Ben Tolman: “Cognitive transformation”

Created by Ben Tolman

I found this illustration on Mind Hacks first. It reminded me of Fritz Kahn’s artwork for a moment. That was before I explored Ben Tolman’s gallery, featuring ink drawings which can be viewed with great detail through zoomify.

Ben Tolman invites us to a great experience consisting of various wanderings on his website. Mouse scrolls and clicks get transformed into searches for depths, contrasts and unending lines. The themes of internality and externality, of self and other, ego and alter, inside and outside are worked out with both technical skill and idiosyncrasy.

Tolman’s next participation in an exhibition curated by Jon Beinart looks particularly promising. A summary description is found on Tolman’s weblog:

Chaos and ruin. Technological trends corrupting. Deformation, anatomical abnormalities, degradation and displacement. Whether related to the human body and spirit or the human environment, it is the ‘anti’ utopia.

The theme of this show, ‘Dystopia’, will place the viewer in a fictional world where personal and societal fears can be explored. Whether figuratively or more literally, the participating artists will present their own interpretation of ‘Dystopia’.

Posted in art & design, media studies | Tagged , , , , , | Leave a comment

Designing Complexity

The point is that there is no ‘easy energy future’. We’ve got to stop trying to sell people the idea that there are obvious ways to deal with the kinds of complex systems that govern both our social and environmental lives. It is often expressed that it is the task of designers to “make things simple for people” – which I find patronising and counter-productive. If anything it is the task of designers to show how *complex* things are, and to help build tools for dealing with that complexity (which is the basic function of the perceptual systems we are endowed with anyway!).

- Usaman Hague. from Networking Overload, with Potplants, “an Interview with Usman Hague about the Natural Fuse project”, from “Thresholds 38, Edited by Orkan Telhan, MIT School of Architecture & Planning”, found on Matthew Fuller’s website.

Posted in art & design, computing, media studies | Tagged , , , , , | Leave a comment

Uncanny Valley

Last Saturday, I was reading an article from Le Devoir about a reconstructed carthaginian man who died 2600 about years ago. Journalist Pauline Gravel’s description of dermoplasty was the most interesting thing about it:

Une fois la tête posée sur le corps, Élisabeth Daynès a entrepris le moulage de l’ensemble de la sculpture de terre. Elle a d’abord coulé un silicone sur la sculpture de terre pour obtenir une empreinte du personnage. Elle a ensuite posé par-dessus une chape de plâtre, c’est-à-dire une coque de renfort destinée à maintenir le silicone en position. Une fois la coque sèche, elle l’a ouverte, a démoulé la membrane de silicone et retiré la sculpture de terre, qui a été jetée.

Finalement, elle a coulé dans le moule un nouveau silicone qui est devenu l’épreuve finale. «Le silicone est précoloré à la base d’une couleur chair claire. Ensuite, on fait des finitions de coloration sur l’ensemble, on peint des détails», précise la paléoartiste, comme la surnomment les Américains. Sachant que le squelette était celui d’un Méditerranéen, Élisabeth Daynès a donc coloré la peau de son personnage pour la rendre mate. Elle s’est ensuite attaquée à la chevelure, implantant un cheveu à la fois avec une aiguille. «J’utilise de vrais cheveux parce qu’ils peuvent se colorer, se friser et se chauffer, contrairement aux cheveux synthétiques», souligne-t-elle.

La sculptrice a aussi usé de ses talents d’artiste pour certains éléments, comme le regard. «J’installe ensuite des yeux réalistes et je tente de donner au personnage un beau regard intelligent et percutant qui captera celui des visiteurs», dit-elle, tout en avouant qu’elle consacre plusieurs semaines, voire plusieurs mois à la finition.

 

wpid-la-sculptrice-francaise-elisabeth-daynes-qui-par-la-methode-de-dermoplatie-travaille-a-la-reconstitution-d-arish-2011-03-1-21-08.jpg
Photo : © 2010 Photo et reconstruction Élisabeth Daynès Paris (taken from Le devoir’s Feb. 26, 2011 edition, )

This picture accompanying the article made me think of uncanny valley. It also made me realize how subtle, indexical, indistinct features of humanity where. Instead of just ranging from human to non-human, our taxonomical scope, including things that are represented or created as human or proto-human (zombies, carthaginian reconstructions, and so on) can vary greatly in grey zones of indetermination.
The uncanny calley measure would not only be absolute, but also relative to one form of human representation to another.

wpid-Picture2-2011-03-1-21-08.png

- from Androids as an Experimental Apparatus: Why Is There an Uncanny Valley and Can We Exploit It?, by Karl F. MacDorman (2005), presented at the CogSci-2005 Workshop: Toward Social Mechanisms of Android Science, 106-118. Also found on wikipedia in the Uncanny Valley entry

Posted in art & design, computing, philosophy | Tagged , , , , , , | Leave a comment

“It’s all language”

I prefer my title to the one the video uploaded was with: “Graphic Design can change your life”. On his blog, Erik Spiekermann comments it with a simple “their words, not mine”. A blog really worth exploring, by the way.

This excerpt is taken from an interview with Gestalten.tv (which I’ve just discovered as well).

I wrote down some of Spiekermann’s comments on our contemporary visual culture. Many parts of interest to media theorist can be found in the video, right after the transcript and it’s those ones that help put the proposition “it’s all language” in a nuanced and more subtle understanding of the language of what we call “new” media:

I like to know how things work. Whatever it is. Whether it is a camera, or a piece of printing, or whatever, and I think that’s the combination or that without letters we wouldn’t exist, there would be no knowledge, there would be no signs, there would be no history. I find it fascinating that I use words like everybody else. I write words. But I go a little deeper, I go into the letters, to me it’s inseparable. They’re totally combined, so the physical fascination of the letter shape is the same as the fascination I have from writing. I love reading different languages and I like how they look differently. So to me it’s the same thing. It’s all language. The physical and the visual shape of language.

Posted in art & design, Language, media studies | Tagged , , , | 1 Comment

Help me, information


Chuck Berry – Memphis, Tennessee
envoyé par Red_Chuck. – Clip, interview et concert.

Chuck Berry performing Memphis, Tennnessee with Trini Lopez. 04-05-1965. The use of the term “information” in the song gets very enjoyable in a media ecologist’s ears.

Posted in media studies | Tagged , , | 1 Comment

Circuit Diagram

circuit_diagram from XKCD

from XKCD

Posted in computing, media studies | Tagged , , | Leave a comment

Close to the machine

The video comes from Matthew Sarnoff’s website and describes one of his projects:

Sadly, I was born a couple years too late to grow up with an 8-bit home computer. (though I did use Apple IIs in elementary school.) In an attempt to compensate, and relive a childhood I never had, I’ve decided to design and build my own 8-bit home computer.

There are a number of homebrew computer projects out there. A few of them use additional microcontrollers, FPGAs, and CPLDs. I wanted to keep it authentic and use discrete logic and chips from that time period—nothing surface-mount, nothing that requires an expensive programmer.

Other projects, including the ambitious N8VEM,attempt to run existing software and interface with many different kinds of devices. I wanted to do the whole thing myself—build the hardware, design the interfaces, and write my own kernel, monitor, libraries, filesystrem drivers, development tools, and, of course, user software.

Thus, I started the Ultim809 project in January 2010.

Posted in computing, media studies | Tagged , , , | Leave a comment

Fract – “Indie Adventure Game”

FRACT – Indie Adventure Game from Richard Flanagan on Vimeo.

“FRACT is an atmospheric adventure game set in an abstract forgotten world of analog sounds, samples and glitches.
Myst + Rez with a heavy dose of Tron.”

The game, designed by Richard Flanagan, “has been selected as one of the 2011 Independent Games Festival student showcase winners!”

See also this U of Montreal news bulletin.

Posted in art & design, computing, physics | Tagged , , , | Leave a comment

Runxt Life

Runxt Life – Introduction from Firma 103 on Vimeo.

From Runxt: « Runxt Life is a generative music application created for the iOS® platform based on the cellular automaton theory “Conway’s Game of Life” by John Horton Conway.

The ‘game’ is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input from humans. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.”

Thanks to Innovation is Dead for this one

.

Posted in art & design, computing | Tagged , , , , , | Leave a comment

Dynamics and technology

By the early 1990s, remarkable advancements in two commercial 3–D modeling software packages, Alias/Wavefront and Softimage, offered revolutionary possibilities for architectural design. Alias, the forerunner of todays Maya, was developed for the automobile industry to model complex car parts, and it got architects talking when filmmakers used it to create the 3–D special effects in The Abyss 1989. The life–like dinosaurs in Jurassic Park 1993, created with SoftImage, garnered even more attention. Both programs offered toolsets, including NURBS Non–Uniform Rational Baselines, which allowed designers accurately to model forms with complex 3–D curvatures and surfaces, and 3–D Booleans, which permitted 3–D addition and subtraction of space, a process that resembles modeling clay. These programs were aided by a quantum leap in CPU capacity, speeding up the design process and permitting real–time 3–D visualizations and rotations of complex models.

Kosinski points out that using this technology, “You can build something and view it from any point in space or walk through it in real time immediately after you’ve built it. You no longer need to render out frames as you did five years ago, when you had to pick a view and let a computer slowly generate that image over a couple of minutes or hours. Now the technology exists where you can essentially build an idea and immediately walk or fly through it, looking at different lighting conditions and materials as well.” Also, because mathematical formulas drive the software, designers can plug in virtually any input to modify or test their designs. Input data can take traditional forms such as traffic patterns across a site, but designers began to experiment with alternative inputs such as the weather, changing light, or the behavior of swarms of bees. Some designers even use sensors and motion–capture devices hooked up to people to collect inputs. At times the process resembles artificial intelligence as a 3–D model can tweak itself or evolve or morph into something else as it responds to the various inputs.

from Beyond the Blob—Digital Technology in Columbia’s Graduate School of Architecture, Planning and Preservation, Columbia Interactive – Subjects: Architecture.

This article, dating back to at least 2002, features Joseph Kosinski’s teaching at Columbia’s Graduate School of Architecture, Planning and Preservation. Kosinski directed the 2010 sequel Tron: Legacy. The movie, unremarkable for its screenplay or the actors’ performances (exception made for Jeff Bridges), is still a delight to watch, thanks to Kosinski’s training and sensitivity to visual effects.

Posted in art & design, computing, media studies, physics | Tagged , , , , , , , | Leave a comment