My companion for the two-and-a-bit
hours of the Vienna-Linz train ride (the connection between trains
and Ars Electronica, strange though it may seem, becomes
apparent in the christening of one of the ÖOB (Austrian Railways)'s
fast trains) had left a few moments before. After saying good-bye,
I went to the station's tourist information stand, carrying excitedly
in my hand a physical reference to Ars Electronica. After
all, there was no need to present the picture postcard alluding
to the 'Takeover' theme for this year's festival I
had found in a free postcard stand at the entrance of Vienna's Café
Central. In spite of not having found a living soul that knew
what is, or may be the Ars
Electronica Centre - "a media facility and interface
of art, technology, business, science and technology" -,
the relatively small town of Linz clearly shows that museum's location
in its tourist map, just across the Danube from the railway station.
Maybe this has to do with the international exposure the town receives
every year, in early September, when conferences, debates and award-giving
(the Ars Electronica Prix) take place at the town's conference
centre, right in front of the Ars building. Both constructions
face the river and the town's historical and commercial centre across
it.
Not even a typical early August
hard rain deterred me from visiting Ars in the same Saturday
afternoon I arrived at Linz. The web-cams I had consulted at home,
on the "museum of the future" site, had not proved
very informative, and I had to reduce my mental assessment of the
height of the five-storey building, metallic-grey and glazed on
top, as I stepped down of the strasse-bahn ('street-train',
in a literal translation from the German). By the way, in Linz my
knowledge of German was much more necessary than in any other place
of Austria I had been until then. This city does not seem to profit
from the hordes of tourists that invade the country in summertime,
in spite of being a frequent stop on the railway line that crosses
Austria, moving west from Vienna until Tyrol. I had already been
warned of that by the fact that the Ars site used the German language
by default, and that often the translated texts contained less information
than the German originals. The site stresses the museum's "experimental"
character and its "playful fashion", and
this can be seen in the joviality of many of its visitors and in
the fact that orange-clad guides are always ready to help in using
the mysterious technical implements.
The "login gateway" (level 0)
Entrance on the level called "login gateway"
is gained through a bracelet that carries a kind of original code
bar. Its being scanned at the turnstile will allow us to see the
two pieces this floor level has to show us. They are two robotic
applications that rely on community interaction. These two pieces
can be, indeed, manipulated either by local visitors or by members
of the cyber-community. The Museum's sites have web-cams that web-cast
the outlook of these two machines.
The first (and perhaps the most interesting) one
is the TeleGarden ( http://telegarden.aec.at
), which consists of a robotic arm, whose task is to maintain a
circular vegetable bed. Its most distinguishing feature is the fact
that those who want to interact with the piece must engage with
it. Plantation, watering, soil enrichment: everything is taken into
a mechanic, virtual field of space, mapped into sectors and able
to memorise and capture the state of every vegetable unit. The machine
is supposed to give its human user a feeling of biologic paternity
even as, in the austere sterility of a non-living entity, it gives
birth to biological life. It can also be used to lighten the physical
"burden" of environmental awareness. The prospect states
that the piece receives "the attention of thousands of people
all over the world" and, indeed, there is increasingly
less arable land. We do wonder what will happen to our creation
while we are away, which means the piece is successful in leaving
a little "implant" in our conscience.
The same interactive ease cannot be found in the
workstation that acts as an interface for the construction of a
"virtual architecture" in TeleZone
( http://telezone.aec.at ).
This project aims at the establishment of a kind of Legoland-style
"urban community" robotically acted upon, either
at the Museum or through the Net. Its design and construction are
left to those who feel like piling up small, Lego-sized blocks.
The people behind this project seemed intent on fostering a democratic
architectonic society, mirroring those differences characteristic
of a contemporary urban centre. This is perhaps best appreciated
in the cohabitation of a pre-Colombian construction and a building
evocative of classical antiquity. This pair is followed by a 'ghetto'
made up of visitors' abandoned attempts at building. They probably
became bored with the interface's difficulty (and they weren't the
only ones).
The "Cibercity"
(level 1)
The lift is itself an effort of immersion (and innovation?)
in technology. A flat screen on its floor shows animations in the
dark as it goes up or down. A remote allows us to check the available
animations: a rocket that is shot from the Ars into space
(as we go up) or a 'section' that allows us to see the areas of
an active brain.
This level is characterised by the concern with information
denoted by its pieces. This information as an interactive object
appears crushingly in the form of agglutinations of the linguistic
unit - the word - or, even more basically, in the elementariness
of a single character. This has to do with the Print On Screen
exhibition, which presents installations that relate "tipography,
typefaces and text as a medium of interaction".
Visual arts and text fuse, in order to, according
to the prospect, "investigate interaction as an artistic
strategy", thus creating "digital wordplay
in the truest sense of the word".
As a motto for the pieces shown on this level, we
have Peter Cho's statement: "The first time I
played with flying words was when I made my first paper plane. I
haven't stopped since". Indeed, the "flying words"
used by this Aesthetics and Computation Group graduate from Media
Lab can be appreciated in one way or another on the computerised
visualisation of alphanumerical text symbols as a starting point
for artistic composition in Print on Screen.
Within this context can be placed one of this level's
most appealing pieces: Life
Spacies II, by Christa Sommerer and Laurent
Mignonneau. It consists of a large screen, in which a sea-like
virtual environment is the backdrop to the birth, life, feeding
and death of beings translated through an algorithm, whose input
is made up of aggregated letters. These will be typed by a visitor
on a keyboard in front of the screen. Each different aggregation
will, in principle, create a different being that will interact
with the others until its death.
Other most interesting project, this time one with
which the whole body of the visitor will be able to interact, is
Text Rain, by Camille Utterback and Romy
Achituv (USA). It is installed in a specially improvised room.
On entering, the visitor sees a "rain of letters" that
falls on a projection screen at the end of the room. These letters
do not seem to instigate any perceivable kind of communication -
they are rather a poem that waits for the visitor's interaction
in order to reveal itself. The projector, situated behind the visitor's
back, projects his/her shadow on the screen where the letters are
falling. The visitor must "stop" the letters with his/her
body, so that they are detained, immediately above the silhouetted
shadow, time enough for words to form. When our shadow is no longer
present, the letters fall down like snowflakes, disintegrating as
they reach the ground. Given the different physical specificities
of each body, each visitor leaves behind a kind of unique, "fingerprint-like"
impression. There is also a total freedom of involvement with the
piece, which easily goes beyond the simple decoding of the poem,
into a purely playful (or not) balance of characters. The installation
invites us to find ourselves again - do we really remember what
our shadow looks like? -, accepting ourselves (or our silhouette)
with an eminently practical purpose.
In another compartment, we find a project that aims
at deceiving the public and demands its participation: we use a
typically instrumental keyboard to interactively access the screen,
where another text appears. Symbolically transmitted verbal grammar,
that we read phonetically in our brain as we read the screen, undergoes
thus, during interaction with the piece, a linguistic, or representative,
distortion through these powerful forms of communication. We are
thus cerebrally instigated to acquire a new dictionary, where each
key in the electronic organ - originally associated with a tone,
a musical grammar - will correspond to a change, now chromatic,
now comportamental, in terms of velocity or form in the text shown.
Unfortunately, I have no information on its author(s).
On the same level, we find a series of workstations
in which other interactive projects use language, in alphabetical,
animated visualisations, which sometimes look akin to screensavers.
Such is the case of Active Text Project, by Jason
E. Lewis and Alex Weyers, who have both received a honourable
mention at the Prix Ars Electronica 2000, where the
visitor can manipulate blocks of text through a specially programmed
JAVA applet. Here we find proof that, in electronic or digital art,
technique does not necessarily outweigh creativity.
The "Knowledge-net" (level 2)
Described on its prospect as "featuring
state-of-the-art equipment, offers users the opportunity to try
out a wide variety of different forms of group work, whereby playful
learning plays an essential role". Unfortunately, this
level was closed at the time I tried to visit it.
The "Sky media loft" (level 3)
On this panoramic level on top of the building, we
do not descend upon earth after all the machine-mediated experiences
we have been through; we rather ascend to discover "interface-free"
sensations. Indeed, both sight and taste will enjoy a capital view
of Linz, the mountains and the Danube while sipping a drink. Ah!
All that, of course, as we wait for one of the available Macs to
access our web-mail page.
The "Basement" (Level -1)
To finish, and because a virtual reality session
(VR) was scheduled for late afternoon, I went down to the
basement. Its main attraction is a mainframe (from the second half
of the 90s) that is impressive not so much in terms of sheer size,
but rather of our perception of how the standards of demand for
VR applications have lowered lately. Anyway, the equipment
still allows for a panoramic and collective VR immersion
on a regular basis, something hard to find in museums. Pity that
an Ars monitor carries out the navigation, while the audience
remains "passive".
There are two possible "voyages":
a tour of a possible architectonic project for some city, where
we are able to know the project's size, appearance and interiors,
before it is even built. The other takes us to a mysterious world,
once an unknown, apparently religious civilisation, now dark and
abandoned. The stage is made up of three walls upon which are projected
images to be seen with 3D spectacles.
On the rest of the floor, one can access media data bases, specially
designed for Ars, containing excerpts from some animated
or digital materials for cinema that received the Prix in
former editions of the Ars Electronica Festival like,
for instance, materials taken from Fight Club or The Matrix.
Other pieces are just too close to travelling
fair machines, purely playful and easy to operate. Instances of
that are a virtual skip-the-rope game and a touch-sensitive, interactive
screen, where figures appear and disappear.
|