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»A-Volve«

Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • installation
      • interactive installation
      • performative installation
      • sound installation
      • Virtual Reality
        • Augmented Reality
        • Mixed Reality
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
      • psychology
      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
      • art history
      • art market
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representativeness
      • shadow
      • sketch
      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
        • postmodernism
        • poststructuralism
        • semiotics
        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
      • embodiment
      • empathy
      • expression
      • eye
      • facial expression
      • fantasy
      • feeling
        • affect
        • emotion
      • gender
      • genetics
      • gesture
      • hand
      • human
      • identity
      • intimacy
      • movement
      • pain
      • perception
      • performativity
      • physiognomy
      • posthuman
      • self awareness
      • senses
      • sexuality
      • skin
      • speech
      • surgery
    • HISTORY AND MEMORY
      • ancestor
      • antiquity
      • archive
      • artifacts
      • collective memory
      • colonialism
      • cultural heritage
      • historical site
      • historism
      • history
      • meme
      • memorial
      • modern era
      • nostalgia
      • postcolonialism
      • preservation
      • romanticism
      • teleology
      • tradition
    • MEDIA AND COMMUNICATION
      • access
      • advertising
      • Big Data
      • broadcast
      • commerce
      • communication
      • electronic media
      • error message
      • film
      • global village
      • hypertext
      • information
      • intermediality
      • internet
      • language
      • media archaeology
      • open source
      • print media
      • radio
      • search engine
      • social media
      • telecommunication
      • telephone
      • television
      • video surveillance
      • visualisation
      • writing
    • NATURE AND ENVIRONMENT
      • agriculture
      • animal
      • anthropocentrism
      • atmosphere
      • catastrophe
      • DNA
      • earth
      • ecosystem
      • energy
      • environment
      • evolution
      • four elements
      • geology
      • global warming
      • globe
      • landscape
      • magnetism
      • nature
      • ocean
      • outer space
      • physical law
      • plant
      • pollution
      • sustainability
      • vegetation
      • water
      • weather
    • POWER AND POLITICS
      • authority
      • banking
      • censorship
      • conspiracy
      • democracy
      • discrimination
      • economy
      • equality
      • geopolitics
      • governance
      • heroism
      • human rights
      • imperialism
      • institution
      • law
      • manipulation
      • market
      • military
      • nationalism
      • patriarchy
      • politics
      • sovereignty
      • surveillance
      • terrorism
      • violence
      • warfare
    • RELIGION AND MYTHOLOGY
      • afterlife
      • Alchemy
      • bible
      • church
      • creation
      • crucifixion
      • esoterism
      • exodus
      • heretic
      • legend
      • mysticism
      • myth
      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
        • judaism
      • ritual
      • sacrifice
      • Saint
      • sin
      • spirituality
      • vision
      • worship
    • SOCIETY AND CULTURE
      • activism
      • capitalism
      • civilisation
      • community
      • consumption
      • counterculture
      • digital identity
      • diversity
      • ethnicity
      • feminism
      • globalization
      • individuality
      • information society
      • interculturalism
      • mass
      • mass culture
        • entertainment
        • parody
        • phantasmagoria
        • popular culture
        • spectacle
      • migration
      • minority
      • morality
      • native
      • otherness
      • participation
      • poverty
      • privacy
      • racism
      • territory
      • unemployment
      • urban space
      • voyeurism
      • wealth
      • working class
    • TECHNOLOGY AND INNOVATION
      • artificial life
      • cybernetics
      • development
      • digitization
      • electricity
      • emulation
      • engineering
      • history of technology
      • innovation
      • intelligent environment
      • invention
      • mechanics
      • military technology
      • mobility
      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
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Information
Technology
Display
1 Projector: SONY, Electrohome or Barco
Hardware
1 Computer Silicon Graphics
Installation Requirements / Space
Hight: minimum 5 meters
Installation Requirements / Space
the podium should be constructed strong enough to suport the pool filled up with water. A trap to access to the projector is needed. The roof should be painted in black or being rather dark color (gray). The room should be dark enough for the hand gesture recogntion system to work properly. The room should not be made out of curtains but with solid wall. Lightings low light needed in the room, diffused light is better and preferably not
Software
Operating Sytem CDROM
Descriptions & Essays
In the interactive real-time environment "A-Volve" visitors interact with virtual creatures in the space of a water filled glass pool.These virtual creatures are products of evolutionary rules and influenced by human creation and decision. Designing any kind of shape and profile with their finger on a touch screen, visitors will "bear" virtual three dimensional creatures, that are automatically "alive" and swim in the real water of the pool.The movement and behavior of the virtual creature is decided by its form, how the viewer was designing it on the touch screen. Behavior in space is, so to speak, an expression of form. Form is an expression of adaptation to the environment. Form and movement are closely connected, the creatures capability to move will decide its fitness in the pool.The fittest creature will survive longest and will be able to mate and reproduce. The creatures will compete by trying to get as much energy as possible. Thus predator creatures will hunt for prey creatures, trying to kill them. The creatures also interact with the visitors, by reacting to their hands movement in the water. If a visitor tries to catch a creature, it will try to flee or stays still, if it gets caught. Thus the visitor is able to influence the evolution by for example protection preys against predators.If two strong creatures meet, they can create an offspring and a new creature can be born. It carries the genetic code of its parents. Mutation and cross-over provides a nature-like reproduction mechanism, that follows the genetic rules of Mendel. This newly born offspring will now also react and live in the pool, interacting with visitors and other creatures. Algorithms, developed by Mignonneau and Sommerer ensure smooth and natural movements and "animal-like" behavior of the creatures.None of the creatures is pre calculated, they are all born exclusively in real time through the interaction of the visitors and the interaction of the creatures . Thus a unlimited variety of forms will be possible, representing human and evolutionary rules. By closely connecting the real natural space of the water to the unreal virtual living space of the creatures, "A-Volve" minimizes the borders between "real" and "unreal", creating a further step (after "Interactive Plant Growing") in the search of "Natural Interfaces" and "Real-Time Interaction"
Oliver Grau 07-10-2014
Sommerer and Mignonneau’s real-time installation A-Volve, developed in the United States and Japan with the support of ICC and winner of Ars Electronica’s Golden Nica award in 1994 for interactive art, allows observers to create artificial life forms, to interact with them, and watch them live, procreate, and die. The goal is to make the virtual space come alive, this time not with simulated plants but with virtual creatures: subjectlike software agents. The observers create “their” creatures by drawing an outline and cross-section on a small digital touch screen, which a high definition projector throws onto a mirror measuring 100 x 150 cm, which is the floor of a shallow pool of water with the dimensions 180 x 135 x 15 cm. The pool stands on a podium 3 m2 in the center of a room with black walls that is almost completely dark. The enveloping blackness of the surrounding space makes the artificial image creatures appear even more plastic and alive as they move in the illuminated water, automatically powered by the computer in real time. Gathered around the pool, their “creators” watch the survival of their amorphous, surprisingly lifelike creatures, which appear to swim and wiggle in the water, obeying the dictates of evolutionary programming. In this bright virtual habitat, Sommerer and Mignonneau stage the popular version of Darwin’s principle, “survival of the fittest”: Eat or be eaten. – Virtual art: from illusion to immersion, 2003, pp. 300-302.
Oliver Grau: A-Volve, 07-10-2014, in: Archive of Digital Art
Literature
Kluszczyński, Ryszard W.. »art@science: About Relations between Art and Science.« In Towards The Third Culture: The Co-Existence of Art, Science and Technology, edited by Ryszard W. Kluszczyński, 32-42. Gdańsk: Laznia Centre for Contemporary Art, 2011.
Grau, Oliver. Virtual Art: From Illusion to Immersion. Cambridge, MA: MIT Press, 2003.
Grau, Oliver. »Novas Imagens da Vida: Realidade virtual e arte genética.« In Arte e Vida no Século XXI: Tecnologia, ciéncia e criatividade, edited by Diana Dominguez, 285-303. Sao Paulo, Brazil: Editora UN, 2003.
Sommerer, Christa and Laurent Mignonneau. »Art as a Living System.« In Art @ Science, edited by Christa Sommerer and Laurent Mignonneau, 148-161. New York, Wien: Springer Verlag, 1998.
Sommerer, Christa and Laurent Mignonneau. »A-Volve - An Evolutionary Artificial Life Environment.« In Artificial Life, edited by Christopher G. Langton and Katsunori Shimohara, 167-175. Boston: MIT Press, 1997.
Grau, Oliver. »In das "lebendige" Bild: Die Virtuelle Realität setzt der Kunst neue Spielregeln.« neue bildende kunst. Zeitschrift für Kunst und Kritik , no. 6 (1997): 28-36.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In ARCO’96: Feria International de Arte Contemporáneo, edited by C. Goodman. Madrid, ES: ARCO / IFEMA - Feria de Madrid, International Contemporary Art Fair, 1996.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In ARCO’96: Feria International de Arte Contemporáneo, edited by C. Goodman. Madrid, ES: ARCO / IFEMA - Feria de Madrid, International Contemporary Art Fair, 1996.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In InfoArt, CD-ROM, edited by C. Goodman. Los Angeles: Rutt Video Interactive, 1996.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In Water, edited by Kaoru Amano. Tokyo, Japan: 1995.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In The Interactive Media Festival ’95, edited by Tim Druckrey and L. Goldman. Los Angeles: 1995.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« edited by K. Hong-hee and C. Goodman. Kwangju, South Korea: 1995.
Sommerer, Christa and Laurent Mignonneau. »A-Volve.« In WRO 95: Media Art Festival, edited by P. Krajewski. Wroclaw: 1995.
Sommerer, Christa and Laurent Mignonneau. »A-Volve: An Artificial Life Environment.« In CNIASE´95, conference proceedings. Guyana, Venezuela, edited by . Guyana: CNIASE, 1995.
Sommerer, Christa and Laurent Mignonneau. »Interactive Plant Growing and A-Volve.« In Christa Sommerer and Laurent Mignonneau, edited by M. Kusahara. Tokyo, Japan: ICC InterCommunication Center, NTT, 1994.
Sommerer, Christa and Laurent Mignonneau. »A-Volve: A Real-time Interactive Environment.« In Siggraph´94 Visual Proceedings, edited by Siggraph, 172-173. New York: ACM, 1994.
Sommerer, Christa and Laurent Mignonneau and M. Kushara. »A-Volve: How much do you love the creature you create.« ICC InterCommunication Journal , no. 10 (October 1994).
Kusahara, Machiko. »"A-Volve" at ICC Gallery, Tokyo.« Asahi Shinbun (December 11th 1994).