Geoffrey Drake-Brockman is a cybernetics artist specialising
in large-scale public installations based in Perth, Western
Australia. It was fascinating to go behind the scenes to see
Geoffrey’s studio that not only served as a workspace but
also as a repository for his impressive collection of
vintage electronics. His knowledge and passion for
automata/science fiction/computer science makes his approach
to his work unique and makes for a different studio space to
those that I usually see.
...
ART &
ELECTRONIC MEDIA, California, USA EXTERNAL
CYBERNETICS by SABEERAH Published: 7 February 2019
External Cybernetics
Geoffrey Drake-Brockman, is an artist like no other.
Geoffrey has a background in Computer Science and has
exhibited in Perth, Sydney, Melbourne, Singapore, Denmark,
New York, and London. He creates installations utilizing
technology and software but what sets him apart is that in
order for his installations to work they require human
interaction. This required human component classifies his
art as cybernetic art. All of his pieces utilize sensors
that detect people as they come closer to the artwork,
software, and other mechanics to create installations that
either move, light up, open, close, etc. The purpose of his
work is to explore the relationship we have with technology
and to form a creative and playful connection to his art and
human interaction. Much of his inspiration comes from
"robotic" tales of "man-made beings" such as Frankenstein,
Pinnochio, etc. [1]
He utilizes technology to parallel these stories and by
turning them into reality. Geoffrey states, "When I complete
an artwork, I like to watch it respond to the audience. I
watch to see how the play between the artwork and the
audience." According to British cybernetic artist and
theorist Roy Ascott, this is an example of behavioral
triggers. Ascott defines behavioral triggers as, "Where the
artist is interested less in his own behavior than in the
behavior of the spectator." This behavior seems to be much
of the driving force and sole purpose of his work. This the
reason why all of his works calls for such interaction. He
also includes mirrors in many of his works to highlight
behavioral triggers and relationship between the art and the
observer and vice versa. Much like the work of Parisian art
research group, Groupe de recherche d'art visual or GRAV for
short in the early 1960s whom Geoffrey seems to be heavily
influenced by share the same sentiment towards their work. [2]
An Art Exhibit That Is Truly Moving, At The
Morris Museum
...
The other show-stopper is Floribots.
It’s a “garden” with 128 origami-style flowers that sprout,
undulate, shimmy and dance in seemingly random patterns,
triggered by audience motions captured by sensors.
“They all talk to each other,” Australian artist Geoffrey
Drake-Brockman said of the faux-plants, operated with
computer power equivalent to a couple of digital
televisions.
Installation was challenging; a pair of nor’easters knocked
out power at the Morris Museum for the better part of a week
preceding the opening.
“Fortunately, the room has good natural light,” said
Drake-Brockman, whose inspiration came from children’s paper
toys variously known as “fortune tellers,” “cootie catchers”
or “chatterboxes.”
He holds degrees in computer science and visual art.
Automated projects like Floribots ideally marry the two, he
figured. The flower-bots can grow bored by repetitive
crowd motion. No motion, and they may clamor for attention.
Over-stimulation can make them chaotic. It’s an uncanny
commentary on how we interact with technology.
“This sees you and reacts to you, as a technological
‘other,'” Drake-Brockman said. “It’s a process that’s under
way in society. We all carry phones and talk to them.”
One can imagine Stephen King’s version of Floribots.
Fortunately, there was no need to run for our lives. Not on
this visit, anyway.
“It’s quite happy now!” observed Drake-Brockman.
...
Photo: Geoffrey Drake-Brockman and companions travelled from
Australia to display his ‘Floribots’ kinetic artwork at
‘Curious Characters’ exhibition at the Morris Museum, March
15, 2018. Photo by Kevin Coughlin
The power of simulation: seeing our humanity in
a technological world
THE WEST
AUSTRALIAN Gong
for “Hairbrush”
by WILLIAM YEOMAN
Published: 26 June 2018
Gong for “Hairbrush”
Perth artist
Geoffrey Drake-Brockman’s interactive light sculpture
Surface for the new Perth Children’s Hospital has been
shortlisted for US-based CODAWorkx organisation’s World’s
Best Commissioned Art and Design Project.
Drake-Brockman’s artwork, which hospital staff have
nicknamed The Hairbrush, is visible from the central atrium
of the hospital, where its multi-coloured illumination
patterns create the impression of an upside-down pond or
billabong.
When people walk underneath the work, sensors pick up their
presence and a virtual stone is thrown into the artwork’s
virtual pond, causing light ripples to travel out over the
virtual water surface. Multiple ripples can disturb the
surface at the same time- resulting in a complex interplay
of interference patterns.
Drake-Brockman says Surface is the largest interactive 3D
LED matrix in the world, with over 16,000 pixels and10m by
5m in overall size.
“The idea is that Surface forms part of the ‘healing
environment’ of the hospital — it’s meant to be part of an
overall experience that’s as positive as possible for sick
kids,” he says.
There is also a hidden feature.
“Occasionally its software mind gets excited by lots of
people interacting with it,” Drake-Brockman says. “Instead
of a stone being thrown into the pond, a beach-ball is
rolled in.”
The CODAWorkx World’s Best Commissioned Art and Design
Project is a popular vote award. To vote, visit
codaworx.com/awards/codaawards/2018/top100.
The Creator vs. The Created: Geoffrey
Drake-Brockman
Before finally
combining his top two interests: art and programming,
Geoffrey Drake-Brockman consciously separated one from the
other. As different as black and white, he believed that
they represented something opposite in life: aesthetics and
shared experience vs. technical and singular. Over time,
themes such as computation and simulation started to appear
in his work and he broadened his way of thinking. The artist
asked the question: what is it that makes an individual?
With a background in computer science, he went on to become
a cybernetics artist specializing in large-scale public
installations. Bringing together art and technology, he
creates work that initiates dialogue between viewer and
object and interacts with the audience. By representing
human emotions in a technological context, the Australian
aims to connect with people across the globe.
Encouraged to interpret his body of work as a sequence (and
not a series), Drake-Brockman’s creative process is based on
concept. Connected by lasting threads and a trail of
unanswered questions (to be picked up at a later date), his
sequence is free of boundaries. Moving between the abstract
and the figurative, the creative process remains the same.
Following the concept: the step-by-step process of learning
how to technically execute that concept. Coupled with
conceptual thinking, he has a technical approach to color
and color combination and orbits and trajectories. A
reflective surface (more specifically, a mirror) is repeated
as a motif throughout his work. He comments that in addition
to enhancing the aesthetic of the installation, a mirror is
used to show the reflection of the viewer back to its owner
and trigger interactivity – even before switching on the
technology.
As a third layer, the element of reflection leads to the
artist’s fascination with robot mythologies: popular stories
about “made-beings” (think Pinocchio or Frankenstein). “This
inclusion is deliberate, as I see every created being as a
kind of mirror. The implication is that the relationship
between creator and created is ultimately reciprocal,”
shares Drake-Brockman. A way to capture the attention of his
audience and investigate the current cultural scene, the
familiar story remains relevant to the digital age.
With an imaginative, innovative and a wide-ranging
portfolio, it isn’t hard to believe that the artist has a
“backlog of ideas” on hand to express himself. While he
creates the conditions for interaction, he doesn’t believe
that he has full control of audience engagement. He likes to
stand back, watch, map patterns and think about the back and
forth that organically unfolds between artwork and audience.
Depending on the location of the exhibition, he is able to
generate an increased level of engagement. For example, in
comparison to a gallery space, a public space allows for
maximum opportunity for engagement. Whether placed by the
train station or on the beach, his life-sized installations
draw attention from passers-by and enforce no traditional
rules.
As part of its Curious Characters exhibition, Drake-Brockman
is currently exhibiting three main interactive artworks at
the Morris Museum (Morristown, NJ). On display: Floribots,
Coppelia One and Parallax Dancer. As noted online: the three
artworks embody quite different interactive modalities – a
collective organism, a humanoid robot and an augmented
reality installation, respectively. Linking the trio and
fitting the automata theme of Curious Characters, each one
responds to the audience and shares in the exchanges of the
reciprocal relationship.
A plant-based, mechanical garden network, Floribotsis made
up of 128 origami blooms with “hive mind” characteristics.
It has already been awarded ‘best in show’ for Curious
Creatures. First exhibited in 2005, Floribots revealed
emergent behavior: a type of behavior that is not
anticipated. While the installation expresses a number of
overall states: bored (under-stimulated), in-between,
erratic (over-excited) and asleep, each individual flower
within the set experiences its own emotional states. “The
more adept we become as creators, the more complex our
creations – leading to greater emergent behavior with less
predictability,” adds Drake-Brockman.
Described as “same expression, different domain,” Coppelia
One and Parallax are both based on the same real-life prima
ballerina (Jayne Smeulders, West Australian Ballet) and
serve as a figurative representation of humanity. Positioned
side-by-side in the exhibition, the “set of twins” face,
address and dance together. Still in the works: The Coppelia
Project, which is creating a small company of robot
ballerinas (4) to learn and perform ballet dance movements.
Inspired by the ballet “Coppelia” by Delibes, based on an
earlier work by Hoffmann, Drake-Brockman shares that Curious
Creatures symbolizes a milestone for the project. With three
other half-completed ballerinas located in-studio, it’s the
first time that Coppelia One has reached full expression.
While the big-picture plan is to create a stage performance
based on the project – for now, the artist is ready to fill
a blank canvas
Man, Machine, Viewer, Object:
The work of cybernetics artist Geoffrey Drake-Brockman
Artist Geoffrey Drake-Brockman’s expertise and vast
creativity belong to two niches that, when brought
together, seem to manifest unlimited possibility. He
combines the forces of computer programming and fine art,
commenting on both the human condition and, more directly,
viewer response, by exhibiting pieces that create an
environment and experience in and of themselves. Although
he once saw the fields of computation and art as
completely divergent, he has since begun to recognize
their ability to complement one another.
His first major piece was created in 2001, combining an
artistic vision with computational realization, and was
entitled Chromeskin(collab. R Kuhaupt). This piece – which
was shown at the National Gallery of Australia – consisted
of a chrome-plated sculpture of a human form, accompanied
closely by an animated digital rendering of the same form.
The relationship and tension created between these
physical and cyber territories have informed much of
Drake-Brockman’s work going forward, and can even be seen
as an important stepping stone in the history of digital
artwork.
While experimenting with several other light-, laser-,
cyber-, and sculpture-based works, Drake-Brockman
developed new artistic processes that paralleled the
rapidly advancing technology available to him. Soon came
Floribots, which debuted at the National Gallery of
Australia in 2005. As he puts it, “Floribotsuses
technology in a non-fetishistic way. It is colorful and
emotionally active, though its computational capability is
core to its expressive action.” This representation and
utilization of technology was important to Drake-Brockman
– he wasn’t interested in simply pushing technologies to
their limits as a spectacle of human achievement, but
rather using them in a sophisticated manner to demonstrate
the humanistic relationships they have come to facilitate.
The interactive installation showcases 128 robotic flowers
working both individually and collectively, reacting to
audience behavior and physical input, to explore the
realities of societal living – blooming, wilting, and
reblooming to simulate life’s endless narrative. It is
just one example of Drake-Brockman’s interest in pushing
boundaries as a multidisciplinary artist, exploring in
detail everything from the materials he chooses to his
selection of installation locations, which often go beyond
the gallery and into the public domain.
As a longtime cybernetics artist, Drake-Brockman is
strongly influenced by the theoretical basis of the art
form, dating all the way back to its origins in the 1940s
with mathematician Norbert Wiener, largely considered the
pioneer of cybernetics. “He foresaw many of the modern
applications of cybernetic technologies, even a possible
end of human labor with the introduction of machine
workers,” says Drake-Brockman. He goes on to explain how
the progression of cybernetics came about in this modern
age of technology:
“The explosion in the availability of cybernetic systems
in our daily lives has come about through the ready
availability of inexpensive digital devices. I'm
interested in artistic interactions that are open-ended,
and I need cybernetics for that. I avoid playback loops
and the use of standard pallet-effects in my work,
preferring to work with hand-coded software to define
multiple levels of abstraction between an input stream and
a set of outputs. These levels of abstraction act on
one-another to create the results that the viewer
experiences. The software - with the multiple feedbacks
acting in parallel - along with the connected sensors and
output devices, are the first level of cybernetics in my
work. The second level of cybernetics I'm interested in
spans the broader system, including human participants,
who add more layers of abstraction and parallelism to the
overall construct.”
In addition to cybernetics, Drake-Brockman also draws from
“robot mythologies,” such as Pinocchioand Coppelia. His
work capitalizes on the human/robot interactions—romantic
or otherwise—that have been utilized throughout history,
including Frankenstein, Pygmalion and the even the film
Her.
Drake-Brockman’s thoughts on the future of
technology-infused artwork are different from what you
might expect. As he explains, technology has long been a
medium of all forms of art:
“All art is technology. Even what we think of as
traditional media – like bronze sculpture, printmaking, or
film-based photography – use technologies that, at their
time of introduction, were radical and
civilization-changing. Artists will always use and adapt
technologies of the day. However, when an artist
deploys a technology, they invert the regular idea of it
having a ‘use’ or ‘function’ at the service of the
prevailing social order, and instead, it becomes an agent
that can actually act on the social order.”
At present, Drake-Brockman has three major pieces on
exhibition at the Morris Museum in New Jersey. Each
individual piece took years to create, collectively
showcasing an ongoing cycle that began nearly twenty years
ago. This exhibition is the single largest gathering of
the artist’s major works in one show at one time. In
addition to Floribots, there are two new figurative works
in the show, both modeled on a real ballerina named Jayne
Smeulders. One of these pieces is a full-sized, sculptural
dancing robot titled Coppelia One; the other is an
augmented reality installation titled Parallax Dancer.
Both interpretations of Smeulders, physical and virtual,
are able to interact with their audience in unique ways.
Drake-Brockman explains that Coppelia One is the first of
a planned sequence of four identical Coppelia robots. This
initial figure acts almost like a life-sized music-box
ballerina, spinning around en pointe and responding
according to the angle upon which audiences view her. This
is made possible thanks to four motion detectors, allowing
the robot to rotate towards her viewer and perform a
dance. Parallax Dancer, on the other hand, utilizes six
machine vision cameras, allowing a “parallax-corrected,
life-size, 3D dancing animation” to be displayed on the
cuboid of screens that make up the installation. The
artist muses, “In a way they are twins. They are installed
next to each other in the gallery, and the audience can
move between them, comparing two very different
technological approaches to essentially the same
representational theme.”
For Drake-Brockman, this exhibition marks a milestone and
has created a space for him to begin new long-term
projects including some interactive public art commissions
that are currently in the works. He recently presented a
keynote artist talk during this year’s AutomataCon, and
will have a booth at the upcoming AIA Conference on
Architecture taking place June 21-23 in New York City.
Eventually, Drake-Brockman plans to return to more human
themes, including the one that started it all: Eve and the
Apple. Until then, you can keep up with Drake-Brockman at
http://www.drake-brockman.com.au/.
Created Beings: From Commonplace Motifs to Robot
Myths and Simulacra
Abstract— A commonplace object becomes the basis for an
autonomous artwork called Floribots. The work exhibits novel
movement patterns that are highly engaging to its audience -
leading the author to posit the phenomenon of emergence to
explain unanticipated artwork behavior. The limits of this
explanation are mapped by creating a series of autonomous
artworks of varying levels of complexity. A synthesis around
the nature of created beings is extended with reference to
anthropomorphism, robot mythology, and simulacra.
Keywords— robot; interaction; emergence; automatous;
artwork; anthropomorphism; mythology
I. COMMONPLACE TO COSMIC
This paper traces a speculative journey by the author
investigating the nature of “created beings” – machines that
we make as reflections of ourselves - looking at their
interactions with us, and potentially with others. Along the
way, a series of postulations are articulated to explain the
mechanisms that allow such beings to come into existence and
cause them to act in interesting ways. These postulations
become the basis for a body of fully-resolved automatous
artworks - each of which is described and analyzed in terms
of a developing explanatory synthesis.
MEDIA SCIENCE,
Tokyo University of Technology, Japan CYBERWORLDS
PARTICIPATION REPORT by KAZUO SASAKI Published: 13 November 2015
Cyberworlds Participation Report
This is the final report of CYBERWORLDS 2015. This time, I
would like to introduce Jeffrey's work that won the "Best
Paper Award" with our team. With your consent, you will also
be able to see photos of the work. I am impressed with only
very exciting and novel works.
First of all, it is this flower garden, each of which is an
independent sensor unit. The flowers planted in the flower
pots are actually made of "Japanese origami". This
installation senses the movement of people passing by and
starts moving as a switch. And once they start to move, the
units next to each other will sense the movement and move,
so the “flower movement” will spread more and more. it's
interesting. Will someday be able to do an installation in
Japan?
...
Headspace is an array of 256 motorized rods. Each rod is
able to extrude about 400 mm. It is an interactive kinetic
sculpture with four motion detectors capable of detecting
human presence. He settled permanently at the Christ Church
Grammar School in Perth, Western Australia.
The system is loaded with 3D scan data based on the faces of
more than 700 school-age children, the bar matrix is capable
of assuming face shapes and making geometric transitions.
This kinetic work is closely linked to generative art, since
in the same way as Van Weeghel's work, it has a high level
of automation in the generation of the variable topography
of its surface, defining different compositions or reliefs
that vary by decisions taken for the system and for the
interaction of the users.
The movement of the rods is constant and the transitions
that integrate the representations of the scanned forms
endow the work with an organic behavior and always different
from the previous states.
Australian sculptor Geoffrey Drake-Brockman created an
unusual example of a responsive artwork functioning as an
'interactive environment'. Floribots (2005) is a play on
'flowerpots' which presents 128 computer-controlled robot
origami flowers that cover 35 metres of gallery space and
react as a collective organism to the movements of the
viewers. Each mechanical flower is able telescopically to
'grow' up to a metre high and fold out from its origi-nal
bud-state into an open bloom, then shrink and retract into
its dormant state. The behaviour of the flowerbed senses and
reflects the behaviour and movement of the viewer, flowing
from chaotic movement to organised wave-like patterns, with
the 'hive mind' of the Floribot controlling the transition
between these states. The Floribots function only in
response to the actions of the viewer; once the viewer has
become familiar with the programmed responses of the
Floribot-bed, they are able to choreograph complex movement
sequences. It becomes a performance, and as the viewer
learns the rules of engagement and their skill level
increases, their level of creative interaction becomes more
sophisticated.
Where art and robotics collide: Geoffrey
Drake-Brockman
Visual artist
Geoffrey Drake-Brockman explores the relationship between
man and machine in much of his work.
His solar-powered spinning ballerina, Solar Jayne,
pirouettes at the touch of a button. The giant yellow
archway, Counter, literally counts viewers as they walk
through the piece.
Drake-Brockman uses his expertise in computer science and
visual art to create his unique interactive pieces, and
says beneath the candy-bright colours, there's a touch of
gothic horror about the works.
'Those wonderful stories of Frankenstein and Dracula, they
inhabit my work at some level,' he says.
CNN's GREAT
BIG STORY, New York, USA Art
of
the
Future Produced by EBEN HALL, Video by DEAN
BUTLER Published: 3 November 2016
Art of the Future: These Interactive
Sculptures Respond to You
Geoffrey Drake-Brockman makes cybernetic sculptures that
appear to come alive with human interaction. Using his
background as a computer programmer, this Australian
artist makes work that moves, twists and even changes
colors in response to a viewer’s movement. For Brockman,
it’s this conversation between his art and the audience
that makes his work special and engaging in a whole new
way.
Few people in
Perth will be ignorant of artist Geoffrey Drake-Brockman’s
imposing yet playful public art, kinetic or otherwise. One
has only to think of Perth Arena’s yellow and purple
Totem, lovingly dubbed Perth’s own “Pineapple”. Or his
Solar Jayne, a life-sized robotic sculpture modelled after
WA Ballet’s Jayne Smeulders and part of Cottesloe’s
Sculpture by the Sea 2014.
But how many have seen Drake-Brockman’s futuristic,
technology-driven work as a prime example of Shakespeare’s
idea of art holding a mirror up to nature? Now, in his
first commercial exhibition in over a decade, the man who
initially studied computer science because he believed art
couldn’t be taught (he soon saw the error of his ways and
attended art school) presents Looking Glass, a major
survey of Drake-Brockman’s work across multiple media
including sculpture, painting and installation.
“Having a a gallery exhibition like this allows me to put
the full continuum of my practice on show, and hopefully
create some links that people can see between the public
art and the studio art, Drake-Brockman says.
Among the works on display is a spectacular new series of
circular, square and triangular Portals which incorporate
mirrors while echoing the art of hard-edge abstraction. “A
looking glass is an archaic name for a mirror,”
Drake-Brockman says. “The ‘paintings’ are mirrors. Yes,
art is automatically a mirror. But putting a real mirror
in there forces the issue. It implicates the viewer
directly and quotes them back to themselves, if you will.”
Perfect for the age of the selfie, one might say.
The exhibition’s title also recalls Lewis Carroll’s Alice
Through the Looking Glass. But the connotations are more
complex than that. “Mirrors do lots of wonderful things,”
Brockman says. “They can be portals to different
realities, like the one Alice passes through. They can
recall a futuristic super-technology world and the
super-reflective chromium surfaces you always see in
science-fiction movies.”
Technology, of course, is another main theme in
Drake-Brockman’s work. “I’m intensley interested in
technology and it’s always woven into my work, either
literally in terms of electronics or conceptually in terms
of the direction that the work suggests,” he says. Given
the swift changes in science and technology over the
decades Drake-Brockman has been making art, it seems
natural to assume his work would have evolved with it.
That, however, inverts the reality, much as a mirror can.
“The evolution of technology doesn’t necessarily change
the conceptual space because that can be in advance of
what’s currently technologically possible,” Drake Brockman
explains. “Just think of science fiction authors such as
Arthur C. Clarke, who predicted geostationary sattelites
long before they became a reality. Certainly, advancing
technologies are very noticeable when you’re going about
implementing a particular technological trick. Things
which were once difficult and expensive to achieve become
cheap and easy. “But the conceptual range of possibilities
doesn’t change.”
And what of the different possibilities afforded by public
art? “All my works are thematically linked,”
Drake-Brockman says. “What the public art does is provide
an opportunity to realise those themes on a larger scale.
It also provides a large audience.”
Different again is the kind of audience one gets by
exhibiting in Sculpture by the Sea. “You put a sculpture
in front of 100, 000 people, right in the middle of their
domain: that’s non-public art with high visibility,” he
says. “Basically, the more people interact with my work,
the more value I get out of watching it and seeing the
possibilities.”
Looking Glass runs at Linton & Kay Galleries, 137 St
Georges Terrace, from Monday-May 22. Picture: Iain
Gillespie
Readwrite is a cosmic-ray activated robotic artwork by
Geoffrey Drake-Brockman, located in Perth, Australia.
Readwrite is installed on the NEXTDC Data Centre in
Malaga, Perth, Western Australia. It is 10m long and
features a grid of 24 pneumatically-actuated 1.4m wide
diamond-shaped flipping elements.
Dance sequences on Readwrite are triggered by charged
"Muon" particles. Muons are terrestrial Cosmic Rays
generated in the upper atmosphere by interactions with
high-energy particles from distant supernovae and black
holes in active galactic nuclei. Readwrite has four Muon
detectors, mounted at its corners. When a Cosmic Ray hits
a detector, a wave motion sequence begins from that point.
Other choreographed behaviours occur depending on the
frequency and spatial distribution of the Muon flux.
Readwrite only reacts to the rarest incoming Muons - those
that are travelling parallel to the Earth’s surface.
Readwrite was installed in January 2014 and has been in
near-constant motion since. It may be the largest
terrestrial automata activated by stimuli of
extra-galactic origin.
The Readwrite control algorithm is a modified version of
the code from Geoffrey Drake-Brockman’s earlier work
Floribots, and thus retains elements of the emotional
modes of that work (bored, excited, etc.) - which were
originally modelled on the behaviour of the Artist’s sons
at toddler age.
Readwrite is the latest in a series of robotic works by
Drake-Brockman that explore the potential for emergence in
relationships with machines. The Artist notes that his
background in Computer Science informs his project to
create automata, which he explains further in his 2013
TEDx talk, for details see www.drake-brockman.com.au
Geoffrey
Drake-Brockman’s art addresses the social impact of
technology through geometric and color-based composition,
as well as electronic interactive systems. He seeks to
create autonomous works that support open-ended dialogues
between viewer and art object. Socio-historically, he
views himself as a technological determinist. He utilizes
methods from computer science and designs his projects in
terms of state mechanics, computability, and orders of
complexity.
Q&A Interview:
JB [Julia Buntaine, Feature Member Editor @ASCI]:
Your work is characterized by the incorporation of robotic
technologies to create interactive installations that deal
with subjects such as nature, learning, behavior, and the
body. When did you begin to pair robotics and these
subjects, and why?
GDB: [Geoffrey Drake-Brockman, artist]: I was
exploring possibilities for working with 'chatterbox'
origami forms back in 2000. I liked the chatterbox as it's
a simple childish toy that anyone can make, but it has
some quite complex geometry in terms of its range of
spatial transitions, and carries interesting cultural
overtones. For example, it can be used as a fortuneteller
and I wanted to activate this culturally charged form with
technology so it could interact with an exhibition
audience. I had a clear notion that the artwork should
'reach out' to communicate with its audience in the 'real
world', and robotics was a way to achieve this. I
experimented with adding robotic activation to the
chatterbox, and found myself drawn down a path that led to
the creation of a work called Floribots.
JB: In your piece
"Coppelia Project," you speak to both the limits of
humanity and robotics by creating robotic dancers that
imitate human dancers, based on the original "Coppelia"
choreography of a dancer playing robot. Can you talk a bit
about the interactive elements of this work, and reactions
from your viewers?
GDB: The four Coppelia Project ballerina robots are
designed to interact with each other, as well as with
their human audience. The robots communicate with each
other over a wireless network, and can share cybernetic
‘intentions’ that way. In contrast, their sensory
connection with the human audience is more
rudimentary. Each robot has four infrared motion
detectors that allows her to detect human activity levels,
but any subtlety of the 'state' of the audience has to be
inferred by her software. Interaction with humans is
further complicated in this work because these robots are
anthropomorphic, and are based on a body-mold of the
wonderful ballet dancer Jayne Smeulders. The 'uncanny
valley' is deliberately evoked, and people are attracted
and repelled at the same time. In presenting this robotic
piece alongside human ballet dancers, questions are raised
in the mind of the audience, such as: are robots going to
replace ballerinas? and can a robot ever be truly
graceful?
JB: In Floribots you created an installation of robotic
flowers, each imitating the cycle of life in growing and
blooming. Acting as a unified field of flowers, the
audience influences the 'hive mind' behavior which adapts
itself over time. Having only given this installation
simple programming capable of adaptive learning, what
surprised you when it was finally up and running? Did it
have any behaviors you didn't expect?
GDB: I was rushing to finish Floribots before the deadline
for its first exhibition at the National Gallery of
Australia. I only had a few days to finish writing the
software at the end of the process, so it wasn't until the
exhibition opened that I actually saw Floribots fully
realized for the first time. The installation was a matrix
of 128 robotic origami flowerpots with over 4,000 moving
parts. The thing that struck me initially was the sound.
When the robot flowers in Floribots transition from bud to
bloom, they make a soft 'whoppp' sound, but when all of
them are rhythmically opening and closing, the sound
composition becomes surprisingly intense. As the
exhibition progressed, what really caught my attention was
a whole range of unanticipated artwork behaviors.
Floribots was programmed to adapt its behavior over time,
reacting to audience input in a limited number of ways.
However, as the author of Floribots' software, I soon saw
autonomous behaviors manifest that I could have sworn were
not possible. After a while, I came to regard these
behaviors as 'emergent' - developing from potential that's
inherent in the complexity of the artwork-audience
interaction system itself.
Images:
Floribots installation by Geoffrey Drake-Brockman, 2005,
origami, lacquered hardboard, robotics, 8m x 4m x 1.5m
The Coppelia Project by Geoffrey Drake-Brockman, 2015,
robotics, dimensions variable
Totem by Geoffrey Drake-Brockman, 2012, aluminum, steel,
robotics, laser projectors, 3m x 3m x 11m
The Coppelia Project is inspired by the story about
a clockwork girl from the 1870 ballet ‘Coppelia’ by
Saint-Léon, Nuitter, and Delibes, based on a story by
Hoffmann. It also draws the commonplace metaphor of
clockwork music boxes, with the little ballerinas that pop
up and rotate in front of a mirror when you open the lid.
Coppelia is part of the traditional classical ballet
repertoire and is performed frequently by ballet companies
around the world. It belongs to a small group of enduring
stories in Western Culture that directly address the
limits of humanity when confronted by our creations. The
Coppelia story is unusual in approaching this theme
through love and attraction, rather than horror and
revulsion, as emphasised by Mary Shelly in ‘Frankenstein’.
The Coppelia story deals with some of the issues at the
edge of humanity; machines interchangeable with persons,
love and attraction confused at this boundary.
The Coppelia Project has been assisted by the Australia
Council for the Arts, Arts WA, The West Australian Ballet,
and the many generous contributors to its Idiegogo
crowd-funding campaign. See the Sponsors page for details.
The artist says; ‘I have always been intrigued when
watching Coppelia being performed by a ballet company –
one always sees the most beautiful and graceful ballerina
“hamming it up” to move like a clunky robot girl. I
decided to add another layer of irony to the situation my
making a robot to imitate the dancer who is imitating the
robot… Of course, robots are manufactured goods, not
people, so I had to make four. From the images below, you
may note an overtone of Fritz Lang’s 1927 film masterpiece
“Metropolis” and its heroine “Maria”. I am interested in
such stories about robots and automata that crossover into
the human realm. The Coppelia Project is about the
boundary conditions of humanity as it confronts is
technological alter ego. The robots are robotic “blanks”
that are energised by their programming to mimic the
elegant movements of human dancers, but are imperfect in
their attempts at human grace.’
Geoffrey Drake-Brockman’s goal is to create automata –
interactive, self-determined, expressive machines – that
once set free, operate to independently explore issues at
the edge of humanity; machines interchangeable with
persons, aspects of political accountability, love, and
attraction in flux at this boundary. Through his practice
Geoffrey combines his interest in gothic horror themes,
especially Mary Shelly’s Frankenstein story, with the
politics of social determination through technology, and
commonplace, accessible metaphors such as clockwork music
boxes, flower-pots, doorways, simple origami shapes, and
portrait relief.
The Coppelia Project robots are specially designed to
learn and perform the movements of classical ballet. They
can spin “en pointe”, move their waists, arms and head.
They cannot walk and their hands do not have grippers to
pick things up. They are optimised only as ballerina
robots. The Coppelia Project robots are taught ballet
movements by having their arms, head, and torso physically
moved through a ballet sequence by our ballerina trainer.
An on-board computer captures the motion so it can replay
it later – in various dance move combinations.
The Creation of the Coppelia Robots is the cumulation of
an extensive research and development exercise undertaken
with the assistance of Jayne Smeulders of the West
Australian Ballet. Jayne was the model for the robots and
assisted the artist while researching the requirements for
ballerina form and movement.
The Coppelia Project is the ultimate outcome of a series
of increasingly complex robotics projects, including
“Floribots” (2005) “Headspace” (2010) and “Totem” (2012).
Two other ballerina related projects have also taken place
alongside the Coppelia Project, one is “Parallax Dancer” –
a 3D virtual dance installation, and the other is
“Cockwork Jayne” – a simple windup version of the
ballerina robot. More detail on these projects is
available at the artists main web site.
Record-breaking numbers and heights at
Sculpture by the Sea
As the 2014 Sculpture by the Sea exhibition
celebrates the 1000th artist to have
featured in the event, one exhibiting artist
is hoping to
set a record of his own. He just needs the help of
exhibition goers to pass through the arch of his artwork
999,999,999 times.
Geoffrey Drake-Brockman's Counter does exactly what
it says on the box. Each time someone
walks through its infrared beam, the solar-powered
counter goes up by one. Now showing for the fourth time
in its fourth location across the world, he is hoping
to well and truly pass the record of 288,601 in Aarhus,
Denmark, to one less than a billion, whereupon it will
tick back to zero.
"The positive is to participate in the social order, to
stand up and be counted, to make your life count. The
negative is just to be reduced by a machine to a number
in the database. People can make the choice to be
counted or not." Counter is just one of 109 sculptures
from 16 countries now perched along the coast from
Tamarama to Bondi for the 18th annual Sculpture by the
Sea.
Image: Geoffrey Drake-Brockman: one in 999,999,999. Photo:
by Steven Siewert
Totem is a permanent interactive
robotic installation by Geoffrey Drake-Brockman, located
in Perth, Western Australia.
At 11-metres tall, with 108 reconfigurable petals and
three laser projectors, Totem is one of the world’s
largest and most complex interactive artworks. The work
responds to pedestrian movements and is sensitive to
environmental conditions.
Totem was commissioned in November 2012 by the Government
of Western Australia for the pedestrian plaza adjacent to
the Perth Arena entertainment stadium.
The work incorporates a laser projection artwork titled
"Translight" that creates nightly a variable “geometric
narrative” light composition on the Eastern wall of the
Arena. The kinetic responses of Totem vary depending on
pedestrian activity-levels, as sensed via its six
microwave motion detectors. The work can assume regular,
symmetric configurations as well as entering chaotic
transitional states.
Totem has been nicknamed "The Pineapple" by the people of
Perth. It is the latest in a series of robotic artworks by
Drake-Brockman that explore the potential for emergence in
relationships between machines and people.The Artist notes
that his background in Computer Science informs his
project to create automata, which he explains further at
his recent TEDx talk, for details see:
http://www.drake-brockman.com.au/TEDx.html
X-PRESS MAGAZINE
EYE4 ARTS
THE COPPELIA PROJECT - MUSIC BOX DANCERS
By CHLOE PAPAS
Published: 8 may 2013
TEDx PERTH Created
Beings
by GEOFFREY DRAKE-BROCKMAN
Published: December 2012
Geoffrey Drake-Brockman - Created Beings
TEDx Perth December 2012, Talk length: 14:53
Geoffrey Drake-Brockman - Robot Maker
Geoffrey talks about the
intersection of art, science and mathematics, and the
role of these in his robotic works... as well as the
fascinating canvas that they provide for how we engage
in public art.
Geoffrey is a Perth-based artist specialising in
robotics, lasers, and optical interactive installations.
Geoffrey studied Computer Science at The University of
Western Australia before completing a master’s degree in
Visual Arts at Curtin University. He has been exhibiting
since 1986 with shows in Perth, Sydney, Melbourne,
Canberra, Singapore, New York and London. His most
recent solo exhibition was in 2010, when he installed
his robotic work Floribots at the Singapore Art Museum.
Geoffrey has also shown work at the National Gallery
of Australia and participated in the Helen Lempriere
National Sculpture Award, The Biennale of Electronic
Arts Perth and Sculpture by the Sea – in Bondi,
Cottesloe, and Aarhus, Denmark. Geoffrey has completed a
number of public art commissions including the
laser-based work Transfiction (Canberra) and the robotic
sculpture Totem at the new Perth Arena.
THE STRAIGHTS TIMES, Singapore
Flower Power
By NEO XIAOBIN
Published: 12 May 2010
Sculpted: conscience and
consciousness :
Zsuzsanna Soboslay on the National Sculpture Prize
Everyone has their favourites: the
garden of programmed robotic flowers that rise, unfold,
snap shut, fall again, lines rippling like wheat in
wind. The Porsche-like, white, seamlessly cast manta
ray. Starfish pinned together into fishing-nets that
hang like an island welcome over the entranceway. Forms
that are organic, computer-generated,
classically-referenced, or based on negative space;
thrown into corners, clutching walls, caught in crystal,
precarious on floors. An arc of Buddhas chant; another
is sculpted out of Easter egg foil. There are boxes of
memories and mementoes; paper folded into sea-sponge
cells; dress-shoes and a hand-bag cast in lead,
coffin-prints, lost accessories. How strange, amongst
several fetishistic collections of objects, the thin
earth-to-sky abstraction of the Yolngu burial pole. And
the wi
nning work, American crater near Hanoi, #2: a
negative space marking out the zone of damage.
Surrounded by an origami of Viet and American
currencies, folded into shirts, all tied (as the people
were) floor to ceiling with string.
Ahh, sculpture competitions: much better represented
now in Australia than they used to be. By the sea
(Sydney), in the park (Werribee), or as here, held
within walls. Much more space than before; this, the
third Gallery event, seems to have gained kudos, been
allowed more space, attracted higher calibre
submissions. Newcomers beside old hands. Fewer mistakes.
The first mistake: squashing them in. In the first
two National Sculpture Prize exhibitions (2001 and
2003), I actually missed site-specificity: pined for
installations in grasses and on plains,
Richard Long-type spirals of stone and sand. This time,
I’m really glad I’m in this building here. The placing
of works is really right: the art is given space.
Sculpture is BIG, even when small. Even hanging on a
wall, sculpture works out into space, asking questions
wider than its dimensions.
The second: I’m not sure it’s a mistake as such, but
the previous 2 exhibitions had phenomenal prize-winners,
and a lot of work that was very thin. Technique in this
year’s entries is incredibly strong: from the very
senior Bert Flugelman’s understanding of the effect of
light on polished and ground steel, to Drake-Brockman’s
programming of motions and rhythms between elements
across a large field, to the various manipulations of
plastics, tape and paper, foams and foil, optics and
animation. These pieces are allowed their worlds. I
deeply understand Flugelman’s phrase on the way art
reflects “what one might euphemistically call the ‘real
world’.” Art also lives; it is. Even reflections on
death (Glen Clarke’s Hanoi; Mel Coates’s underwater
video of a drowning parachutist) create a space that
lives.
Sculpture, more than painting, dissects dimensions in
space, and in that dissection time separates: whose is
this body Charles Robb reveals, the classic portrait
‘bust’ against the wall, popping a substance through its
orifices, a second revealing its insides (heart and
lungs)? The best works dissect the forms we think we
move with and through in the world.
Alisdair Macintyre draws together hundreds of works
of art and art sites he would like to have visited from
several continents, miniaturised into one “theme park”
which holds them all. As with the dance of the mechanoid
Floribots, and Ian Howard’s enormous scrap-yard of life
experiences, adults and children alike are held in
thrall.
Works in this exhibition spiral, hide, hollow, store,
map and conceal. They spread, climb, hover, fold into
myriad cells. They engage in damage (what remains after
war, or the sufferings of the ecosystem), and hope (what
of both art and life survive). It is little surprise
Glen Clarke’s Hanoi #2 wins the prize, as it engages in
nearly all of these. There is a conscience and a
consciousness in these works. The exhibition has a
brightness I haven’t seen in years.
National Sculpture Prize and Exhibition, 2005,
National Gallery of Australia.
THE WEST AUSTRALIAN
A dip into illusion
by RIC SPENCER
Published: 10 February 2007
While we expect
intellectual depth and substance from science and
technology as general arenas for basic and applied
research, these spheres of human enquiry have in
addition always offered artists an extrospective
scope, replete with poetic implications that some
would not suspect.
Geoffrey Drake-Brockman’s first
degree was devoted to the rigorous study of computer
science. Whereas this training has had an acknowledged
effect upon his prodigious intellection, reflected in
the organisational acumen and clear thought that one
might predict, it has also been an implicit factor in
the orientation of his developing imagination. What
piques his intrigue most keenly these days are the
philosophical connotations in ‘the social realities
consequent to the technologies of simulation’(1)
in which (as a professional programmer – an aspect of
his ‘other’ life) he sees himself implicated.
In a perfectly viable sense
Floribots itself, presents as a social organism,
simulating behaviours that are those of both an
individual and a colony. By way of some complex
feedback cybernetics, a number of absorbing social
realities arise in the interaction that an audience is
able to experience with the work.
Floribots operates at so many
levels and in such multiple sets that it’s tempting to
start out with a list of the referents that come
immediately to mind. But I’ll resist for now, and in
any case the work’s effect is quite different in
varying contexts and at different times. Just over a
year ago Drake-Brockman easily won the People’s Choice
Award at the National Sculpture Prize in Canberra with
this work. With its cross referential delights for so
many viewers, this comes as no surprise. Its breadth
of appeal has already covered a public ranging from
the hard bitten art critical, to the simply art
loving. Today and here, Floribots is fresh once more
and creating a new fuss for a new audience
As with any worthwhile artwork,
sustained viewing is rewarded, especially if you are
to experience anything like the full range of
sequences Floribots can display. If you spend enough
time observing and being observed by this odd entity,
your own gamut of potential associations and
individual linkages with the work, your own readings
of Floribots and its allusions will mount, as will,
therefore, the satisfaction you derive from the
interaction.
How does he do it? Geoffrey
Drake-Brockman has regularly welcomed highly
specialised procedural problems that might arrest the
progress of any other artist. Solving problems in one
field requires contextual knowledge in those adjacent.
In order to address his self-set briefs and develop
his vision, Drake-Brockman has developed an enviable
expertise in, and in some cases broken new ground for
technologies as diverse as… chrome plating (including
that of plastics), various forms of electrical and
electronic engineering, high-end software systems,
systems analysis, casting, plastics chemistry, optics
and laser engineering. He has acquired great
proficiency in painting, colour theory, contemporary
art and literary theory, if not (though I wouldn’t bet
on it)… astrophysics, quantum mechanics and
neurosurgery.
In the hands of an alert,
appropriately tuned and open minded artist, the
narratives underpinning prognostications about
human/machine relations, the dreams of science and the
implications of scientific abstractions, become an
endless stream of fruitful stimuli and restless
production. As has usually been the case with his
extraordinary artistic enterprises, bringing Floribots
to life entailed addressing specific and extraordinary
technical challenges. The artist elaborates:
I like figuring out
how to get the technical process to work - to make
reality match the vision. However, it’s the idea,
the 'vision' that comes first and it’s a matter of
working through the technical problems to realize
it. It intrigues me though that, usually, there is
a way, somehow, of getting the technical stuff to
behave the way I want it to. I seldom have to give
up because something is just impossible. Like
chrome plating over plastic, getting the mixture
right for cast marble, de-bugging electronics, or
finding a way for origami to operate with
robotics; the process can be tricky but it can be
done if you're patient and careful. For technical
stuff though, I mainly like getting something new
to work, to match the vision, rather than
exploring the possibilities of a particular
medium. I like to think that I don't fetishize the
technology itself and that I'm not process driven.
There is an aspect to well implemented technology
that can attract people's attention though, that
can act as a 'hook', and I appreciate the power of
that. (2)
Technology may not be a fetish for
this artist, but it seems to me that it is a prod. Its
effect is to provoke the author but also to provide a
subscept signifier along with a unique experience for
the audience. For Drake-Brockman it must remain
intrinsic, sexy but seamless, transactional but
transparent. If he opts for the tricky technology
entailed in chrome plating non metallic surfaces for
instance, as he has in some earlier works, it’s
because:
…chrome is
interactivity itself. It reflects. Usually it
reflects back a view of the viewer. I'm into
chrome and equivalent mirror-reflective surfaces
like polished stainless steel for practical
reasons - they can pack such massive processing
power, in terms of receiving and processing visual
information, all from a completely 'passive'
surface. Chrome is a cyberpunk signifier. Its been
set up culturally in movies like Terminator II and
The Matrix and in the traditions of science
fiction to equal slick, seamless, deep technology.
I can hint at potentials like this with this
material… Every Floribot has a reflective plate
facing up to the viewer. I don't think anyone
should be allowed to think they can get away
clean; and the chrome helps to signal that. (3)
Always aroused by the
possibilities of painting, Drake-Brockman has never
foregone the expressive capacity of the surface in his
pursuit of depth. Floribots is no exception to these
fascinations. The artist is also intentionally mining
a culture that includes what has been theorised if not
colonised by Baudrillard, and has it in mind, that as
with the use of chrome for instance:
…reflection will be
more than mere appearances. It will involve an
appearance of an appearance and simulacra will be
multi-order: simulations of simulations of
simulations. (4)
What then are the potentials at
which he is hinting with mirror faced robotic origami?
As has been suggested above, for
an artist there have always been innumerable
multivalent conceptual prompts in science and
technology, and increasingly this has been a
contemporary truism. Western Australia not least, has
its own Biennale of Electronic Arts (in which
Drake-Brockman has been an exhibitor) as well as the
art and science collaborative research laboratory
SymbioticA. Where there are evident implications in
social phenomena or for social models, these cues are
arguably at their most motivating. The physics of wave
motion provides in a single example a profusion of
analogies for which neither art nor articulation needs
hyperbole nor hyping. It is now canonical, that at the
atomic scale all objects have both wave and particle
nature. None the less, as is the case with the pulsing
dynamics of massed human behaviour to which in part
Floribots may allude, there remains, encouragingly, a
great deal yet to be understood, defined or
explained.
In its own scalar dimension
Floribots exhibits both wave and particle behaviours
and takes this analogy, among others, to spectacular
limits and into intriguing outcomes. Floribots dances
in waves. For me its contextual overtones also arch
oddly from dance and pattern aesthetics into hypnosis,
horticulture and horror movie culture. Floribots hints
too at the controlling patterns of self-organisation
that arise in cellular structures of any sort,
biological, social or machine-based. Its chattering
chorus asks disturbing questions like: What is a mind…
or for that matter a hive-mind? Philip K. Dick
wondered if androids dream of electric sheep.
Floribots learns, it sleeps, it wakes. Does it dream?
________________________________________________
Floribots comes hard on the heels
of a string of Drake-Brockman projects (5),
seen here in Perth, interstate or abroad. Soon to
follow will be The Coppelia Project, ‘a culturally
located vision, about automata and the boundaries of
humanity’.
(6)
Ben Joel
December 2006
1. Artist’s notes, December 2006
2. Ibid
3. Ibid
4. Ibid
5. (some in partnership with his long time
collaborator Richie Kuhaupt)
6. Artist’s notes, December 2006
The viewer is initially greeted
by works in the open foyer area where the People's
Choice Award winner Floribots by Geoffrey Drake-Brockman
swept an outrageous sea of colour, movement and clacking
sounds in the shape of a large grid of animated flower
pots, each with extending and retracting stalks of
folded paper flowers breathing in a rhythmic yet urgent
celebratory wave. Although this work offered its own
cliches with its DIY Hardware House aesthetic and
primary IKEA style colours, it introduced a playful air
to the proceedings through its youthful optimism. The
foyer also housed Wall Zipper by Simeon Nelson and Built
for comfort by Christopher Langton who, along with Bert
Flugelman's Caryatid minataur, all appeared to draw on
childhood fantasies and inventions embodied within their
reflective magical materials of brushed stainless steel,
polyurethane and pigment on PVC and beeswax.
...
THE ARTIST'S CHRONICLE, Cover Article
Floribots and Laser Beams - the art of Geoffrey
Drake-Brockman
By LYN DiCIERO
Published: Issue 105, November 2005
Floribots and Laser Beams - the art of Geoffrey
Drake-Brockman
THE CANBERRA TIMES, Page 3
Winning Sculpture a Fresh Take on Flower Power
By HELEN MUSA
Published: 28 September 2005
Winning Sculpture a Fresh Take on Flower Power
THE CANBERRA TIMES, Page 3
A maze of shapes
By IAN WARDEN
Published: 15 July 2005
NATIONAL GALLERY OF
AUSTRALIA
Floribots - National Sculpture Prize and Exhibition -
Artist's Statement
By GEOFFREY DRAKE-BROCKMAN
Published: 2005
Geoffrey
Drake-Brockman, 2005 - Floribots
Essay from Catalogue of the National Sculpture
Exhibition: - The
National Gallery of Australia
Flowers are
organs of plant procreation - they attract insects to
act as vectors for fertilisation. But flowers also
appeal to humans. To us, a flower’s beauty is defining
of all that is pure and joyful in the world. The
majesty of the annual – the flower that blooms with
all its vitality for one short moment before withering
away – plays out the tragedy of life in a single act:
‘we grow, we are beautiful, we die’. The solitary
flower domesticated in a pot is emblematic of suburban
iconography. Flowerpots are living garden objects that
we have brought closer to us, onto the patio, where we
can tend them carefully and enjoy their presence at
close quarters.
The squared-off flowers of
Floribots are well removed from the organic domain.
They are mechanoids. However, in a way they too can
play out the drama of life and death – bloom and
wither – and they can show us other things as well...
Floribots consists of 128
computer-controlled robot origami flowers arranged in
an eight-by-sixteen grid spread over thirty-five
square metres of floor space. Each robot flower is
able to extend telescopically from a rest condition to
grow one metre vertically, then suddenly invert its
origami ‘flower’ into an open bloom state. The unit
can also re-contract back down into its latent state
and refold its origami bloom back into the bud
condition.
Floribots acts as an interactive
collective organism with ‘hive mind’ characteristics.
It is capable of sensing audience movement and of
adapting its behaviours accordingly. It is a ‘field of
flowers’ that dances in unison, with choreography
provided by its embedded microcontroller. The flower
matrix can exhibit complex wave propagation behaviours
as well as describing responsive surface features and
entering periods of chaotic motion. The Floribot mind
is able to control transitions between these states
and can ‘learn’ as it runs over time by acclimatising
itself to an installation site and developing a
particular set of behaviour preferences.
Geoffrey Drake-Brockman, 2005
METIS - A FESTIVAL OF SCIENCE AND ART
Laserwrap - Catalogue Essay for Metis
By BEC DEAN
Published: 2004
METIS
Bec
Dean, 2004 - Laserwrap
Essay from Catalogue: Metis – A Festival of Science
and Art -
Australian Capital Territory
It’s impossible to
disassociate the laser from its roots in popular culture
(i.e. Hollywood). Long before its uses in science
and industry were fully explored, the laser has been a
multi-purpose mainstay in all manner of sci-fi and
espionage film, providing everything from hi-tech
security to ray guns (light-sabers even), to weapons of
mass destruction, to almost depriving Sean Connery and
Roger Moore of their respective manhoods, again.
As a future-signifier the laser has also been
misappropriated lavishly as an agent for “computerising”
objects in the real world. Who can forget Jeff
Bridges’ maverick programmer Flynn being discovered,
scanned by laserbeam, and then artfully sucked
(carbon-based life form and all) as pure data into the
mainframe of a corporate computer by its sinister master
control program? OK, it was TRON (1982). Bad
dialogue, but the lights were real pretty.
It is through these layers of science
fiction and popular culture that Kuhaupt and
Drake-Brockman’s public art project LaserWrap draws on
meaning and effect. The work, while simultaneously
demarcating a futuristic, virtual landscape through
intense beams of green light does so via a process that
operates on recent nostalgia, gleaned especially from
viewers of my generation who have an affection for
lasers, like they have an affection for pac-man, space
invaders and Giorgio Moroder’s “Together in Electric
Dreams”. In this work, however, the hopes and
desires invested in 1980’s computer technology, and
electro-fantasy such as TRON are turned out on
themselves. Rather than creating new, impossibly small,
virtual spaces for humans to inhabit, this laser
technology is projected back outside the system and
towards the massive external surfaces and textures of
the lived environment.
Kuhaupt and Drake-Brockman’s treatment
of the ACT Health building is one that could be applied
to many sites in this designed city of broad, tree-lined
boulevards and parkland interconnecting the behemoths of
bureaucracy and institutionalised learning that make up
Canberra’s urban morphology. After dark, LaserWrap
transforms the ACT Health Building’s mandatory,
crème-coloured concrete and brutal, pyramid-like
exterior into a glowing object further denuded of depth
and it’s daytime ziggurat mass. Each laser
projected onto the building is destabilised by a
rotating axial mount that arcs the laser line,
converting the once solid and undeniably present
building into a chimera; a shimmering, illusory
object. It appears as if the building’s virtuality
is exposed by a glitch in its very own vertical hold as
it flickers and strobes throughout the night, only to
re-collect its solid mass at dawn.
Kuhaupt and Drake-Brockman describe the
reductionist visual effect of the lasers as
“essentialising”, removing the “surface, colour and
texture, to purify, denature and crystallise” objects as
a means of attaining pure form. Their work in both
LaserWrap and the earlier Lasercube (a smaller, internal
version) uses and makes reference to both Cartesian and
perspectival systems familiar and indeed essential to
pre-modern, Western painting since the Renaissance
whereby complex landscapes were divided into manageable
parts. By throwing grids of light over external objects,
Kuhaupt and Drake-Brockman expose the possibility of
“essentialising” any landscape or style, from the
monolithic and the minimal to the baroque.
In this case however, the agitated nature of the
LaserWrap alludes to something shifting and fragmenting
in the environment, suggesting perhaps that the
architectural megaplex has had its day in the sun.
Kuhaupt and Drake-Brockman’s
collaborative practice is marked by a predilection for
ascribing systems; both mathematical and technological
onto familiar archetypal forms. As a solo artist
Richie Kuhaupt’s sculptural work has evolved through a
singular focus on the dissection and extrapolation of
the human morphology in work such as the Little Men
series. Here Kuhaupt segmented and stratified
multiple moulds taken from a single man with obvious
allusions to the big medical science breakthrough of the
1990’s, The Visible Human Project which saw an executed
prisoner’s body frozen and laser-cut into thousands of
photographable cross-sections. Despite the processes of
expansion, contraction and distention applied to the
body-cast and its layers, each figure retained an
undeniable humanity, or an inability to be entirely
obliterated of character and individuality. Bad
posture, scoliosis, or just plain tired slouching; this
humanness, expressed through or in spite of an imposed
process, remains a central concern to Kuhaupt’s
practice. In collaboration with Drake-Brockman
this obsession is carried forward towards a complex
dialogue about the nature of art practice in the current
technological moment.
As an artist whose solo sculptural
practice tends towards imposing, non-figurative objects,
Drake-Brockman introduces the viewer as complicit agent
in his work by combining surface qualities that both
reflect and eschew the real world. These
sculptures, reference notions of the digital agent or
‘bot’ exist in the landscape as if extracted
accidentally from a virtual frame. They intrude upon
environments with loud, highly polished automotive paint
and the kind of repetitive patterning made popular by
90’s computer ‘wallpaper’. The work begins to
absorb the landscape via chrome nodes, and rippling
surfaces, somewhat reminiscent of sci-fi notions of
assimilation or replication. As an artist whose
work traverses both manual and digital worlds,
Drake-Brockman matches Kuhaupt’s applied processes with
an awareness of interconnecting technological objectives
(he is also a computer systems analyst).
Together their collaborative work
begins to question the nature of perception and
techno-fascination, specifically in reference to their
Chromeskin (2001) installation first shown at the
National Sculpture Award at the NGA. This work
pitched a highly reflective life-sized chrome figure of
a man in direct opposition to its virtual replica.
Equipped with four plasma screens, four cameras and
sophisticated image-mapping programming, this monolithic
technological structure literally mirrored the
surrounding gallery environment in exactly the same way
as the static figure. What emerged from the
observation of public interaction with this work was
that layers of mediated and filtered reflection with a
virtual object were infinitely more interesting than
mere interface with the physical materiality of the
original.
The tendency towards narcissism in
viewers when confronted with the re-presentation of
themselves by an artwork was followed-through by Kuhaupt
and Drake-Brockman in their LaserCube (2001)
project. The work set up a dual system of
transmission and reflection within the cube’s laser grid
interior by including a feedback-loop on a TV
screen. This enabled the viewer/participant
entering the cube to control the representation of their
own movement and ultimately to perform for other viewers
outside, watching their trace on plasma screens.
With LaserWrap, it is climactic
conditions, trees and ephemera rather than human
movement that work in tandem with the rotating laser
armatures to create the appearance of a shifting,
unfixed entity. The beauty of LaserWrap is in its
ability to map and elucidate while simultaneously
reducing complex structural forms to simple geometries
in space. This is a sight that will no doubt be
appreciated by students from the national university,
and other passers by, gazing through its intangible
matrix into the "real world" ordered landscape of
Canberra that lies beyond its shimmering green edifice.
Bec Dean, 2004
LANDSCAPE AUSTRALIA - JOURNAL OF THE INSTITUTE OF
LANDSCAPE ARCHITECTS
Laser Treatment
By DIANNE FIRTH AND JANE BARNEY
Published: Volume 6(3) 2004 - Issue 103
ALTHOUGH mostly in the dark, ''The
Luminous Image VI'' at Collaborative Concepts here is
all about light. Organized by Franc Palaia, the
exhibition brings together two dozen national and
international artists making photo-based artwork in
which illumination is an integral element. Contributions
range from light boxes and video projections to
illuminated photo sculpture and window transparencies.
''The Luminous Image VI'' is the
sixth in a series of exhibitions of art using light
organized by Mr. Palaia since 1996. (Bar one, in Italy,
all these exhibitions were in galleries and museums in
the United States.) This is by far the largest
installment in the series, and with so many stylish
inclusions I'm guessing it's among the best.
So what have we got? First up, this
is the kind of exhibition that encourages
thoughtfulness. That means you've got to work a bit, to
spend time with the artworks to understand what's going
on. If that seems like an imposition, and it is, sort
of, then rest assured that most pieces repay patient
viewing. Some you'll even want to see again.
Nina Katchadourian's video
''Endurance'' (2002) is thoroughly captivating. It
consists of an enlarged close-up of the artist's open
mouth, with one of her central teeth serving as a
projection screen for film of Sir Ernest Shackleton's
doomed (1914-1916) Antarctic expedition - part of the
film shows his ship being crushed by ice. The video
lasts 10 minutes and the artist keeps her mouth open the
entire time.
Ms. Katchadourian's comfortless pose
is an act of endurance. She is in pain, as witnessed by
her contorted face and the repeated sounds of slurping
on the video's minimal soundtrack. Pools of saliva build
at the edges of her mouth, eventually spilling over. We
are meant to empathize with her stoicism, mirroring that
of the explorers.
Equally enthralling is an
installation by Richie Kuhaupt and Geoffrey
Drake-Brockman. ''Essentialiser'' (2003) consists of a
darkened wooden cube crisscrossed with lasers arranged
in a grid, meaning that anything in the cube is
embedded in a matrix of little cubes of red light.
Activity inside the cube is monitored by an infrared
camera, and then displayed inside and out as a
laser-generated model on feedback monitors. It's all
very complicated.
Mr. Kuhaupt's and Mr.
Drake-Brockman's futuristic installation is perhaps
the freakiest work in the exhibition. I say that not
for what it is, but for what it represents. Here, the
body is mapped and then reduced to bare geometrical
data. It is the electrical equivalent of cloning, with
the laser beams transforming people into coded
information and then creating virtual replicas. Is
that scary? I think so, or maybe I've been watching
too many sci-fi films.
Projection and visual reproduction
are also central to Debra Pearlman's installations. Of
the artist's three works in the exhibition, the best is
''Sleep'' (1990), a sandblasted image in glass set into
a tabletop placed above a mound of sand. When light is
shined through the glass, the shadow of two children
appears on the sand. It is a subtle, clever work.
Peter Sarkisian is perhaps the
best-known artist in the exhibition. His ''Book Series
#28'' (1997) uses a video monitor concealed in a pile of
books beneath a magnifying glass. The video image,
visible through the magnifying glass, matches the
missing section of the image on the cover of the book,
in this case a classical painting of a naked woman.
Every now and then, the woman's hand moves between her
thigh and mid section. It's creepy.
Various kinds of light boxes
(popular these days with artists to display photographs)
can be found in the exhibition. Examples include David
Michalek's photographs of homeless people, Elizabeth
Cohen's and Michael Talley's X-ray photographs, Greg
Geffner's 3-D stereoscopic light prints, Kristin
Anderson's digital portraits with moving text, Kiki
Seror's X-rated cyber sex stories. All are clever,
engaging, and well made.
Sensual and lonesome, Shimon Attie's
projection photographs kept drawing me back. One of
them, ''Untitled Memories'' (1998) shows a prosaic
apartment scene into which a reclining male figure has
been projected. He is lying on a bed, drinking beer and
watching television -- his fuzzy reflection all that can
be seen on the television screen. It's an unsettling
image, one that gets more and more intriguing the longer
you look.
Finally, John Kalymnios deserves
mention. At first, his light box images of clouds appear
fairly unremarkable. Look closer and you'll see the
surface is actually a piece of carved Corian plastic.
The Corian has been expertly carved using a fine laser
directed by a computer, with each image requiring hours
of work. Without doubt, these works are among the most
poetically beautiful and technically ingenious in the
exhibition. And that is saying something.
''The Luminous Image VI'' is at
Collaborative Concepts, 348 Main Street, Beacon, through
Feb. 2. Information: (845) 838-1516.
Photos: ''Married by Dusk, Killed by
Dawn (one thousand and one nights)'' by Kiki Seror,
left, is part of an exhibition of artworks using light
at Collaborative Concepts. ''Essentialiser,'' top right,
is a futuristic installation by Geoffrey Drake-Brockman
and Richie Kuhaupt. Below right: ''Untitled Cloudscape
#1 & #3,'' part of a series by John Kalymnios.
The eight artists invited by the
new exhibition co-ordinator at PICA, Bec Dean, have
responded to her theme - Mnemotechnics - 'the art of
using unique physical elements of architectural space
and landscape to trigger memory' and produced an
exhibition which on entering generated a frisson of
excitement. The most memorable pieces were created by
sculptor Richie Kuhaupt working with computer scientist
Geoffrey Drake-Brockman and by painter Lily Hibberd who
incorporated film and music with her canvases.
...
Kuhaupt, who is well known for his cardboard section
sculptures, and Drake-Brockman, who has a Master of Arts
in addition to his Bachelor of Computer Science degree,
started collaborating in 1998, taking out a commendation
in the National Sculpture Award in Canberra in 2001. The
new work Essentialiser: Lazercube III, explores the
potential of laser mapping to create an interactive
artwork. A large cube in the centre of an anteroom and
four plasma screen panels on the wall are the basic
pieces. The interior of the cube is gridded with
infrared laser beams. When someone enters the box the
laser beams map the body in three dimensions and these
mapping lines are projected on the screen outside,
moving when the subject moves. Three groups of people
entered when I was there creating interesting and at
times beautiful effects. Technical limitations also
created bizarre images particularly with the first two -
a father and son - the father wearing a dark shirt and
the son dark trousers. The lasers could not read the
dark clothing and so two half-body shapes wove in and
out of each other with the horizontal lines always
hurrying to catch up to the vertical. The next
participant created a dance in her time inside. The
graceful movement combined with a slight time lapse had
a pair of dancers closely shadowing each other.
...
CRAFT ARTS INTERNATIONAL
National Sculpture Prize and Exhibition
By BEATRICE GRALTON
Published: No. 54, 2002
NATIONAL GALLERY OF AUSTRALIA
Chromeskin - National Sculpture Prize and Exhibition -
Artist's Statement
By GEOFFREY DRAKE-BROCKMAN & RICHIE KUHAUPT
Published: 2001
Chromeskin
Essay from Catalogue of the National Sculpture Exhibition: -
The National Gallery of Australia
Our intention from the outset of the Chromeskin project,
back in mid-1999, was to make an artwork that consisted of
two aspects, physical and virtual, arranged in counterpoise.
To do this we would blend traditional sculpture with
industrial electrochemical processes, 3-D scanning
technologies and multimedia techniques in digital image
rendering and animation.
In this project we have made use of chrome in order to
harness its rich semiotic impact. Chrome is a null surface -
a reflection that only quotes the world that it inhabits.
Chrome is a cyberpunk reference symbol that signifies a
technology-saturated world where street culture is imbued
with virtual and body-invasive supertechnologies. Chrome is
the sanitised, smudge-free surface of the perfect
housekeeper's pristine kitchen appliances. Chrome is an
automotive effect from the heyday of American industrial
dominance in the 1950s and 1960s when the automobile was
celebrated as mechanical fetish and sexual extension. Chrome
is a pop culture referent for supertechnology - the surface
of the robot in Terminator II - the ultimate 'liquid metal'
machine.
The departure point for Chromeskin was a human bodycast. We
knew we wanted a male figure - an office worker physique,
about 1.8 metres tall and carrying a bit of weight.
Drake-Brockman provided an appropriate physical form, while
we were able to draw on Kuhaupt's extensive experience with
body-moulding during the casting process. We prepared a
series of positive and negative moulds; some elaboration of
the cast re-established features lost along the way. We
ended up with a hollow fibreglass casting that we used as a
'master' for subsequent stages of the project. This master
cast became the basis of two initially divergent paths.
One path entailed the preparation of a full size physical
Chromeskin - a chromium-plated, mirror-finished mannequin -
via electroforming and electroplating technology. First, a
layer of copper was electroformed over the fibreglass body
elements in a plating bath. After polishing, layers of
nickel and chromium were deposited to complete the surface.
The process of chrome plating over a non-conductor was
similar to that employed by Drake-Brockman in previous
artworks.
The second path, which progressed in parallel with the
first, was the creation of a virtual Chromeskin 'inside the
machine'. To achieve this, the master cast was
surface-digitised using a laser 3-D scanner. Then, via 3-D
modelling software, the scan outputs were rendered to seem
like chrome and the created body was animated within virtual
space.
To fully express the virtual Chromeskin in an exhibition
context we conceived 'the quadrascope'. Quadrascope is an
omnidirectional interface device that displays a large-scale
animated version of Chromeskin on each side of a telephone
box-sized rectanglar prism. The device displays images
derived from the Chromeskin laserscan data, processed
against the current visual field around it. Observers are
able to walk up to and around quadrascope and approach its
surfaces closely. On each face a representation of
mirror-surfaced Chromeskin is displayed, with the figure
reflecting and reacting to the movements of the viewer in
realtime. The device is a kind of 'fishtank', giving the
impression of a chrome body floating within a rectangular
volume. The machine uses four networked computers, four
video cameras, and four 130 cm flat panel plasma displays.
Quadrascope is driven by synchronised 3-D rendering software
written especially for the artists by the specialist
software company headus (metamorphosis). Quadrascope enables
a kind of reverse immersion experience, where an audience
can walk around and into the presence of a participating
digital other.
By placing the virtual chrome-plated man inside the
quadrascope, and positioning it alongside the 'real'
chrome-plated man, we have set the scene for a kind of
collision between virtual and actual agents, which is played
out with the audience as participants. All viewers are
implicated in this work, it cannot be experienced without a
contribution into its feedback loops - both real and
virtual. We hope that with this approach the work engages
more viscerally with its viewers and can prompt a momentary
blurring of the boundary between the living and the
digitally synthesised space.
Chromeskin draws a perspective on an important process
underway in our culture - it is a contribution to the public
artistic dialogue that explores the ramifications of the
technological absorption of self. Chromeskin stages an
encounter between two aspects of human agency - the physical
and the virtual - arranged en tableau. The project has
allowed us to extend programs that were already underway
through our separate practices, while adding new dimensions
through the process of collaboration, the techniques and
technologies involved, and the sheer scale of the
undertaking. All processes were jointly executed and all
conceptualising was done together over coffee, or a glass of
wine, or in the studio as we went. Physical Chromeskin acts
as a projection of the virtual into the real world. It is a
kind of 'export' of a cyberterritory resident into a
(relatively) 'low-tech' manifestation. Virtual Chromeskin,
realised via the quadrascope, is a feedback loop into the
media from which the Chromeskin concept arose. The virtual
and physical Chromeskin pair, exhibited together, offer a
cross-border encounter by bringing the ultimate
machine-concept human face to face with an audience and
permiting a strategic comparison to be made between real
world and screen-delimited interfaces.
Geoffrey Drake-Brockman and Richie Kuhaupt, September 2001
CYBERWARE DEVELOPMENT
Sculpture Wins Special Commendation at National
Sculpture Exhibition
Published: June 2002
Innovative Virtual/Real Sculpture Wins Special
Commendation
THE WEST AUSTRALIAN
Review: Geoffrey at The Verge by Kuhaupt and
Drake-Brockman
by DAVID BROMFEILD
Published: 24 March 2001
REVIEW: Geoffrey at The Verge by Kuhaupt and
Drake-Brockman
THE VERGE
Geoffrey Exhibition - Artist's Statement
By GEOFFREY DRAKE-BROCKMAN & RICHIE KUHAUPT
Published: 2001
The Verge - 312
William St Northbridge
Drake-Brockman
& Kuhaupt, 2001 - Geoffrey
Essay from Exhibition
Catalogue: Geoffrey, Drake-Brockman &
Kuhaupt - The
Kurb Gallery
This collaborative installation portrait
(self-portrait) of Geoffrey is a serendipitous spin-off
from our other long term projects Chromeskin and
Quadrascope.
Originally, we conceived of a ‘finite
element man’ sculpture, that would have merely
demonstrated the cubic divisibility of the human form.
Later, that early concept was transformed when we
realised that one of us was inevitably the subject in
depiction. Thus the work would be a portrait – but to
achieve this the original sculpture had to be ‘turned
inside out’ by making it participate in an architectural
space and allowing it to become part of a specific
observational process. So sculpture became installation
and the essential characteristics of Geoffrey emerged.
The figure in Geoffrey is a hollow
fibreglass casting taken from a life mould of the
subject. Some elaboration of the cast re-established
lost features such as head and pubic hair. The subject’s
body, in its naked vulnerability and overweight
proportions, becomes an empathetic axis of engagement
for the perceptual dynamics of the installation.
The key process of Geoffrey is a
single-point ocular griding of the installation space.
An ideal perceptual checkerboard that is suggestive of
networked and delineating technologies, as well as
linear and ordered mental systems. Of course, the act of
observation always influences the observed phenomena,
but in the case of Geoffrey a transient act of
observation has been crystallised as an observable
system in itself.
To create our grid with the rigour
appropriate we made use of the ultimate 3-D straightedge
– a laser beam. The rotating laser instrument used for
this purpose may be seen displayed in the rear gallery.
Using the rotating laser on its tripod mount, while
working at night, we could set up planar beams at
regular angular displacements from a single point of
focus.
If you position your head just so, at
the focus of all the radii, you will become the ideal
observer of the grided man/space. Anywhere else, the
system is disrupted and all observations become
meta-observations of the perceptual system being
illustrated.
In a sense, Geoffrey depicts a
sensorium, an inner space or Cartesian theatre where
mental processes are played out. In here, Geoffrey is
both actor and audience, caught in the cycle of his own
awareness. Geoffrey: information technologist,
man-who-would-be-robot, logician. Under the perfect
ordering principle Geoffrey is rendered monodimentional.
Outside the system there are glimpses of another
Geoffrey: fat man, artist, person.
Some thoughts and reflections triggered by “The Identity
Appliance” by Geoffrey Drake-Brockman, Goddard deFiddes,
1997
Today I swam in very
deep water. I saw sharks, people drowning and extreme
pornography. Dishonesty, beatify - wails of gas
transformed solidified - I was thrown off pushed I bate
that. I had to redial. I was searching tor “Avatars”.
Creatures - tots’ - which lurk.
Virtually ‘waiting. A series of numbers lurking. Most of
us, the ‘general publics, watch. Mostly in ignorance we
wait, Meanwhile. London prepares for 200 channels
partitioned by an interactive interlace in every home.
My love of painting, Ruskin and the correct proportions
of a gallery shattered!
I use a simple copper ‘telephone cable.
My attraction to the login’ has never been questioned. I
rarely think about it. If am searching there is no
quicker or more efficient way for me to glean
information than to type a ‘key word~ and wait for a
response. A response garnered by numbers, algorithms
supplied through an international information network
staffed by numbers which co-ordinate other numbers.
These are Avatar (of sorts} Bot’s
(think ro-Bot}, numeric wizards, functioning in the
electronic ether as you read this text. Their
transactions can be seen as small flickering lights.
These lights are electronic analogues of concept
strings; grouped ideas designed to aid in the
transmission of knowledge.
What of the meantime: how do we begin
to understand the broader (not-so-slow) creep of
information technology, and how does it relate to an
exhibition in a gallery? What are the critics saying?
Very little it seems, as if art had no place in the
essentially populist world of electronic media.
Drake-Brockman’s superbly crafted
brightly painted objects defy every rule. I try to
imagine Ruskin viewing one of these works, I think he
would scream in fear, he would talk of evil and
deception, he would leave the gallery in a state of
mental and physical shock. The ‘lamp of beauty’ struck
from the gallery... I am suggesting that this would be a
useful piece of terror. Artists such as Drake-Brockman
walk a difficult, often unknown terrain. Their effort
involves taking many risks.
Our Anglocentric culture inherited the
burden of a tired and abused Romanticism. As a
consequence the culture at large is denied any potential
insight art may offer, apart from the often censorial
and restricting weekly reviews of beautiful objects and
constant whingeing about the good old days.
Certainly beauty is a part of
aesthetics and historically speaking it is one of art’s
functions. Art, however, is not only about beauty or
rather we must acknowledge that the broadest definitions
of beauty must including the beauty of ideas - however
shocking or abrasive - and respect for the search beyond
what we know.
The late Twentieth Century leaves us
with many questions and few answers. Ironically, art is
continually under challenged by commentators working to
sortie agenda well outside the attendant need for a
rigorous critical engagement. I would suggest that this
is not in the best interests of the culture,
If the population is generally baffled
by art perhaps some responsibility must lie with the
critics who often fail to grapple with the
changing times take too much for granted and
underestimate the publics ability to learn and
participate. If a chemist were to investigate the laws
of chemistry without endeavouring to ascertain the
nature of fire or water, because every one has a notion
of them. “sufficiently correct for common purposes”(1)
- we would find that an inadequate response.
Generosity of spirit and the
dissemination of ideas often go unflagged by the critic
in favour of a politic that might be best termed
prurient. In the absence of discourse, art becomes
another thing; just a ‘thing’, a commodity.
A study of traditional Western
aesthetic practice has become indifferent to the rapid
flow and haste of living. It is not a search for
genius. There is need to know. to see the new for what
it is. Obviously lime is required to digest. contemplate
and (hopefully) comprehend. This does not however negate
the responsibility of the critic to search, decipher and
discourse - not to be asleep at the wheel. Critics need
to reassess Their role in art and unstick a! least some
of the Nineteenth Century and early Twentieth Century
glue that appears so all pervasive.
If you watch television you may accept
that creative work is replaced by a fecundity of
fancies: clichés with clear outcomes: ‘unions are boring
and nature is losing’. The World Wide Web functions a
little like this, however, the level of accountability
is substantially less. The plethora of existing
electronic manipulation will duplicate exponentially. In
the meantime culture is limping toward a world of
perception. I think, unlike any previous. To assume that
a smooth coalescence will occur between our Romantic
past and the Romances of tomorrow would be folly,
Derek Kreckler
Perth 1997
(1) After John Ruskin’s critique of Mill.
Munera Pulveris. Six essays on the elements of Political
Economy.
Preface page viii. George Alien. London 1907.