The interactive arts programme track, first launched
last year, has gained a foothold in the conference. As part of the
track, LASALLE-SIA College of the Arts in Singapore will be holding
a seven-day exhibition at its campus. The exhibition will be opened
to main conference participants, as well as to the public.
Presence/Absence is an interactive multimedia
exhibition featuring the works of 16 international artists and their
collaborators.
For centuries, artists and philosophers have
explored the notion of presence from multiple perspectives,
considering its physical, psychological, and cultural dimensions. In
that exploration, technology has played an important role, not only
in the development of the tools used for the ¡°representation¡± of
presence, but also in defining it: from the revolution in painting
brought by photography, to the new concepts of presence brought by
technological advances in the last sixty years (virtual reality,
telepresence, etc.). Such technologies, and in particular those that
combine multiple media (video, images, computer graphics, audio,
haptics), seem to increase ¡°presence,¡± questioning our embodied,
singular sense of being in this world as the only way of positioning
ourselves.
That questioning is closely linked to cultural,
social, and economic factors: presence can be used to reaffirm power
or control structures; it can multiply our sense of being by erasing
distance barriers and allow us to take on new, virtual identities,
or it can be interpreted as leading to absence as in the belief in
some cultures that photographs steal the soul.
Artists have worked with ¡°technologies of presence¡±,
in traditional art for a long time.
However, while the rapid spread of technology has
brought unprecedented changes in the very basic notions of presence,
advances in transportation have lowered costs and changed the
physical landscape: those with enough resources are able to travel
to be ¡°anywhere¡± in short periods of time, and opportunities for the
less fortunate have also opened up, allowing the unprecedented
movement of people creating great challenges for humanity in the
21st century. The exhibition consists of inter-disciplinary art
works that address the issue of presence both in artistic and
technological, but also, in political (migration, home, sense of
belonging and identification) contexts.
¡°This is one of the first exhibitions being held
Singapore that focus entirely on interactive media art. The
participating artists, many of them belonging to a new and young
generation of media artists, are working within a wide range of
conceptual approaches to art and technology, using varied sensors
and display technologies that often stretch the known boundaries of
multimedia works.¡± comments Mr Wolfgang Muench, Dean, Faculty of
Media Arts at LASALLE-SIA.
Works in the exhibition underwent a rigorous
selection process by an international technical committee and by the
curatorial committee: Jeffrey Shaw (University of New South
Wales, Australia), Yukiko Shikata (NTT InterCommunication
Center, Japan), Eugene Tan (LASALLE-SIA College of the Arts,
Singapore) and Alejandro Jaimes (FXPAL Japan, Fuji Xerox Co.,
Ltd., Japan). Andrew Senior (IBM T.J.Watson Research Center,
USA) and Wolfgang Muench (LASALLE-SIA College of the Arts,
Singapore)
,
Woodrow & Hollenberg¡¯s ¡°Body Degree Zero¡± uses biological
sensors to create a virtual presence of two participants.
Nelson¡¯s ¡°Bomar Gene¡± creates a web of
narratives in which the lives of several individuals can be
discovered.
Takahashi & Sasada¡¯s ¡°Diorama table¡± playfully
mixes physical elements with virtual ones: virtual objects interact
with objects placed on a table.
Active Ingredient and Middlesex University's
"Ere be Dragons" is a game for pocket PC that encourages exercise by
mapping unknown territories to create a virtual landscape,
controlled by GPS and the player's heart rate.
Tseng & Lee¡¯s ¡°Immersing ME¡± also mixes the
virtual and the real as images of viewers of the work are captured
and divided into many pieces.
Gemeinboeck & Krell¡¯s work ¡°Impossible
Geographies 01¡± explores memory by interactively redisplaying
complex combinations of video previously captured in the space.
Birchfield¡¯s ¡°Interactions¡± mixes images and
sounds from two virtual artists who compete with each other given
user input.
Yamakawa¡¯s ¡°KODAMA¡± creates a world by capturing
voices of the visitors to the installation and representing them as
bubbles in a forest.
Renno, Marchetti & G. D. du Rau¡¯s ¡°Non_sensor¡±
subverts a magnetic position-sensing device using everyday
electrical or metallic objects as impromptu tools of artistic
expression.
Stenner, Kerne & Williams¡¯s ¡°Playas¡± creates a
virtual reality game environment from real and synthetic images of a
New Mexico town.
Hsu¡¯s ¡°Tangible Weather Channel¡± uses air and
water to convey presence in the weather of a remote location.
Ogawa, Ando & Onohera¡¯s ¡°Small Connection¡± uses
tangible media to experience remote presence, creating an intimate
communication channel with light and touch.
Ciglar¡¯s ¡°Tastes Like¡± does away with
technology¡ªthe body itself serves as a conductor of electrons to
generate audio-visual collages.
Olsson & Kawashima¡¯s ¡°The King Has¡¡± solicits
anonymous secrets via SMS and memorializes them on publicly
displayed wooden tablets.
Pichlmair¡¯s ¡°Seven mile boots¡± mixes physical
space with the virtual world: as the wearer walks, wearing networked
boots, she enters different internet chat rooms to overhear
real-time conversations.
Arango¡¯s ¡°Vanishing point¡± renders a map in
which countries disappear if they are not mentioned in on-line news
sources.
Sources:
www.lasallesia.edu.sg,
www.nus.edu.sg 4 Nov 2005