CyberWorlds 2011 Presentation


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Presentation at Cyberworlds conference in Banff Center, Canada. Excuse video slides not working, please see YouTube/Vimeo for demo video.

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  • My research is quite different to the majority of presentations here so far and as such I decided to focus on the ideas andto the works I discuss in my paperMy research applies cultural and philosophical discourse to recent developments in computer science to propose a new mode of representation that concerns itself with the affective capacities of art in order to articulate a sense of dispersed embodiment, thus contributing to the redefinition of aesthetic representation and embodiment.
  • Singularity and immateriality are silly notions as we need materiality in order to assign semiotice systems and gather meaning and conscious thought requires that anchor to function, otherwise consciousness is a complete open network of constant fluxus and zero meaning or relevance. It is arbitrary and too far removed from Baudrillard’s paradigm of the past “real”-ness that we still base our negotiation of time space and being on.
  • Dark matter and black holes at one end and neutrinos the neutrino project at the other
  • It is no longer a case of us vrs them. We are everything. We have engrossed/invaded the whole of natural exhistannce through our complete dominance of it and this is still eveolving. We are becoming, through information technology, everything. Our consciousness is inclusive of a collective intelligence that encompasses everything.
  • Give expostion but also detail how with new methods of mixed reality real time data transfer computer science has in many ways became a new form of alchemy in that it combines technology with creative experimental discourse in a way that returns humanity to a time before spirituality was regarded under the rigid paradigms that the development of religion faciliated. Mythology of fire and alchemy of RTMRDT
  • CyberWorlds 2011 Presentation

    1. 1. The Promethean Alchemist ANDTerra(socio)Sonica: Pouvior/PoussanceAre examples of hypersurfaces: “Able to present dichotomousrelationships, between representation and matter, inside andoutside, organic and inorganic, the hypersurface is the site ofvirtual performance.”- Giannachi My participation in the exchange is the threefold translationfrom organic data to computational code, to visualrepresentation using XML RPC. The viewer pushes thisfurther by becoming an alChemist… stirring a virtualprimordial soup. While the viewer is firmly planted in thephysical realm, they still experience the dissolve between theorganic and inorganic, humanity and technology.
    2. 2. post-biological digital ID• Post-biological, in this sense, refers to a redefinition of the embodied subject which encompasses their location in virtual environments as well as in the physical. This involves the creation, through art practice, of agents that are born from data, but which take on the appearance of bio-forms and thus become embodied.• At the same time these agents are a differential embodiment of the bodies, which first generated that data in their everyday activities.
    3. 3. post-biological digital ID• The existence of embodied information, linked to and yet not the same as embodied selves, creates an interface through which humans negotiate their identities across the boundaries of different reality states, more or less virtual, and yet always involving the mapping or writing of that identity onto ‘a body’.• By having bodies both material and virtual, humans have become post- biological even as their biology remains the primary point of reference for the data gathering, which enables this transition to occur.
    4. 4. moving beyond post-human• The concept of humanism or post-humanism is no longer valid due to biological progression in the field of astrophysics/neuroscience/consciousness and spirituality to name a few ‘sciences’.• This calls for a discourse that is more inclusive of other organisms. This is further expressed by vision science, particularly atomic force microscopy, digital telescopes etc.
    5. 5. The universe is nowvisible from the extremesof spatial distance andthis calls for theinclusion of all elementalbeings, organic andinorganic into a system ofanalysis that isuniversally inclusive inits approach
    7. 7. Post-human? Post-narcissism!
    8. 8. “Nanotechnology thrives in the realm ofthe virtual. Throughout its history, thefield has been shaped by futuristicvisions of technologicalrevolution, hyperbolic promises ofscientific convergence at the molecularscale, and science fiction stories of theworld rebuilt atom by atom.” ColinMilburn
    9. 9. syncretismIt is a popular belief that we are now, through a mediaconvergent, participatory culture (integrated socially through asubnet of platforms) creating a collective intelligence thatexists in this global village of knowledge (data) transfer. Thisperspective evades mythological notions of anthropomorphicinteraction. Networked systems that use real time MRDTexpand interaction beyond traditional bio-physical/electro-physical relationships and are integral to understanding ourrelationship with agency.
    10. 10. A note on latency within agencyAll cybernetic feedback systems endure what is known as time-space inconsistency. This is the spatial difference between userand agent and occurs due to latency, bandwidth speed, thepaths chosen for data transfer to occur to name a few examples.This creates a deterritorialised autonomy in that a potentiallyinfinite number of users can participate with agents in the gapbetween action and response. It is in this democratic space thatparticipants (real or virtual) can truly become autonomous, asthey are free within the network, emancipated of control andalleviated of the responsibility to respond.
    11. 11. While computer science endeavours to minimisethe effect latency has on functionality, artistsshould embrace this in between space.It is a novel interpretation of the gapbetween, representation and ideas, but it goesbeyond traditional dichotomies of the master-slave metaphor to peer to peer interactionmodels, without burdening the issue with theethically loaded terminology of “master” and“slave” which is pervasive in the literaturerelating to agency. It is forever expansive in itsinvitation to be engaged with
    13. 13. Post-Biological Discourse Defined inReference to Real Time Networked DataTransferPost-biological, in this sense, refers to a redefinition ofthe embodied subject which encompasses theirlocation in virtual environments as well as in thephysical. This involves the creation, through artpractice, of what we might term autonomous agentsthat are born from data but which take on theappearance of bio-forms and thus become embodied.At the same time these agents are a differentialembodiment of the „bodies‟, which first generated thatdata in their everyday activities.
    14. 14. In regards to real time digital participation thisthinking interrogates the meaning andconsequences of the possibility of the notion ofagency and, in doing so, enables us to questionthe notion that information, once extracted fromthe embodied self and placed within a computersystem, becomes „bodiless‟. In posing thatquestion we discover that, contrary to what wemight at first assume, data is also embodied.
    16. 16. AGENCY represent a transient, continuallyaltered identity, usually that of its author andacts as an agent, through which users canengage with virtual platforms. This isparticularly interesting when participants canphysically interact with a virtual deterritorialised„self‟ in a networked environment and mediateit through physical engagement.
    17. 17. The dispersion of multiple virtual agentsvia mixed reality constructs andexpands deterritorialisation to includereterritorialisation, by facilitating adispersive relationship between thebody and its virtual self-referent.
    18. 18. Terrasociosonica video!!!
    19. 19. Organtrader2010 video!!!!
    20. 20. PROMETHEAN ALCHEMIST Promethean Alchemist is a mixed- reality, interactive data transfer system that engages participants in mythological/alchemic creation and genetic creation. Biological DNA data is translated into code using genome sequencing technology, which is further manipulated into 2D and 3D visual graphical outputs in a mixed reality construct
    21. 21. PROMETHEAN ALCHEMISTThe visualization form is the classic DNAdouble-helix, which re-enters the physicalworld through an XML RPC (RemoteProcedure Call) interface. When twosections of DNA are brought into closeproximity, the system recognizes theirproximity and „splices‟ (combines) thedata set into one.
    22. 22. Steigler and Promethean Alchemy
    23. 23. PROMETHEAN ALCHEMISTPromethean AlChemist is an artisticrendition of the implications of DNA codetranslated into the Deleuzian „fold‟. Thatis, the in-betweenness of spaces; “able torepresent dialectical opposites, such asorganic and inorganic, inside and outside.”
    24. 24. REFERENCES[1] Roy Ascott, 2010. Syncretic Dialogues: Keynote address at Proceedings of The first International Conference on Transdisciplinary Imaging atthe Intersections between Art, Science and Culture. Published by Transdisciplinary Imaging Conference 2010 Sydney, ISBN: 978-0-9807186-6-9[2] Deleuze and Guatarri, A Thousand Plateaus: Capitalisim and Schizophrenia, 1980,p.66)[3] Levy, P. (1997), Collective Intelligence. trans. Bononno, R. Perseus Books, Cambridge,[4] McLuhan, Marshall (1994) Understanding Media. Massachusetts. MIT Press[5] MANIFEST.AR@ICAHTTP://WWW.LAYAR.COM/LAYERS/MANIFESTAR ICA[6] Gabriella Giannachi, Virtual Theatres: An Introduction, Routledge, London and New Y ork, 2008.[7] A. Butz, T. Höllerer , S. Feiner, B. MacIntyre, and C. Beshers. (1999). Enveloping Users and Computers in a Collaborative 3d Augmented Reality.IWAR’99: Proceedingsof the 2nd IEEE and ACM International Workshop on Augmented Reality, page35,Washington,DC,USA,1999[8] Lang, T. MacIntyre, B. and Zugaza, I. (2008). Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences. VirtualReality Conference, 2008 (VR’08 IEEE), March 8-12 2008.[9] Kantonen T., Woodward C., Katz N., "Mixed reality in virtual world teleconferencing", Proc. IEEE Virtual Reality 2010Waltham, Massachusetts, USA, March 20 - 24, pp. 179-182[10] Istvan Barakonyi and Dieter Schmalstieg. Augmented Reality Agents for User Interface Adaptation. Journal of Computer Animation andVirtual Worlds, 19:23-­­35, 2008.[11] Boriana Koleva, Holger Schnädelbach, Steve Benford, and Chris Greenhalgh. 2000. Traversable interfaces between real and virtual worlds. InProceedings of the SIGCHI conference on Human factors in computing systems (CHI 00). ACM, New York, NY, USA, 233-240.[12] Schnädelbach,H,Penn,A.,Benford,S.,Steadman,P.,Koleva, B. Moving Office: Inhabiting a Dynamic Building,CSCW 2006 conference, Banff, Canada, pp.313-322[13] RaphaelGrasset,PhilipLamb,andMarkBillinghurst.2005. Evaluation of Mixed-Space Collaboration. In Proceedings ofthe 4th IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR 05). IEEE Computer Society, Washington, DC, USA, 90-99.[14] RaphaelGrasset,JulianLooser,andMarkBillinghurst.2006. Transitional interface: concept, issues and framework. In Proceedings of the 5thIEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 06). IEEE Computer Society, Washington, DC, USA, 231-232.[15] Sermon,PandGould,C(2011).LiberateyourAvatar:The Revolution Will Be Socially Networked , Creating Second Lives , pp. 15-31Routledge, Taylor & Francis Group, New Y ork, USA.[16] Roy Ascott, 2010. Syncretic Dialogues: Keynote address at Proceedings of The first International Conference on Transdisciplinary Imaging atthe Intersections between Art, Science and Culture. Published by Transdisciplinary Imaging Conference 2010 Sydney, ISBN: 978-0-9807186-6-9[17] Haraway, 1991,Simians Cyborgs and Women, The reinvention of Nature, p.149-181 Routledge, New York.[18] Hayles, N.K. (1990). Chaos Bound: Orderly Disorder in Contemporary Literature and Science. Ithaca, New York. Cornell University Press[19] Charles Ostman, 2003. Nanobiology? Where Nanotechnology and Biology Come Together. (accessedJune 3, 2004).*20+ Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively-Multiplayer Laboratories,” Spontaneous Generations, University ofToronto, 2:1 2008.[21] Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation, Duke University Press, Durham, NC, 2002.*22+ ROY ASCOTT, 2008 “C, TECHNOETIC, SYNCRETIC THE PROSPECT FOR ART” LEONARDO VOL 41, #3,MIT PRESS P. 20