Wednesday, September 5, 2012

MoMA



Reyer Zwiggelaar
James Auger (British, 1970)
Bashar Al-Rjoub
Happylife
a profiling technology that takes thermal images of the face and analyzes facial expressions, eye movements, pupil dilation, and other physiological changes. Uses facial recognition software, like the app we talked about it in class. It may be able to predict future criminal activity. Dial for each family member, registers current emotional states. 
This second article compares this project to the idea of a "smart house" and Ray Bradbury's /J.G. Ballard's work, again another connection to our class discussion.
It also mentions how this technology already exists in the context of national security, and criminal activity and is used to as a means to an end, however in Happylife the technology is brought to the everyday consumer in order better their quality of life.
I feel the art in this piece is using existing and threatening/invasive technology in a new and positive light. Making science fiction come true.

Chris Woebken (German, born 1980) and Kenichi Okada (Japanese, born 1980)
Animal Superpowers: Ant and Giraffe

This project allows children to experience life through an ants point of view. The gloves magnify surface details and are 50x the child's normal hand size. The giraffe apparatus extend the chi l's line of sight and deepens their voice. I am not interested in these actual pieces but rather the idea of learning from animals, learning from nature. The article previously mentions some of the survival senses animals have acquired such as how birds use magnetic fields to determine migration routes, ants communicate via scent trails, dogs can sense impending earthquakes. These "6th senses" almost could be the future of technology. Therefore I feel this project is a step in the right direction. Experiencing the world around us from a new perspective can educate, enlighten, change our own perspective and view of the world around us. 

Helix
Frank Lantz (American, born 1963), Kevin Slavin (American, born 1969), Kevin Cancienne (American, born 1975), Kati London (American, born 1976), Mark Heggen (American, born 1982), Demetri Detsaridis (American, 1975), Jesen A. Fagerness (American, 1973), Mike Essl (American, born 1974) and Christian Svanes Kolding (Danish, born 1969)

This project entails players sending in saliva samples which are then processes into a deck of playing cards specific to their genetic code. Players "duel" against each other and strategize but under the limitations of their own DNA. The deck conatians genetic tendencies that may or may not be expressed depending on how the cards are dealt (i.e. obesity, alcoholism). The player almost experiences an out of body experience. The challenge of the game is to play the cards "you are dealt" (but really though, the actual genes you ended up with) in the best way possible, alluding to that no matter what your genetic make up is, biological foundation, you can still win if you play your cards right. It's not what you have but what you do with what you have. 

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