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BEAP THE EXHIBITIONS BIENNALE OF ELECTRONIC ARTS PERTH IMMERSION BIOFEEL SCREEN 02

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BEAP

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B I E N N A L E O F E L E C T R O N I C A R T S P E R T H

I M M E R S I O N

B I O F E E L

S C R E E N

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David CARSON

Donna COX

Char DAVIES

Nigel HELYER

Richie KUHAUPT + Geoffrey DRAKE - BROCKMAN

Robert NIDEFFER

Lynne SANDERSON

Ken RINALDO

STELARC

Victoria VESNA + Jim GIMZEWSKI

I M M E R S I O N

B I O F E E L

S C R E E N

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Curator�s FOREWORD Chris MALCOLM

As we move into our twenty first westerncentury we are on the threshold of unlockingmany of the fundamental secrets of life as weknow it. A species poised, as always we havebeen, on the edge of the void – the void of ourown unknowing.

We have forever existed in our ownconstructed sense of the real. Struggling tocodify, to make sense of our surroundings, wehave relied on our understanding of the worldin order to comprehend our place within it. Thisdriving combination of our biological

fascination with change, and cultural obsessionwith technology, has seen the ability toaugment our physical being evolve to the pointat which we now find ourselves able toreplicate biological systems through geneticmanipulative technologies. We have developedunprecedented powers to interfere with thefabric of life itself and control natural systemsbut what of ourselves individually. In whatways can the continuing developments inscience and technology assist us in ourdevelopment as human beings.

Wings of Desire

People are distracted by objects of desire,

and afterward repent of the lust they�ve indulged,

because they have indulged with a phantom

and are left even farther from Reality than before.

Your desire for the illusory could be a wing,

by means of which a seeker might ascend to Reality.

When you have indulged a lust, your wings drop off;

You become lame, abandoned by a fantasy.

Preserve the wing and don�t indulge such lust,

so that the wing of desire may bear you to Paradise.

People fancy they are enjoying themselves,

but they are really tearing out their wings

for the sake of an illusion. 1

Mevl�na Jal�luddin Rumi

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i m m e r s i o nAs a species we are hard-wired to detect the mostsubtle changes in the sensory datastream thatinforms our existence. We develop filters ofperception to ignore much of this input – or atleast to not respond to it – and yet it does notdiminish the cumulative (subliminal) effect thatthese stimuli physically, and psychologically, haveupon our being/consciousness. Our open eyesrespond to movement but when we shut them,what then do we see of the flux that is our mind?Within all of us exists the potential �untarnishedmirror� – a state of mind existing beyond theemotional noise of conscious thought, a quietudewhere emotions are not attached to the unendingstream of thoughts that pass through our neuralgates, the membranes of our sensory organs, theskin of our being. Our western history is one ofdiscovery, focused on what is �out there� beyond,rather than within ourselves, of shaping reality tofit with in our existing scheme – our ownconsciousness.

As anthropologist Lyall Watson describes, we area species obsessed with the �new�. Just as theinvention of perspective in the fifteenth centuryallowed artists the unprecedented ability toinduce sensations of immersion for viewers –through the illusion of depth beyond the paintedmembrane of the canvas or panel – we arewitnessing the development of entirely new waysof constructing, presenting and experiencingalternative realities – Virtual Realities. With theexplosion of interdisciplinary collaboration whereart, science and technology converge, artists aremore than ever poised to profoundly transformour lives in unprecedented ways providingpotential for our collective consciousness toevolve and reinvent itself anew.

Immersion offers a glimpse of the range ofpossibilities for new modes of communicating, formomentarily controlling input and presentingwithout distraction the timeless ideas that theseartists strive to share.

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The technology used in immersive environmentsmerely sets the stage for digital mediation intangible space. At times the technology is itself ondisplay as with the prosthetic and robotic devicesof Stelarc that augment his own physical beingduring live performances. When dormant theseobjects are displayed for their own palpablecyber/techno-aesthetic qualities. It also can bemuch less visible as in Char Davies�groundbreaking works Osmose and Eph�m�re.These interactive fully immersive virtualenvironments are mediated by technology(computers, head mounted display unit,projection equipment) but rather than celebratethe technology itself, it only serves to facilitatethe embodied experience of the participants. Asthe artist comments:

�Rather than deny our embodiedmortality and our materialembeddedness in nature, I seek,somewhat paradoxically through ahighly technologicalised art form, toreturn people to their bodies and to theearth by using VR to refresh their own

perceptions of an embodied being-in-the-world, to return them to a perceptualwonder at being there.�2

Ken Rinaldo is fascinated by the exploration ofevolving technological systems that move towardintelligence and autonomy and looks to theintersection of living and technological systems inhis immersive artificial life robotic installationAutopoiesis. Victoria Vesna in collaboration withleading nano-scientist Jim Gimzewski premieres awork ZERO@WAVEFUNCTION nano dreams andnightmares focusing on the implications ofnanotechnology a little understood emergingtechnology that has unprecedented potential forsocial, technological and environmental change.Richie Kuhaupt and Geoffrey Drake-Brockmanprovide opportunity to interact with the virtual incounterpoint to the more familiar sculpturalpresence of an actual full body cast in theircollaborative installation Chromeskin. Withinnovative use of 3-D scanning technology andcustomised rendering software posited alongsidetraditional sculptural techniques Chromeskin

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i m m e r s i o nbridges the virtual and the physical with theviewer as the protagonist in what the artistsrefer to as �reversed immersion�. Utilisingpowerful digital animation techniques, Donna Coxcreates visualisations of cosmological events thatwill never be seen by human eyes. They assist ourown conceptual understanding of what eventuallybecomes a widely accepted view of cosmologicalreality.

Cultures supply and inform thespectrum of possibilities for howconsciousness is organised. Theproduction of artworks employing someof the feedback-driven, autopoieticcapabilities that we embody offers someleads to the solution of the problem of atechnologically determined culture. Ifthis kind of work can become complexenough, or if enough connectivity can bedeveloped among these works – sayover the internet – then is it possiblethat the system that thus evolved mightin fact be conscious? And if so, what then? 3 Stephen Jones

The artists in Immersion utilise a wide range oftechnologies – familiar, new and emerging. The investigation of the potential for our ownimmersion in alternative realities flows throughmuch of the work. It brings together projects byartists who are redefining the possibilitiesthrough the development and subsequentapplication of technology – convergent disciplinesthat that can ultimately inform and inspire us all.

References:1 Mevl�na Jal�luddin Rumi (1207 – 1273) Mathnawi III,

2133-2138 Shambhala, London 1999, p 17.

2 Char Davies excerpt from Reverie, Osmose andEph�m�re: Dr Carol Gigliotti interviews Char Daviesn.paradoxa, international feminist art journal (Vol 9,(Eco)Logical, 2002)

Carol Gigliotti is Director of the Centre for Art andTechnology Faculty, Emily Carr Institute for Art andDesign, Vancouver, Canada.

3 Stephen Jones Towards a Philosophy of VirtualReality: Issues implicit in �Consciousness Reframed�Leonardo (Vol 33, No.2, 2000)

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David CARSON in collaboration with Brian McCLAVE + George MILLWARD

Skylab 2002 3-D stereoscopic video installation

The Skylab 3-D stereoscopic videoinstallation is the result of anexploration of relationshipsbetween astrophysics, art andmythology in regional Australia.

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This project investigates significantevents from recent and archaic times thattook place at two unique sites in WesternAustralia. Research for the project wasconducted in relation to the specific sites,stories and museum artefacts fromEsperance (the site of the crash landing ofthe NASA Skylab Space Station in 1979) andWolfe Creek Crater (the world�s secondlargest meteor impact site). These lociare the magnetic field attractingdisparate stories and ideas, a matrixconnecting the ancient with the modern,the poetic with the scientific and the realwith the imagined.

Skylab is a partnership between DavidCarson and international video artistBrian McClave working with ex-NASAatmoshhericphysicist and electronicmusician George Millward.

This will be the world premiere of Skylab.

David CARSON2002

CARSON + McCLAVE + MILLWARDSkylab 2002 (series of digital stills)

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CARSON + McCLAVE + MILLWARD Skylab 2002 (digital still)CARSON + McCLAVE + MILLWARDSkylab 2002 (digital still)

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Donna COX

For many years, artist and educator Donna Cox hascollaborated with scientists, artists, andtechnologists to visualise the cosmos. This collectivework includes excerpts from the IMAX movie, CosmicVoyage that was nominated for an Academy Awardin 1997.

Cox sees the importance and impact of the artist�sdesign of the scientific data. These images are oftencirculated to and viewed by millions of people: hightechnology visuals of the cosmos will provide aprimary model of how people will understand and �see�the universe for many years to come. In this sense,the artist plays a critical role in the editing andpresentation of the data, and these visualisationsbecome integrated into culture as reality. Yet, manyof these visualisations represent abstractions andmathematical models that can never be seen by thehuman eye. Time and Space are warped in order toprovide humans with a view of the unviewable.Through audience reinterpretation and culturalrecycling, the visualizations evolve into a reality oftheir own.

Given the circulation of such imagery to millions ofpeople at one showing and millions more throughrebroadcast and replay of movies, one can see thatthese cosmological visualisations not only informculture, but also formulate cultural creation beliefs ofscience. In particular, the Big Bang and other"evolution of the universe" imagery provide a newcosmic creation myth for cultural consumption. Here,the artist plays a role in the digital �painting� of thecosmos; while Science and Entertainment have becomethe patrons of the new digital creation story.

Donna COX2002

Converging Art and Science: A Collection of Collaborative Works by Donna Cox2002 DVD video

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Milkyway © National Centre for Supercomputing Applications and University of Illinois at Urbana-Champaign.visualisation by: Donna Cox, Bob Patterson and Stuart Levy, NCSA.

Supercluster © Smithsonian Institute+ Motorola Foundation, 1996.visualisation by: Donna Cox and Bob Patterson,NCSA. simulation: Frank Summers, Princeton.

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Galaxies©Smithsonian Institute + Motorola Foundation, 1996. visualisation by: Donna Cox and Bob Patterson, NCSA. simulation: Lars Hernquist and Chris Mihos UCSC.

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Char DAVIES

Osmose 1995 + Eph�m�re 1998 immersive virtual environment

The immersive virtual environments of Char Davies are the fruit ofmore than 20 years of artistic practice dealing with perception,nature and non-Cartesian spatialities. Far from adhering to thetechno-utopian view of cyberspace, Davies considers conventionalapproaches to virtual reality not only a reflection but areinforcement of the dominant western worldview. In her work sheproposes an alternative VR.

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Forest +Grid, digital frame captured in real-time through HMD (head-mounted display) duringlive performance of immersive virtual environment Osmose 1995.

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The strategies developed by Davies and her team include emphasis onfull-body immersion in 360 degree spherical, enveloping virtualspace, through the use of a wide-field-of-view stereoscopic headmounted display. Immersion in Davies� environments depends on thebody�s most essential living act, that of breath. Through the wearing

of a motion tracking vest, participants are able to buoyantly floatupward by breathing in, to descend by breathing out, and to changedirection by subtlety shifting their centre of balance. The immersiveexperience is hugely affected by the presence of sound, localized inthree dimensions and responsive in real-time to the participant�sposition in space, speed, proximity, direction of gaze and so on.

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left — Winter Swamp above — Summer Forest below— Summer SeedsAll three images digital frames captured in real-time through HMD (head-mounted display) during live performanceof immersive virtual environment Eph�m�re 1998.

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Experientially, there are twoways to engage with theseworks: firsthand, throughvisceral solitary immersion viathe head mounted display; and asan audience member visiting theinstallation. In public exhibitions,the visual and aural explorationsof each participant areprojected in real-time so that anaudience can follow the journeyfrom the participant�s subjectivepoint-of-view. At the same time,the audience may also watch ashadow-silhouette of theparticipant�s body in motion, astategy intended to emphasizethe relationship between theparticipating subject�s body andthe resulting visual/auraleffects – drawing attention tothe body�s grounding role invirtual space.

The current exhibition of Osmoseand Eph�m�re at BEAP is theworld premiere of both worksrunning on a PC.

Char DAVIES2002

Tree Pond, digital frame captured in real-time through HMD (head-mounted display)during live performance of immersivevirtual environment Osmose 1995.

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Nigel HELYER

In English we speak of mines �sown� in fields or �laid�somewhat akin to an egg, or perhaps a cunningly �laid�trap. Mines are ontological devices; they lie in wait for thefuture! Such a concept is resonant with the oldtestament parable of the sowing of seed in which the�germs� of the future are broadcast, as if by chance,across a varied range of terrain, some fertile and fruitful,and some stony and barren, an ecology of destiny.

Whilst the physical geography of Islam acts as thehistorical context for the mytho-poetic spaces andnarratives of the Old Testament so too, it acts as arepository for hundreds of thousands (perhaps millions)of landmines. Seed is a sonic installation thatmetaphorically collides our agricultural lexicon of theminefield, the narratives of the Old Testament and thecontemporary disasters of military and ideologicalconflict by inviting the viewer/auditor to literally enter a�sonic-minefield�.

Seed therefore proposes a place of complexity andambiguity within which to contemplate the simplistic andunilateral position of current military and political events.It is after all sobering to consider that the death tollinflicted by landmines (principally in the developing world)is equivalent to the appalling destruction of the WorldTrade Centres - only repeated five times each year.

Nigel HELYER2002

Seed 2001 interactive sound sculpture installation

above: Seed 2001 installation detailsnext page: Seed 2001 installation detail

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Richie KUHAUPT + Geoffrey DRAKE-BROCKMAN

Chromeskin includes two distinct elements –a full size chrome-plated man, and a new device,called the Quadrascope. The physical Chromeskinis a freestanding figure with a chromium plated,mirror-finished surface produced viaelectroforming a metallic coating over afirebreglass bodycast. Another virtualChromeskin exists �inside the machine�. Thisvirtual Chromeskin was derived from a digital 3Dmodel based on a laser surface scan of the samehuman body. Virtual Chromeskin is displayed onthe Quadrascope, which is a sort of �invertedimmersion� computer interface device.

The two aspects of Chromeskin are installed in astaged encounter between two aspects of humanagency - physical and virtual - arranged atcounterpoise. Chromeskin addresses a bifurcatedreality/virtuality identity space in which the

post-industrial machine acts as both prototypicalself and a human referent. The split-beingChromeskin – auto-reflecting, interiorless andnull-surfaced – dwells in this definitionalborderland and explores the ramifications of thetechnological absorption of self.

By placing the virtual chrome-plated man insidethe Quadrascope, and positioning it alongside the�real� chrome-plated man, we have set the scenefor a kind of collision between virtual and actualagents, which is played out with the audience asparticipants. All viewers are implicated in thiswork, it cannot be experienced without acontribution into its feedback loops – both realand virtual. www.chromeskin.net.au

Richie KUHAUPT and Geoffrey DRAKE-BROCKMAN 2002

Chromeskin 2001 interactive digital sculpture installation

Chromeskin 2001 installation view National Gallery of Australia, Canberranext page – Chromeskin 2001 (detail)

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Robert NIDEFFERThe term "agent" is used to describe software that filters andcustomizes data, creates user profiles, and tracks user behaviours.PROXY is a head-game about agents and agency that revolves aroundwhat the artist calls "unorthodox methods of information discovery,file-sharing, data mismanagement and role-play." While most of today�ssoftware agents are developed as closed systems for commercialpurposes, PROXY is an open-ended, multi-agent developmentenvironment that others may freely extend. Once the agent is set upand the system is installed, players can import personal data and beginexploring. By facilitating distributed, collective, and slightly out-of-control data processing, PROXY is a reminder of what software agentscan be: a playful exploration of identity, community, and informationexchange, but one that raises rather serious questions about who weare and how we behave in online public space.

PROXY 2001 software/website creepy-comics.com 2002 software/website

http://proxy.arts.uci.edu/~nideffer

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creepy-comics.com 2002 screen shot

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creepy-comics.com is the parentcompany for a soon to be releasedepisodic role-playing adventure gamedesigned as a cross-platform digitalcomic. creepy-comics.com deals withthe trials and travails of two maincharacters – Pustule and Fester – asthey navigate an unholy triumvirate ofchurch, state and new media. Episode 1:State of Grace represents the firstknown �comics you can play.�

Robert NIDEFFER2002

above: PROXY 2001 screen shot right: creepy-comics.com 2002 screen shot

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Ken RINALDO

Autopoiesis, consists of ten musical and robotic sculptures thatinteract with the audience and modify their behaviours based on boththe presence of the participants in the exhibition and thecommunication between each separate sculpture. It is �self making�,a characteristic of all living systems. This series of roboticsculptures talk with each other through a hardwired network andaudible telephone tones, which are a musical language for the group.Autopoiesis presents an interactive environment, which isimmersive, detailed and able to evolve in real time by utilizingfeedback and interaction from audience/participant members.

Autopoiesis 2000 artificial life robotic sculpture installation

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Autopoiesis 2000 installation view, Kiasma Museum of Contemporary Art,Helsinki, Finland 2000 (photo: Yehia Eweis)

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The interactivity engages theviewer/participant who in turn,effects the system�s evolution andemergence. This creates a systemevolution as well as an overall groupsculptural aesthetic.

Autopoiesis continually evolves itsown behaviours in response to theunique environment andviewer/participant inputs. Thisgroup consciousness of sculpturalrobots manifests a cybernetic balletof experience, with thecomputer/machine andviewer/participant involved in agrand dance of one sensing andresponding to the other.

Ken RINALDO2002

Autopoiesis 2000 installation view, Kiasma Museum of Contemporary Art,Helsinki, Finland 2000 (photo: Yehia Eweis)

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Somnolent Fantasies – The Sleeper is aninteractive installation that takes theparticipant on a journey through the stages ofsleep. The participant interacts with the sleeperby setting the time on a clock interface. Thistriggers the stage of sleep or the dream thesleeper is experiencing at that time. The sleepercontrols image movement via data recorded atthe Centre for Sleep Research.

Past and present are synthesised by dreamexperience. There are strong links between

memory and emotion. Everyday we are reachinginto the depths of our subconscious to letmemory and imagination reveal our innermostsecrets. The majority of sleepers have a lack ofcontrol over the content of their dreams. Indreams the experiences seem real to thesleeper, often leaving a profound impression onthe person�s waking life. This led me to thequestion – How can I remap the universal primalnature of the dreamstate so that others canexperience it in the �real world�. Using medicaldata recorded in the sleep lab, I am attempting

Somnolent Fantasies – The Sleeper 2001 interactive digital installation

Lynne SANDERSON

above : Somnolent Fantasies – The Sleeper 2001 (Stage 3) right Somnolent Fantasies – The Sleeper 2001 (REM Stage )

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to remap elements to create a fluidity and motion that is born of the electrical energy of the human body.The meat has control – subconscious control. Mind control. Somnolent Fantasies – The Sleeper is an ongoing exploration into the sleeping mind and how datagenerated in sleep can control elements of the �real world.�

Lynne SANDERSON 2002

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STELARC

Moving requires feedback loops of sensoryand perceptual data that coordinates thearticulation of the jointed body. Performingwith machine attachments and implants,performing with manipulators andlocomotors augments and extends the body�scapabilities and disrupts its habitual sense ofposition/ orientation in the space that itoccupies and between points that itnavigates. What sensors, surveillancesystems and computers do is to extend thebody�s nervous system into the space itmoves in- producing intelligent, immersiveand responsive environments.

Performing with technology heightensawareness of the physical body moving inspace. It not only accelerates but alsomagnifies motion. Moved involuntarily bymuscle stimulation through remoteprompting, generates feelings of absence andof the alien, forcing the body to focus on itsown physiology and re-experience whatconstitutes self and identity. The mindlessand effortless actions that result fromperforming involuntarily with certain partsof the body allows focus on differentfunctions. And using finger gestures tomanipulate a virtual arm, or performing armgestures to actuate robot leg motionsnecessitates remapping of physiologicalfunctions. Human bipedal gait is translatedinto insect-like robot locomotion.

The Third Hand 1980 prosthetic human-like manipulatorExoskeleton 1999 performance video documentationHexapod 2002 digital 3-D animation DVD (work in progress)The Extended Arm 2000pneumatic 11 degrees-of-freedom manipulatorMotion Prosthesis 2000 pneumatic upper-body actuator

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above : Stimulation System (photo: T.Figallo)below :The Third Hand 1980 (photo: S.Hunter)below right: Motion Prosthesis 2000 (digital image: S.Middelton)

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Actuated by machines or electrical stimulation,the experience is of a split body- a body withprosthetic bits and pieces. But when moved by anavatar in an inverse motion-capture system, thebody itself becomes a prosthesis for manifestingthe behaviour of an intelligent, artificial entity inthe physical world. An intelligent agent needs tobe both embodied and embedded in the real world.Confined, constrained, disrupted and dislocated,accelerated, automated and involuntary – thebody�s presence, position, proximity, velocity andtrajectory become problematic.

STELARC2002

Hexapod 2002 (work in progress, digital image: S.Middleton) deatail

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Victoria VESNA + Jim GIMZEWSKI

The impacts of societal transformations of Nanotechnology, which isnot understood per se, are difficult to predict and essentially quiteextreme in anticipated outcomes. Nanotechnology has no wellarticulated vision or direction and is generally not understood as acommon human experience. The ZERO@WAVEFUNCTION projectexplores, as part of it evolution, dreams, nightmares and visions in amanner similar to quantum mechanics. The particle that penetratesthe quantum wall has a probability to reflect to transmit through thebarrier with a zillion possible outcomes in between.

To the artist and the scientist this becomes the magnetic realmworthy of exploration.

ZERO@WAVEFUNCTION is a set of wavefunctions of human existenceand of technology and science woven together in a dynamicallytransforming landscape with probabilities of being and NonBeing oftime and Notime. The project ZERO@WAVEFUNCTION represents anexploration of the unpredictable where both artist and scientist arewilling to be conceptually changed in their vision, hopes and fears.

ZERO@WAVEFUNCTION: nano dreams + nightmares 2002

The project is an experiment with similarities tothe quantum universe and the possibilities ofthe outcomes are numerous. In parallel, sciencefiction writers have been imagining the impactof working at a molecular level, from utopian todystopian visions.

ZERO@WAVEFUNCTION explores these issues byplaying with scale, sound, sensors andarchitecture.

Victoria VESNA2002

Collaborators: Josh Nimoy, Pete Conolly and David Votava

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above: Crowd 2002 below: ZERO@WAVEFUNCTION nano dreams and nightmares 2002

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immersion

Curator�s ACKNOWLEDGEMENTS:

I would like to thank all of my colleagues at the John Curtin Gallery for their support throughout the arduousdevelopment of BEAP: Professor Ted Snell, Patti Straker, Kate Hamersley, Suellyn Luckett, Michelle Sicilianoand Nicole Reid. This exhibition could not have been realised without the dedication and tireless installationexpertise of the John Curtin Gallery installation crew, and I take this opportunity to particularly thank RichieKuhaupt, Philip Gamblen, Paul Caporn -Bennett, Bruce Slatter, Xavier Pardos and Adrian Reeve.

I am grateful for the advice and support from the Biennale Director, Paul Thomas, fellow curators Oron Cattsand Pauline Williams and all of the artists in the exhibition.

I would also like to acknowledge the support of the following people and organisations:The Commonwealth Government through the Australia Council its arts funding and advisory body; ProfessorJeffrey Shaw from ZKM, Karlsruhe; Gerhard Kimenkowski and staff from JumboVision International; WayneStanton from SHARP Corporation; Chad Brown, HTPC; Adam Arndell from Integrity Audio Visual; Jeffrey Teo fromOptel AV Central; Martin Todd from Advanced Visual Design; Colin Griffiths; Ross Clendinning from the Art Galleryof NSW; John Barrett-Lennard and the Lawrence Wilson Art Gallery, Philip Burns and the Art Gallery of WesternAustralia; Domenico De Clario from Edith Cowan University; Melissa Lekias and the staff from Magenta, MiltonAndrews from Square Peg Design +Illustration.

Chris MALCOLM

List of WORKS:David CARSON (collaborating with Brian McCLAVE +George MILLWARD)Skylab 20023-D stereoscopic video installationsound design: George Millward3-D video: Brian McClave

Donna COXConverging Art and Science: A Collection ofCollaborative Works by Donna Cox 2002DVD video visualisations: Donna Cox, Bob Patterson and StuartLevy - National Centre for SupercomputingApplications, University of Illinois at Urbana-Champaignsimulations, data, and reference imagery: LarsHernquist, Chris Mihos, UCSC; Frank Summers,

Princeton; Michael Norman, NCSA; Brent Tully,University of Hawaii; David Malin, Anglo-AustralianObservatory

Char DAVIESOsmose 1995immersive virtual environment

Eph�m�re 1998immersive virtual environmentcustom VR software: John Harrisoncomputer graphics: Georges Maurosonic architecture/programming: Dorota Blazsczaksound composition/programming: Rick Bidlackexhibition manager for the artist: Colin Griffithsassistant to the artist: Tanya Das Neves

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Nigel HELYERSeed 2001interactive sound sculpture installation

Richie KUHAUPT + Geoffrey DRAKE--BROCKMANChromeskin 2001interactive digital/sculpture installation.The artists would especially like to thank Jill Smith andPhilip Dench at Headus Metamorphosis for the 3-Dscanning/custom rendering software chrome plating:Premier Plating

Robert NIDEFFERPROXY 2001software/websitecreepy-comics.com 2002software/website (cross platform digital comic: workin progress)

Ken RINALDOAutopoiesis 2000artificial life robotic sculpture installationcommissioned by the Kiasma Museum of ContemporaryArt, Helsinki, Finland 2000

Lynne SANDERSONSomnolent Fantasies –The Sleeper 2001interactive digital installationsound design, code: Peter SansomThe artist wishes to acknowledge the assistance of theCentre for Sleep Research, University of South Australia.

STELARC

The Third Hand 1980prosthetic human-like manipulatorbased on a prototype by Prof. Ichiro Kato, WasedaUniversity

assistance with construction- Imasen Denki, Nagoya

Exoskeleton 1999performance video documentation from Cyborg Frictions, Dampfzentrale, Bern edited byAnet Nyffeler

robot construction: Tom Diekmann, Stefan Doepner,Gwendolin Taube technical assistant: Joy Wagner electronics andprogramming: Lars Vaupel manipulator construction: Jan Cummerow manipulator programming: Ulf Freyhoff project coordinated by Eva Diegritz, Kampnagel andHamburg City.

The Extended Arm 2000pneumatic 11 degrees-of-freedom manipulator completed for Mutalogues, AvignoNUMERIQUEconstruction: Jason Patterson pneumatics design: Stefan Doepner, Gwendolin Taube, JanCummerow

electronics and programming: Lars Vaupel

Motion Prosthesis 2000pneumatic upper-body actuatorconstruction: Stefan Doepner, Gwendolin Taube, JanCummerow

electronics and programming: Lars Vaupel

Hexapod 2002digital 3-D animation DVD (work in progress). This project is in collaboration with the PerformanceArts Digital Research Unit at the Nottingham TrentUniversity and the Evolutionary and Adaptive SystemsGroup, School of Cognitive and Computing Sciences atthe University of Sussex, funded by The Wellcome Trustand the AHRB, UK. robot design: Dr Inman Harveyproject team: Prof. Barry Smith, Dr. Inman Harvey, Dr.Sophia Lycouris engineers: John Luxton, William Bagge3-D modelling/animation: Steve Middleton

Victoria VESNA + Jim GIMZEWSKIZERO@WAVEFUNCTIONS: nano dreams and nightmares2002interactive digital projectionJosh Nimoy: software artistPete Conolly: sensor artistDavid Votava: architect

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David CARSONBased in Fremantle, Western AustraliaDavid Carson is a 3-D video artist and is currently co-ordinating the 3-D video installation Skylab in collaborationwith Brian McClave (3-D video artist) and George Millward(atmospheric physicist and experimental electronicmusician) both based in the UK. Their last collaborative projectGeo-derma has been exhibited widely since its premiereduring the Festival of Perth at the Perth Institute ofContemporary Arts in 1998, including the Museum of theFuture in Loughborough, UK in 1998.

http://hosted.at.imago.com.au/geoderma/reviews.htm

Donna COXBased in Urbana, Illinios, USADonna Cox is currently Assistant Director, Virtual DirectorGroup, National Centre for Supercomputing Applications, and afull Professor in the School of Art + Design at the University ofIllinois, Urbana-Champaign. Cox has exhibited computer imagesand animations in more than 100 invitational and juried exhibitsin the last decade and her creative works have been exhibitiedat Digicom in Canada; Nicograph in Japan; L�Agrifoglio in Italyand Eurigraphics in France. Cox was Associate Producer forScientific Visualization and NCSA Art Director of the IMAX filmCosmic Voyage that was nominated in 1997 for an AcademyAward in documentary short subject.

http://www.ncsa.uiuc.edu/~cox/

Char DAVIESBased in Montreal, CanadaChar Davies has achieved international recognition for herwork with immersive virtual environments, including mostrecently, an Honorary Doctorate of Fine Arts from theUniversity of Victoria, British Columbia in 2002. She iscurrently a Visiting Scholar at the University of California –Berkeley and is a PhD Fellow at CAiiA. She has lecturedextensively around the world about her work, most recentlyat Cambridge University. Following years as a painter and film-maker, Davies premieredthe immersive environment Osmose, at the Musee d�artcontemporain de Montr�al in 1995. She subsequently developedEph�m�re which premiered at the National Gallery of Canada in 1998. Davies cares for 400 acres of land in rural Quebec, the �real�source of inspiration for much of her work.http://www.immersence.com

Geoffrey DRAKE-BROCKMANBased in Perth, Western AustraliaGeoffrey Drake-Brockman was born in Woomera, SouthAustralia in 1964. In 1985 he obtained a BSc in Computer Science

from the University of Western Australia, and in 1994 an MA(Visual Arts) from the Curtin University School of Art. He hasbeen exhibiting since 1986 with a major solo exhibition TheIdentity Appliance at Goddard de Fiddes in 1997. In 2001 heexhibited at Sculpture by the Sea in Sydney. He was awardedthe Sir Charles Gardiner Annual Art Award in 1993, and the 1997AIIA Telstra AFR National Award for Excellence in InformationTechnology.http://www.chromeskin.net.au

Jim GIMZEWSKIBased in Los Angeles, California, USA.Jim Gimzewski is a Professor in the Dept. of Chemistry andBiochemistry at UCLA. Until February 2001, he was a groupleader at the IBM Zurich Labs, where he was involved inNanoscale science since 1983. He has pioneered research whichallows the manipulation of single atoms and molecules usingscanning tunnelling microscopes. Regarded as an internationalexpert in the field of nanotechnology and with over 168 paperspublished Gimzewski has won numerous prizes including theprestigious Feynman Prize for Nanotechnology in 1997 and theInstitute of Physics �Duddell� prize and medal for his work inNanoscale science in 2001.http://www.chem.ucla.edu/dept/Faculty/gimzewski/

Nigel HELYERBased in Sydney, AustraliaNigel Helyer is an Australian Sculptor and Sound-Artist whoreceived a BA Hon�s in Sculpture from the Liverpool College ofArt, UK in 1974, an MARCA in Environmental Media from TheRoyal College of Art, London, UK in 1979 and his Doctorate fromthe University of Technology, Sydney in 1997.Over the past decade his practice has undergone atransformation in which discreet conceptual andmethodological practices have converged to form a pluri-discipline � a practice which synthesises, sculpture witharchitectural + environmental sites, which combinesperformed soundscapes (textual, musical or electronic) withpublic radio broadcast and other new-media formats.http://www.sonicobjects.com

Richie KUHAUPT and Geoffrey DRAKE-BROCKMAN Kuhaupt and Drake-Brockman have been collaboratingartistically since 1999. Joint exhibitions include Geoffrey atThe Verge, Perth 2001 and The National Sculpture Exhibition, atThe National Gallery of Australia, Canberra 2001. They receiveda Highly Commended award at the National Sculpture Prize 2001and their proposal for Clownhead has been commissioned forArtrage 2002 in Perth. They are both based in Perth, WesternAustralia. http://www.chromeskin.net.au

Immersion BIOGRAPHIES:

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Richie KUHAUPTBased in Perth, Western AustraliaRichie Kuhaupt was born in Perth in 1960. He studied at theCurtin University School of Art, graduating in 1995 with anMA (Visual Arts). Kuhaupt has had six solo shows in WesternAustralia, and his works have been selected for numerousgroup exhibitions including Sculpture by the Sea, Sydney in1999 and 2000; Shaky Ground, Perth Institute ofContemporary Art, 1999 and Added Dimension, John CurtinGallery, Perth, 2000. Kuhaupt has received a number ofawards including the Sydney Water Sculpture Prize in 2000,the City of Joondalup Invitation Art Award in 2000, and theWaverly Acquisitive Award, Sculpture by the Sea in 1999.

http://chromeskin.net.au

Robert NIDEFFERBased in Los Angeles, California, USA.Robert Nideffer researches, teaches, and publishes in theareas of virtual environments and behaviour, interfacetheory and design, technology and culture, andcontemporary social theory. He holds an MFA in ComputerArts, and a Ph.D. in Sociology, and is an Assistant Professorin Studio Art and Information and Computer Science at UCIrvine, where he also serves as an Associate Director of theCentre for Virtual Reality.He has participated in a number of national and internationalonline and offline exhibitions, speaking engagements andpanels for a variety of professional conferences. Currentlyhe is hard at play initiating an Interdisciplinary GamingStudies Program (IGaSP).http://proxy.arts.uci.edu/~nideffer

Ken RINALDOBased in Columbus, Ohio, USA.Ken Rinaldo currently teaches interactive robotic sculpture,digital imaging, multimedia and Directs the Art andTechnology program in the Department of Art at The OhioState University in Columbus, Ohio. He completed a Bachelorof Art in Communications in 1984 and a Masters of Fine Artsin Conceptual and Information Arts in 1996.Rinaldo is an artist and theorist who creates interactivemultimedia installations that blur the boundaries betweenthe organic and inorganic. He has been working at theintersection of art and biology for over two decadesworking in the categories of interactive robotics, biologicalart, artificial life, interspecies communication, rapidprototyping and digital imaging.http://www.accad.ohio-state.edu/~rinaldo

Lynne SANDERSONBased in Adelaide, South Australia.Lynne Sanderson and Peter Sansom have collaborated onnumerous projects in recent years through their companySustEnancE Productions. Need and Primal Bug are two digitalanimation projects they have developed that have beenwidely exhibited including MTV Australia and as part of AnEccentric Orbit that opened at the Museum of Modern Art,NYC in 1994. Individually, Sanderson has also exhibited herwork in clubs and theatre and Sansom has a prolific careerspanning many years in the production of live and recordedmusic. http://sustenance.va.com.au

STELARCBased in Melbourne, Australia.Stelarc has used medical instruments, prosthetics,robotics, Virtual Reality systems and the Internet toexplore alternate, intimate and involuntary interfaces withthe body. He has performed with a Third Hand, a Virtual Arm,a Stomach Sculpture and Exoskeleton, a 6-Legged walkingrobot. He is presently attempting to surgically construct anExtra Ear. His Prosthetic Head project involves an avatarwhich speaks to the person who interrogates it – anembodied conversational agent. In 1997 he was appointedHonorary Professor of Art and Robotics at Carnegie MellonUniversity. He is Principal Research Fellow in thePerformance Arts Digital Research Unit at The NottinghamTrent University. Currently he is artist-in-residence in theFaculty of Art and Design, Monash University, Caulfield. Hisart is represented by the Sherman Galleries in Sydney.http://www.stelarc.va.com.au

Victoria VESNABased in Los Angeles, Califorina, USAVictoria Vesna is an artist, Professor and Chair of theDepartment of Design/Media Arts at the UCLA School of the Arts. Vesna�s work can be defined as experimental research thatcreatively connects networked environments to physicalpublic spaces. She explores how communication technologieseffect collective behaviour, and shift perceptions of identityin relation to scientific innovation. Vesna has initiated andproduced a number of projects that address issues of art,science and technology such as the special issue of ArtificialIntelligence + Society Database Aesthetics: Issues ofOrganization and Category in Art� and the CD-ROM Life in the Universe with Steven Hawking (a UCSB/MetaToolsco-production).

http://vv.arts.ucla.edu

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