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[screen burn - please wait]

March 30th, 2007 by lux

pleasewait.preview.jpg

»Screen Burn (please wait)«, 2005. Steven Read wrote a software program in Apple II Integer Basic that displays an image on the monitor’s screen. Then he ran the program continuously for about 6 months. The software image was eventually burned into the screen because the internal phosphor compounds which emit light lost their luminosity and left behind a ghostly trace. The ‘please wait’ text is actually an image which took over 1000 lines of software code to create. The old Apple II operating systems (DOS 3.x, ProDOS, etc.) did not come with any font facilities, if you wanted a font you had to code it from scratch.

Originally by mail from VVORK at March 28, 2007, 04:53, published by Luis Silva

Originally from Rhizome.org on March 28, 2007, 3:47am

Posted in Art, Images, ReBlog, Sci/Tech, Video | No Comments »

Also amusing

March 30th, 2007 by lux

The Daily Show on cloned meat:

Originally from Gristmill on March 29, 2007, 4:26pm

Posted in Biology, Comedy, Culture, ReBlog, Sci/Tech, Video | No Comments »

An adventure in relative time-keeping

March 20th, 2007 by lux

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Great5C-320
Tom sent in this letter to Physics Today, he used an atomic clocks to show his kids they’d get an extra 22 nanosecond from relativistic time dilation… I’m a little skeptical since the difference would be super tiny, but have a gander - it’s pretty neat -

I enjoyed Daniel Kleppner’s Reference Frame about the relativistic effects of elevation on precise clocks (PHYSICS TODAY, March 2006, page 10). He would be amused with an experiment I did with my kids last year.

The year 2005 was the widely publicized 100th anniversary of Einstein’s first paper on relativity and the lesser-known 50th anniversary of Louis Essen’s first cesium clock. To celebrate, I created Project GREAT (General Relativity Einstein/Essen Anniversary Test), perhaps the first “kitchen science” relativity experiment.

As a collector of vintage and modern atomic clocks, I discovered it was possible, using gear found at home, to convert our family minivan into a mobile high-precision time laboratory, complete with batteries, power converters, time interval counters, three children, and three cesium clocks (see photograph). We drove as high as we could up Mount Rainier, the volcano near Seattle, Washington, and parked there for two days. The trip was continuously logged with the global positioning system; the net altitude gain was +1340 meters.

in relative time-keeping - Physics Today March 2007 - [via] Link.

Related:
Project GREAT - General Relativity Einstein / Essen Anniversary Test - 3 kids, 3 cesium clocks, a family road trip to measure relativistic time dilation - Link.

[Read this article] [Comment on this article]

Originally from MAKE Magazine on March 19, 2007, 12:59pm

Posted in DIY, DataViz, ReBlog, Sci/Tech | No Comments »

Robot walks independently with dynamic balancing

March 1st, 2007 by lux

Filed under:

We’re still chuckling about Asimo’s sad little tumble last year, but Anybots’ breakthrough dynamically balancing biped robot, Dexter, is no laughing matter. While he’s sans arms for now, the 135-pound, 5′10″ robot is being celebrated for the sole fact that he isn’t pre-programmed and can support his own strut — and supposedly, he’ll soon be able to run. Dexter’s partner in crime is Monty, a two-wheeled, two-armed bot with one fully articulated, 18-motor gripper hand. Driven by compressed air and controlled remotely by a human operator, both of these humanoid robots were developed with the intent to be of assistance in various household and industrial tasks.

[Via Slashdot]

Read
- Anybots’ Dexter and Monty humanoid robots
Read - Video of Dexter taking shoves from Monty

 

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BOLD MOVES: THE FUTURE OF FORD A new documentary series. Be part of the transformation as it happens in real-time

Office Depot Featured Gadget: Xbox 360 Platinum System Packs the power to bring games to life!

Robots will extend the life of the human being. Once we make this Earth unhospitable for us as we are, we will see a human-machine merger, and those without technology will die out while the fittest will survive. LR IV

Originally posted by Jeannie Choe from Engadget, ReBlogged by Leon Reid on Feb 28, 2007 at 07:49 PM

Originally from Eyebeam reBlog on February 28, 2007, 6:49pm

Posted in Design, ReBlog, Sci/Tech, Video | No Comments »

Logisys Optical Finger Mouse

March 1st, 2007 by lux

FingerMouse.jpg

Strap this optical mouse made by Logisys onto your index finger and use the 800 dpi laser on any media (except reflective glass surfaces) to easily control the cursor. The desk, keyboard, wall, even your own clothes will work as a functioning surface. Even more convenient, the scroll wheel and left and right buttons are easily usable with your thumb to scroll and click through your applications. The next step is losing the USB cable it uses to connect and going wireless.

Pick it up from Xoxide or visit Logisys to find a different online retailer selling the finger mouse for around $20.

Originally posted by Tim Yu from Cool Hunting, ReBlogged by Leon Reid on Feb 28, 2007 at 08:14 PM

Originally from Eyebeam reBlog on February 28, 2007, 7:14pm

Posted in Design, Interface, ReBlog, Sci/Tech, Tools | No Comments »

Cancer and Evolution–The Beat Goes On

March 1st, 2007 by lux

Originally from The Loom on March 1, 2007, 6:11pm

Posted in Biology, ReBlog, Sci/Tech | No Comments »

Microbes and obesity - Quirks and Quarks radio show

February 19th, 2007 by lux

Cory Doctorow:
Quirks and Quarks, CBC’s national science radio show, aired a great program yesterday on the multfactorial causes of obesity. Of particular interest were the segments on microbial factors. It turns out that obesity can be triggered in mice by changing which microbes live in their gut. The theory is that microbes harvest nutrients from food, and an excess of some microbes leads to superior caloric extraction. That means that depending on your gut’s “microbial nation,” you might get two or three times as many calories out of your food as your best friend.

I listen to Quirks every weekend and have done since I was a little kid. It’s hands-down my favorite science radio show.

Dr. Jeffrey Gordon, from the Washington University School of Medicine in St. Louis, is also looking for factors that contribute to obesity. He’s been studying microbes that live in the gut, and has found that the types of bacteria found in the stomach vary between obese and lean mice. Not only that, but by transferring these bacteria into other mice, he can influence whether they’ll turn out skinny or fat.

In a similar vein, Dr. Nikhil Dhurandhar is also looking at microbes. But he’s studying viruses. He’s found a virus that infects chickens, and makes them gain weight. He’s tested humans and found that some obese people carry the same virus, suggesting it may be infecting us, too.


f=”http://www.cbc.ca/quirks/archives/06-07/feb17.html”>MP3 Link,

Ogg Link

Podcast feed

See also:
Animated map of American obesity 1985-2004
Obesity growing (ahem) faster than starvation
Sleepdep doubles obesity risk
Promising anti-obesity pill
Obesity in America leads to boom in sales of larger chairs
Is obesity caused by a virus?
American obesity skyrockets, 73% obese or overweight by 2008
Obesity and oral contraceptives
Yale’s obesity blog
Obesity, inactivity overtaking tobacco as top USA death cause
Historical origins of obesity
Does sprawl make us fat?
Is high-fructose corn syrup the devil? Yup.
Global overweight now outnumber global malnourished
GOP shifts priorities, advocates Cheeseburger Bill while Rome burns
Exercise in a pill
America’s supersized asses demand supersized toilet seats
Dance Dance Revolution at 765 schools
Dance Dance Revolution for every school in W Virginia
Kit Reed’s new sf novel
Does fat make you fat?
Adult Happy Meals include pedometers, personal responsibility
Quirks and Quarks is not dead!
Quirks and Quarks on biowar
Radio show on the science of happiness
Is autism a “disorder”? Is psychopathy a “disease”?
Blind woman who sees with sound
Stretching before exercise impairs performance and other heresy
CBC radio’s brilliant science show as MP3s

Originally by Cory Doctorow from Boing Boing on February 18, 2007, 5:44pm

Posted in Biology, ReBlog, Sci/Tech | No Comments »

Interview with Angelo Vermeulen

February 19th, 2007 by lux

Angelo-Vermeulen-foto.jpgIn December, Yves Bernard invited me to give a talk at Art+Game, a conference and exhibition about video games from an artistic point of view. After my usual little show, a guy came to me, his name was Angelo Vermeulen. He had curated a part of the exhibition with such talent and impeccable taste that i was all ears, i thought he’d want to talk about games. He didn’t. He wanted to give me a CD of his work. Man! Don’t you have a website like everyone? A CD! Something tangible that will meet the same end as all those business cards that people keep handing me: they end up in the bin of some hotel because they just clutter my handbag. I came late to digital data so now i stick to it, if i want to find you, i just google you and that’s it. Anyway, a few days later i was in one of those hotel rooms. There was no internet. I open Angelo’s CD and look at its content. The next thing i did when i finally managed to get online was to ask Angelo if i could interview him. Angelo doesn’t have a website (yet!), he’s way too cool for that.

He wrote part of the interview in NYc, part in Sint-Niklaas and then disappeared somewhere in Andalusia.

Originally trained as a biologist (PhD at the University of Leuven, Belgium), he also followed a photography training at the Art Academy of Leuven. Moved to London to work with Nick Waplington. Back in Belgium he took up post-graduate studies at the Higher Institute of Fine Arts (HISK) in Antwerp.

Blue-Shift-[LOG3.jpgAfter that traces of his activities appear online. Most notably, his installation Blue Shift [LOG. 1], introduced last Summer at Isea2006, aims to question the status of the utilitarian in art and science and push interactive installation art into Darwinian realms (detail of the installation on the right). A community of single-cell algae, water fleas, fish and water snails is set up in the exhibition space. Visitors induce a gradual microevolution of the - genetically determined - light-responsive behavior of the water fleas. When the system is in standby, yellow lights illuminate the aquaria from the top. The water fleas are attracted to this light and swim towards it. Whenever a visitor is detected in proximity of the installation, blue spotlights are activated. Water fleas, repelled by this color, flee downwards and pass through holes in a false bottom in the aquaria… where fish are waiting to wipe them out.

What can be considered to be a survival strategy in natural circumstances - blue light indicates clear open water and hence potential detection by fish - has quite a different meaning in this set-up: it is exactly those water fleas that do not swim away from the blue light that survive and reproduce. In this way their genes will become dominant in the water flea populations and a “contra-natural” selection will occur.

He has been working on “SKANNER”, a new media project on human fear in cooperation with Tamuraj, electronic musician and mathematics researcher. The audience is exposed to a frightening live montage of video images and sounds generated by the artists and an artificial intelligent computer system. Physical reactions of the audience such as heart rate, blood pressure and skin conductivity are monitored. An artificial
creative agent uses these data to simulate the relation between fear responses and sounds and images. The agent functions thus as a third “virtual” artist. Through the accumulation of empirical data and learning algorithms, SKANNER finally evolves towards a real fear machine. The performance is shown consecutively in Europe, North America and Asia in order to investigate intercultural differences.

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Skanner Labtest - Video stills

Angelo is currently busy writing a book on the relation between art, technology and spirituality in partnership with art philosopher Antoon Van den Braembussche. In collaboration with Quebec-based artist Louis Blackburn, he is also preparing several new media projects and a documentary on computer game culture. They’ll be touring with a series of lectures on games (games & cinema, games & the body) in Europe for Contour Mechelen.

Angelo, you’re one of the few people who are both trained as a scientist (biology in your case) and fine artist. Do you make a clear distinction between your work as an artist and your scientific activities?

In the beginning of my life as an artist I was mainly focused on photography and I was convinced that my scientific background was something I had to get rid of in order to make good art. It was only a few years later that I discovered that combining these things would lead to much more powerful creations. Now I feel a lot of my work is a layered convergence of rationality, intuition and hyperesthesis. In the interactive cinema project ‘SKANNER’ (2002-2005) and the installation piece Blue Shift [LOG. 1] (2005) I explicitly combined both my art and my science background. Certain aspects of these projects were strictly scientific, while others were purely artistically motivated, and there is evidently a different mindset for each of the positions. Blue Shift [LOG. 1] was created with Luc De Meester, a former colleague of mine and a specialist in evolutionary biology. For this project I had to make a lot of choices about the setup of the piece in a larger art exhibition context. I choose a basement location because that gave the right kind of conditions and associations I wanted; a half-hidden and darkened laboratory with close proximity to a workshop where technicians were running in and out. Once the location was chosen the process started of building up the piece in relation to the space itself. These decisions were primarily artistically motivated: I wanted to create a 3D image that had an immediate and strong impact on the visitor. I have learned by now that such creative choices only can be rationally analyzed and (partly) understood after the piece is ready. When creating an installation I strongly rely on intuition to decide which specific materials to use, where to put things, how to set up the lighting etc. Of course there are also significant conceptual issues related to certain choices, it’s not just a formal process. However, with Blue Shift [LOG. 1] things became even more complex than that; whenever I made a creative choice I had to make sure it did not violate the scientific rationale behind the work. The idea of this piece was to create a work that functioned both as an interactive installation, and as a scientific experiment. A true hybrid work.
SKANNER-Labtest-Z33,-2004.jpgSkanner Labtest Z33
SKANNER was a collaboration with musician and mathematician Tamuraj. The goal was to create a live horror movie that would use images and sounds from a database in combination with a live-generated soundtrack. During the performance we monitored the public’s bodily responses as an indication of emotional state, such as heart rate and blood pressure. We then used these data to optimize the live montage of image and sound in two different ways. First, all the data were displayed in real time so that we could actively use the public’s emotional state as a directive for mixing sound and image. Second, Tamuraj programmed an artificial intelligence module that constantly compared output (the live movie) and input (the public’s emotional data). The software then automatically optimized the impact of the performance by making autonomous decisions about the sound sequencing for example. In this way, the soundtrack during our last performance was to a large extent created by the audience’s hearts. In an art project like this, the aim is to create a powerful audiovisual experience that at the same time uses systematic scientific analysis.

Did the art audience react to Blue Shift [LOG. 1] in the same way as the scientific audience?

Both audiences reacted strongly to the aesthetics of the piece; to its visual language and its setup in the space. But each audience also responded very specifically from within its own context; art audiences tended to be fascinated by the conceptual dual nature of the work, while scientists quickly started investigating the experimental design of the project. During the exhibition Luc De Meester invited an American colleague who was visiting Belgium. His colleague was extremely enthusiastic because he saw both a scientific and educational value in the project. We were provoking Darwinian evolution of the light responsive behavior of water fleas through exposure to predating goldfish. Our hypothesis was formed from related observations, and had never been tested before. The project was a way to bring specific research to a wider audience. The feeling that your daily practice gets a meaning for a broader public is very gratifying, but unfortunately, this happens hardly ever for scientists.

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Water flea and Blue Shift [LOG. 1] installation view

What makes the art approach interesting in a regular scientific context? Can your artistic explorations be fed back to the scientific frame?

I am not sure that the art approach in general can have a major impact on scientific practice. The last decades it’s been very popular to stress the similarities between art and science. Artists and scientists are “creative and inspired”, the artist studio can be seen as a sort of laboratory, etc. Recently, at an exhibition opening in Los Angeles, an artist came up to me and stated that “scientists are artists”. I personally oppose this oversimplification. There are fundamental differences between both worlds that cannot be bridged. First, the idea that scientists have of the world is completely different than that of artists. According to science, the world is something to be fully understood and modeled and mathematics is regarded as its true underlying basis. Through a process of continuous refinement science is looking for the one universal model that will explain everything. This is a very Cartesian way of looking at the world still. As an artist you have the freedom to reject this, and personally I believe you have to reject the supremacy of such reductionist models to make truly engaging art. Art is about what escapes definition, there is a sort of spiritual element in good works of art that defies any analysis. Take poetry for example; a computer program using artificial intelligence could probably convincingly simulate a poetic style. However, true engaging poetry has an authenticity you cannot artificially create. This may seem like a very Romantic notion of art, but I believe ambiguity and ungraspability are crucial characteristics of art.

0thomskhhu.jpgA second important difference between science and art is the handling of tradition. In a more traditional view, science is a constant flow of historicide, while art production is a process of reiteration. Through the continuous creation of new subsequent models, science progresses towards a sort of utopian ultimate understanding of the world. Older models are replaced by new ones, hence the concept of historicide. In contrast, art would constantly build on the works of former generations. “Unlike art, science destroys its own past” Thomas Kuhn argued in his Comment on the Relations of Science and Art. I don’t fully agree with this. In the daily practice of science its history and traditions are continuously present. One of the most central aspects of scientific practice is its use of statistics, the universally adopted methodology to analyze data and present insights. If your insights do not comply with the norms of this standardized system, they won’t be considered valid. It’s quite a fascinating system in its own respect and works really well. However, for me this was a major difference when I started making art: in art there is no such inevitable standardized context to work in. Art works do not have to comply with a specific set of rules to be considered “valid”. On the contrary, in the avant-garde/modernist model we use today, art should be questioning, even annihilating predecessing art and should create more pertinent and visionary answers. This doesn’t mean that the contemporary art world is always so ‘refreshing’, quite the opposite. Contemporary art seems to suffer heavily from reiteration, and we see the same things over and over again such as conceptualism, minimalism, pop art etc.

Apart from similarities, both art and science have their individual specificity that you have to handle in their own respect. Like I said before there’s no need to throw away things; combining different attitudes is the most fascinating thing you can do. However, the desire to fuse everything into one ‘model’, into one singularity is a typically Western cultural attitude. This attitude not only has its roots in scientific thinking but has also been shaped by religion and economics. A religion in which everything is reduced to one singular deity, and an economic model – capitalism – which at the root is obsessed with efficiency and hence singularity.

So, because of fundamental differences between contemporary art and science, I don’t believe they will blend again into a sort of neo-Renaissance model. Moreover, in practice science is often only superficially interested in art. Scientists don’t have the need and, more importantly, don’t have the time to indulge in an art practice consistently. However, there are examples in which the scientific community truly shows interest in a complementary artistic approach. In the specific example of ‘Blue Shift [LOG. 1]’ there was effectual feedback to the scientific community on different levels. Luc De Meester was happy to see that his year-long laboratory work finally found a way to a broader public, and that the work resulted in actual data to be published in a peer-reviewed scientific journal. Personally, this is one of my favorite aspects of the whole project; publishing an art piece in the world of science through a sort of Trojan horse.

On the other side, a lot of contemporary art does happily embrace science and technology. ISEA2006 (International Symposium for Electronic Arts) in San Jose was a clear example of this. This symposium is organized every two years in a different city, and for the 2006 edition the organizers worked together with ZeroOne San Jose, a festival on digital culture. During a full week in August there were numerous artist presentations, lectures by media theorists and curators, panel debates, etc. All this in conjunction with an extensive showcase of art works and performances throughout the whole city. The art projects somehow always made use of recent technology, both in very simple and in very elaborate ways.

Now, this embrace of technology in art has its own problems. What particularly struck me during the symposium sessions in San Jose was the desire of many artists to drown their work in an academic jargon. It looked a bit like a desperate attempt to be taken seriously and make sure the audience realized there was a “deeper meaning” to the work. I think that by doing this so explicitly you basically ‘kill’ the work, you kill the potential for an open experience by your audience. And then again, don’t forget that clever rhetorics can be used to apply ‘deeper meaning’ to almost anything. Of course all this is a consequence of conceptualism and of the enormous influence of academic discourse in the shaping of art careers. Another way in which the importance of an art project was put forward was through stressing its technological innovation value. Most often this resulted in art project presentations that were basically nothing more than fancy tech demos. There’s more – or sometimes less – to art than impressing with a technological trick developed in collaboration with a prestigious university. It’s the sort of techno-fetishism that is rife in the new media art scene. A new creative technology is presented as an art piece but essentially lacks genuine layers of poetic meaning simply because the focus is on the technology itself, and not on what lies beyond. The medium has become the message; nothing new here.

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Spiral & Underground Support System (Television)

You wrote that today (new media) artists are often under pressure to present their work as “research”. What are the pitfalls of such attitude?

I have no problem with research in the arts whatsoever. It’s an interesting evolution that artists don’t necessarily have to produce well-defined (collectible) objects. It’s the art practice as a whole that has come to the foreground; what artists stand for, how artists make their attitude come true in the world, how they communicate their ideas, what other experiments and side projects they’re involved in, etc. Such layered activity and exploration is also valued these days. However, there are some pitfalls in overtly stressing research in art practice.

First of all, research may become an end in itself; the artist’s work becomes interesting simply because it is research. As a consequence some artists start legitimizing their work through some sort of research concept hoping that it will make the work more relevant. Well, it’s up to the spectator to decide whether the research presented is actually meaningful or just a “marketing trick”. Sometimes research even becomes an excuse to avoid making a clear-cut artistic statement or finalized work. The work-in-progress-syndrome. I have nothing against work-in-progress tactics but they should be meaningful in view of a chosen strategy, not a pretext to procrastinate. In some cases artists fall victim to their own endless technical research. This is a phenomenon which you often encounter in the new media scene. People start up a technically complex project and keep struggling with it for years and years, continuously working on the technical and financial aspects of the work. Once again, this is not a necessarily bad strategy but in some cases the artist would be better off picking up some completely new ideas and a fresh new project. Experimentation and exploration seem essential for me.

I also believe there is a strong tendency nowadays to instrumentalize art, especially those art forms that do not sell well. This is of course a neoliberal vision on the art practice; art should somehow financially sustain itself within market forces. There’s a big cultural difference between this in Europe and the US. In Europe, art that has less or no commercial value can be funded by the government, much less so in the US. As a consequence, American artists tend to present their new media work more often as research with a utilitarian benefit for society: it has an academic value, it’s technologically innovative etc. I think this is not always a healthy situation. Art should reclaim its rights to be sometimes… well, not useful at all, not in a directly measurable way. I even think contemporary art should become more irrational. We badly need more “nonsense”.

Is Drumlander a way to, as you put it elsewhere, “reclaim the freedom to play”? How did you get into the game culture by the way?

Yes, Drumlander is exactly that. This doesn’t mean we approach our game-related projects in a casual manner; on the contrary, we are very focused on bringing quality in what we do. Computer games are something Louis Blackburn and I grew up with. I was playing a lot but never really thought of incorporating games into my art. All this changed when I visited Louis in Québec City in 2004. We started talking about games; about the beauty, strength and craftsmanship of our favorite games, links with other media, and above all, approaches to recycle this culture in a creative manner. And that’s how we decided to set up Drumlander. Drumlander was originally conceived as a DJ project with game music, but quickly evolved into a much broader platform to explore the creative potential of games. In the DJ set we mix original game tunes, game music remixes and chip music made with old game consoles. We have gathered a massive collection of game songs and sounds, and depending on the venue, things become more dancy or experimental. It’s undoubtedly a great new experience for me coming from a background of science and visual arts.

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Drumlander Art+Game montage

I really liked the games you curated for the exhibition Art+Game organized by IMAL in Brussels last December. It presented the most interesting aspects of video games today: activism, education and fun. Which criteria guided your selection?

Drumlander’s game arcade The Sweet and Violent Underbelly of Game Culture is a showcase of independent games, mostly freeware and open-source. The present-day game industry can be compared to the film industry, with a small group of massive studios creating the most lucrative games, and a widespread scene of independent artists and programmers. For the arcade we consistently look for computer games that show a level of artistic ingenuity. As a spectator, this may not always seem so obvious at a first glance; sometimes you really need to submerge yourself in the game to discover this. There are many different levels on which a game can excel in creativity: its concept, gameplay, graphics, music, etc. A crucial aspect of the arcade is that we are constantly around to introduce people to the games, to play with or against them, discuss the significance of games, etc. This results in a whole different experience for the audience. For many visitors, games transform from a previously misunderstood commodity to an exiting medium with loads of creative potential.

For our last installment of the arcade at Art+Game in Brussels, we also included a personal selection of political games. These are games that take current political and social issues as a central theme. Sometimes in truly activist sense, and sometimes more in an ironic way. Through their sheer subject matter these games possess a sort of documentary value; something I learned during a debate with Eddo Stern and Peter Brinson at Gamezone deSingel in Antwerp last year. I find this a very interesting new way of looking at games.

0drumandaluer.jpg
Drumlander - DJ set in Quebec

I read about one of your upcoming projects that will star mad scientists. It is certainly an ironic idea coming from you. What motivated the choice of that character?

I have a strong interest in cultural icons like the zombie, the alchemist, and mad scientist because they represent a sort of underground science. Each icon has a specific and consistent logic of its own but at the same time clearly transgresses the boundaries of normalized rational thinking. They also reflect people’s fears; both about science and the unknown. The alchemist and mad scientist are figures that operate in an ethical no-man’s-land and use technology without constraints, thus provoking fear. On the other hand, the mysticism which is involved in alchemy and zombies reflects man’s inexhaustible fascination-repulsion for the unknown.

I am currently planning an audio piece using the in-game dialogues of mad scientists captured from a wide range of computer games. The piece will be a multichannel surround installation set up around a central video sculpture. My idea is to create a sort of incongruous conversation piece that in a way reflects the representation of science in popular game culture.

Can you already tell us a few words about the book you’re working on?

The book I am currently writing with art philosopher Antoon Van den Braembussche, is a series of dialogues on contemporary relations of art, science, and spirituality. We met some years ago at the HISK; a postgraduate art school in Antwerp where I was studying at the time. During our first meeting at his home we had a non-stop conversation of more than seven hours. Consequently we thought it might be a great idea to use such conversations as the basis for a book. We approach the rather wide spectrum of the book’s subject through ten different angles: art and science, the virtualization of contemporary culture, computer games and visual culture, spirituality in the digital age, etc. It’s an extremely “natural” project that flows wonderfully well. The discussions are almost always unprepared and lead to the most surprising insights. We also travel around for this project. We go to Spain quite often, to work in isolation in a small mountain village in Andalusia, and we’re also planning to make a trip through Asia to go and talk with local philosophers and Buddhist monks.

There’s already a big interest in our book; people keep on asking me when it will be finished. We plan to have the Dutch manuscript ready by the end of this year, and the book should be out in 2008. After the Dutch version we’ll start working on an English and French translation.

Now two silly questions that I think you deserve!
1. When will you have a website?

In February I will have a brand new web site. It will contain both an artist archive, a blog and a vault for all texts, ideas, scans, manuals that I think might be useful for the community. Until then you can check some of my work on the IBK Visual Arts Database.

2. Is there any talent that you don’t have?

Oh, one thing I am pretty bad at is orientation. I don’t know why but I have a harder time than anyone else to get a clear oversight of a city. In the end I usually get it, but it takes me like 15 times longer than a normal brain. However, in games I do pretty well…

Thanks Angelo!

Angelo Vermeulen can be contacted at angelovermeulen[at]myway dot com
Thanks to Morgan Riles for correcting the English.

All images courtesy of Angelo Vermeulen (except the portrait of Thomas Kuhn.)

Originally from we make money not art on February 19, 2007, 3:14am

Posted in Art, Audio, People, ReBlog, Sci/Tech, Video | No Comments »

Interview with Cati Vaucelle

February 14th, 2007 by lux

0portraitcati.jpgWhen i asked her what she does or drink to have so much energy and creativity Cati Vaucelle simply told me that she is spending the nights playing World of Warcraft. Well, i’m sorry Cati, it doesn’t work for us mere mortals! Hanging around with druids and having a stroll through Dun Morogh on the back of a tiger doesn’t usually results in projects that i’d want to blog. And if Cati’s avatar kills monsters and completes quests as fast as she engineers new projects then she might be one of the most formidable players around. One day she’s working on a touch-sensitive dress for sensory therapy, the day after she announces that she’s just finished collaborating with Hayes Raffle on a rubber stamp that children can press onto the page to record sounds into their drawings.

I don’t know which label i should put on Cati Vaucelle: is she a researcher? an artist? a designer? Something in between?

I am a knowledge shopper. I studied philosophy and fine arts, applied computer science, psychology, and computational linguistics starting in Paris with a B.S. in mathematics and economics. At MIT I took classes in engineering and programming, recently graduating from Harvard University in product design and architecture. Juggling among degrees triples my inspiration. I feel empowered by applying this knowledge in my research. Now I define myself as a researcher, an inventor and an artist at the same time. I collaborate frequently as I find it extremely enlightening. My work has implications for fields as diverse as HCI, architecture, fashion, learning and health care treatment.

Can you tell me something about your career: how you came to be interested in tangible interfaces, digital technology, augmented “everyday” realities?

I started to use microcontrollers to augment everyday objects back in Paris. I searched for prior inventions in the domain, and discovered the work of the MIT Media Lab. After a few years of research in physical augmentation via computer means I found that a new materiality emerged based on our physical limitations supported by digital possibilities. This new materiality was also created through the possibility to keep memorized an impossible number of data. I was fascinated by the power of computation in recalling memories. I designed a range of computational linguistic tools from toy design, storytelling systems, to performative text instruments to record stories of experiences. Gradually the six exteroceptive senses became part of my design principles. I like to engage people’s associative memory for elements in their life that can be recalled through AI tools and products.

In my sculpture work, I combine the material representation of a souvenir and its effect over time. I print a series of clothes in plaster molds and in life-sized frames. The pieces of clothing carved in the plaster come from people I care for. Their prints represent their passage in my life at a point. The mold essentially keeps the shape and the textural significance of the clothing.

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Memento Box: Outside and inside

I designed a series of kinetic and architectural installations, electronically mediated clothing, and smell collector systems in relation to my take on memories. I created the Memento Box, a kinetic installation that symbolizes a view on my relationship to souvenirs. This kinetic and electronic Box represents an attractive passage from door to personal space of souvenirs.

0breathingwallll.jpgThe Breathing Wall kinetic piece that I created with Ana Aleman consists of a wall made from thin transparent tubes that react to the public space. Made out of architectural objects that work independently or dependently of one another, it deploys and retracts soft fabric. The wall remembers the sense of the public and reacts accordingly.

In Touching Memories, I originally wanted the system to capture the memory of touch represented by its pressure and warmth. This system, later called Taptap and built with Leonardo Bonanni, Jeff Lieberman and Orit Zuckerman, supports the remembrance of a lost one, sharing physical prompts to recall a souvenir of touch for distant lovers. This work resulted in a series of prototypes: Squeeze Me, Hurt Me, Cool Me Down and Touch Me with implications for support in mental health care treatments. I continue independent research on Seamless Sensory Interventions for the treatment of mental and neurological disorders. Haptics are the key to bringing treatment into the social sphere through devices, providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.

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Cool Me Down

Together with Yasmine Abbas I explore the design of a touch-sensitive dress for massage and sensory therapy. The research focuses on the material - how the structure and the embedded components of the garment participate in pushing its function to become an envelope or cocoon for one’s well-being. Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory and alerting cocoon.

I design the Odora Storyteller, a smell collector. It encompasses the experience of the everyday collector and creates an associative memory of smells, places and objects. The first prototype is conceived for children to collect samples from their environment. The children can reveal and create associative connection between smells, textures and visual components of elements that they gather. The collected elements are then used to create and recall stories. I also envision this concept for persons suffering from Alzheimer’s disease. People with Alzheimer’s could benefit from associative memory between smell and souvenirs of places.

The smell collector became a collector of everyday sensations. The collector allows a child to also collect temperatures - from the heat of the sun to the cold of the ice, invited to capture more complex temperature such as the soil.

I am designing Jewelry in the form of arial patterns of a city. My vision is to have in miniature the multitude of patterns that one can see from a distance. The research implication/discussion is now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. We now consider differently objects, we have a different representation to them. As much as the car has influenced painting and the representation of space and movement, I want to show how the use of new technologies can change our way to design objects.

Crazy toys allow children to voice out their drawing construction. Crazy toys capture the pitch and loudness of the child’s voice and generates patterns on a screen. I am working on a database management of the child’s pre-drawn pattern that she could decide to use for her compositions. I am currently making a generic doll whose body reacts to the sound input and generates digital drawings. I link max/msp to processing. The digital patterns from processing flow through the body of the doll as a metaphor on how digital technologies invade our everyday space and body.

One of your prior researches was concerned with the underlying mechanisms regarding the improvisation of narratives by children. This gave way to some pretty imaginative projects. What have you learnt from that experience with children? How much did their interaction with the objects/devices you gave them modified your perception of the subject?

I learned that tools for children need to be designed to support their evolving skills. Electronic toys, toys with AI and digital applications for children could benefit from multiple levels of learning including different layers of complexity.

As a research associate at Media Lab Europe from 2002-2004, I designed Textable Movie with Glorianna Davenport. In the framework of computational storytelling, Textable Movie promotes the idea of maker-controlled media and can be contrasted to automatic presentation systems. By improvising movie-stories created from their personal video database and by suddenly being projected into someone else’s video database during the same story, users can be surprised as they visualize video elements corresponding to a story that they would not have expected. With Textable Movie, users make their own inference about these discoveries rather than using artificial systems that make the inference for them. They can then create a personal mode of interaction with the system, e.g. mapping keywords to videos, and incorporate new video clips and sound samples to their database.

0textabemoih.jpgThe complexity, power and flexibility of Textable Movie can be seen in how novel projects presented themselves through its use. The immediate response from the system by the children made it comparable to a video game. I created Textable Game that extends the concept to the realm of video games. This application aims to engage teenagers in building their own games, e.g. action games, exploration games, mystery games, using their own video/audio footage, and allowing them to create their own rules and scenarios. The goal of Textable Game is to invite teenagers to be their own video game producers.

Evaluations with Textable Movie informed me that more fusion between creating an idea and producing it was necessary. For a revisit of Textable Movie, I wanted to couple mobile technologies to a platform that could materialize ideas and retrieve them seamlessly had to be implemented. I explored the concept of tangibility of digital data as a way for children to gather and capture data around the city for later retrieval. In this case, tangible objects become metaphors of captured elements. I conceived a device using mobile technology combined with tangible objects as metaphors called Moving Pictures: Looking Out/Looking In. This project became a team project that I developed with Diana Africano and Oskar Fjellström, both researchers at the Umeå Institute of Design in Sweden.

Moving Pictures: Looking Out/Looking In
allows children to gather outside and look around in their environment to collect visual clips, capture short videos using video cameras, and then come back inside to a video editing station where they reflect on and play with their media collection.

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Recording with the camera and uploading videos on the table

With Moving Pictures the experience for the user is transparent. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. I integrated different layers of complexity, from digitizing the media, performing a movie, to storyboarding a more complex narrative. Elements of design such as cards symbolizing the composition of the screen are used to offer the children the potential to become video artists, understanding and playing with the frame as they go.

Based on our evaluations with children, I found that Moving Pictures suffers from several limitations related to the problem of how to best digitally support meaningful interactions in the physical space. First the scalability of such a system at a networked and international level is flawed. I need to redesign the software technology to centralize the linked data and distribute the nodes of contained data in an organized fashion. To have the technology better assist how an individual moves about the physical space while capturing content their platform needs to be mediated by a centralized software architecture.

Second, system centralization implies new communication technology to mediate the video platforms and allow them to communicate with one another. The RFID technology in the wireless cameras could be redesigned into a pattern based technology using the video camera of any device.

Lastly, I would like to escape the hardware limitations of commercial video cameras. Users could use any phone, any camera or text based device to exchange material. The system should be designed to generalize despite different input modalities. All of these modifications shift the emphasis of the system from a simple, transparent, video platform, and into an architecture for supporting content generation that reflects the physical environment of the user through multiple information platforms.

What are the challenges, pecularities and pitfalls when working with children (compared with projects you’d develop for grown-ups)?

It is complex to work on projects for children because of our responsibility as adults. The video game world is very attractive to kids and it can also easily be allienating without any parental and environmental support. I also wish that companies could facilitate their console hacking for kids, by protecting certain parts of their market, but making it hackable for more creative projects. Kids could still use the console for its game purpose but could appropriate its design to make their own. As an example, experimented adults can hook up applications to the new Wii console using emulators, but this is not being hacked by children.

Also the Wii is an example of interesting design because it uses body motions and physical space as part of its design principles. I recently saw multiple generations, from the young child to the grand parents, play with it and everybody enjoyed it. It seems fully integrated within the family context as much as traditional board games have been in the past. In the realm of PvP video games, World of Warcraft has a nice goody for its users: they can take a break and double their experience the next time they come online but to not forget their addiction, WoW only doubles it up to two levels. This is smart, it allows users to go away from the computer screen for a few days and engage back into their addiction. However, sometimes this time is also used to create other characters…

There are also challenges for electronic toys. In 2002, a friend of mine commented beautifully on the matter:

“The most beautiful thing happened on Tuesday night. I was babysitting for Colum, Jenny’s little boy, he’s 5 (and three quarters!). We made up 2 new super heroes Lava Man and the other Lava Man! We were just having a really good play with lots of jumping around and shouting. Anyway, later we were just sitting down and talking more quietly. He was showing me this little dinosaur that has tiny batteries inside and when you open his mouth he roars. Colum said the batteries were wasted and I said I can get new ones for him. He said ‘no, its terrible when the batteries work because every time he opens his mouth all he can do is roar, even when he tries to eat something all he can do is roar so he can’t even eat anything so lets leave him with the wasted batteries, he’s better that way’. All I could do was smile the widest smile.” Andy Brady

0puppppppets3.jpgTraditional toys such as puppets and dolls encourage young children’s storytelling in the form of pretend play. Unfortunately, the majority of commercial technological toys do not provide the space for children to tell their own stories; rather they tend to tell stories to them or constrain their play pattern. Children could benefit from creating stories rather than listening to them. The quote from Andy Brady is an example of how technology can be useless and, worse, annoying or constraining to the child. In this example, technology is not contributing anything to the play pattern of the child except the repetitious dinosaur roaring which apparently is not pleasing for anyone! The child voices his complaint by asking not to use this technology anymore.

In my work, I aim to add technology to prompt the child in a way that allows the child to be an active participant in story creation. When a system for authorship is well designed, the technology is not invading. In 2000 I created Dolltalk (PDF), a set of computational puppets designed for storytelling. Dolltalk captures the child’s storytelling though motions made with puppetry and the voice of the child. In this work, the challenge was to combine the right balance of technology coupled with a narrative structure inspired by the toy. I have worked on business applications of this project with Mattel, Fisher Price and Lego.

Kids today grow among mobile phones, computers, sophisticated video games,… we didn’t. How do you think it affects their perception of the frontier between virtual and physical world?

This current question reveals that each time there is a change, it transforms our ideal image of ourselves.

A useful historical metaphor exists in photography. At the inception of photography, the new medium was equally feared and admired. It was reduced to the status of being useful, but devoid of meaningful interpretations of reality, which was the provence of the fine arts and painting in particular. However, over time, the status of photography changed, and gained its independence from painting. Eventually, the photographic medium was accepted as having its own formal and aesthetic values. The end result was a revisitation of what painting could be, driven by the new aesthetic findings in photography, as exemplified in some of Duchamp’s work, such as le nu dans l’escalier. The paradigm shift was not limited to painting, but provided social change as a new form of expression in the arts.

I gave this example to say that with photography we realized it was not an anti-art, it was another art. It is a medium. Children use these tools. It is important that we understand what they are. Digital is a revolution. It creates children’s expectations of their interaction with their environment (virtual and digital) that can be different from ours (because we have not grown up in the same environment as the children of today).

When i go to tech conferences, i only see a tiny minority of women. how is it like at Harvard Design School? do you feel like you’re part of a minority of geek girls? does it affect you?

In Paris, I studied with a majority of men. Women seemed to fear technical matters. It was clear that this was perpetuated socially. I graduated from Harvard University, Graduate School of Design (GSD), with a Master in Design, Product Design and Architecture. I had previously studied at the MIT Media Lab for a Master of Sciences. I am now back to the MIT Media Lab as research assistant and PhD candidate with Dr. Hiroshi Ishii in the Tangible Media Group. I can compare the impact of women in these environments. Women are less represented in general at the professorship level. A woman with engineering skills and with the same qualifications as a man seems to always be strangely discredited. On my side, I try to avoid this polemic and just develop my engineering work on my own. At the GSD, there are lots of women as students, but not that many as faculty members. At the Media Lab women are under represented in general. There is a mix between designers and geeky girls at the media lab, but the majority have a background in CS or electrical engineering and if not they all learn on the fly. I like working with women a lot at Media Lab, especially because I like seeing a feminine sensibility empowered with the technicality of engineering.

You’re working mainly with technology: computers, rfid, even robots. Are you interested in emerging technologies like nanotechnology, biotechnology, synthetic biology? or is it too far from your own sphere (one only has 24 hours per day after all)?

These topics are fascinating and I am interested in everything that is emerging. I am a knowledge shopper after all! Maybe I will follow a degree in nanotechnology …

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Taptap

How do you think that digital technologies make us re-evaluate the physical world?

We are perceiving a new physicality through digital materials. This modification of our perception of the environment is developed thourgh our experience with the digital.

As an illustration of this new area consider the usual RFID tagging. RFID tags have been used throughout the physical space for cuing purposes. Beyond that, I argue that the presence of content cues throughout the space redefines our very perception of that space. Now an alternative to RFID tagging is possible, such that arbitrary physical properties of objects can be used as tags to content. One promising line of work is using mass to arbitrarily define tags. Any object can be assigned tag status by linking the mass of the object to some content that the user likes to represent from their environment. By reintroducing the appropriately weighted object to the system, the content can be recalled. Tagging serve as a means for feedback from the physical environment back to the virtual community. This line of thought is now possible by having been digital, conceptually, and subsequently discovering new design principles within the physical space. Tagging with the mass of the object uses technology to link the intrinsic physicality of the material to new conceptual possibilities regarding how we perceive physical space, content of physicality and extended virtual communities.

What did you try to achieve with “The Texture of Light”? Was it just a project you had to develop for the Smart Materials course at Harvard or do you plan to go further and exploit the idea in novel ways?

0textureoflight.jpgThe Texture of Light is a tangible system that exploits lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. This project is an attempt to fight the boredom of everyday life and employs the simple use of chemistry, Plexiglas, and plastic patterns to form a visual reconstruction of reality, giving it a texture and expressive form. The tangible potential of the direct use of light on Plexiglas lenses and transparent materials presents three opportunities that are critical to this project. First is the collaboration in the public space facilitated by tangible means. The second opportunity is the improvisation and experimentation space offered by such tangible and mechanical systems. The third is the reinvestigation of the physical texture of light materialized, allowing a direct understanding of the effects of light properties on transparent materials e.g. reflection, color transformation, density, and diffraction.

I am implementing my vision of this project on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities.

Your work involves augmenting the physical using the digital. aren’t you having nightmare of a physical object that does more bad than good because its digital “layer” is running amok?

The digital has suffered by trying to be too physical, trying to justify its existence by refining itself with physical rules. There are fundamental limits between the form and function of the digital and physical. This step was necessary to combine the digital to the physical without independence between these two modes of interaction. Now that the digital is part of our everyday life, it is the perfect moment to study how it can inform the structure of the physical and how it can drive new conceptions of the physical. The goal is to strike a balance between digital technologies and their physical components, such that despite their fundamental differences of form and use, the two can be seamlessly integrated and mutually inform one another.

I only augment the physical with the digital in certain conditions, because I also care about interdependencies between the digital and the physical. With each other they have a function. Without each other they also have a function. This differs from current considerations of physical and tangible representation by allowing the virtual and the physical to exist independently from each other, or, rather, to co-exist in a way that informs one another.

Specifically, the challenge is to augment the physical using the digital by maintaining a reason d’etre of the physical with the digital. Consider a scarf that warms up if a friend is missing. This computational scarf, even without technology, can be designed so it remains useful as a scarf, and keeps a memory of the interaction with the digital without detracting from its design as a physical object. On the other hand, the warmth generating sensor module, if removed from the scarf, can have another digital function and be integrated into a bedding to provide some warmth as well. Both the physical platform and the technology are dissociable, although the combination of the two generates the impact of the application.

My work incorporates materials that borrow rules from the digital and offer a sense of magic in the physical world. Smart materials are a reasonable platform for our desire to have the digital and physical inform one another simply due to the technical opportunities, such as scalability, computational power, and extensibility. However, in addition to having digital and technical possibilities, smart materials offer a relatively unexplored opportunity to drive new conceptions of digital and physical by adhering to intrinsically physical properties of material. Our concept of materiality can be intelligently redefined by the introduction of technical extensions to the material platform.Digital and virtual applications are changing our very conception of the physical space. A new materiality is emerging, based on our physical limitations supported by virtual possibilities. Digital has changed our perception of the physical, as in surface, light and texture, and also our body, as in its ideal representation. However, I believe that an incredible opportunity is being lost. Combined virtual and physical applications are not being designed with their independent principles of physical and virtual in mind. My research explore the fundamental differences between these worlds, and how, as the line between them blurs, we can take the lessons of the virtual space and redesign the physical space.

Merci Cati!

Originally from we make money not art on February 14, 2007, 3:50am

Posted in Architecture, Art, Clothing, Interface, People, ReBlog, Sci/Tech, Video | No Comments »

When 1st Life Meets 2nd Life: The 1685 Pound Avatar and the 99 Ton Acre

February 13th, 2007 by lux

Lift2007_FrontPage

A Second Life avatar produces 1,685 pounds of CO2? And an acre of real estate in Second Life produces 99 tons of CO2? What gives?

One of my pet research projects has been to find ways to establish effective, playful bridges between 1st life and 2nd life. What is 1st Life and what is 2nd Life? By 2nd life, I’m not referring to the virtual world run by Linden Labs. For me, “2nd life” is an evocative metaphor that counterpoints the normal, human, physical, material world, which I refer to as 1st life. I’ll grant that the language lacks precision, but I’m relying a bit on my own assumptions, which I think are fairly well-shared, as to what counts as a digital, networked, social environment. 1st life is then the non-networked, non-digital social environment.

The presentation — titled When 1st Life Meets 2nd Life I gave this week at Lift07 started with a reminder as to the material basis of 2nd life. There is “stuff” that undergirds digital networks — indeed every digital bit owes its life to some sort of material. Atoms compose digital data. There’s that stuff that we’re never really aware of unless we spend time working in the data center facilities where all of the Internets take physical form. 2nd life and its digital networks are made of heavy material — copper cable, steel racks to hold servers, rubber or plastic insulated power cabling, cooling systems, human labor, billions and billions of integrated circuits and the effluvia of the toxic chemicals expelled during their production, shipping and decomposition, etc. Our participation in this materiality probably ends at about the time when we discard the cardboard box and styrofoam packing of the shipping material in which our new computers arrive.

But this is more than the William Mitchell bits & atoms thesis. It’s not just the equivalence, but the precise nature of that material — what kind of stuff are we talking about? It’s not just the composition of digital bits, but what physical material, in the use of digital bits, of digital networks, of our PC’s, web and game servers, is produced.

Perhaps the most unsettling material characteristic of our 2nd lives is considering the resources necessary to maintain them. Whether emailing, googling, blogging, uploading videos, downloading music — everything — this owes a measurable and material debt to first life. When one computes the amount of power — normal 1st life electricity — that is consumed to maintain our 2nd lives it becomes clear what that debt is. Or when one computes how many tons of CO2 emissions result from the production of that electricity, assuming the majority of our power comes from plants that burn something that produces CO2 as a consequence of producing electricity.

I started running these numbers after reading a very interesting and thought-provoking discussion on Nicholas Carr’s blog where he computed these figures based on some public figures he found pertaining to Linden Lab’s Second Life environment. One could run the same numbers for any other digitally networked activity, like emailing or web surfing or whatever.

What’s particularly appealing about choosing an online world like Second Life as my example is that it’s underlying metaphor is 1st life. Email would be another good example, as postal mail requires energy that exhausts CO2 in its processing and delivery. But Second Life has more PR these days, so I’ll use that as an example.

Second Life itself captures many of the important characteristics of 1st life and uses that to convey a sense of familiarity for the users. There is property in Second Life, waterways, buildings, etc. It’s a 3D virtual world that is largely modeled on commonly held assumptions about what counts as 1st life. What it doesn’t convey to its users is any kind of Second Life representation of the ecological cost of that Second Life world, which would be very cool — Second Life CO2 emissions, for instance, to correspond to equivalent estimates about how much CO2 is emitted in 1st life.

I was shocked at the numbers on Carr’s blog, so I computed them myself to check the math. I revised some of his assumptions, so my figures are significantly more conservative than his. (I’d even go so far as to say that my figures are unrealistically low, because a more rigorous analysis would include estimates about the power consumption of the ancillary network devices between the user’s computer and the data center.) I also culled from comments in Carr’s blog post to refine some of the assumptions, especially the remarks from Second Life employees who have direct access to some of the power consumption figures.

There are a few additional assumptions I’ve made, mostly pertaining to what I think is a more realistic assumption as to how much power a typical home PC uses, and how often one might actually play Second Life.

Carr assumes that a home PC consumes 120 watts, which I think is much too low — I assume 300 watts, based on looking at the technical specifications of a mid-range Dell computer, and I also compute the power consumption of an LCD display. I also don’t assume, as Carr does, that someone playing Second Life is playing 24 hours a day — I assume, averaged over a year, they will play eight hours per day. Some days they won’t play, others they may invest 12 hours. I think 8 hours is a fair assumption.

I’ve also used the assumption that 1.35 pounds of CO2 is emitted per kWH of electricity produced.

A Linden Labs employee measured the power consumption of their servers and came up with the figure of 175 watts (energy per hour) with the server running at full-tilt. I assume that the servers basically run at full-tilt 24 hours a day, seven days a week, and that servers of this sort make demands on the data center for cooling, power distribution, ancillary resources like lighting, operations center energy costs, keeping the candy and pop machine running in the break room, etc., at an equivalent of 50% of their nominal energy use. So, a 175 watt server actually needs 175+87.5 watts of energy to function in a data center.

I came up with the following figures:

Power Consumption Per Avatar Per Year (Second Life Servers): 153 kWH
Power Consumption Per Avatar Per Year (Home User’s PC): 1,095 kWH
Total Power Consumption Per Avatar Per Year: 1,248 kWH

CO2 Emissions Per Avatar Per Year (Second Life Servers): 207 lbs (94 kilos)
CO2 Emissions Per Avatar Per Year (Home User’s PC): 1,478 lbs (670 kilos)
Total CO2 Emissions Per Avatar Per Year: 1,685 lbs (764 kilos)

Second Life is composed of regions that have a correspondence to normal 1st life acres. I’ve learned that there are 16 acres per region, and there are 4 regions per server, so there are a total of 64 Second Life acres per server. That means the power consumption per Second Life acre is 16.8 kWH, or 147,168 kWH per Second Life acre per 1st life year. And that means that 23 pounds of CO2 is produced and exhausted into the 1st life atmosphere per Second Life acre per hour, or 198,677 pounds (90,118 kilos) per Second Life acre per year.

Some equivalence for perspective:

In 2003, the per-capita power consumption in the United States: 13,242 kWH
In 2001, the per-capita power consumption in Iceland: 26,947 kWH
In 2001, the per-capita power consumption in Keyna: 118 kWH
(World Resource Institute, EarthTrends — http://earthtrends.wri.org)

Every year, every Avatar in Second Life produces CO2 emissions equivalent to a typical, honking, bloated, arrogant SUV driving 1,293 miles, based on the assumption that this kind of SUV generates 1 lbs of CO2 per mile.

If serving this page took the CPU on my modest web server .1 second to serve to you, it probably consumed .004 watt (assuming my clunker consumes 100 watts + 50 watts for overhead)..it works out to about 6 micrograms of CO2, not counting whatever your PC contributed to the production of CO2. Okay, I’m getting carried away, but you get the idea.

Why do I blog this?I find this kind of analysis fascinating and revealing. It is the kind of bridge between 1st life and 2nd life I am trying to build, where the semantic link between what goes on in our 2nd life worlds is made plain in its correspondence to 1st life. 2nd life activities are not the clean, sustainable, whole-earth friendly activities the Bay Area, Web 2.0 crew may think they are. Despite the important evolution of human social formations that have arisen, the messiness of the 1st life remains. Maybe there should be a little eco-meter on the dashboard of Second Life, World of Warcraft and, whatever — YouTube and my blog. I’d be interested in computing the same figures for World of Warcraft. I suspect they’re probably equivalent, although I’d probably bump up the average hours of play per WoW character quite a bit. I would need to know the distribution of simultaneous characters per server, or number of servers per instance, as well as some sense as to how much power is consumed by whatever server they may use. It’s about provoking some thinking about the material contingencies of our online activities. I won’t really quibble about the numbers. Someone’s going to want me to adjust something this way or that — the accuracy of the figure will be forever elusive, so I’m not interested in debating that, or tweaking some of the numbers. The point is — there is a debt paid for our online lives and we rarely think about it. How can we start to introduce the material aspects of this activity more directly? That is my goal here.


The Calculus

At The Data Center
Server Power Consumption (Energy Per Hour): 175 watts
Percept Power Consumption for Cooling and Ancillary Network Operations Center Needs: 50%
Ancillary Power Consumption Per Server (Energy Per Hour): 87.5 watts
Total Server Instance Power Consumption (Energy Per Hour): 262.5

Active Servers for Second Life: 1,000
Active Avatars in Second Life Per Day: 15,000
Average Active Avatars Per Server in Second Life Per Day: 15
Power Consumption Per Avatar Per Hour (Server Only): 262.5/15=17.5
Power Consumption Per Avatar Per Day (Server Only): 17.5*24=420
Power Consumption Per Avatar Per Year (kilowatt hours): 420*365/1000=153.3
CO2 Emissions Per Avatar Per Year (lbs): 153.3 (kilowatt hours)*1.35 (CO2 pounds per kilowatt hour)

Acres Per Region: 16
Regions Per Server: 4
Acres Per Server: 64
Power Consumption Per Acre: 64*262.5=16.8 kWH
Power Consumption Per Acre Per Year: 16.8*24*365=147,168 kWH

CO2 Emissions Per Acre Per Hour: 1.35 (CO2 pounds per kilowatt hour) * 16.8 kWH = 23 lbs
CO2 Emissions Per Acre Per Year: 23*24*365=198,677 lbs (99 short tons)

Average PC Power Consumption: 300 watts
Average PC LCD (17″) Power Consumption: 75 watts

At Home
PC Use (Hours/Day): 8
Power Consumption Per PC Per Day: 3 kWH
Power Consumption Per Avatar Per Day: 3 kWH (One PC At Home Per Avatar)
Power Consumption Per Avatar Per Year: 1,095 kWH

CO2 Emissions Per Avatar Per Day (Home PC @ 8 hours/day): 1.35 CO2 Pounds Per kWH * 3kWH = 4.05 lbs
CO2 Emissions Per Avatar Per Year (Home PC @ 8 hours/day): 4.05 * 365 = 1,478 lbs

Power Consumption Per Avatar Per Day (Home + Server): 20.5 lbs
Power Consumption Per Avatar Per Year (Home + Server): 1,248.3 lbs

CO2 Emissions Per Avatar Per Day (Home + Server): 27.68 lbs
CO2 Emissions Per Avatar Per Year: 1,685 lbs

SUV CO2 Emissions Per Mile: 1 lbs
Equivalent SUV Miles Per Avatar Per Year: 1,685

==============
Parenthetically, I’ve been asked why I pluralize Internet — isn’t there just one? I guess my speculation is that we are heading toward a kind of Balkanization of digital networks, thanks to the deleterious effects of net neutrality. It wouldn’t surprise me if there were tiers of networks, with levels of privilege offered based on one’s ability to pay for better or faster or thicker bandwidth.

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Originally from research/techkwondo - research node of www.techkwondo.com, ReBlogged by yatta on Feb 12, 2007 at 11:18 AM

Originally from unmediated on February 12, 2007, 10:18am

Posted in Green, Internet, Materials, ReBlog, SL, Sci/Tech | No Comments »

Shedding light on the origin of flowers

May 22nd, 2006 by lux

New research may help clarify a question that Darwin called an “abominable mystery.”

Originally from WORLD SCIENCE on May 18, 2006, 2:33pm

Posted in ReBlog, Sci/Tech | No Comments »

Humans may be off the hook for some ancient extinctions

May 22nd, 2006 by lux

New evidence has come to light in one of prehistory’s greatest “whodunnit” stories.

Originally from WORLD SCIENCE on May 15, 2006, 1:56pm

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Light’s most exotic trick yet: so fast it goes backwards?

May 22nd, 2006 by lux

Physicists have managed in recent years to make light go faster and slower than its normal speed limit. Now they report going further.

Originally from WORLD SCIENCE on May 15, 2006, 1:57pm

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Another universe may have preceded ours, study finds

May 22nd, 2006 by lux

Physicists say they have calculated what might have happened before the Big Bang.

Originally from WORLD SCIENCE on May 15, 2006, 1:58pm

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One gene change turns “cheating” microbe to role model

May 22nd, 2006 by lux

A discovery shows that simple mutations can transform complex forms of social behavior, biologists say.

Originally from WORLD SCIENCE on May 18, 2006, 2:31pm

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Human, chimp lineages interbred after splitting, study suggests

May 22nd, 2006 by lux

Darwin’s claim that we descend from ape-like creatures, shocking to some, may seem easy to stomach compared with new findings.

Originally from WORLD SCIENCE on May 18, 2006, 2:32pm

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The MySpace Report

May 22nd, 2006 by lux

“MySpace users are filling out marketing profiles that are mined by the company that are then presented as these people’s personal webpages. MySpace knows that controlling content on these profiles is essential, which is why they will commonly censor anything they disagree with. Considering MySpace has a considerable amount of bloggers, this is a seri