Stephen
Wilson, Professor Conceptual/Information Arts, San Francisco State University.[1]
The arts are searching
for an appropriate role in an era dominated by technological and scientific
research. While some merely use
the new gadgets, others become researchers themselves. They challenge conventional research
agendas, undertake their own investigations, and even invent new technologies.
My book Information Arts: Intersections of Art, Science, and Technology[2] surveys these artists and the implications of
their work.
Currently there is great interest around the world
in exploring the value of artistsı involvement in the research process. Several major policy studies have
promoted the idea see for example the U.S. National
Academy of Scienceıs report ³Beyond Productivity: Information Technology,
Innovation, and Creativity²[3].
Also many governmental and private arrangements have offered support to this
involvement of the arts in research
for example the Artists in the Lab Program[4]
(Switzerland) and the Interactive
Institute[5]
(Sweden). The rationales for this
involvement have been both pragmatic (better ideas) and global (enrichment of
culture). This essay explores art as research approach as it pertains
specifically to wireless communication. It analyzes some core cultural issues
in wireless communication that stimulate artistic interest, offers a
preliminary survey and taxonomy of examples of artists working the technology,
and explores some emerging technologies that are likely to be culturally
significant in the next decades.
How are artists helping to shape research agendas in wireless? What new
research areas call for artist involvement?
Often cultures find themselves blinded by the
trajectory of their own technological development. For example, technologies such as telephones, radios, cell
phones, and gps get invented, become products and industries and then get so
integrated into life that no one asks any more why they were invented and what
cultural problems they solve.
Artists can serve an important reflective function by asking questions
about the underlying assumptions and motivations for particular technologies and
by creating works that explore unorthodox aspects beyond the utilitarian. These
questions can sometimes lead to new ideas about how the technologies might be
used and even to the invention of new related technologies.
The goal is to "denaturalize" things
that are taken for granted. A
branch of critical theory called "media archeology" devotes itself to
this agenda. See for example,
Oliver Grau's Virtual Art[6],
Doug Kahn and Gregory Whitehead's Wirlesss Imagination[7], and several of Errki Huhtamo's articles (for
example ³On The Archaeology of Interactivity²[8]). This section tries to revisit the
origins of interest in wireless technologies.
At its heart wireless communications is a variant
of telecommunications (communication at a distance). As a tool for understanding wireless
communication, it is useful to consider what motivations empower
telecommunications in general.
When human communities lived in close-knit tribal culture there was not
much necessity for telecommunication.
Distance communication became important as people traveled and strayed
from home. They traveled for a variety of purposes including exploration,
migration, affiliation, exploitation, and dominion. They were curious about the Other. They wanted to explore other places and
meet other persons. Stories and mythologies told of significant happenings,
wonders to behold, and dangers to avoid beyond the known. They needed to expand in territory and
resources sometimes through migration and sometimes through warfare. They built empires. As communities spread out it became
important to know of distant events and to keep connected to people who had moved. It became important to know how the
explorers and warriors were doing at the frontiers. These twin motivations of curiosity and domination serve as
an underlying source for telecommunication.
In traditional societies telecommunication most
often involved physical transmission of messages for example, runners, pony
express, carrier pigeons. They
devised other methods that used other physical media in order to send messages
faster than could be carried by messengers for example, drums, smoke signals,
fire, and mirrors. Finally in the
nineteenth century, people learned how to draft the then mysterious
electromagnetic force to send messages over wires. At first it was short distances with the electrical forces
resulting in bubbles in liquids, deflections of magnetic needles, or other indicators. Later it got refined into telegraphs and
telephones.
Observers were quite amazed when actions in one
place could cause something to happen in a distant place. Also it seemed to
happen instantaneously, at the same moment the sender sent it (prior to
understanding about the speed of light.) When the experiments started, the sender and receiver were
within eyesight of each other.
Quickly, however, experimenters realized they could send the messages
distances of many miles ultimately beyond the distance traveled by previous
methods such as smoke signals or optical telegraphs. Quickly developers expanded to communication between cities
or even across the ocean. They
expanded to include voice.
The perceived magic of this act of sending
messages beyond eyesight via electricity is significant. It is important that anyone trying to
explore the cultural core of wireless remember the magic of the moment. It is one of the first realizations of
ancient dreams of transcending time, place, distance, gravity, and the physical
limitations of the body. It is the
beginning of being able to act at a distance and even of being in two places at
once. Previously, these were the
province of the gods or of magic.
In spite of the momentousness of electricity-based
wire communication, wireless communication takes the exploration into even
deeper symbolic space. Marconi and
other researchers demonstrated that electromagnetic pulses could carry messages
without wires. Previously, there always was that wire reminding everyone of the
ultimate physicality. Without the
wire there was no telecommunication.
The freeing from wires did more than just add
convenience. To early observers
the voice or other messages seemed to come out of nowhere. Many thought communication was from the
spirit world or from God. Some
connected them with stories in the Bible of disembodied voice such as God
talking to Moses out of the burning bush.
Quite quickly researchers moved from demonstration
projects to serious communication across the oceans. Although wireless was originally conceived as point to point
communication like previous wired forms, new models of one to many (as in
broadcast radio) were quickly developed.
Wireless introduced important innovations mobility, flexibility,
anonymity, spontaneity, democracy
It decreased the importance of place. Both senders and receivers were
free to move about instead of being fixed by the ends of the wire. It introduced even more anonymity than
wired communication. Both senders
and receivers could be unknown. It
introduced spontaneity. Anyone
with the appropriate technology could initiate a session whenever they
wanted. Once the technology became
more developed and less expensive, it democratized telecommunication. Anyone could use it without relying on
access to the infrastructure of wires.
Perhaps even more profoundly wireless gave people
direct access to the mysterious electromagnetic forces that physicists had
started working with in the latter part of the previous century. Physicists had uncovered an unseen
world of elementary particles and forces.
Moving away from the physical objects of everyday life, scientists
presented aspects of the world that worked differently. Wireless presented a set of real
experiences that depended on that world.
How could these energy fields fill space and yield effects while
invisible and not palpable?
Since the beginning of the century,
telecommunications have expanded into great industries. Telephone, radio, and television have
spread over the earth. These
technologies have become dominant industries and carved out their own cultural
niches with their own audiences, aesthetics and critical communities. Some believe that television and radio
have become the most dominant art forms of the twentieth century. They have been mostly ignored by the
fine arts mainstream, except for a few experiments. Anyone interested in
wireless as an art form would do well to consider precedents established in
radio. See my book Information
Arts (MIT Press, 2002) for more
details of these developments.
New wireless technologies have emerged for
example, cell phones, SMS, GPS, and wireless computer communication. Great
interest has been aroused among cultural analysts and artists. Why is there interest now when radio
did not generate much enthusiasm?
The current generation of wireless in some ways realizes some of the
promise of the earlier generations.
For example, even though radio technologically provided opportunities
for flexible one-to-one communication, (for example, ham radio, radio phones,
pirate radio, etc) it was mostly
dominated by broadcast. Now,
technologically sophisticated, relatively inexpensive cellular and wi-fi promise increasingly cheaper, mobile,
flexible, spontaneous, decentralized and universal communication of anyone to
anyone. Researchers promise rapid
improvements in bandwidth, penetration and forms of media supported. The
linkage with the Internet promises access to information as well as persons.
A related wireless technology, Global Positioning Satellite (GPS) is a electromagnetic
wave based technology that allows people on the earth to read their exact
location (within 3 meters) through triangulation of signals from multiple
satellites. When combined with outgoing wireless technologies such as cell
phones, GPS allows others to track people and objects (for example, parolees
under house arrest, children wandering in a theme park, movements of buses).
Developers are moving rapidly to develop new forms of location-based services
and entertainment. GPS is a
unprecedented technology that raises fascinating cultural issues such as its
military origins, surveillance and psychological geography that cannot be fully
analyzed here. See my book Information Arts for more analysis.
Commercial interests promote the ultimate
convenience of 24/7 anytime, anywhere communication and information
access. Theorists suggest
that the future implications are a bit more complex. For example, the Critical Art Ensemble[9]
suggest that wireless could be seen as the ultimate exploitation, shackling
workers to their jobs wherever they go.
Others such as Howard Rheingold in his book Smart Mobs propose that wireless will nurture a new kind of
³smart mob² democracy in which citizens can rapidly mobilize to achieve political
and cultural goals without the need for cumbersome political
infrastructure.
Smart mobs
emerge when communication and computing technologies amplify human talents for
cooperation. The impacts of smart mob technology already appear to be both
beneficial and destructive.
The people who make up
smart mobs cooperate in ways never before possible because they carry devices
that possess both communication and computing capabilities. Their mobile
devices connect them with other information devices in the environment as well
as with other people's telephones. [10]
Stimulated by both the new possibilities and the
dangers, artists are exploring wireless technology. They are creating works that explore the cultural
implications of the present and the possibilities of the future. They are showing aspects of the
technology perhaps not even realized by the researchers who gave birth to the
technology and as a result helping to shape future research. Analyses of this art can benefit from
keeping in mind the cultural issues underlying the history of telecommunication
and wireless.
This section offers a brief survey of artists
working with wireless technology.
It also attempts to introduce some preliminary categories as a tool for
further analysis. Because there so
much new work rapidly appearing, this survey must be seen as only suggestive.
Visualizing the
Electromagnetic Cloud: What is
this field of emanation that surrounds us? What is it filled with? What are its dangers?
Some artists have attempted to create works that allow audiences new
ways to perceive these transmissions. For example Simon Penny in Lo Yo Yo created a
sculpture in which rocking rods access different radio stations based on their
changing positions[14]. Christian Terstegge created Radio?Active in which sponges with embedded receivers soaked up
emanations. In Skyear[15], Usman Haque launched balloons with electronics which
picked up the electromagnetic melange of signals as they ascended. British musician Scanner is famous for
his sound works made of intercepted cell phone conversations.
Other artists
attempt to focus even more fundamentally on the electromagnetic fields, calling
attention to their omnipresence and sometimes to their dangers. For example, Haruki Nishijimaıs Remain
in Light[16]
provided special butterfly nets which could capture 'electronic insects'
(radio waves of sound) that filled space around participants and then
visualized them. Catherine Richardıs Curiosity Cabinet[17] offered a fully copper plated room
into which viewers could climb to protect themselves from electromagnetic
fields. Anthony Dunne & Fiona
Rabyıs installation Placebo Furniture[18] called viewerıs attention to the
Hetzian Spaceı by creating furniture that reacted to electromagnetic fields.
Wireless Activated Events and Sculptures:
Artists have used the spontaneity and mobility of cell phones to change
the relationship of viewers to artistic works, allowing the audience to affect
the flow of events Implicitly
these works comment on hopes that distributed wireless will create a new kind
of ad hoc empowered citizenry. For
example, Golan Levinıs Telesymphony[19] transformed concert hall passivity by creating a sound
composition which incorporated rings activated by audience calls to cell
phones. Sheron Wray and Fleeta Siegel charted a potential future form of
theater with Texterritory[20] in which audience membersı cell phone conversations with
each other and the performers shaped the performance. Ken Goldbergıs Teleactor[21]
equipped a mobile agent with wi-fi and webcamera so that web visitors could
vote on the next actions the agent should take as they moved through their
world. My Telepresent[22] installation/event enabled people to carry a device which
automatically uploaded images to a web site as the holder moved in the city and
also spoke comments from remote web visitors who were watching. Each holder passed the presentı on to
another person at the end of the day.
Working within a public art context,
Electrolandıs Urban Spectacle R-G-B activated the lights on a building so that cell phone callers
could control the patterns. Rafael Lozano-Hemmerıs Amodal Suspension[23] enabled viewers moving about the city
to control patterns followed by search lights above the city via SMS messaging.
The searchlights even visualized coded versions of the messages.
Smart Mobı Games: Smart Mob theorists predict that mobile communications will
enable new kinds of spontaneous interactions among people moving about the city
for example for political or entertainment purposes. Artists have begun to comment on the
positive and negative implications by creating mobile technology-dependent
events. For example Blast
Theory explored the new abilities to track people in the city with Can You
See me Now[24] , a virtual chase game activated by tracing real runners
moving through city and Roy All Around You, an event in which viewers helped
people moving in the city to find a hidden uncle Roy. The group Operation
cntrcpyô [25]
mounted an SMS game to where participants competed to send virtual astronauts
to Mars. The UK Flirt[26]
(Flexible Information and Recreation for mobile users) research group developed
location based mobile games such as Lost Cat and Herd within the EU Research IT for
Mobilityı initiative. Commenting on both new relationships of people to
information in the city and to each other, Yury Gitman and Carlos Gomez de
Llarena orchestrated a wireless scavenger hunt called Node Runner[27].
Location Based Authoring (GPS): Artists are eager to investigate the
new possibilities of GPS. Some
propose a new kind of interactive, location based authoring in which audience
reflections about particular places can be amalgamated and made available to others
who traverse the same places. For example Teri Ruebıs Trace[28] allowed hikers near the Banff Art
Center in British Columbia to leave and hear reflections on transformation and
change linked to elements of scenery they encountered. Hoshi Takuyas Spatial
Memory Architecture[29]
invited people to
link text with particular locations in the city. The Urban Tapestries Project[30] was created by a research group
investigating location based methods for facilitating social annotation
including text, sound, and images.
Other artists focus on crafting
location based events without annotation.
For example, Iain Mottıs Sound Mapping[31] offered a sound composition that
activated as people passed through hot spots in the city. Stefan Schemat has created several installations of
location based fiction (for example Water and Osmotic Minds[32]) in which the stories unfold as
people travel in the city. Paula
Levineıs Shadows[33] used GPS to map Iraq war events to
physical locations in San Francisco by transposing exact geographical
relationships. My TransitTime[34] created a sound and video event that
was activated by the real time movements of transit trains in San Francisco (as
determined by GPS). Links to many
other GPS inspired artworks are available at my art and technology links page[35].
If artists are going to help shape research
agendas and act as innovators, it is essential that they learn about emerging
research long before it becomes commercialized as products. This means they must tie into
information networks outside of arts and media and face the challenge of
working with technologies that have not yet been validated as art. This section briefly surveys some
wireless related areas of inquiry that are likely to be important in the
future. For more details on some
of these technologies see my Emerging Technologies web site[36].
Wireless Everywhere on
the Earth: Even
though cell phones and wi-fi are available widely in technologically developed
societies, these services are not available everywhere. For example, there is spotty coverage
in rural areas, many developing countries, the oceans, and deserts. Developers are working on low-orbit
satellite systems that will be truly available on 98% of the earthıs surface. These systems (such as Teledisc or
Immarsat) will allow people on the earth to access the satellite from portable
equipment instead of requiring large antennas.
Haptics, Kinestetics,
and Voice: Wireless technologies often require
people to use small devices that lack large screens and keyboards. The spread
of these devices has accelerated research into gesture and voice interfaces in
which people can use their bodies and voices. Also, some researchers believe distance communication can be
enhanced by conveying information directly from and to bodies for example, by
sensing body language or physiological conditions and by directly stimulating
the receiverıs body. They also
believe this may enhance communication of emotional state.
Pervasive/ Ubiquitous
Computing: Visionaries describe a future for
information technologies quite different from the present. Instead of relying on discrete
specialized devices such as computers, pdas, and cellphones, they see computing
and communication capabilities embedded in the everyday objects and
architectural spaces that fill life. The floors, furniture, walls, utensils,
clothing, etc will all sense human actions and communicate with humans and each
other (via wireless) to add to convenience and the texture of life. Already, some experimental devices have
been developed such as vital sign monitoring clothing for the elderly and wall
construction blocks embedded with display capabilities.
Telerobotics, Telepresence, Unmanned Vehicles: Researchers are working hard to expand telecommunications to
all kinds of sensory modalities and to integrate robotics and
telecommunications. Telepresence
aims to collect sufficient information about a place (for example, including
rich sound, immersive 3D image, touch, and smell) that the distant visitor
feels like they are actually there.
Using telerobotics, researchers hope to make a distant person not only
able to know of a distant situation but also to act effectively. For example the militaryıs unmanned
vehicles enable distant telepresent controllers to wage war with vehicles from
far away and space scientists create rovers which can act as surrogate
explorers on distant planets.
Electromagnetic Fields: For
decades there have been warnings and health claims for electromagnetic
fields. For example, some evidence
suggests that radio and other electromagnetic emanations may, among other
things, disrupt brain function, cause cancer, and cause miscarriages. Others claim that the fields can be
beneficial for healing.
Alternative Power Sources: All
these mobile devices and communicating objects require mobile power. Critics note that innovation in mobile
devices has outstripped our development of batteries and the like to power
them. Several inquiries are looking beyond batteries to try to remedy this.
Flexible flat batters may enable the integration of batteries into the basic
structure of objects for example the case of a phone doubling as a
rechargeable battery. Portable
hydrogen cells may one day make power out of water. Beamed power may send energy over lasers or microwaves. Capacitance based system may extract
storable energy from the act of walking.
Teleportation: Teleportation is the ultimate telecommunication device. Instead of transmitting messages,
physical entities such as objects or persons may be sent instantaneously. Currently, this technology is the stuff
of science fiction but there are several serious research groups around the
world investigating feasibility and possible technologies. For example, IBM
researchers claim that the quantum teleportation of elementary particles is
feasible.
Wireless is an important milestone in humanityıs
attempt to escape the limitations of time, space, and the body. It rides on the
back of invisible, not-completely understood energy fields that weave the
universe together. In the bustle of everyday life most people using
technologies such as cell phones forget to realize what a symbolic technology
it is. Within the hype of
increasing convenience, they also forget its cultural complexity and its
underlying narratives. Its
heritage includes both curiosity and dominion. It serves purposes of affiliation, convenience, and
exploitation. Researchers are
working hard to extend where it can reach, what it can communicate, how it can
be incorporated in everyday objects, and eventually how it might send objects
rather than messages.
Artists create works that reconnect viewers with
some of this complexity. They find
ways to visualize the energy fields, warn of there possible dangers, and marvel
at its mystery. Their events and installations demonstrate unanticipated ways
of using technologies such as SMS, cell phones and GPS that can help suggest
new research directions. They help
expand audience perspectives to realize that technologies often have
implications and possibilities beyond the utilitarian uses by which they are
most known.
[1] For more details about Stephen Wilson writings, art works, and contact information, see the website http://userwww.sfsu.edu/~swilson/
[2] Wilson, Stephen. Information Arts: Intersections of Art, Science, and Technology MIT Press, 2002
[4] http://www.artistsinlabs.ch.
[5] http://www.interactiveinstitute.se/
[6] Grau, Oliver. Virtual Art: From Illusion to Immersion. MIT Press, Cambridge, MA, 2002
[7] Kahn, Douglas and Gregory Whitehead (eds). Wireless Imagination. Cambridge: MIT Press:, 1992
[8] http://www.mediainmotion.de/1994/huhtamo.html
[9] http://www.critical-art.net/
[10] Book summary for Howard Rheingold , Smart Mobs http://www.smartmobs.com/book/book_summ.html
[11] See my artists links for lists of artist projects http://userwww.sfsu.edu/%7Einfoarts/links/wilson.artlinks2.html#telecom
[12] http://anarchy.k2.tku.ac.jp/
[13] http://gewi.kfunigraz.ac.at/~gerfried/horrad/
[14] http://www.ace.uci.edu/penny/
[15] http://www.haque.co.uk/
[16] http://www.fundacion.telefonica.com/at/vida/paginas/v4/eharuki.html
[17] http://www.interaccess.org/aurora/richards.html
[18] http://www.crd.rca.ac.uk/dunne-raby/
[19] http://www.flong.com/telesymphony/
[20] http://www.texterritory.com/
[21] http://www.eiu.org/experiments/teleactor/
[22] http://userwww.sfsu.edu/~swilson/art/telepresent/telepresent.html
[23] http://www.amodal.net/
[24] http://www.canyouseemenow.co.uk
[25] http://operation.cntrcpy.com/
[26] http://www.interaction.rca.ac.uk/research/projects_card/flirt/text.html
[27] http://www.noderunner.com
[28] http://www.research.umbc.edu/%7Erueb/Oindex.html
[29] http://vision.mdg.human.nagoya-u.ac.jp/isea/program/E/artists/a432.html
[30] http://www.proboscis.org.uk/urbantapestries/
[31] http://www.reverberant.com
[32] http://www.media-g.com/Event01.html
[33] http://userwww.sfsu.edu/~plevine/shadows/
[34] hhttp://userwww.sfsu.edu/~swilson/art/transit/transit3.html
[35] http://userwww.sfsu.edu/%7Einfoarts/links/wilson.artlinks2.html
[36] http://userwww.sfsu.edu/~swilson/emerging/wilson.newtech.html