Doing the installation review is a way to look back artists who are exploring the acoustic arts of space perception and get a clearer thought of this summer project in terms of the conception of interactive sound feedback.
Acoustic arts stand the position of implication, which, invites people to get the consonance of the individuals and the creation spontaneously during the process of perception. These five art works, more or less, present the exploration about the connection of internal and external behind the phenomenon, such as emotion and experience, the constructed space and external world, traditional elements and the variation.
As the creative art form, it is a new way to explore human perception and the interactive experience with space by the form of acoustic sound, as well as the way of ‘acoustic experiment’. These installation art works question me how to define the creative arts in the acoustic level and, where is the balance point of exploring human perception and the new experimental form by using technology? If the acoustic installation art shows the strongly implication to ponder the relationship of human, creation and environment, the restriction might impel artists to go back to the issues of individuals’ different cognition to the space after they doing the experiments by using technology to explore the possibility of human perception.
Technology, as the medium in this situation, also might bring the more complex issues of ’how’ it could be a way of seeing our world, rather than doing the practice of making participants being part of the interactive creation.
Drone (Bako 2013)
The work explores the themes of trauma, stress, surveillance, memory and the psychoacoustic effects of sound on the body.
The Bird Tree (Kubisch 2003)
Audience can hear incredible songs and combinations of birds with specialized headphones when they move around the wall. Some songs may be completely new to the listener.
DER OFFENE SCHALTKREIS (OPEN CIRCUIT) (Schaltkreis 2011)
A silent labyrinth created out of open copper trails on the floor carries the electrical signals of a multichannel sound repository.
Discipline (Rogalsky 2011)
It is a choir of electric guitars wired so that each guitar’s pickups cause its strings to resonate in response to an (unheard) classic rock radio station.
Tokyo Circle (Behrens 2000)
‘Tokyo Circle’ is an interactive audio installation based on a changing virtual acoustic space that responds to the movements of the spectator.
Bako, A. (2013), Drone, Available at: http://www.apbsound.com/2013/drone/ [Accessed 18 May, 2014].
Behrens, M. (2000), TOKYO CIRCLE, Available at: http://marcbehrens.com/proj/tcircle.html/ [Accessed 17 March, 2014].
Kubisch, C. (2003), The Bird Tree, Available at: http://www.christinakubisch.de/ [Accessed 18 May, 2014].
Haag, C. Rumori, M. Windisch, F. and Zeller, L. (2011), Offener Schaltkreis, Available at: http://osk.openkhm.de/ [Accessed 17 March, 2014].
Rogalsky, M. (2011), Discipline, Available at: http://www.youtube.com/watch?v=fsKeRLzkSyw/ [Accessed 17 March, 2014].
To use contextual review is the way to find the clues to address the issue of data visualisation in terms of the situation of ‘we live in a world where there is more and more information and less and less meaning. – Jean Baudrillard‘. Meanwhile, to use interactive perception of art and technology to invite participants to establish the relationship of creation and the environment in the level of real-time feedback.
1. Data as a creative asset
“Digital artists have a role to play in influencing the way in which others approach the data that has been made available. They can open up all sorts of possibilities for new kinds of collaboration between science, commerce and artistic intentionality. They can also show how data can become the means by which communities are drawn into discussion about key social issues such as local amenities, access to technology, training or other important agents of social change and improvement. [...] The digital medium is also dynamic and can respond to a changing data flow and the real-time transmission of data. [...] It is important to point out that the digital medium is not by nature visual but always consists of a ‘back end’ of code or scripting languages that mostly remain hidden and a visible ‘front end’ that is experienced by the viewer/ user, the later being produced by the former.” (Colson 2007, p68)
The purpose of referencing this character is to understand how data base has been used in the field of arts, the relationship of art-data and the restriction of using data in this area.
In the previous pages of the book The fundamentals of Digital Art, the author Colson referred to the current world is now inundated with the large amount of citizen’s information accompanied with influencing decision making (from the Internet) and the reason of that digital artists uses data to improve their art works, including power of data, found material from information-based society, and data is dynamic.
After reviewing this character, it was much clearer in terms of understanding the fields of digital media (e.g. Data visualisation, Computer vision, and digital art with scientific methodologies) and its application, as well as the characteristic of data – measurable and predictable (Colson 2007, p66).
In the art works examples in this book, it also could be found that, from 1966 to 2006, artists engaged with the possibilities of using everyday material of text (in the early period of experiments)/data (which can be found in the contemporary digital artwork) became a medium of a different order in the transdisciplinary areas, such as conscious perception by using database. For example, Loc Reverb ( Colson, 2003).
Studies in Perception(Knowlton and Harmon 1966, p68)
and Decorative Newsfeeds in the piece of art and money online (Thomson and Craighead 2006, p73)
This type of experiment inspired me to develop transdisciplinary of creative art in the type of data-based artwork, and database of net community in a specific place, which could be a way to establish real-time perception of data collection and feedback for participants.
2. Data type
To understand data type is a basic way of targeting the relevant technology for developing this project. There are three types - Local data, Data collected via the Internet using user inputs or requests, and Information collected from different places, and then made available to control events at one specific location.
In terms of this summer project, according to the interaction of audiences and real-time data collection in the space, the local data will be adapted choice. Local Data Database information from the environment such as webcam responses, sound, tactile inputs, temperature, movement or position, which is available on a computer’s local hard drive. (Colson 2007, p70)
The difference between Local Data and information collected from different places: IC normally need to be supported by GPS (Global positioning system) information about the current location of large sea mammals. Technologies required: GPS receiver and transmitter. Access to the Internet, programmed to interpret and Use GPS data. But Technologies required for Local Data mainly based on Sensors, webcams, micro controllers. PHP, MYSQL for database enquiries and data collection.
*PHP(Hypertext Preprocessor) is server side language that is invisible to the viewer but adds functionality to a web page.
*MYSQL is a piece of software that is used to describe databases. It has an instruction set for writing and retrieving data. The data is accessible across all platforms.
Colson, R. (2007). The fundamentals of digital art. Lausanne, Worthing: AVA Academia.
This review is based on the context of how to perceive the visualisation in a space. To understand the relationship of human perception and their interaction in the environment in the level of neurology. The purpose is to build up the part of visualisation for the summer project in the rational level.
1. Human perception of eyes movement
Cutsuridis (2008) pointed out in the article Neural Accumulator Models of Decision Making in Eye Movements that humans and animals are constantly obtaining a guide from both external and internal cues from a variety of possibility when they interact with environment, which established the neural models of decision making influencing their behaviour.
Decision making, in fact, is applied in a wide areas, from cognitive and behavioural neuroscience to artificial intelligence, and it also involves in the fields of economics, sociology, statistics, computer science and ethology. (Cutsuridis 2008)
He discussed eye movements are the important part to understand decision making in the level of neurology, as eye movements must be constantly capturing potential visual targets as the next end-point to get link with the previous one. Meanwhile, referring to Brain Anatomy and physiology in the later section of this article in terms of visual information from two distinct pathways of eyes.
It can be seen that human’s decision making based on the potential visual change of the environment through neurological character, which is to capture the different/vivid/fresh/unfamiliar object in the space. This review helps to build up the concept of environmental real-time visualisation by the way of vivid form to make the positive interaction between audiences and the environment.
2. Consciousness and Unconsciousness
Chalmers (year unknown) distinguished ‘easy’ and ‘hard’ problems of consciousness, and questioned consciousness in the level of objective and subjective experience through brain mechanism of cognitive system. He concluded that visual sensations we are experiencing can be called consciousness.
Although, the consciousness concept cannot be defined easily in one or two words, since it is multiple concept based on the individuals and the context of what we are experiencing in different background. As Franco (2008, p286) said ‘The consciousness concept is hybrid, connoting a number of different concepts and phenomena.‘, consciousness is closely linked to multi-layers’ cognitive base. He also pointed out that consciousness and attention cannot be separated, in fact, the study of visual consciousness helps us to understand ‘consciousness’, which involves in the relationship of consciousness and the unconscious of attentional mechanisms.
This part of review inspired me to present the contrast form of chaos and well-organised during participants are experiencing, observing and receiving the feedback of sound and visualisation in the space.
3. Cognitive Neuropsychology/ Behavioral Neuroscience
Goldstein (2011) used ‘ball case’ to refer the viewpoint of distributed processing in the brain. More specifically, if a person is perceiving a rolling red ball, he / she just see the object without thinking its colour, shape, location, and how it moves. However, the brain with a wide distribution of activity has already done to deal with the message behind the phenomena, and the cognitive process, including memory, language, making decisions and problem solving, is distributed and work together in the brain. (Goldstein 2011, p37)
This is the interesting part as a reference in the context of review of neural cognition, which impels me to think about the setting of object (loudspeaker and microphone) as dynamic for this project – if it could be achievable after doing the further experiment.
4. Spatial Perception
‘Our environment does not simply consist of multiple objects, but multiple objects which exist in definable spatial interrelationships. It is only when relatively precise spatial information is being used that we are even aware of thinking ‘spatially’.’. (McCarthy 1990, p73)
Spatial processing, as the highly complex activity in the context of cognitive function of brain, could help us understand how human convert their perception in different status, as well as how to establish the relationship between people and the environment. McCarthy (1990) gave an example of patients with cerebral lesions in investigations of spatial processing, which was documented that the most active perception of patients was in the visual area of brain. Moreover, in terms of cognitive function of spatial perception, she also clarified that the theoretical account could involve in the issues of spatial representations and the interrelationships.
It can be considered that people perceive the spatial information based on the objects that our eyes capture in the environment, and how the brain define the status by consciousness and unconsciousness linked with our knowledge base and experience. The visual field domains the highly important part in terms of perceive the position precisely. However, it could be assumed that people perceive their position and establish the relationship with the space more easily in the 3D dynamic immersive condition, as being part of the environment.
Goldstein, E. (2011). Cognitive Psychology. Australia: Belmont, CA: Wadsworth/Cengage Learning.
Hussain, A. Aleksander, I. Smith, L. Barros, A. Chrisley, R. and Cutsuridis, V. (2008) ‘Brain inspired cognitive systems’. Neural Accumulator Models of Decision Making in Eye Movements [online]. Available at: Springer. http://link.springer.com.libproxy.ncl.ac.uk/book/10.1007%2F978-0-387-79100-5/. (Accessed: 17 May 2014).
McCarthy, R. (1990). Cognitive neuropsychology : a clinical introduction. San Diego: Academic Press.
This version improved the idea of making several small wood hooks on the surface in order to be more user-friendly for keeping daily items.
Multi-functional Wall Holder is a wall shelf which is made of claimed timber, making a stylish furniture with rustic minimum style placed in home place.
The product’s funding goal will be 15,000 pounds for the purpose of that renting a wood shop where CNC machine can manufacture the products in the long-term.
|Pledge Level||/ Type||Shipping|
|£59||Basic||wall shelf with 1 piece of 5 hooks||Not included|
|£79||Basic||wall shelf with 2 pieces of 3 hooks each||Included|
|£99||Custom||wall shelf with 2 pieces of 5 hooks each||Included|
|£119||Special Order||Custom type with ordered words/shapes/colour of painting||Included|
Your contribution will make it become achievable regarding purchasing the better ex-Scaffold boards and manufacturing the products by high quality to make this project a success.
This latest version is designed by using reclaimed timber as keeping the concept of eco-friendly. Meanwhile it is removed the function of home automation under the consideration of budget and similar home automation products after doing the relevant research. This version is clearer the main function of wall items holder. What could be seen that lighter part, it is higher than the surface and there is a groove in each deep colour part, which is designed for the purpose of holding items and letters.
Home automation – Z waves
Z-Wave is a wireless technology that makes regular household products, like lights, door locks and thermostats “smart”. Z-Wave products “talk” to each other wirelessly and securely and can be accessed and controlled on your phone, tablet or pc. (source from Z-wave official website, 2014)
After Peer Review, I was thinking of the product in terms of ‘more effective’ and ‘saving more space’. Home automation part was considered about ‘high-effectivity’ in daily purpose. And door-lock and auto lighting parts were mainly considered based on the consideration of high frequency of use.
However, I found that the market of Z-wave Home automation is relatively mature during the further research.
Z-Wave is by far the world’s most widely-deployed ecosystem for smart home products. “When it comes to wireless residential control applications, Z-Wave has no real competitors,” said Z-Wave Alliance Chairman Mark Walters. ” [...] In the US, Z-Wave now has greater than 80% share of the residential security lifestyle market, and we expect to extend that leadership throughout the world as the smart home market continues to grow.” (Z-Wave Alliance, 2013)
It also can be found that the range of price of Z-wave products is mainly from £50 – 200 (price source from Amazon.co.uk). According to this range of price, it can be predicted that the prototype of wall holder has the function of home automation, then the potential budget will be much higher. On the other hand, the products launched in the market have a small and portable shape (e.g. Z-Wave Gateway VERA lite), which means wall holder with home automation function has less competitive among the similar home automation products regarding the size, the convenient extent of installation, meanwhile there will arise another potential risk of maximum load capability of wall holder.
VeraLite (2008). Available at: http://getvera.com/controllers/veralite/ [Accessed 1 May, 2014].
Z-Wave. Available at: http://www.z-wave.com/ [Accessed 1 May, 2014].
Z-Wave Alliance (2013). Z-Wave Extends Leadership In Internet of Things. Available at: http://www.z-wavealliance.org/z-wave-extends-leadership-in-internet-of-things/ [Accessed 1 May, 2014].
This is the framework of Project’s research, which starts from ‘acoustic ecology’ that is linked to human beings and environment. The project is the way that encourages audiences to be a part of embodied virtual soundscape to rebuild up the connection between individuals and the world by ubiquitous noise from the place we are living in and how people influence on the world mutually. To some extent, the mind map is the starting point of trying to respond the philosophical phenomena of being-in-the-world in the post-industrial age.
In the Chapter 4 of ‘Where the Action Is’, Dourish mainly focus on the relationship between physical and social network of interactions in our temporal world, and how the intertwined embodiment might influence on HCI. From my point of view, the action of embodiment that can be divided two parts to discuss, that is, people’s social experience of embodiment in daily life and establishing the temporary relationship between known matter and unknown object by technology.
First of all, regarding embodiment of social experience, it more emphasises on a part of mundane experience for our daily life in the way that we are experiencing by unconscious behaviour and conventional participation. More specifically, in this case, the embodied interaction does not have the meaning of physical manipulation, but tend to produce the action of groups’ accumulated experience by using technology which is a medium that people are normally familiar with in order to strengthen the connection between the individuals and society. For example, it has been mentioned about the issue of sociological thinking on HCI in the paragraph of ‘Being in the Social World’ (p.121), in my opinion, embodied interaction of social experience, up to a point, possesses the characteristic of reflection of cognition from the physical world by virtual platform (e.g. Facebook) and extending of conversation, in turn, such ongoing action can impact gradually on our physical world as well, which is the way of social actors’ embodiment in this digital era. As Dourish mentioned (p.126), embodiment allows us to make it meaningful by engaged interaction in the world.
On the other hand, going back to embodied interface with author, he has mentioned the embodied interaction in 3-D computer games (p.101), which is, players can be
quickly familiar with the game rule based on the experience and knowledge by reference to our real world. Once they gain the rule and establish the certain
relationship in the virtual world, it might stimulate do the action which achieves the embodied interaction. In other words, the community remains playing the important role for individuals in either real world or virtual world, which means the individuals cannot be escapable from society, and extend the perception from the known matter that helps people who can recall the familiar experience and then do the similar action with subconsciousness in the embodied time and space. And technology in a way provides the multiple approaches for people to perceive and establish the updated cognition of new experience from embodied interaction.
Lastly, speaking of the potential applications of the concept of embodiment, personally, the area of how to make a connection of ‘appearance and being’ is my interests. I tend to experiment the real-time reflection from the user with abstract elements (e.g. sound and geometrical geography) in order to express the connection between the individual and external world / environment.