To learn how Mary created her work visit: http://www.instructables.com/member/mfranck
More about Mary here: http://www.maryfranck.net
Visit autodesk.com/air to learn more about Pier 9's Artist in Residence program.
Fridman Gallery is pleased to present A Becoming Resemblance, an exhibition by Heather Dewey-Hagborg and Chelsea E. Manning, investigating emerging technologies of genomic identity construction and our societal moment.
In 2015, Heather began to produce 3D printed portraits derived from the DNA extracted from cheek swabs and hair clippings Chelsea mailed out of prison. Incarcerated since her gender transition and subject to a strict policy on visitation, Chelsea’s image was suppressed from 2013 until her release from prison in May this year. The artistic collaboration with Heather gave Chelsea back a form of visibility, a human face she had been denied.
As Chelsea described the collaboration: “Prisons try very hard to make us inhuman and unreal by denying our image, and thus our existence, to the rest of the world. Imagery has become a kind of proof of existence. The use of DNA in art provides a cutting edge and a very post-modern—almost ‘post-post-modern’—analysis of thought, identity, and expression. It combines chemistry, biology, information, and our ideas of beauty and identity.”
Petting Zoo by Minimaforms is speculative robotic environment populated by artificial intelligent creatures that have been designed with the capacity to learn and explore behaviors through interaction with participants. Within this immersive installation interaction with the pets foster human curiosity, play, forging intimate exchanges that are emotive, evolving over time and enabling communication between people and their environment. The installation exhibits life-like attributes through forms of conversational interaction establishing communication with users that are emotive and sensorial. Conceived as an immersive installation environment, social and synthetic forms of systemic interactions allow the pets to engage and evolve their behaviors over time exhibiting features and personalities that are formed through their interactions with the general public. Pets interact and stimulate participation with users through the use of animate behaviors communicated through visual, haptic and aural communication. Pet interactions are stimulated through interaction with human users or between other pets within the population.
Keyfleas (2013) was an interactive augmented projection developed in Processing by CMU first-year BCSA (Art+Computer Science) undergraduate, Miles Hiroo Peyton. Developed in Prof. Golan Levin’s course in Introduction to Computing for Creative Practices. Miles wrote the following text to accompany the project:
The Keyfleas live on a two-dimensional flatland. They travel as a flock, over key mountains and through aluminum valleys. They avoid touching letterforms, since they suspect that the symbols are of some evil origin. On occasion, a hostile tentacle invades the flatland and disturbs its inhabitants.
Although I had several ideas for contexts in which an augmented projection could exist, most of them amounted to arbitrary particles careening across a surface. No poetry, no narrative. So instead of an architectural surface as originally planned, I project on an Apple Keyboard. My reasons for this are both practical and conceptual. The keys are clean and white, and the Pico projector can attach via Manfotto Magic Arm to a nearby table. This addresses the constraints of a low powered projector, as well as issues relating to variable lighting and surface conditions. My solution for key calibration was as follows: key-shaped boundaries are placed in the Box2D world using the mouse, and then the key is pressed in order to map that body to its corresponding key. This calibration process can be seen at the end of the video.
But these are only technical considerations; more important was choosing a context in which a narrative – albeit a simple one – could emerge. The suggestion that there are parasitic entities living in our devices is an interesting an unsettling one. An obvious inspiration for this project was Chris Sugrue’s “Delicate Boundaries”, where light bugs crawl out of the screen and onto the viewer’s hand.
Original documentation: http://cmuems.com/2013/a/miles/10/17/keyfleas/
Objectifier empowers people to train objects in their daily environment to respond to their unique behaviours. It gives an experience of training an artificial intelligence; a shift from a passive consumer to an active, playful director of domestic technology.
An interactive media installation created in collaboration with Mike Allison. A stretched sheet of spandex acts as a membrane interface sensitive to depth that people can push into and create fire-like visuals and expressively play music. More information available at: http://aaron-sherwood.com/works/firewall Will be used in the performance piece Mizaru created with Kiori Kawai: http://www.purringt.com/mizaru
With Box, the short film released today by production house Bot & Dolly, never-before-seen robot-powered projection mapping on moving objects is revealed. In Box (above) a performer engages with a morphing set, as a flat panel transforms into a cube, and then a graphic world where shapes bend and blend and teleport across the stage. Eventually its revealed that a robotic mechanism is hidden behind every illusion.
As demonstrated in the film premiere above, this technique uses their state of the art robotic camera systems “Iris” and “Scout”, which allows for millimeter precision of the robot arms. The team has pioneered the use of robots that are normally used for manufacturing vehicles, and instead developed software to interface the robots in 3D system Maya. Specializing in automation, robotics, and filmmaking, Bot & Dolly’s technology puts robotics directly in the hands of creators. Designed to control camera movement, activate lights, and shift set pieces with ever-repeatable motion, this precision allows the virtual and physical worlds to unite and CG elements to match in real time. Not limited to film, their motion control advances have applications in live performance, experiential installations, and architecture.
Box is the culmination of multiple technologies, including large-scale robotics, projection mapping, and software
engineering. Bot & Dolly’s technology is an integrated software/ hardware platform providing innovative control of 6-axis industrial robots.
“Cheese” is an experiment in the architecture of sincerity. On camera, six actresses each try to hold a smile for as long as they could, up to one and half hours.
Each ongoing smile is scrutinized by a emotion recognition system and whenever the display of happiness fell below a certain threshold, an alarm alerted them to show more sincerity. The performance of sincerity is hard work.