Canada « emocao art.ficial

Hysterical Machines

 

by Bill Vorn (Canada, 2006)

Five arthropod robots make organic but twitchy movements: an unexpected behavior, since it is realized by machines which, supposedly, should be merely functional. This work aims to evoke the spectator’s empathy for the robotic entities, which in fact are more than a handful of metallic structures.

Learn more about interactivity, a central concept to some breeders of the art technology.

Bill Vorn has been dedicated to robotic art since 1992. A professor at Concordia University, Canada, where he teaches electronic art, he is in charge of the research laboratory for robotic art creation (Alab) at Hexagram Institute, also in Canada.

Art media centers reveal how they work

by Carlos Costa, august 12th 2002

photos by Rubens Chiri

Officers from five major art media production and research centers around the world explained how their institutions operate during the second round table at Emoção Art.ficia, held Monday evening. By showing outstanding works, explaining lines for research and furtherance that they adopt and giving out information on their budgets, interests and opinions, the speakers helped the attendants picture how major art media centers develop their work.

The session was opened by Fabienne Nicholas and Elizabeth Hughes, the two representatives from Australian institution Experimenta, which deals with research and development of digital video and installations connected with technological development and congruence between different sciences. With no gallery or specific premises for exhibitions, the institution displays artworks and screens video films in a variety of venues ranging from sheds to houses.

For next year, they are preparing the exhibition called “House of Tomorrow”, which is meant to show a completely interactive house that portraits a likely future for residential properties in a creative way. According to Elizabeth Hughes, the exhibition will be held in a property, in the metropolitan area of Melbourne. The institution is open to suggestions and projects related to the “House of Tomorrow”. Further information can be obtained in the web site.

Featuring as one of the best performances of that evening, Iamas’ president Itsuo Sakane, from Japan, told the audience the history behind the institute foundation, showed images of part of their extensive and comprehensive collection, pointed out the concern with education and the aid obtained through partnerships with private companies, a characteristic that can also be seen in the Experimenta case. An outstanding moment was when the artworks were projected, thus proving that media art circulates among the most different fields of human knowledge and has a strong playful appeal.

To proceed with the presentations, Audrey Navarre, from Fondation Daniel Langlois, in Canada, addressed the foundation’s lines of work. These include the program geared to the development of projects of organizations prioritizing initiatives from South America and Northeast Africa.

The foundation was created by Daniel Langlois, responsible for the first digital animation short in the world, and its objective is to assist research and implementation of projects from developing countries. The foundation’s web site furnishes more information on the programs.

Coming from Poland, Piotr Krajewski talked about the experience of WRO – Center for Media Art, born at the time when the country was still living under the Communist regime. The institution running method is similar to that of the other ones and is exclusively devoted to media art.

Bringing new enthusiasm to the audience, Susan Kennard, curator for the Banf Center, in Canada, spoke a little bit about the institution and drew attention to the research conducted on works and artworks that approach the emotional restrictions of technology, like the example of “Talk Nice”, which is being displayed at the Emoção Art.ficial exhibition and was produced and developed according to the institution’s lines for research and furtherance.

Virtual environment has to be touching

by Ana de Fátima Sousa, augusta 14th 2002

photos by Carol Lambert

On Wednesday’s (14) first floor, the symposium [art.ficial emotion] discussed the process of creating interfaces and immersing environments. All works and proposals presented mainly focus on inserting extremely human elements to generate interactivity, interest, and emotion. Without a human narrative, the virtual environment is only an empty space.

One of the hearty defenders of this line of thought is the artist Elizabeth Vander Zaag (Banff Center/Canada). “Why are soap operas so successful on TV? Because they show new stories daily, and always translate feelings like hatred, love, and surprise. Spectators mirror themselves on the stories and can entirely dive into the plot “, she explained. According to Zaag, it’s the same in cyberspace. “All and any work produced for men has to conquer them, give them the feeling of being able to interact with that world “.

Elizabeth Zaag is the creator of Talk Nice [which is in the exhibit on until October at Itaú Cultural] in which two girls chat with visitors. The piece works on the user’s voice modulation. Depending on vocal intonations, the girls “accept” spectators and establish a more friendly communication.

Another work presented by the Canadian was developed in 1990 and provides hints on how to speak softly to a man. A simple inexpensive piece that – says the creator – uses much healthier interactivity. That is, interactivity that brings interface and “friendly” narratives. You can check on here.

The German Joachim Sauter (ART+COM) presented a series of projects created at the institution he runs. One of the presentation’s most beautiful pieces was Time Traveller, in which the user can browse by landscape images or films shot in different times. One of the options is to take a panoramic look at a vast field in Berlin that, when overlaying the image of the past, goes back to the time in which the Berlin wall solidly stood out in the scenario and divided Germany in two.

If there are possible recipes for the use of this immersing multi-user environment, the also German Wolfgang Strauss (MARS) has one. According to him, there are five steps: 1 – user identifies the structure and rules; 2 – user plays with them (rules and structure) 3 – user reflects on how action takes place; 4 – users notices the presence of other participants; 5 – users try to communicate.

The Brazilian cyberspace was exposed in the lecture of Suzete Ventturelli (UnB). The professor presented her projects, which range from interfaces to multi-users to her recent research on the language of games, and also brought projects from other country artists such as André Parente, Gilbertto Prado, Diana Domingues, Rejane Cantoni, Daniela Kutschat and Tânia Fraga.

The Collective and Individual on the Web

by Marco Aurélio Fiochi. july 4th 2004
photos by Rubens Chiri

In a scenario in which Internet users become avatars, that is, they are given a virtual body; in which discussion communities appear as an alternative for people with common interests and ideologies; and where it is possible to subvert the operations of institutions by means of global actions that confront their power, artistic initiatives and experiments appear in cyberspace making the man of the technological era increasingly more individualized. That is called web subjectivity.

On the third day of the Emoção Art.ficial 2.0 international symposium – Divergências Tecnológicas (Technological Divergences), the experiences of the man-machine interaction were the topic of the roundtable Subjetividades em Rede, (Web Subjectivities), which gathered Mariela Yeregui, Minerva Cuevas, Sara Diamond, Giselle Beiguelman, Suzette Venturelli and Mario Maciel, moderated by Paula Perissinotto.

Mariela Yeregui, resident artist of the Media Centre d’Art i Disseny, Mecad, in Barcelona, focused her presentation on creating in new media, which she classifies as works “on” and “for” the web. According to her, the exchange among people in the virtual space enables the creation of ideological marks. “Subject identity and the position contrary to mainstream discourse arises from this mobilization. It awakens the power of activism and resistance in people,” she said.

The position is shared by Mexican artist Minerva Cuevas, whose work Mejor Vida Corp. (1998), being exhibited in the Emoção Art. ficial 2.0 exhibition, is a statement in favor of democracy and the inclusion of those marginalized from the web.

It is a virtual fictitious company that subverts advertising symbols, showing the “other side” of products and institutions. An example of the work of MVC is the campaign about the Mexican Institute of Information and Statistics, Inegi, in which she denounces that the institution excludes the poor from its census. Another service provided by the “company” on the Internet are credentials that enable students to obtain discounts. Bar codes created by MVC allow consumers to buy cheaper products at the supermarket.

Demystifying the web – Sara Diamond, a video-artist and executive producer of Banff Centre, Canada, defended the online collaborative environments of creation and development. According to her, it is necessary to demystify and create personal behaviors in the virtual space. The process is shown on the video of the project called CodeZebra. The work starts with dramatizations that are filmed and are posted on the Internet, where subjectivity is implicit, outlining the whole experience.

Sara and the Banff Centre were present in the first edition of Emoção Art.ficial, in 2002, with the work Talk Nice, which analyzed the way people expressed themselves on the net.

Giselle Beiguelman, an artist and professor at the Catholic University of São Paulo, PUC/SP, pointed out the action of the “society of control” in the domestic space and in the body. As an example, she mentioned smart cards, which monitor what people consume. “We have become mobile data banks, and the scenario is very similar to what was portrayed by Steven Spielberg in the film “Minority Report,” she observed. “In an experience that took place in Tijuana, Mexico, chips were implanted in children to monitor them, so as to avoid kidnappings,” she said. According to the professor, these actions mean that the bodies have changed their status in the new era and are now technologized, hybrid systems.

Suzette Venturelli, an artist and professor at the University of Brasília, UnB, Brasília, and Mario Maciel, who together are presenting F69 at Emoção Art.ficial 2.0, brought to the stage of the symposium, Robowww, an experiment of robotic art in progress developed by both of them. Distance learning, with software that simulates laboratories, and the creation of cell phone games were some of the topics addressed during the presentation.

Cheap Imitation

 

by David Rokeby (2002)

Cheap Imitation

An installation with several facets cut from Nude Descending a Staircase, by Marcel Duchamp, which emerge according to the visitor’s movements.

David Rokeby

A Canadian artist, who has created interactive installations since 1982.

Muntadas: Media, Architecture, Installations

by Antoni Muntadas e Anne-Marie Duguet (Spain – Canada, 1999)

CD-ROM that present the work of Antoni Muntadas, a Catalan artist who, via videos and installations, addresses issues related to power icons and the tricks of communication systems.

Anne-Marie Duguet is an art theorist and professor at the Fine Arts and Science of Arts College at Paris I University (Sorbonne) and director at the Centre of Aesthetic Research in Cinema and Visual Arts.