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Augmented
Reality
Sarah Hart
Hart: I'm
Sarah Hart and I have been teaching at RISD in Providence in Rhode
Island for about eight years. My background is photography. I
went to grad school at Cal Arts with Monica Chau in the photo department
and after that taught at the University of Washington for a couple
of years and then taught at the photo department for a number of years
at RISD and more and more started getting involved with new technologies. First
dealing with photographically based new technologies, but soon, working
with web-based art, and started teaching a class called Virtual Art
Production which was web based and looked at cyberspace and the web
as a new possible place for artists to colonize--a space that's pretty
generally corporate controlled and I was interested in how we as artists
could produce meaning rather than just making slick corporate--more
of what there was already too much of as far as I was concerned. Over
the years I kept learning and developing and continuing to take classes
constantly myself, and ended up becoming very fascinated by the interface
between the virtual and real, where you have the virtual arena that's
programming the internet/cyberspace, and the real--the physical world
we actually live in. Where those two come together and how they
interact and how often there's a denial of the problems from one to
the other--this sort of erasure and whitewashing of difference of problems
of economy of politics which I think fits very much into the model
of the corporate think and the way we're supposed to or the way the
corporations would like us to think, all of which I violently work
against. So I ended up in the last couple of years actually teaching
robotics and although this may seem like quite a stretch from photography,
I hope that by showing you the work I'm interested in such that they
may come together more closely than I had ever possible first imagined. As
I say, I don't have any answers, I don't know where I'm going with
this, but it's an interesting and so far productive journey with a
huge, steep learning curve that just does not ever seem to let up.
Let
me begin by talking a little bit about what I think some of the differences
that are happening that are being, I don't want to say force on us,
but the opportunities that are being provided for us as visual artists
moving into this new realm and making new connections between things. This
is a very, wow, this is going to be a little odd because the projection
system is a different ration than what I expected, so hopefully we're
not going to get too cut off on the edges here, but we'll see.
You
have images, which we can think of as static images on a page, whether
it be photographed or drawn, painting, sculpture, whatever--something
that's stable. But with a computer you can quickly take these
images and start twisting them in ways where they remain the same image
in terms of volume, surface, but the array of data--the manipulation
is different. Of course we all know this through Photoshop. This
is not something that's unusual idea to us, but this is still exactly
the same image, it's just being manipulated differently. Of course
what this does in terms of the way it affects the real world is you
can now make buildings that of course a person could have imagined
and could have drawn before because we have very visual, very flexible
abilities as human beings, but it couldn't have been fabricated. To
fabricate all the pieces and have them actually fit together and have
them be stable enough to be earthquake proof and deal with weather
and such is close to an impossibility, but with a computer doing all
the work, we can imagine things and then they can be fabricated. So
this is one huge change that I think Ð it's going to be a few years
before we start noticing that, but suddenly I think there's going to
be a real explosion into the new possibilities and square buildings
will begin to look like something from the past.
Another
wonderful thing about using a computer is dynamic mapping. These
happen to be some maps of earthquakes. This happens to be from
Cal Tech in California. These were reams and reams of data; pages
and pages of data that scientists would have to look through and it
would take literally days to look through. They were monitoring,
as you can see the dates going by down here, what the earthquake activity
was and here we have the size of the earthquake is measured by how
large the bump is and the distribution it covers by how wide it is. So
you have very quickly a take on where significant activity is happening. Of
course, this doesn't mean that you don't pay attention to the data
anymore but it does give you conceptually a visualization, a way of
thinking about things.
Younger: Is
this like every hour?
Hart: Yeah,
this mapping is being done every hour.
Younger: I'm
totally blown away!
Hart: Yeah,
everything you can imagine is being mapped this way. It's incredible. It's
a whole other talk just to go on the Internet and look at real-time
things. We could watch the water moving through the sewer system
in New York City. It's being mapped this way. There are
about 50 surveillance cameras in my neighborhood constantly; I'm doing
a project on that. A dark side of all this is that the way we're
all being watched and that's very problematic too. Anyway, it's
amazing, these new mapping systems. I think for many years people
who dealt with visual art, visual production, were not very well respected
by the scientists who were doing the real stuff, the hard stuff, and
we were just illustrating it, and I think with the new mapping systems
that are being developed now, suddenly scientists and computer scientists
are really realizing that being visually literate, the understand the
photographic image, to understand how to display data in a meaningful
way is very, very important. I've started working with a team
of computer scientists at Brown. I'll show you some of the work
we're doing, and they are--for years I think they thought that people
down the hill at RISD kind of play around with stuff, and now they're
actually coming and saying, ÒPlease come work with us. We need
visual metaphors, we need methods of putting information in usable
form.Ó Now, of course, when I started working with computers
a lot of people felt that's not art because it's a machine making that
but having come from a background of photography, I'd heard all of
those arguments before. So these were not new, and I said, ÒYeah,
these arguments have been around before.Ó
As
an aside, I want to show you that when I was a kid, this is what I
wanted from technology, personally, and I still do. When I get
this then I'll feel like my life has been successful. I haven't
come across it yet but I'm still hoping.
Younger: We're
going to be too old pretty soon!
Hart: Hey,
if I'm 97-years-old I'm going to get right on one of those things. I'm
ready! Now all of this considered new technology is not really
as new as the buzzwords would have us think. This is a calculator,
1642, devised by Pascal, and a precursor to what we now think of as
computers. These ideas were very much in the air, the idea of
analyzing the environment, of codifying it, of writing it down, organizing
it. Whether you take plants and animals and put them in different
families, and whether you begin to think of geography, different mapping
systems that quantify every name, every spot on the earth by a position
rather than by local knowledge. This way of thinking ran through
everything that was around. You also had the autonomas that were
built; very complex mechanical little statuettes built usually by watchmakers
who were interested in making these things Òlifelike.Ó The most
popular ones either were musicians or would draw or write. There
seemed to be a great interest in having these machines do something
that was creative--crossing over that line of being, like how could
a machine be creative? Well, I'll show you in a minute how these
were creative. This is the clockwork that was inside a rider. This
is a riding machine and it was made by a watchmaker. Again, the
whole idea of delineating time and organizing time and schedules and
such was a whole way of thinking that was not different from mapping
the earth or beginning to separate things out into different organizational
systems, often very visual. This is actually how it worked. This
is another one, but there's a cam system in here, and by putting in
a new set of cams, in fact, the model remains the same, but it can
draw different pictures. It's sort of like a program, but it's
all hardware based, so there's the interchangeable cam system, which
of course is not programming in the sense of what we do today electronically,
but it was the beginning of the ideas that led to those possibilities.
By
the 1830s we had the telegraph, which was the first virtual communication
where you could have communication that happened at a distance where
there was either no visual or physical correspondence between the two. You
weren't flashing a mirror from one hilltop to another or waving a flag
or sending someone on a horse. You were literally, virtually,
communicating across huge, vast amounts of geography. Then there
was the telephone. Now the telephone was first devised as a hearing
aid. I'm deaf, and I have a hearing aid, and I'm totally dependent
on it so I was fascinated to find out that the telephone was at first
the amplification, the ability to amplify to be useful for deaf people. It
was quickly noted that there probably weren't enough deaf people to
have this be a big success, so it was turned into a broadcast system,
and it was meant to be a system for broadcasting. It was a one-way
stream where stuff would be broadcast to you and multiple users could
listen in. It wasn't really thought of as being a two-way stream
for a while; that came later. And, of course, that's the use
that we know now. This is completely virtual technology. When
you talk to someone on the phone, you have the illusion that you're
speaking to somebody you know. But, in fact, their voice is not
traveling through the lines. They are driving a puppet, an avatar,
and they're driving it in such a way that it sounds somewhat the way
they do, so you have the illusion of it being them, but in no way is
it. It's a two-way stream and it was developed before the 1900s,
and that's exactly the technology that's now being developed and being
worked with over the Internet and with compression schemes, but we'll
get to that later. All of this is not so new, and a lot of the
ideas and a lot of the problems with it were noted and developed very
early on. By 1939 you had a huge jump in technology. World
War II interceded very quickly but I have to say that by 1939 there
was a ton of stuff that was very much in place. The most popular
exhibit was America's progress. This is a view of America put
together by corporations. It was the corporate view of what progress
could be, and people would sit in these chairs and revolve around this
view of America and it was vastly popular. This was also the
first public display of television in the United States that had been
private--tinkering with it, developing it, but this is where it actually
went public. There was actually broadcasts in New York City from
the opening day of the World's Fair onward. And, there was a
tremendous interest in robotics. This is Electro, the robot who
could answer questions. He was, in fact, totally mechanical. There
was no autonomy or computer-based sensing of his environment whatsoever. It
was all a pre-programmed sham, but it was a delightful one. (Laughter) This
gets to something that's closer to us in many ways. These are
students at MIT developing the first computer games in the early 60s. There
was no graphical display for computers. Computers were oscilloscopes
and eventually text based. I don't know if you remember the old
computers that were black with green or yellow text on them, but there
was no such thing as RGB, there was no way of actually viewing images
per se because computers were used for basically radar and number crunching,
and the idea of them being used visually just hadn't occurred to anyone
yet. So the first games were a pong-type thing, basically done
with oscilloscopes and taking something and bending it to other means;
something that artists are very good at. This was an interesting
but complete failure. The sensorama. The sensorama actually
was a movie that you watched, a movie clip, and it had smell and sound
and movement in the chair. This was a financial fiasco, but a
number of them were made. There's one in the Smithsonian Institute
and go try it out if you're there. It's pretty funny, actually. It
never got off the ground, but what did get off the ground and where
most of us had our first virtual experiences or augmented experiences,
meaning the combination of virtual and real, are in these arcades in
the 70s. I remember walking into these and instantly realizing
that there's something new in the air.
Because
there was no way of visually displaying work produced on a computer,
but people are always taking the technology to hand and bending it
to their own means, you could use a plotter that an engineer would
use, and if you were a programmer you could program it through algorithms
to actually produce something that might be recognizable as a figure,
if you cared to see it that way. A lot of early work was done
in Bell Labs in New Jersey, and also at Xerox Park in California, and
the MIT students were developing all these pong-type games and such,
and there got to be more and more interesting in thinking about how
could you have these things that computers are very good at doing visually
display. But it took a while for that to happen. And here's
Ivan Sutherland who was very important in the development of computer-based
graphical display, working on his sketchpad. Here he has a wand
and he sketches something and changes something here and it actually
affects what's happening inside the computer. It's a two-way
stream where he could have like Photoshop filter; you pull it down
and all you're doing is manipulating the data--you're taking the information
and putting an algorithm on top of it that's going to arrange it a
in new and different way. He's working with those early ideas. However,
it was generally felt that when people interacted with computers that
they would go into a virtual environment where they would exclude the
real world you're in and the room you're in and submerge yourself into
this cyberspace, into electronic space. So there were a lot of
helmets and eye scopes developed, and for a number of years this was
the way the technology was going. This is an early quick-time
VR viewing, you know, back in the Middle Ages in 1989. Quick-time VR
as you now know is now used all over the web, it's used a lot for real
estate where you get to swirl around and look at a room. It's
become very, very common. This is Ivan Sutherland again. He
developed several renditions of the eye phone so you'd had an Internet
experience that would be directly actually stopping you from being
in the space you were in. You wouldn't be able to navigate both
spaces at once--you're in one or the other.
This
is further development where you have an eye phone and a data glove. The
data glove has feedback so you can begin to manipulate things in the
environment. The closest we have to it now with the internet
is the mouse, which is a very low-tech data glove, however, things
are moving back in that direction and we're going to very quickly--the
mouse is going to be something of history pretty soon, and I think
there's going to be very haptic feedback for internet-type stuff and
we'll be getting back to the data glove but with some new version.
Artists,
of course, didn't have much access to this technology. It was
all very high-end. It was all IBM, Xerox, Bell Labs, etc. However,
in Banff Canada there was a program started where they actually brought
artists in and gave them the technical assistance they needed to produce
artwork. Just to play with ideas, visual ideas. This is
a piece called Topo Slide and what it is, is you're helmeted
up, you can't see the real world, you're wearing this helmet and you
have eye phones. And what you're looking at are these large wave-type
shapes, and you're standing on this piece of plywood that teeters and
totters back and forth, and as you teeter and totter on it, it changes
the display that you're seeing from your eyes. Well you can imagine
how most people felt in this. I guess seasickness--nausea was
the quick result of it. But it was an early exploration of how
do you have an interactive system where the participant does something
which changes the display. This two-way stream, this interaction,
is an important thing to remember. These are what the files that
you looked at actually were like. It was stereoscopic so your
two eyes were seeing it as various things, and what part of these grids
were displayed to you depended on how you were standing on the tottering
box. This is Brenda Laurel, an artist that's done water work
with computers. This was her work at Banff. She sees the
computer as a theatrical space, as a place to make theater to produce
meaning--not as a space to make visually graphic displays.
This
was the virtual reality set-up at Banff. Notice that people have
these helmets on with eye phones and these tethers. These rocks
were placed here, not for aesthetics, but so you'd stub your toe and
not walk so far as you'd get out of your tether. The technology
was clunky, it was very expensive, and it rarely worked. But
when it did work, it was a lot of fun.
This
is a class that I taught last fall and the previous fall, which was
called Interactive Spaces. It was how do you bring the
real and virtual together--half of the class was building robots and
programming them where you build something in the physical world--you
program a behavior and infrared download it so there's an autonomous
thing that has its own behavior apart from you. The other half
of the class was to go into virtual reality where you go and you take
data from the real world and you display it in a virtual world and
then you manipulate it for various reasons. So one was from the
inside out and the other from the outside in.
This
happened to be a program about blood vessels at Brown Medical School. This
is an early prototype. We are right now walking through a blood
vessel or a pig's artery or something like that, but they very much
wanted to work with RISD students, and RISD classes, because they were
having trouble visualizing. They were realizing they had hit
the end of their being able to display information in an interesting
and easily readable way because they just didn't have the visual background. In
this CAVE you are wearing glasses that look like sunglasses. Each
eye--there are shutters that open and shut 60 times a second, very
quickly, so you're only seeing out of one eye at any one time but it's
so fast that you don't have the realization of that. One person
is wearing a special pair of glasses that--you see the tether line
that goes here up to this ball and this is a tracking ball and it's
tracking that persons' head movement, so wherever that person is looking
and moving, the whole environment changes. So if you're wearing
that helmet, that pair of eye glasses, you have the sensation as you
look around the room that you're actually scanning a vast landscape,
and if you move a couple of inches, you can have the feeling of moving
a huge, long way. With virtual reality there's not a one to one
correlation between the movement you make and the display you're given. The
ratio can be changed and set up in a variety of interesting ways.
This
is what the CAVE looks like when the lights are turned on. That's
the tracking ball. These are the eye glasses. The wand
is what you paint with, and what you paint basically comes out as a
bunch of numbers and algorithms on the computer. You can make
a very large painting--and it's 3D, it's sculptural and such--and you
can walk around the other side of it and paint a different color or
something different on the other side. Then, if you're finished
with it, you can take your hand and just squash it down to the floor
and make it very small and push it over to the side and then start
making another one because all it really is is a bunch of numbers. Then
at the end of the day you can decide which ones you want to save, and
you just hit command ÒsÓ and which ones you want to delete and you
delete them and they go out of the system and can come back another
day and get it up and running and continue your visual work. It's
a very odd way of thinking about process.
Younger: How
much memory does it take?
Hart: A
huge amount.
Younger: Like
how much? Just a ballpark.
Hart: When
I first when in there, I thought they had really old machines because
they had these things that looked like old mainframes in the back room
and I thought, ÒMy God! They're running it on old machines,Ó but
they're not. They're all brand new machines. It's all real
time visualization for the floor and three walls that are constantly
moving. It's huge.
This
is a system that was put together by NASA. One of the problems
for artists is that it's so expensive to run this per hour, that to
go in there and really have a chance to experiment, it takes a lot
of basically good luck. It's like if someone didn't come when
they were supposed to, you get a little bit of time between other people. It's
not a system that there's much access to because it's about $300 per
hour to run it, just to have the equipment running, and then you have
to have the programmers sitting in these chairs at every moment, and
they get $120 an hour and there's usually a bunch of them too.
Younger: So
it's like about $1,000 an hour.
Hart: Yeah. This
is like National Science Foundation-type budgets. Not the type
of thing that we as artists are too used to.
This
is another picture of the class. Here you can see these shutter
glasses that we're wearing. This one student has the one that's
connected to the tracking ball, and dipping into these different paint
colors, they don't actually make different-color paints. They
have different types of lines that you can extrude from the brush. So
there's a real variety of types of lines that you can make. It's
still very cartoonish even though you have these incredibly expensive
powerful machines all running it on four walls in real time. This
is a human artery, showing the gray web is the network is the artery,
and then we have several different Ð we have pressure that's being
shown by red and blue; green and yellow is the blood moving through
the artery system. As you see, it's still pretty cartoonish. This
is another. Now we're inside that same artery. This is
where the division goes and there was some sort of problem right up
in here on the artery wall, and the medical school was looking at and
dealing with. So it's got a lot way to go to be anywhere photographic.
This
is some work that Daniel Keene and Cynthia Ruben who are--he's at Brown
and she's at RISD--and this is work they tried to--they got a grant
to go in and use the CAVE as artists for a number of hours and this
is--it's hard to display it without it being a 3D CAVE, this is the
closest I could come to what it looks like. It's called Hidden
Spaces and it's the walk-through of the woods. You can see
there's the feeling of 3D-ness. Very cartoonish, very undeveloped
texture mapping; surface mapping.
Another
CAVE is in ZMK, which is in Germany. It's a technological center. This
CAVE is run--this person is wearing the helmet, it tracks wherever
this person looks, Eve looks in the same place and projects an image. Here's
Eve projecting the image. There's not enough power in their computers
to have the whole dome, so there's only a rectangle projected at any
one time. We have an incredible VR CAVE here in New York. The
new planetarium is astounding. I think it's great to go to because
it's one of the best VR projection systems in the world.
Of
course, after all was said and done, all of these fancy CAVEs and eye
phones produced nausea, were very expensive, you had to have a programmer
sitting next to you, there were all kinds of technological problems
and not much access for the ordinary person, so by 1992 the Internet
was kind of up and running and this cartoon in the New Yorker which
is taken as the moment that the Internet was well enough known nationally
in this country that there could be a joke about it and everyone would
get it. This cartoon is actually used as the standard of the
Internet becoming popular.
Once
we have the Internet and we have the kind of communication, there's
a whole new virtual possibility for artists that aren't so terribly
dependent on the very high-end, rather dysfunctional scientific spaces. Paul
Sherman has done a series of projects where he has tele-distance communication
between people. You have two rooms identical; one participant
is in some other location, and this participant's here, and they can
have a conversation and you can imagine what the further development
of that could be.
This
is the set-up where he has the couch--he quickly moved from the bed
to the couch, I must say. This is the set-up. You have
blue background and you have the TV set up so the full experience only
happens on the monitor. So you have the conversations of two
people together. I ate a meal in one of these situations where
I was sitting at a table and I was sitting across from another person
who was in another environment, and it was very uncanny because both
rooms are exactly the same. We had the same dishes, the same
silverware, we were eating the same food--everything was exactly the
same. Everything's happening in real time. The lighting
is exactly the same and the conversation is real. The only thing
is that the other person was on the other side of the country. It's
a very interesting type of displacement. This shows you the set-up,
still fairly elaborate, but nothing compared to a CAVE environment.
This
is a dance that Galloway did. These two dancers are in Chapel
Hill and the woman wearing the white hat is in California, so again,
this happened only in cyberspace--the full piece didn't really exist
in any given place.
I
found that often the first places to find interesting stuff like exploritoriums
for kids. This is in San Francisco. This is interesting
in that it is a life projection, a video-type projection, but it interacts
with the viewers. When you come in the room, the starfish starts
crawling towards you, and if you move around it starts moving. The
faster you move, the faster it goes after you. If you start making
noise it starts moving more. If multiple people come in, it gets
a little confused. It very clearly is interacting with you in
the room. Of course, it's nothing but a projection, but it seems
to be a smart one. What it is is that there's a lot of infrared
sensors in the room and microphones and it's picking up your activity
and responding in like ways. He's at MIT, teaching at MIT, and
I went up to his studio a month or two ago. He's working on some
really fascinating stuff where he's developing spaces so there can
be a mixture of real and virtual long distance performance theater,
performance pieces, that are not dependent on high-end VR, but are
dependent on video projection and internet-based stuff. It's
pretty interesting. He hopes to have it done in the fall. He's
looking around for funding right now to get it finished. I think
it's going to be pretty interesting.
Kim
Fi, he's done a lot of work with music, but a lot of visual work too. This
is a piano, which has been exhibited several times in the States. You
sit with a little roller-ball here and you write music depending on
how you move the bar. You write notes on this piece of material,
which is constantly moving and it moves them up to the piano and when
they get to the piano they actually play the piano, and then once played,
the notes turn into streaks of colored light and move upwards. This
is another view of the same piece, with the roller-ball, and by tracking
it you lay down the music, and then it is played by a very real piano. It's
fun because there's such an immediate reaction between what you do,
what you see, and what you hear. It's a very engaging piece. This
is a diagram of how it's set up. It's actually very simple, very
elegant, as many things that work the best do have that sort of directness
to them and are not so complicated.
Jeffrey
Shaw is another artist who was lucky enough to work in Banff early
on, and he did an augmented reality piece being a combination of virtual
and real. You sit on the bicycle and you pedal, and the faster
you pedal the faster you go, and you can turn the bike right and left
and you go right and left, and you move through this town that he's
developed. He has several of these developed. They have
streets and alleys and back alleys and they're populated by words. This
is legible city, another version of it. It's funny because you
go--I think these things are about 2-3 kilometers large, and you can
actually bike around and then come back to the same place. They're
environments that are fairly stable.
This
is something that I have seen anyone use yet for art production, but
I think it's going to come. This is a space that's being proposed,
there's a company in Seattle, Washington, that is actively selling
these now, where you have an office and then you have a special screen
material in one corner and on part of the table and these projection
systems, and it appears as though the room moves back into that space. It's
all in real time. It's pretty descent looking, actually. It's
not too cartoonish. It's high-end video projection, but these
people are in another location, so you have what seems to be, with
certainly real time visual and voice communication, and if you set
up the architecture there is the illusion of it being one continuous
space. The early version of it looked like this. This is
very early, as you can see. It's still pretty primitive, but
the possibilities are being developed as we speak.
An
artist, Adam Frank, has taken some of these ideas and he is an artist
who has taken these ideas off the shelf. Well, not quite off
the shelf but they've been developed and uses them in his own work. He
gets grants from the companies that developed the technology. This
is a piece called The Audience, and what this is is you walk
into a darkened room and expect to see a video projection very much
like in a museum setting, and sure enough, there's a video of people
milling around and such, but as you walk in, they notice you. All
the people in the video turn around and they notice you, and as you
move they follow you around, and if you do something or talk to someone
they'll start clapping or they'll yell ÒYeah!Ó and if somebody else
comes in the room, they split into two groups and they can track several
people. So what you have is what appears to be a video. You
think you're going to be looking at a video, but in fact, the characters
get up and start reacting to you and what happens is you become the
performer and they're the audience and what you do makes them react
in quite an articulated variety of ways. I was really surprised
how well he has it worked out. What he does is these are all
fully modeled figures based on photographs that are taken, I think
it's about 16 photographs per person on a turntable, and then models
them. So he ends up with these models that have pretty good movement. He's
really smart at 3D stuff. Then this is the space that would be
rear-projected, and there would be a series of sensors monitoring what
was happening in the viewing space which is actually where you, rather
than being the audience, the viewer, you are the performer and the
audience Ð I think the really interesting ironic twist and it takes
a while when you walk in to figure out what's going on. I've
only seen the prototype of it which is mostly wire frame, it was just
very primitive, truncated surface mapping done because he's still raising
money, he's getting money from corporations to help do this piece and
put it together. But I think we're going to see more and more
pieces that are interactive that way. Well, not this way, but
interactive where there's a two-way stream where the audience is no
longer the passive viewer.
As
the computer begins to be able to look at us and react to us, we're
going to have a password to get into a system, it's going to recognize
who you are and not only that, it's going to recognize the mood you're
in, this is the mapping that goes on where it looks at the subtle differences
in your face muscles and such, and of course surveillance comes to
mind. There's a dark side to all of this, it's not all happy
art projects.
So
I started getting really interested in what are these computers looking
at? If we're going to have these computers looking at us, these
interactive pieces, what are they sensing? How intelligent and
how articulated are their sensors? I looked at a bunch of people
who did art pieces, though they were primarily computer scientists
because those are the people who had figured out how to do this type
of thing. This is Simon Penny who is a robotist at Carnegie Mellon
and he has Petit Mall, which is a highly interactive cute little robot
on bicycle wheels that really does interact with you in a way that
you think someone's radio-controlling it from somewhere because it's
interactions are just a little too keen for it to be just the computer,
but in fact it is. Here's Petit Mall on his Parisian tour. He
had a European tour.
Audience: He's
actually at Irvine.
Hart: Yeah,
but he was at Carnegie Mellon when he did this. So this is the
kind of training that the visual system goes through for this particular
series of bots. This is the kind of mapping of looking for edges
to see where the edges of whatever it's looking at, and then having
sensors that pick up the movement and mapping not the space where you
are, but the movement you might be mapping. So this is the map
that is actually looked at, the data that is looked at by the computer
inside the bot so it can map the type and the speed and the direction
and all that.
Rodney
Brooks is doing a lot of work at MIT with computers, has Cog, a computer
he's developed which is very visually smart, can actually learn from
what it sees and stores what it learns in its database. This
is just a funny picture. Back here we can see what Cog is seeing. These
are all the readouts. These systems that are looking at us are
pretty articulated.
This
is another tangent of this new technology thing. This is instead
of interacting with a computer as a robot, the interface between the
virtual and the real. It makes yourself into like a cyborg where
you take the new technology and you plant it into your own body. This
is Australian. This is a third arm. He has this attached
in a way that he can control the third arm through his muscles in his
thigh. He's learned how to move it in such ways that he has pretty
good control of that third arm. Here he is writing with all three
arms at once--this arm being controlled by the thigh muscles. This
is another one of his extravaganzas. If you ever get a chance
to go to one of his performances, do. They're pretty amazing.
Kevin
Warwick is another. He's in England and he is at the University
of Leeds. He is having chips embedded into himself so he can
download his state of being to the internet, so he basically has an
internet chip in himself, he would like to have so he can download
his state of being and then later when he wants to feel that way again,
he can upload it back into himself. He's bumped against a wall,
he can't find medical people in England who will help him with some
of his experiments because he wants to dig way deep into the nervous
system and the possibilities of major neurological damage are there. He's
not some sort of nutcase. This guy is a very well respected computer
scientist, but not a neurologist.
Then
there are a lot of hybrids being done. There's a tremendous amount
of work being done with hybrids. You see all kinds of connections
between insects and electronics now. A lot of that's being driven
by the government, they found that certain types of insects are very
sensitive to certain chemicals and can pick up a very, very small amount
of the chemical. They can send hundreds of these things out and
let them loose, they will send back signals of what they're finding. A
lot of stuff is being done with plants. These truly are hybrids,
the combination of the real and the virtual.
The
art world quickly got very fascinated by technology and the idea or
robots and computers and there was an exhibition in 1965 and this is
one of the pieces. This robot would--I think this was the fortune-telling
robot and it was completely mechanical, pre-set. There was absolutely
nothing--this was not robotic in any way whatsoever but it was a popular
interest in robotics.
Here
again at KMZ in Germany there is an ongoing program for artists to
come and do work and if you have ideas you want to explore, they get
technicians to work with you so you don't have to have the technical
knowledge, you just have to have a playful mind and a willingness to
explore a lot. This happens to be a bot that writes. Obviously
it's all pre-programmed or else its spelling would be bad, or if I
programmed it its spelling would be bad.
A
lot of people are using the computer and robots, which are basically
autonomous little computers as a theatrical space and doing theatrical
work. This was a performance in California and here we have seeing
for autonomy, something that robots are very concerned with.
This
is a Japanese bot that dances. He's more interesting looking
when he dances, and when he dances it's actually--to have that kind
of movement and have bounce and not fall over is not such an easy thing. This
is actually a fairly advanced robot. Although, I consider it
a synthesizer. Synthesizers have become so common that we don't
really think of them as virtual anymore. They've become integrated
into our experience of the world, and I think music more quickly than
visual art has taken and incorporated new technologies.
This
was the class that I taught at RISD for the last couple of years with
Eva Sutton. It's a class where we were building robots. We
used the LEGO Mindstorm system that they used in the engineering school
at TOPS. There are several varieties of it. Building robots
and teaching programming, for many of the students, it was their first
programming experience and really thinking about what sensors can do
and even though what we could do in one semester was slight, we tried
to really open up the doors to think about larger issues and further
explorations. This was a painting and it's a collaboration between
two bots. The one in the middle is making marks. This is
a light sensor. When this bot senses a mark made by the first
one, it lowers its brush and it makes these red marks with a brush
and when it bumps into the first one, it has a special brush that sprays
paint. So by the end of it, there's red paint all around the
outside, and the inside is pretty marked up. Sometimes the batteries
run down before it gets there. These were the types of things
that the students built, and they had a number of actuators and a number
of sensors on them, so even though they don't--they're small, but they
were fairly complex and they could collaborate together--speak to each
other through infrared transmission, detect edges. This was a
painting. As a sense of irony we developed these art bots because,
of course, being machines they had nothing to do with art and there
were a number of people who didn't feel they should be in an art school,
so we completely as an ironic move had one of the projects be mark-making
that maybe could be interpreted as art if one cared to do so.
This
bot is sending a signal to these two bots to whip around with these
sponges, and although you can't see it, there's this very beautiful
lacey blue paint on this and when it got out of range, too far for
the infrared communication to go, which was about 17 feet, then that
would be the end of the painting. This one would be too far away
to send a signal for these to continue to churn the paper down and
whip the little sponges around.
This
is basically how the RCX system works, the Mindstorm system. You
have three motors for three contacts for motors, so you can send three
different sets of information program for three different motors, and
then you have three sensors and they can be visual or touch sensors
or touch sensors or temperature sensors or auditory sensors; whatever
type of sensor you choose to attach to that. Then you write a
program so that the bot knows what--you give it a set of directives
with instructions, but you don't know exactly what it's going to do
because depending on what it finds and how it interacts with other
ones, you get fairly complex.
This
is a picture that was in the Circus issue of the New York Times last
week. Eve and I were invited to go to an exhibition in Brooklyn
two weekends ago and we took one of these bots. We actually made
a series of bots, a number of them that did different types of Sumi
paintings with Sumi brushes. This doesn't look too great here,
but this is off the Internet from the New York Times article about
it. We chose to put a head on it that was like an innocent head
of something, that knows nothing, that's just starting, that's fresh,
that isn't too knowledgeable or too many pre-conclusions about the
world. Done with a sense of irony.
So
rather than having the visual environment that we go into be something
where we blank off the physical environment we're in, and through the
virtual environment through earphones and headphones and head-mounted
gear, what's happened is the virtual environment has become embedded
into our physical environment. You have the Internet with a computer,
but you're still very much in contact with the world around you. You
have smart houses, smart cars, and all kinds of traffic lights that
change depending on what the sensors see. You have all these
toys that are computerized, have sensors, interact, and apparently--I
have a friend who does work with young children, and she says that
these are very confusing to kids under the age of two. That some of
the sensors are well enough along now that kids under the age of two
aren't always really sure what's alive and what's a robot. And
as these robots become more sophisticated, that's going to get to be
more of a problem. As artists, making things that occupy the
real physical world rather than to have to go to these really expensive
and remote environments, I think there's a lot of opportunity and a
lot of things are going to get developed in the next couple of years.
This
is my last picture and this is a bot that is very reactive to sound
and placement of people, and it moves around, and I think it's just
interesting, this kid's just sort of looking at it and not knowing
quite what to make of it for sure.
Okay,
that's about it.
(Applause)
How
I got from photography to that, I can't tell you. I'm still interested
in the visual aspects of it. I find myself--I'm not a programmer,
I've had to learn to program through learning this stuff, but I am
not a programmer. I don't enjoy spending the whole weekend looking
at the laptop programming, although I've been doing it the last few
weekends to get the Sumi bot working, but I'm really interested in
developing the visual aspects of this. People like Adam Frank
who are making visual pieces that are completely robotic, or in his
case, being a projected image rather than an object but it's still
autonomous, it has its set of behaviors built into it.
Audience: I
have a question.
Hart: One
thing. I don't see too well in the dark because I'm deaf.
Audience: I'm
right here. There's been a lot of talk regarding ethics in regard
to this line that's starting to blur between autonomous machines, the
rights of autonomous machines, and that comes up in several popular
films such as Spielberg's A.I. and Bicentennial Man, however, is there
a discussion that's going in reverse in regards to this artificial
intelligence, if it can at this point be called that, in regards--you
mentioned that children have this difficult time navigating what these
things are and the reality of this toy dog not being a real dog and
telling the difference. Has there been any discussion in a larger
arena about those issues?
Hart: I
think not enough. I think that the corporations aren't going to be
discussing this and they're the people who develop the technology,
and they're interested in selling us the technology, not discussing
these issues. One thing I hope is that artists will address these
and point out the malevolent or the dark side of these technologies,
which is a very big issue. The more I learn about this stuff,
the creepier it gets. (End of tape) Artists can actually
point these things out and bring up these questions because we know
the corporations are never going to--not that they aren't aware of
them but there's never going to be an open discussion. It's just
not the nature of how these things are developed.
Audience: So
what are some of the darker shades of this technology that you've uncovered
or discovered or that you're concerned about?
Hart: I
think there's a seduction in it, so people are willing to give up a
lot of their own choices, or they may make choices based on the seduction
of the technology rather than what's best for them. Especially
young kids. But I'm a young kid, too, when it comes to some of
that stuff. I think surveillance is a huge problem. I think
we're entering an era where surveillance is, because of 9/11 we're
willing to accept more of it than we used to be able to and I think
it's very, very important to think about what we're accepting and what
it means down the road and have some sort of discussion about this
rather than these knee-jerk reactions. The surveillance systems
in New York City are probably going to be developed a lot further in
the next few years, but it's already pretty amazing when you start
looking at them to see where they are now. There's more watching
that I had realized. That doesn't mean that they're watching
affectively or efficiently or they know what to do with it, but somebody's
out there trying to develop systems that, just in terms of using a
credit card, using a phone, going over a bridge, going through a tollbooth,
in a subway, you're just mapping. You have an electronic image
of yourself that is very closely aligned to what you're doing on a
day to day level, and what does this mean in the long run?
Younger: This
thing that I read, every person is photographed at least six times
a day.
Hart: I'm
sure we're all photographed coming in here today. I got on the
subway. I was photographed when I got on. I know I was
photographed twice walking down the block from my house. And
while all of this is going on, it's like in and of itself you can say
well it's not good or bad but it can be used later. All of this
information is stored in databases and can be used. Narratives
can be constructed after the fact. Also, I think with a lot of
this technology, the seduction of it erases some of the issues that
we really need to be coping with and facing as a society, as a culture. It's
like, oh, we have this happy little toy that does these cute things. Well,
we have to dig a little deeper than that. So that's what I think
we as artists can do because we have traditionally played the role
of the thorn in the side of society and I think that's a valuable thing--to
raise questions.
Audience: I
had a question about--well it's sort of an observation. You showed
some work of Stelarc and I know one of his projects actually turned
the informing of the movement around so that the people in the extended
audience, virtually there or actually in the room, using internet ports,
controlled the movement of his body through the automated part of his
body. That to me both comments on what's going on but also points
in another direction, just as people like I think it's Eugene Thacker
who we were talking about bio-infomatics and how the human genome is
not really being questioned as basically saying that the body is, in
fact, information and that the issues that come up if you start with
the basic of what the genome is is that it's a database and therefore
there's this one to one contact suggested between this database and
the human body.
Hart: Exactly. It's
a way of thinking. Like when I went to grade school I learned
about the human body being this mechanical devise and they showed levers
and pulleys and the heart was like a pump, and I learned about it as
a mechanical devise. Now I noticed that kids who are quite young
and in grade school learn about it in terms of genetics. That's
the way it's presented to them. It's a database. It's a
different metaphor that's being produced. I think looking at
the metaphors that are in the air and the social constructions around
them and how that helps push the technology and the technology helps
push the metaphors is an interesting thing to do. That's why
I started this stuff way back in 1642 because these things aren't new. They
have long histories. They come out of a past and because they
do come out of a past, I think they're easier to accept, but also we
accept them unquestioningly and I think we need to question them. We
need to think about what the meaning down the road is for all of this.
Audience: I
wonder if you might be able to say a few more words about that, because
I don't think, for example, it's one thing to talk about photography
as being not necessarily being a photograph of a person being truly
that person. It's another thing to take information from a database
and start to inject it into a human body and say this is going to solve
your problems of illness, when that database only has, just like a
photograph, a certain interpretation of what that reality is. Yet
there's all these assumptions about it being complete. The human
genome is just you.
Hart: As
I say, I think all these things will be used b corporations to sell
us more and more stuff. I think that the understanding through advertising--I
don't know much about the genome. I know very little about it. Mostly
what I know is what I learned through mass media. Well, who controls
that? What kind of information am I getting? So my way
of thinking about it and the possibilities of it and what I'm going
to let myself into and what pill I might need next week and I wish
I'd had last week, all this stuff is pushed at me by a corporate gentility,
not by any reality. Our reality is just so negotiable that you
always have to be thinking about where it's coming from. I think
that as we move into these robotic systems, because they appear to
be autonomous, because they appear to be slightly seductive, it's really
important to think about this stuff.
Audience: I'm
always fascinated when I see these things because I don't know a lot
about them and it's great to hear you talk about them in such specific
detail because it gets me on a visual and a conceptual level thinking
about how this relates to me and who I am and I how I move through
the universe, so whether it's robotics or genetics and how it works,
I always take it to think about who I am and how I'm constructed and
what I'm about, but also, very quickly, when looking at this, go to
abject terror that we are going to screw this up and we have a rich
and long history of not being able to do very simple things, so I'm
wondering if you could just talk about--I think a central problem in
the universe is a lack of community and it's terrifying to me that
a group of individuals who have no sense of community are creating
virtual ones and then making these robots that are going to interface
and become a part of it. I wonder if you could talk a little
about . . .
Hart: Well,
one thing that worries me, it's one of my current neurotic concerns
is that some people are so intrigued with developing these robotic
systems that they really feel that we are going to leave our bodies,
that we are going to download our consciousness into these highly developed
computer systems and we're no longer going to need the real world. This
is sort of a seductive fantasy at play. What this means is we
don't have to deal with issues of pollution, issues of healthcare,
issues of poverty, because all of that is all that old stuff. We
can think about this wonderful new shiny reality that's going to be
so glorious. So for me, I think we need to pay more attention
to what's actually going on and not get seduced by all that stuff. And
again, I think as artists we're the people who can question things
and make work that is the thorn, the irritant in an interesting way.
Audience: First
of all, let me say thank you for picking me. You have very good taste. Secondly,
my day job involves working with individuals who are disabled, and
I'm very excited about this type of technology in the way it allows
people to interact. The way it enables individuals. I think
that as a computer person I'm extremely illiterate. I can turn
it on; I can turn it off. That's as far as I can go. But
I had the opportunity to see individuals who are disabled use adaptive
technology to interact in classroom settings and to participate. Part
of what I do is career advisement, and we always talk about ability
potential for individuals who are disabled. You know, the idea
that somebody, if you're blind, the idea that you're going to be a
surgeon is sort of not going to happen. And that comes up a lot
because people want to be all they can be in spite of their limitations. What
I've seen here today I think is exciting. I don't mind people
downloading and uploading their emotions. It would give me more
free time at work, quite honestly, and I don't believe it will replace
people in my profession because they told me years ago that the computer
was going to get rid of paper and oddly enough, I have more paper in
my pocket today than I had in 1981. Receipts get bigger and bigger
everyday. So I'm not really frightened about it. Do you
see the possibility or rather, do you think this technology, from a
creative point of view, is addressing the integration of disabled individuals
into . . .
Hart: Yeah,
that's very interesting that you bring that up. One of my kids
is disabled. Fairly severely disabled, in a wheelchair. And
he uses the computer a lot. For him, it has opened a whole world. He's
been able to finish school because he can't write but he can type on
a computer. He has access through email to all kinds of situations
and people that he wouldn't physically--for him to get his clothes
on in the morning, take a shower and get his clothes on in the morning
is more work than I do in a week. He starts every single day
with a momentous task before him, which is to get ready to live your
life, whatever it is. And yes, this technology has been incredible
for him. He's playing around with some of the things like PhotoShop
and Flash. Even that kind of stuff, he can do something and make
something because he can no longer make it in the physical world. There
are now people in Seattle, they've inserted chips into people, speaking
of cyborgian desires, who are blind and it's allowing them--of course
they don't have retinal vision the way we do--but they have robotic
vision, like I showed you how the mapping of movement, where they have
the awareness of movement and edge detection. So yes, it's doing
amazing things for disabled people, and that's one of the real positive
things. This technology in and of itself isn't good or bad. It's
just how it's used. As I say, the huge, huge wonderful possibilities
opening up for people, but the other side is we have to beware of how
possibilities will be shutting down because of corporate control, too. So
it's two sided.
Audience: I'm
going to ask--I have a sort of slightly unreasonable request. The
way the new media work that's been developed that incorporates this
interactivity and the collaborative process as well and the prosthetic,
to refer to an earlier lecture by Thomas Zummer who was here what feels
like years ago now, the work in the larger field overall around high
tech and bio tech and everything, is kind of propelling us towards
a new way of perceiving and a new way of producing. I'm just
wondering, given my--you don't know my personal history but I've tried
really hard to look at electronic arts and I've gone to arts electronica
and I was actually in Banff in 1993 when they were doing that stuff
and I couldn't get access because a total of two dozen people got in.
Hart: Yeah,
I know. Access is a big issue.
Audience: And
I've always had this problem of appreciating the work because I look
at it from the point of view of a visual artists. It's a very
different history, and I'm interested in how you perceive it because
you come out of that tradition and you've moved in, as opposed to from
a computer science or engineering kind of perspective or background. There
seems to be still this gap of the ability to appreciate beyond a theoretical
or technical interest and I'm wondering if you're seeing the gaps being
closed or perhaps talk about that gap, articulate it for me, because
I would like to begin to feel less frustrated at my own inability to
come to terms with the intentions and desires around electronic arts.
Hart: Well,
I think you're right in that I have become, in the last few years,
more aware of it. I've started working with these computer scientists
and with the medical school at Brown University that has this CAVE
and they are becoming aware of the fact that they are very clumsy at
visual work. And they are beginning to value that. The
stuff being done is very cartoonish. I don't think it looks very good,
because I love a photograph. There's a photographic quality about
a photograph that is so beautiful, and it's not happening in these
other arenas yet and it probably never will. Probably a new aesthetic
will be developed that isn't there yet, something new will grow out
of it that really comes out of the possibilities those machines provide. It's
going to be different. Things are changing so quickly right now, in
the last three months I've seen huge development of new medical imaging
technologies. The program I work in at RISD is a combination
of RISD and Fraunhofer, which is a German company that does computer
visualization mostly for medical stuff at this point. So I'm
working with these scientists every day and I am seeing that huge gap,
but also that they're beginning to recognize that there's a gap, too. Where
this is going to go in the future? I don't know. I would
like to think that something will develop that's rich and meaningful
and interesting to us as artists to work with. Maybe that won't
happen, but maybe it will. I don't know. But there's definitely
a gap.
Younger: There
are some things that I've been thinking about is that obviously change
is the only constant in the world and you're not going to stop it. But
I do think that we need to think about it and maybe we can bend it
to a better or different use, and I think there are a lot of Ð And
I think when we talk about these kinds of computer-generated things
and this huge new technology, we really need to take it in a greater
context, just like I'm hoping that we do with these other kinds of
things that we talk about here, because we need to take it in the context
of a world that is a more global world; one where more corporations
really do own a whole lot of things, where when we get into these issues
that we're going to talk about, like the way the war on terror
was presented in the media, we're living in a system now where there
was no dissent on television, and that our individual free voice--we
aren't even really aware that kind of thing has disappeared. Surveillance
is really important and they've been able to track these guys down. Like
look at all the places they found where they went to the bathroom,
you know what I mean? Sure, it's afterwards, but it doesn't mean
that in time that can't be developed to be a future thing so that if
you're the person who's complaining, it may be a way of making us like,
do whatever we want to do as long as we're quiet, we're fine. And
I think that's really against the nature of artists. I think
that we really are the oppositional people. I always think of
us as the visionaries of the world and the ones who can lead us. I
think we need to think about ethical, moral, and spiritual kinds of
issues. I know you're addressing that but I want to see it go
like 5,000 feet further than you are right now with that because I
think these issues are really critical to how we're going to live,
not only in America, but in the whole world. And I don't think
that we're going to stop it. I don't really necessarily want
to stop it, but I certainly do want us to think about it and to make
sure that there's always some kind of space for us in there. That
they won't be taking something away from us when they do this.
Audience: So,
Henry was talking about the Banff exposition and the fact that there's
this limited access. What's the reason for limiting the access? Why
is there a limited access to experiencing or viewing these technologies? Is
it because they're so expensive, like you were talking about the CAVE
machine, to operate? Or, what's the reason for that?
Hart: I'm
not sure that I've completely figured that out. One is the expense. Because
you have these very expensive machines, and you have to have programmers
sitting there, so there's a whole entourage. You work in a team. It's
not like going to your studio with an idea and struggling your idea
and developing something and showing it to a few people and realizing
that your intentions aren't coming through and going back and redoing
it. It's very much team work. And everyone on the team's
being paid a lot of money, except the artist, some things never change,
and so in some ways it's work by committee, and there are limited hours.
You're usually working on somebody else's project that's got funding
through the National Science Foundation or some medical grant. A
very small amount of time can be given and as I say, it's only the
interstitial times that you can grab here and there to experiment,
and what artists are really good at doing is experimenting and coming
up with interesting things because of that. Heidi's going to
talk later today and show you some great, interesting experiments that
are wonderful. But I think a lot of it is that, and some of it
is just the mindset. Giving artists access to new technology
that they might not have the ability to buy and own in their own studio
is not the way the world thinks. Although, with more and more
corporations through various art funded groups, you can apply for artists
in residence type things and get some of the technological help. If
you have an idea, develop it and shop it around to the corporations. Sometimes
you can get them, even when they don't have a program like that you
can get them to. I think it would be a good PR thing, so it's
worth pursuing, but it's not easy.
Audience: I'm
thinking about some of the criticisms that have gone on with pre-virtual
technology like cinema, television, and video games, with generating
a kind of passive spectator. I was in the discussion the other
day about our access to computers here and the way in the last few
years our reliance on computers have affected the way we spell and
the way we write and basically the way we think, and it seems that
the passive spectator is changing. I'm just wondering if you
could comment on the switch, and maybe also, if you could talk about
some works that deal explicitly with the dark side. And also,
I'm thinking about the audience and it seems so celebratory, but also
about surveillance.
Hart: Well
I think that the two-way stream that you're talking about, rather than
broadcast, which comes to you and you're the passive receiver, yes,
you may switch the channel but you don't control what's happening on
the channel, but that is changing. I think we're going to find
the Internet--I think the Internet is going to become a two-way stream,
which it sort of is. Like you can buy things on line. Pretty
soon you're going to be able to do a lot more interactive type stuff
and I think it's going to become a 3D world. I think there's
going to be haptic feedback. I saw an Internet display a while
ago and instead of a mouse you reached in a box and you could actually
move things around that you saw on the monitor. There was nothing
there, it was all virtual but the illusion was that you were actually
moving things around. You could feel things. It was like
dealing with a physical space. You could interact with them. I
don't know how many of you have played games like Microsoft's Asheron's
Call, these 3D worlds, these virtual 3D worlds, where you can go and
your avatar goes in, and you really do identify with your avatar very
quickly, and it's completely 3D and you have objects and you can put
them down, and the objects stay there when you come back later or somebody
else can come and pick them up. It's not a flat 2D world. It's
a highly interactive 3D universe, and I think that's what the Internet
is going to become. There's a lot of money being made by developing
new compression schemes right now. That's one of the very high-paid
things, and a lot of people are sitting in front of a lot of computers
right now trying to write those compressions schemes.
Audience: I
guess I'm also thinking about ultra-violent video games and the way,
the argument that these promote violence and what it's really doing
is promoting in an inactive person sitting in front of the TV who's
not engaging in anything outside of that. When you were talking
about the CAVE at Brown, I was really interested and I can't believe
this has never dawned on me, it's such a logical step, but the creation
of art in those artificial environments and then saving them and then
potentially where those could go from there.
Hart: It's
hard because the CAVE at Brown is unique. It doesn't have--I
don't think you could take work you did there and take it to another
CAVE. I think it's specific to that environment, so it's a very
rarified environment. It's not something we have much access
to using. The bit about these violent computer games, when you
think about it, those are very highly short loops, you know, you go
around a corner and you shoot somebody. Boom, then you go around
another corner and shoot somebody again. It's not very interesting.
Audience: My
question is more mundane than sophisticated. It has to do with
your rule as a juror and picking up our work. Can you talk to
us a little bit about how you get to choose our work, was there a team
or something you find much more interesting from this group than all
the other candidates that were chosen?
Hart: There
was a lot of good work submitted. The problem was not finding
good people; there was a ton of work. There were a bunch of us
and we each had our own personal perspectives, which is what's interesting
about a jury is that you don't agree. A good jury doesn't agree
openly and fights for what they want. Cheryl had it very well
organized. It was incredibly well organized. In fact, one
of the best organized ones--in fact, everything just went. It
was great! For me, my personal interest is in the social meaning
of work. How does it relate to the way the world plays out, how
can it change the way or disrupt or ask questions about things, but
that's my personal take. So I'm always interested in work that
does those things, whether it's ancient painting or virtual work, and
of course, most work doesn't. Most work is more about soothing
you on your way to the cash register and slickness and looking good
and I love things that are wonderful looking, it's not that I'm against
that, but I want something else to be happening, too. So that's
just my take. I take that with me wherever I go, and I'll fight
for that in a jury and people can disagree with me and sometimes they
can get me to change my mind, sometimes I can get them to change their
mind. It was a good jury I felt because there was great discussion
and lots of disagreement.
Younger: That's
always the best jury.
Hart: People
would say, ÒHow did you come up with that?Ó (Laughter) That's
good.
Audience: You
talked a lot about the corporation and development of these technologies. What's
in the back of my mind is our military. In the past, where the
military basically were the ones that developed all of these technologies
and then the consumers, you know, made it more consumer-oriented. Now
it's almost like our government contracting these corporations to develop
these technologies for . . .
Hart: Well,
it's a military corporate power base. These things aren't developed
for artists to ask interesting questions. Ever.
Audience: I
just have a quick question. Have you given any thought at all
to, in the last five years, this growing consensus in the media that
reality is a novelty? For example, with reality television. It's
reality in quotes, clearly . . .
Hart: Yeah,
but it doesn't have anything to do with any reality as I know it. It
might be somebody's reality but it's definitely not my reality.
Audience: I
wonder how that connects up with this growing interest in out of body
experiences, you know? Like sitting at home watching people get
arrested, or who's going to hook up with who on this island that they
wouldn't have been on if . . .
Hart: .
. .if the corporations hadn't sent them there so you could watch their
advertising. Yeah, you have to be very--one could become extremely
cynical very quickly. I think it's important to keep some sort
of vision about what do you want to do, and not get so cynical that
you get eaten alive by all this stuff.
Audience: You
mentioned earlier in the beginning of your talk about artists colonizing
the space of the internet and that type of work, and I'm interested
in knowing in terms of countries that don't necessarily have this technological
power and the importance that it's taking in the world, do you know
of anything being done to create a level playing ground in this new
frontier?
Hart: Not
enough. There are a few organizations and groups that are trying,
but given the huge problem, they're really being able to implement
much change is small, but I still applaud that change. One of
the things that is interesting is that countries that haven't developed
the infrastructure that now is beginning to look old, instead of getting
repaired it's being thrown out because we're moving to this electronic
era, is they can make the jump immediately to the electronic. They
don't have all this old infrastructure to have to get rid of. Do
they have the money to do that, and do they have the money to educate
the people who are going to install and repair? These are all
huge problems. I think that at this point in time, the gap is
enormous, and not just between countries, but even within the United
States. We talk as though everyone has a computer sitting on
their desk at home, and there are a lot of people who don't. This
is a part of the issue that needs to be addressed and raised. Believe
me, the corporations, again, are not going to provide much of any answer
in those ways. I think it takes dedication from groups and people.
Audience: I
was wondering, since 9/11 have you seen the militarization of stuff?
Because at UB we have this supercomputer thing, I think it's a CAVE
or something like that, I guess they do it for flight simulation and
geographic and outer space stuff. Before 9/11 they seemed interested
in having people from different disciplines come in. And I remember
walking in and everybody wondering, okay, who are you? You're
in art? There was this resistance and after 9/11 you couldn't
even get access to the area. So I'm wondering in terms of art
or things that are not necessarily in the hierarchy of importance anymore,
has there been some cut back to that?
Hart: I
always assumed that any government will do exactly what it wants until
it's stopped by people, and that it will use any of that to put its
own agenda forward, and I think a lot of what's happened, as Cheryl
was saying, was that there was no dissent on TV. Whenever they
start interviewing people for months about 9/11 and people started
questioning the surveillance-type stuff that was going on or whatever,
immediately they would show a picture of the planes hitting the towers
again, and they would cut to something else! It was amazing! It
was like this we have to give up our power to the almighty government
to protect us from these horrible things. I don't buy it on any
level whatsoever. I have huge questions there.
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