DEAF95 is presented under the main theme of: Interfacing
Realities. Interface literally means "cutting
edge". In man-machine relations it refers to the hard- and
software that is used to facilitate and optimize the coupling
of man and machine. During DEAF95 the interface
in machine and computer art take center stage. The development
of the interface is approached from different disciplines,
including art, robotics, medical industry and virtual reality.
Introduction
DEAF95 (Dutch Electronic Art Festival) is a continuation of the
Manifestation for Unstable Media that has been organised by the
V2_Organisation since 1987. During this art- and mediatechnology event,
interfaces with other disciplines, like science, will be investigated.
In the course of the years DEAF95 has matured into an interdisciplinary
exchange and meeting place for a varied audience. Scientists and
artists meet during symposia, and for the less knowledgeable there are
special seminars. The exhibition, on the other hand, is designed to
help the general public to find their way easily. The subtitle of this
year's festival is 'Interfacing Realities'. It intends to re-evaluate
current notions of reality in the light of the electronic media which
increasingly influence our experience of reality. DEAF95 also wants to
contribute to the improvement of a (new) media critique, which is why
an outstanding group of artists, scientists and critics has been
invited for a symposium which is supported by the Royal Dutch Academy
of Science.
Interfaces have been designed to simplify the use of mechanical and
digital devices. In the broadest sense, the interface is a coded matrix
which enables communication between different systems, mechanic or
otherwise. The interface between man and machine is determined by the
physiological, psychological and cultural conditions of man and the
technical, mechanical and electronic structure of machines. Both are
subject to historical, social and cultural conditioning, which leads to
a vast spectrum of functions and ways of interacting. Information
engineers who are confronted with the difficulty of designing a system
of interfacial metaphors to connect man and machine increasingly
collaborate with artists and graphic designers to find viable and
creative solutions. Beside the symposium dedicated to this discussion,
DEAF95 features special presentations by research centers for artists
like the Tokyo-based Art Lab, the Canon Culture Program where engineers
co-operate with artists, and Telepresence Research from Palo Alto, Ca.,
where artists develop interfaces in the areas of telepresence and
virtual reality.
The DEAF95 international exhibition is more extensive than in other
years. Fourteen works will be presented in the V2 building, the
Lantaren/Venster theater, Marine Safety's harbour simulator and the
Erasmus University, and will try to give an overview over the ways in
which artists currently approach the question of the interface. Bar
codes, specially designed keyboards for chickens, body movements and
even Pinocchio-style fancy dress are employed to connect the different
preconditioned worlds between man and machine. We are convinced that
DEAF95 will result in a fertile exchange between the realities of the
artist, the scientist and the audience. The challenge is great since,
more than ever, electronic media are at the center of attention, and
more than ever they determine the organisation of our living and
working environments and our views of the world and of ourselves. It is
high time, therefore, for critical and creative reflection.
Interfacing realities
With the rise of electronic media in our living and working
environments, different lifestyles and ways of thinking are juxtaposed
without forcing their integration in a global social and political
system. There is a slow shift from the 'top-down, few to all' system of
television, radio and papers to the grass-roots 'bottom-up, many to
many' system in which the questions of interactivity and identity are
high on the agenda. The concept of the mass as a homogenous, shapeless
group can now, in the light of the new media, be seen as a domain of
dynamic and complex interaction between small groups and individuals,
each with their own identity. The individualisation of the media goes
hand in hand with the rise of an increasingly intuitive, and more
individual, interface design which aims more and more at the cultural
differences in the interpretation of what we percieve. Also, studies
and scientific research into the modes and condition of perception are
on the rise. DEAF95 examines the different aspects of interfaces or, in
other words, with the means that are employed for using the
(electronic) machine intuitively.
Interface and the arts
During DEAF95, the relation between art and technology, is explored
with regard to machine art: art made with (electronic) machines, and
art in which the machines play a dominant part in experiencing the
work. The machine is no longer a tool but an integral part of the
artwork. The interface that is used is of utmost importance. The pieces
in the DEAF95 exhibition display a great variety in interfaces, both in
hard- and software. Interactivity and virtuality are key concepts in
this context, since they point to important changes regarding fine art
practice and theory. Machine art is here closely linked to a changed
view of reality which can best be described as complex, dynamic and
interactive systems. A reality where the connectivity of the
individual, as shaped by electronic networks and virtual environments,
takes center stage and where reality is nothing more than a crossroads
in a collection of virtualities (possible realities), be they machine
generated or not. The rise of rational sciences during the Renaissance
meant the start of a quest for a new Holy Grail: the one mathematical
formula expressing the essence of all physical processes. The French
philosopher and mathematician Descartes, the founder of a rational,
methodical and dualistic paradigm, still influences the way in which we
experience our world. Descartes claimed that sensory perception is an
insufficient and fallacious way to come to an 'objective'
interpretation of reality. Science needed instruments and devices. In
this Cartesian view, the domain of numbers is more reliable than
sensorial perception when a description of reality is needed.
Currently, we seem to live in a hyper-cartesian world since more and
more virtual - i.e. algorithmically constructed, computed - worlds are
being presented as increasingly real. On the other hand, we tend to
perceive the world less and less from a dualistic point of view where
good and evil, ugly and fair, or virtual and real are juxtaposed. For
there is a grey area between those extremes, an area that concerns us
much more than any of the extremes. An area where the interaction
between those extremes takes shape in the form of all kinds of
unexpected social, political and cultural models.
DEAF95 suggests that reality can force itself upon us in many different
ways and that it is the crossroads of the possible scenarios (the
virtualities) where, at this moment, interesting cross-pollination
takes place. The quest for the smallest particle in physics eventually
led to an important conclusion: not the particle is essential but the
interaction between the particle and the observer. At the start of this
century, the physicist Max Planck already said that the observer
determines the research results at quantum level. Objective observation
therefore becomes observer-objectivity. The same physical process will
result in different outcomes with different observers. Observer and
observed are part of the same system and are interdependent; they
interact constantly. This was an important point of departure for
thinking about interactivity.
The late Czech philosopher Vilém Flusser, who frequently dealt with
media, art and technology, considers the social, political and cultural
shifts of today to be indicative of a reality that is less and less
singular. The question as to what is real is asked more emphatically at
some points in history than at others. Constantly we come up with new
answers, depending on the changing insights we gain in ourselves and
the world we live in. In an interview with the German magazine ARCH+,
Flusser expresses quite clearly how our notion and experience of
reality have shifted. For him, virtuality follows from reality. He
purposely refers to 'virtuality' and not to 'virtual reality' since he
considers the latter to be terminologically wrong. Virtual reality
implies a difference between physical and simulated realities. This is,
however, a difference stemming from 15th century dualistic thinking.
Flusser prefers to see the individual as immersed in an
information-ocean of concentric waves that all move in the direction of
the individual located at its center. The intensity of the experience
of reality is dependent on the waves of information that come closest
to it. This information becomes more real than other waves that stay at
a greater distance. But, according to Flusser, an event will never
become totally real due to new waves (virtualities) that turn up and
destabilize the current reality. Random factors become very important
at this point, for the random coincidence of waves can give birth to
new unexpected realities. Flusser's model is also applicable, for
example, to evolution theory. Evolution then reveals man as 'a
fantastic accident', as American evolution theorist Stephen J. Gould
expressed it. As one of the many possibilities in the evolutionary
process. Here, reality is a cross-section of virtualities of, for
example, a scientifically oriented description of reality and one based
on sensorial perception.
From this vantage point, holography, multimedia, internet and other
non-linear technologies find truly new applications which shape this
view of the experience of reality. DEAF95's subtitle, 'Interfacing
Realities', should be read with this in mind. The interface as an
instrument to connect different descriptions of reality. The rise of
the machine in art, from film and photography to video and computers,
has enabled the construction of an artwork which behaves as a system
and in which the machine determines production and perception. The
computer as electronic machine has transformed the artwork into a
dynamic and interactive system in which spectator and artwork merge.
This link between man and machine is enabled by the interface that
rises from the interaction between cognitive sciences and intuitive
arts. The shift of the artwork from object to system is closely
connected to today's shifting view of the world. As such, contemporary
machine art is a representation of the rapidly changing view of
ourselves and the world around us, a world which we increasingly view
as a complex, dynamic and interactive structure. Relations and
interactions have become pivotal. It is a shift from a world of
constants to a world of variables, as Peter Weibel expressed it. A
shift from a closed system to an open one, from an objective to an
observer-objective world. Or, as the V2_Organisation expressed it in
her 1987 Manifesto for the Unstable Media: 'Instability as a creative
force in the artwork.'
Program
The
festival program includes an international exposition of
electronic art projects and installations at the V2_Building
and at Lantaren/Venster theater. In the Digital Dive café
visitors will be able to browse the World Wide Web and view
recent CD-ROM productions on computer terminals arranged
in specially designed booths. A Forum initiates
a critical debate about the future development of CD-ROM
as an artistic medium.
The Music and Interfaces program offers lectures, concerts and special demonstrations.
The Crossings project deals with the representation
of computer spaces by computer-animated virtual environment
and is presented in the Rotterdam Harbor Simulator. In the
Symposium an international group of researchers
and artists discusses social, cultural, philosophical and
technological questions related to human-machine interfaces,
and gives demonstrations of the latest developments in this
field. The World Wide Web is the theme of the Wiretap 1.11
program which is presented as part of DEAF95. An
Adventures Night at the music venue Nighttown sees
a six hour program during which different (art) disciplines
are brought together in one event. Two Seminars are held
prior to DEAF95 as introductions for the general
audience to the technological, artistic and theoretical
themes of the festival.