nature of how the installation is conceived we can adapt the system in many ways to different uses and environments from performance to education uses. We also have plans to develop the project using the generated content itself. One area we're looking into is a 'Director' tool aspect where online users will be able to access all the videos and textual narratives (or indeed write their own) to create their own self-directed movie. We're currently looking into funding opportunities to develop this aspect. This notion of 'Directing' has routes into performance and writing within the arts and education - all of which is very exciting for us and for the project in the future.

Thanks Brendan and Brendan!

Photo homepage: Le Cadavre Exquis at the V&A's Web Weekend programme Credit: Rain Rabbit.

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

Before going through the series of winners of World Press Photo, i had never heard of narco cinema. But then again each time i've discovered a cinematographic (sub)genre recently it was thanks to photography. In late 2009, i found about Nollywood cinema through Pieter Hugo's work. This year Fabio Cuttica brought me to Narco Cinema.

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

The name says it all. Narco cinema churns out low-budget, action-filled B-movies that star drug dealers, corrupt cops and politicians, strippers, explosions, blood baths but also plenty of trucks and those vehicles that are twice the size of my flat. Although they are fictional, the films mirror and glamorize the stories of the real battles that oppose police vs narcos or drug cartels vs other drug cartels. The more brutal the real conflicts get, the more violent the scenarios of narco movies.

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

Making a 90 minute movie is an experience as fast-paced as the action in the film itself: most of the time only 2 weeks separate the writing of the scenario from the distribution of the film. The films never make it to the big screen, they go directly to DVD case. VICE went to the shoot of a narco movie last year and came back with a long article and a short documentary.

But let's get back to the winning entry at the World Press Photo 11:

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Fabio Cuttica, Actor Fabian Lopez on set in Tijuana, playing the lead in the film El Baleado 2, Narco Cinema, Tijuana, Mexico, 06 November 2010

Tijuana is a focal point of real-life drug wars raging in Mexico. The wars have inspired 'narco cinema', a B-movie genre dating back to the 1980s that has become increasingly violent in recent years. Formulaic and action-packed, the films have been accused of glamorizing the drug lords' way of life, but reflect a world much of the audience recognizes. Narco cinema is enormously popular both in Mexico and with Mexicans living in the USA. Over 30 such narco movies are shot each year in Tijuana alone, and many actors achieve star status.

Fabio Cuttica speaks about the project:
"In November 2010, I begun to document the cinema production in Tijuana, Mexico. I focused my work on the production of movies that offer a representation of narco trafficking. In the last years, with the increase of violence due to conflicts among drug cartels, a cultural market (music, literature, movies) has developed that seeks to describe and tell some aspects of this conflict.

The winning picture, which is one of a series about narco cinema, was shot during the filming of the movie El Baleado 2. It was one of the last scenes, before the main character, actor Fabian Lopez in the role of Saul 'El Baleado' was shot to death. I worked on the set of El Baleado 2 film during a week. In the scene, 'El Baleado' leaves his office, shooting at the enemies that want revenge. In the background, a cloud of cocaine fills up the room. His face, drug crazed, is also cover by cocaine-like powder. That day was the last day of filming. It was a 20-hour, non-stop journey, at a set inside a house in Tijuana. It was a very tiring day, but really lucky, I will not forget it!"

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Fabio Cuttica, The set of the film "El baleado", Narco Cinema, Tijuana-Mexico, November 2010

In an interview with The Independent, Cuttica explained that narco cinema may even be a way to make sense of the violence. As he suggests, "it is something happening today in Mexico and the people feel somehow involved with this, they want to know, suffer, and - why not? - also laugh about it."

More photo in The Independent, Contrasto.

Previously: The pavilion i wish i hadn't missed at the Venice Biennale and World Press Photo 11, the most spectacular works of photo journalism from the year 2010.

I wasn't planning to blog about this exhibition today but i'm just back from Watch Me Move: The Animation Show at Barbican and if i don't share with you a couple of gems i saw there, i won't be able to focus on anything else.

The exhibition traces the history of animation over the last 150 years in over 100 films by contemporary artists, animators, auteur filmmakers and exponents of experimental film alongside the production of commercial studios.

Wallace and Gromit, Mickey Mouse, Felix the Cat and The Simpsons are there. Astro Boy and Sailor Moon too. So are dozens of films by artists, film-makers and studios such as Studio Ghibli, Fernand Léger, Harun Faroki, Cao Fei, Eadward Muybridge, Lumière Brothers, Stan Brakhage, Len Lye, William Kentridge, Kara Walker, etc.

Because this has to be a quick parenthesis before i get back to our regular programme, i'm going to copy/paste below a few links, images and embedded codes:

One of my favourite film is Rabbit by Run Wrake. Two children, as greedy and cruel as they are cute, find an Idol in the belly of a rabbit they have just brutally killed. Fortune and copious massacres ensue.


Run Wrake, Rabbit, 2005

Tim Burton and Rick Heinrichs's cult stop-motion short film Vincent follows a young boy who dreams that his life is as ghoulish as one of Vincent Price's horror movies. Narrated by Vincent Price himself.


Tim Burton and Rick Heinrichs, Vincent, 1982

My heart goes to Vincent's poor little dog.

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Tim Burton and Rick Heinrichs, Vincent (screenshot), 1982

And The Tale of the Fox, a brilliant brilliant brilliant movie from 1929-1930 by Irene and Ladislas Starevich. The songs and dialogues are in verse and particularly delightful if you understand french.


Irene and Ladislas Starevich, Le Roman de Renard, 1929-1930

I also liked Matter in Motion by Semiconductor but there's only a snippet of the film online. And there are two clay animation by Nathalie Djurberg. I'm like everyone, their dog and their uncle, i adore her work.

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Nathalie Djurberg, The Rhinoceros and the Whale, 2008, Music by Hans Berg

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Nathalie Djurberg, Putting Down the Prey, 2008. Music by Hans Berg

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Nathalie Djurberg, Putting Down the Prey, 2008. Music by Hans Berg

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View of the exhibition Watch Me Move: The Animation Show at Barbican. Photo credit: Lyndon Douglas

Trailer of the show:

The entrance price is a bit steep but then you could spend the whole afternoon moving from bench to bench watching the animation films. Watch Me Move: The Animation Show is open till 11 September 2011 at the Barbican Art Gallery, in London.

Euthanasia Coaster is a hypothetical euthanasia machine in the form of a roller coaster, engineered to humanely kill a human being. The rider is subjected to a series of intensive motion elements that induce various unique experiences: from euphoria to thrill, and from tunnel vision to loss of consciousness and eventually death. The whole process reproduces over a much longer period of time the sensations that pilots and astronauts experience during training when they are put through extreme g-force inside human centrifuge machines. The Euthanasia Coaster is of course a speculative project. People might want to experience this ultimate ride in the future, for example when their lives have been extended so much that existence has become unbearable. In addition, the roller coaster, with its spectacular succession of physical and mental sensations, brings back a sense of ritual to the contemporary handling of death (after all, people in England have been known to use fireworks to send the ashes of the deceased into the night sky.)

If you want to know more about the project you can take the fast lane and enjoy designer Julijonas Urbonas's cute Lithuanian accent in this video:

Or take your time and follow this conversation i had with designer:

You have a rather unusual bio for a designer, it states "In 2004, I became a managing director of an amusement park in Klaipeda, Lithuania, and ran it for three years." Was it already part of your design research or was it a genuine job that had nothing to do with art and design and had no other purpose that making a living? What did your experience there teach you?

I grew up in a Soviet amusement park, which was headed by my father. The park was my substitute kindergarten and its employees - ride operators, event managers, technicians, cashiers, administrators - were my nannies. I witnessed the transition from communism to westernisation from quite a unique perspective of that architectural amusement. The entire Soviet Union was filled with these carefully crafted packages of standardised 'military-grade' amusement rides that functioned rather as communist propaganda machines, saturated with Soviet memorabilia, soothing and relaxing the labour force from physical and mental exhaustion. Once Lithuania became independent in 1991, the country's amusement culture was also liberated and western forms of entertainment started to emerge. As a result of this, the park started to experience gradual decrease in visitor numbers, and the need for an upgrade was evident. Growing up, I was constantly involved in various activities related to this transformation, from redecorating and redesigning to rechoreographing the movements of the rides. Later I engaged in a dialogue with these experiences during my BA- and MA-level design studies, finally culminating in a speculative architectural and design proposal for the renovation of the park I had grown up in. This paved the way for my CEO career - I took over my father's position.

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Julijonas - the boy with the blue shirt - riding the Soviet amusement ride "Cabin-boy" in the Klaipeda Park of Culture and Recreation, Lithuania, 1990 (Photo taken from Julijonas' family album)

But it was only quite recently that I realised it had been a little professional misfortune: I never liked to ride the rides myself, but rather preferred to wonder about those peculiar phenomena. My disinterest in submitting my body to the funfair machinery perhaps lies in the fact that I'm quite motion-sickness-prone, and that I grew up in a very standardised park (most children at that age were dreaming about Disneyland). Thus, I've been intimately connected to the amusement park, but also retained a substantial or, better put, critical distance. Nonetheless, in spite of (or thanks to) the latter, I felt something extremely powerful was lurking in the park. And I soon realised, that, for instance, it was the only existing hybrid narrative form that engaged or immersed its audience through virtually all the possible channels at once: psychologically, symbolically, ideologically, bodily, etc. Most interestingly, I found that this sort of surrogate reality provided a variety of aesthetic kinetic bodily-perceived experiences that was unparalleled by any other existing place, except for, was perhaps, only astronaut training camps. So, now I can say that by engineering and designing efficient ways of twisting the rider's guts and elegantly disorienting people, I was in fact working on what I call the aesthetics of 'gravitational theatre' in my PhD research project.

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The same model of the "Cabin-boy" ride (upper top) decorated with a red star in the Soviet amusement park "Victory" in Tiraspol, Moldova (note that such parks were usually called Park of Culture and Recreation or "Парк Культуры и отдыха" in russian.) Photo: Alexander Banekiy, 2011

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A modernised post-Soviet version of the "Cabin-boy" in Orenburg, Russia. It is basically an old iron-rich model dressed in a shiny plastic simulacrum. Photo: Alexander Sablin, 2008

The Euthanasia Coaster, a model of which is currently exhibited at the Science Gallery in Dublin, is designed to put an end to a state of boredom we might feel in the future due to an almost excessive longevity. It would allow people to leave life in a euphoric state through an amusement park ride. Why call it Euthanasia and not suicide coaster?
Have you thought of applying your knowledge of amusement park designs to other purposes?

At first, what was designed was just a fatal falling trajectory with no purpose but one: to kill the rider pleasantly and elegantly. That was where the title came from - "euthanasia" means "easy or good death" in Greek. It was a design thought experiment concerned with what the ultimate roller coaster would look like and what possible usages it would be open to. Later on, having received lots of feedback from my scientific advisers and the public, I began to add more trajectories, yet this time not as engineered curvatures but rather as storylines suggesting different uses. The key ones were obviously assisted suicide and execution. It is because the coaster may provide not just a pleasant death in terms of physiological pleasure but also, more importantly, an alternative death ritual appealing to both the individual and the mourning public.

Today, the procedures of terminating the patient's life are highly hospitalised and not much different from a mundane injection of medicine. There is no special ritual, nor is death given special meaning, except that of legal procedures and psychological preparation. It appears that death is being divorced from our cultural life much like death rituals are dissapearing in our secular and postmodern Western society. But if euthanasia is already legal in some countries, why not make it more meaningful, not in a way certain aboriginals mourn a deceased by ecstatic singing and dancing around a bonfire, for example, but rather as a ritual adapted to the contemporary world where theme and amusement parks replace churches and shrines or at least achieve an equal power of producing spiritual effects (more and more people attend theme parks for self-improvement purposes: relaxation, self-cultivation, socialisation). This is, of course, food for thought.

It has been observed that the jumpers, people who commit suicide by falling to the ground, often demonstrate some sort of aesthetic preference for a nice place or structure to kill themselves, for example, by travelling long distances for that, but also performing some forms of rituals such as folding their clothes neatly before the jump or holding a hat on the head with both hands all the way down. What's more, sometimes the jumpers fall undressed or perform some choreography - it seems that they care about how their bodies meet the air. All this testifies that self-murderers are not apathetic in relation to the ritual of killing themselves, and seek some sort of aesthetic meaning in it.

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The Euthanasia Coaster scale model on display at the HUMAN+ exhibition in the Science Gallery, Dublin in April 2011. Photo: Patrick Bolger/Science Gallery

In fact, falling is a unique experience that sets itself apart from other types of death: while rushing towards the ground or, in the case of the Euthanasia Coaster, towards the loop, knowing and anticipating with the whole body the exact time of death, there is still a fraction of time for reflection. Its real-time interface and inherent dramatic structure - the leap, the fall, the impact - a three act tragedy, are not present in lethal injection, shooting yourself or in overdosing on drugs, for example. Pull the trigger and you receive the shot - there is no gap between the act and its result, while with lethal injection or overdose there is an unknown time interval. In the Euthanasia Coaster the ritualistic drama is exaggerated even more: there is a lift up the tower, the drop, the serpentine fall, the vertiginous and euphoric entry to a series of the loops, and, eventually the fatal ride within the loop. Moreover, another unique thing is that this dramatic spectacle is open to the public, be it the relatives of the rider or the victims of the sentenced to capital punishment, revealing the full drama of their demise. Given all that, the coaster incorporates the private and public aesthetics of a humane and meaningful death: for the faller it is a painless, whole-body engaging and ritualised death machine, for the observers - a monumental mourning machine.

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Close-ups of the scale model. Photo: Aistė Valiūtė & Daumantas Plechavičius

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Close-ups of the scale model. Photo: Aistė Valiūtė & Daumantas Plechavičius

Another possible usage of the coaster - a "hacked" thrill ride - was suggested by an aeronautic engineer who happened to visit the coaster's scale model during one exhibition in London. "Your machine could be easily hacked, you know," she commented. Noticing my confused face, she continued: "Using anti-g-trousers that prevent pilots from blackout and fainting, I believe, I would survive the ride and turn it into the most extreme thrill ride."

My previous project Emancipation Kit is also a part of my PhD studies and has something to do with parks as well. It is a set of specially designed tools for facilitating vomiting - a sort of vomit simulator. The project evolved out of the sketchy idea of "Vomit Park," a park with no kinetic experiences but retaining the very result of them, puking. You visit such a vomit park, disgorge the contents of your stomach, and leave light and emancipated.

I have many more ideas of similar 'amusements', but most of them have to be open for bodily participation and therefore are quite pricey to build. It might take a good while until I realize them.

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Photography: Aistė Valiūtė and Daumantas Plechavičius. Neon design/typography: Egidijus Praspaliauskas

The description of the project explains that the Euthanasia Coaster benefits from 'the marriage of the advanced cross-disciplinary research in space medicine, mechanical engineering, material technologies and, of course, gravity.' Could you give us more details about the technology involved in the Euthanasia Coaster?

The key technology of the coaster is basically its falling trajectory, the "story-line" of the ride, if you can call it technology. The very experience of the ride depends on the curvature of the track, and therefore all the design and engineering involved in building a roller coaster is basically structured around this linear element: its play with gravitational forces, the resulting effects on the rider's body, dynamic loads on the supporting architectural structure, the physics of the ride such as tendency to slow down due to air drag and friction, etc.

In the Euthanasia Coaster, the track incorporates both the functional and the aesthetic aspects of the ride. Both converge in the human-gravity interface design, or what I call g-design, and permeate the personal and public levels of aesthetics, dealing with the bodily experiences of the ride including pleasurable death, the ritual, but also the sculptural appeal of the coaster's construction. Based on physics calculations, the coaster's track has a laconic shape and is completely functional in terms of elegantly and pleasurably terminating the life of the rider. It consists of two core parts: (1) the drop tower - for dropping the coaster's vehicle down the track to achieve such kinetic energy that allows to sustain 10 g for about a minute within (2) a series of seven teardrop-shaped vertical loop elements, arranged in a decreasing size order and forming a spiral. In order to keep constant force, the size of the lethal loops decreases along the course according to the car's decreasing velocity reduced by the friction and air drag. The drop-hill features a heart-line roll element, a whirling coaster track element, where your heart stays roughly in line with the centre of the falling trajectory around which you body spins. This element adds a vertiginous experience, but also works as a sort of disorienting anaesthetic for the further harsher part of the ride. The latter incorporates GLOC (G-force induced Loss Of Consciousness) and brain death caused by cerebral hypoxia, oxygen deprivation in the brain- which is, curiously, usually a euphoric experience accompanied with surreal dreamlets.

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The Euthanasia Coaster's loops are specially engineered in the shape of a clothoid loop to sustain uniform and constant g-forces along the ride. Specifically, it sustains 10 g which is not too much to get injured physically and not too little to come back alive.

To calculate all the physics, I needed some mechanical characteristics of the vehicle. For this I modelled a hypothetical vehicle with rough physics approximations of 1 ton roller coaster car with no windshield (I wanted the passenger to feel the wind, its increasing force, and, eventually, terminal velocity).

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A prototype of the vehicle of the Euthanasia Coaster by Julijonas Urbonas, 2010

When it comes to efficiency, the coaster is in fact not the best solution to end one's life with g-forces, as there are more efficient ways of killing people such as the human centrifuge, the Euthanasia Coaster's closest analogue, or many killing machines and techniques introduced by the Nazis. In comparison to those, the coaster is extremely bulky and grandiose, but this heaviness is balanced by the aesthetics of experiential, functional and sculptural lightness devoted to the dignified death of a human being. Moreover, it is also 'light' for the earth as the coaster is driven almost solely by gravity.

The model is exhibited at the Science Gallery along with a b&w video showing the face of -i think- a pilot. There's a short extract in this video.
Could you describe what the man in the video is experiencing?

high_g-force_training_2.jpgThe pilot in the video is undertaking high-g training in a U.S. Air Force Centrifuge at Brooks Air Force Base, Texas. He is performing a set of anti-g-strain manoeuvres - special techniques of breathing and muscle contractions of lower extremities, especially in the abdomen and legs to keep blood circulating in the upper part of the body - which prevent one from fainting while performing high acceleration turns (an experiential equivalent of the Euthanasia Coaster's loops). The pilot there is spun around at approx. 9 g, which means he experiences a nine-fold increase in his body weight. He is stuck to the seat so hard that his whole body is almost completely immobilised. You can see in the video the tissues of his face drooping down - it looks like he is ageing remarkably. Breathing requires more effort, as the ribs and the rest of the internal organs are pulled down, which empties air from the lungs. The force rushes the blood to the lower extremities of the body, thereby causing oxygen deficiency in the brain, which results into blurred colourless vision (aka greyout), later - loss of peripheral sight (aka tunnel vision) and hearing, and blackout. Eventually, this experience - accompanied by disorientation, anxiety, confusion and even euphoria - is crowned with G-LOC, during which the body is completely limp, and vivid bizarre dreams occur, such as being in a maze and unable to get out, or floating in a white space, not knowing who you are, why you are here, etc (check this video). While the pilot is recovering from G-LOC, he is still unconscious, his body flails around in a chaotic fit that is called "funky chicken" in aeromedical slang, as the neurons in the brain - replenished with extra oxygenated blood pumped harder from the heart - begin firing once again. This causes arms and legs to twitch uncontrollably. After having lost consciousness in centrifuge training, pilots often experience amnesia and deny the fact they lost consciousness, even feel dumbfounded when shown video tapes of the episode.

If i understood well, the Euthanasia Coaster is part of a PhD research project that explores gravity's impact on creative disciplines such as design but also art and architecture. Has this field of Gravitational Aesthetics been really so under-explored so far? What will the rest of your "Gravitational Aesthetics" investigation be about? Are you working on other prototypes?

The study "Gravitational Aesthetics" - both theoretical and studio-based - is original on several levels: the systematic phenomenological (or experiential) survey of gravitational experiences such as amusement rides, various levitations, even lucid weightless dreams; and the development of a specific design approach, g-design (the prefix "g" stands as a conceptual link to g-force or gravitational force).

G-design, a marriage of gravity and design, is an original creative and critical approach examining the complexity of the cross-interactions between gravity, aesthetics, technologies and philosophy. Inspired by amusement rides and choreography, it invokes the powerful gravity's creative potential for creating revelatory and enriching experiences that engage the whole body and imagination. Choreographing the bodies through design, shaking the body's innards with poetic vehicles, imagining alternative gravities are a few things that g-design is concerned with.

You may say this approach is not new - there are individual examples of artistic, design, architectural, engineering work that might be 'labelled' as g-design. For instance, roller coasters designed by Harry G. Traver, custom-modified wingsuits, the oblique architecture of Paul Virilio, imaginary vehicles by Panamarenko, etc. These examples abound, yet they are fragmentary, and there is no person who has/had pursued an extensive and systematic study in this area. G-design aspires to fill this gap by surveying the existing examples and designing new ones, while striving to unify and synthesise them in a single theory or creative approach, and give it pragmatic orientation, something that an individual can directly translate into or apply to an artistic practice.

The research project has been mainly theoretical so far, but in parallel to writing I've been sketching all the time, and have produced quite a bunch of ideas that I am very enthusiastic about putting into practice now. Currently I'm developing a few ideas of conceptual amusement rides open to bodily submission: one involves collaboration with a choreographer and roboticist, another has to do with imaginary exercises.

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A performative lecture on the experiential reality of levitation, was delivered at the Arts Catalyst, London, June 2011. Photo: Aistė Valiūtė and Daumantas Plechavičius

Thanks Julijonas!

P.S. Julijonas Urbonas also invites musicians, sound artists and engineers to submit sound compositions for a series of the installations "Sounding Doors." Selected compositions will be played by opening/closing a door augmented with specially integrated electronics in various public locations in the city Karlsruhe in late Summer. DEADLINE: 1 August 2011.

Check out The Euthanasia Coaster (as well as Reproductive Futures and the Center for PostNatural History) at HUMAN+, an exhibition on view through June 24, 2011 at the Science Gallery in Dublin.

A Touch of Code - Interactive Installations and Experiences (available on amazon USAand UK.)

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Publisher Gestalten writes: Thanks to the omnipresence of computers, cell phones, gaming systems, and the internet, a broad audience has traded its past reservations against technology for an almost insatiable curiosity for all things technical. Against this background, unprecedented new tools and possibilities are opening up for the world of design. In addition to sketchbooks and computers, young designers are increasingly using programming languages, soldering irons, sensors, and microprocessors as well as 3D milling or rapid prototyping machines in their work. The innovative use of powerful hardware and software has become affordable and, most of all, much easier to use. Today, the sky is the limit when it comes to ideas for experimental media, unconventional interfaces, and interactive spatial experiences.

A Touch of Code shows how information becomes experience. The book examines how surprising personal experiences are created where virtual realms meet the real world and where dataflow confronts the human senses. It presents an international spectrum of interdisciplinary projects at the intersection of laboratory, trade show, and urban space that play with the new frontiers of perception, interaction, and staging created by current technology. These include brand and product presentations as well as thematic exhibits, architecture, art, and design.

The comprehensive spectrum of innovative spatial and interactive work in A Touch of Code reveals how technology is fundamentally changing and expanding strategies for the targeted use of architecture, art, communication, and design for the future.

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Daniel Schulze, Bitsbeauty, For Those Who See

New media art, interaction design, digital art, communication design, interface design, art&tech, etc. Define them as you like, the works in this book celebrate, in an unfussy, feisty way, the emancipation of computer code from the hands of programmers.

A Touch of Code takes a snapshot of the state of interactive art and design right here right now. If you're looking for a book with historical context and a panorama of what is going on all over the world this might not be the book for you. The works covered are very recent, there's no date next to the title of the pieces selected but i'd say that very few -if any- of them were developed more than 10 years ago. Most of the works were created in the USA or in Europe. With a surprisingly high emphasis on works from German-speaking countries. Which is fine by me, i don't tend to follow German magazines and blogs so i'm often in the dark as to what artists and designers are doing over there.

The book doesn't embarrass itself with much text. There's an introduction by Joachim Sauter from ART+COM, another one by the editors of the book. Other than that, all you get is the usual description of the works and a few lines that comment each chapter (Look, Touch, Explore, Engage and Intervene.)

Still, A Touch of Code is a joy to pore over. It's like a fast, efficient and snazzy blog about interactive installations. The images are fantastic, the design is impeccable, I discovered many young artists and designers (i was actually appalled by the extent of my ignorance) and felt the need to reconnect with artists i had not seen in ages.

Take a look at some of the goods you'll find in the book:

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Siren Elise Wilhelmsen, 365 Knitting Clock

Siren Elise Wilhelmsen 365 Knitting Clock that knits 48 meshes per day, and produces one two meter long scarf per year. Knitting 24 hours a day, and a year at a time as a physical manifestation of time, they knit one mesh every half hour all day long, and in a year they each produce a two metre long scarf.

By the end of the year the yarn can be changed and a new year - and a new scarf - can begin.

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Kathrin Stumreich, Fabricmachine

Kathrin Stumreich's Fabricmachine is a loop-based musical instrument that transforms the opacity, quality and weaving technique of the textile into audio signals.

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Cod.Act, Cycloïd-E. Image copyright Xavier Voirol

Cycloïd-E is a sound sculpture composed of five horizontally-articulated tubes which swing in unpredictable patterns and produce musical tones. Each section of the armature is a different instrument that emits a sound dictated by its position and speed of movement. The video of the work in action is impressive.

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Mischer Traxler, Till You Stop

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Mischer Traxler, Till You Stop

Mischer'Traxler's cake decoration machine is made of a rotating platform, icing gun, a motor-run arm and a silver dragées spout. The machine perpetually repeats one production step, first the icing lines then the sugar beads, as the cake rotates. It goes on until the customer stops the process.

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Felix Voerreiter, txtBOMBER

txtBOMBER by Felix Voerreiter generates on the fly and prints out political statements using an Arduino processor and seven markers.

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Julius von Bismarck & Richard Wilhelmer & Benjamin Maus, Fühlometer, 2008. Photo: Julius von Bismarck

Fühlometer, by Richard Wilhelmer, Julius von Bismarck and Benjamin Maus, draws a luminous emoticon over the Berlin sky. A software reads emotions out of the faces of random Berliners, the system processes the resulting mood data and turns it in real time into this gigantic smiley.


Thibault Brevet , Self-Made Carbon-Copy Paper Printer

The Self-Made Carbon-Copy Paper Printer is the result of two constraints: no original and no traditional printing method. The printer was hand-made using carbon copy paper. The software was developed for the printer using processing to read the bitmat image and control an Arduino driver. Wherever there is a black dot on the bitmap image, the printer-head hits the paper, leaving a mark. The printer's hardware and software solutions reference the work of do-it-yourself and maverick open-source communities.

Three Pieces, which was housed during several weeks in Victorian Palm House of the Royal Botanic Garden in Edinburgh, is a robot that plays the traditional Chinese dulcimer with its many bamboo fingers while the surrounding foliage hides an ensemble of robotic chimes. The robot performers, which are connected together, are conducted by the living and ever changing elements in the Palm House: moisture content of the soil, plants, temperature, animals, visitors.

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Joseph . L Griffiths, Drawing Machine #1 (To Your Heart's Content)

Joseph . L Griffiths 's Drawing Machine #1 (To Your Heart's Content) is a stationary bike with a spinning front wheel that powers an apparatus that draws circles on the surface using coloured markers. Meanwhile, another drawing element makes other doodles based on the side to side motion of the handle bars.

Views inside the book:

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