
Kibernētiska skulptūra "Nuklejs", galerijā Supernova. Baltijas mākslas projekta "What Drives baltic" ietvaros.
What Drives Baltic
gallery Supernova&Anneli Porri
""Every man and every women is a star", that is, an aggregate of such experiences, constantly changing with each fresh event, which affects him or her either consciously or subconsciously...
Elektroniska spēļu ierīce „Kudos 2.0” ir tapusi izstādīta Rīgas mākslas telpā, izstādes „Pārmija” ietvaros, no 13.aprīļa līdz 6.maijam.


Kudos, no grieķu vārda "kydos" - slava kā sasniegumu rezultāts. Novēlot "kudos" citam tiek attiecināta uzslava.
Kudos ir, neliela, medaļas formāta spēļu ierīce ar 8x8 punktu lielu gaismas diožu ekrānu, iebūvētiem sasveres sensoriem un skaļruni.
Spēles procesa pamatā ir variācija par vienu no senākajām kompjūterspēlēm – Pong, kura ir pārvērsta daudzspēlētāju režīmā sadalot spēles laukumu starp vairākām ierīcēm.
Katra kudos ierīce reprezentē noteiktu lauku vai telpu (privāto telpu) ar iedomātu tenisa raketi, horizontālas platformas izskatā, ekrāna lejasdaļā. Pa šo laukumu pārvietojas punkts, simboliskais „kydos” un spēlētāja uzdevums ir svārstot ierīci, tādējādi pārvietojot platformu, notvert tad piespēlēt atpakaļ raidīto "laipnību"
Kur šis laipnību apmaiņas cikls ir sācies vai kad tas beigsies ir atvērts jautājums, tomēr spēles process iztēloti parāda šādas mijiedarbības inkrementālo un tai pat laikā trauslo raksturu. Saspēle starp spēles dalībniekiem arvien paātrinās līdz kāds no spēlētājiem neuztver raidīto kudos, kā rezultātā process ir jāsāk no sākuma.

No 1.aprīļa līdz 27.jūnijam izstāde "Zelta darbi", LNMM izstāžu zālē ARSENĀLS.
Ir apskatāma unikāla un speciāli izstādei radīta Aigara Bikšes instalācija, kuras inženiertehniskā risinājuma autors Krists Pudzens.

No 6. līdz 22. aprīlim studentu darbu izstāde "Mākslas Akadēmijas Dienas".
Tika izlikta 2009.gadā radīta čuguna skulptūra ar nosaukumu "Kiberkultūra"
Ar "Kultūras Kapitāla Fonda" un "Nordisk Culture Point" finansiālu atbalstu mākslas projekts "Profesora Dovela Galva" ir ticis prezentēts jauno mediju festivālā "PixelACHE", Helsinkos, Keravas mākslas telpā, no 26. līdz 28.martam.
Tātad, kā jau iepriekš tika minēts, konkrētās robotgalvas acu kustības mehānika tiek izgatavota no locītām alumīnija detaļām, kuras savstarpēji stiprinās kopā ar skrūvju palīdzību.
Visupirms, protams, tika izveidota 3d vizualizācija, paredzot kā tad visa konstrukcija darbosies un kustēsies. Jāteic šis ir pirmais darbs, pie kura es tādā mērogā izmantoju 3d mehānikas simulēšanu un ieguvumi ir acīmredzami jo pirmkārt jau ir lieliska iespēja paredzēt iespējamās problēmas, kā arī simtprocentīgi pārliecināties vai visas detaļas savstarpēji sader kopā. Kā papildus ieguvums strādājot ar metālu ir iespēja arīdzan automātiski aprēķināt metāla locījumu vietas uzreiz rasējumā, ņemot vērā materiāla biezumu un locījuma rādiusu.
Zemāk video redzams visas detaļas kop-salikumā, izņemot stiprinājuma vietas maskai un elektronikas platēm. Vienas acs diametrs ir 45 milimetri, un attiecīgi visam verķim platums ap 140mm. Samērā smalka un precizitāti prasoša padarīšana, ņemot vērā, ka tas viss ir ar rokām fiziski izgatavojams nevis izmantojot CNC mašinēriju. Kādēļ tāds lēmums? Pirmkārt jau šādā stadijā vairāki fragmenti joprojām prasa savu daļu eksperimentēšanas un manuāli izgatavot vai pārveidot vajadzīgo detaļu ir daudz ātrāk nekā katru reizi veicot izmaiņas doties uz metālapstrādes uzņēmumu. Otrkārt, protams, šāda pieeja ir daudz lētāka, nekā piemēram lāzer-griezšana, vai frēzēšana.
Tālāk no 3D maketa visām detaļām tika uzģenerēti izklājuma rasējumi, un izdrukāti 1:1 mērogā uz plāna papīra. Tad, apbruņojoties ar vīļu komplektu, spailēm, Dremeli un smalku metāla zāģi varēja ķerties pie interesantākās visa procesa daļas.


Viss, izņemot pāris pārnesumus, tika radīts no 1mm biezas alumīnija plāksnes.


Šī ir daļa, pie kuras stiprināsies plastmasa acs ābols. X-Y rotācijas asis.




Vertikālā detaļa, pie kuras stiprināsies visi seši servo motori.


Kop-salikums, bez pārvadu stieplēm.
Tikt tālu viss būtu atrisināts par mehāniku. Tagad atliek tikai sagaidīt sūtījumu ar servo motoriem un būs iespējams notestēt verķi darbībā. Jāteic pasta sūtījuma laiks no Ķīnas man dara raizes, jo īsti nepastāv alternatīva kur tik ātri iegādāties attiecīgus RC servo motorus šeit pat Latvijā, ja gadījumā kaut kas noiet greizi. Turu īkšķi!
Nākamajā ierakstā ķeršos pie estētiskajiem elementiem, plastmasa acs āboliem un plakstiņiem.
Visupirms par darba plānu, ko tad īsti ir nepieciešams izgatavot, un kas ir pieejams vai pārmantojams no vecās robotgalvas versijas?
Mehānika
Pilnīgi visa acu kustības un kontroles mehānika būtu izgatavojama no jauna. Šoreiz organiskā stikla vietā korpusam tiks izmantots alumīnijs, kurš, lai arī neatbilst estētiskajām vajadzībām, tomēr ir vieglāk un ātrāk apstrādājams un arī visādā citādā ziņā piemērotāks materiāls šāda veida prototipēšanas darbiem, bet par to vairāk nākamajā ierakstā.
Estētiskie elementi
Sejas maska ir pieejama jau no iepriekšējās robotgalvas versijas. Nepieciešams būs izveidot tikai pašus acu ābolus un plakstiņus no poliestera sveķiem (balta Gelcoat). Papildus būs vajadzīgs arī jauns organiskā stikla korpuss elektronikai un barošanas blokam.
Elektronikas vadības bloks
Līdzīgi kā robotgalvas otrajā versijā arī šoreiz tiks izmantoti seši mazi servo motori lai kustinātu visu mehāniku. Paši motori jau ir pasūtīti un ir ceļā šurp no Ķīnas.
Lai arī RC servo-motoru elektroniska vadība no datora ir izveidojama samērā vienkārši, tomēr visu motoru kontroliera bloks var izrādīties pieklājīgs izaicinājums. Lielākā problēma, ar kuru ir nācies saskarties iepriekš strādājot ar mazajiem RC servo motoriem ir to nesamērīgais trokšņu līmenis ko tie dot atpakaļ elektriskajā ķēdē. Šī iemesla dēļ būs nepieciešams rūpīgi apsvērt iespējas kā motoru darbību izolēt no kontroles loģikas shēmas. Bet par to detalizēti parunāšu kādā no nākamajiem ierakstiem.

Kontroles programmatūra
Dovela galvas versijā 2.0 datora programmatūra izmanto OpenCV bibliotēku lai iegūtu attēlus no webkameras (robota redze) un atpazītu cilvēku sejas tajos. Šī informācija par cilvēkus seju pozīcijām attēlā tālāk tiek pārrēķināta telpas koordinātēs un nosūtīta caur seriālo portu robotgalvas motoru kontrolierim.
Problēma ar šo sistēmu ir tās lēndarbība. No brīža kad cilvēks parādās webkameras redzes laukā līdz brīdim kad motoru kontrolieris saprot, ka vajag kustināt motorus paiet sava laba 1 sekunde laika (sliktākajā gadījumā). Tādēļ nāksies šo loģisko ķēdi optimizēt, lai robotgalvas reakcijas laiks būtu ātrāks.
Arī šī tēma ir visnotaļ plaša un būtu apskatāma kā minimums vienā atsevišķā rakstā.

Arīdzan prezentācijas vajadzībām būs nepieciešams viens 14 vai 15 collu LCD monitors, kuru visdrīzāk nāksies iegādāties lietotu. Tāpat būs nepieciešama arī vēl viena papildus webkamera.

Visbeidzot būs nepieciešams izgatavot arī solīdu iepakojumu darba transportēšanai, vecais paņēmiens ar preskartona kasti un putuplasta kaudzi vairs sevi neattaisno.

Tā ir noticis, ka manis nu jau ilggadēji lolotais mākslas projekts „Profesora Dovela Galva” kārtējo reizi ir radis iespēju tapt redzamam plašākam publikas lokam. Helsinkos, 26.martā norisinās moderno mediju festivāls „PixelACHE”, kura ekspozīcijā ir tapusi iekļauta arī robot-galva.
Patiesībā, pati fascinējošākā lieta attiecībā uz Dovela galvu ir šī objekta nepārtrauktā mainība, un progresija. Katrā no izstādēm, kurās tas ir ticis izlikts tas ir bijis savādāks. Varētu pat apgalvot, ka šis izstrādājums tiecas uz pilnību, jebšu vismaz es laika gaitā esmu centies to pilnveidot pakāpeniski tiecoties uz to idejisko stāvokli, kāds bija iecerēts un iztēlots projekta pirmsākumā.
Nu, lūk, tā iemesla dēļ lai neapstātos pie vecām idejām un palūkotos uz šo projektu šodienas sajūtu kontekstā, kā arī lai sevī atjaunotu to iedvesmas dzirksti, kura ir likusi šo darbu veikt pirmām kārtām, esmu nolēmis Dovela galvu mazliet „uzfrišināt”.
Vēsturiski robotgalva ir piedzīvojusi divas evolūcijas paaudzes, pats pirmais prototips, lai arī definēja objekta vizuālo un konceptuālo tēlu tomēr praktiski funkcionēt nespēja, kam par iemeslu bija daži kļūdaini lēmumi robota mehānikas dizainā. Otrā robotgalvas versija piedzīvoja absolūtu konstrukcijas un tehnoloģijas maiņu, kā rezultātā objekts funkcionēja pieņemami, lai arī sakot atklāti, darbība nebija ne tuvu perfekta.
Jau labu laiku mani zemapziņā urda ideja par to, ka vajadzētu izveidot šī mākslas projekta kopsavilkumu, izstādot apskatei abas šīs objekta evolūcijas stadijas. Diemžēl un par nelaimi pati pirmā versija nav saglabājusies, atsevišķas detaļas kalpoja par bāzi turpinājumam, kā arī paši motori nu jau ir iemiesojušies pavisam citā skulptūrā. Tādēļ tika pieņemts lēmums izgatavot robotgalvas 1.5 versiju, respektīvi, atdzīvināt pirmo prototipu izmantojot jaunas elektromehāniskās daļas.
Plāns ir sekojošs – tuvākajās pāris nedēļās (nezinu precīzi cik ilgi, vai regulāri), pacentīšos šeit pat rakstīt īsas atskaites par darba gaitu, tādā veidā lai būtu redzams kā tad īsti top šāds izstrādājums, faktiski, mājas apstākļos. Projekta deadlains ir tieši precīzi pēc mēneša, lai arī manas optimistiskās prognozes saka tik daudz laika nebūs nepieciešams, ja vien neatgadīsies kas neparedzēts.
Nākošais raksts >>
Komentāri vai jautājumi uz epastu: kpudzens(at)gmail.com
Interview for Amber art and technology festival archive.
“As Theo Jansen said “there is no border between art and engineering in our mind”. Well, I tend to believe that there is some point in specific fields of art where you could loose that sense of artistic value by stepping over that thin line which divides something overly complex and technical from purity and lightness of true interactivity and beauty of motion.”
Which art project do you attend the Amber Festival with?
I was presenting prototype of my latest cybernetic sculpture called “Nucleus”. This project began its development in summer of 2009, and making of it was supported by Culture Foundation of Latvia and also by Latvian Academy of Arts.
What is your aim with your art work?
General concept of this object was to serve as a tool for visualizing complex analytical data in a simplified and visually perceptible manner. Although initially idea was to programmatically analyze internet commentary for specific keywords, therefore displaying visual representation of overall emotional state of average internet commentator. On higher level of importance for this sculpture lies symbolism of “persistence of vision” effect which clearly represents insubstantial and elusory state of virtual news media and digital information in general. Information in our time and age has a physical form of electric charge or electromagnetic footprint. It means that in order to read digital data we are ought to have some form of translation tool which communicates between these two spaces. We as human beings are not able to sense electromagnetic data or directly read binary code. So sculpture “Nucleus” is asking question – what happens with information when communication between human and machine fails.
Also I would like to point out formal language of “Nucleus”. Its kinetic behavior is somewhat crude and frightening, and of course its mechanical structure, rotating metallic parts, possesses high degree of danger to the viewer. And although this aspect of sculpture was not clearly defined in beginning, I felt that this is part of symbolism which speaks about way we communicate with machines and crudeness that could be quite often observed in human/machine interfaces and interactive processes.
Speaking from more personal standpoint, for me each new artwork is a way to express troughs and speak about problems that occupy me. And of course each new project is a possibility to understand what is it I would like to work on next and more importantly, it is a challenge to explore technical as well as artistic aspects that are worth to continue, and also to drop off parts of artistic language that does not work for me and does not interest me.
So every art project is a continuous process of troughs and ideas, and personal intellectual growth.
How does your project work?
I’ll omit most of the technical stuff here because I could very easily get carried away and write some few pages about each tiny little technical detail in this sculpture. But I am afraid it would not really be of any value, therefore I will just lay down some key aspects of how “Nucleus” is made.
As you could probably see from a photo, it is a cylindrical “persistence of vision” display which creates an illusion of three dimensional forms by fast moving light diodes that creates a cylindrical light trails. Persistence of vision is a phenomena of human eye by which an afterimage persists on the retina for about 49 milliseconds. This effect of visual perception allows seeing an individual frame sequence as animation.
Technically sculpture has 36 diodes attached to elastic ribbon which is deformed by five small electric stepper motors. This ribbon then rotates around a central core of a sculpture at about 20 frames per second. So as a result it forms a light trails in a cylindrically deformed shape.
Conceptually this deformation visualizes analytical data received from a computer.
Could you describe your process of creation?
My process of creating an electronic sculpture is somewhat similar to process of buildings a software product, say for example a game. As unusual as it may sound for an artist, for me first always comes technology and only afterwards I think about what could be done with that technology, what kind of message could be brought across using it. And the best results are produced when these things collide and then merge naturally.
But for most part concept of electronic sculpture develops along side with its physical presence in process of building and because time span for creating these works are somewhat long I tend to think up in the beginning some abstract concept for what my sculpture represents and why it works the way it is supposed to, and then this abstract meaning just expands along with an overall progress of work therefore acquiring detail, and subjective meanings.
Basically, I mark a beginning and direction of road, so to speak. And then when I follow that road it may or may not go straight. Much more interesting is when path of an idea does not advance predictably, but rather evolves alongside with my own experience and takes some unexpected turns or in a process of making emerges some new ideas which add more dimensions to an art work. As I already said, creative process is continuous and newer really stops.
Also it is interesting to note that similar to technological iterations of sculpture from prototype to version one until version two or whenever it is done, also storyline and concept iterates and has its revisions according, so I believe I have some kind of ideal image in my mind how the result should look like, and then there is written down more realistic version of that. If I could I would just work infinitely long until I reach that ideal. But for most part it is not the case because there is limited budget for each project and there is also other upcoming projects which tend to distract attention.
Also there is somewhat narrow set of problems I usually tend to talk about in my art. I am interested in questioning overuse of technology in our day to day basis and how this technology transforms our life and social habits. Generally I like to ask question about – does technology make us happy.
How long have you been producing digital art?
I started to be seriously interested in digital media at about year 2001. At which point I knew almost nothing about practical aspects of it, but I was just incredibly amazed by possibilities of interactive software and games.
Back then I took the route to learn all I possibly could about this stuff so I studied hard. For most part it was programming and 3D graphics. So little bit later when I built up my experience I had a chance to work in a professional (so to speak) company producing computer games.
At the same time, at about year 2004 I with some friends organized a local Latvian game developer’s competition to find out and also encourage people to develop games. At that time game development scene here in Latvia were quite poor. But my interest about commercial game development since then went downhill as I became more conscious about what are my key interests in modern media.
Few years later in 2006 I decided to continue my studies in classical sculpture and was curious about results that could emerge from my knowledge of digital media joined together with sculpture. I took route back to sculpture because I could not find satisfaction in pure virtual computer media even if it was three dimensional graphics. Understanding came to me that there is indescribable joy of producing physical tangible things which are not hidden in some virtual space behind flat monitors or projections, but indeed resides in our own reality where my work could be touched and felt and seen from different angles. I believe it is similar to what architect feels when he sees his building finished. Its that sense of accomplishment when something which was just an idea on a piece of paper or drawing in a computer some time earlier, now has emerged in real physical world.
Virtual media for me never really gave that sense of accomplishment. So from that point on I basically started to become skeptical towards ‘visual communication’ field as it for most part utilized effects of graphical representation of ideas and used computer monitors and projectors and stuff which to me really does not present much value.
Electronics was another field that cached my attention because of possibilities it opens for an artistic expression.
You know, I infinitely respect artists who work with robotic art or are trying to break the borders of what standard off-the-shelf hardware offers today, because I now completely understand sheer amount of knowledge and self motivation needed to be able to work in this field of art.
How do you describe your art as an artist using technology?
Basically at this point I define work I produce as an artist is ‘cybernetic sculpture’. My definition for meaning of term is still very vague. For me cybernetic sculpture means kinetic or mechanical sculpture which is controlled by an electronic signal acquired trough sensors from its environment. But unlike strictly reactive process, behavior of cybernetic sculpture affects its environment and then reacts to that same environment thus creating a feedback loop.
What made you choose digital media as medium?
This decision came to me naturally because I was just incredibly amazed by what could be produced with modern media.
Back as a child, when there were no computers and electronic games, I think we all in some degree were reading books and imagining a lot of things.
So as a kid I certainly had a strong imagination and liked to dream up fantasy worlds, characters and games governed by rules. So basically when I first saw a three dimensional computer game I immediately understood immense possibilities of storytelling this kind of medium has.
But newer the less I always had kept a strong attachment to physical crafts and because of it a decision to learn interactive three dimensional graphics were a step in same direction. I believe much of the same root principles still apply in virtual 3D graphics as well as in sculpture. And it was an interesting discovery that kinetic sculpture or interactive sculpture has a lot of common with computer game theory.
So as I said I choose modern sculpture instead of virtual media because I felt that digital art has a weakness of not being fully real or truly connected to our physical world. But still time to time I do some programming work for personal or commercial projects just to find a balance between virtual and physical media. I still very much love working on computer games and interactive software.
Do you have aesthetic concerns while producing your art?
Sure, aesthetics is as much important as it is conceptuality. These two things are on the same level of significance and they both are linked together thus forming a solid art work. For me formal and visual language is a tool to express and amplify conceptual aspects. Aesthetical factor is first thing viewer approaching my work notices, and it has a force to give a strong first impression and may excite curiosity for viewer to explore my art further.
With kinetic and cybernetic art there is one more variable to take into account, and it is aesthetics of motion. Factor of time and movement, not only static form, has to be taken into consideration. Every time I generate ideas for kinetic object I try to imagine how it would look like in different states of motion and what kind of visual image does create its kinetic behavior. Sometimes I feel it is similar how animated character is made for a movie, because also each sculpture has its own character and rhythm of movement, even if it is an abstract form or just a pile of wires and bolts. Actually even wires and every single technical part has its own influence on overall look of a electronic sculpture, so even those tiny details has to be considered in overall visual composition. For most part I tend to think about these electromechanical parts as abstract entities, because they are the same for me as for example it is paint and canvas for a painter.
Still my biggest concern while working with this kind of art is complexity and conceptual accessibility. Sometimes we see artworks which are complex and complicated where is not entirely clear the interactive aspects of it and even less obvious is conceptual elements. That way artwork is not accessible to wider public. You have to be an engineer or scientist or otherwise specifically educated person to understand and admire it. Overuse of technology makes this field of art closed and elitist. I often like to think about it as a democracy of technology is dictatorship of knowledge.
As Theo Jansen said “there is no border between art and engineering in our mind”. Well, I tend to believe that there is some point in specific fields of art where you could loose that sense of artistic value by stepping over that thin line which divides something overly complex and technical from purity and lightness of true interactivity and beauty of motion.
I would like to overcome that and make art that everybody can enjoy, from hardcore engineer guy to a kid.
What do you think about the literal and figurative integrations of the human body and technology?
Well, there are many aspects of it. One of course is pure necessity out of medical reasons. Now, and already for quite some time exists a surgical implants for bones made out of titan which could be classified as technological addition to a human body. Also there already exist prototypes for a bionic eye for example or artificial robotic limbs for war victims.
So we take this type of “replacement parts” as morally acceptable because often it is only option for a person to live fulfilled life. On the other hand there is some controversy regarding casual use of this kind of technology. For example, situation with women breast implants. We might not be supporters for such kind of human body modification, but for some people it is a motivated decision to do that. So the big question is - where we draw a line to pure necessity versus everyday use of technologies that artificially enhances human body.
I believe that in future, as technology progresses along with social level of acceptance this trend will continue. And for some individuals this so called “body and technology integration” will be a choice made for personal reasons rather than pure medical need. But I do not think it will be as widespread as it is portrayed in science fiction novels.
Other aspect in question is our emotional integration and attachment to soulless machines. We are becoming more connected with technology and therefore also more dependant of it. Experience of interaction with technology today is getting more intimate and personal than if was many yearsearlier. For example touch screen phone versus good old mechanical dial phone, or Segway for example which uses our natural body movement for control. This kind of interaction and experience is already so natural that it could be seen as extension to our bodily functions. Thus we are physically as well as emotionally connected to a machine.
What we may become as a result of our increasing engagements with technology?
Recently I thought about it and was surprised by one of my friends who is mountain guide and also a skiing instructor. He had an intense training for a few years to learn how to survive in most dangerous and extreme weather conditions, in winter he had to live for several weeks in Norwegian mountains in a tent and nothing more.
So I was wondering, how many of us would today be able to survive such change if all of technology would cease to exist. For example, how would anybody start a fire in minus thirty degrees cold without looking in Wikepedia how to do it?
Informational growth of society has been huge in the past ten to twenty years, but also we have experienced a shift of information necessary for our survival. Today, someone to survive has to know how to operate basic electric appliances but does not need to know hot to start a fire or catch a wild animal.

Izstādē "Pagrīdes turnīrs" apskatāmo instalāciju īss video kopsavilkums.
