Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Tuesday, June 04, 2013

Figuring Data (Datascape Catalog Essay)

This essay was commissioned for the exhibition Datascape, at the Cube Gallery, QUT in April 2013. I should mention that since writing it I've discovered that Jer Thorp was way ahead of me on to the new oil thing.

“Data is the new oil” - Ann Hummer, Hummer-Winblad Venture Partners (source)

In the swirling chaos of twenty-first century capitalism, everybody wants to know what’s next. “Data is the new oil” is a pithy little announcement. It reminds us how we got here, powered by the long energetic boom of fossil fuels, now entering its closing stages. it announces a successor, a new wealth (and just in time). But in drawing the analogy, it also constructs data in a certain way; as a sort of amorphous but precious stuff, a resource for exploitation, and a sort of promising abundance. Similarly The Economist trumpeted the “Data Deluge” on their February 2010 cover: a businessman catches falling data in an upside-down umbrella, funnelling it to water a growing flower whose leaves are hundred dollar bills.

We need not (and should not) accept this analogy; but it demonstrates how data is figured, or constructed, in our culture. Our everyday life and culture is traced, tangled and enabled by digital flows. We produce and consume data as never before. But what exactly is this data? What can it do, and what can we do with it? Who owns or controls it? How can we understand, appreciate, or even sense it? The construction of data as a cultural actor is vital because data itself is so abstract, so hard to pin down. We ought not leave it to the captains of industry, and their upside-down umbrellas. In Datascape we see artists working with data, applying and diverting it for their own ends, as well as offering their own figurations of its potentials and limits. In a culture increasingly built on data, these works provide moments of cultural introspection, reflections on this abstract stuff that is our new social medium.

Google, Facebook, Twitter and the rest make us - their users - into data. This makes us anxious about privacy and surveillance, but perhaps a more interesting question is what it’s like to be data. If we are all data subjects now, then what is data subjectivity? Jordan Lane’s Digital Native Archive imagines a new bureaucratic archive for the data subject, and immediately comes to the question of mortality. If we are data, and data can be faithfully preserved, are we now immortal? Or are we, instead, dead forever, entombed in a rationalised hierarchy of metadata, request protocols and archival record formats? Christopher Baker’s My Map (below) shows us what it might be to take charge of a personal archive, with a tool that reveals the patterns and relationships in email correspondence. This self-portrait suggests that one of the challenges of data subjectivity is simply knowing oneself: the scale of our personal data exceeds our grasp.
In two of the most prominent data art works from the mid 2000s, we mine these personal archives en masse. Golan Levin’s The Dumpster and Sep Kamvar and Jonathan Harris’ We Feel Fine scour the internet for “feelings” that are compiled into datasets, and in turn staged as dynamic visualisations. In turning our digital selves into swarming dots and bouncing balls, the artists animate us as members of a teeming throng. Data here is in part a new form of social realism, a way to represent the complex texture of life in the crowd; but these works also ask us to reflect on the limits of data-subjectivity. Can the intensity of our inner lives really be represented in cool, abstract data? Are we all so much alike? Aaron Koblin’s Sheep Market answers both yes and no; for we can see here both the comical diversity of the crowd (and its sheep avatars), and the uniformity that digital systems encourage.

The pathos of this contrast, between the coolness of the digital and the warm, messy intensity of humankind, emerges again in Luke du Bois’ Hard Data, where the tolls of war unfold as stark lists and map references. Du Bois’ soundtrack, generated from the same source data, acts as an emotional mediator, trying to return some of the tragic importance that the data fails to convey. Du Bois’ work pivots between the data-subject and what we might call the data-world. For if the world, too, is now data, then what might that feel like? How do we approach such a world?

In many works here the weather - a complex (and increasingly uncooperative) material flux - is a sort of proxy for the data-world: a field that is both easy to measure, and difficult to grasp. In Miebach’s Weather Scores, Viegas and Wattenberg’s Wind Map (above), and my own Measuring Cup, weather data is a source of aesthetic richness, as well as a pointer to the world beyond, the world that data traces. The weather - so much part of our everyday sensations - is abstracted here into numbers and symbols, only to be remade in new sensual forms. What if we could see the wind across an entire continent? Or hold a hundred years of temperature? Or hear the tides as music?

Here we get a glimpse of an alternative figuration of data itself. Rather than some kind of precious (but immaterial) stuff, or fuel for market speculation, data here is a relationship, a link between one part of the world with another, and a trace that can be endlessly reshaped. Of course, that trace is imperfect; a mediated pointer, not a pure reproduction. So Viegas and Wattenberg issue a disclaimer for their Wind Map: this is just an “art project”, they say; we "can't make any guarantees about the correctness of the data or our software.” Yet that connection remains; and art here plays the role that it always has. It transforms our understanding of the world, by representing it anew.

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Friday, September 21, 2007

Langheinrich & Khut - Embodied Media at BEAP

One of the strong points of PerthDAC was its overlap with BEAP, Perth's premiere media arts festival; even better, the conference built in gallery visits to several of the BEAP shows. I'll blog the conference soon - meantime see for example Axel Bruns' comprehensive blogumentation. For now here are some thoughts on two of my favourite works from BEAP, both of which use abstract digital forms to create profoundly embodied experiences.


In Ulf Langheinrich's Waveform B, video projection and strobe lights play over a long, pool-like screen on the floor of the installation space. Entering the darkened central space of the building, the screen flashes and vibrates under ultraviolet strobes, seeming initially to come loose from the floor, hover and drift. The strobe banks mark out audiovisual intervals of time, but always accelerating or slowing, coming together, intensifying or dissipating: temporal waves meet, reinforce and neutralise each other. When these waves are most intense the work's visual field becomes overwhelming; bursts of ultraviolet seem to outpace vision, inducing refractions, afterimages, phenomenal artefacts that drive perception inwards. In calmer moments video-projected noise textures blend with the strobes, and again occupy a perceptual threshhold where time and space interfold; the noise seems to eddy and flow; differentiations in space rise out of this horizontal field and quickly sink back into it. The ripples are derived from video of Ghanaian ocean waves - there's a trace or imprint of fluid dynamics here; the overlay of oceanic ripples and video static recalls Michel Serres' Genesis, where he figures noise itself as a kind of material and informational sea.

Strangely, Hannah Mathews' catalog statement describes the work as "a temple to technology, enabling audiences to meditate upon the inherent stillness of a contemplative digital void." Slightly better than another PICA account - "a multi-level, immersive audiovisual experience of the colour blue." Happily neither description does the work any kind of justice. Waveform B evokes phenomenality; material, sensual experience; though unlike some other works with this aim, Langheinrich eschews (conventional) pleasure in favour of overload, disorientation and the edges of perceptual experience. Augmented with strobes the ubiquitous video projector is stripped back to its technical core, a kind of hyper-articulated source of visual energy, rather than a cinematic window on the wall. A 2005 interview fleshes out some of Langheinrich's background; I was struck especially by his mention of music as an aesthetic model. On that thread, the soundtrack at the PICA installation created an effective atmosphere, but lacked impact - maybe the sub had been turned down?


In George Khut's Cardiomorphologies v.2 participants are gently rigged with breathing and pulse sensors that drive an abstract visualisation. Overlayed concentric rings and discs grow and shrink in patterns that suggest both modernist geometric abstraction and mystical diagrams or mandalas. Using the system the visualisation takes on another inflection, as a kind of avatar, a (data) projection of the self imagined through the language of meditative practice as a point of energy. Biofeedback - at the core of Khut's project - occurs as bodily process drives image which in turn inflects mind and body. I enjoyed that state, but it's not a guaranteed ticket to nirvana; I saw others getting quite uncomfortable as their heightened awareness of breath led into anxiety.

Khut's approach is an interesting combination of techno-pragmatism and an ethical commitment to, and knowledge of, bodily subjectivity. Engaging visitors to the work he's very open about the mechanics of sensors, data gathering, analysis and interpretation; if you're interested he can explain in detail the theoretical correlations between spectral analysis of heartrate fluctuation frequency and the parasympathetic/sympathetic nervous system balance. Khut makes it clear this isn't some mystical strain of data-mapping "magic," but a concrete, physio-psychological process. In fact the conversations around the work are part of the process, drawing out participants' experiences and sensations and informing the ongoing development of the system. Khut's work shows how data practice can engage intelligently with, and reflect on, the extraction or creation of datasets as well as their aesthetic and affective manifestations.

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Monday, September 10, 2007

Against Information - a Data Art Critique

Next week I'm off to Perth for DAC, where I'll be presenting a paper focusing on data art. It looks at a good handful of works from the last few years, including The Dumpster by Golan Levin with Kamal Nigam and Jonathan Feinberg, We Feel Fine by Jonathan Harris and Sepandar Kamvar, Alex Dragulescu's spam visualisations, Lisa Jevbratt's 1:1 and Infome Imager Lite, Brad Borevitz's State of the Union and some of Jason Salavon's abstraction and amalgamation works.

The paper develops the questions that I posted here a while ago, focusing on how artists construct a notion of data while they use it as a creative material. It especially considers the distinction between data and information, arguing that data art often works to defer, abstract or undermine information - in the sense of a formed or contextualised message - and instead offers us a more open or underdetermined experience of the data as abstract pattern and relation. The problem here is that we can't have unmediated access to the abstract data - it's always mapped to something, structured in ways extraneous to the dataset. And data itself is always extracted, made or constructed, not some kind of autonomous digital object.

The case studies are clumped around four data-figures: indexical data - data as a sign of something real - as in The Dumpster and We Feel Fine; abject data - data as empty and malleable, as in Dragulescu's work; Lisa Jevbratt's data material or Infome; and data as anti-content or "artist's squint" in Salavon's work and Borevitz's State of the Union.

Anyhow, here's the full paper (3.3Mb pdf). Feedback very welcome, of course.

(update: the pdf file was corrupt, sorry - fixed now)

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Tuesday, May 22, 2007

Fijuu, 3D Synaesthesia and the Loungeroom

Game/art notable Julian Oliver (aka delire) has been using game engines for audiovisual performance since way back. In 2001 I saw him play a Quake mod that had been rigged with audio samples and proximity triggers to create an immersive first-person performance tool; a digital hardcore jumping castle (I think the system was related to the later q3apd). In conversation at the same event, he argued for the potential of this approach. I saw the Quake mod as an ingenious sample trigger interface - a kind of 3D drum machine - but Oliver was looking ahead to realtime manipulation and deformation of geometry and sound. In retrospect he was evoking a form of synaesthetic media, where spatial and sonic attributes are fused and cross-mapped, so that the form is the sound. Gesture is significant here too - in performance practice gesture is at the interface of space, motion and sound. Oliver was imagining dynamic form as an articulation of sonic gesture, but also the prospect of folding back 3D form into sound; procedural texture-mapped geometry as a sonic provocation. What does this sound like?


This conversation came back to me vividly when I ran into fijuu2, a project by Oliver and Steven Pickles. Fijuu comes close to realising what Oliver imagined in 2001: a plastic, gestural, realtime audiovisual 3d environment. Forms twist, shatter and rotate, hovering inside cylindrical arcs of a gesture sequencer. Sound and form transform in unison, evoking a third, more abstract thing, the map or pattern that links them. Global filters influence sound and image, making another (logical) map between pixel shaders and audio effects. It's great to see lush, gaming-grade 3d graphics diverted towards a more abstract aesthetics of play.

fijuu is also interesting as a case study in art/game crossover and the free software ecology. It runs on Linx, using the Ogre graphics engine; all free and good, but installation looks fairly daunting. Apparently it will one day be available as a Linux live CD, bypassing the installation process and maybe approaching a game-console level of runnability. This is the exciting bit, for me. It would be great if artists could join the current battle for the "converged" screen (MediaCentre, PS3, FrontRow, TiVo, etc). One way would be for artists to somehow gain a toehold in mass market console gaming - but that doesn't seem likely, despite the odd promising exception. Another is for art to occupy interstitial attention, with screensavers like The Endless Forest and E-volved Cultures. Fijuu signals a third possibility, for art to temporarily occupy ubiquitous PC hardware as if it were a console. Back to the demoscene, and forward, to generative AV 3D interactive art in your loungeroom.

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