Venice in interesting times

Visiting May You Live In Interesting Times, the 58th International Art Exhibition at the Venice Biennale, for New Scientist, 16 May 2019

AN ALTERED state of consciousness, realised in virtual reality; a garden full of futuristic plants; avatars steeped in existential despair, a collection of imaginary cameras; a drowning celebrity artist.

All this in just an hour’s quick exploration. Welcome to the Venice Biennale, bursting from its two central venues to sprawl across the city.

The festival has been a fixture for more than 120 years, and has never felt more vital. Its main exhibition this year is called May You Live In Interesting Times. Ralph Rugoff is its curator. He’s more usually found running London’s Hayward Gallery, and he’s brought some of the Hayward’s spirit to bear to Venice. May You Live is colourful, brash, accessible, and full of exciting experiments in technology and digital media.

It’s big, too. Between now and 24 November, half a million people will visit Rugoff’s exhibition, which is spread over two sites. The first is the Central Pavilion of the Giardini della Biennale — gardens laid out along Venice’s eastern edge at the beginning of the 19th century. The second site is a 300 metre-long former rope-making factory in Venice’s Arsenale, a complex of former shipyards and armories.

It’s in the Arsenale that you’ll find (indeed, will find it hard to miss) dataverse-1 (lead image) by the Japanese DJ and artist Ryoji Ikeda. Rugoff’s exhibition is big. The Biennale is bigger. But Ikeda, not to be outdone, has gone one better, and created an entire universe on a gigantic, wall-sized high-definition screen.

In a Paris studio that consists of hardly more than a few tables and laptops, Ikeda and his programmers have been peeling open huge data sets, using software they have written themselves. From the flood of numbers issuing from CERN, NASA, the Human Genome Project and other open sources, they have fashioned absurdly detailed abstract animations.

The data itself is what matters to Ikeda — its patterns, rhythms and regularities. What it represents is secondary, even irrelevant. Ikeda’s first love isn’t science, after all: it’s mathematics (and before that, music).

True, dataverse-1‘s 15 minute-long abstract “dances” each explore the universe at a different scale — from the way proteins fold to the pattern of ripples in cosmic background radiation. But Ikeda’s aim is not to illustrate or visualise the universe, but to convey the sheer quantity of data we are now gathering in our effort to understand the world.

In the Arsenale, we are afforded glimpses of this. The Milky Way, reduced to wheeling labels. The human body, taken apart and presented as a sequence of what look like archaeological finds. A brain, colour coded, turned over and over, as if for the inspection of a hyperactive child. A furious blizzard of solar images. And other less easily identified sequences, where the data has peeled away entirely from the thing it represents, and takes on a life of its own: red pixels move upstream through flowing numbers like so many salmon.

Ikeda’s dataverse project, which will take a year and two more productions to reach fruition, is being supported by the watchmakers Audemars Piguet. an increasingly familiar name among artists who operate on the boundaries between art and science. Last year, AP helped Brighton-based art duo Semiconductor with  their CERN-inspired kinetic sculpture HALO. Before that, they invited LIDAR artist Davide Quayola to map the Swiss valley where they have their factory.

But while AP has a declared interest in art that pushes technological boundaries, Ikeda himself fights shy of any talk of technology, or even physics. He’s interested in the beauty of number itself.

In an interview with the Japanese curator Akira Asada in 2009, he remarked: “I cannot help but wonder if there are any artists today that give real consideration to beauty. To me, it is mathematicians, not artists, who epitomize that kind of individual. There is such a freeness to their thinking that it is almost embarrassing to me.”

Other highlights at the Arsenale include Dominique Gonzalez-Foerster’s Endodrome, (above) a purely virtual work, accessed through a HTC Vive Pro headset. The artist envisioned it “as a kind of organic and mental space, a slightly altered state of consciousness”. Manifesting at first as a sort of hyper-intuitive painting app, in which you use your own outpoured breath as a brush, Endodrome’s imagery becomes ever more precise and surreal. In a show that bristles with anxiety, Gonzalez-Foerster offers the festival-goer an oasis of creative contemplation.

Also at the Arsenale, and fresh from her show Power Plants at London’s Serpentine Gallery, the German artist Hito Steyerl presents This Is the Future, (above) a lush, AI-generated garden of the future, all the more tantalising for the fact that you’ll probably die there. Indeed, this being the future, you’re sure to die there. Steyerl mixes up time and risk, hope and fear, in a wonderfully sly send-up of professional future-gazing.

The Giardini, along the city’s eastern edge, are the traditional site of La Biennale Art Exhibitions since they began in 1895. They’re where you’ll find the national pavilions. Hungary possesses one of the 29 permanent structures here, and this year it’s full of imaginary cameras. They’re the work of cartoonist-turned media artist Tamás Waliczky. Some of his Imaginary Cameras and Other Optical Devices (above) are based on real cameras, others on long-forgotten 19th-century machines; still others are entirely fictional (not to mention impossible). Can you tell the difference? In any event, this understated show does a fine job of reminding us that we see the world in many, highly selective ways.

There’s quite as much activity outside the official venues of the Biennale as within them. At the Ca’ Rezzonico palazzo until 6 July, you have a chance to save an internationally celebrated artist from drowning (or not- it’s really up to you). A meticulously rendered volumetric avatar of Marina Abramović beckons from within a glass tank that is slowly filling with water, in a bid to draw attention to rising sea levels in a city which is famously sinking. Don’t knock Rising (above) till you’ve tried it: this ludicrous-sounding jape proved oddly moving.

Back at the Arsenale, Ed Atkins reprises his installation Olde Food, (above) which had its UK outing at London’s Cabinet gallery last year. Atkins has spent much of his career exploring what roboticist Masahiro Mori’s famously dubbed the “uncanny valley” — the gap that is supposed to separate real people from their human-like creations. Mori’s assumption was that the closer our inventions came to resembling us, the creepier they would become.

Using commercially purchased avatars which he animates using facial recognition software, Atkins has created his share of creepy art zombies. In Olde Food, though, he introduces a new element: an almost unbearably intense compassion.

Atkins has created a world populated by uncanny digital avatars who (when they’re not falling from the sky into sandwiches — you’ll have to trust me when I say this does make a sort of sense) quite clearly yearn for the impress of genuine humanity. These near-people pray. They play piano (or try to). They weep. They’re ugly. They’re uncoordinated. They’re quite hopeless, really. I do wish I could have done something for them.

In the realm of mind games

By the end of the show, I was left less impressed by artificial intelligence and more depressed that it had reduced my human worth to base matter. Had it, though? Or had it simply made me aware of how much I wanted to be base matter, shaped into being by something greater than myself? I was reminded of something that Benjamin Bratton, author of the cyber-bible The Stack, said in a recent lecture: “We seem only to be able to approach AI theologically.”

Visiting AI: More Than Human at London’s Barbican Centre for the Financial Times, 15 May 2019.

“Bloody useless at objects. Bloody brilliant at space”

Playing Lunatick by Antony Gormley and Priyamvada Natarajan for New Scientist, 27 March 2019

VISIT The Store X, a venue for art and design in London’s West End, and you are in for quite a journey. Wearing an HTC Vive headset, you are given an island to explore in Lunatick, a glossy, game-like virtual-reality experience that starts at Kiribati in Micronesia. For a while, you have the run of the place by means of hand controllers, although producers Acute Art plans to use EEG to let you control it with your thoughts.

Don’t get too comfortable. Wandering past a stone platform triggers the space elevator. It lifts you gently off your feet, then propels you through the stratosphere. This long, beautiful and increasingly uncanny transit carries you into the void between the moon and Earth.

Take a breath. Look around you. The geometrical relationship between the sun, Earth and its moon unwinds around you as time skews and the moon swells. Before you know it, you are skating around lunar crater rims, plummeting into craters, flying high, until, losing control again, you are flung into the sun.

Lunatick is the first joint work by British artist Antony Gormley and astrophysicist Priyamvada Natarajan from Yale University. Natarajan visualises the accretion history of black holes, and maps the granularity of dark matter by studying the way it bends light – a phenomenon called gravitational lensing. But she couldn’t resist the idea of giving space a sensual dimension by making the vastness and loneliness of the cosmos tangible.

Artist and scientist bonded over their early love of science fiction. H. G. Wells’s 1901 novel The First Men in the Moonwas Natarajan’s contribution: a fictional journey powered by the mysterious gravity-less mineral cavorite. Gormley, in his turn, recalled C. S. Lewis’s space trilogy that began with Out of the Silent Planet, in which a man travels the solar system pinned in a coffin.

Both influences emerge clearly enough in Lunatick, but the real star of the show isn’t fictional: it is the flyable lunar terrain wrestled into shape by Rodrigo Marques, Acute Art’s chief technology officer, from data sent back by NASA’s Lunar Reconnaissance Orbiter. “There’s something both moving and funny about skating over the surface of the moon,” says Gormley. “I’ve got very fond of skiing along the ridges then down into the crater bottoms.”

Gormley’s art is popular globally, not least because people find it easy to grasp. Never mind the cosmological and philosophical dimensions: what strikes the viewer is how he renders, in solid matter, the building blocks of our lives.

Gormley has been making sculptural art out of wireframes and voxels (three-dimensional pixels), even as architects and games designers having been moving away from model-making into a purely virtual 3D design space. “Until recently, I had no idea what a voxel was,” says Gormley, who has spent more than five years making oddly expressive low-resolution sculptures assembled from cubes and cuboids. His wireframe experiments (assembled from real wires and rods) are older still, dating back to the late 1990s.

Why has Gormley chosen to enter the virtual realm now? First, Lunatick was a chance to explore a medium that, he says, is “bloody useless at objects and bloody brilliant at space”. Objects, ultimately, are bodies: VR is hobbled because it can’t convey their mass and tactility. But space is different. We perceive space primarily through seeing, which means VR can convey scale and immensity to a sublime degree.

But why should an artist best known for exploring the sculptural possibilities of the human body (particularly his own) be keen on disembodied space? The image of body-as-spaceship crops up intermittently in Gormley’s work, but rarely so urgently. He says he is haunted by an image of long-haul flight, where the shutters are down and everyone is watching movies: virtual versions of human life.

“I want this piece to say to people, ‘Break out!’,” he says. “Of course we get very obsessed with human matters. But there are bigger affairs out there. Recognise your cosmic identity!”

The three-dimensional page

Visiting Thinking 3D: Leonardo to the present at Oxford’s Weston Library for the Financial Times, 20 March 2019

Exhibitions hitch themselves to the 500th anniversary of Leonardo da Vinci at their peril. How do you do justice to a man whose life’s work provides the soundtrack to your entire culture? Leonardo dabbled his way into every corner of intellectual endeavour, and carved out several tasty new corners into the bargain. For heaven’s sake, he dreamt up a glass vessel to demonstrate the dynamics of fluid flow in the aortic valve of the human heart: modern confirmation that he was right (did you doubt it?) had to wait for the cardiologist Robin Choudhury and a paper written in 2014.

Daryl Green and Laura Moretti, curators of Thinking 3D at Oxford’s Weston Library, are wise to park this particular story at the far end of their delicate, nuanced, spiderweb of an exhibition into how artists and scientists, from Leonardo to now, have learned to convey three-dimensional objects on the page.

Indeed they do very good job of keeping You Know Who contained. This is a show made up of books, mostly, and Leonardo came too soon to take full advantage of print. He was, anyway, far too jealous of his own work to consign it to the relatively crude reproductive technologies of his day. Only one of his drawings exists in printed form — a stellated dodecahedron, drawn for his friend Luca Pacioli’s De Divina Proportione of 1509. It’s here for the viewing, alongside other contemporary attempts at geometrical drawing. Next to Leonardo, they are hardly more than doodles.

A few of Leonardo’s actual drawings — the revolving series here is drawn from the Royal Collection and the British Library — served to provoke, more than to inspire, the advances in 3D visualisation that followed. In a couple of months the aortic valve story will be pulled from the show, its place taken by astrophysicist Steven Balbus’s attempts to visualise black holes. (There’s a lot of ground to cover, and very little room, so the exhibition will be changing some elements regularly during the run.) When that happens, will Leonardo’s presence in this exhibition begin to feel gratuitous? Probably not: Leonardo is the ultimate Man Who Came to Dinner: once put inside your head there’s no getting rid of him.

Thinking 3D is more than just this exhibition: the year-long project promises events, talks, conferences and workshops, not to mention satellite shows. (Under the skin: illustrating the human body, which just ended at the Royal College of Physicians in London, was one of these.) The more one learns about the project, the more it resembles Stephen Leacock’s Lord Ronald, who flung himself upon his horse and rode madly off in all directions — and the more impressive the coherence Green and Moretti have achieved here.

There are some carefully selected geegaws. A stereoscope through which one can study Arthur Thomson stereographic Anatomy of the Human Eye, published in 1912. The nation’s first look at Bill Gates’s Codescope, an interactive kiosk with a touch screen that lets you explore the Codex Leicester, a notebook of Leonardo’s that Gates bought in 1994. Even a shelf full of 3D-printed objects you are welcome to fondle, like Linus with his security blanket, as you wander around the exhibition. This last jape works better than you’d think: by relating vision to touch, it makes us properly aware of all the mental tricks we have to perform, in order to to realise 3D forms in pictures.

But books are the meat of the matter: arranged chronologically along one wall, and under glass in displays that show how the same theme has been handled at different times. Start at the clean, complex lines of the dodecahedron and pass, via architecture (the coliseum) and astronomy (the Moon) to the fleshy ghastliness of the human eyeball.

Conveying depth by drawing makes geometry comprehensible. It also, and in particular, transforms three areas of fundamental intellectual enquiry: anatomy, architecture, and astronomy.

Today, when we think of 3D visualisation, we think first of architecture. (It’s an association forged, in large part, in the toils of countless videogames: never mind the plot, gawp at all that visionary pixelcrete!). But because architecture operates at a more-or-less human-scale, it’s actually been rather slow to pick up on the power of 3D visualisation. With intuition and craft skill to draw upon, who needs axonometry? The builders of the great Mediaeval cathedrals managed quite happily without any such hifalutin drawing techniques, and it wasn’t until Auguste Choisy’s Histoire de l’architecture of 1899 that a drawing style that had already transformed carpentry, machinery, and military architecture finally found favour with architects. (Arguably, the profession has yet to come down off the high this occasioned. Witness the number of large buildings that look, for all their bulk, like scale models, their shapes making sense only from the most arbitrary angles.)

Where the scale is too small or too large for intuition and common sense to work, 3D visualisation has been most useful, and most beautiful. Andreas Vesalius’s De humani corporis fabrica librorum epitome (1543) stands here for an entire genre of “fugitive sheets” — compendiums of exquisite anatomical drawings with layered flaps, peeled back by the reader to reveal the layers of the body as one might discover them during a dissection. Because these documents were practical surgical guides, they received rough treatment, and hardly any survive. Those that do (though not the one here, thank God) are often covered with mysterious stains.

Less gruesome, but at the same time less immediately communicative, are the various attempts here to render the cosmos on paper. Robert Fludd’s black square from his Utriusque Cosmi (1617-21), depicts the void immediately prior to creation. Et sic in infinitum (“And so on to infinity”) run the words on each side of this eloquent blank.

Thinking 3D explores territories where words tangle incoherently and only pictures will suffice — then leaps giggling into a void where rational enquiry collapses and only artworks and acts of mischief like Fludd’s manage to convey anything at all. All this in a space hardly bigger than two average living rooms. It’s a show that repays — indeed, demands — patience. Put in the requisite effort, though, and you’ll find it full of wonders.

A place that exists only in moonlight

Image result for Katie Paterson and JMW Turner at Turner Contemporary — worlds apart

Paterson cares about measurement. Turner cared about witness. An honestly witnessed play of light against a cloud can be achieved through the right squiggle. An accurate measurement of the same phenomenon must be the collaborative work of meteorologists, atmospheric scientists, astronomers, colour scientists, and who knows how many other specialists, with Paterson riding everyone’s coat-tails as a sort of tourist.

Visiting Turner Contemporary, Margate and Katie Paterson’s new show for the Financial Times, 30 January 2019

 

Making abstract life

Lead_Ready-to-Crawl---Image-©-KATO-Yasushi

Talking to the design engineer Yamanaka Shunji for New Scientist, 23 January 2019

Five years ago, desktop 3D printers were poised to change the world. A couple of things got in the way. The print resolution wasn’t very good. Who wants to drink from a tessellated cup?

More important, it turned out that none of us could design our way out of a wet paper bag.

Japanese designer Yamanaka Shunji calls forth one-piece walking machines from vinyl-powder printers the way the virtuoso Phyllis Chen conjures concert programmes from toy pianos. There’s so much evident genius at work, you marvel that either has time for such silliness.

There’s method here, of course: Yamanaka’s X-Design programme at Keio University turns out objects bigger than the drums in which they’re sintered, by printing them in folded form. It’s a technique lifted from space-station design, though starry-eyed Western journalists, obsessed with Japanese design, tend to reach for origami metaphors.

Yamanaka’s international touring show, which is stopping off at Japan House in London until mid-March, knows which cultural buttons to press. The tables on which his machine prototypes are displayed are steel sheets, rolled to a curve and strung under tension between floor and ceiling, so visitors find themselves walking among what appear to be unfolded paper scrolls. If anything can seduce you into buying a £100 sake cup when you exit the gift shop, it’s this elegant, transfixing show.

“We often make robots for their own sake,” says Yamanaka, blithely, “but usefulness is also important for me. I’m always switching between these two ways of thinking as I work on a design.”
The beauty of his work is evident from the first. Its purpose, and its significance, take a little unpacking.

Rami, for example: it’s a below-the-knee running prosthesis developed for the athlete Takakura Saki, who represented Japan during the 2012 Paralympics. Working from right to left, one observes how a rather clunky running blade mutated into a generative, organic dream of a limb, before being reined back into a new and practical form. The engineering is rigorous, but the inspiration was aesthetic: “We hoped the harmony between human and object could be improved by re-designing the thing to be more physically attractive.”

Think about that a second. It’s an odd thing to say. It suggests that an artistic judgement can spur on and inform an engineering advance. And so, it does, in Yamanaka’s practice, again, and again.

Yamanaka, is an engineer who spent much of his time at university drawing manga, and cut his teeth on car design at Nissan. He wants to make something clear, though: “Engineering and art don’t flow into each other. The methodologies of art and science are very different, as different as objectivity and subjectivity. They are fundamental attitudes. The trick, in design, is to change your attitude, from moment to moment.” Under Yamanaka’s tutelage, you learn to switch gears, not grind them.

Eventually Yamanaka lost interest in giving structure and design to existing technology. “I felt if one could directly nurture technological seeds, more imaginative products could be created.” It was the first step on a path toward designing for robot-human interaction.

2nd_Prototyping_in_Tokyo_exhibition_at_Japan_House_London_16Jan-17Mar2019_showing_work_by_Professor_Yamanaka_Shunji_Image©Jeremie_Souteyrat-(2)

Yamanaka – so punctilious, so polite – begins to relax, as he contemplates the work of his peers: Engineers are always developing robots that are realistic, in a linear way that associates life with things, he says, adding that they are obsessed with being more and more “real”. Consequently, he adds, a lot of their work is “horrible. They’re making zombies!”

Artists have already established a much better approach, he explains: quite simply, artists know how to sketch. They know how to reduce, and abstract. “From ancient times, art has been about the right line, the right gesture. Abstraction gets at reality, not by mimicking it, but by purifying it. By spotting and exploring what’s essential.”

Yamanaka’s robots don’t copy particular animals or people, but emerge from close observation of how living things move and behave. He is fascinated by how even unliving objects sometimes seem to transmit the presence of life or intelligence. “We have a sensitivity for what’s living and what’s not,” he observes. “We’re always searching for an element of living behaviour. If it moves, and especially if it responds to touch, we immediately suspect it has some kind of intellect. As a designer I’m interested in the elements of that assumption.”

So it is, inevitably, that the most unassuming machine turns out to hold the key to the whole exhibition. Apostroph is the fruit of a collaboration with Manfred Hild, at Sony’s Computer Science Laboratories in Paris. It’s a hinged body made up of several curving frames, suggesting a gentle logarithmic spiral.

Each joint contains a motor which is programmed to resist external force. Leave it alone, and it will respond to gravity. It will try to stand. Sometimes it expands into a broad, bridge-like arch; at other times it slides one part of itself through another, curls up and rolls away.

As an engineer, you always follow a line of logic, says Yamanaka. You think in a linear way. It’s a valuable way of proceeding, but unsuited to exploration. Armed with fragile, good-enough 3D-printed prototypes, Yamanaka has found a way to do without blueprints, responding to the models he makes as an artist would.

In this, he’s both playing to his strengths as a frustrated manga illustrator, and preparing his students for a future in which the old industrial procedures no longer apply. “Blueprints are like messages which ensure the designer and manufacturer are on the same page,” he explains. “If, however, the final material could be manipulated in real time, then there would be no need to translate ideas into blueprints.”

Rami---Additively-manufactured-running-specific-prosthetics_Image-©-KATO-Yasushi-

It’s a seductive spiel but I can’t help but ask what all these elegant but mostly impractical forms are all, well, for.

 

Yamanaka’s answer is that they’re to make the future bearable. “I think the perception of subtle lifelike behaviour is key to communication in a future full of intelligent machines,” he says. “Right now we address robots directly, guiding their operations. But in the future, with so many intelligent objects in our life, we’ll not have the time or the patience or even the ability to be so precise. Body language and unconscious communication will be far more important. So designing a lifelike element into our machines is far more important than just tinkering with their shape.”

By now we’ve left the gallery and are standing before Flagella, a mechanical mobile made for Yamanaka’s 2009 exhibition Bones, held in Tokyo Midtown. Flagella is powered by a motor with three units that repeatedly rotate and counter-rotate, its movements supple and smooth like an anemone. It’s hard to believe the entire machine is made from hard materials.

There’s a child standing in front of it. His parents are presumably off somewhere agonising over sake cups, dinky tea pots, bowls that cost a month’s rent. As we watch, the boy begins to dance, riffing off the automaton’s moves, trying to find gestures to match the weavings of the machine.

“This one is of no practical purpose whatsoever,” Yamanaka smiles. But he doesn’t really think that. And now, neither do I.

Praying to the World Machine

PKC491

In late spring this year, the Barbican Centre in London will explore the promise and perils of artificial intelligence in a festival of films, workshops, concerts, talks and exhibitions. Even before the show opens, however, I have a bone to pick: what on earth induced the organisers to call their show AI: More than human?

More than human? What are we being sold here? What are we being asked to assume, about the technology and about ourselves?

Language is at the heart of the problem. In his 2007 book, The Emotion Machine, computer scientist Marvin Minsky deplored (although even he couldn’t altogether avoid) the use of “suitcase words”: his phrase for words conveying specialist technical detail through simple metaphors. Think what we are doing when we say metal alloys “remember” their shape, or that a search engine offers “intelligent” answers to a query.

Without metaphors and the human tendency to personify, we would never be able to converse, let alone explore technical subjects, but the price we pay for communication is a credulity when it comes to modelling how the world actually works. No wonder we are outraged when AI doesn’t behave intelligently. But it isn’t the program playing us false, rather the name we gave it.

Then there is the problem outlined by Benjamin Bratton, director of the Center for Design and Geopolitics at the University of California, San Diego, and author of cyber bible The Stack. Speaking at Dubai’s Belief in AI symposium last year, he said we use suitcase words from religion when we talk about AI, because we simply don’t know what AI is yet.

For how long, he asked, should we go along with the prevailing hype and indulge the idea that artificial intelligence resembles (never mind surpasses) human intelligence? Might this warp or spoil a promising technology?

The Dubai symposium, organised by Kenric McDowell and Ben Vickers, interrogated these questions well. McDowell leads the Artists and Machine Intelligence programme at Google Research, while Vickers has overseen experiments in neural-network art at the Serpentine Gallery in London. Conversations, talks and screenings explored what they called a “monumental shift in how societies construct the everyday”, as we increasingly hand over our decision-making to non-humans.

Some of this territory is familiar. Ramon Amaro, a design engineer at Goldsmith, University of London, drew the obvious moral from the story of researcher Joy Buolamwini, whose facial-recognition art project The Aspire Mirror refused to recognise her because of her black skin.

The point is not simple racism. The truth is even more disturbing: machines are nowhere near clever enough to handle the huge spread of normal distribution on which virtually all human characteristics and behaviours lie. The tendency to exclude is embedded in the mathematics of these machines, and no patching can fix it.

Yuk Hui, a philosopher who studied computer engineering and philosophy at the University of Hong Kong, broadened the lesson. Rational, disinterested thinking machines are simply impossible to build. The problem is not technical but formal, because thinking always has a purpose: without a goal, it is too expensive a process to arise spontaneously.

The more machines emulate real brains, argued Hui, the more they will evolve – from autonomic response to brute urge to emotion. The implication is clear. When we give these recursive neural networks access to the internet, we are setting wild animals loose.

Although the speakers were well-informed, Belief in AI was never intended to be a technical conference, and so ran the risk of all such speculative endeavours – drowning in hyperbole. Artists using neural networks in their practice are painfully aware of this. One artist absent from the conference, but cited by several speakers, was Turkish-born Memo Akten, based at Somerset House in London.

His neural networks make predictions on live webcam input, using previously seen images to make sense of new ones. In one experiment, a scene including a dishcloth is converted into a Turneresque animation by a recursive neural network trained on seascapes. The temptation to say this network is “interpreting” the view, and “creating” art from it, is well nigh irresistible. It drives Akten crazy. Earlier this year in a public forum he threatened to strangle a kitten whenever anyone in the audience personified AI, by talking about “the AI”, for instance.

It was left to novelist Rana Dasgupta to really put the frighteners on us as he coolly unpicked the state of automated late capitalism. Today, capital and rental income are the true indices of political participation, just as they were before the industrial revolution. Wage rises? Improved working conditions? Aspiration? All so last year. Automation has  made their obliteration possible, by reducing to virtually nothing the costs of manufacture.

Dasgupta’s vision of lives spent in subjection to a World Machine – fertile, terrifying, inhuman, unethical, and not in the least interested in us – was also a suitcase of sorts, too, containing a lot of hype, and no small amount of theology. It was also impossible to dismiss.

Cultural institutions dabbling in the AI pond should note the obvious moral. When we design something we decide to call an artificial intelligence, we commit ourselves to a linguistic path we shouldn’t pursue. To put it more simply: we must be careful what we wish for.

Liquid Crystal Display: Snap judgements

Lead_Waad-AlBawardi,-The-Hidden-Life-of-Crystals,

Visiting Liquid Crystal Display at SITE Gallery, Sheffield, for New Scientist, 31 October 2018

Untitled Gallery was founded in Sheffield in 1979. It specialised in photography. In 1996 it was renamed Site Gallery and steadily expanded its remit to cover the intersection between science and art. Nearly 30 years and a £1.7million refit later, Site Gallery is the new poster child of Sheffield’s Cultural Industries Quarter, with an exhibition, Liquid Crystal Display, that cleverly salutes its photographic past.

Most shows about art value the results over the ingredients. The picture matters more than the paint. The statue matters more than the stone. Exhibitions about photography give rather more space to process because photography’s ingredients are so involved and fascinating.

Liquid Crystal Display follows this photographic logic to its end. This is a show about the beauty, weight and messiness of materials we notice only when they’ve stopped working. It’s about the beauty created by a broken smartphone screen, a corroded battery, a cracked lens.

Site Gallery’s new exhibition – a cabinet of curiosities if ever there was one – collides science and art, the natural and the manufactured, the old and the new. It puts the exquisite sketches of 19th-century Scottish chemist and photographer Mungo Ponton (detailing his observations of how crystals polarise light), next to their nearest contemporary equivalent: microscopic studies (pictured) of liquid crystals caught in the process of self-organisation by Waad AlBawardi, a Saudi molecular biologist who’s currently in Edinburgh, researching the structure of DNA organisation inside cells.

This provocative pairing of the relatively simple and the manifestly complex is repeated several times. Near a selection of crystals from John Ruskin’s mineral collection sit the buckets, burners and batteries of Jonathan Kemp, Martin Howse and Ryan Jordan’s The Crystal World project, a tabletop installation recording their hot, smelly, borderline-hazardous effort to extract the original minerals from bits of scavenged computers. Curated by Laura Sillars, assisted by Site Gallery’s own Angelica Sule, Liquid Crystal Display reveals the material, mineral reality behind our oh-so-weightless holographic world of digital imagery. “Liquid crystals polarise light, produce colour and yet, as a material form, recede into the background of technology,” Sillars wrote in the catalogue to this show.

JulesLister_24Sept2018Large_4024-Large

This awareness is not new, of course. In the 1960s, liquid crystals were being burned on overhead projectors to create psychedelic light shows. J G Ballard’s novel The Crystal World (1966) concocted a paranoid vision of a world and a civilisation returned (literally) to its mineral roots. That story receives a handsome homage here from the scifi-obsessed Norwegian artist Anne Lislegaard, whose stark monochrome animation (above) turns the sharp shadows and silhouettes cast by contemporary domestic furniture into insidious crystalline growths.

Arrayed within Anna Barham’s peculiar hexagonal cabinetwork, a gigantic piece of display furniture that is itself an artwork, the pictures, objects, films and devices in Liquid Crystal Display speak to pressing topical worries – resource depletion, environmental degradation, the creeping uncanny of digital experience – while at the same time evoking a peculiar nostalgia for our photochemical past.

The exhibition lacks one large signature object against which visitors can take selfies. A peculiar omission in a show that’s relaunching a gallery. And a bit of a shame for an exhibition that, in its left-field way, has handsomely captured the philosophical essence of photography.

Shobana Jeyasingh: Shaping Contagion

Shobana-Jeyasingh-Dance,-Contagion,-photo-Jane-Hobson,-2

Discussing Jeyasingh’s 14-18 NOW dance commission for New Scientist, 11 October 2018

It still sounds mad – 14-18 NOW, the UK’s arts programme for the First World War centenary, commissioned a dance piece about the global flu pandemic. Why did you take this tragedy on – and how on earth did you shape it?

Shobana Jeyasingh    I began by looking at the smallest element of the story, H1N1, the virus responsible for the Spanish flu. The mechanics of virology appealed to me from the moment I began my reading and research. I spoke to two experts at length: Wendy Barclay, at Imperial College, and John Oxford at Queen Mary College, both in London.

All the strategies the flu virus has for penetrating the cell fascinated me. How it battles past the cilia on the cell’s wall is only the beginning. Once inside the cell it has to find the nucleus, and because it has no motive power of its own, it must hitch rides on transport proteins which themselves are unidirectional, so the virus must leap from one protein to another in search of its target like someone leaping on and off trams.

It’s a strange and amazing narrative, even before the virus starts harnessing the cell’s machinery to churn out copies of itself, which is surely the strangest twist of all.

This is an incredibly dark subject to tackle

That’s what I said to John Oxford, who was part of the team that researched the shape of the H1N1 virus. But his work had made him feel very differently. He’d embarked on this huge archaeological project, looking for the best-preserved tissue that might be infected with the virus. Tissue from people buried in lead coffins, or in Alaskan permafrost.

And he found the families of these victims still recalling how their dying had been cared for. People knew they were in danger, if they nursed somebody with the flu. But, regardless, people gave that care to their family, their spouse, their child. And their everyday heroism was being remembered, even now. It’s a dark story, yes, but Oxford showed me that story in an incredible, wonderful light.

The way your dancers personify the virus is frankly terrifying. They’re not “robotic” but at one time they move like nightmare quadripeds – columns of flesh armed with four extrusions of equal power and length, like RNA strands

At this point, they’re not portraying living things. A virus is a sinister code more than a lifeform in its own right. It’s a strategy, playing itself out in opposition to the body, by recruiting the body’s own forces. It’s not “attacking” anything. It’s far more subtle, far more insidious than that. What killed you, once you were infected with H1N1, was not the virus itself, but the violence of your own immune response. Just the drama of it was fascinating for me.

The medical profession doesn’t get much of a look-in here?

Doctors recognised what kind of disease the Spanish Flu was from its symptoms, but they had no idea that viruses even existed. How could they? Viruses are so small, without an electron microscope you can’t even see them. Several suspected, rightly, that the disease was airborne, but of course filters that can screen out bacteria are no defence against viruses.

So the work of helping people fell, not on the medical profession, who were powerless against what they couldn’t understand, but onto the women – nurses, mothers, wives, carers – who risked their own lives to look after the sick. The last section of the work, “Everyday Heroes”, is about nursing: the irony that while men were either winning or losing on the battlefield, women at home were fighting what was mostly a losing battle against a far more serious threat.

Why was this threat not properly recognised at the time?

Nobody knew what caused the flu, or why the youngest and the fittest seemed most prone to die. The onset was so sudden and dramatic, people would fall sick and die within a few hours.  Someone perfectly healthy at lunchtime might be dead at teatime.

In Manchester, the man who was in charge of public health, James Niven, woke up quite early to the fact that flu transmission shot up when people were gathered together. He tried to ban the Armistice Day celebrations in his city, but of course he was overruled. There was a huge spike in flu cases soon after. There are so many fascinating stories, but in 20 minutes, there’s a limit to what we can explore.

Contagion is not a long piece, but you’ve split it into distinct acts. Why?

It seemed the only way to contain such a complex story. The first section is called “Falling Like Flies”, which was the expression one Indian man used to describe how he lost his entire family in the blink of an eye: his little daughter, his wife, his brother, his nephews.  This section is simply about the enormity of death.  The second, “Viral Moves”, explores the dynamics of the virus. The third section, “Cold Delirium”, is about, well, exactly that.

What is “cold delirium”?

It’s a name that’s sometimes given to the virus’s neurological effects. One of the things we’ve begun to appreciate more and more – and this is why the official death count for the 1918 pandemic has risen recently – is that Spanish flu packs a huge psychological punch.

A lot of people who committed suicide in this period were most likely suffering the neurological effects of the virus. It triggered huge mental problems: screaming, fits, anxiety, episodes of aimless wandering.

And this wasn’t fully recognised then?

People noticed. But there was no means of reporting these cases to give people an idea of the shape and scale of the problem. Flu was not a reportable illness, like typhoid or plague. At the turn of the 20th century in Mumbai they had a plague that was fully documented and shaped the provision of public health. But in the case of flu, milder forms were so familiar, people didn’t really take much notice until the sheer numbers of the dead became unignorable.

And remember, in 1918 communication was not so effective. In Alaska, 90 per cent of a village community died, but there wasn’t any way to connect this episode to 20 million deaths in India. The connected global map that we carry around in our heads simply did not exist.

Contagion‘s set is a series of white boxes, arranged neatly at one end, and at the other end rising up into the air chaotically. Do they represent blood cells or grave markers? 

You’re on the right track, though the idea first came from looking at pictures of hospital beds. Hospital beds tend to be ordered and in lines, and then this huge event comes along to disrupt everything, and sweep everything before it.

York Mediale 2018: Playing with shadows

Visiting York Mediale 2018 for New Scientist, 19 October 2018

The dancers performing Strange Stranger at this year’s inaugural York Mediale (tagline: “Art, Meet the Future”) weren’t just moving about in the shadows. They were leaving shadows behind them, thanks to wrist-worn tracking devices and a complex, computer-driven LED-lit set. And over the course of the festival, which ran from 27 September to 6 October this year, visitors were able to explore the set and leave their own shadows in the air.

Alexander Whitley and his dance company have caught our eye before with 8 Minutes, a visceral and surprisingly true-to-fact dance about the internal processes of the sun. Their new piece is a play on the concept of the “data shadow” – a digital profile formed from all the information we unintentionally leave behind through our routine use of technology. That Whitley has turned to the dark for Strange Stranger says something about the eeriness that’s been slipping into contemporary art for some while.

It’s a mordant piece, and perhaps technically not quite there yet, because the dancers aren’t just leaving shadows; they’re actually getting lost in shadows. The net effect of all this energetic movement, then, is a sense of creeping powerlessness.

The same mood – part melancholy, part anxious – also marks Strata Rock Dust Stars, the flagship exhibition at this new media arts festival, which, it’s just been announced, is due to return in 2020.

Curated by Mike Stubbs, director of Liverpool’s FACT gallery, the exhibition runs until 25 November. Melancholy notes are struck by David Jacques, whose installation Oil is the Devil’s Excrement (2017) reveals by degrees that we have never been in control of the oil that powers our civilisation: it’s oil that has been in control of us. (You don’t have to take his word for it, either: the title of the piece is actually a quote Juan Pablo Perez Alfonzo, the founder of OPEC.)

Isaac Julien’s Stones Against Diamonds is another powerful hymn to our fatal misreading of our own values. Shot in a remote region of south-east Iceland in 2015, it juxtaposes luxury goods with jewel-like icescapes and ice blocks and advertisement-shiny waterfalls. Ice, it transpires, is the ultimate luxury good being celebrated (or mourned) among these multiple video panels, by a glamorous isolated figure (Vanessa Myrie) who, we can only suppose, has consumed everything else there is to consume.

Like every other living thing on this planet, humans are destined to expand to exploit all resources available to them, at which point they’ll plunge off a demographic cliff. There’s no tragedy in this. The tragedy is that we know it’s happening. We know the destruction we’re causing. We know what the consequences will be.

Strata Rock Dust Stars offers the visitor various coping mechanisms by which we might deal with this realisation. Liz Orton’s The Longest and Darkest of Recollections (2016) fuses geology, photography and memoir in a museum-like display that captures perfectly our poignant struggle to assign meaning to a world far older and bigger and dumber than ourselves. Agnes Meyer-Brandis’s on-going obsession with moon-dwelling geese (the conceit of the 17th-century bishop and proto-sf author Francis Godwin) offers fancy and absurdity as a palliative for our tragic condition. In a delicious parody of all those Anthropocene maunderings, her latest venture, Moon Core (2018), asks whether the droppings and egg-shells of moon geese might not have entered the lunar geological record.

When fancy and imagination collide with the real world, however, the result is not always charming. Worlds in the Making, an early video work by Ruth Jarman and Joe Gerhardt, who make work under the name Semiconductor, creates, if you can picture such a thing, a sort of paranoid geology, perfectly false and perfectly believable, and a dreadful reminder of how much we rely on trust for our understanding of the world.

Another way of coping with the tragedy of the human condition is to laugh at it. Away from the flagship exhibition, I stumbled across a new work by Rodrigo Lebrun, a young Brazilian-born artist who has very little patience with the seriousness of much contemporary art. “It’s just another way of ostracising the public,” he told me, as he unlocked the shipping container where his barely finished video installation, Green (Screen) Dreams, advertises the apocalyptic charm of Sunthorpe — think grim Humber Valley Scunthorpe rebranded as a tropical holiday destination minutes before a collapsed ice shelf-triggered tsunami arrives, coincident with the entire planet bursting into flame.

Hijacking the hyperbolic visuals of television advertising, Lebrun has created an advertisement for the future: a world in which the vagiaries of environmental collapse afford us little pockets of tremendous commercial opportunity in the seconds before Armageddon, and where all the difficult questions about population and pollution, environmental integrity and resource depletion, are breezily crammed into an eyeblink-fast on-screen reminder that “Terms and Conditions Apply”.

“Instead of creating solutions, we’ve been creating these weird alternate realities,” Lebrun says, “CGI-driven entertainments to numb the senses.” His installation blows the gaffe on this confidence trick. It’s frightening, and funny, and above all it’s energising. Commissioned by Invisible Dust, an environmental arts charity we last encountered driving a gigantic mobile cinema around the Scottish coastGreen (Screen) Dreams gets its next outing At North Lincolnshire Museum from 19 January next year. But that’s surely only the beginning for the piece and for Lebrun himself, whose combination of wit and savagery seems as rare, these days, as a moon-goose’s teeth.