Sensitive Painting
Mauro Annunziato, Isabella Tirelli, Piero
Pierucci
Plancton
Art Studio
plankton@plancton.com
There is a new type of approach of the
contemporary art since the beginning of 1990’s, based on the digital
interaction between the visitor and the artwork. Such experiences are changing
the interactive paradigm transporting it on fascinating metaphors rich of
potentiality. This research produced a
series of new ideas and technologies that could be used for the fruition of
cultural heritage and the creation of new environments for communication. As an
applicative example we illustrate an interactive installation based on the
concept of the Art of Emergence. This kind of artworks generate visual
and acoustical shapes through the interaction of the visitors and a creative
intrinsic ability of the artwork itself.
There is a new type of approach of the contemporary art since the
beginning of 1990’s, based on the digital interaction between the visitor and
the artwork [1,2,3,4,5,6,7]. This type of art is founded on the concept of a
navigable artwork or in a continuous generative flow, using scientific
metaphors and innovative multimedia technologies. The basic idea is that the artwork is a pyramid with his
current status on the vertex, while in the below zone you can find
implications, aesthetic suggestions, evocations and esthetic variants of the
artwork itself.
The visitor navigates in the pyramid through personal path that
sometimes result in situations
absolutely original in respect to the original idea of the artist. Such
experiences change the interactive paradigm between man and machine,
transporting it on fascinating metaphors rich of potentiality. The research of
interactive art, consolidated in the creation of artwork-experiments, has
produced a series of new ideas and technologies that could be used in order to
formulate new approaches and proposals for the fruition of cultural heritage
and for the creation of new environments for communication.
This
paper refer to a specific experience: the interactive installations of Plancton, a
group of artist-scientist, founded in
1994, introducing the idea of the Art of Emergence [2]. This kind
of artworks generate visual and acoustical shapes through the interaction of
the visitors and a creative ability of the artwork to create continuously new
shapes.
We will illustrate some of the main ideas
that characterize the interactive artworks and that have general applicability
in the approaches of communication of artistic and aesthetic contents. We can
resume these characteristics in some essential points: a) immersivity and
participation to the artwork; b) naturalness, responsiveness and opening of the
interaction mechanism; c) synaesthesia; d) redefinition of the man-machine
interface paradigm.
The relationship between the observer and the artwork changes completely when you can realize metaphors, in which the observer is part of the artwork. The effect of embodiment is a characteristic of the virtual reality: environments in which the visitor is involved, navigating in a three-dimensional context. A greater effect can be obtained when the space of the communication or the artwork physically wraps the visitor. In general, this effect has been rendered with the CAVE systems bases on fully retro-projected rooms. Although strongly involving, such systems are very expensive and difficult to diffuse. A valid alternative is constituted by interactive installations that use natural interaction devices and video-projection (or retro-projection). In such installations, the ideal space of interaction-communication is not the screen, but the physical space where the person interacts. The immersivity is obtained with the ability to create metaphor where the visitor is immersed participating to the game and the distance between real and virtual is ambiguous.
The main ingredients are the responsiveness of the artwork, the naturalness of the interface and the opening of the interaction. The responsiveness of the interaction is determined from the rapidity of the interaction mechanism and by the possibility to influence the content. When the fruition is too much slow, not fluid or when the dimensionality is low (low number of parameters), a frustration is generated in the visitor and the interaction is an obstacle to the concentration.
The naturalness of the interface is one of the more important elements so that the person can feel itself effectively immersed in the installation. With the term naturalness we mean the not intrusive character of the device and the simplicity of the interaction gesture which shouldn’t require explanations. The natural interfaces push the visitor to operate with a well known own gesture language. Helmets, mouse, gloves or similar devices have the advantage to divert the attention of the person from the content in order to focus it over the interaction device. Some of the most interesting natural devices are the tracking systems where the visitor uses the own hands or the body in order to interact. Often, such approaches are based on video-cameras and sophisticated programs of real time image analysis.
The opening of the interaction is connected to the dimensionality of the artwork. If the possibility of the visitor consists in a navigation over predefined states, very soon the feeling to explore the content will disappear leaving the place to an emotion similar to leaf through the pages of a book. A different emotion is given when the number of the possible configurations is very large and not expectable a priori. In this case the visitor can renew continuously its desire to find a personal way and therefore of feeling itself creative in the learning of a content created from an other person.
A meaningful aspect is the synchronization of various stimuli like images and sounds. When such synchrony exists, that it goes under the name of synaesthesia, our brain alloys the stimuli exalting the involvement in the perception. A good modality in order to obtain this effect is to tie sound and image to the interaction mechanism, possibly using the real time generation of music and tying the musical reactions to the actions of the visitor. Finally the three-dimensional effects of the sound have a strong effect to dip the visitor in the installation for the spatial localization effects.
For many years the term man-machine
interaction (MMI) has been used as a paradigm of interaction to pilot
computers. Today such term is misleading. The term machine has a
mechanic connotation and it is little suitable to the idea of the communication
that seems a quality connected to living systems. However the real interaction
does not happen between the man and the computer but between the man and the
software. The MMI paradigm is going to become obsolete in the moment in which
program and computers are not more identifiable like a single unit. It is the
case of the internet network where the data and the programs do not reside on
the computer but they come from outside. A possible overcoming of the
man-machine paradigm is in the concept of the man-digital entity interaction.
Such concept can be generalized in the construction of real-artificial
hybrid ecosystems. In these contexts digital entities interact in between
and with the human visitors evolving in time. This approach includes a
provocative reference to the possibility of the digital life or an
utopian digital intelligence. Although we are still very far from concrete
realizations in these directions, the idea of interact with a digital entity
with its personality, stimulates a great interest in the visitor.
The described concepts could inspire applications where the visitor interacts with the content of artworks of great masters. The basic idea is that the artwork is an intellectual property of the artist, but the fruition process is a personal right of the person who visits the artwork itself. Such idea can appear banal, but it is necessary in order to claim an important right of the visitor to determine own perceptive path. Such right is obvious in the interaction with the real artwork but it is critical when the interaction is mediated through a multimedia representation of the artwork. In the passage from the real artwork to the represented artwork, often the visitor loses wide part of freedom (and consequently the interest) in the fruition of the content. It is necessary to give back to the visitor the resolution on the detail, the variations of light, the possibility to concentrate itself on a subject, the possibility to dream in front of the artwork and to see the colors to change or to saturate, the shapes to move itself, to imagine and to try the creative process of the artist, to see the color blobs, to feel the sounds of the time. The value of an artwork is embodied also in its dimensionality, that is the potentiality in term of possible variants and interpretations. To realize it in an interactive installation, is not to change the representation of an artwork, but to give back to the visitor the perceptive freedom that he has with the real artwork but that nearly always it is denied in the digital representation.
As a methodological example, in the next paragraph we will refer to a
specific installation realized in 2001 from Mauro Annunziato, Isabella Tirelli
and Piero Pierucci. The concept at the base of the installation is an attempt
to animate a process of dynamics perception of a pictorial artwork. The
perception process is guided from our subjectivity, from our history: we see
that we want to. The idea is that the visitor, through a cyclical process of
interaction, can find a personal way to approach the artwork. In the metaphor,
such process has been turned upside down in provocative way: the Sensitive
Painting has its sensibility and living attitude and it reacts to the
actions of the visitor altering the visitor perception.
Sensitive
Painting is an interactive installation where a projector linked to a computer,
casts images on a large size picture. The picture has been realized as a
patchwork with 8 layers. Each layer has been realized composing infinite
fragments of colored, transparent papers, stuck together with water based glue.
Each layer portrays the eternal flux between Eros and Thanatos (love and
destruction). The Libic Sybil, from Michelangelo Buonarroti on the Cappella
Sistina, closes (and opens again) the open question summoned by the painting.
The images projected on the painting consist of the internal layers memorized
in the computer. The underlying layers of the painting are scarcely visible on
the painting itself. Some shots of the scenes were taken and then digitally
captured during the artwork realization. Images coming from the creation
progress symbolize a sort of genetic memory, composing themselves with the
final painting to build the basic material of the artwork.
Before the projection, the
images are modified in terms of saturation, hue, color inversion and other
color contrast models in relation to the people interaction. The perceptive
results depends on the composition of the projected image, and the reflection
on the physical matter of the real painting. In this way, the painting seems to
change dynamically in color and shape.
In front of the painting the
visitors can interact on a interaction device composed by a table with a sensitive
surface. The surface has a woman body shape. The sensitive surface
represents a sort of nervous system of the painting ranging from the
eros to the thanatos zones mapped in the surface. The visitor can interact moving their hands on the surface. When
the hand of the visitor pass close a nerve of the painting, it reacts
modifying the perceptive variables. Following the different trajectories on the
surface, the visitor explores he whole aesthetic content of the painting. He
can modify the color saturation (related to the eros zone), rotate the colors
preserving the original relations, navigate in the painting history.
In the thanatos zone, the
visitor push the painting to destroy the colors towards the gray. This
effect is obtained combining the original color of the painting with the
complementary color projected by the computer. Still in the thanatos zone, the
visitor causes a de-structuration or decomposition of the painting in several
shape fragments that begin to move autonomously around the painting. In the
eros zone, the visitor push the painting towards the recombination of the
fragments to recompose the original shape.
The nervous system of the painting is
attached to a music generator. The music flow trough the attractor of chaotic
functions. The perceptive variables of the music generation are still connected
to the sensitive surface. Depending by the position of the visitor hands and
movements, the music seems more passional (eros zone) or more surreal (thanatos
zone) or more melodic in the
intermediate zone between eros and thanatos. In this zone the eros and
thanatos forces are combined producing a sort of dynamic harmony and
equilibrium.
The main theme
of the installation is perception seen as an active principle and a dynamic
process, causing a change in reality based on observer’s attitude, culture,
action. The perception changes continuously the subject and the subject changes
continuously his perception. This sort of continuous self-reflexive cycling of
the output in the input is one of the most significant mechanism at the base of
the aesthetics and learning process. In this metaphor the painting, animated by
its own nature, reacts to the observers, causing a continuous change in
perceptive flux, dynamically underlining its aesthetic potential. The meeting
between observer and the “sensitive painting” portrays the fusion between the
artist’s and observer’s creative flux. The process of the artwork realization,
embodied in the projected images is unceasingly elaborated by the observer’s
interactions, altering the receptive structures of the painting with their
movements.
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M.: Emerging Structures in Artificial Societies, in Creative Application Lab
CDROM, Siggraph, Los Angeles (CA). 1999. For Artificial Societies see also www.plancton.com.
2. Annunziato, M., Pierucci, P.: Relazioni Emergenti. Experimenting
with Art of Emergence, Leonardo, Volume 35, Issue 2 (April 2002).
3. Annunziato,
M.: Ed. of Special Iussue of YLEM Newsletters on Artificial Societies,
Sept.-Oct. 2001. Articles of C. Sommerer, L. Mignonneau, K. Rinaldo, P.
Pierucci, J. Prophet.
4. Annunziato,
M., Pierucci, P.: Human-Artificial Ecosystems: searching for a language. In
Proc. of Int. Conf. of Generative Art,
Milan, Italy, Dec. 2002, www.generativeart.com.
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life in Art., 2000
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N. et al.: Network neuro-baby with robotics hand, symbiosis of human and
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