Building a Culture of Ubiquity
Patrick Lichty
(Editor’s note: As this may seem slightly dated, this
presentation was originally part of the Emotional
Architectures summit at the Banff New Media Institute
in 2000. It is being included as it has never been published, and is a fundamental statement of my fascination with art and the body. It also has some prescient
moments. - PL)
For some time now, my personal interest in artistic
practice is that which looks to capitalize on what I call
the "cracks" in our culture. In this I relate to those
interstitial parts of society which offers possibilities to
the practitioner for delivery of cultural content. These
include screensavers, Personal Digital Assistants,
intelligent agents and microcontrollers to name a few,
and I gave a talk called "the next little thing"[1] in 1999
at the Invencao symposium in Sao Paulo, Brazil. In
that presentation, I looked at these cultural gaps and
how art that utilizes them challenge monumental and
novel forms of technological art through utilizing 'small
systems initiatives'. By this, I mean the use of small,
inexpensive, or transparent technologies to communi-
the proliferation of personal information devices, personal computers
... is creating the environment for
the establishment of a culture of the
digital...
cate a cultural or aesthetic experience through a
sense of personal engagement. My practical inquiry
since that time has broadened to include information
appliances, responsive environments and cybrids [2].
Such a practical turn makes visible that the inquiry into
"small systems initiatives" is actually a journey into the
exploration of a culture of computational ubiquity. In
my body of research vis-à-vis the shift in praxis from
the screen to the palm to the body to the space, there
are issues of representation that are revealed through
the way that aesthetic content is embodied through the
interface. This interface may be a screen, dataglove,
head-mounted display or responsive space, but each
mode of representation illustrated by each display or
input device indicates a unique space of interaction
and expression, whether on the screen body, or reinscribed in space itself. As we consider the arc of praxis
from screen to body to space, perhaps this may create
some insight into how a culture of technological ubiquity will be constructed, and what modes of expression
may emerge from such cultural forms and technological developments.
Intelligent Agent 8.1
From a cultural perspective, the proliferation of personal information devices, personal computers, and explorations into technologies like Augmented Reality is creating the environment for the establishment of a culture of the digital. To add these devices together under
the proposition that the presence of any technological
agency will create its own cultural milieu is ill-founded,
as the widespread attention to technological art forms
has not been evident until recently [3]. The catalyst for
the rapid expansion of a technological aesthetic has
undoubtedly been the Internet, with its predilection for
community building. This was evident from the Walker
Art Center's former Gallery 9, with its extensive online
archives and exhibitions, reflecting the move of art in
the digital age to exploit a communicative mode of
expression. In fact, Steve Dietz in an introduction
voiced his awareness of the emergence of such a culture, and voiced his desires to support it, [4] "If we are
at the formation of a next phase of technological society, then let us partner with developers and scientists as
practitioners of the arts to create a cultural content
which is thoughtful and incisive to conditions of the
society."
My reflection on these words is that a portion of the
world is moving toward a society in which information
technology is saturating us to the point where there is
a threshold for the creation of a culture or set of cultures, niche to mass, which are unique to the electronic milieu. This saturation is in the form of personal
information devices, PDA's, and the proliferation of
embedded controllers like so many nanomites circulating in the air in Stephenson's The Diamond Age[5], As
I alluded to before. The catalyzing forces behind this
cultural shift are connectivity between individuals and
decentralized distribution of communication and content. These factors underlie the creation of the electronic culture, and are essential to the work described
here. But, as this portion of humanity moves towards a
culture of ubiquity, there are a series of localities that
may serve as points of analysis for the communications of cultural codes. Each (the screen, palm/pocket,
body, and public space) has unique modes of representation that allude to Hayles' linkage of the subject
between its signification and the embodiment of experience [6]. All of these localities make visible systems
of production, consumption, and representation that
illustrate a possible ecology of signs within a culture of
ubiquity.
The Screen -->
>
social fabrics.lichty.01
The most familiar embodiment of engagement with the
digital/technological is the screen, and as such,
exhaustive studies have been made of our interactions
and representations of the aesthetic [7] that any more
than a brief discussion falls outside of the scope of this
article. Seminal works include titles by Sherry Turkle
(Life on the Screen), and Brenda Laurel (Computers
as Theatre) to name just a couple. However, the interesting point to most explorations of the ontology of the
computer monitor is that they reflect the two-dimensionality of that visual plane as many critiques refer to
textual and cinematic analyses of the virtual screen.
This is to be expected, as much of our familiarity with
the computer screen is that of a cinematic engagement through games, graphics and animation, or via
the textual world of the word processor..
...much of our familiarity with the
computer screen is that of cinematic engagement through games,
graphics and animation, or via the
textual world of the word processor.
Another aspect of the screen, and we will see modulations in this effect, is some degree in our other manifestations of the human-computer interface, is that of
its performative quality. This follows from Barthes'
argument of the active role of the reader [8] in which
the construction of meaning is now as much in the eye
of the computer user than the programmer or media
producer. Case [9] takes this further in positing that the
electronically augmented writer and reader have to follow certain ritualistic procedures inscribed by the program and operating system, creating a 'performative'
aspect to mediated electronic interaction. So, what I
am positing here is that through the embodiment of
any form of information, the mode of representation,
interaction, and feedback creates a specific environment and context for the communication of any cultural content. In the case of the screen, we can see that
it operates under certain rules of dimensionality, temporality, and interfacing protocols, such as the
mouse/keyboard and size of screen that presents its
unique ontology to the human organism.
The Hand
Following from this systematic reading of the screen
as interface for the embodiment of digitally mediated
experience, let us take the first shift off the screen and
onto the hand. From the creation of Mattel Electronic
Grand Prix to the Nintendo GameBoy [10] and
Tamagotchi, electronic games are the precursors to
the information appliance, and have been with us for
over twenty five years. The introduction of information
Intelligent Agent 8.1
GameBoy Color, Courtesy Nintendo
processing (PDAs), and cellular phones (distributed
networks), create the opportunity for the creation of
aesthetic experiences in the interstitial 'cracks' in distributed/cellular networks and highly localized devices
like the Palm and Pocket PC. These devices, such as
the Web-enabled cell phone and PDA/PocketPC have
only been recently been recognized in the US as a
platform for the delivery of cultural content. Currently, I
know of few artists using these devices [11], probably
due to their diversity of operating systems and nascent
level of development/proliferation. However, the wireless networks bridge the gap between the Internet and
cellular networks, and are the next logical step
towards a ubiquitous transmission of cultural codes.
The information appliance is an inti mate space, unlike the larger, more
paper-llike or cinematic space of the
screen.
The information appliance is an intimate space, unlike
the larger, more paper-like or cinematic space of the
screen. Even at the level of the device as a chip on a
board embedded microcontroller, it hearkens to systems in which the body is biometrically linked to the
digital aesthetic space, or that the experience could be
distributed across numerous small devices in large collaborative interactions. On another level, the information plays on the precious and fetishistic, as is evident
in specialty items like gadget watches and PDAs for
teenagers [12]. Because of these aspects of such
technologies, it is logical that there is a specious quality about these devices that bears investigation.
In my own work, I have been interested in the information appliance as a place to subvert the intimate (both
through violation of the 'trust' of the OS/user interface
and creation of distributed collaborative spaces), to
social fabrics.lichty.02
create networked experiences, and to become emotionally involved with the information structures we create. A project developed with the generative music
company Sseyo was the SseyoPhone. [13]. The
important concept for the phone is that is creates a
step towards individual expression through the information appliance.
SseyoPhone, Courtesy Sseyo
This was done through allowing the user to use generative music algorithms to create unique 'signature' ring
tunes and network-based collaborative jams. In so
doing, it questions the role of collaboration and collective interaction in distributed environments by blurring
the line between the artist/musician and the sampler
artist/interactor. The phone itself illustrates the aesthetic object as McLuhanist prosthetic, and transparent
(yet still physical) interface to the digital sphere. Its
mode of representation is still rather straightforward in
following semi-traditional compositional and game play
processes, but what may be even more exciting are
culture jamming experiments for this type of platform.
For example, one concept that plays on short-circuiting
the intimate level of trust implicit in the functioning of
an operating system is my series of Alpha Revision
[14] interventions called "the Graphic User Interface".
In one, based on Perry Hoberman's Error Message
series, the user is greeted to hostile and ambiguous
error messages when the applet is enabled in the
Pocket PC. Instead of the usual error message, the
user is treated to insults, arguments about Microsoft,
and other comments which problematize the role of
the palmtop as subservient assistant. In the other
Graphic User Interface, the desktop is replaced by the
visage of a mangled corpse, and the space of interaction is transformed into a forensic dissection table as
the parts of the dismembered body replace the program icons.
However, culture jamming and generative music collaborations represent only two ways in which representation, interface and feedback combine in ways
that are specific to the hand or pocket. A 1998 work by
Intelligent Agent 8.1
Simon Penny and Jamieson Schulte entitled
Sympathetic Sentience [15], creates "complex patterns
of rhythmic sound through the phenomenon of 'emergent complexity'" through a spatial matrix of twelve
dedicated microcontrollers equipped with infrared
transducers. Each device emits its own musical code
through an infrared transceiver, which is then represented by audible tones. When the signal reaches the
next device, its own algorithms add or subtract from
the tonal sequence. The process continues until the
tonal stream meets certain informational saturation
and the tonal stream continues its mutation. Although
this installation has little interaction with the human
onlooker, is illustrates an embodied experience in
which information is embedded into the gallery space
to create a representational space for the mutating
stream of musical tones as aesthetic metaphor for the
data itself. Such a space alludes to the small tamagotchi-like 'love pendants' [16] which displayed various actions dependent on the attributes of the pendants around it (programmed personality traits, gender,
etc). To take the metaphor even further, such a space
could be taken to localized venues where pocket PCs
or other PDAs could establish their own emergent
communities through the transmission of aesthetic
data. In this way the intimate duplicates itself into a
local, or handheld form, one encompassing the local
network, and the next expanding into numerous clusters of communities.
Cricket
(with LEGO figure shown for scale)
Courtesy Mitchel Resnick
Another way we embody experience through informational structures is through our toys. Any number of
intelligent toys have come on the market, but of interest to me are the open-ended toys like the LEGO
Mindstorms [17] home robotics system, which was
developed at the MIT Media Lab. Mitchel Resnick's
[18] work, utilizing small PIC microcontrollers similar to
those used in the Mindstorms kit, used with the LEGO
block system deals primarily with the concept of learning through the use of cognitive computational tools.
These toy-like tools create a transparent culture of
social fabrics.lichty.03
computational ubiquity in the form of 'smart' beads, differing sensor blocks and mini-bots. In using these
tools, Resnick has used the play-space created by the
cognitive patterns of construction with the LEGO
blocks to impart knowledge about abstract concepts
like complexity, and to create a more accessible interface to technology to groups such as disadvantaged
children.
Resnick's work in his "Beyond Black Boxes" [19] project also bridges between the space of the body and
the handheld information appliance. The devices consist of small microcontroller driven LEGO bricks that
exhibit simple functions. These blocks, called the
Crickets, are programmable devices that could communicate, sense or perform other functions. The
potential for these blocks would be for telemetry, communication, research of social patterns such as viral
transmission, and so on. The Cricket devices engage
in the intimate locus of the toy as an interface with
informational spaces, and possibly could even serve
as interfaces whose signification slides between desktop computation and technologies such as smart clothing. They reflect the tool as agent of expression, and
resonates with the human organism's sense of play
and use of symbolic objects.
To the Body -->
>
From looking at the aforementioned work, there has
obviously been much work done in information appliance technology, and Resnick's work leads this investigation to the next step on our epistemic arc from the
screen to space onto the body. As the modes of communication, representation, and interaction shift with
the move from desktop computation to handheld
devices, what is the shift that is created when the site
of engagement moves from the hand to the body?
What are the issues that arise when the corpii of flesh
and information are so closely signified? Technological
artists have been wrestling with these concerns in virtual reality for some time, but my concerns are less
about the HMD-based sensorium than the embodiment of information on the flesh itself. Jaron Lanier, in
a 1998 lecture [20], spoke of his interest in certain
cephalopods in the South Pacific that communicate by
changing the pigmentation/phosphorescence of their
bodies. In this case, the display device is more akin to
a transmission device between individuals than an
interface between the individual and the informational
space itself. Lanier's metaphor drew my interest when
it is applied to a device I saw at Philips Design. It consisted of a jacket that incorporated a fiber-optic based
display that was woven directly into the garment itself.
Although the area covered on the jacket was relatively
small and low in resolution, it illustrated that the communicative potential for garments that would serve as
an overlay for the body of information relating to the
individuals status, expressive nature, or other
metaphors for 'body language'. In such a device the
Intelligent Agent 8.1
interface with the informatic realm would then become
manifested outwardly, and could display 'bodies of text'
[21], biometric information for those under medical
care, or concurrent levels of communication with
human and electronic counterparts[22].
An extant work that engages with the concept of concurrent layering of meaning through the use of embedded technology on the body is the author's Internal
Monologues work[23]. In this piece, a Magritte-style
bowler is outfitted with three components: A fluorescent alphanumeric display mounted on the front of the
hat, an embedded microcontroller, and a voice recognition unit which sends information to the first microcontroller based on certain predefined patterns of
speech. In the initially proposed configuration, the hat
would then overlay an typically provocational 'subtext'
onto the display, playing with cultural idioms like 'talking out of your hat' and 'it's written all over your face'.
Other planned installations include an interface to the
Internet so that online participants can transmit their
own content into the display, creating a representational disjuncture between the artist's actions and the
inscription of others' narrative onto the artist. With
such an installation, the hat then becomes an embodiment not only of the informational space of the artist's
expression, but also of a distributed community's voice
as well.
Internal Monologues
Interactive Communications Hat
Courtesy Patrick Lichty
What is the shift that is created
when the site of engagement moves
from the hand to the body?
What are the issues that arise when
the corpii of flesh and information
are so closely signified?
social fabrics.lichty.04
Each of the bodily manifestations so far for aesthetically-based wearable technologies has stressed the
device as communications display (outward flow of
information from the wearer), but such a discussion of
this particular genres must also include certain aspects
of wearable computing. This particular genre will not
be covered in depth here other than a mention of the
MIT Wearable computing group [24]. The experiential
shift that the work done by the MIT group is significant
as it represents wearable computing as expression of
fashion, or as possible platform for distributed performances, like Tina LaPorta's Call and Response [25],
which utilized several individuals across a CU-SEEME
link. Secondly, wearable computing reverts the gaze of
the interactor to the primacy of the user, and not of the
onlookers, as in our previous examples. When linked
to technologies like the Philips fiber optic cloth, wearable computing could provide powerful platforms for
personal expression, but in their current state, express
more about commodity power and represent only
slight paradigmatic shifts from the desktop. I do want
to mention that various interventions that question the
panoptic quality of computation have taken place with
this group, but the bulk of information relates to the
production of viable wearable computing products.
Between the Body and Space
One genre where the potential of wearable computing
surpass its objectified commodity power is that of
Augmented Reality, in which a head mounted display
or wearable computer overlays graphic information
over the view of the user in real time. It is an inversion
of the informatic overlay onto the body speculated by
the Philips fiber jacket, as the body of information now
is superimposed upon the world and presented to the
individual. The infosphere is now a representational
spectre, moving in real time, but the physical world is
now the interface, creating tightly linked heterotopic
spaces instead of multiple bodies. .
At SIGGRAPH 2000, an ATR Japan project, entitled
Augmented Groove [26] utilized simple machine vision
linked to paper cards that, when manipulated, controlled musical and video elements on a monitor as
participants manipulated the physical objects in the
booth. Multiple participants could partake of mixing the
audio and video to create the live dance mix creating a
cybrid collaborative dataspace consisting of physical
implements, performers, the interface world, and the
resulting entertainment media space. A number of
spaces are actually created in this piece, each unique
for the user, but still representative of the doppelganger informational space that intersects with the
performers. An important note to the installation was
that the description on the SIGGRAPH 2000 website
stated that the installation uses head-mounted visors.
The actual installation utilized a large-scale projection
screen as well as the audiovisual media output monitor, and thus alluded to the inscription of infosets onto
Intelligent Agent 8.1
physical architectures through the creation of responsive spaces rather than the AR interactions previously
intended..
Augmented Groove AR controller
Courtesy ATR/Japan
SPACE
In seeing the Augmented Groove with a projection
rather than a visor, it brings to the fore the issues of
the aesthetic experience where the space itself is
inscribed by the body. In this case, the wearable display garment inverts off the body, becoming architectural. Further still, in a responsive environment, the
interface becomes transparent. Unlike Augmented
Reality, in which the embodiment of the informatic
world is still mediated by the worn display, the physical
environment is now the tangible interface. The body
needs few interfaces such as keyboards or mice, as
the space itself represents the doubling of spaces for
interaction. The technology has thus become transparent in that the responsive space is now the interface
with the body of information. There are various ways in
which the body can reinscribe the cybrid
physical/media space through different methodologies
of sensing and telemetry. The body and space can be
correlated using attached sensors, translating the body
directly into the surrounding architecture, to the use of
embedded sensors throughout the public area itself.
Our arc of experiential embodiment from the desktop
to the space through the hand and then the body projects the informatic corpus onto the environment, imbuing a synaesthenic quality upon the intersection of
physical, informational, and corporeal spaces, blurring
that meeting of worlds. By the time our discussion
reaches the milieu of responsive architectures, the
space itself has reached a stage where it has transformed to the point where the distinction between
spaces has become duplicitous and unclear.
This sense of transmutation of space is evident on the
Sponge work, M3 T-Ggarden [27], as stated in their
description: "T-Garden is a responsive environment
social fabrics.lichty.05
where visitors can put on sound, dance with images
and play with media together in a tangible way, constructing musical and visual worlds 'on the fly'. The
performance dissolves the lines between performer
and spectator by creating a social, computational and
media architecture that allows the visitor-players to
sculpt and shape the overall environment…The media
use a dynamic language that can be compared to the
movement of verbs instead of the symbolism of
nouns."[28]
The T-Garden has become a multifaceted performative
dataspace in which the body sensors within the participants' costumes allow them to sculpt a media grammar of architectural space through performance.
According to Kuzmanovic, [29] this refers to the transmutative qualities of alchemy in which a space and its
inhabitants have made the transformation into a fluid
environment in which distinctions between performer
and audience, language and media, and the traditional
grammars of representation are left for reinterpretation
moment to moment.
M3 T-Ggarden
Courtesy Sponge/M.Kuzmanovic
In Lichty, et al's GRID installations[30], the architectural space is transformed though sound and video into a
space for communication, play, and collaboration as
the participants work together to shape a transparent
sonic environment. The environment can represent a
stylized pastiche of actual contextually-based spaces
or completely irreal environments, such as swimming
as a peer in a school of whales. Technology is now
transparent as all tracking is done through embedded
sensors throughout the space, and hints at ubiquitous
interfaces, which can then be used to represent infosets, whether virtual or cybrid in architectural structures.
The end goal to The Grid is an interactive architectural
space in which the participants can shape the audio,
visual and possibly even structural components to
respond to the group's collective actions. In the case
of The Grid, the embodiment of the informational body
has become both transparent and collective, as the
installation itself is now the display and the interface,
Intelligent Agent 8.1
and the bodies performing within it are as inscribed by
the reactions of the installation as they inscribe upon
the piece. .
A further extension of the embodi ment of experience through its
inscription into technologically ubiq uitous spaces is when an autopoetic
element is incorporated into the
environment
The last two instances highlight spaces where the
responsive element has some sort of direct correlation
to the actions of the visitor, whether it is representational in nature or not. A further extension of the
embodiment of experience through its inscription into
technologically ubiquitous spaces is when an autopoetic element is incorporated into the environment. This
breaks the direct representational linkage between
body, action and space, and creates a milieu in which
the informatic corpus as aesthetic dataspace exhibits
limited autonomy as it performs with the audience. In a
proposed work, Space Without Organs (Lichty &
Little)[31], the bodies of the participants are remapped
back upon the space through projections of dataset
representations of 3-dimensional bodies, organs, and
internal sounds of the human anatomy across three
responsive areas in a room. In the piece, two virtual
worlds, one 2D, one 3D, are linked where the participants generate sets of metaphorical bodies and
organs that are then mixed in real time as projections
in the installation space to infer a reflexive inscription
of the space by the very bodies that are within the
technological space itself. In addition, a central GRID
senses the actions from both worlds, senses the
motion of participants within the gallery area, and creates audiovisual responses and builds cumulative
datasets from the worlds' interactors. Such installations
The GRID (3d representation)
Courtesy Patrick Lichty
social fabrics.lichty.06
used for radically different uses than first intended.
The artist, through critical inquiry and diligence, will
likely be the first to find the niches and cubbyholes in
the expanding global networks. Dietz' appeal to the
creative to fashion the artistic blueprint of the coming
age is a call to practitioners of all disciplines to consider the cultural dimensions of the digital society. Our
culture is a key reflection of our own society, and
through the study of this series of works, it is my hope
that I have made visible some of the underlying issues
and structures that could be utilized to build a coherent
culture of technological ubiquity.
References
Space Without Organs (3d representation)
Courtesy Patrick Lichty/Gregory Little
..it appears that in a culture of tech nological ubiquity there will be
numerous levels of engagement
with the subject
create a metaphorical translation of signs that infers a
series of semotic recursions between the body and its
environment when responsive spaces become transparent. Furthermore, the inclusion of a cumulative element adds the possibility of a work self-generating its
own body of information, which can become a collaborator in a performative aspect of the installation itself.
Conclusion
Throughout this discussion I have looked at the possible interstices in the emerging digital society that could
be utilized for transmission of aesthetic content in a
possible culture of technological ubiquity. From the
ever-present screen throughout the various technological devices and methodologies to the disappearance
of the interface in space itself, it appears that in such a
culture there will be numerous levels of engagement
with the subject. And, as such, an ecology of devices
and systems can emerge that the artist can utilize for
the transmission of their message. In each case, the
mode of expression is linked to the embodiment of the
information and its forms of representation (screen,
hand, body, space), and this will in part define the
scope and context of the artistic intervention that the
practitioner will create. The aesthetic/epistemological
concerns of the conceptual context of the work will be
likewise tied to the representations of the space of
interaction and response with the individual or group.
These factors define how a culture of technological
ubiquity may build its infrastructure, but it does not
foresee the interstitial crevices that the artist my
exploit for their aesthetic purposes. As with most applications of new devices throughout history, the trend
has held true that a given technology is frequently
Intelligent Agent 8.1
[1] Lichty, Patrick. The next "Little" Thing: Small platform installation and new media art, 1999,
Presentation at Invencao 1999, Itau Cultural Center,
Sao Paulo, Brazil.
[2] Anders, Peter. Envisioning Cyberspace, 1998,
McGraw Hill, New York, NY - Anders uses the term
'cybrid' throughhie text to connte space in which virtual
and physical spaces exist concurrently to the user.
Augmented reality is an example of this concept, but is
only one possibility of a cybrid space.
[3] In my involvement in technological art since 1978, it
has taken until 2000 for institutions like the Whitney to
include predominantly technological art forms like
Internet art in their Biennial. Furthermore, the lack of a
material referent for archival and objectification once
again problematizes the institutional acceptance of
these forms.
[4] Dietz, Steve. Introduction for Mitchel Resnick's
"Perpetual Kindergarten" lecture, What's Next Lecture
Series, 1999, Walker Art Center, Minneapolis,
Minnesota, USA
[5] Stephenson, Neal The Diamond Age, 1995,
Bantam Books, New York City, USA
[6] Hayles, N. Katherine How We Became Posthuman,
pp.28, 1999, Univ of Chicago Press, Chicago, Illinois,
USA
[7] The various disciplinary inquiries called forth by
considering computer culture are vast, and far beyond
the scope of this paper.
[8] Roland Barthes. "The Death of the Author." Image,
Music, Text. Ed. and trans. Stephen Heath. New York:
Hill, 1977.
[9] Case, Sue-Ellen. "Performing Lesbian in the Space
of Technology: Part I." Theatre Journal (March 1995),
47(1):2, pp. 5-10
[10] Nintendo GameBoy,
http://www.nintendo.com/gb/index.html
[11] As of 9/2000, I have only seen a mention on the
Rhizome list of a PalmPilot-based poetry project and
talk of utilization of WAP-based cellular phones. No
other references are known to the author.
[12] On a recent trip to one of the local office supplu
superstores, I noticed a PDA-style information appliance that centered around the playing of GameBoysocial fabrics.lichty.07
style games and sharing of notes between owners.
The television ads consistently showed teenage girls
using them, which is an interesting shift in demographic focus from the usual male audience. Unfortunately I
do not remember the brand of the device.
[13] Cole, Didymus, Lichty, et al. Sseyo Concept
Phone http://www.sseyo.com, 2000
[14] Lichty, Patrick Alpha Revisionist Manifesto 2000
[15] Penny, Simon/Schulte, Jamieson, Sympathetic
Sentience, 1999, Digital Traces, Pittsburgh Center for
the Arts, Pittsburgh, PA http://www.pghcenarts.net/digitaltraces/index.htm
[16] [17] LEGO Mindstorms Robotics System
http://www.legomindstorms.com
[18] Mitchel Resnick, Home Page,
http://lcs.www.media.mit.edu/people/mres/
[19] Shown at Resnick's presentation at the Walker Art
Center's What's Next lecture series, March 1999
[20] Lanier, Jaron. Keynote lecture at Arts &
Technology copnference, University of Maryland
College Park Center for Baroque and Reanaissance
Studies, Oct. 1998
[21] Both Katherine Hayles in How We Became
Posthuman Laurie Anderson in The Ugly One With the
Jewels and Gregory Little in his Bodies Without
Organs project muse over the similarities between the
Intelligent Agent 8.1
similarities of bodies of text (books) and bodies as
text.
[22] I posit throughout much of my writing that we
communicate on concurrent channels in person and
when we create media, this may consist of various
gestures, body languages, subtexts, or concurrent
media texts.
[23] Lichty Patrick. Internal Monologues Project. 1998[24] MIT Wearable Computing Group,
http://mevard.www.media.mit.edu/projects/wearables/
[25] La Porta, Tina. Call and Response Performance
The Kitchen, New York New York, USA. 9/26/2000,
7:30 PM.
[26] Augmented Groove. Ivan Poupyrev et al, ATR
Research Labs, Kyoto, Japan
http://www.mic.atr.co.jp/sspace/
[27] M3 TeaGarden
http://www.deepfoam.org/sponge/tg_siggraph/sig_html/
play.html
[28] From personal correspondance from M.
Kuzmanovic
[29] Ibid.
[30] Patrick Lichty The Grid, http://www.voyd.com/grid
[31] P Lichty/ G. Little, Space without Organs current
reference at: http://www.voyd.com/grid .
social fabrics.lichty.08