sensors

By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

The contemporary digital environment is made possible through a matrix of behemoth infrastructures that traverse the orbital, atmospheric, oceanic, and terrestrial domains. These infrastructures manifest not only in the narrowly technical sense, but encompass the manufacturing chains, regulatory interfaces, and geopolitical contexts that enable (or forestall) the development, deployment, and maintenance of digital systems at a global scale.

Underpinning all these aspects are the flows of energy and materials constituting the liveable Earthly ecology. The latter comprises the ultimate baseline ‘platform’ on which specific digital platforms, as more commonly expressed, are enabled—but which, being so defined, can obscure these far larger structures and processes in which they are embedded.

Coming out of all this, we can note that the global scale of digital infrastructure is now foundational to the charting and modelling of a rapidly deteriorating planetary ecology, but this comes with the recognition that the former is both the product, and a critical facilitator, of economic processes that are driving the very pollution, wastage, and largely unhindered exploitation behind our present environmental calamities.

It is in these contexts that we are encouraged to evaluate how works of digital art and electronic literature are responding to this uncomfortable paradox. We might recall here how early digital art sought to demonstrate (with admittedly varying success) different possibilities for computing beyond militarised technoscience, and the creative and critical challenge today is to rework and reframe digital platforms so they might perform and inspire substantive ecological critique and expression, rather than be relegated only as perpetuators of extractive, accelerationist, technocentric paradigms. Contemporary electronic literature, in its very particular fusions of data, writing, and the algorithmic, affords rich experimental pathways for just this kind of work—as deftly illustrated by the recent outputs of artists such as J.R. Carpenter and Eugenio Tisselli.

This paper will contextualise and document the author’s latest experiments with creating electronic literary works that bring together a diverse, unconventional assemblage of platforms as a key aspect of their creation and expression. Cameras, satellites, drones, canvas graphics, esoteric code, and printed outputs are combined to establish elaborate, contingent exchanges, with the ‘work’ itself being enacted across these different platforms—each contributing to an always provisional outcome—and drawing its creative and critical force as much by examining and reflecting on these aspects and processes, as the varied marks they leave behind. In particular, the author will discuss his newly emerging work, “Landform”, in which satellite and drone image data of terrestrial landscapes are parsed into esoteric visual algorithms, that, once interpreted, are compiled into code poems that draw on a vocabulary derived from scientific, scholarly, and poetic texts discussing present ecological concerns. The aim is to actualise a set of speculative, experimental relations between the platforms, materials, and concepts involved, investigating their potential for enacting novel modes of environmental computational practice, and, thus, suggest another vector for articulating the entanglements and contingencies that are driving the present situation.

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Description (in English)

An experimental piece, drawing from the artist's Waveform project, this 10 minute film depicts a single, overhead shot of incoming ocean waves, which are scanned and analysed at various points by a machine vision system, which then parses the data gathered into short, poem-like texts. This film marks an attempt at using the dynamics of the moving image to better apprehend both the subject matter and the technical processes behind Waveform.

This piece was displayed at the Peripheries: Electronic Literature and New Media Art exhibition held at the Glucksman Gallery, Cork, as part of ELO2019, in July 2019.

 

Contributors note

Sound Designer: Mariana Lopez

By Richard Carter, 31 October, 2019
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Abstract (in English)

Contemporary environmental traumas are placing formidable demands on the creative arts when it comes to interrogating their kaleidoscopic complexities and implications. Electronic literature that engages topics of climate, infrastructure, and nonhuman agency is in a promising position here, due to its recasting of extent literary and poetic traditions using the architectures of contemporary digital computing and communications infrastructure. These technologies are involved not just in measuring and mapping a rapidly degrading environment, but their developmental histories and continued functioning are implicated in both embedding and perpetuating the very effects being detected.

This paper, presented at ELO 2019, examines the varied capacities and potentials of electronic literature to critique the present ecological moment. It discusses a selection of three works that engage not only the most evident questions of digital technology in the context of environmental sensing, but which deploy their literary qualities to establish modes of sense-making that reach beyond the peripheries of data-driven eco-discourse. The first two works discussed are the Twitter bot Station 51000 (@_LostBuoy_), by Mark Sample, and This is a Picture of the Wind by J.R. Carpenter. Both are examined in terms of their use of literary language and digital environmental data to place into dialogue human and non-human modes of perception and knowing.

This paper closes by discussing the author's own creative practice, and, in particular, a speculative multimedia project entitled Waveform. This project is one in which an airborne camera drone measures the outlines of incoming ocean waves, and uses the datapoints yielded to generate poems that meditate on practices of measurement and classification in a scientific context. Here, the seemingly Apollonian gaze of airborne sensors are recast using the algorithms of poetry generation, working to examine the deep histories and consequences of treating the world ‘as from above’. The sciences and discourse of the Anthropocene are products of our late scramble to account for the serious damage caused by these attitudes — to map the effects they rendered peripheral to their gaze. It in this way that the critical-creative potentials of electronic literature are summarised and accounted for in this paper.

Description (in English)

RIMA (twitter stream http://twitter.com/squidsilo) is a performance installation and digital media work that conceptually addresses strategies for survival by way of poetically re-framing the facts behind the effects of solitary confinement and isolation into a fictional present/future. Notions around stimulus and memory are played out through the performers movement within the physical space (proximity, sound, touch) and the data collection of distinct environmental changes (cold, hot, light, dark), which trigger strategically placed sensors collated by a computer program. This in turn dispatches a relational virtual text stream delivered to a live webpage and/or twitter feed (twitter fiction). The overall effect is a mimic of real-time thoughts, responses and actions, which over time slowly build into a fictional narrative somewhere between an indistinct present and a sci-fi future. (source: ELO 2015 catalog)

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Description (in English)

A commissioned work for Documenta11 in Kassel, Germany, the Illuminated Manuscript explores the communicative possibilities of spatialized language in the electronic media. Combining physical interfaces with purely typographical information in a virtual environment, this piece explored new types of reading in tune with human perceptual abilities.

A handbound book is set in a spartan room. Projected typography is virtually printed into the blank pages with a video projector. Sensors embedded in the pages tell the computer as the pages are turned. In addition, sonar sensors allow visitors to run their hands over and to disrupt, combine and manipulate the text on each page. The book begins with an essay on the four freedoms – freedom of speech, freedom of religion, freedom from fear and freedom from want. Each page explores a different text on the topic of freedom.

(Source: Project description at Small Design)

Description (in English)

(S)PACING is a poetic performance piece that reflects upon the nervous habit of pacing and ideas of internal dialogue while walking as a source of poetic inspiration and contemplation, if not procrastination. The application for performance can either be played on the keyboard, or use live video motion tracking to access and combine screen-based still image, video, text, and audio content. The title of the piece refers not only to the act of pacing but also to pacing as a measure of time. The addition of the (s) at the beginning of the title, rendering the title spacing, could be said to refer not only to the locative and defamiliarizing spatial variations in the piece but also to formal aspects of poetry such as meter, feet, line breaks and stanzas. Though the performance, the actions of the performer may be fundamentally pedestrian they are put in contrast with mental and poetic machination in terms of the poetic output generated by the movement. In effect, the performer develops a system of, and has live action control over the scansion of the generated poem while handing over control of the vocalizations, imagery, and textual display to the application. The work made its debut at ePoetry 2009 (Barcelona), and was presented in installation form at ePoetry 2011 (Buffalo)

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Multithreaded multisited multiversion project that played on Third Man by Orson Welles, dealing with themes of bioterrorism. A film was central to all iterations of the project, which involved installations, mobile phone videos, performance, fashion, and site-specific variations.

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By Scott Rettberg, 23 May, 2011
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The chapter focuses on the impact of so-called “ubiquitous computing” on human cognition. She analyzes the consequences of “reality mining” by RFID (radio frequency identification) tags that are currently being embedded in product labels, clothing, credit cards, and the environment. The amount of information accessible through and generated by RFIDs is so vast that it may well overwhelm all existing data sources and become, from the viewpoint of human time limitations, essentially infinite. Hayles argues for understanding the constitution of meaning as a “multi-layered distributed activity,” as a result of “context-specific processes of interpretation that occur both within and between human and non-human cognizers.”

(Source: Beyond the Screen introduction by Jörgen Schäfer and Peter Gendolla)

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Magnet is an interactive work employing remote visual sensing techniques and large scale digital video projection. Magnet employs two computers, two low light video cameras and two high resolution data projectors. The work also includes interactive quadraphonic audio.

The idea of the work came from a news story about Dutch scientists who levitated a frog four metres above the ground, without harm, using intense magnetic fields. This work imagines that other forces, such as fear or desire, might also achieve this end. The figures, approximately four metres tall, emerge from the floor of the gallery, hovering above the viewers. They also get stuck in the roof, just their dangling feet still visible. They can only be rescued through interaction with various of the other figures. Using realtime translucent digital layering techniques, the figures are able to merge with one another, creating further beings of arbitrary gender.

(Source: Artist's statement from the project site)

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interactive immersive installation with responsive language system

Presence is a three beam interactive video projection installation commissioned for the Art Machine II exhibition at the Maclellan Galleries, Glasgow. It is composed of three screens using high resolution video projectors and three computers with a remote visual sensing system for viewer interaction. On the main screen are visible a number of actors who are individually interactive with the audience and with each other. Another screen features an enormous upside down shadow, whilst another is composed of a giant talking mouth. The piece uses object oriented and behavioural programming techniques.