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Report from ISEA 2002
Jonah Brucker-Cohen
pdf (8 Kb)
Oct. 27-31, 2002
Nagoya, Japan
Held in the harbor city of Nagoya, Japan, ISEA (Inter-Society
of Electronic Art) 2002 was a curious mixture of presentations,
performances, workshops, and exhibited works. Topics ranged from
the conference's theme of the Japanese word "Orai",
translated as comings and goings, to emotional context in digital
art practice, to synthetic renderings of natural environments,
to musical and visual outputs for technological artistic expression.
The video game like layouts of the warehouse spaces in Nagoyako
Harbor (where most of the venues were situated) were the perfect
inspiration for the works featured inside. Projections filled
the weather-beaten concrete walls while sound echoed in cacophonous
rhythms through the immense spaces.
Stepping inside warehouses No. 4 and No. 20 visitors were confronted
with multiple interactive installations that focused on play as
a theme for interactive narrative. Highlights included Kaoru Motomiya's
"California lemon sings a song", a rocket shaped array
of Sunkist lemons on the floor that served as the power supply
for several small greeting card size musical devices. The project
proved that nature still provides sustenance for digital devices.
Sound installations ranged from Shawn Decker's "Scratch Studies
#3: Moths", which used stepper motors to slowly turn metal
arms that grated against steel supports, and Beatriz Da Costa's
"Cello", a robotically controlled vintage acoustic cello
that changes its movement and sound according to feedback from
visitors to the space.
Visual narratives such as Takeshi Inomata and Tsutomu Yamamoto's
"Talking Tree", uncovered experiential meaning in the
simple interface of a stump where visitors placed their hands
to change imagery and shake the virtual tree's projected shadow.
Other highlights included Miyuki Shirakawa's " Safe Toturing
Series-9", featuring haunting projections of visitors faces
into kitchen blenders filled with floating Styrofoam, Tiffany
Holmes' playful "Follow the Mouse" that replaced the
computer mouse with a sleepy Japanese mouse in a cage, and Tomohiro
Sato's "Floating Memories" providing a crank for visitors
to power a bulb which provides the light for a camera to capture
images and project them on a table as a moving filmstrip.
The paper, poster and panels sessions ranged from personal projects
by artists to institutional presentations about academic programs
focusing on art and technology. This year's ISEA theme was "Orai",
meaning comings and goings and focusing on both social and individual
cultural artistic constructs of digital art practice. Many presentations
focused on this theme by positioning projects and ideas within
the context of ephemeral landscapes, emotional resonance, and
societal impact. On the linguistic and art history side, topics
ranging from Karen McCann's "Programming Literacy for Artists"
to Rachel Schreiber's "The (True) Death of the Avant-Garde"
to Annet Dekker's "The Influence of New Technologies on Language"
asked questions pertaining to art as a means for social reactivism
through theory and practice. What are artist's roles in social
discourse? Is perpetuating social conscience through art a necessary
or arbitrary construct?
On the practice side, Los Angeles based artist Angie Waller's
"Data Mining the Amazon: American political parties and their
CD recommendations", was a humorous take on Amazon.com's
customer recommendation system by using the information available
to discover the CDs associated with international political figures.
In real space, Teri Rueb's "The Choreography of Everyday
Movement" used GPS to track and combine people's daily movements
in urban space to show contrasting relationships between transportation
networks and habitual travels. Also Paul Sermon's telematic installation
"There's no simulation like home", featuring video displacements
in the bedroom, living room, and kitchen of a model home, and
Kjell Petersen's "Mirrechophone & Smiles in Motion",
two video connected chairs that come to life when inhabited, showed
how connected spaces can create emotional contexts for interaction.
In the poster sessions, I gave a presentation on "Physical
Web Interfaces" focusing on several of my projects including
MouseMiles and SpeakerPhone that deal with adding a human and
physical side to networked interfaces. The response was very positive
and sparked an interesting debate on the future of emotional attachment
to computer interfaces. Most people really liked the idea of manifesting
individual experiences as shared interactions through networked
devices on a distributed scale. My point was that by connecting
our similar yet distributed activities in physical space on a
global scale our methods of connection between ourselves and information
become as important as the information contained within the transmission.
My conclusion asked if digital information actually has meaning
and pointed out that networks are not only for data, after which
I got a few nervous looks.
Performances focused on sound and visuals as ambient narrative
clips into each performers psyche. Chris Csikszentmihiyi of the
MIT Media Lab managed to find an art truck (webs.to/ART-TRUCK),
a shiny beast of a truck that shimmered in polished steel with
flashing lights to perform his "DJ I, Robot Sound System".
Other highlights included Mark Amerika's "Filmtext 2.0",
a foray into interactive cinematic experiences with projected
sounds and urban narrative visuals. Guy Van Belle's "Society
of Algorithm - translocal mutations" looked at real-time
drawing systems in performance and how to augment spatial metaphors
with responsive interactivity. Finally Montreal's Alain Thibault
and Yan Breuleux's mesmerizing "Faustechnology" was
a visual and auditory romp into the abstraction of Faustian theory
and synthetic forms of computer visualization.
Rounding out the event was the Electronic Theater which included
a large portion dedicated to early works of video art from Japan.
Highlights from the film exhibition included Patrick Lichty's
"8 bits or less" a short film made from Casio's Wrist
Camera, Brad Todd's "Screen", a telematic web-based
project that allows visitors to control an interactive ecosystem
inside Todd's studio in Montreal, and Takafumi Ohira's "In
the Seaside", a clever look at the plight of increased urbanism
as buildings and scenery grow and eventually topple each other
as a giant concrete wave.
As art and technology conferences mature, greater expectations
on simplistic input and output seem to be prevalent. Gone are
the days when interactive or digital art can be justified with
theory and art jargon if the interactive experience fails to be
compelling. Especially when exhibited, audiences seem less inclined
to spend time with digital projects if their own personal frustration
with computers encroaches on the artistic intention. Maybe we
don't want to be reminded that we are interacting with computers
at all. By emphasizing natural and human-centered interfaces,
many of the projects presented at ISEA 2002 were getting closer
to the ubiquitous personal interactions we take for granted in
everyday life.
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