Robots and Art
Robots and Art
Robots and Art
Damith Herath
Christian Kroos
Stelarc Editors
Robots
and Art
Exploring an Unlikely Symbiosis
Cognitive Science and Technology
Series editor
David M.W. Powers, Adelaide, Australia
[email protected]
More information about this series at http://www.springer.com/series/11554
Book’s web site including new events, projects and multimedia at http://roboticart.org
[email protected]
Damith Herath · Christian Kroos · Stelarc
Editors
13
[email protected]
Editors
Damith Herath Stelarc
Human Centred Technology Alternate Anatomies Lab,
Research Centre School of Design and Art
University of Canberra Curtin University
Canberra, ACT Perth, WA
Australia Australia
Christian Kroos
Alternate Anatomies Lab,
School of Design and Art
Curtin University
Perth, WA
Australia
[email protected]
To Amma and Thattha
Damith Herath
To my parents
Christian Kroos
Stelarc
[email protected]
Preface
vii
[email protected]
viii Preface
[email protected]
Acknowledgment
We are indebted to the authors for their contributions amidst busy schedules and
work commitments, gracefully accepting our relentless reminders, additional
questions and revise requests. We also acknowledge the fertile landscape that was
the Thinking Head Project, which provided the necessary support and the frame-
work for us to collaborate and explore this unlikely union of robotics and art and
between roboticists and artists. Especially, Denis Burnham and Kate Stevens at the
MARCS Institute, Western Sydney University, along with other investigators of
the Thinking Head project. We also acknowledge the many other organisers of the
Robots and Art workshop series at ICRA for facilitating and promoting the cross-
disciplinary dialogue over the years.
Many colleagues including some of the authors themselves have lent consider-
able personal time to review the draft chapters. Specifically, we acknowledge the
contributions from the following reviewers: Bhante Sujato, Chris Drane, David
St-Onge, Eleanor Sandry, Elizabeth Ann Jochum, Elizabeth Stephens, Guy Ben-
Ary, Heidi Dokulil, Janise Farrel, Jayasinghe Herath, Jean-Paul Laumond, Jeni
Thornley, Leonel Moura, Lesley Christen, Matthew Connell, Nicolas Reeves and
Paddy Murray.
We collectively wish to acknowledge the support received from the MARCS
Institute at the Western Sydney University, Brunel University, London, Alternate
Anatomies Lab at Curtin University, SMaRT Centre at the University of New
South Wales, Sydney, Human-Centred Technology Research Centre at the
University of Canberra, and the Powerhouse Museum (Museum of Applied Art
and Science), Sydney—the proving ground for our adventures in robotic art.
We want to thank our long-standing colleague and friend Zhengzhi Zhang and
Robological Pty Ltd for the many contributions made to the projects.
We are grateful to Springer for commissioning this important work and to the
whole editorial and production team, especially Loyola (Loy) D’Silva, our pub-
lishing editor for patiently guiding this project through.
Finally, we thank our next of kin, friends and colleagues who played a key role
in shaping this book over the years.
ix
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x Acknowledgment
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Contents
Part I Prologue
Engineering the Arts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Damith Herath and Christian Kroos
The Art in the Machine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Christian Kroos
xi
[email protected]
xii Contents
Part V Embodiment
The Multiple Bodies of a Machine Performer. . . . . . . . . . . . . . . . . . . . . . . 273
Louis-Philippe Demers
Bio-engineered Brains and Robotic Bodies: From Embodiment
to Self-portraiture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
Guy Ben-Ary and Gemma Ben-Ary
Android Robots as In-between Beings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Kohei Ogawa and Hiroshi Ishiguro
Into the Soft Machine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
Chico MacMurtrie
[email protected]
Editors and Contributors
xiii
[email protected]
xiv Editors and Contributors
Contributors
Gemma Ben-Ary Gemma is an independent art curator, writer and visual artist
who works on public arts projects and exhibitions, and is the Curator of the contem-
porary art collection of the City of Joondalup, West Australia, a collection featuring
the work of Western Australian contemporary artists. She is currently completing a
BA (Writing Minor, Visual Art Major) at ECU and sits on the Board of the Mundar-
ing Arts Centre. Since graduating from TAFE in 2007 with an Advanced Diploma
of Visual Art, she has worked in various cultural development roles and her artistic
practice combines feminist theory and contemporary craft.
Guy Ben-Ary SymbioticA: The Center for Excellence in Biological Arts, the
University of Western Australia
Guy Ben-Ary is an artist and researcher at SymbioticA at the University of
Western Australia. Recognised internationally as a major artist and innovator work-
ing across science and media arts, Guy specialises in biotechnological artwork,
which aims to question our understanding of life. Guy’s work has been shown
across the globe at prestigious venues and festivals from the Beijing National Art
Museum to San Paulo Biennale to the Moscow Biennale (to name a few). In 2009,
his work was awarded an Honorary Mention in Ars Electronica and also won first
prize at VIDA, an international competition for Art and Artificial Life.
Louis-Philippe Demers School of Art, Design and Media, Nanyang Technological
University
Louis-Philippe Demers makes large-scale installations and performances build-
ing more than 375 machine performers over the past two decades. His projects
[email protected]
Editors and Contributors xv
can be found in theatre, opera, subway stations, art museums, science muse-
ums, music events and trade shows. Demers’ works have been primed at Ars
Electronica, VIDA, Japan Media Arts Festival, Lightforms and at the Helpmann
Awards. Demers was Professor at the Hochschule fuer Gestaltung Karlsruhe, affil-
iated to the world-renowned Zentrum fuer Kunst und Medientechnologie (ZKM,
Germany). Since he joined the School of Art, Design and Media at the Nanyang
Technological University (Singapore).
Stefan Doepner He studied experimental film and intermedia arts at the Univer-
sity of Arts Bremen. Doepner primarily works in the field of technology-based art,
robotics and sound. He confounded several art groups and initiatives, e.g. f18insti-
tute in Hamburg, Obrat and Cirkulacija2 in Ljubljana. Since 1997 he collaborates
with Stelarc. Doepner participated at the documenta9 project VanGogh TV (1992);
exhibited at Steirischer Herbst, (2006); Synthetic Times: Media Art China, B eijing
(2008); Ars Electronica, (2008); MedienKunstLabor, Graz (with Cirkulacija2,
2009), f18institut’s Playground Robotics project, Switzerland and Slovenia (2004).
The NanoŠmano project with Dusseiller and Leskovšek—nano-scale material, life-
forms and tools (2010–2012) at Kapelica Gallery. The “Total Art Platform” (2010–
2013) and “The Noise is Us” festival (2014/15) with Cirkulacija2.
Ken Goldberg University of California Berkeley
Goldberg is an Artist and Professor of Engineering at UC Berkeley. He explores
the intersection of the digital and the natural worlds. His artworks include a living
garden tended by a robot via the Internet and the award-winning film “Why We
Love Robots”. His works have appeared at the Whitney Biennial, Venice Biennale,
Pompidou Center, Walker Art Center, Ars Electronica, ZKM, ICC Biennale,
Kwangju Biennale, Artists Space and the Kitchen. He is the Founding Director of
Berkeley’s Art, Technology, and Culture Colloquium.
Tara Heffernan Tara Heffernan is a Melbourne-based independent art writer. Con-
tributing to numerous Australian art magazines, such as Artlink, Eyeline, and un
Magazine, Heffernan’s research concerns performance, technology and video in
contemporary art. She received a Bachelor of Fine Art (with an honours in Art His-
tory) from Griffith University in 2012.
Hiroshi Ishiguro Graduate School of Engineering Science at Osaka University;
Hiroshi Ishiguro Laboratories at the Advanced Telecommunications Research
Institute
Hiroshi Ishiguro received a D.Eng. in Systems Engineering from the Osaka
University, Japan in 1991. He is currently Professor of Department of Systems
Innovation in the Graduate School of Engineering Science at Osaka University
(2009–) and Distinguished Professor of Osaka University (2013–). He is also visit-
ing Director (2014–) (group leader: 2002–2013) of Hiroshi Ishiguro Laboratories
at the Advanced Telecommunications Research Institute and an ATR fellow.
His research interests include sensor networks, interactive robotics, and android
science.
[email protected]
xvi Editors and Contributors
[email protected]
Editors and Contributors xvii
[email protected]
xviii Editors and Contributors
[email protected]
Editors and Contributors xix
the Creative Robotics Lab at UNSW. In 2014, she was voted by Robohub as one
of the world’s 25 women in robotics you need to know about.
Bill Vorn Concordia University
Based in Montreal, Bill Vorn is working in the field of Robotic Art for more
than 20 years. His installation and performance projects involve robotics and
motion control, sound, lighting, video and cybernetic processes. He holds a Ph.D.
degree in Communication Studies from UQAM (Montreal) for his thesis on
Artificial Life as Media. He currently teaches Electronic Arts in the Department
of Studio Arts at Concordia University (Intermedia program) where he is a Full
Professor.
Norman T. White Norman White started his art career as a painter, but in the late
1960s he taught himself electronics and began to create electrical machines in order
to better model the often unpredictable behaviour of dynamic systems, especially
that of living organisms. White has exhibited his artwork throughout North America
and Europe. Many of his works can be found in public collections, including those
of the Art Gallery of Ontario, the Vancouver Art Gallery, the Canadian Art Bank and
the National Gallery of Canada. Since 1978, he has taught electronics, mechanics
and computer programming at both OCAD and Ryerson Universities in Toronto.
Amy M. Youngs The Ohio State University
Amy M. Youngs is an artist and creative researcher in the areas of eco art, inter-
active installation and socially-engaged practices. She has exhibited her work at
venues such as the Te Papa Museum in New Zealand, the Trondheim Electronic
Arts Centre in Norway, the National Art Museum of China and the Peabody Essex
Museum in Salem, Massachusetts. She has published articles in Leonardo and
Antennae and her artwork has been featured in many art and science publications.
She co-developed the Art and Technology program at the Ohio State University,
where she has been on faculty since 2001.
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Part I
Prologue
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Engineering the Arts
Introduction
This has been written by the first author from his perspective as an engineer with
input from the co-author and numerous contributors to the projects described herein.
D. Herath (*)
Human Centred Technology Research Centre, Faculty of Education,
Science Technology and Mathematics, University of Canberra,
University Drive, Bruce 2617, ACT, Australia
e-mail: [email protected]
C. Kroos
Centre for Vision, Speech and Signal Processing,
University of Surrey, Guildford GU2 7XH, UK
[email protected]
4 D. Herath and C. Kroos
Robotics without utility is anathema in most robotic research labs. Robotic art,
at a cursory glance, lacks the pragmatism demanded by proprietary and prosaic
research, which is the norm in engineering. Thus, it begs the question as to what
made us, and perhaps many of the engineers represented in this book, delve into
the ‘forbidden’ realm of robotic art. This book paradoxically is an answer, both for
and against the utilitarian paradigm of robotic research. Through our own work
with Stelarc—the artist, we have seen how robotic art informs and drives pure
and applied research in robotics, engineering and many other related fields, which
otherwise would have taken longer to arrive at or, even worse, would have never
been explored and exploited at all. However, such cross-discipline c ollaborations
are not without peril. As we personally experienced it, ramifications for
engaging in art—robotic art in this instance, could in fact be career threatening.
What follows is a series of flashbacks, recollections and afterthoughts from
the engineering-science point of view of a robotic art nexus—spanning half a
decade that resulted in this book. These anecdotes hint at the subtle tensions, the
occasional humour in miscommunication, the triumphs and the failures that one
could expect from interdisciplinary research.
Beginnings
In 2006, the Australian Research Council (ARC) and the National Health and
Medical Research Council (NHMRC) of Australia announced three jointly funded
special initiative projects collectively called the “the Thinking Systems” initiative.
On the opening press release,1 the title ostensibly announced “$10 million to
develop ‘thinking’ robots”. It went on to read:
New cross-disciplinary research that brings together neuroscience, artificial intelli-
gence, robotics and computer science will receive $10 million over the next five years
under the Australian Government’s Thinking Systems initiative.
This is a very exciting field of research that will lead to the development of a new
generation of intelligent machines, robots and information systems, and keep Australia
at the forefront of an internationally competitive area of increasing importance.
1https://www.nhmrc.gov.au/_files_nhmrc/file/grants/funding/funded/thinking_systems_media_
[email protected]
Engineering the Arts 5
In this project current Talking Head technology will be taken into the realm of a
highfidelity Thinking Head, with implications and applications for basic and applied
research. Outcomes will bear on human-machine communication, t elecommunications,
ecommerce, and mobile phone technology; personalised aids for disabled users, the
hearing impaired, the elderly, and children with learning difficulties, foreign language
learning; and will facilitate the development of animation in new media, film, and
games. In addition to output in scholarly journals, beta-versions of the Head will be
made available, and public visibility for the project will be facilitated by the incorpora-
tion of high-profile installations and exhibitions.
While the brief in general alludes to the outcomes expected of a typical gov-
ernment funded scientific enterprise, the last sentence hints at something unique,
particularly for a medical/engineering research project. The non-standard research
outcomes in the guise of marketing (viz. “…public visibility through high-profile
installations and exhibitions”) were a careful crafting of words to integrate artis-
tic outcomes into an otherwise ‘scientific’ endeavour. Thus, an artist was officially
commissioned to interpret medical/engineering outcomes in a public friendly way.
One reason for including the artist in the Thinking Head project was the convenience
factor that he already had a working talking head—Stelarc’s Prosthetic Head [1].
The Prosthetic Head formed the basis on which later Thinking Head research would
be based on. In fact, one could argue that the artist has provided the intellectual
seed for the project. Though the artist was never made a primary investigator
of the project, he was offered a part time senior researcher position as a way of
acknowledging his contribution to the project. Stelarc, however, was already a step
ahead and was already contemplating a new embodiment for the Prosthetic Head.
At the time I was working as a postdoctoral fellow researching robotic navigation.
A chance contact with an academic involved in the Thinking Head project brought
my attention to the project and the subsequent meeting with Stelarc. As most other
engineers would, I was ignorant of Stelarc’s influence in the performance art realm.
However, his amicable ways and the mentioning of a particular robot packed in a
crate outside the lab had me excited of a potential collaboration with Stelarc.
The robot in the crate was a FANUC LR mate 200ic, an industrial robot arm. It
has been sitting there for over a year at this stage, almost at the end of its warranty.
The robot had been bought on behalf of Stelarc. But there was no local e xpertise
in the lab, since MARCS was predominantly a psychology and linguistic lab and
an industrial robot arm was of little ‘research’ interest to the academics at the
facility. The robot was to fulfil the stated publicity outcomes of the Thinking Head
project and was originally conceived as a kinetic sculptural presence for Stelarc’s
Prosthetic Head—essentially a robotic embodiment of the virtual talking head.
The new embodiment was called the Articulated Head and Stelarc was looking for
a robotics engineer to team up with.
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6 D. Herath and C. Kroos
Fig. 1 Articulated Head,
Image courtesy of Max
Aguilera-Hellweg
In late 2008, I was offered a research engineer position at the MARCS Lab to
work on the Thinking Head Project, to work with Stelarc to bring the robot in
the crate to “life”. My former robotics supervisor was not impressed with the
departure from robotics, from science to the, as he saw it, ephemeral field of art. I
was warned that it would be a risky move for an upstart robotics researcher to veer
considerably off course from his chosen field of research—nevertheless I took the
plunge.
There were several reasons to move from the original Prosthetic Head to the
Articulated Head (Fig. 1). The use of a six degrees of freedom robot arm as some
kind of neck was an important one [2]: It gave the installation an a nthropomorphic
presence without the complications of a humanoid robot with its potential to fall
into the uncanny valley [3]. This opened up a rich platform for us to carry out
research in a number of disciplines while justifying the artistic enterprise that
drove the project forward. Among them was the study of Human Robot Interaction
(HRI), a burgeoning field of research that sits at the intersection of robotics,
psychology, social sciences and a host of other related fields.
[email protected]
Engineering the Arts 7
Fig. 2 Body in White
(2015), Sculpture in plaster of
Paris, by Stephen Antonson
and Ken Goldberg
Seductive Movements
Very little has changed over the years in the way in which industrial robots have
been perceived since the early industrial robots such as the now iconic PUMA [4]
(Fig. 2).2 So when Stelarc insisted that the Articulated Head “should announce its
presence and be seductive in its motions”, we had very little to base our work on.
In engineering parlance the FANUC robot is a category 4-safety system meaning
the highest safety precautions must be implemented prior to its operations. Thus
the early work began with the robot fenced off inside a temporary cage with a
14-inch computer monitor mounted as its end effector (Fig. 3) and the monitor dis-
played the Prosthetic Head. An auditory localisation system [5] developed for the
Thinking Head project was adapted to the Articulated Head. This enabled the
2The image is an interpretation by Stephen Antonson and Ken Goldberg of the classic
“Programmable Universal Machine for Assembly (PUMA)” industrial robot arm developed in
the 1970s.
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8 D. Herath and C. Kroos
Fig. 3 Articulated Head, Artist assisting the engineering team with cabling—the safety cage is
visible in the background. Image by Damith Herath
robot to turn its ‘head’ in the direction of sound events. The first hints of aliveness
starting to show albeit with crude, abrupt and mechanistic movements.
Stelarc and I sat down to discuss creating more ‘seductive’ movements for
the robot. We started by programming the robot with a set of random motion
sequences. I would ask him “where should I move the arm next?” and he would
reply “here…” pointing to, what appeared to be an arbitrary point in space.
Then he would ask me to combine several of those points in a particular order to
play back as a motion sequence. One time, I combined them in the wrong order
by mistake. When I replayed the sequence, the robot arm moved in the most
uncanny way. Realising the error I said to Stelac “I think I made a mistake”. His
answer was “we need to make more mistakes!” That goes against my e ngineering
conscience—making mistakes. However, after n-number of mistakes, what
initially appeared to be pointless movements of the robot’s end-effecter from
coordinate X to Y soon gave way to ‘beautiful’ movements. The robot was now
not only ‘alive’ but also ‘seductive’ in its motions. An industrial robot arm that
normally performs precise repeated high-speed tasks has suddenly assumed a life
and a beauty of its own.
During this early testing phase, I would occasionally leave the robot running
overnight to test various software and hardware components. On one such
occasion, when I returned in the morning, a disgruntled security officer was
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Engineering the Arts 9
standing at the lab entrance waiting for me. Fearing for the worst, I anxiously
enquired his concern. Usually at night, the security personnel would patrol the labs.
In this occasion one of the junior officers had ventured unsuspectingly into the
Articulated Head lab. The robot was programmed to assume a sleeping posture—
the monitor lowered and tucked in, after a period of inactivity in its audioscape.
When the security officer entered the lab, the robot rose from its sleeping position
and, looked at the officer straight in the eye and said “Hello!” The poor officer
froze in fear. He had inadvertently ‘woken up’ the robot with the noise from the
door. It struck me as the first time the robot had literally announced its presence to
the world—the robot had paid attention to its first human interlocutor.
The robot hadn’t been exhibited publicly yet. That moment came when the
robot was invited to be installed at a local conference in June 2010 [6]. This
presented us with an opportunity to test our engineered systems alongside the
more abstract artistic expectations of engagement in a real-life setting. Taking
the robot public also meant that we now needed an aesthetically appealing safety
enclosure for the head.
The design of the enclosure turned out to be an arduous task. From an
engineering perspective, the requirement was a secured enclosure that ratifies
category 4 safety requirements. In ordinary language, that’s a four-sided work
cell protected by fences—the likes of those seen in automated car factories. There
are readily available commercial structures that can be set up in a matter of hours
and a safety engineer can easily validate their efficacy. However, the artist would
have none of that. His intention was to create a maximally engaging sculptural
presence, which could be directly experienced by the visitor without distracting
physical structures obstructing that engagement. The artist’s first intention
was to have the robot in a fully open setting without any intervening structures
or barricades. For safety, a virtual laser curtain was suggested to be installed to
disarm the robot if a person would venture into the work envelop of the robot.
After much deliberation, the laser curtain option was deemed unsuitable as
it could be breached in a multiplicity of ways in an open public setting. It was
decided to enclose the robot in a glass structure—much to the dismay of the artist,
but to the relief of the safety engineer, lab manager and almost everyone else who
had a duty of care for fellow co-workers and the general public.
The new enclosure was a hexagonal shaped structure made up of six large
rectangular glass panes connected to each other using a steel framework that
can be quickly assembled and disassembled for mobility (Fig. 4). While it was a
marked improvement over the previous safety cage, it still created an obtrusive
barrier between the user and the robot. It was one of those rare occasions when
Stelarc agreed to a compromise, so the project could progress.
[email protected]
10 D. Herath and C. Kroos
Fig. 4 Articulated Head inside its new aesthetically designed mobile enclosure. Image by
Damith Herath
Engineering Excellence
In the beginning, the work was not taken as serious academic research. It was
merely seen as an art installation. However, that perception changed when the
Articulated Head was named the finalist in the research and development category
of the Engineers Australia’s (the peak professional body for engineering) 2010
Sydney Engineering Excellence Awards. A prestigious recognition usually
reserved for serious industrial or academic R&D in engineering weighed against
prospective economic and other utilitarian merits of a project. The team was elated
to be recognised for the engineering behind the artwork. The usually sombre event
was disturbed by chuckles, followed by hearty laughter as a brief video of the
Articulated Head in action was shown when the project was announced as a final-
ist. The laughter was in recognition of the subtle sense of humour imbued within
the now ‘alive’ industrial robot arm.
The Powerhouse Museum (Museum of Applied Arts and Science)3 in Sydney, one
of the eminent technology museums in Australia hosts an exhibition of six carefully
curated projects from within the Excellence Award winners every year for a year. For
3https://maas.museum/powerhouse-museum/.
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Engineering the Arts 11
the year 2011, the Articulated Head was one of the six bestowed with this honour.
The new challenge changed the dynamics of the project. Now the installation not
only had to perform in a public setting but also had to do so fully unaided on a
continuous basis for an extended period of time. On top of the public face, there were
now further interests to conduct research afforded by the new situation.
A new semi-permanent enclosure was constructed at the museum to house the
robot along with a small lab attached to it (Fig. 5). Over the ensuing year we
carried out a number of research activities, performances and other public
engagements4 anchored around the Articulated Head. We have achieved the
Thinking Head’s stated goal of public visibility through ‘high-profile installa-
tions’, but in addition, the art had in this instance driven the research to achieve
several of the other stated goals. A subtle, but an important reversal in the order of
how we went about realising and fulfilling the goals of a publicly funded science
focussed research program. The engineering excellence award, and the subsequent
museum invite had elevated the project’s profile within the broader Thinking Head
project. Perhaps an external validation is an important and necessary component to
the perceived success of a project of this nature.
Our first academic transaction related to the project was in the form of a short video
sent to the 5th ACM/IEEE International Conference on Human Robot Interaction
(HRI2010) [7]—a relatively young conference for the growing research field of
HRI. It was a rare occurrence for an art inspired research project to be seen in what
is mostly a robotics conference. This was in the spring of 2010 in Osaka, Japan.
Auspiciously, on the sidelines of the conference was a unique workshop being
organized by a roboticist, an actor and an HRI researcher [8]. The workshop was
titled “What Do Collaborations with the Arts Have to Say about HRI?” To our
knowledge this was the first time robotic researchers have explicitly ventured into
exploring non-traditional collaborations. After the presentation of our video to a
bemused crowd at the main conference, we made our way to the workshop. What
ensued was a passionate exploration of ideas that strengthened our own perception of
the utility in such unorthodox collaborations between the arts and the sciences.
We continued to discuss and debate what we had seen at the workshop in
relationship to our own work. Also was the realisation that most engineers were
ignorant to the rich potential of robotic art. This presented us with an opportunity
to carry the discussion back to our engineering colleagues through the organisation
Gee, et al. A doctoral student was also co-located at the minilab adjacent to the installation.
Stelarc also wanted to perform with the robot, inside the safety enclosure. That request however
was turned down by the museum and the university out of concern for the wellbeing of Stelarc.
[email protected]
12 D. Herath and C. Kroos
Fig. 5 Articulated Head being installed at the Powerhouse Museum, Sydney. a View from the
front—a worker installs the computer kiosk, which was used to type in questions to the chatbot.
b View of the robot and the minilab adjacent to the installation. Images by Damith Herath
[email protected]
Engineering the Arts 13
of the first ever robotic art workshop at the IEEE International Conference on
Robotics and Automation (ICRA2011), one of the venerated robotics conferences
where significant developments in robotic research are presented and discussed.
The workshop was titled “Frontiers in Human-Centred Robotics as Seen by
the Arts” and was motivated by the subtly provocative allusion to how art may
drive robotic research.5 To further strengthen the motivation, we included a mini
workshop “Designing the Future with Science Fiction” [9] within the main
workshop. Our intention was to provoke and entice roboticists and engineers to
join the robotic art discussion by situating it within a venue they are already
familiar with.
We had a mix group of presenters from both sides of the engineering-art divide.
We also noticed researchers attending the main conference dropping by from time
to time, an indication that we have piqued their interest. The workshop managed to
bring together a number of artists and engineers working in relative isolation to
announce their work to a broader engineering community. It informed about
the mutual benefits of and the challenges faced by those engaged in robotic art.
A platform and a format have been established for future engagements and the
seed was planted for the book you are reading now.
One of the National Geographic magazine’s photo editors noticed our work for
what it was—in his own words:
I was doing some research for a robot story when I attended the HRI conference in
Osaka. That’s where I saw your video: ‘The Articulated Head. It is an amazing
fusion of science and art.’ 6
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14 D. Herath and C. Kroos
Many other media outlets published articles about the Articulated Head as well
as the implications that arise from such ‘intelligent’ systems. One media outlet
even poked fun at the robot for not being utilitarian-locked inside a cage with just
the ability to look around and chat—‘looking pretty without doing any work’. Our
work certainly had generated enough interest to warrant a public debate about the
philosophical and social questions posed by the artwork.
Endings
With the purported ‘high profile’ recognition to the project came considerable
interest for further collaborations and with it funding. We were able to establish
a new robotic lab within MARCS to further explore the interactions between
humans and robots with art as the medium in which each new project would be
contextualised. However, our expectations proved to be short lived.
Runaway Robot
It was decided to have a grand opening for the new robotic lab. The opening was well
attended by colleagues, senior management of the university and many invitees from
several of the local universities. The event included a performance by the Canadian
artist and composer Erin Gee—a hybrid choir of two mobile robots and the artist.
During the performance, the artist and the two robots were to interact with each
other. The robots were to be puppeteered by the engineers through a Wi-Fi based
remote control interface. This was the first time the engineers were actively involved
in a robotic art performance. The artist had given instructions to the engineers of the
expected movements of the robot, essentially human controlled ‘random walks’.
At the opening night, after the customary talks and pageantry, the floor was opened
for the performance. The choir was in full swing and the robots were ‘performing’
smoothly with the artist, manoeuvring ‘artistically’ under the control of the engineers.
Alas! Midway during the performance, one of the robots lost its wireless connection
to the controller and started to move on its own accord. This was a 150 kg Segway
robot—ominously on its top were the written words by the manufacturer “this could
kill”—a fact alluding to one of it’s operational modes, which was disabled in this
occasion so there was no real mortal danger to the participants. The robot broke away
from the performance and headed towards the unsuspecting audience that surrounded
the performance. There was not a minute to lose; a collision was imminent with a
human with potentially catastrophic results. One of the engineers sprang to action,
in the midst of the performance; he ran after the robot and pulled it back in the
opposite direction. Without blinking an eye he came back, restored control and the
performance continued as if nothing much happened. Bewildered, the audience
thought the surprise move was part of the performance.
[email protected]
Engineering the Arts 15
Two things resulted from the runaway robot incident. The first had disastrous
consequences for us. Section of the senior academics viewed the incident as
deleterious to the image of the institution. A simple engineering glitch amidst
a robotic art performance was seen as lack of professionalism and competence.
It is prudent to reiterate that this incident occurred at a psychology lab with little
insight into the field of engineering or art. For someone only exposed to polished
productions at the pointy end of theatre with hours of planning, rehearsal and large
engineering and technical staff, a little technical glitch in an improvised performance
executed for the first time was incomprehensible and was seen as a major failure.
From an engineering perspective, it was a triumph that we were able to execute
the performance at short notice with little resources available at our disposal with
no prior rehearsals. At the time were oblivious to the negative reaction from the
management. This only became clearer later on as we deconstructed the situation
and realised the misalignment between the expectations, perceived challenges
and outcomes of the disciplines. For the management, it was showcasing the
best of engineering as they saw it, a celebration of the engineering teams ‘prior’
achievements through an impeccably executed performance. For the engineering
team, it was an improvisation, a hack, a time to let loose and improvise while
participating in a live art performance for the first time. While the whole event, on
hindsight was hilarious, it became extremely difficult for us to convincingly request
further funding and support to extend explorations in robotic art.
We were invited for a second performance of the hybrid choir at the
Powerhouse Museum alongside the Articulated Head. The new performance was
titled Orpheux Larynx,8 a reference to the severed singing head of Orpheus.
However, we were under strict orders from the management (not the artist) to
adhere to a well-tested execution pattern rehearsed well in advance so as not to
repeat our ‘mistake’ of the earlier performance. This was contrary to the ‘impro-
vised’ nature of the performance as the artist intended and a classic example of
how intervening interests play out in multidisciplinary engagements.
Misbehaving Machines
The second outcome of the runaway robot saga was a much more fruitful one. As the
tensions grew between the fields, we, the robotic art team, started discussing the
implications of the rogue robot. In essence, the robot had misbehaved putting the
engineers in a difficult position. While the misbehaviour was seen as incompetence by
the non-technically oriented management, the artist was excited by the unexpected, the
surprise, a cornerstone of many approaches in contemporary art [10]. As one would
recall, Stelarc was insistent in making ‘mistakes’ in the hope of discovering new and
unexpected outcomes that heighten the experience. Thus, in 2014 we organised our
second workshop on robotic art titled “Misbehaving Machines” alongside the
8http://www.eringee.net/works/orpheux-larynx.html.
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16 D. Herath and C. Kroos
Fig. 6 Various computing and other hardware equipment used by the Articulated Head during
its two year run at the Powerhouse Museum—just before being dismantled permanently at the
end of the project. The bulk of the robot software was run on two high-end servers, one running a
flavor of Linux and the other Microsoft Windows, respectively. It was a nostalgic moment for the
team taking out parts of the robot, reminiscent of the iconic scene from Kubrick’s classic movie
“2001: A Space Odyssey”. Image by Damith Herath
The funding for the Thinking Head project ended in 2012. The collaboration that
began over 5 years ago had produced numerous outcomes in a diverse portfolio of
work, including public performances, installations, journal articles and conference
presentations. As a whole, it was an impressive outcome, surpassing the goals set
for the overall project. However, from each individual discipline’s perspective,
9http://roboticart.org.
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Engineering the Arts 17
only a subset of those rich outcomes was palatable. The art installations were of
little consequence to the engineering research and the engineering publications
warranted little interest to the arts or the cognitive sciences, a mutually exclusive set
of outcomes that had little bearing when taken apart. Also, the ensuing tensions over
the prolonged interactions between the fields and the inability to delve deep into the
other’s way of thinking made everyone weary of partaking in the collaboration. So
it was an opportune time to disperse the robotic art research team and with it the
Articulated Head—no one had the strength or the will to pursue further funding or
collaborations to extend the project (Fig. 6). In an ironic twist, at the same period,
the MARCS Auditory Laboratory was elevated to the status of an independent
institution to further the multidisciplinary research approach that proved (from an
outsider’s perspective) extremely successful. But to our knowledge the groups that
came together under the new institution kept a fairly safe distance from each other
when it came to close research interactions. Perhaps a lesson well learnt. Perhaps,
multidisciplinary research is merely a means to an end and not the end in itself.
There are intervening relationships between robotics and art. Such as those
related to innovation and utilitarianism in robotics engineering and social and
cultural expressions in the arts. Projects at the intersection bring these
relationships to the fore, providing a holistic outlook and an opportunity to
explore deviant perspectives. The results are not merely artworks, but a complete
understanding of an innovation process and its implications in a much broader
sense. Though art may not be engineered, robotic art presents an opportunity to
showcase and advance engineering in a unique way. Art therefore, is not just an
inspiration for the engineer, when internalised, it is a way of life.
References
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The Art in the Machine
Christian Kroos
Abstract Here the major themes that arise in the twenty-one chapters of this book
are introduced and discussed within the framework of how robotic art relates to
the general public and how it interconnects with science and engineering.
If you ask the person standing next to you at the train station or bus stop about
their notion of robotic art, the answer will most likely conjure up some kind of
robotic contraption producing works of art by drawing, painting, sculpturing, per-
forming music and, already less often, playing a role in a theatre play. The robot
replaces the human artist and fails or excels in doing so dependent on the inter-
viewee’s view of the current and near-future abilities of robots. If the robot is
assumed to ultimately fail, the lack of success is construed as the consequence of
a part of human thinking that cannot be approximated by machines, a quality of
human thinking that is fundamentally unattainable for computational procedures.
In popular culture this is frequently attributed to ‘emotions’ which are not ‘logi-
cal’ and cannot be paralleled in machines through algorithms. If on the other hand
the robot is considered to match or even exceed the human artist’s capabilities,
the perceived perfection of machines is often invoked and contrasted with human
imprecision and variability. The robot, capable of executing precise movements
and repeating them exactly, creates works of art which themselves are character-
ised as an attempt to physically realise a perfect aesthetic ideal. In all these cases
the robot becomes the artist. Rarely is the robot itself considered the artwork.
As this book documents, robotic art is almost exactly the opposite. The robot or
robots constitute the work of art and do not create it, even if they sculpture, paint
or draw, as for instance the ‘5 Robots Named Paul’ by Patrick Tresset. Despite
the five robots even signing their portraits, it’s the entire robotic installation which
C. Kroos (*)
Centre for Vision, Speech and Signal Processing, University of Surrey,
Guildford GU2 7XH, U.K.
e-mail: [email protected]
[email protected]
20 C. Kroos
is exhibited, not the drawings on their own. The pretended drawing session with
a sitter and the robots’ probing again and again with their camera eyes empha-
sise this point further. An exception might be Leonel Moura’s small mobile robots,
which create large floor paintings through moving and dispersing paint [5]. Even
there, however, the human artist does not vanish and Moura does not confine him-
self to the role of an art agent or manager.
Given that robots actively change and/or witness their environment, the layper-
son’s assumption seems to be much more reasonable than the prevalent approach
in robotic art. It is as if photographic art would almost exclusively consist of
photo cameras and thematise the process, in which light reflected from the envi-
ronment is captured on a two-dimensional plane and leaves a permanent impres-
sion. There are, of course, artworks, which do just that, but they do not define the
area. Similarly, video art does not exclusively deal with the depiction and critical
appraisal of the dynamic version of this process, but is largely about the captured
content and the associated issues of arranging and presenting it.
Why have the developments been so different? The long answer can be found
in the following nineteen chapters of this book and is rather multifaceted. A
shorter (and probably oversimplified) explanation might be that in the cultural
imagination of society robots are not understood as mere tools. They occupy
a special place even among the machines, no matter how complex these other
machines might be and how much they would be able to automate entire produc-
tion cycles. Robots appear inextricably connected with the notion of autonomy,
with the assumed ability to sense, act and navigate without a human operator,
even though the reality of, for instance, robot arms in industrial production looks
rather differently. The robot is the ‘man-made thing’ that does something on its
own accord and by this claims agency. At least in the Judeo-Christian tradition the
stage is set for the miraculous and the uncanny alike, for an extraordinary chal-
lenge of cultural and religious believes, if not even for ‘man’ attempting to become
god (Fig. 1).
Even within a contemporary technoscientific and non-religious context, the
ability to create a robot (in the sense of an autonomous machine) is far more
enthralling—not to say, enchanting—than the product of the robot’s activity. This
does not apply to cameras, notwithstanding how much of a sacred object an indi-
vidual exemplar can be become in the eyes of its owner. The camera is not granted
a life on its own, no independence from the creator or owner is assumed and that
is why in the end it remains a tool despite its ability to sense. Like other tools the
camera might be integrated into the human body scheme [1] and it is often com-
pared to the photographer’s extended, mechanical eye.
The British philosopher Gilbert Ryle coined the term of ‘the ghost in the
machine’ in order to criticise Descartes’ dualism of body and mind ([7], p. 11):
Now the dogma of the Ghost in the Machine […] maintains that there exist both bodies
and minds; that there occur physical processes and mental processes; […]
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The Art in the Machine 21
Fig. 1 Ambidextrous arm
by Stelarc (developed and
engineered by Emre Akyurek
and Tatiana Kalganova,
School of Engineering and
Design, Brunel University,
London; photo Stelarc)
some abstract symbolic meaning to be found within the robotic artwork. The art-
works stand for themselves and do not symbolise ideas of autonomous machines
or mechanistic biology. They reference a multitude of concepts such as agency,
presence, aliveness, transspecies communication, but they do so through their
physical existence and their interaction with the audience. The art is not in the
machine, the machine is the art.
This book is organised according to the major themes conceptualised in robotic
art as presented in the chapter contributions and as identified by the editors. It
starts with a section, which puts contemporary robotic art into the historical con-
text (‘Then and now’). Here diachronic conditions are investigated with respect
to the 18th century beginnings and subsequent development of machine art (‘We
Have Always Been Robots: The History of Robots and Art’ by E. Stephens and T.
Heffernan), with respect to the history of robotic engineering starting in the 1950s
(‘Robotics: Hephaestus Does It Again’ by J.-P. Laumond), and by examining its
foundations and challenges in the past and current-day present (‘Robotics and Art,
Computationalism and Embodiment’ by S. Penny). There is no section, however,
that is explicitly dedicated to the relationship between science/engineering and
the arts and their mutual influences and interdependencies. It is an implicit thread
woven into the fabric of almost all the chapters and omnipresent as it is, this
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22 C. Kroos
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The Art in the Machine 23
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24 C. Kroos
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The Art in the Machine 25
With significant advances in technology there will surely be a few scientific and
engineering surprises which in turn will reflect strongly on robotic art. We might
be forced to alter our conceptualisation of agency, intentionality, subjectivity and
presence. Judging by the last half century of robotic research, it is also almost
guaranteed that science will encounter ‘hard’ problems, for which a straightfor-
ward (even if mathematically and algorithmically complex) solution will be found,
and others, which had been so much underestimated that not even their fatal nature
had been noticed. Again, this knowledge will eventually have an impact on culture
and society at large and as history shows the arts have always processed, assimi-
lated or contested new scientific insights and have never been intimidated by sci-
entific complexity.
If one takes an overall look at the contributions of this book, two observa-
tions stand out: The diversity of approaches, which is reflected in all aspects of
the writing—including the chosen terminology—and the depth of the questions
asked (compared, for instance, to the functional focus of typical papers at schol-
arly robotic and automation conferences). Robotic art uses technology, very often
state-of-the-art technology, and it rarely shuns a direct involvement in the tech-
noscientific functional approach, but it then takes what it can get and creates art-
works that critique, subvert, transcend, play with or expose the original function
of the appropriated technology and its social consequences, its ethics and cultural
meanings. With this it often reveals the blind spots in scientific and engineering
research and development [2] and opens unexpected perspectives. These new
viewpoints and concepts diffuse osmotically back to science and engineering,
influencing its progression, and if it would only be in the form of unorthodox ideas
sparked in the minds of the next generation of scientists and engineers.
References
1. Black DA (2014) Where bodies end and artefacts begin: tools, machines and interfaces. Body
and Society 20(1):31–60
2. Goodall J (2011) Magnetic encounters and embodied conversations. In: Presentation given at
2011 ICRA workshop ‘Robots and Art: Frontiers in Human-Centred Robotics as Seen by the
Arts’, Shanghai, China
3. Kroos C, Herath DC, Stelarc (2012) Evoking agency: attention model and behaviour control in
a robotic art installation. Leonardo 45(5):133–161
4. Mares S, Ash L, Gronenberg W (2005) Brain allometry in bumblebee and honey bee workers.
Brain Behav Evol 66(1):50–61
5. Moura L (2016) Machines that make art. In: Herath D et al. (eds) Robots and Art, Springer,
Heidelberg. doi: 10.1007/978-981-10-0321-9_13
6. Press Association (2015) Ape millimetre: chimpanzees smash camera drone. The Guardian.
http://www.theguardian.com/world/2015/sep/03/ape-millimetre-chimpanzees-smash-camera-
drone-zoo. Accessed 11 Feb 2016
7. Ryle G (1984/1949) The concept of mind. London: Hutchinson
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Part II
Then and Now
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We Have Always Been Robots:
The History of Robots and Art
1In this respect, the “Musical Lady” and the other eighteenth-century automata discussed below
are different from those mass-produced in the nineteenth century, which were commonly simple
mechanical figures positioned on top of a hidden a music box. While the figure would make the
motions of playing an instrument, it was the mechanism below which produced the actual music. The
famous automata of eighteenth century were unique in that the figures played instruments themselves.
E. Stephens (*) · T. Heffernan
Southern Cross University, Lismore, Australia
e-mail: [email protected]
[email protected]
30 E. Stephens and T. Heffernan
Fig. 1 Pierre Jaquet-Droz’s
“Musical Lady” and “Writer”
(1774). Image courtesy of
the Musée d’art et d’histoire,
Neuchâtel
head and eyes follow her fingers across the board. Even for contemporary audi-
ences, the impression of artificial life and intelligence is striking. For audiences in
the eighteenth century, however, a figure that moved mechanically and with intelli-
gent affect, able to participate in the production of a human art like music, was con-
sidered a true marvel [30]. The “Musical Lady” blurred the line between
technological ingenuity and artificial life: her intricate clockwork mechanism was
designed to simulate human physiology: mechanical bellows made her chest rise
and fall as she played, making her appear not only alive, but emotional. That is, she
was designed not only to move mechanically, but to appear moved by the music she
played. Advertising for the 1776 London exhibition emphasised this: not only was
the “Musical Lady” a technological wonder, but also an affecting spectacle: “the
animated and surprising Motion of the Eye aided by the most eloquent gesture, are
heightened to admiration in contemplating the wonderful powers of Mechanism
which produce at the same time the actual appearance of Respiration” (quoted in
[22, p. 94]). Extraordinarily, the figure could be programmed to play any one of six
different melodies, using a mechanism so innovative it is now widely recognised as
the forerunner of the modern computer.2 In a period in which physiologists and nat-
ural philosophers were conducting a wide range of experiments in artificial life and
movement—such as attempts to galvanically reanimate human corpses [27]—the
“Musical Lady” was the mechanical prodigy of a post-Enlightenment age in which
human reason seemed capable of mastering all the laws of nature, even life itself.
The “Musical Lady” was one of three humanoid automata made by Pierre
Jaquet-Droz in the 1770s, all of which combined a lifelike appearance with mechan-
ical movements of great precision, and could be programmed to perform a variety
of tasks: the “Draftsman” produced finely detailed sketches of a diverse range of
objects, including a portrait of Marie-Antoinette; the “Writer” inscribed sentences
2See, for instance, Gaby Wood’s Edison’s Eve: The Quest for Mechanical Life [30] or Simon
Schaffer’s “Babbage’s Intelligence: Calculating Engines and the Factory System” [22].
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We Have Always Been Robots … 31
3This automaton is now known to have been a hoax: while the “Chess Players” movement of the
pieces was genuinely mechanical, and extraordinarily complex in its range of possibilities, the
moves were determined by a human chess player, hidden inside the mechanism.
4The Musée des arts et métiers in Paris also has a number of eighteenth-century automata in its
Théâtre des automates, including another Musical Lady made for Marie-Antoinette. This is no
longer functional, however.
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32 E. Stephens and T. Heffernan
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We Have Always Been Robots … 33
The ontological question of whether natural and physiological processes were essen-
tially mechanistic, and the accompanying epistemological question of whether philo-
sophical mechanism was the right approach to take to understand the nature of life,
preoccupied philosophers, academicians, monarchs, ministers, and consumers of
the emerging popular science industry during the middle decades of the eighteenth
century. Neither mechanist nor anti-mechanist conviction, then, but rather a deep-
seated ambivalence about mechanism and mechanist explanation produced the con-
text for the emergence of artificial life. (Eighteenth-century automata) commanded
such attention, at such a moment, because they dramatized two contradictory claims
at once: that living creatures were essentially machines and that living creatures
were the antithesis of machines [19, pp. 611–612].
If automata were a focal point for such arguments in the eighteenth century, it
should be recognised, it is precisely because, as charming and whimsical objects
designed for public display, they were able to pose new questions and exemplify
new technologies in ways that were much more difficult—even dangerous—to
undertake in other contexts.
We have only to contrast the fate of Jaquet-Droz—celebrated and admired
throughout his life for his technical achievement—with that of the philoso-
pher Julien Offray de la Mettrie, to understand this. La Mettrie, notorious writer
of books on materialist and mechanistic philosophy, was forced to flee the lib-
eral Netherlands after the publication of his Man a Machine (1748), in which
he argued that the operation of human biology was the result of mechanical pro-
cesses. Jaquet-Droz, who undertook actual experiments in human physiology
and demonstrated a capacity to simulate biological processes mechanically, not
only escaped such censure, but was widely acclaimed for his work. Moreover,
his automata continued to be popular objects of public exhibition even after the
technologies he developed to produce them began to be used to automate labour
practices, inciting industrial riots. It is well known, for instance, that Jacques
Vaucanson used the same mechanism he devised for his automata to invent the
mechanical loom, provoking the first industrial riots in France (see, for instance,
Wood p. 94). Media theorists and historians such as Friedrich Kittler have drawn
attention to the intersecting histories of technologies used for entertainment—like
automata—and those used for industrial or war purposes—like the loom [11].
However, even during concerted anti-industrial campaigns by groups such as the
Luddites, who were trenchantly opposed to automated forms of production and
sabotaged industrial machinery, automata remained popular objects of entertain-
ment. Just as the engineers of automata escaped religious censure in the eighteenth
century, while philosophers like La Metrrie were persecuted, so did mechanical
figures escape the culture censure directed at industrial mechanical technologies.
Throughout the nineteenth-century, as the age of industrialisation continued to
transform the cultural and physical landscape, automata continued to be produced
and exhibited in popular sites of entertainment, such as funfairs and amusement
parks. There were a number of reasons for this. The first was that they were
designed to simulate breathing, which made them seem not simply alive, but also
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34 E. Stephens and T. Heffernan
capable of being moved by human arts and culture.5 The second was that, in
undertaking cultural activities that seemed definitively human—playing music,
drawing images—they forged an affective bond with their spectators. Finally, they
seemed highly civilised and benign, and far removed from the new world of facto-
ries and mass production. They were made as exquisite and unique objects,
increasingly at a remove from the mass-produced objects and industrial machines
that came to define the nineteenth century.
Over the course of the nineteenth century, however, the role of automata in the cul-
tural imaginary would transform, as the use and significance of the mechanical itself
changed radically in the cultural imaginary. The invention of the word “robot” itself is
one indication of this epochal shift, representative of an associated transformation in
commonly attributed to Czech author Karel Čapek, who coined the term in his 1920
the cultural significance of mechanised humanoid figures. The neologism “robot” is
play Rossum’s Universal Robots (R.U.R.). Čapek derived the word “robot” from the
automata, Čapek’s robots were oppressed and used as mechanical servants rather than
Czech word robota, meaning “hard work”, or “slavery” [1, p. 7]. Unlike Jaquet-Droz’s
5Kathryn Hoffman notes that mechanical figures of breathing sleeping women were popular
fairground exhibits throughout the nineteenth century [7, pp. 139–159].
6Indeed, the narrative of R.U.R recounts the growing resistance of the robots to their treatment by
humans, until they rise to overthrow their oppressors, saving only one man whose responsibility
will be the manufacture of new robots. In the process of annihilating the human race, however,
the technological knowledge for the construction of robots is lost.
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We Have Always Been Robots … 35
It is the Age of Machinery, in every outward and inward sense of that word.… Let
us observe how the mechanical genius of our time has diffused itself into quite other
provinces. Not the external and physical alone is now managed by machinery, but
the internal and spiritual also. Here too nothing follows its spontaneous course, noth-
ing is left to be accomplished by old natural methods.… These things, which we
state lightly enough here, are yet of deep import, and indicate a mighty change in
our whole manner of existence. For the same habit regulates not our modes of action
alone, but our modes of thought and feeling. Men are grown mechanical in head and
in heart, as well as in hand [3].
Carlyle draws attention to the ways in which the rise of automation had trans-
formed the cultural imagination and forms of knowledge production in the early
nineteenth century: the human and the technological had become completely
enmeshed, so that machines themselves were no longer seen simply as objects, but
as a particular mode of thinking and perceiving. The early nineteenth century thus
represents a distinct historical moment in the conceptualisation of the relationship
between agency, movement and the machinic, and it is one of mingled fascination
and fear, embodied in the image of the human body moved involuntarily like and by a
machine. The historical and cultural specificity of this moment draws attention to the
important ways in which agency and movement were being reconfigured at this time.
That proliferation of experiments in robotic art that characterised the second half
of the twentieth century represents both a continuation and transformation of this his-
tory, indicative of the ongoing development of the role of the machinic imaginary in
understanding the relationship between the human and technological, or automation
and art. It is within the sphere of contemporary art that we continue to find many of
the cultural figures and narratives by which we can make sense of the developments
in the sciences and technology. We see this widely in evidence in twentieth-century
art, which, although not the site for technological innovation seen in Jaquet-Droz’s
automata, has been an important site for cultural applications and interpretations
of subsequent developments in robotics. Over the course of the twentieth century,
experimentation with robotics produced whole new fields of arts, defined by their
inter-disciplinary engagements with technologies by which art production could be
automated in various ways. At the same time, twentieth- and twenty-first century
artistic experimentation with robotics marks a significant shift from the early history
we have sketched above: after the Second World War, robots in art became much less
humanoid, and their role in the production of the art itself much more complex.
Artist and academic Eduardo Kac notes that the significant interest in robotics
arose within the visual arts in the mid-twentieth century, aligning with the simmer-
ing enthusiasm for kinetic art [10, p. 170].7 At the time, artists began to draw on
robotics as a method of exploring (or exploiting) industrial society’s obsession with
7Kinetic art is art that utilizes perceivable motion as either a component of or central feature
in, the artwork. Emerging in the 1950s and 1960s, kinetic art revolutionized sculpture, freeing it
“from static form and reintroduced the machine at the heart of the artistic debate” [10, p. 170].
An early example of kinetic art is George Rickey’s “Four Squares in a Square” (1972). This
work involved four aluminium squares, each just over a meter squared, suspended on a steel pole
nearly 7 m above the ground. Depending on the force of the wind, the would squares rotate, or
flip from side to side, returning to create a flat surface when the wind was low [28, p. 277].
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36 E. Stephens and T. Heffernan
technology. Perhaps the most iconic of these early artistic innovations was Swiss
artist Jean Tinguely’s “Homage To New-York” (1960), a junk sculpture created with
the assistance of engineer Billy Klüver [12, p. 936]. At the conclusion of a public
performance at the Sculpture Garden of the Museum of Modern art, the 27-foot tall
structure, composed of old bike parts, wheels, pullies and gears, a baby carriage,
radios and other assorted paraphernalia that Tinguely had sourced from second-hand
stores around the city, was intended to self-destruct [5, p. 171]. However, the elabo-
rately crafted sculpture failed to destroy itself and after hours of anticipation a fire
broke out, requiring the intervention of the New York City fire department [16, p.
425]. As artist and cultural theorist Chris Salter argues: “Tinguely’s kinetic forms
reflected a post-war world in which the utopian perfection of Futurism was replaced
by fragmented and absurd, Duchampian-influenced, ready-made junk” [20, p. 282].
“Homage To New York” is considered a testament to anti-art in the industrial age,
and is undoubtedly the most widely known of Tinguely’s works.8 The sculpture sig-
nals a point in history where artistic explorations of automation and mechanisation
began to focus on the absurd, rather than the anthropomorphic. Tinguely emphasised
the redundancies, the absurdities, and the ostentatious qualities of production and
technology, and the public spectacle of automation, while also raising questions
about the production and reception of art. As early as 1955, Tinguely created a series
of art-making machines, titled “Metamatics.” While non-anthropomorphic, in some
ways these recalled Jaquet-Droz’s “The Writer,” made two centuries previously. The
machines’ purpose was to create works of art by drawing on pieces of paper that
were inserted by the audience [21, p. 145]. At the first Paris Biennale in 1959,
“Metamatic no. 17” (the largest of Tinguely’s drawing machines) was featured in the
courtyard of Musee d’art moderne. Powered by petrol and a motorcycle engine, with
wheels for movement and a huge exhaust fan (filling gigantic balloons that would be
released into the air) the machine was fed reams of paper and produced drawings in
an abstract expressionist style. This automation of art practice was perceived by
many painters at the time as a deliberate provocation, even affront, although Tinguely
denied this to be his intention [21, p. 142]. The coin-operated machine created more
than 40,000 drawings over the period of the Biennale that visitors took as souvenirs
[23, p. 17]. The explorations of technology within these works were not innovations
in technology, rather—as is the case with much kinetic and cybernetic art—their uti-
lization of processes of automation manifested in chaotic assemblages that were
innovative in their application.9 These early uses of automation in twentieth century
8Associated with the Dada movement, anti-art describes art (or ideas) that work in opposition
to established aesthetic or conceptual norms, often employing objects or images from non-
traditional sources and bringing them into gallery contexts in order to critique the values held by
audiences and institutions [8].
9Cybernetic art describes artwork by practitioners that employ the premises of the field of
cybernetics; the research of operating systems and communications in both machines and living
things [29], to create works that interact (in varying degrees) with their environments. Often
using complex sets of sensors, cybernetic art was seldom described as interactive. Rather, artists
tended toward describing their works as responsive, or reactive [24].
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We Have Always Been Robots … 37
art considered the role of the machine and the production line in the cultural
period—from art that uses automation to reinvigorate sculptural forms—“liberated
from the static” as Kac explains [10, p. 170]—to art that uses automation to make
art. While in the eighteenth century it was the human-like appearance of automaton
that fascinated artists and engineers, in the twentieth century it was the processes and
functions of technology that received most attention. Stripped of their anthropomor-
phic whimsy, machines like Tinguely’s Metamatics paralleled the processes of indus-
trialised mass production, and the ability and ease with which a machine could
produce artefacts almost indistinguishable from hand-crafted artworks.
While very different stylistically when compared to the automatons of the
eighteenth century, artistic explorations of robotics during the mid-twentieth cen-
tury were driven by similar concerns. Like the “Musical Lady” playing the cla-
vier with striking precision, or Wolfgang von Kempelen’s “Chess Player,” playing
against human competitors, artists’ in the twentieth century were similarly con-
cerned with the machines’ ability to replication the physiology of living organ-
isms. We see this concern in the replication of physiology in the work of Edward
Ihnatowicz. An artist with training in both engineering and studio art, Ihnatowicz
was concerned with the relationship between technologies and their environ-
mental awareness. Specifically, Ihnatovicz was interested in how his creations
could interact with their surroundings. His most celebrated work, the “Senster”
(1970) is considered to be one of the most important works of robotic art in the
progressive period of the mid-to late 1960s, having an undeniable impact upon
the trajectory of robotics in art contexts [9, p. 61]. At approximately sixteen
feet in length, and standing eight feet tall [15] the “Senster” was a large claw-
like machine composed of welded steel and resembled, as Arthur J. Miller aptly
states “a cross between a giraffe and an electricity pylon or a gigantic lobster’s
claw” [15]. Fitted with electrohydraulics for motion, directional microphones
[20, p. 294; 2, p. 236], and Doppler radar units, the “Senster” was highly sensi-
tive to the slightest change in its surroundings. A hydraulic system supplied the
power for the independent movement of the sections of the sculpture—each acti-
vated hydraulic servo-system that responded to the analogue signals from the con-
trol unit [17, p. 292]. Retracting and contorting in uncannily life-like motions, the
“Senster” would respond to environmental changes triggered by the audiences
movements and sounds; moving forward to explore slight sounds, and retreating at
loud, or aggressive outbursts and sudden motions [2]. Audiences were fascinated
by it, spending hours interacting with it, as if it were a rare animal in captivity
[31]. Commissioned by the Philips electronics company for their science museum
in Eindhoven, the “Senster” was the first robotic sculpture to be controlled by a
mainframe computer [20, p. 295].
Explorations of human/robot relationships also manifest in more humorous, and
physically engaging ways. Canadian artist Norman White provided a compelling
example of this in his work “The Helpless Robot” (1985) (See Fig. 2). Exhibited in
art museums and shopping malls alike [4]. “The Helpless Robot”—a simple struc-
ture made of plywood and iron—requested the participation of passers by that it
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38 E. Stephens and T. Heffernan
detected with motion sensors. Speaking to viewers (the robot was equipped with
a total of 512 phrases [37]) the Helpless Robot would request that the audience
rotate its simple, cage-like body [10, p. 176]. When audiences were engaging with
it, it would only become more demanding. The more attentively the individual fol-
lowed its instructions, the more frustrated the robot would become—eventually
shouting abuse until finally the individual would give up, only to be invited back
in a whining, apologetic fashion [4]. While the work was altered numerous times,
by 1997 it was controlled by two computers programmed by the artist—one of the
computers tracked the position of the rotating section while also detecting human
presence through various infrared motion detectors, while the other was responsi-
ble for analysing the information and generating appropriate verbal responses [10,
p. 179]. In another work White collaborated with fellow artist Laura Kikauka to
make a work cheekily titled “Them Fucking Robots” (1988). The project culmi-
nated in a bizarre public performance, in which the two skeletal robots met and
simulated human sexual intercourse. This was the first and last anthropomorphic
robot built by White [34].
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We Have Always Been Robots … 39
10Robot Wars is a popular British television program that ran from 1998–2003. The series
d ocumented battles between the radio-controlled robotic creations of professional and amateur
engineers [36].
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40 E. Stephens and T. Heffernan
11Telerobots are remotely-controlled robots. First conceived in the 1940s to handle radioactive
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We Have Always Been Robots … 41
provided by the Internet at such an early stage of its global development. Moving
to Ars Electronica Center in Austria in 1996—a year after its launch at the
University of Southern California—the “Telegarden” was only intended as a year
long exhibit, but remained on display until 2004 attracting over 10,000 online
members, and over 100,000 visitors to the physical display [38]. Rinaldo’s sculp-
tures and the “Telegarden” employ technologies that are simple by today’s stand-
ards, to explore the possible extension of biological beings and nature; their
innovation resides in the introduction of the interface between living organisms
and technology. These experiments are significant in the period between the late
twentieth century and the start of the twenty-first century, as interest in cyborg
experimentation became prevalent.
The spectacle of the machinic has a continuing influence on artists concerned
with the dysfunctional, or ostentatious qualities of contemporary cultural imagin-
ings and incarnations of robots and artificial intelligence. Far removed from the
elegance of “Musical Lady” American artist Bill Vorn creates eerie installation and
robotic performance work that stun audiences with their replication not of human
physiology, but of the mimesis of arachnids. Vorn uses his inter-medium practice
to investigate the aesthetics, functions and dysfunctions of artificial intelligence in
his “Hysterical Machines” (2006), a large-scale installation featuring a series of
frightening, highly reactive robots. These nightmarish machines, with spherical
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42 E. Stephens and T. Heffernan
bodies, and eight large arms made of aluminium tubing, look like monsters con-
ceived in a Ballardian fantasy. Each robot contains a system of sensors, a motor
and control system [33]. With multiple joints, the mechanical arachnids (some sus-
pended from the ceiling) spasm, twitch and contort in a mess of ridged append-
ages, with flashing lights, and whirring sounds heightening the spectacle. As
featured in many of the prior mentioned automatons and robotcs, the Hysterical
Machines’ activity is dependant on the stimuli provided by the audience [13].
While frightening to behold, the motions and contortions of the machines resem-
ble flailing invertebrates, and thus, inevitably suggest a life-like vulnerability. It
is this impression of artificial intelligence that Vorn wishes to explore. While cold
and metal, like “The Senster” or “The Helpless Robot”, the movement and the
responsive behaviour evoke a sense of compassion for their perceived vulnerabil-
ity, despite their industrial appearance [33].
This vulnerability can be further seen in the work of the Australian artist,
Stelarc. Many of Stelarc’s projects and performances have involved the augmenta-
tion of the artist’s body by technological devices, transforming the man himself
into machine, whether through encasing his body in a giant, metallic six-legged
exoskeleton, or swallowing a camera so that the interior of his stomach is external-
ised as a digital sculpture, or attaching automated muscle sensors to his limbs that
are operated by distant agents through a computer system. Of these latter perfor-
mances, Stelarc writes:
I’ve done performances where my body becomes, or is partly taken over by, an
external agency. What happens when half of your body is being remotely prompted
by a person in another place? It’s strange…. The more and more performances I do,
the less and less I think I have a mind of my own—nor any mind at all in the tradi-
tional metaphysical sense.… These alternate and involuntary experiences with tech-
nology allow you to question what a body is, what is means to be human. We fear the
involuntary and we are anxious about becoming automated… but really it’s a fear of
what we have always been and what we have already become. I’ve always thought
that we’ve been simultaneously zombies and cyborgs; we’ve never really had a mind
of our own and we’ve never been purely biological entities [26, p. 39].
Here we see a return to the questions about the relationship between autonomy
and automation, and between agency and movement, that so intrigued audiences
and philosophers in the eighteenth century. Much of the critical commentary on
Stelarc’s work has focused on the implications of this technological networking on
human agency. Jane Goodall, for instance, argues that: “Stelarc confuses the tradi-
tional master/slave terminologies that are attached to human/machine relations by
increasing the feedback loops to a point where the body and robot are effectively
one operational system. Rather than residing in one or another, intelligence and
agency are extruded into the system itself” [6, p. 15]. As a result: “agency, con-
sciousness and deliberation will never be the same again. Specifically, they will
never again belong to ‘us’ as individual subjects. They will be systemic and circu-
latory” [6, p. 17].
To argue that “agency will never be the same again” after Stelarc’s work is,
however, to miss Stelarc’s own, more radical insight: that we have never been fully
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We Have Always Been Robots … 43
self-determining or biological: “we’ve never really had a mind of our own and
we’ve never been purely biological entities”; networked beings and techno-human
hybrids are “what we have always been and what we have already become” [26,
p. 39]. Indeed, this is why it is so useful to position Stelarc’s work within the his-
tory that also includes the eighteenth-century automata, with which we began this
paper: what this reminds us is that the emergence of the modern concept of agency
is contemporaneous with that of the modern machinic imaginary. We see this,
for instance, in the way Descartes’ “cogito ergo sum,” which so closely aligned
being with individual consciousness, appeared contemporaneously with his radi-
cal insistence that the body functioned as a machine. Jaquet-Droz’s “Writer,” the
automaton programmed to inscribe “I think therefore I am” for the amusement of
eighteenth-century audiences, is the perfect exemplification of this co-emergence.
The modern idea of agency as individuated is thus not undermined by the emer-
gence of the age of machines and the vision of ourselves as techno-human hybrids,
as some critics have assumed of Stelarc’s work: rather these ideas are products
of the same historical moment. Their relation is one of interdependence not
opposition.
For Stelarc the “prosthetic body” that “experiences itself as an extruded system
rather than an enclosed structure” [26, p. 39], provides an invitation to experimen-
tation and openness. This aspect of Stelarc’s practice, the generosity of his embod-
ied encounters with the technological, remains an under-recognised aspect of his
work. As Joanna Zylinska argues, Stelarc’s work seems
to have been inspired by the idea of openness, of welcoming the unpredictable and
unknown Stelarc’s performance of prosthetic selfhood… creates a space for an
encounter with, even intrusion of, what is radically different from the self and yet
what remains, paradoxically, in some sort of relationship with the self. By denying
the mastery of the self (of the artist, auteur, creator, demiurge), Stelarc does not give
up what he previously possessed: he rather resigns from a certain idea not only of
the performance artist but also the human as only singular and autonomous. His
“hospitality”—to borrow Derrida’s term … —should not, however, be interpreted
as an act of good will but rather as a compulsion to respond to the inevitability of the
ethics and a decision not to commit violence against it [32, p. 231].
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44 E. Stephens and T. Heffernan
References
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fears about emerging intelligent, humanlike machines. Springer, New York
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Online References
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Robotics and Art, Computationalism
and Embodiment
Simon Penny
Abstract Robotic Art and related practices provide a context in which real-time
computational technologies and techniques are deployed for cultural purposes.
This practice brings the embodied experientiality, so central to art hard up against
the tacit commitment to abstract disembodiment inherent in the computational
technologies. In this essay I explore the relevance of post-cognitivist thought to
robotics in general, and in particular, questions of materiality and embodiment
with respect to robotic art practice—addressing philosophical, aesthetic-theoretical
and technical issues.
Introduction
S. Penny (*)
University of California, Irvine, USA
e-mail: [email protected]
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48 S. Penny
For me, Robotic Art and related practices of interactive sculpture and instal-
lation provided a context in which to imagine the deployment of real-time com-
putational technologies and techniques for cultural purposes. In the process, this
practice brings the embodied experientiality, so central to art, hard up against
the tacit commitment to abstract disembodiment inherent in the computational
technologies. This process pushed the technologies in ways they didn’t always
want to go, and often necessitated designing and building systems from the
ground up, in projects like Petit Mal (see below). On the other hand, it was in
robotics (reactive, bottom up and action-oriented) that the traditional AI concep-
tions of representation and planning demonstrably failed, and were supplanted
by various on-the-fly approaches ‘Fast, cheap and out of control’, the title if a
film by Errol Morris, captures the attitude of this work, which was iconoclastic,
with respect to conventional AI based robotics.1 In this essay I will explore the
relevance of post-cognitivist thought to robotics in general, and in particular,
questions of materiality and embodiment with respect to robotic art practice—
delving into philosophical, and aesthetic-theoretical issues as well as technical
issues.
After a two-decade hiatus, robotics is again a hot topic. This is in large part due
to the maturing of basic technologies, their miniaturization and mass production.
It has to do also with the newsiness of Japanese anthropomorphic and zoomor-
phic robots, of quad-copters and UAVs (drones), the very visible investment in
the field by Google, and its development of driverless cars. In the 1990s, media
arts practices and the technologies themselves were primitive and developing rap-
idly. Some modalities, such as Virtual Reality, stalled in the late 90s as the Silicon
Graphics computational behemoths were eclipsed by PC and internet based prac-
tices. But as the underlying technologies became cheaper, faster and smaller, the
same ideas are returning as viable commodities, for instance the Oculus Rift, and
the recently demised Google Glass.
The case is similar for robotics technologies, where the availability of user
friendly microcontrollers (such as the Arduino) and sophisticated miniaturized
sensors (such as MEMS accelerometers and IMUs—Integrated Motion Units)
has obviated basic hardware engineering tasks. In 1970, the video camera on the
Shakey robot at Stanford cost $50,000 (Fig. 1—Shakey). Today you can buy a far
more sophisticated webcam for $2.99. Similarly, in accordance with Moore’s law,
1Fast, cheap and out of control’ Errol Morris, 1997, featured Australian roboticst Rodney Brooks,
among others.
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Robotics and Art, Computationalism and Embodiment 49
Fig. 1 Shakey. Stanford
Research Institute 1966–72.
http://www.ai.sri.com/shakey/
the entire range of robotics technologies has become orders of magnitude more
sophisticated and orders of magnitude cheaper: lithium ion batteries, powerful
miniature motors deploying rare-earth magnets, sensors of all sorts, and vastly
more capable processors and memory technologies.
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50 S. Penny
does its claim to the moniker ‘robot’. We might frame the field of robotics in terms
of a set of binaries, vectors in the state-space of robotics. These might include:
anthropomorphic/machine tool;
pop literary culture/engineering;
prosthetic end effector/autonomous sensing;
flesh/metal-plastic; and
localised/distributed.
Technically speaking, once we dispense with the frippery of anthropomor-
phic robotics, a robot is a self-guiding machine tool. In many cases, industrial
robots perform preprogrammed tasks without sensors and real time control.
In the same way that Artificial Intelligence should less sensationally be called
‘automated reasoning’, the use of robots for remote tasks (planetary, deep sea,
robotic surgery) should more accurately be named tele-prosthetics, not telero-
botics. Systems of bodily augmentation and extension—exoskeletons and the
like—are cyborgian constructions as opposed to robots proper. This distinction
is not to diminish consideration of the cyborgian condition, which is at least as
important as robotics per se.
In the C21st, the division between an autonomous device and an effector
prosthetic—for instance the teleoperated arms for moving nuclear fuel rods,
or what was once referred to in military research circles as a ‘force ampli-
fier’—is now blurred. We are surrounded by quasi-intelligent machines
whose control systems are partially under human control, and partially auton-
omous. The modern automobile is a case in point. With sensors and micro-
controllers deployed ubiquitously, the notion that the driver has direct control
is a fiction carefully constructed by the designers. The car senses human
(driver) actions and interprets them, just as it senses and interprets oxygen
levels, tire pressure and braking behavior. In this period of ubiquitous com-
puting, digital networking (once called telematics) increasingly permeates
almost all technologies—the ‘internet of things’. The UAV or ‘Drone’ is a
spectacular example, linked in real time by satellite communications to sol-
diers in underground bunkers on the other side of the planet. More benign
and domestic examples surround us, such as the increasing presence of
internet in cars. The notion of a freestanding autonomous machine or robot
becomes increasingly untenable.
At the same time the blurring of control between the machine and the biologi-
cal is increasingly mirrored by a blending of bodies and machines. Ezra Pound
said ‘artists are the antennae of the race’.2 Stelarc has been such an antenna over
2He continued “but the bullet-headed many will never learn to trust their great artists.”
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Robotics and Art, Computationalism and Embodiment 51
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52 S. Penny
Art—if one can say anything general about it—is about making things immedi-
ate and sensorial, heightening affect through artful manipulation of tangible quali-
ties. It is not a theoretical postulation. It is not an equation or an algorithm, it is
tangible, embodied, experiential and performative. Material instantiation is a cen-
tral quality of art. While some radical conceptualists have contested this, it is the
exception that proves the rule [14]. The way that art ‘means’ is in the normal way
that (physical) things come to have meaning to people—through embodied expe-
rienced. Such experience occurs via the normal equipment of the human animal,
specifically the senses and sensori-motor loops.
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Robotics and Art, Computationalism and Embodiment 53
In my opinion, the central theoretical problem of the era of digital art has been
the radical opposition between the culture of computing and the culture of the arts
on this very matter. The former espouses the virtues of generality and abstrac-
tion, a platonic world outside matter and time. The latter espouses the opposite,
the specificity of experience and material instantiation; relationality with human
scale and human experience. This is why robotic art is so important. It is a fulcrum
between the abstraction of computing and the situated materiality of art. It’s no
wonder then that thinking artists who engaged computing in the 90s were con-
founded by the implicit assumptions in computer software and systems. By the
same token, art goals were incomprehensible to computer scientists and engineers.
As Billy Kluver remarked in a 1966 Life magazine article, “All of the art projects
that I have worked on have at least one thing in common: from an engineer’s point
of view they are ridiculous.” And it is no wonder that so few have successfully
bridged the gap.
The second way that robotic art has been so crucial in the development of digi-
tal arts practices is that robotics implies the design of modalities interaction, and
the necessity for a theorization of such. But more importantly, it encompasses
that field in a larger territory—the aesthetics of behavior. Robots live in the world
and must survive by their ‘wits’—the effectiveness of the decisions they make on
the basis of the data they collect via their sensors—and success is pragmatically
measurable by the normal criteria of engineering: efficiency, optimality, speed,
safety, survival. The behavior of robotic artworks must also be designed, but the
criteria for such design—an aesthetics of behavior—remains a nascent field. Like
other computer based generative art practice to which it is related, robotic art is
a meta-creative practice [24]. The design of genetic algorithms and fitness land-
scapes involves the creation of an armature upon which emergent behavior may
take place. While commercial robots, like commercial software, are generally
not expected to surprise us, works of emergent art are. That is what we mean by
emergence [6].
As I have discussed elsewhere [15], Robotic Art has existed since the mid twen-
tieth century. Pioneering work in the field was already occurring in the decade
after the second world war, with such landmark projects as Nicholas Schoffer’s
CYSP works (Fig. 3 CYSP) Grey Walter's Turtles, and Gordon Pask’s Musicolor.
The emergence of machine art, and cybernetic art in the postwar period was due
to a combination of factors. The second world war had generated huge advances
in electromechanical technologies and technologies of control: electronics had
developed rapidly to encompass radar, analog computing and the development
of semi-autonomous and self-guiding machines for the war. In the late 40s and
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54 S. Penny
Fig. 3 CYSP 1. Nicolas
Schöffer, 1956
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Robotics and Art, Computationalism and Embodiment 55
Fig. 4 Senster. Edward
Ihnatowicz. (Image courtesy
Richard Inhatowicz.)
cybernetics. For cybernetics, biology and ecology were taken as models, emer-
gent and self-organising capacities were of special interest and cognitive success
was determined by (successful) adaptation. Cybernetic concepts of feedback and
homeostasis were framed by a conception of the integration of an agent with the
environment. The concept of ‘control’ has been assumed to be synonymous with
cybernetics, and as a result, simplistic interpretations have cast cybernetics in an
ominous light. Control Theory emerged from this community, however, ‘control’
was understood not so much as heavy handed and hegemonistic, but in the sense
of a management of status with respect to environmental changes.
Behaviorism, which characterised postwar psychology, eschewed inter-
nalism because it was deemed to be unscientific, the territory of philosophy.
The ethos of Cybernetics was sympathetic to behaviorism in the sense that it
was preoccupied with the presence of, and adaptation by, an agent in an envi-
ronment. As characterized by the ‘black box’ doctrine, delving into inner
workings of the brain/mind was not encouraged. (The pioneering work of
McCulloch and Pitts in neural networks shows that this was not a universal
characteristic).
By the early 70s, a different theory of control and communication, in many
ways the antithesis of the cybernetic vision, was on the rise. The functionalist-
internalist-computationalist paradigm of Artificial Intelligence was seen as a
principled way of moving beyond behaviorism. While Cybernetics had been
preoccupied with relations between an entity and its environment, considered in
terms of ‘feedback loops’, AI was concerned almost exclusively with reasoning
inside the black box: reasoning defined in terms of Boolean logical operations
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56 S. Penny
Fig. 5 Petit Mal Shown here at Smile Machines exhibition, curated by Anne Marie Duguet at
Transmediale 2006, Berlin. Photograph by Simon Penny
Petit Mal—an Autonomous Robotic Artwork (begun in 1989 and first exhibited in
1995)4 sought to move interaction off the desktop, out of the shutter-glasses and
into the physically embodied and social world (Fig. 5 Petit Mal).
4As with any long-term project, there is a variety of milestone dates for Petit Mal. The project
was designed and the aluminium frame constructed in 1989. The major sensor and electro-
mechanical parts (sensor head, motor-wheel system in the ensuing couple of years, and simple
solutions to control electronics were made. In 1993, the GCB (68hc11 based) microcontroller
was introduced to the system and serious software development and testing ensued.
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Robotics and Art, Computationalism and Embodiment 57
Petit Mal arose at the confluence of embodied art practice, artificial life, and the
cognitivist crisis. The focus was on the bodily experience of the ‘user’ in the con-
text of behaving installations, and on the construction of a fluid relation between
bodily dynamics and technological effects.
The sole function of ‘Petit Mal’ was to engage visitors in large-scale bodily
interaction—a dance. I undertook the task of building a robust mobile autonomous
machine for cultural purposes—the goals of Petit Mal, apart from the obvious one
of building an autonomous mobile robot which was an artwork, were:
• to build an autonomous human scaled machine which was perceived as an
active intelligence, but which did not resort to anthropomorphism or zoomor-
phism—at least not in its form, though its behavior is zoomorphic. Leafing
through an Edwards Scientific catalog recently I saw any number of relatively
simple mechanical toys designated ‘robots’ due solely to the application of self-
adhesive plastic googley eyes. This was precisely what I wanted to avoid.
• to build a computational machine for which the interface was entirely gestural,
bodily and kinesthetic, in which there was no textual or iconic interface, no but-
tons or menus, keyboards or mice, no screens or codes of flashing lights.
• to build a behaving machine that elicited play behavior among people. Petit
Mal implemented a non-instrumental kind of ‘play’ which is quite incommen-
surable with conventional computer-game logic of competition, numerical scor-
ing and ‘levels’ which has more to do with rationalised industrial labor than
with play [17].
• to provide a working example of a situated and reactive robot, providing a phys-
ical and performative critique of conventional AI approaches to robot control
and navigation. Midway through this project I became aware that my research
agenda, arising substantially out of art interests, was consistent with progressive
thinking in robotics, cognitive science and AI. I found that my intuitions about
behavior programming was consonant with the bottom-up and reactive robotics
work of Brooks, Steels and others [1–4], etc.). I came to see Petit Mal, techni-
cally, as a vindication of a ‘reactive’ robotics strategy and a critique of conven-
tional AI based robotics, as well as an experiment in artificial sociality.
The motivation to interact with Petit Mal seemed driven by curiosity. People
willingly and quickly adjusted their behavior and pacing to extract as much
behavior from the device as possible, motivated entirely by pleasure and curios-
ity. (Interestingly, the only demographic who were unwilling to interact were
adolescents). Petit Mal often elicited assumptions that the thing was more clever
than it really was. My emphasis on engagement of the user in a situated and
embodied way was consistent with contemporary critiques of AI [7, 8, 20].
These critiques put more traditional notions of intelligence as the logical manip-
ulation of symbols in some abstract reasoning space under some pressure. New
ideas about embodied and situated cognition were coming to light in work such
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58 S. Penny
as Lucy Suchman’s Plans and Situated Actions; Varela, Thomson and Rosch’s
Embodied Mind; and Edwin Hutchins’ Cognition in the Wild [10, 21, 22]. These
works variously contested ‘internalist’ views of cognition, showing cognition as
being dynamical and contextualised, facilitated by tools, procedures and human
interactions.
The context in which Petit Mal was developed is significant. I had already
begun the project when I took up a cross-disciplinary position at Carnegie Mellon
University as Professor of Art and Robotics in 1993. I brought to that context my
experience in installation, performance, and machine sculpture, along with sub-
stantial experience in designing performative technologies and persuasive senso-
rial experience, and more subtly, with predictions regarding the cloud of cultural
associations which might be elicited by a particular set of cues, materials, gestures
and references.
The period of development of Petit Mal was crucial to the development of
my understanding of the engineering realities of robotics and the development
of my critique of cognitivism. I was fortunate to have had the opportunity to
move in circles with leading roboticists and to come to terms first-hand with
the technical realities and motivations of robotics. I began to recognize that
my experience in creating materially instantiated sensorially affective (art)
work provided me with a different approach to robotics, compared to many in
the Robotics Institute whose backgrounds were in computer science and engi-
neering. When the term ‘socially intelligent agents’ was abroad in AI circles in
the late 90s, I coined the term ‘culturally intelligent agents’, and when affective
computing became a buzz word in that world, my response was a forehead-slap-
ping “well duh!” [18].
Given the available technology of the time, and the unusual nature of the pro-
ject, I had to design mechanics, electro-mechanics, computational hardware and
software at a comparatively low level. Petit Mal used a combination of ultrasonic
and pyro-electric sensors to locate people. I designed and built my own sonar drive
circuitry, and pyro-electric sensor array, motor drive circuitry, brake system and
rotary encoders, each of which took weeks or months to design, source compo-
nents, prototype and test. I managed mechanical reliability, power budget and
charging issues so that the device could function robustly with the public in a large
environment for 10–12 h a day. This was a significant achievement for any robot at
the time. Most research robots—funded by large development budgets—ran for a
small fraction of that between ‘downtime’.
One of the conversations about Petit Mal, as persistent 20 years later as when it
was first shown, centers on questions of empathy and the evocation of affect. It is
constantly observed that people interacting with Petit Mal quickly develop an
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Robotics and Art, Computationalism and Embodiment 59
Fig. 6 Sniff. Karolina Sobecka and James George 2009. Photograph courtesy of the artists
almost affectionate relationship with the device. While many interactive applica-
tions, even embodied systems (such as the Kinect) induce involvement or engage-
ment, they seldom induce a sense of care or concern for characters, agents etc.,
even in the case of digital pets. My project Fugitive in this context offers a control
for the experiment, because the behaviors of Petit Mal and of the agent in Fugitive,
are essentially very similar.5 Yet as engaged as users become with Fugitive, often
exhausting themselves running about, they never, in my experience, develop affec-
tion of the order induced by Petit Mal.
One might also compare Petit Mal to the much more recent, dynamically and
behaviorally sophisticated 3D agent ‘Sniff’(Karolina Sobecka and James George
2009).6 Sniff, a virtual pup, deploys persuasive dogginess in its modeling, anima-
tion and behaviors. In a sophisticated aesthetic choice, Sniff is presented in wire
frame (Fig. 6 Sniff). This was probably a wise decision, as lifelike texture map-
ping would drag it into the ‘uncanny valley’ [12]. While naturalistic and beguiling,
Sniff remains a screenal representation of a cute dog. One wonders what kinds of
responses Sniff would induce if encountered in an embodied immersive
5simonpenny.net.
6http://jamesgeorge.org/Sniff.
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60 S. Penny
environment like the CAVE.7 More germane to the comparison with Petit Mal, one
might also ask how an audience might respond to Sniff’s behavioral repertoire
grafted onto a stick figure, or a ball.
What could it be about Petit Mal that induces empathy? The first and most
obvious observation is that it is materially instantiated. As simple and self-evi-
dent as this fact is, in our obsessively screen- and image-oriented digital culture it
seems necessary to remind ourselves of basic neuro-developmental realities—that
as material creatures in the world, the significance of material realities is funda-
mental, and both historically and perceptually precedes image and text, these rep-
resentational cultural modalities. Things can hurt us, and we can exploit things to
protect ourselves. Things can eat us and we can eat things. We distinguish between
the living and the non-living, between the autonomously flying as opposed to the
simply falling, instantaneously.
Petit Mal is not zoomorphic in its physical form. As noted, this was an explicit
intention of the project. But its behaviors, its dynamics, are zoomorphic. Petit
Mal performs liveliness. Were Petit Mal twice or half the size, different emotions
would come into play. Physical size plays an important role. Petit Mal is child or
pet-sized—probably not big enough to be dangerous, a quality reinforced by its
spindliness. Its movements are hesitant and not intimidating. So although physical
instantiation is fundamental to the inducing of empathy, the specific qualities of
that embodiment, as expressed in physical form and dynamics, ensure it.
7The CAVE, a recursive acronym for Cave Automatic Virtual Environment, was an arrangement
of (usually four) stereographic projection screens arranged as sides of a cube surrounding the
user, who wore shutter glasses and whose position and gaze orientation was tracked, usually with
Polhemus magnetic sensors.
8The first use of the term “singularity” in this context was by mathematician John von Neumann.
In 1958. Ray Kurzweil cited von Neumann’s use of the term in a foreword to von Neumann's
classic The Computer and the Brain.
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Robotics and Art, Computationalism and Embodiment 61
case of human intellectual achievement, so when deep blue beat chess grand mas-
ter Kasaparov, AI was deemed to have succeeded. But inasmuch as chess is a
game which can be entirely described in a set of mutually consistent logical rules,
with no necessity for disambiguating the world, it is isomorphic with AI itself.
Thus, the fact that a computer can play chess is unsurprising. Real world tasks,
such as perfecting a recipe for chocolate cake, are in fact much more demand-
ing, possibly outside the capability of AI. The failure of GOFAI was rooted in the
insurmountable difficulties in coordination of information systems with the real,
lived physical world ‘out there’. In hindsight, it should not have been a surprise
that an automation of Victorian mathematical logic was neither necessary nor
sufficient to equip a synthetic organism to cope in the world, but such was the
hubris of the field. In this history we see AI cast not so much as a futuristic but as
anachronistic.
According to the Sense Map Plan Act (SMPA) paradigm of conventional AI,
robots operate in the world via a serial von-Neumann process of input, processing
and output. This construction owes more to mechanistic models such as the indus-
trial production line than biological, ecological or enactive models. Internally,
according to this model, perception is separate from action, separated by infor-
mation processing, in a linear one-way process. The sensor and effector ends of
the process are referred to, significantly, as ‘peripherals’ and serve the function of
transduction into and out of digital representations. This conception reproduces
an enlightenment individual autonomy, and eschews consideration of community,
intersubjectivity, agency, feedback, adaptation, autopoiesis, or enactive concep-
tions of cognition.
It is important to recognize that however powerful localized or distributed
digital computer systems are, they can only make meaningful interventions in
the world by virtue of functional interfaces with the world. The negotiation of
atoms into bits is by no means as facile as the notion of analog to digital conver-
sion would imply. We must note that in the context of, say music technology, this
conversion is from voltages or waveforms to bits. As such, although it is continu-
ous as opposed to discrete, the data already exists in a quasi-numerical form. The
problem is of an entirely different order when the task is the discernment of sali-
ent features of a complex, heterogenous and noisy electrophysical world. Not only
might salience exist in differing electrophysical phenomena, varying by amplitude,
frequency or any number of other more complex variables, but the task of building
symbolic representations upon which computation can take place is potentially far
more complex than the computation itself. And if ‘sensing’ requires intelligence,
and is not a trivial matter of analog to digital conversion. If this is the case, then
the von Neumann architecture is fallacious. As such, intelligence in a machine
cannot be limited to its processor. To expand the vision further, the behavior of a
machine—that is, its successful negotiation of tasks in an environment—demands
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62 S. Penny
Fig. 7 Scribe. Built by
Pierre Jaquet-Droz,
Henri-Louis Jaquet-Droz,
and Jean-Frédéric Leschot
between 1768 and 1774.
Musée d’Art et d’Histoire of
Neuchâtel, Switzerland
9British neuroscientist and cybernetician Grey Walter famously built two simple autonomous
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Robotics and Art, Computationalism and Embodiment 63
Modalities of web interaction, of games, and of avatar spaces such a second life
fall into this category. Other work continues to pursue a formal aesthetic inquiry
into modalities of interaction, foregrounding the interaction itself. The same is true
in robotic art. As robotic technologies increasingly become consumer commodi-
ties, the choice to deploy a robotic approach will be a design decision. On the
other hand, there is plenty of room for work which reflexively interrogates the
phenomenon of the quasi-biological machine.
The realms of social robotics and culturally intelligent agents offer expansive
opportunities for such research. Utopian and distopian visions of a robotic
future remain a rich territory for exploration, as indicated by the uncanny eroti-
cism of Jordan Wolfson’s sexy robot dancer “(female figure)” shown at David
Zwirner gallery, New York, 2014.10 While this work is uncanny and thought pro-
voking, it is an animatronic puppet, not a robot in the sense we have been dis-
cussing. It straddles two cultural forms, the C17th automata and the various
robotically enhanced sex dolls which are easy to find on the internet. As such it
not only reminds us of how uncanny the automata of Jaquet Drosz must have
been in their day (Fig. 7—Scribe).
It is worth observing that those extraordinary machines were never accorded
status as art—then or now—but remained novelties. Jack Burnham called kinetic
sculpture ‘the unrequited art’ [5]. We can see a consistent conservatism in the art
world which hews to the static work and the contemplative mode or consump-
tion. Until recently, the art world has shied away from consideration of all kinds of
dynamical new media practices, screen based as well as robotic. This I think has to
do with the radical ontological shift inherent in these forms, which are performa-
tive as opposed to representational [16].
But Wolfson’s work is transgressive on the plane of polite acceptability as well,
standing as it does uncomfortably between art and the pornographic. Sex is end-
lessly interesting to humans of course, and thus it is a constant subject for art,
including robotic art. A much older project which deals with much the same issues
in a more handcrafted style, is Them Fuckin’ Robots by Laura Kikauka and
Norman White, of 1989. More recently Sexed Robots by Paul Granjon, of 2005,
adds genitalia and sexual behavior to devices very reminiscent of Grey Walter’s
Turtles.11
Conclusion
Robotic art challenges art traditions in one way and new media art in another.
The challenge to art is around questions of an aesthetics of behavior and the
shift to a performative ontology. The challenge to digital art is to give up the
10http://www.youtube.com/watch?v=3ivaQf1jns0,
http://www.davidzwirner.com/exhibition/jordan-wolfson-3/.
11http://www.youtube.com/watch?v=akgXp7hVZwA.
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64 S. Penny
References
1. Brooks R (1990) Elephants don’t play chess. Robot Auton Syst 6(1990):3–15
2. Brooks R (1985) A robust layered control system for a mobile robot. Massachusetts Institute
of Technology, Artificial Intelligence Laboratory, A.I. Memo No. 864
3. Brooks R (1991a) Intelligence without reason. Massachusetts Institute of Technology,
Artificial Intelligence Laboratory, A.I. Memo No. 1293
4. Brooks R (1991b) Intelligence without representation. Artif Intell J (47):139–159
5. Burnham J (1968) Beyond modern sculpture; the effects of science and technology on the
sculpture of this century. G. Braziller, New York
6. Cariani P (1991). Emergence and artificial life. In: Langton CG, Taylor C, Farmer JD,
Rasmussen S (eds) Artificial life II. Sante Fe Institute Studies in the Sciences of Complexity,
vol X. Addison-Wesley, Reading, pp 775–798
7. Dreyfus HL (1972) What computers can’t do: a critique of artificial reason. Harper & Row,
New York
8. Harnad S (1990) The symbol grounding problem. Phys D 42(1990):335–346
9. Haugeland J (1985) Artificial intelligence: the very idea. Bradford/MIT Press, Cambridge
10. Hutchins E (1996) Cognition in the wild. MIT Press, Cambridge
11. Malafouris L (2007) Before and beyond representation: towards an enactive conception of
the palaeolithic image. In: Renfrew C, Morley I (eds) Image and imagination: a global his-
tory prehistory of figurative representation. The McDonald Institute for Archaeological
Research, Cambridge, pp 287–300
12. Mori M (1970) The Uncanny Valley (trans: MacDorman KF, Minato T). Energy, 7(4), pp
33–35
13. Newell A, Simon HA (1976) Computer science as empirical inquiry: symbols and search.
Commun ACM 19.3:113–126
14. Penny S (1987) Simulation, digitization, interaction: the impact of computing on the arts,
Artlink V7 #3,4. Art+Tech issue
15. Penny S (1989a) Art practice in the age of the thinking machine. Performance 56/7.UK
16. Penny S (1989b) Charlie Chaplin, Stelarc and the future of humanity. Artlink V9#1 1989
17. Penny S (1995) Paradigms in collision, a tentative taxonomy of interactive art in Schöne
Neue Welten. In: Rötzer F (ed) pub Boer, Germany
18. Penny S (1999) Agents as artworks and agent design as artistic practice. In Dautenhahn K
(ed) Human cognition and social agent technology, John Benjamins Publishing Company
19. Pickering A (2010) The cybernetic brain. University of Chicago Press, Chichester
20. Searle J (1980) Minds, brains, and programs. Behav Brain Sci 3(3):417–457
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Robotics and Art, Computationalism and Embodiment 65
21. Suchman L (1987) Plans and situated actions: the problem of human-machine communica-
tion. Cambridge University Press, Cambridge [Cambridgeshire]; New York
22. Varela FJ, Thompson E, Rosch E (1991) The embodied mind: cognitive science and human
experience. MIT Press, Cambridge, Mass
23. Virilio P (1986) War and cinema: the logistics of perception. Verso
24. Whitelaw M (2006) Metacreation: art and artificial life, The MIT Press
[email protected]
Robotics: Hephaestus Does It Again
Jean-Paul Laumond
Robotics explores the relationship that a machine which moves, and whose
motions are controlled by a computer, can have with the real world. In this sense
the robot differs from automats, whose motions are mechanically determined, and
computers, which manipulate information but do not move.
What degree of autonomy can such machines be expected to have? This ques-
tion does not cover robotics entirely, but it does account for a large part thereof,
and it has a certain ambition. In particular, it resonates with the sciences that take
The text is adapted from the inaugural lecture delivered on the January 19, 2012, in the frame-
work of Liliane Bettencourt Chair of Technological Innovation at Collège de France in Paris. It
benefits from the translation by Liz Libbrecht of the original version entitled La robotique: une
récidive d’Héphaïstos, and published in Collège de France/Fayard Collection « Leçons inaugu-
rales du Collège de France », no 224, May 2012. This work has been partly supported by the
project ERC Advanced Grant 340050 Actanthrope.
J.-P. Laumond (*)
LAAS-CNRS, 7 Avenue du Colonel Roche, BP 54200, 31031
Toulouse Cedex 4, France
e-mail: [email protected]
[email protected]
68 J.-P Laumond
Fig. 1 Philippe Ségéral,
Athéna et Héphaïstos,
Étude no 2 (2009), Private
Collection
living beings, including humans, as their research objects. We can however imme-
diately underline an essential difference: the roboticist has to make robots; the
neurophysiologist, the bio-mechanical researcher or the psycho-physicist seeks to
understand humans and animals. Words have their significance. The missions dif-
fer: while the former have to do, and are condemned to innovating, the latter have
to understand, and are condemned to producing knowledge.
The distinction between doing and understanding is not new in the history of
science; Pasteur’s quadrant aims to show that. It was introduced recently from a
perspective of management and evaluation of research [1]. It structures sciences,
technologies and their relations along two axes: one concerns the more or less
fundamental nature of research; the other its usefulness. In this quadrant, robotics
would fit in with Edison, under “applied research with a strong societal impact”—
an expression that allows for a presentation of the discipline. But robotics is an
activity that is not summed up so easily. I prefer not to “resolve” the tension
between doing and understanding, and to that end I refer to a Greek myth that will
serve as my main theme (Fig. 1).
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Robotics: Hephaestus Does It Again 69
It was when I was preparing my lecture at Collège de France in 2011 that I dis-
covered that roboticists have a god: Hephaestus. In Greek mythology, Hephaestus
was an ingenious, talented craftsman, known for the remarkable weapons he
made. But he also made wheelchairs that moved about on their own (basically,
mobile robots) and golden servants that helped him to move about (basically, ser-
vicing robots), and he even made Pandora, a clay statue to whom Athena gave life.
He had a tumultuous love life, as attested by the following passage by Apollodorus
[2], a chronicler from the second century BCE:
Athena visited Hephaistus, wanting to fashion some arms. But Hephaistus, who had been
deserted by Aphrodite, yielded to his desire for Athena and began to chase after her, while
the goddess for her part tried to escape. When he caught up with her at the expense of
much effort (for he was lame), he tried to make love to her. But she, being chaste and a
virgin, would not permit it, and he ejaculated over the goddess’s leg. In disgust, she wiped
the semen away with a piece of wool and threw it to the ground. As she was fleeing…
While Hephaestus is the god of doing, Athena, who appears here as the one
who calls the tune, is the goddess of knowing or—to protect me from reprimands
from the exegetes—let me consider her as such for the purpose this lecture.
Hephaestus was thus seeking to possess Athena. He was unable to do so. Could
the doing not aspire to the knowing? A hard blow for the roboticist.
Robotics stems from this tension. Although the myth contradicts a current ten-
dency to confuse science and technology, it does nevertheless reflects my own expe-
rience regarding innovation—experience that I might sum up as follows: even though
doing is not understanding, understanding enables one to do, but unfortunately, not
always. And even though one may very well do without understanding, doing also
enables one to have tools—sometimes surprising ones—for understanding.
I am going to illustrate my argument in three parts: two concern algorithms
used to plan motion, while the third concerns humanoid robots and recent models
of anthropomorphic action. But first, let us look at a few historical milestones that
enable us to situate the discipline and its fields of application better.
Robotics is 50 years old or, more precisely, 54. Although the word robot appeared
early in the 20th century and has since fuelled a collective imaginary, the birth of
robotics is generally pinpointed to the introduction, in 1961, of the first industrial
robot on the General Motors assembly lines. This was the Unimate robot, patented
by George Devol and industrialized by Joseph Engelberger, recognized as the
founding father of robotics. From the outset, numerical control machines were the
most salient feature of robotics research, along with the establishment of the first
connections between machines and computers, mechanics and informatics. These
beginnings were soon to be accompanied by technological progress in calculation
(miniaturization and enhanced power of processors).
Robotics is now well established in the manufacturing sector, where it has had
a significant part to play in altering the organization of the means of production. Its
success is related to the repetitive nature of the tasks that industrial robots perform
(welding, painting, sorting, transporting, etc.) in well-structured environments where
problems are usually limited to engine failure or can be treated by an emergency
stop. There is no need for a high level of adaptability in these environments.
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70 J.-P Laumond
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Robotics: Hephaestus Does It Again 71
acceleration of 100 G. Finally, to date, more than 7,000 Naos, small humanoid
robots, have been produced by the company Aldebaran.
What knowledge is built around this profusion of innovation?
Robotics grew out of mechanics. It participated in the emergence of discipli-
nary fields such as control theory and signal processing, borrowing from computer
science and feeding into algorithmics. After the appearance of Unimate, nearly
two decades passed before the first attempts were made to theorize this field that
was still seeking its bearings.
Two major schools of thought were to revive old debates rooted in the humani-
ties, to apply them to the study of autonomous machines and to structure research
in robotics.
The supporters of what, with hindsight, could be called a “robotics phenome-
nology”, argued for the primacy of the model and introduced the “perception-deci-
sion-action” loop: the robot uses its sensors to assess its own state and the state of
the world surrounding it; it then devises models of those states, reasons on the
basis of the models, and decides on the actions to perform to fulfil the mission
assigned to it. This school has never really been theorized.2 It is structured around
topics such as:
1. mechanical system design and control;
2. artificial vision and, more generally, artificial perception;
3. object manipulation;
4. algorithmic action planning and control;
5. system architecture.
It is this school that has headed large programmes in manufacturing robotics, med-
ical robotics and planetary exploration robotics.
The other major current is the school led by Rodney Brooks, the charismatic
researcher from MIT. In the eighties Brooks argued for a conception of autonomy
based on the absence of models of the world: the machine’s intelligence should
emerge from a hierarchy of sensory-motor behaviours managed by exciter and
inhibitor mechanisms [3]. This school of thought spawned a type of robotics said
to be “bio-inspired”. It had far less contact with industry than did the preceding
one. The robot was considered above all as an experimental medium for theories
from the life sciences. This was the school from which strange artificial creatures
were born, such as the amphibian salamanders [4] of Auke Ijspeert at the EPFL
in Lausanne. Dialogue between the two communities went via the elaboration of
mathematical models. Observation of life also gave birth to very clever formal
approaches, such as the one developed by Nicolas Franceschini [5], which enabled
a drone to land softly, based on the principles highlighted by the study of flying
insects.
2With the exception of an attempt by John Hopcroft, more a theoretician of computing than a
roboticist, who saw in robotics the emergence of a “stereo—phenomenology”. This he described
in an article that, strangely, remained confidential: Hopcroft JE (1986) The impact of robotics on
computer science. Communications of the ACM, vol. 29, no 6:486–498, DOI: 10.1145/5948.5949.
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72 J.-P Laumond
In fact, this separation into two schools is not as distinct today. The tendency of
the two schools to move closer together is a fundamental one. It is evidenced in the
1,600 pages of the first encyclopaedia of robotics, published only 6 years ago [6].
In the introduction we saw that a robot acts through motion. Its autonomy there-
fore depends primarily on its ability to “decide” on its actions. So let us start with
the question of the automatic motion computation.
Industrial robots have to perform tasks in welding, painting and assembling
mechanical parts. A mobile robot—be it the robot exploring Mars, the future car,
or the next factotum robot that will share our offices—has to be able to move
about, to avoid obstacles in its way, and to inspect a place. If it is equipped with
manipulator arms, it will also have to manipulate objects.
What methods should be developed so that the machine-computer twosome
can reach an objective without an operator having to specify every detail of the
motions required?
Suppose the robot is perfectly familiar with its environment and is able to situ-
ate itself therein: for example, it has access to a layout plan of the place in which
it operates (this plan was either given to it, or it acquired it through its sensors)
and the environment in which it works has already been modelled numerically (in
the case of the industrial robot). In short, the geometry of the place is known to
the machine. In these conditions, how can a computer compute a motion to make,
based on an initial position, to attain a set goal? How can it avoid obstacles? How
can it be sure whether the goal can be attained or not? The problem posed in this
way has been popularized in robotics by the evocative expression “the piano mov-
er’s problem”. It is one of the most emblematic problems in robotics.
Can a computer answer this question? To give meaning to this type of query,
our computer scientist colleagues use the notion of decidability. When a problem
is decidable, either the computer provides a solution, if one exists, or it supplies
exact information on the non-existence of a solution. The question is then precise:
is the piano mover’s problem decidable?
The answer is yes. This was demonstrated in two steps in the early eighties.
In the first step, Tomás Lozano-Pérez (MIT) suggested transforming the prob-
lem of moving a body in space, into a problem of moving a point [7]. Thus, if one
can “reduce” the piano into a ping-pong ball, the problem is far simpler. But how
does one go about doing that?
To situate a rigid body in space, three position parameters and three rotation
parameters are necessary. These six parameters correspond to the coordinates of
a point in space, called the configuration space. The configuration space will be
reduced to three parameters for a rigid body moving in the plane (a car, for exam-
ple). More generally, it will consist of several articular parameters for a manipula-
tor robot, and of about thirty parameters for a humanoid robot.
The problem which, for a robot, consists in finding a motion without colli-
sion in an environment filled with obstacles (our three-dimensional real world) is
thus transformed into a problem of seeking a path for a point moving through an
abstract space (the configuration space whose dimensions depend on the complex-
ity of the robot considered) and avoiding obstacles, that is, images in this space
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Robotics: Hephaestus Does It Again 73
3Real algebraic geometry does nevertheless have real applications in robotics. In the case of
parallel robots known for their speed and precision, it serves to avoid design errors.
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74 J.-P Laumond
though considerable efforts were still required to obtain the “exact” calculation
that these methods required. It was to take large research projects, like the CGAL
project in Europe, to accomplish that.
This knowledge nevertheless had little influence on programmes set up to
develop robotics.
In 1990 I spent a few months at Stanford University. Jérôme Barraquand and
Jean-Claude Latombe had just devised a new approach [9] consisting in extending
a local research method developed by Oussama Khatib a few years previously: the
potential method [10]. The method is applied in the configuration space. The start-
ing point is attracted by the goal to reach, while being repulsed by the obstacles
situated on its path as it progresses. The attractive and repulsive potentials gen-
erated respectively by the goal and the obstacles combine to produce a field of
potential. An algorithm to monitor the steepest slope (the gradient) makes it pos-
sible to progress towards the goal. Although effective in practice, the method nev-
ertheless has the drawback of stopping in areas of no slope, that is, potential wells
that do not necessarily correspond to the goal.
Barraquand and Latombe had the idea, or I could say the audacity, to introduce
random steps into these cases. The algorithm thus consists of a sequence of alter-
nating gradient descents and random steps. How can one prove that the goal can
be reached in this way? One cannot. Or rather, one can prove that if a solution
exists to the problem, then there is a sequence of indefinite length that will find it.
And if there is no solution, the algorithm will “loop” to infinity. In practice, it will
be stopped after a certain calculation time, and there one will find oneself without
a solution or any guarantee that there is not one. One cannot say that the piano
mover’s formal problem is solved. Yet the results are spectacular. A student did
a demonstration for me on a system consisting of eight articulated bars (dimen-
sion eight configuration space—a dimension until then out of reach of any other
method): the “robot” wove its way through a highly cluttered space after only a
few seconds of calculation. I was flabbergasted by the ease with which it did so.
Familiar with the problem, I suggested that the student run his program based on a
very particular starting configuration, drawn by a very deep well of potential. After
calculating for more than a night, the program had found no solution, whereas we
knew that there was one. Morality was safe: there was no miracle. Hephaestus’
know-how had not been promoted to the ranks of knowledge.
The problem remained whole. The problem remained whole? Of course!
Except I had devised a very particular case deliberately to “trap” the algorithm.
Usually it actually worked very well.
Intrigued, on my return to Stanford I launched research on a subject that can be
summed up in the question: Why does the method work “so well”? After working
for a year with a PhD student,4 I was able to identify the type of mathematics that
could account for performance: it concerned theories of “catastrophe” and “percola-
tion”. I went to Toulouse to give a seminar in a static physics laboratory, and there
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Robotics: Hephaestus Does It Again 75
I met specialists who very quickly understood the nature of the problem that we
were focusing on. Jokingly, they suggested I join their laboratory so that we could
work on it together. For me that would have meant giving up robotics.
Understanding the behaviour of these methods is indeed a very difficult problem
that is still unsolved today. When we returned from this seminar my Ph.D. student
and I agreed to change the subject of his thesis. Hephaestus was enraged at having
to give up. But so what: he had opened the door to the development of probabilistic
methods.
Unlike the methods spawned by algebraic geometry or computational geome-
try, probabilistic methods require no explicit construction of obstacles in the con-
figuration space. A simple checker of collision between bodies in real
three-dimensional space is enough to implement them. In its basic version [11],
the probabilistic algorithm draws configurations randomly: if a configuration is in
a space free of obstacles (test obtained by the application of the collision checker),
it is added to the data structure. We then verify if it is possible to connect it via a
collision-free path with other configurations already computed. If it is, we memo-
rize the information. The data structure is enriched as the computations are per-
formed, and takes the form of a map, called a graph, which tends to cover the
space of obstacle-free paths. Solving a problem of motion planning amounts to
verifying whether the departure and the goal are attainable from the points on the
graph, and whether these points can be linked up via a sequence of pre-calculated
paths. The on-going problem of seeking a path in the configuration space is then
reduced to the combinatorial problem of the search for paths on the graph. The
shift from continuous to combinatorial is done; that was the aim. The method is
simple and general. It is at the origin of numerous variants, each with its own char-
acteristics. They are currently still being developed by several teams around the
world and are constantly being improved.5 They owe their success to the fact that
they match up to the state of calculation technology so well. Had they been devel-
oped 20 years earlier and presented on the sole basis of their formal contribution,
without reference to case studies that processors at the time would have been una-
ble to solve, these methods would not have been published.
Not only are probabilistic methods effective in practice, they are also easy to
program. Today they make it possible to plan the complex motions of a humanoid
robot transporting cumbersome objects. And they have unexpected applications.
Probabilistic methods are at the origin of a software platform developed at
LAAS-CNRS [12] in the framework of a European project in which industrial
firms were participating. Scale one problems were successfully solved by simu-
lating maintenance operations in industrial facilities. In 1999 the French law on
innovation was passed. It encouraged researchers to set up their own businesses.
The company Kineo was founded in December 2000 [13]. The idea was to tar-
get the virtual prototyping market. In this sector, mechanical assemblage and robot
5Research in this field consists in giving “meaning” to random draws, that is, introducing various
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76 J.-P Laumond
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Robotics: Hephaestus Does It Again 77
approximated by the paths of a car of the same size, provided that the car could be
manoeuvred. The link was immediately made with non-linear system mechanics: a
car is a nonholonomic system, a concept encompassing the fact that a driver can act
on two parameters only, the speed and the direction of the car, whereas as for him
or her it is a matter of mastering the two parameters of the car’s position and its
orientation. In other words: the configuration space of a car is three-dimensional,
while the number of its degrees of freedom is two. More colourfully, we could say
that there would need to be another engine if the car were to move like a crab.
Mathematics was to contribute decisively to solving this problem [14]. It was
to show the roboticist how steering this crab-like motion could be approached
through a sequence of admissible motions. Underlying this were notions of
vector fields, of Lie brackets and of sub-Riemanian geometry. A link had to be
established between these notions, and that was a matter of pure (not applied)
mathematics, and of combinatorial notions of decidability. Proof was established
that to park one’s car the number of manoeuvres to make varies like the inverse
of the square of the free space. And if the vehicle is pulling a sequence of trail-
ers (like trolleys in an airport), the number of manoeuvres can go so far as to
follow an exponential function of Fib(n + 3), a formula in which Fib represents
Fibonacci’s famous sequence of numbers 1, 1, 2, 3, 5, 8, 13, … and n corresponds
to the number of trailers [15]. This number increases like an exponential function,
that is, extremely rapidly. The result indicates that, while it can be conceivable to
parallel park a car pulling a caravan, or a tractor pulling a cart, it is not reason-
able to expect the same feat from a baggage handler at an airport. It is not that
the task is impossible, but it is too complex: the number of manoeuvres would be
far too great. And this is not just a question of technology; it is a physical real-
ity. Hephaestus can try as much as he likes, Athena will still mock him. This fine
result of combinatorics is based on the knowledge of a somewhat exotic geom-
etry. Knowledge has applications where one least expects them. Engineers do not
only need applied mathematics to carry out their innovations, they also need pure
mathematics.
The above result is actually a result of existence: it is possible to park a vehi-
cle, under certain conditions. But how does one do this in practice? The roboti-
cist demands “constructive” proof of the result of existence. The mathematician is
driven into a corner: in the case of parking a trailer he gave a near complete solu-
tion to the problem. The roboticist completed it, and in 1993 the LAAS-CNRS’
mobile robot Hilare was able to park its trailer entirely autonomously. This was a
first. The result could be generalized to several trailers, if their hitches are centred
on the axle of the trailer preceding them (the devil really is in the detail!). On the
other hand, the mathematician fails to provide a construction for a general system.
The problem is a very difficult, open one: we know how to calculate the trajecto-
ries of a mobile robot with two trailers with a centred hitch; we do not know how
to do so for a robot with two trailers with an offset hitch.
What lessons can be drawn from these results?
The first lesson: the problem of parallel parking has been solved. In the early
2000s, I tried to promote the technology in automotive industry. I learnt in a
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78 J.-P Laumond
meeting with a programme manager that car manufacturers were not interested in
our solutions. The reason was not the feasibility of a possible transfer. It stemmed
from the fact that car manufacturers did not want to design automatic driving sys-
tems because of legal responsibility in the event of an accident. The driver had to
remain the only one responsible for the car’s behaviour. Complete automation of
driving (that is, a form of autonomy of the vehicle) is not the order of the day. Pity.
We’ll stop at the computer-aided driving systems that we now see emerging.
The second lesson: if it is really necessary, the engineer will know how to com-
pute trajectories for the system with two trailers with their hitches offset. How is
this possible? The story goes as follows. In 2000, Airbus and the French Ministry
of Infrastructure launched the “Grand Itinéraire” project to transport the six com-
ponents of the future Airbus A380 by exceptional convoy from the little town of
Langon to Toulouse. The dimensions of the convoy were exceptional. In places the
road had to be redesigned, and for that purpose it was necessary to simulate the
convoy’s trajectory with precision. The Direction Départementale de l’Equipement
(DDE) contacted Kineo: a fine opportunity for the start-up to establish its position
as a specialist in motion planning and control. However, whereas four out of the six
trucks had a trailer with a centred hitch, the other two corresponded to the model of
the robot towing two trailers with an offset hitch. Bad luck! Kineo’s engineers and
researchers from LAAS-CNRS nevertheless developed a numerical optimization
method (derived from known methods in applied mathematics) which successfully
enabled the simulations of crossing through the villages of Condom and Lévignac.
For Kineo the opportunity was too good to miss. The contract would enable it to
pay the young company’s first salaries. Was the mathematical problem solved? No.
The numerical method simply corresponded to the DDE’s terms of reference.
Knowledge that is of little interest and new know-how that is sterile from the point
of view of advances in knowledge are typical of research and innovation processes.
Let us now turn to the last part of this presentation, devoted to humanoid robots.
Humanoid robots appeared in the 1970s. Technological advances in mechatronics—
miniaturization of electronic components and increasing power of electric engines—
have enabled their application in research laboratories over the past 10 years. There are
currently around twenty different prototypes.
Hephaestus is starting all over again with new Pandoras. They are no longer
of clay, but mecatronics. And they are animated. The roboticist keeps on ask-
ing the question of autonomy: what adaptability can we hope to give these new
machines? The analogy between humans and machines has to be made [16]; it
cannot be avoided. In the end, does Hephaestus have the keys to knowledge? With
his machines that adapt, that “decide” on their actions, what can he tell us about
our own “functioning”? The question is both dangerous and beautiful.
The danger is epistemic. Robotics cannot serve as an alibi for biology. A bio-
logical model cannot be validated on a robotic platform. Even though models of
life forms can be simulated on computer, and robots can be controlled on the basis
of these principles—sometimes very effectively—, it is in no way possible to con-
clude on their validity simply because they are operational in robotics. It is not
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Robotics: Hephaestus Does It Again 79
because a roboticist successfully uses a bio-inspired model that this success says
anything about the validity of that model. And conversely, it is not because the
roboticist is capable of making a robot navigate in an environment cluttered with
obstacles that we know how humans or animals solve the same problem.
Yet the confusion is tempting. It is often recognized. It is maintained by the
dangerous use of words. We carelessly go from the “autonomous” machine to
the “intelligent” machine, then to the “thinking” or “conscious” or “sensitive”
machine and why not even the “romantic” machine (although to my knowledge
no one, as yet, has dared to use the latter adjective). We may be astounded at the
feat of Toyota’s robot playing jazz on a trumpet, but we do need to remember that
it “feels” nothing, that it has no “humanity” in its playing. We need to take note of
our own transference: some of us have a strange affection for our car, but I don’t
think that the affection is mutual!
Let us bear in mind the image of the myth—and it is only an image, for even if
the roboticist can identify with Hephaestus and can shape Pandora out of clay, he
is neither Athena nor Geppetto. He will never give any humanity to clay or wood.
A robot is a machine controlled by a computer; nothing else. Although animated,
it remains and will remain an inanimate object without a soul that becomes
attached to our soul [and without] the power of love.6 Let us allow the demi-gods
to talk, let us enjoy works by Fritz Lang and Mary Shelley, and let us not be
afraid. But are we actually anxious? That is not so sure. In any case, our Japanese
friends aren’t, they who are so different from us; they for whom union is possible.
The question of the analogy between humans and humanoid robots is hazard-
ous; it had to be answered. It is also fine and fascinating, provided we give it some
rigorous substance.
An anthropomorphic system—the human or the humanoid robot—is a system that
is both redundant and under-actuated. Let us clarify these two terms that have the
advantage of being specialized and therefore not contaminated by common usage.
Take a human skeleton like the ones that used to be displayed in the biology
classes of our schools. It is a set of tens of bones articulated to one another. Giving
an angle value for the various joints amounts to defining the skeleton’s posture:
standing, sitting, running, grasping something in its hand, etc. With all these
angles, we again find the notion of a configuration space. To animate its skeleton,
the human body has several hundred muscles. They constitute the motor space.
The tensions on the muscles cause the values of the joints to vary. The situation
of current humanoid robots is simpler: a motor is linked to each articulation. The
configuration space and the motor space combine. To grasp a ball on a table, the
human and the humanoid robot have to move their hand towards the ball. From
a geometric point of view, this task is three-dimensional: three parameters are
necessary to situate the ball in space. The robot has about thirty motors; humans
have several hundred muscles. That is too many. There is a wide gap between the
dimension of the task and the dimension of the motor space. This gap allows for
6Allusion to Alphonse de Lamartine's poem “Milly ou la terre natale”: “… objets inanimés, avez
vous donc une âme// qui s’attache à notre âme et la force d’aimer?”.
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80 J.-P Laumond
countless ways of attaining the goal: one can use the right hand or the left hand;
one can scratch one’s head with one hand and grasp the ball with the other; if the
ball is on the ground, one can grasp it by bending one’s knees or not, depending on
what one feels like and how supple one is. A system is redundant when the dimen-
sions of its motor space are greater than those of the task to perform. The notion of
redundancy is linked to that of action.
An anthropomorphic system is also under-actuated. This characteristic relates
to the system’s motion in its environment. The angular parameters of the skeleton
mentioned above correspond to the skeleton’s posture, not its position in the envi-
ronment (is it close to the blackboard or at the back of the lecture room?). The sys-
tem therefore has to be placed in its environment: six parameters are enough, as
we have seen. The space of the configurations of an anthropomorphic system is
thus composed of the articular variables of the skeleton and the six position
parameters.7 No muscle, no motor is in charge of directly varying the position
parameters. It is in this sense that the system is said to be under-actuated.
If there is one technological feat that humans have accomplished, it has been
the invention of the wheel. A disc turning in a vertical plane, placed on a horizon-
tal plane, starts to roll. The centre of the disc moves forwards. The wheel is “spe-
cialized” in moving. While moving about is the privilege of life forms (at least at
first view), surprisingly nature did not invent the wheel. The sentence “an anthro-
pomorphic system is under-actuated” means that it does not have motors special-
ized in motion: humans move about by putting one foot in front of the other and
then starting again, that is, by varying the articulations in their skeleton, and there-
fore by activating a large number of muscles, when two wheels would have been
enough. Anthropomorphic locomotion is a far more “complex” task than driving a
car: it involves far more motor variables than does driving.
How do all the muscles of the human body coordinate to perform the task of
grasping something? How can all the motors of a humanoid robot be coordinated
to perform the same task? What trajectory does an individual take to leave a room?
How can the trajectory of a humanoid robot be calculated in the same situation?
The questions are precise. While some seek to understand and others to do, the
formulation that we have introduced shows that they are of the same nature. They
question the relationship between the motor space and the physical space. This
relationship is a key to understanding our relations to the world. Henri Poincaré
set the terms [17]. That is where the power of mathematics lies, in proposing a
formulation common to science and techniques, and it is this foundation that is
contributing today to the emergence of new fields such as neuro-robotics.
If all the angular variables of a skeleton are known, it is easy to infer the posi-
tion of the left hand in space: there is only one. The converse is not true. If you
know the position of the left hand in space, there is an infinity of angular variables
of the skeleton that give the same position of the hand (the skeleton is redundant).
7It may seem strange to consider six parameters, but all six are indeed needed to situate an astronaut
floating in a space shuttle. In everyday life, however, the human being is not a body “floating” in
space. He or she moves about on a surface, and three parameters are enough to pinpoint him or her.
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Robotics: Hephaestus Does It Again 81
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82 J.-P Laumond
explore. The identification of this coupling and these principles is currently a key
theme in computational neurosciences. A pioneer in the domain, Alain Berthoz,
has found an apt name for the theory underpinning all this: “simplexity” [21], a
combination of these principles that life forms have invented to face world com-
plexity. Together, and in collaboration with our colleague specialized in numerical
optimization, Katja Mombaur, we have brought to light the principles that led up
to the formation of locomotory trajectories. Take the following example: you enter
a very big empty space (a shopping mall) that you have to cross through to get out
(by a door). The space is vast. You are going to follow a trajectory and you think
that it is yours. We have shown that everyone will actually follow very much the
same trajectory. Our behaviour is stereotyped. It follows a principle that expresses
a subtle combination between the comfort of movement, which leads one to antici-
pate the final goal to attain (being in front of the exit), and anchorage of the gaze
on the door. The difficulty is to find this principle,9 but once it has been found, it is
very easy to implement it in a robot. That is how the humanoid robot HRP2 takes
the same trajectories as those that we will use in its place.
The roboticist benefits from the principles governing the autonomy of life
forms, while contributing to their study.
Was it necessary to do all that to get the HRP2 robot to work? The answer is
no. Other robots use other approaches which are equally admissible from the point
of view of the result.
But let us examine more closely the approach of today’s humanoid robots. Most
of them have flat feet and walk with bent legs.10 This lack of suppleness is a conse-
quence of the long process that led to their design. The main challenge of biped
locomotion is balance. On a flat surface, flat feet form a support polygon. Provided
that its centre of mass is above this polygon, the robot can remain perfectly immo-
bile; it won’t fall even if it is bumped slightly. Designing a method of locomotion
based on this principle ensures that at every moment the centre of mass is projected
evenly on the polygon, the support of the two feet. Walking is then slow and labori-
ous. It is necessary to do better. A clever model of stability was introduced in 2003
by Shuuji Kajita at the Japanese institute AIST [22], based on an idea introduced
30 years earlier by Miomir Vukobratović [23]: all forces of reaction exerted by a
flat floor on the surface of a body in contact with it can be reduced to the force
9To that end we devised a resolution paradigm: the inverse optimum control. Usually, the
engineer is faced with the following problem: given a system that has to be led to a desired state,
and given a cost to optimize, what is the best strategy to apply? This is a problem of optimum
control. In our case the problem is the opposite in so far as we observe a natural phenomenon
and wonder which principle of optimality it obeys. The postulate of the existence of a principle
of optimality may be questionable (it could be discussed in a future seminar), but at least it offers
the roboticist an operational approach, and the neurophysiologist an angle of approach that estab-
lishes his/her own methods of validation. These studies resemble the methods of automatic iden-
tification and automatic learning in artificial intelligence.
10This is not the case of surprising biped machines (or even single—legged ones!) developed by
Marc Raibert at MIT from the 1980s. His work produced the quadruped robots mentioned in the
introduction. It was only very recently that he launched Petman, a new project for a humanoid robot.
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Robotics: Hephaestus Does It Again 83
exerted on a point called the centre of pressure. To ensure that the robot does not
fall, it is enough for the point to remain above the support polygon. Force sensors
to measure the effort placed under the robot’s feet show the position of the centre
of pressure at any point in time. Controlling the robot then consists in playing on
the modification of the centre of mass, to ensure that the centre of pressure remains
in the support polygon. The centre of mass no longer needs to verify the same con-
straint. The robot’s walk is more fluid. Conceptually, the innovation is based on an
approach to anthropomorphic walking that starts from the feet. It nevertheless
requires the robot to have flat feet and to plan the position of its feet in advance.
Intuition suggests that we don’t walk like that…
Neurophysiologists have a radically different approach: nature shows that bipeds
walk with their head, not their feet! What does this provocative statement mean? In
brief: the method of control referred to above is based on observation of the centre of
pressure exerted by a person’s feet on the ground (the information is given by sensors
measuring effort, placed under the robot’s feet). But neurophysiology teaches us that
(living) bipeds stabilize their head in rotation in the sagittal plane [24]. The reference
framework at the origin of the control of locomotion is in the head (the information
is given by the vestibular system). Locomotion has to be envisaged as a process start-
ing from the eyes and going towards the feet, and not the opposite. A robot will walk
like a human only if it has an articulated head containing sensors capturing data on
the position of its body (inertial units and other accelerometers). The design of the
biped robot therefore has to integrate a complete body: it should not be designed step
by step, first the legs, then the trunk, the arms and the head, as is often the case. The
head is not only there to carry two cameras and to give a human appearance to the
robot; it is an essential condition for the stabilization of the living biped’s locomotion.
It is a possible condition for the stabilization of the locomotion of humanoid robots.
The message is clear. The principle has been discovered; the roboticist just has
to invent it. It is not enough to say; one also has to do. Moreover, the child him-/
herself has to “invent” it over a long learning period. What are the mechanisms
driving this learning? That is a question concerning neurophysiologists, psycho-
physicists and roboticists alike, and which fuels the fertile tension. Dialogue is
possible: the probabilistic models, for example, are there to describe the processes.
Markov chains and Bayesian inference enable us to structure and to explore very
large databases in huge spaces. They also benefit from technological progress in
computational power. The fact remains however that, even if the correlation
between two variables enables roboticists to stabilize their robots, it says nothing
about the causal relations. In any case, they pay little attention to that, condemned
as they are to doing. And if they can invent a method that can do without this
learning phase, so much the better.11 I am deliberately over-stressing the point: we
never protect ourselves enough from “dangerous analogies”.
11We have seen that roboticists are capable of finding a method for driving a car. Whereas
humans have to learn to drive, the models developed in robotics free the mobile robot of any
learning phase. The equations of the motion of a car are known and mastered. Yet there is no
point in humans knowing these equations; they still have to learn to drive.
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Robotics: Hephaestus Does It Again 85
Fig. 2 The finding of
Erichthonius, Pierre Paul
Rubens (circa 1616) ©
LIECHTENSTEIN. The
Princely Collections, Vaduz-
Vienna
It often appears where it is least expected; we have seen many examples of this,
especially in information technology. What can be said about Nao, the small
robots that educational teams use today to help autistic children? No “order”
was put through, yet what a fine bit of innovation if a little machine communi-
cating by voice and movement can help these children out of their isolation, at
least partially. Recent years have shown that it is difficult to predict the impact
of technological progress. Steve Jobs did not meet needs; he created needs that
have become essential today, yet which we did without yesterday. That is where
his genius lies.
As regards robotics, its impact is going to affect many sectors; we have listed
the most probable. How are we going to adapt? Easily. Humans are highly adapta-
ble to new technologies. The wheel led us to tar our landscapes and we find it dif-
ficult to switch off our mobile phones. Technological innovation is always a death
sentence for a certain know-how (savoir faire) and for certain social conventions
(savoir vivre). In this sense, robotics should also prompt us to ask ourselves cer-
tain questions. The roboticist can tell us what it is about—and that is what I have
endeavoured to do—but unfortunately nothing more. Faced with Athena, he is the
eternal one who limps. He has nothing to say on what he knows about civilization;
he only knows how to do12!
Let us conclude Apollodorus’ text. The episode ends as follows:
As [Athena] was fleeing, Erichtonius came to birth from the seed that had fallen on the earth.13
12Does what applies to the roboticist also apply to the citizen robotics researcher? I think it does,
but I must admit that this is where I reach uncertain shores of my reference to mythology.
13Hard, op. cit.
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References
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Part III
Otherness
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Embracing Interdependencies: Machines,
Humans and Non-humans
Amy M. Youngs
Scientists and environmentalists have recently announced that we now live in the time
of the Anthropocene. [1] Following the Holocene, this new epoch is human-dominated
and characterized by our species’ industrious progress on the earth eclipsing every-
thing else. Blanketed by anthropogenic carbon dioxide and methane gas, we live in
cities programmed by swathes of pavement, park grass, and Miracle Gro, and we
experience almost nothing that is not human-made or controlled. We feel our power
as humans, creating the landscape, eating animals hidden inside of fluffy buns, and
spinning the world into our gold. Why work when we can harness, and then hygieni-
cally disguise, the labor of bacteria, plants, insects and animals? Speaking of cheese,
why milk cows when we can program robots to do it for us? Why even bother with
thoughts of messy cows, when our delicious cheese can be purchased from every
grocery store wrapped in plastic with a cartoon farm on the label?
A.M. Youngs (*)
Department of Art, The Ohio State University, 258 Hopkins Hall,
128 N. Oval Mall, Columbus, OH 43210, USA
e-mail: [email protected]
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90 A.M. Youngs
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Embracing Interdependencies: Machines, Humans … 91
My interest in interactive and embodied art forms comes from my early influences
in the San Francisco Bay area art scene of the 1990s, which included the fire-
breathing, uncontrolled robotic spectacles of Survival Research Laboratories, the
delicate, fish-driven robots of Ken Rinaldo, the anthropomorphic video robots of
Alan Rath and some of the earliest interactive video works by Lynn Hershman
Leeson and Jim Campbell. As a young artist, I was immersed in the early exam-
ples of a new form of art recently made accessible with the surplus of microchips
and sensors coming out of Silicon Valley. Interactive art was, at that time a radical
new form that addressed its audience so entirely differently, it called for a new
name. The audience was no longer a “viewer” or a “spectator” but was instead,
a “participant” or “viewer-participant”. In this new role, we were included in an
unfolding dialogue taking place in the interaction between the artist, materials,
culture and machines. At last, the vision of a “systems aesthetic” written about by
Jack Burnham in 1968, was emerging [3].
The desire to see oneself reflected in the world extends into technology. When
I worked at the San Francisco Exploratorium in the 1990s, I observed that visitors
were especially interested in seeing their own images and voices reflected back to
them in the technologically enhanced exhibits. This museum of science, art and
human perception was for me, an excellent hands-on education in interactivity and
audiences. Spending time with visitors and exhibits as an “explainer” put me in
conversation with people who were learning about the connections between the
world and their bodies, with their bodies. Technology, along with well-crafted situ-
ations, provides a way for us to step outside of our bodies and look back. While
similar to the experience of seeing oneself in a mirror, techno-mediated situa-
tions allow us to go beyond the common reflection. Many of the exhibits at the
Exploratorium, especially those that were invented by artists, push our bodies
into new mirror-like situations where we become remapped, reprocessed, hybrid-
ized, and abstracted. Like many mirrors, these often flatter us, while at the same
time they turn us into interesting aliens. Given an intuitive interface, the technol-
ogy does not alienate, it integrates and becomes a part of one’s vision of self. The
perennial favorite of the many visitors who volunteered this information to me,
was Recollections, an exhibit made in 1981 by artist-in-residence Ed Tannenbaum
(Fig. 1). This interactive video wall captures and re-images the participant’s body
in a rainbow series of real time and past time silhouettes, each stacking up to cre-
ate a new sense of the body that reveals the self as an expanded form that includes
past and present as one. On a recent visit to the Exploratorium, I was not surprised
to see that this piece remains on permanent display, even after the entire museum
has moved to a new location. Though the technology in this piece is rudimen-
tary by today’s standards of interactive video, the power of this sensation of self,
reflected in technology in real time, is undeniable.
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92 A.M. Youngs
Vulnerability, Re-engineered
Humanoid robots are a powerful reflection of self in technology, but they also
carry a sense of their own identity as a frightening, or corny, popular culture
being. Donna Haraway’s text, “A Cyborg Manifesto”, influenced my thinking
around the potential of the cyborg to create destabilized, yet powerful, identities.
As semi-autonomous, semi-human, semi-gendered, semi-living bodies, they open
the possibilities, “of reconstructing the boundaries of daily life, in partial connec-
tion with others, in communication with all of our parts” [4]. I embraced the new
feminism of strange kinships suggested by this seminal text and found that her
boundary transgressing cyborgs were directly applicable to my work as an artist.
When designing my first robotic artwork in 1999, I chose to work in the human
scale and upright structure, but in the location where the head would normally be,
I placed a plant (Fig. 2). The elevation of a plant brings it into our body scale to
give it a sense of presence in the human world. I designed and built a responsive,
robotic body apparatus around it, to provide a sense of movement that related to
human time scales rather than what we expect of plants. The movements of the
robot mirrored the movements of the human participant, offering that satisfying
sensation; the recognition of self reflected in technology. The plant at the head of
the robot however, puts it into the role as active, controlling agent. It might at first
appear to be the “natural” player in the situation, but this is not an organism that
is untouched by humankind. In fact this is an organism that has been altered—
engineered—by humans so that it lacks its protective spines and is therefore, eas-
ier to eat, feed to livestock, and integrate into our domestic landscape as a prickle-
free element. Because the Spineless Opuntia is an economically valuable plant, we
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Embracing Interdependencies: Machines, Humans … 93
Fig. 2 Rearming the
Spineless Opuntia 1999, by
Amy M. Youngs. Photo,
Amy M. Youngs
clone, cultivate and protect it, creating a variety that is dependent on us. In my
sculpture, Rearming the Spineless Opuntia, the vulnerable cactus appears to have
gained a technological apparatus designed to protect it when humans approach
(Fig. 3). Moving in specific, dynamic relationship to the distance of the human the
techno-armored cactus-borg is clearly responding to the human. In this interactive
situation the human participant is cast as an aggressor—and possibly as a defend-
ant needing to avoid the very sharp metal spikes—while the cactus is cast as a
motivated, sensing being working in partnership with its technological skin.
The relationship is further complicated as the robotic armature openly displays
its nest of wiring, microcontroller board, clunky-clicking relay, worm-drive motor
and brass mechanics. Revealing the human hand, this cyborg was built on my
hybrid knowledge of jewelry-making techniques, do-it-yourself circuitry, hacking,
and my novice’s grasp of welding and computer programming. The spew of wires
ends up at a plug in the wall, reminding us of the possibility of unplugging our
human-made technologies from the human-made infrastructure of electric wires
that deliver the power that we, in collaboration with our machines, have extracted
from the land. The waterfalls and coal that have been harnessed as energy are
being conscripted as actors in this situation of programmed computer chips and
mined metals. As the creators of technology, humankind is reinserted back into
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94 A.M. Youngs
Fig. 3 Rearming the
Spineless Opuntia, detail
1999, by Amy M. Youngs.
Photo, Amy M. Youngs
Constructed Ecosystems
In the opening chapter of The Politics of the Impure, Joke Brouwer, Arjen
Mulder, and Lars Spuybrock, write: “Technology has become our new nature. We
are fully surrounded by and enmeshed in it. It is beginning to form a new envi-
ronment, and it is a constant supplier of accident and event” [5]. In this fertile
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Embracing Interdependencies: Machines, Humans … 95
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96 A.M. Youngs
Fig. 4 Farm Fountain 2007–2013, by Ken Rinaldo and Amy M. Youngs. Photo, Amy M. Youngs
of the system were important to us—and to the other living things—I found that
living within the system and thinking about it as an artistic pursuit allowed me to
develop a more nuanced sense of the meaning of “function”.
Living with this project was a sometimes thrilling, and other times frustrating
experiment in interdependence. It ran continuously for 6 years and in this time we
experienced an intimate connection to the many delicious meals of tilapia fish and
salads grown in our system. We also experienced the annoyance of flooding, gnat
infestations, the tragedy of accidental plant and fish deaths, and the painfully dif-
ficult process of catching and killing fish to eat. One of the most surprising les-
sons was that the system required so much maintenance. We could control the
automated cycles with our electronics, we could telepresently view it from any-
where with an internet connection and the bacterial-plant-fish circulating parts
of the system worked in beautiful balance together most of the time; but we had
not anticipated the ongoing human labor of cleaning pumps and tubing, managing
pests, clearing plant debris, sowing new seedlings and keeping up with harvesting.
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Embracing Interdependencies: Machines, Humans … 97
Fig. 5 The author, tending to Farm Fountain 2007–2013, by Ken Rinaldo and Amy M. Youngs.
Photo, Ken Rinaldo
Though it took more time than expected, the process was mostly enjoyable for me,
since I derived so much pleasure from spending time with the system, watching
the fish, immersed in the sounds of trickling water, noticing the plants develop,
grazing on a cherry tomato and, most of all, bathing in the glistening blue and
red LED grow lighting bouncing off of the surfaces of aluminum, plastic, plants,
water, fish, and my own skin (Fig. 5). It was a mood improvement device for me,
a pleasurable sensation of the mesh, and I found that I was especially drawn to
spending time with it during the dark days of winter.
The food produced in Farm Fountain was delicious and it was certainly part
of the pleasure of the system, but as a food producer it could not compete with a
visit to the local farmers market. Over time, I realized that the management of the
system towards crop productivity was uninteresting to me. The questions around
the meaning of productivity were intriguing though—for whom or, for what?
Many aquaponics farmers skew their systems towards favorable conditions for the
productivity of one crop. Some focus on fish production, stocking them densely,
adjusting the pH and temperatures for them and using the plants as expendable
nutrient absorbers. Others focus on a plant-based crop and use the fish as nutrient
producers for the health of the plants. We tuned our system for an overall, easy-
going balance because we were not so concerned with high harvesting yields. We
saw ourselves in the loop of the system, as the laborers, harvesters, eaters and
aesthetic appreciators needed to keep the system going. There were times I felt
I was the main beneficiary of the system, and other times I felt enslaved to it, but
I always felt integrated with it. Even after dismantling the Farm Fountain struc-
ture, some of the organisms in the system live on as part of our own bodies and
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others have gone on to populate the new ecosystem experiments that Ken and
I have each continued to pursue.
The roles that each organism plays in the miniature ecosystem are not necessar-
ily fixed and can be engaged differently through new arrangements, timing, loca-
tion and species. As I became more interested in the horizontal leveling of the role
of the human in the system, I realized that I needed to eliminate the killing and
eating of fish. Even though this was always done in private, the specter of such
an event became a focus that tended to place the human in the role as a killer and
eater, which downplayed our roles as interdependent tenders of the system. In the
subsequent ecosystem artworks I created, I sought to blur the boundaries of who
should be doing what in an ecosystem. I constructed a less formal system in order
to explore the potentials in shifting the players and to increase the visibility of the
streams of waste and energy in and amongst the food. Like the Farm Fountain, the
system was cybernetic in the sense that it set up dynamic interactions between the
human, animal, environmental and mechanical systems that each relied on feed-
back and adjustment loops. Human interaction was one among many dynamic ele-
ments that communicated and controlled the overall system.
In my next project, River Construct (Fig. 6), I worked with the overall model
of a river—which is alternately fed and cleansed by a variety of organisms along
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Embracing Interdependencies: Machines, Humans … 99
its path—but the aesthetic was nothing of the sort. The artificial river I constructed
flowed vertically, up and down a utility ladder, feeding and watering lettuces and
herbs in a succession of plastic buckets resting on the rungs. Like a river, the
inputs to this watery system were sunlight and organic waste. In the case of this
mini model, a single rabbit lived by the “river” in his playpen, and two buckets
of worms lived in line with the flow of the water. Left-over human food scraps,
old newspapers and rabbit manure were fed into buckets containing worms, who,
along with bacteria, converted the waste into nutrients that flowed through the
water to the roots of the growing plants. Small guppies lived in the water basin,
eating mosquito larvae and algae growing in the system. The sunlight from a win-
dow fed the growth of the plants and also charged a solar-powered battery that
provided power for the system. This constructed river turned on and off intermit-
tently, based on a timing cycle that was determined by the amount of sun avail-
able to charge the circuitry that powered the timer and pump system. The system’s
location at the Red Line gallery in Denver, Colorado during the summer provided
enough sun to the battery to allow a timing cycle that turned the flow on for 1 min,
every 45 min. The solar powered, electromechanical control elements were inte-
grated into the system like the others—visible, yet not in full control, yet impor-
tant to the overall workings of the system.
The aesthetic of this work came from utility, garage DIY, and hardware stores.
The experimental, provisional nature of the system called for an openness in mate-
rials and structure. It was important that it be reconfigurable and reprogrammable.
The power of the river metaphor, along with the physical presence of living plants
and a rabbit, needed to be balanced with materials that are not generally thought of
as part of nature: ladder, plastic tubing, buckets, fencing, toys, Ikea rugs, thrift store
cook pots, wires, solar panels and control boxes. Embracing impurity and non-
traditional aesthetics, the elements of a mass-industrial ecosystem joined forces to
integrate with the biological ecosystem as literal support structure (Fig. 7).
Each player in the system had a programmed, yet flexible role for interaction with
the others inside of the ecosystem. The live rabbit was conceptually employed in
this artwork as a way to point to the array of relationships humans share with other
living things. Rabbits play a particularly broad range of roles, as they are wild,
domestic and materially intermingled with us in a variety of ways: pets, food, food
for pets, fur coats, lucky foot charms, magic trick partners, hunted game, enter-
tainment and show specimens. In the case of the rabbit named Eddy, he began
his life as a purebred, pedigreed Himalayan who was unsuccessful in his role as
a show rabbit. I purchased him from a breeder for the “pet only” price of $15. His
next role was as a manure producer for the River Construct artwork. He lived in
a fenced in area next to the “river”, where his manure was swept up by mainte-
nance humans (gallery managers) and placed into the worm buckets for further
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100 A.M. Youngs
processing (Fig. 8). When the exhibition ended, Eddy became a house pet. Even
in his role as a manure producer during the exhibition he did not act as expected.
He improvised, as living things do. His interest and affection for human visitors
did not surprise me (that he nipped one child was a bit unexpected), but I could
not have anticipated that he would leap out of the fenced area designed to keep
him out of the rest of the gallery. He freely visited with humans in the gallery
and he ate the low-lying food plants in the River Construct system, originally
programmed for the human visitors to eat. I was even more surprised to discover
that he would jump back into the enclosure to rest. The rabbit and the fence did
not work exactly as programmed, but they worked far better than expected for the
humans, who enjoyed the presence of the rabbit in the gallery. The plants he ate
might have a different perspective.
The worms also played an altered role. Their expected, terrestrial lifestyle was
reconfigured into a water-based system, where they were suspended in buckets.
This experimental arrangement keeps them healthy, provided the water has enough
oxygen, which was a function of the timing of the electro-mechanical circulation
system. Along with the bacteria, they successfully processed waste (rabbit manure,
human food waste and newspapers) into nutrients that flowed through the water
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Embracing Interdependencies: Machines, Humans … 101
Fig. 8 River Construct 2010, by Amy M. Youngs. Detail of human role in waste processing.
Photo, Amy M. Youngs
to the plant roots [8]. The worm colony multiplied, the plants thrived and so did
the fruit flies. These uninvited guests to the ecosystem likely arrived when humans
added old fruit scraps to the worm buckets. They did not affect the workings of the
worms, rabbit, electronic control system or plants, but they were the undoing of
the system because of how they affected the humans.
The humans who worked in the gallery were programmed with instructions to
care for the rabbit, feed the worms, add water to the system and harvest the plants.
The gallery visitors were programmed to pet the rabbit and to snack on the leaves
of the plants. They went beyond their roles in many ways, picking up the rabbit,
putting their children inside the pen with the rabbit (Fig. 9), trying to catch the
guppies, etc., but the only real threat to the health of the system turned out to be
the addition of the fruit flies at the same time a new gallery director began work-
ing there. One week before the show was to close, he ordered the worm buckets
to be cut out of the system and put outside because he could not tolerate the fruit
flies. Though this was disappointing to me personally (and it certainly affected the
plants who lacked their nutrients and the worms who were subjected to an unfa-
vorably hot outdoor climate), his action became a part of the overall system aes-
thetic that was a part of the work. Even in a miniature ecosystem, all parts cannot
be controlled or anticipated and external forces come into play.
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Fig. 9 River Construct 2010, by Amy M. Youngs. Detail of installation at the exhibition opening.
Photo, Amy M. Youngs
“Play makes an opening. Play proposes” [9]. In When Species Meet Donna
Haraway writes about her experiences at play with dogs, and she seriously
engages play as an activity with the potential to connect us with non-human
“others”. Play can transcend language boundaries, produce shared meaning, and
deepen relationships. It allows us to let our guard down and open up to something
new. Taking non-humans others seriously as partners in a shared world is what is
proposed.
I created the Museum for Insects project as an interface that allows humans
to interact and play with non-human beings in the context of an art museum. It
is a technologized, miniature museum space, outfitted with artwork designed to
engage live crickets and humans and to provide a safe, open space to speculate
about questions of aesthetics and communication. Telepresent technologies are
used to re-scale the situation for each interacting agent and to provide methods for
interaction that do not harm the crickets (Fig. 10). Can we know insects through
electronic and artistic interfaces? Do they know us? Can they see our tiny images
on their television screen? Can they experience art? Can we know something
about self when we see ourselves seeing others through technology?
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Embracing Interdependencies: Machines, Humans … 103
Fig. 10 Diagram of interaction, a sketch for the Museum for Insects 2013, by Amy M. Youngs
One way to get to know the House crickets, Acheta domesticus, is through the
Museum for Insects website, where they greet human visitors with a written intro-
duction, excerpted here:
Yes, you might think you know us as live bait or as food to be feed to pet lizards, frogs
or snakes, but there is more to us than that. Did you know that we are domestic, like you?
We like many of the foods you like (apples, cereals, carrots and leafy greens) and we like
the comfort of warm, human homes. We prefer the indoor temperatures that you do –
about 70 to 80 degrees is pretty nice, don’t you agree? We also enjoy the safety of the
indoors, since most of us are eaten by wild animals and lawnmowers when we escape to
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the outdoors. If the cold does not kill us out there, and we escape the cats and birds, those
wild crickets often eat us before we can get established. Like you, we choose the safety
of the indoors most of the time. Yes, we are most often raised in boxes and fed processed
foods and eventually die in unspeakable ways, but we enjoy a healthy population because
we have found ways to be useful to your kind. Consider that there may be other ways you
can interact with us - perhaps you might find it fascinating to watch our cute babies grow
up, grow wings and learn to chirp? [10].
Writing in the voice of the crickets does run the risk of anthropomorphizing
them in a way that might seem demeaning to their species. Yet, I would argue that
humanizing them helps us begin to see them as worth knowing further. We are
invited to see self in other. It is a start, not an end in itself. It is also a way to dis-
cuss our shared history and current shared world with these insects. House crickets
are adapted to living in human domestic spaces. They are considered pests when
they live in our homes uninvited, but they are also cultivated as an industry serv-
ing the pet market. They are offered for sale as live food for exotic lizards, snakes
and tarantulas at most pet stores in the United States. We have each found uses for
each other.
In the Museum for Insects, there are multiple methods and viewpoints from
which one can try to “know” and become intimate with the “other” (Fig. 11).
Technological interfaces are heavily integrated as organs of a system that attempts
to change human viewpoints, disrupt a sense of self-certainty and approach a sense
of empathy. Haraway uses the word organs to describe technological interfaces
as a way to remind us of the inter-relationships we share with technology—we
find uses for each other [11]. Borrowing from the contexts of surveillance and por-
nography, an interactive webcam is installed in the miniature museum as an eye
that can give remote viewers an intimate way to get to know the crickets who live
inside. They are not always visible, as the space offers hiding places, but much
of the time their chirping sounds are audible, as the webcam transmits live sound
with the image. From the view of the webcam the setting is quite convincing as a
human scaled museum with a grand staircase, wood flooring, a museum bench and
artworks installed. The crickets do not use any of it like we would though; they
leave droppings on the floor, climb on the walls and sit under the bench. They do
not conform to our anthropocentric space. Yet their appearance on the webcam,
in scale with a human setting, does trick the human eye into momentarily see-
ing them as being suddenly large inside a world we relate to. As remote viewers,
they cannot see us, but they can experience actions we trigger. We can enter their
space through internet-enabled devices that allow us turn lights on and off, move
a robotic cricket puppet left, right or center, and activate a cricket chirping sound
or a human-composed audio art piece. These button choices are located below the
live webcam image on an internet viewer’s computer, so they can see the results
of their choices enacted inside the museum in relation to the crickets. Seeing these
actions in relation to the actions of the insects provides the viewer-participant a
sense of play and possibility at a scale not usually experienced.
Though the remote viewer-participant appears to be in a powerful position, there
is very little they can actually do. The crickets rarely appear to be “playing back”
with the exception of occasionally moving toward the speaker when the cricket
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Embracing Interdependencies: Machines, Humans … 105
chirp sound is activated, or riding on top of the moving cricket puppet. Because it
is a technical hurdle, the crickets are not able to control symmetrical actions, such
as turning off the lights or a moving a robotic human around in the remote view-
er’s space, but their chirp sounds and images do enter in. Sometimes, the remote
viewer is subjected to the sounds and actions of the human viewers who are present
in the same location as the physical museum. Their giant heads appear in a win-
dow in view of the webcam and their enormous fingers tap on the glass, causing
an explosive sound inside the miniature space that is also transmitted through the
webcam and broadcast to the remote viewers’ computers. In this shared experience
with the crickets perhaps the remote viewer knows what it is like to be an animal
in an aquarium when humans are trying to communicate in a rudimentary fashion.
The humans who lick the glass window and talk to the crickets in the Museum for
Insects do demonstrate that there are many interesting ways to interact.
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Embracing Interdependencies: Machines, Humans … 107
Fig. 13 Kiosk view of
the Museum for Insects for
visitors at the Peabody Essex
Museum 2013–2014, by Amy
M. Youngs. Photo by Amy M.
Youngs
screen with tiny humans; then they later find the computer kiosk that turns them
into the tiny humans who can look back at the large humans. In any case, what
unfolds is a perspective shift that does not allow any of the positions—remote,
semi-remote, fully present human or insect—to have a sense of full control. The
limitations set into motion a playful game of connecting and interacting, but never
really knowing or mastering “other”, be it insect, human or machine.
Do the crickets have any control or choice? I have worked to create a com-
fortable home for the crickets in the museum, but I know that they have not cho-
sen the situation. Regarding artworks that have live animals on display, theorist
Irina Aristarkhova has pointed out that “…hosting the animal has the potential
danger of the animal becoming a hostage to our desire to host” [12]. Although
she addresses vertebrate animals, I take her concerns seriously and seek ways to
ensure that the lives of the crickets are better in my hostage situation than in their
previous one, living at the pet store. We can assume that being eaten by a lizard is
a less desirable outcome, but if they were to remain unsold at the pet store for the
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108 A.M. Youngs
rest of their lives, they would reside in a similar sized box, in a landscape of egg
crates with possibly hundreds others of their kind and fed a nutrient cube that pro-
vides both water and food. I contend that their lives in the Museum for Insects are
better, offering less crowding, additional food and water options, and a richer envi-
ronment. The museum staff has been very careful to monitor the food and water
and have been mostly gentle with the crickets. I know because I can watch their
activities on the webcam too. These crickets are on public display though, and are
often subjected to the loud noises of visitors. My sense, coming from purchasing
many crickets from many pet stores, is that the environmental disruption is similar.
There, the box home is jostled about, or lids opened and closed, and human hands
regularly reach into capture and then throw crickets into bags for customers.
Beyond food, water, mates, and a healthy habitat, I find it difficult to know
what makes for a hospitable environment for crickets, but I approach the chal-
lenge seriously and I ask other humans to do so as well. Working alone, I might
risk seeming eccentric, but involving other partners makes this pursuit more cul-
turally meaningful. Can crickets have aesthetic experiences? How do they expe-
rience space? What imagery, structures and textures attract them and, do they
look at themselves in the mirror? These were the kinds of questions asked by the
artists and university students who were invited to show their work inside the
Fig. 14 View of the Museum for Insects for visitors in the Peabody Essex Museum 2013–2014,
by Amy M. Youngs. Exhibition installed in the museum is The Telepresent Animal Hall of Fame
2014, curated by Doo-Sung Yoo. Photo by Amy M. Youngs
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Embracing Interdependencies: Machines, Humans … 109
Museum for Insects. I invited Ken Rinaldo to create the inaugural exhibition for
the museum. He sought to engage the sensorium of crickets in a series of images
and sculptures designed specifically for them. High-resolution photographs of
the faces of crickets were manipulated and represented as tiny artworks, intricate
sculptures to climb in and on were created using 3D rapid prototyping techniques
and images of imaginary cornucopias of seed-like foods were invented for their
enjoyment [13]. For the next exhibition I invited artist Doo-Sung Yoo to serve as
curator and I invited students in my art courses at the Ohio State University to sub-
mit their art works for his consideration. He developed an exhibition that included
eleven student projects along with twelve prominent artists known for their inter-
species artworks [14]. The exhibition, The Telepresent Animal Hall of Fame, gath-
ered a formidable group of humans together to demonstrate that communications
between animals, humans and technologies matter (Fig. 14).
The final exhibition at the Museum for Insects was created by sophomore
students in a course on Interspecies Housing offered in the Knowlton School of
Architecture at the Ohio State University [15] (Fig. 15). The students took their
assignment to create indoor landscapes for crickets very seriously. Working in
teams, they constructed models, researched materials and conducted numerous
user studies with live crickets. Two projects were selected for the exhibition based
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110 A.M. Youngs
on the unusual ways they engaged the movements of crickets in the space. The
students who created Cricket Cloud [16] and Grassland Wonderland [17] taught
me that crickets experience space through touch. Indeed, the crickets were often
visible on camera, tunneling through the flexible, tulle fabric that created a cloud
in the middle of the museum. At other times, they appeared to be touching anten-
nas with their own image as they stood on the brightly lit, mirrored base of the
cloud. The altering of roles—human, insect, art viewers, art producers, curators,
students, researchers—within the space of a miniature museum, was a produc-
tive way to explore questions of value, empathy, understanding and aesthetics in
regards to non-human others. As in the other systems-based artworks I have been
involved with, this project expanded beyond me and generated questions that
I would not have asked or tested myself. The creation of unusual situations for
interaction between humans, machines, and non-humans resulted in a microcosm
where each party became an important actor in the play of communication.
Building and participating in systems-based artworks can result in interac-
tive, shared world building, which allows us see and experience ourselves in
new situations. It can also make visible—and sensible—the comingled mesh of
interdependent relationships that include self with worms, wires, screens, insects,
microchips, plants, cameras, and mirrors. These projects are artworks, not com-
plete worlds, but they do operate as working prototypes for a future in which tech-
nology and non-human others are engaged as equally important partners, or kin, in
the world that we all share.
References
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Embracing Interdependencies: Machines, Humans … 111
[email protected]
Trans-Species Interfaces: A Manifesto
for Symbiogenisis
Ken Rinaldo
Abstract Artist/inventor Ken Rinaldo looks to natural living systems, mimesis and
communication to reveal the underlying coevolved wisdom of the biological world
as it intertwines and coevolves with our technological world. He postulates the
symbiotic junctures where machine, animal, plant, bacteria and humans meet are
where our future as a species exist. He reveals this philosophy by showing numer-
ous interactive robotic installations showing how we are becoming symbiont and
his works pioneer interspecies communication, where the biological and technolog-
ical naturally intertwine. Using coevolution as model, Rinaldo proposes we can, as
a species design technologies that are more sensitive to other living things focused
on directing technology for the good of all living species, we share the planet with.
As a child we had a bright orange and grey-stripped cat named Catabu. With
large green eyes staring longingly into my eyes he would jump to my lap. I would
scratch and rub the crown of his head working my hand to the side of his mouth
as he purred approvingly. He would force the crown of his head hard against my
hand and his pupils would roll upward to the back of his skull showing the whites
of his eyes as his eyes would drift closed. He would slink over and relax exposing
his belly with his paws outstretched he would go completely limp.
After minutes of stroking, Catabu would suddenly pop up on his back paws and
place his front paws on my shoulder. He would then begin to probe my inner ear
with his scratchy tongue. His whiskers tickled as he dug further, licking my ear
slowly and deliberately. This was somehow a pleasurable experience, though his
tongue was sticky. Cat behaviorists, would speculate he was claiming me as litter-
mate. I think we were exchanging love and affection.
This was my first trans-species experience. Here was a cat, finding pleasure in the
taste of my earwax while we provided mutual affection. This cat/human relationship
K. Rinaldo (*)
Art & Technology at the Ohio State University,
2531 N 4th street, 43202 Columbus, Ohio, USA
e-mail: [email protected]
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114 K. Rinaldo
left a lasting legacy and deep-probing questions for me about animal-human com-
munication, symbiosis and the contemporary notion of the computer interface.
These childhood experiences further served as a model for developing and
thinking about new forms of interactive robotic art and the possibilities for unique
biologically inspired interfaces. Questions arise; given the tactile nature of the
human animal should interfaces have a physical component? Can interfaces play
into the social norms of both human and animal? Can interfaces be used to break
down interanimal and human/machine barriers?
The house cat, now a domestic breed for over 12,000 years [1] has found com-
fortable habitation in human homes. Within it’s own evolutionary space is the pro-
pensity for social interaction and hierarchy. Dogs another domestic breed found
human symbiosis much earlier, when we were hunter-gatherers. Research now
places the cat, as emerging into symbiotic interaction with humans, when agri-
culture in the Fertile Crescent (Mesopotamia and land surrounding the Tigris and
Euphrates river) required effective rodent control.
These developments lead to questions about how do animals, plants, insects and
bacteria develop co-evolutionary paths? How do they develop relationships with
the others in the span of natural time? How is this related to our emerging co-evo-
lutionary and now symbiotic relationships with technological systems?
How can we by design model these animal-to-animal, animal to plant, animal to
bacterial co-evolutionary systems while thinking about mimesis as a deliberate design
strategy? How can these strategies be used to imagine interactive and robotic works
that may advance the traditional notions of what constitutes a robot and the interface?
What can we learn from these natural relationships and how are they different given
the speed of intertwining technology versus the speed of natural coevolution?
As with natural, symbiotic relationships I believe there is inevitability to the
arising of artificial machine intelligences. I further believe it will, by necessity,
develop self-sustaining relationships with humans. Author Kevin Kelly notes in his
book, What Technology Wants, “large systems of technology often behave like a
very primitive organism”. In particular, “networks, especially electronic networks
exhibit near-biological behavior”, but even taking this assertion into account it is
clear that all this technology requires an interface.
The “interface” while by design is an ineffable space between humans, animal
or machine interacting with one another, where each tries to understand, direct and
anticipate the future behavior of the “other”.
For humans, isn’t culture and art, the ultimate interface? As they frame and condi-
tion how we view the natural and technological world surrounding us. Aren’t artists
asking the really difficult questions and advancing the field in the most profound ways
given our critical stances and separation from market driven forces? Branden Hookway
made me feel as if I was reading my own philosophy about the interface when he says:
The interface is a form of relation that obtains between two or more distinct entities, condi-
tions, or states such that it only comes into being as these distinct entities enter into an active
relation with one another; such that it actively maintains, polices, and draws on the separation
that renders these entities as distinct at the same time as it selectively allows a transmission
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 115
or communication of force or information from one entity to the other; and such at its overall
activity brings about the production of a unified condition or system that is mutually defined
through the regulated and specified interrelations of these distinct entities [2].
The central focus of my artwork has been to work at these junctures where
machine, animal, plant, bacteria and humans meet. Living systems have provided
the ultimate models for me as artist. Communication is at heart of my work with a
desire to break down behavior, processes, patterns and the underlying beauty inher-
ent in the intercommunication of all species (organic and machinic) at all scales.
Within the context of co-evolution and natural time (measured in billions of years)
deep co-evolution has evolved, as it has been exhibited by mitochondria, foreign orga-
nelles that inhabit our cells with their unique DNA. Biologist, Dr Lynn Margulis one
originator of the theory endosymbiogenisis, has written extensively on how symbiotic
relationships between organisms often of different kingdoms, are the driving force of
evolution. So now it is becoming true with technology and the human species [3].
With the emergence of machines and computers, we now have something we call
machine-time. The computer clock-cycle and chip, GHz speeds of code execution are
changing our notion of evolutionary time. While DNA and biological time, genes,
have given rise to idea based MEMES and cultural evolution as Richard Dawkins has
theorized in the Selfish Gene [4] genes still move more slowly. My research into liv-
ing systems theory, as framed by researchers such as Miller [5] set me on a path over
35 years ago to work on artificial evolution governed by machine time.
The path is to emulate and create interactive systems, objects and art installations
that blur the boundaries between living and non-living entities. Studying biology and
computer science and earning an MFA in art, I was fascinated to conflate and dis-
cover process and structural relationships between natural and technological cultures.
As with computer scientist/artist Myron Krueger and his work Videoplace 1978,
I was also interested in embodied interaction that was not purely symbolic. I also
moved away from keyboard centered interaction, though unlike Krueger, I was more
interested in physically based works versus projected screen based interaction. I made
a distinct decision to really directly emulate living systems and artificial life develop-
ing fully sensorial and corporeal ways of experiencing and engaging the works.
The evolution of my artwork involves the development of unique robotic inter-
faces for humans and other species. I have been evolving approaches to artificial-
life programming techniques and unique interactions with biological systems. My
process always starts as idea based inspiration with rough sketches. It moves for-
ward with reading and research 3D modeling, fabrication, electronics in the crea-
tion of large-scale installations. Coding and interface design are always very much
a part of this process.
In my work I have become one of the founder proponents of the notion of
trans-species artworks, bio-based systems art and interactive robotics. It is exciting
to see further developments surrounding these specialties. In defining new inter-
faces and functional installation works, artists are often at the vanguard in real-
izing unique ways of creating innovation and disruptive work, as artists are not
constrained by market forces or manufacturing practicality.
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Formally, I am compelled by open structures that define form, but do not close
the interiors of form off to the viewer. I often use exposed electronics and mechan-
ics as part of the aesthetic, in proposing structural and process relationships
between natural and technological systems. Wires and circuits are juxtaposed with
natural branching structures as they share structural and process characteristics.
For me, tree structures, are the primordial intelligent forms of our universe. They
are found in neural and vascular systems as well as VLSI chips, maps of Internet
connections, rivers, telephony networks and really all are constantly moving and
processing matter, energy and information (Fig. 1).
Philosophically, I believe it is imperative that technological systems acknowl-
edge and model the evolved wisdom of natural living systems. My idealistic and
somewhat romantic wish is natural and technological systems will inherently
fuse, to permit an emergent and interdependent earth. I see our species now better
understanding the structural, behavioral and process based aspects of natural living
systems as we are beginning to emulate natural worlds, in making technological
systems that sense, respond, behave, evolve and sometimes misbehave. Still, tech-
nology has yet to learn the recycling/reuse strategies of natural living systems in
all their intertwined integrations with bacterial cultures and their ability to break
down living matter into reusable material.
While my works are conceptually inspired, I have also taken a strong stance as
sculptor and person of craft. I make deliberate and provocative material choices with a
hope the works better resonate with viewers. Materiality is a critical consideration for
me as I believe we must first compel the eye/hand/body with corporeal ways of know-
ing, in order that a viewer/interactant will wish to further observe and intellectually
engage the ideas inherent in a work. Recent work has also more fully engaged and
modeled natural systems in recycling strategies I have brought forward in my work.
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 117
Fig. 2 I Yam what I Yam living systems painting 1988–1989, by Ken Rinaldo
In this text, I will discuss the conceptual, theoretical and ethical aspects of
emulating and using living systems. This will be done with illustrations, sketches,
schematics and where appropriate I will describe the central drives in my art/sci-
ence practice. I will briefly navigate a few early works to demonstrate a progres-
sion in my thinking about the relationships between interactive art, interface and
the ultimate symbiosis of natural and the technological.
As a younger artist, I was often frustrated with formal, static and material/craft
based motivations to art making. Upon studying Marcel Duchamp and Jack Burnham
systems aesthetics [6]. I was completely set free, in realizing that artists’ could cre-
ate culture and could construct and appropriate culture, as a way of systematically
impacting ideas about contemporary media art and technological culture broadly.
With this new Duchampian freedom to “construct and grow” culture, I created
a living systems painting, called I Yam what I Yam in 1988. This systems paint-
ing was constructed of potatoes, yams, dirt and eggs filled with tempera paint.
This was a systems sculpture involving interaction and meant to subvert the notion
of the precious art object. During the opening people were given stones, to throw
at the painting, thus exposing the bed of yams and potatoes to the paint injected
into each egg. During the opening, I was completely overwhelmed with how
exuberant people were. Individuals ran up and took bites out of the potatoes and
yams, while others smeared tempera paint on the frame. Seeing, “passive view-
ers” transformed into active and emotionally invested participants, was eye-open-
ing and set me down the path of questioning human/art/life interfaces and wanting
more interaction.
This living painting I Yam what I Yam continued to transform as it was moved
outside receiving rain and sun and the leaves and buds bloomed while hungry
slugs occupied all. They loved it till it was eaten and evolved (Fig. 2).
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 119
Fig. 4 Delicate Balance
at Ukrainian Museum of
Contemporary Art, Chicago
by Ken Rinaldo
travel along the wire the work became a metaphor for the precarious balancing act of
straddling natural and technological systems. With only two directions of travel the
work also references environmental systems overwhelmed by technological systems.
This inceptionary work allowed to me think about how to better design inter-
faces for living creatures, that were more sensitive to their needs. Using custom-
built circuit boards, electronics and hand blown glass, it stimulated dialogue
surrounding the ethical use of animals in artwork.
When I first encountered the Siamese fighting fish, I was astounded to see they
were being sold in small glasses of water. This caused me to psychoproject myself,
into the space of the fish. I thought if I was that fish, I would at least want to drive
my tank around. This work chose animal centered questions and concerns versus
human centered concerns (Fig. 5).
The circuit design used comparators, to allow the shadow of the fish to acti-
vate sensors, which then activated motors to slowly move along the wire.
Microprocessor and motor power was brought into the robot by the steel wires
carrying voltage and ground. A small mirror sat on a tower and the fish would
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Fig. 5 Delicate Balance
at Ukrainian Museum of
Contemporary Art, Chicago
by Ken Rinaldo
often just sit looking at self and competing with his mirror image. I was thrilled
to observe that the fish was comfortable in this artificial environment and not at all
afraid of the slow moving speed of the tank along the wire. This became a critical
design feature for later works and I felt this was in fact a really ethical and kind
way to allow the Siamese fighting fish to explore.
As my electronics experience grew, I had the good fortune to meet a group of
extraordinary Silicon Valley engineers excited to collaborate. The Flock 1994, by
Ken Rinaldo and Mark Grossman (Co-founder of Silicon Graphics) was a work
partially inspired by research with the flocking software agents, such as the Boids
by Reynolds [8] (Fig. 6).
The conceptual and aesthetic questions The Flock asked were, could a group of
physical and actual robotic sound sculptures be programmed to exhibit behaviors
analogous to the flocking found in natural groups such as birds, schooling fish, or
flying bats? In this process my collaborator, and I innovated on the science of soft
robotics currently an emerging area of research. We constructed robots of natural
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 121
Fig. 6 The Flock by Ken Rinaldo and Mark Grossman. Photo Liz Civic
materials (cabernet sauvignon grapevines) glued together with cyano acrylate and
baking soda to allow these robots to exhibit unnatural flocking behavior toward
sound.
They employed new pull string mechanisms I invented and steel springs, which
functioned as universal joints to allow the robots to have a full 360 degrees of
motion. Most importantly, the morphology and programming allowed the robots
to interact in unstructured environments with humans in safe and engaging ways.
They were early examples of creating flexible and compliant structures that many
researchers are now pursuing such as Festo Corporations 2010 bionic Tripod [7].
These robots were conceived in thinking about the way tendons and muscles can
move through the hand, arm and legs, allowing complex and flexible motion in all
degrees of freedom (Fig. 7).
Mark Grossman developed flocking algorithms programmed in c+ and the
robots were able to interact autonomously in real-time very rapidly, flocking
toward human voices. Custom circuit boards harvested from obsolete Silicon
Graphics workstations were interfaced to four microphones, inset in conical tubes,
either collected or dissipated sound and relative volumes determined response of
the robots. When one of four microphones heard sound directionally, they would
send their signals to custom motor drive units and move toward that sound and
then communicate with the other arms to also move in that direction. The robots
spoke to each other through audible telephone tones (a musical language) that
would not miss trigger their responses. Telephone tones with a primary tone and
secondary tone, cannot be confused with human voices, which made them an ideal
choice for massive wired telephone networks and for this artwork.
Using grapevines a soft natural material was an innovation that would continue in
many other works. This installation allowed me to theorize and develop ideas about
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transparent interfaces in which the viewer/participant only need enter the space and
the robots themselves “know” the most appropriate ways to behave and interact.
The Mediated Encounters 1996 installation was a continuation of the research
involving socially engaged Siamese fighting fish augmented by robotics. The idea
here was to empower four fish to interact socially and engage further into fish/
human social spaces.
Integrated as aesthetic and functional elements custom built circuit boards,
imbedded microcontrollers, dried grapevines and hand blown glass supported the
fish environment. Infrared break-beam systems allowed microcontrollers to sense
the position of the fish in the tank and allowed the fish to spin the sculpture, in
one of two directions and at multiple speeds. Two male and two female Siamese
fighting fish were able to use the interface to move the sculptural robotic trusses to
meet and compete across the gap of the glass bowls.
A custom brush-system at the top of the robots, delivered power to the on-
board microprocessors that allowed the microprocessor systems to locate and
sense the position of the fish (Fig. 8).
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 123
Hand blown glass fish tanks, which hung off the grapevine trusses, were designed
to spin within inches of each other allowing visual intercommunication between
male and female. The works hooked into the social space of sexual interest and
male-to-male competition as well as male to female sexual interest and both sexes
interested in human interaction presumably because of association with feeding.
This installation further stimulated dialogue surrounding living animals in pub-
lic installation works of art and again, given the fish bubble nests that the males
built, I felt they were comfortable habitable spaces for these fish. The glass tanks
were large for Siamese fighting fish and varieties of plants suspended inside each
bowl also added to this complex constructed semi natural world. This robotic work
empowered the fish to interact, though also allowed a distance, where they could
not fight outright. As fish often associate humans with feeding the fish tend to
drive the robotic tanks toward humans, when they enter the installation (Fig. 9).
In continuing research with soft robotics, transparent interfaces and affective
computing Autopoiesis, 2000, is a series of fifteen artificial life sculptures that
constructs an immersive and dramatic interactive environment. Artificial life pro-
gramming techniques allow this installation to evolve in real-time and are most
“fit” for the particular user/s environment. Autopoiesis is a word coined in1972 by
Chilean biologists Humberto Maturana and Francisco Varela to define the concept
of self-maintaining cells or self-making systems as this work in essence is always
evolving it’s own behavior [9].
The software coded in c+ was a variant of the subsumption software architecture
developed by Rodney Brooks who headed the AI Laboratory at MIT [10] (Fig. 10).
These musical and robotic sculptures allowed this series to interact as both indi-
viduals and as a group consciousness of robots, as they display complex emergent
behaviors.
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Fig. 9 Mediated encounters
at robots 2004, Lille France
by Ken Rinaldo
The use of grapevines integrated with blue and red cast plastic parts, created a
calming and approachable sculpture. They communicate to each other through an
RS485 network for noise immunity and audible telephone tones, which were used
as a musical language. This gives humans sonic emotional feedback about the
robots internal states and creates a systems evolution as well as an overall group
sculptural/sonic aesthetic.
Autopoiesis utilizes smart sensor organization, which allowed mini-
mal sensors, while maximizing the abilities of the software to cope with the
incoming data. These lessons were learned from neuromorphic engineering.
Neuromorphic engineering is a word coined by Carver Mead in which percep-
tion, motor control and multisensory integrations are based on neuro-biological
principles [11] (Fig. 11).
For example, at the top of each sculpture, four (1 bit) passive infrared sen-
sors face north, south, east and west. When two sensors are triggered, the soft-
ware knows that someone is located in that vicinity and the sculptures move in
that direction, giving viewers a sense of being observed. Four sensors allow eight
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 125
quadrants of sensing. Active infrared sensors located at the tip of each robot, stops
the arm as it arrives within inches of the viewer. This allows the sculpture to dis-
play attraction and repulsion behaviors, an analog to animals sensing their world
and displaying similar exploration strategies in approaching food, though cau-
tiously approaching predators and mates.
Additionally, the robotic sensors compare their sensor data through a central—
microcontroller that connects all robots as a group, so the viewer/participant is
able to walk through the installation and have the arms interact uniquely each
time. As each arm has it’s own on-board computer control the speed of reaction is
rapid and therefore life-like (Fig. 12).
Curator/Professor Erkki Huhtamo at the Kiasma Museum, Finland, interacting
with Autopoiesis.
Local robotic interaction always supersedes group interaction when a local sen-
sor is aware of a human nearby an analog to biological systems.
At the tip of two robotic arms, lipstick video cameras grab live footage and that
is transmitted to projector via a transceiver. This is projected onto the walls of the
space giving interactants a sense of being observed and seen by this artificial life
installation. Seeing the robot vision also suggests robotic agency.
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From a software perspective individual sculptures count and report sensor acti-
vations, which effects the overall group behavior. When there are large crowds
within the installation group behaviors are less vigorous. When there are fewer
interactants within the installation, less data allows the overall group behaviors to
be more vigorous.
As the telephone tones are a musical language, higher rapid tones are asso-
ciated with fear and lower deliberate tonal sequences, with relaxation and play.
Other telephone tones give the impression of the installation whistling to itself.
The touch-tones serve as a language of intercommunication and create a sense of
overall robotic group consciousness where, what-is-said by one, effects what is
said-by-others.
Autopoiesis continually evolves its own behaviors in response to the unique
environment and viewer/participant presence. This group consciousness of
sculptural robots manifests a cybernetic ballet of experience, with the computer/
machine and viewer/participant involved in a grand dance of one sensing and
responding to the other.
Augmented Fish Reality, 2004, was a further evolution of works that looked at fish
cognition, social interactions and the creation of gentle environments that are friendly
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 127
Fig. 12 Autopoiesis by
Ken Rinaldo at the Kiasma
Museum in Helsinki Finland,
curated by Erkki Huhtamo.
Photo Yehia Ewies
and considerate of fish. They are the first free roaming robotic fish tanks on the planet
concerned with fish desire and empowerment through sensitive interface design.
They explored interspecies and trans-species communication using closed loop
video to magnify the scale of the fish. These “bio cybernetic” sculptures empowered
Siamese fighting fish to use intelligent hardware and software to move their robotic
bowls at their will. Peace Lilies within each glass bowl created miniature cleansing
ecosystems and a comfortable while complex environment for the fish. Peace lily
plant roots served as resting place for the fish to build bubble nests and attract mates.
This work hooks into the inherent social interactions of the Siamese fighting
fish, as they are prone to want to fight given human interbreeding. As the fish swim
to locations in the tank toward other fish in other tanks, the sensor placements
allow the robots to transparently respond, by moving in that direction (Fig. 13).
As with many of my works, extensive research into the fish and robotic systems
proceeded with sketches, 3D-models and then building prototypes. Laser cutting
and machine fabrications have become increasingly important parts of my process.
Custom code, integrated with imbedded microcontrollers allowed the fish to travel
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anywhere in the installation they wished. Barriers of stones are often used to keep
the robotic fish tanks within the bounds of the installation.
Some ask does the fish have the intelligence to learn the interface? Fish
Scientist Dr. Cullum Brown discusses revisions in thinking about fish intelligence,
which seems much greater than formerly imagined. Fish are “steeped in social
intelligence.” In his work he discusses how fish have the ability to mentally map
their environments to find food and avoid predators.
The article reports that fish pursue “Machiavellian strategies of manipulation, punishment
and reconciliation” while also displaying “cultural” traditions and cooperation to elude
predators and obtain food. It is said that fish track the relationships of other fish in their
environment and even monitor the social prestige of other fish. It is now widely supported
that fish build nests as well as exhibit “impressive long-term memories” [12].
The robotic fish bowls feature four accurate infrared sensors attached to cus-
tom coded imbedded microcontrollers. As they swim about sensing their world,
each fish activates the motorized wheels in their personal vehicles and side sen-
sors empower the fish to move the robot forward and backward and to turn the
robots left or right, so they may interact. Soft foam wheels and rubber bumpers
under each fish tank isolate the sound and vibration of the motors, as sound travels
through water quickly.
When I saw the fish building bubble nests to attract females I was really happy,
as this is a sign the males have accepted this as their home (Fig. 14).
Humans interact with the work simply by entering the environment. But these
robots are under fish control, and the fish will choose to approach and/or move
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 129
Fig. 14 Worldwide premiere of the Augmented Fish Reality in Lille France Lille 2004 commissioned
by Richard Castelli
away from the human participants whenever they wish. Siamese fighting fish are
top breathers and very comfortable in an oxygen deficient environment.
Both male and female Siamese fighting fish are within this installation and this
tends to heighten their competitive nature. The robots are designed to exploit this
fact as they allow the fish to get within 1/4 in. of each other for visual communica-
tion and interaction.
Small lipstick video cameras mounted on 45° angles, inside two of the bowls
transmit images from within the tank to show the perspective of the fish. This also
allows the viewer/interactant to psycho-project self, through the eyes of the fish
into the tank. Here again, a transparent interface allows the fish to move toward
the other fish without distinct knowledge of the interface. Here the vision system
of the robot “knows” how to respond and allows humans within this interspecies
artwork to empathize and see the fish on an enlarged scale to better understand
their delicate and complex beauty.
In looking at engaging natural systems such as interacting fish and human cultures
it is also evident that we can construct artificial nature. The Autotelematic Spider
Bots by ken Rinaldo and Matt Howard 2005 is a work inspired by looking at the
“rule-driven” nature of ant colonies. The idea was to construct a series of robots that
could act like ants to find their own food source in a swarm like manner. As with real
ants, energy autonomy in robotics is a complex issue. For these robots, finding food
and communicating that to others, was key to their survival and staying charged up.
I designed these robots, to demonstrate a distributed intelligence and my hope
was that the robots could “emerge” into energy autonomy through random forag-
ing by first finding and then communicating their energy source “food source”
back to the other robotic spiders (Fig. 15).
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Fig. 15 Worldwide premiere of the Autotelematic Spider Bots at the Sunderland Museum and
Winter Gardens by Ken Rinaldo and Matt Howard
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 131
Fig. 16 One robot recharging on the recharge rail AV Festival England commissioned by Honor
Harger. Photo John Marshall
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Fig. 17 World wide premiere of the Autotelematic Spider Bots at Sunderland Museum and
Winter Gardens in England. Photo John Marshall
interaction with human participants. Behaviorally when the robots are “hungry”
they have food finding, as their primary behavioral concern and ignore human
interaction. This is a variation on the subsumption architectures of Rodney Brooks.
The robots were designed in the 3D software, which allowed a customization of
motors and parts fitting to absolute accuracies and allowed for a rapid evolution of
this complex integrated morphology (Fig. 18).
The final robots were printed with rapid prototyping plastics. The colored por-
tions were cast in semi-clear polyurethane plastic, impregnated with Pantone™
colors, which gave each robot an individual look.
As the robots were output from rapid prototyping robotic systems, means the
robots were given birth, by other robots and of course suggest interesting futures
or robotic birthing machines in a kind of post human evolution.
The electronic system design allowed the hardware to distribute as much of the
intelligence of the robot to integrated smart sensors and motor controllers, so the
servo motor controller functions like an autonomic nervous system. This allows
the motors to receive walking commands without tying up individual micropro-
cessors. It also allows quick processing and rapid sensor/motor responsivity. The
brains, microcontrollers also used a left/right hemisphere approach to parallel
processing with a four-wire corpus collosum between the two hemispheres. This
permitted coordination between the two-hemispheres some handling sensing like
ultrasonic sensors and others servo motor control for walking and further mirrors
how natural systems have evolved with left and right hemispheres in their brains.
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 133
Fig. 18 Yellow Autotelematic Spider Bots Sunderland Museum and Winter Gardens in England
Photo John Marshall
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Fig. 19 Worldwide premiere
of the Farm Fountain by Ken
Rinaldo and Amy Youngs at
the Te Papa Museum New
Zealand. Commissioned by
Randy Rosenberg. Photo
Amy Youngs
mint, basil, tomatoes, chives, parsley, arugula, mazuna, mabuna and tatsoi. In our
home version multiple tilapia were raised from fry to full-grown. Tilapia has been
farmed for thousands of years in the Nile delta. Programmed microcontrollers
integrated with pumps and controlled lighting systems allow participants to wit-
ness the future of farming.
As continuation of this research we built a solar powered version in Portugal
during a residency at Cultivamos Cultura commissioned and curated by Marta de
Menezes and Luís Graça (Fig. 20).
It is the hope of Amy Youngs and myself that these works will provide a real
model and local solution to the 1500-mi salad. 1500 miles is the average distance
salad travels from farm to fork. As part of this project we have set up a how-to website
to engage the power of social networking, to allow others to build and eat their own.
In further exploring social interaction mediated by machine culture and cam-
eras in particular the Paparazzi Bots 2009 is a series of five interactive robots that
critically engage the power of cameras to reformulate private versus public space.
With a focus on self in the age of Facebook and the selfie, these robots follow
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 135
Fig. 20 Worldwide premiere
of the Farm Fountain 4
by Ken Rinaldo and Amy
Youngs at Cultivamos Cultura
Residency Portugal. Photo
Amy Youngs
the viewer and shoot their photos, manipulating viewer to feelings of “celebrity”.
By being captured by the robots they “anoint” and capture participants through the
machine “choice” of them.
Here machines are allowed to make decisions about beauty and prefigure future
technological interfaces, where biometrics and machine vision will further become
gates, through, which humans will, or will not pass.
Laser cut aluminum, cameras, custom built circuit boards and imbedded micro-
controllers running in parallel allow these robots to be the first autonomous,
paparazzi photographers (Fig. 21).
Comprised of microprocessors on a custom-built rolling platform, they move at
the speed of a walking human while avoiding walls and obstacles. They seek one
thing which is to capture photos of people and to make these images available to
the press and the World Wide Web as a statement of culture’s obsession with the
“celebrity image” and especially our own self-images (Fig. 22).
Each autonomous robot can make the decision to take the photos of particular
people, while ignoring other humans in the exhibition, based on whether or not
the participants are smiling or the shape of their smile. When the robots identify
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136 K. Rinaldo
a person they automatically adjust their focus and use a series of bright flashes to
record that moment (Fig. 23).
Surveillance technologies straddle a delicate balance in contemporary culture,
where we are all photographed without our knowledge by cell phones, hidden cam-
eras and sometimes we are “celebritized”. This work explores ideas surrounding the
shifting territories of self and machine and how machines can manipulate the other
(us) in a grand co-evolutionary dance of emerging robot-human relations (Fig. 24).
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 137
Fig. 22 The Paparazzi Bots at Nuit Blanche Toronto invited by curator Shirley Madill
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Fig. 24 The Paparazzi Bots by Ken Rinaldo capture Stelarc at the Arte e Ciência exhibition,
Lisbon Portugal, curated by Leonel Moura
The recent emergence of social networks and their ability to connect people
through software prompts via the World Wide Web is a prime example of the co-
evolution of humans and their intelligent machines. (Fig. 25).
The fact that the software prompts use our social needs for connectivity and
social space is so easily exploited in this new critical juncture, in our emerging
machine-human relations.
With an interest in further looking at bacteria as the ultimate models for robot-
ics and the mediating force of all biological life, The Enteric Consciousness
2010 is a glass stomach filled with living bacterial cultures. The work creates an
interface allowing control of a robotic tongue that gives you a deluxe massage,
if the bacteria are happy and healthy. This work senses the health of the bacterial
cultures in the artificial stomach and mediates a touch-based interaction, through
massage. It realizes new ways of considering and thinking about interactive art
that may now be more fully focused on corporeal experience and touch.
Theoretically, it is focused on the coevolution of human and bacteria in the cre-
ation of our enteric nervous systems, which co-inhabit our stomachs and bodies.
When you sit on the bacterially mediated robotic chair, if the bacteria are healthy,
the robotic tongue reclines and gives you a deluxe, 15-min massage. For me this is
in symbiotic sympathy with the bacterial cultures within all of us. (Fig. 26).
The glass artificial stomach that houses the bacterial cultures has a tube moving
through it, with cooling liquids. The glass stomach is filled with the same bacteria
that occupy our natural stomachs. Our stomach is part of our enteric nervous system,
which is lined with symbiotic bacterial cultures. Our ENS consists of one hundred
million neurons, about one thousandth the number in the human brain (Fig. 27).
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Fig. 27 Enteric
Consciousness installation;
glass and bacterial stomach
by Ken Rinaldo. Photo
Nicholas Nova
The enteric nervous system in the stomach shares the same neuro-transmitters
as the brain, such as dopamine, serotonin and epinephrine. If the finger can be
seen as an extension of our human brain, then the tongue can be seen as an exten-
sion of the enteric nervous system, seeking out what it prefers to ingest.
I have chosen in this work to focus on our sense of taste and touch and corpo-
real experience as a way to explore interactivity, as our largest sense organ is in
fact our skin. When thinking about interactive art, I realized there are few exam-
ples where touch is central to the work. Here the touch of the robotic tongue is
much more visceral, emotional and well, sexy (Fig. 28).
As peristaltic muscle movements propel food and bacteria through our natural
stomachs, so a peristaltic pump, artificially replicates and moves cooling water
through the artificial glass stomach. A PH meter measures acidity and basicity of
the bacteria, monitoring its health in the artificial stomach and these signals are
interfaced and activate a series of relays and micro controllers that allow the tongue
robot to activate, relax and massage the viewer/interactant. The robotic tongue is
covered with red emu leather giving it the appearance of swollen taste buds.
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 141
Fig. 28 Enteric Consciousness; robotic tongue and glass stomach. Photo Joana Avril
While our natural stomachs are sterile at birth they are soon colonized by
1,000s of kinds of bacteria, which mediate and influence what we eat and enjoy.
The enteric nervous system and our brains carry on bi-directional communication
and share many common neurotransmitters.
Acid-loving milk-bacterium, Lactobacillus acidophilus is a species in the genus
lactobacillus, are the activators of this robotic tongue in concert with human inter-
action. Lactobacillus acidophilus occurs naturally in human gastrointestinal tracts
in addition to vaginas and mouths. Strains of L. acidophilus have probiotic charac-
teristics and many are used commercially in the production of yogurt.
Another element of this installation are smaller robotic tongues that dip in and
out of chocolate pools, located in large glass containers. Large dopamine mole-
cules constructed in steel hold up the glass containers. The dopamine molecule
is believed to mediate the subjective experience of pleasure in humans and other
animals. Chocolate and cheese (sugar and fat) are two substances that the tongue
and the stomach desire. Research has proven that chocolate can boost serotonin;
an antidepressant molecule and it can also stimulate secretions of endorphins that
create pleasurable sensations.
This work is mostly inspired by the notion of the conscious stomach, although
it is also inspired by the ideas that humans are not individuals so much as clouds
of intertwined human, bacterial, and now machine cells.
We have co-evolved into hybrid symbiotic ecosystems that consist of trillions
of living bacteria. Humans have ten times as many bacteria cells in and on us as
we have human cells in our entire human bodies. Our armpits, crotches, and guts
are like rainforests teeming with microbial life and our backs are like deserts.
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142 K. Rinaldo
The bacteria within and on us are eating and surviving and our bodies provide
for their sustenance. There are one thousand trillion bacterial cells versus one hun-
dred trillion human cells in each of our bodies, yet the human body does not end
there. Bacterial cells are an important part of our health, helping us to digest indi-
gestible foods as well as making essential vitamins and, ultimately, impacting and
forming our immune systems.
Liping Zhao wrote in the Journal of Biotechnology that, “Humans are super
organisms with two genomes, the genetically inherited human genome (25,000
genes) and the environmentally acquired human micro biome (over 1 million
genes).” …“In contrast to the human genome, the gene composition of the human
microbiome is rather flexible and can be modulated by foods and drugs” [14].
This cloud of cells finds analogs in “machine cells” which are also distributed
above and below the earth as they regulate and feed human society. These machine
cells are engineered, though also now self-regulating systems that serve to support
human existence as they are networked smartwatch microprocessors, stoplights,
hundreds of trillions of transistors in intelligent devices regulating our every need.
By thinking about our engineered human existence, we reveal a comfortable
proto embryonic sac of chips and wires feeding into larger dendritic networks of
100,000-V power towers and pulse-coded and frequency-modulated telephony and
uplink satellites, all in regulation of human needs.
We cannot imagine the human animal surviving without our now symbiotic
relationship with these engineered systems and our coevolved bacterial symbionts
that regulate our lives. Just as bacterial cells are autonomous living networks, our
robots are now rapidly emerging into proto living systems as they self regulate,
motor around our environments, and begin adopting caretaking roles for humans.
The Enteric Consciousness installation realizes a corporeal space, celebrating
the symbiotic relationship between the bacterial cultures that live in and on us and
an emerging ecosystem of human-engineered robotic entities that will inhabit our
homes, workplaces, galleries and now our bodies. The Internet of things portends
a future network that further blurs human, robots and bacteria in regulating human
and soon to be; machine “desire”.
In continuation of research into robots and desire entering our bodies and our
bodies entering them, the Fusiform Polyphony 2012 is a series of six interactive
robotic sculptures that compose their own music with input from participant facial
Figs. Micro video cameras mounted on the ends of these robots, move toward peo-
ple’s body heat and faces while capturing human snapshots. These images are digi-
tally processed, pixelated and produce a constantly evolving generative soundscape,
where facial features and interaction are turned into sound melody, tone and rhythm.
These elements manifest the viewer as participant/actor and conductor in defin-
ing new ways of interfacing and interacting with a group consciousness of robots
while allowing the robots to safely interact with humans. A key element of this
installation is to see self, through the robots eyes, as each bot captures images
showing the nature of algorithmic vision. The title of the work refers to the part
of the brain the fusiform gyrus that is optimized for seeing human faces. The work
also alludes to microprocessors and expert systems developing with optimized
abilities in this case to compose music (Fig. 29).
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 143
Fig. 29 Fusiform Polyphony by Ken Rinaldo worldwide premiere during Nuit Blanche Toronto
invited by Shirley Madill & commissioned by Nuit Blanche
Blurring human and robots, these works are covered in natural human hair
that serves to point to a human/robotic hybrid moment, where the intelligence of
robots is more fully fusing with our own. Robots are absorbing bodies and our
perceptual spaces as is most evident in teleoperated robotics.
The live camera-based-video of the robots is processed through MAX MSP and
Jitter and projected to five massive screens for viewing. When the robot is at head
height a sensor at the tip of the robot is triggered and a facial snapshot is taken.
This snapshot is held in the small area of the projected screen to the upper
right. That snapshot is broken down into a 300-pixel grid and the variations of
red, green and blue data of each pixel is extracted and interfaced to Max MSP to
Ableton Live a sound composition tool. Max MSP and Abelton accept the facial
data and mediate the rhythm, tempo and dynamics of each musical work produced
by each robot (Fig. 30).
The robots are individually controlled with six Mac Minis, wired to midi-based
controllers to a Miditron Midi controller, sensor and motor drive units. These are
networked to a Mac Pro Tower that processes the video of the faces and interfaces
these to the Abelton sound program.
Changing pixel data, directs the Ableton instrument sets with random seeds
coming from the snapshots. The robotic structures were created with 3D modeled
cast urethane plastics, monofilament and carbon fiber rods, laser cut aluminum
elements supporting the computers microprocessor and motor drive systems.
These robots structure, inform, enhance and magnify, people’s social behavior
and interactions as they auto generate a unique and a constantly evolving genera-
tive soundscape. They take the unique multicultural makeup of each person and
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144 K. Rinaldo
create “facial songs” where those songs joining with 6 robotic/human sound-
scapes, creates an overall human polyphonic and video experience. They are
peaceful and playful robots and sadly so many current human robotic pursuits are
driven by violence, power and fear.
The Drone Eats Drone: American Scream 2013 is a robotic vacuum cleaner
that is hacked and rewired, that carries a mini Reaper drone crashing into another
reaper drone. It is designed as an interactive warning of the coming age of drones
in domestic space. It responds to human body heat (as any drone would) by mov-
ing from a recharge station, moving about—turning its drone propellers on and
returning to the charge station. The robot base is covered with a miniature bucolic
prairie scene, with cows and humans to elicit peaceful notions of home, while
menacing drones buzz above.
As many who study technology and the issues of borders know, drones in particular
have become the weapon of choice, for crossing borders and carrying out undeclared
war. These drones and the technology they employ, are playing an increasing role in
world politics and in particular the military industrial complexes worldwide (Fig. 31).
As lobbyist work to fund domestic drones we are on the cusp of algorithmi-
cally deciding if a person is an “enemy combatant” or not. This work critiques
businesses such as IRobot (producer of military robots and the domestic Roomba
vacuum cleaners) drone manufacturers such as General Atomics. (Fig. 32).
The work questions and challenges the act of continuous war and the effect
on populations especially in war torn regions where the Bureau of Investigative
Journalism has reported that over a 9 years period, out of 372 flights 400 civilians
were confirmed dead, 94 of them children [15] (Fig. 33).
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 145
Fig. 32 Drone Eats Drone base showing bucolic scene with cows and human. Photo by Myriam
Boyer
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146 K. Rinaldo
Fig. 33 Close-up of Drone Eats Drone base showing bucolic scene with cows and human. Photo
by Myriam Boyer
This work challenges the idea that governments with military power and money
can purchase new technologies and allow drone robots to fundamentally challenge
the notion of national as well as individual autonomy and borders.
It conflates the land of other countries with the terrain of your living room
and home. It seeks to join and help others understand the relationship between
domestic consumer goods and our military industrial complexes who increasingly
manipulate and create foreign policy with military robotic killing machines. With
Google’s purchase of Boston Dynamics maker of military robots as their buying
satellite maker Skybox (uncannily close to Skynet) one only hopes that we are
not on the cusp of being rendered obsolete, by artificially intelligent robots that
“know” what is best for us. When we create robots whose sole vision is to see the
world as threat and not as an exquisitely intertwined ecosystem we have lost touch
with the nature of life and our future.
Each of these interactive artificial life artworks and symbio technoetic biologi-
cally based systems, work to demonstrate a philosophy of ecology and symbio-
sis. As robots become increasingly sentient and symbiotically intertwine with their
creators I continue to hope for a time when robots emerge and do things they are
not implicitly designed to do. Interfaces must become more sensitive to natural
biological systems and allow a fuller spectral understanding of the natural world
that surrounds us.
While many of these works engage natural systems as model we are currently
in a stage on the planet where machines are more parasitic then symbiont and most
are destructive to natural living systems, as evidenced by mountains of e-waste.
These works show a gentle and possible future in order to express sensitivity to
natural living systems and the models they provide.
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Trans-Species Interfaces: A Manifesto for Symbiogenisis 147
References
1. Zax D (2007) The Smithsonian a brief history of house cats. Smithsonian.com. 30 June 2007
2. Hookway Branden, Interface. The MIT Press, Cambridge Mass, p 4
3. Margulis L, Dorian S (1987) Microcosmos: four billion years of evolution from our micro-
bial ancestors. HarperCollins, ISBN 0-04-570015-X
4. Dawkins R (1976) The selfish gene. Oxford University Press, New York. ISBN 0-19-286092-5
5. Miller JG (1978) Living systems. McGraw-Hill, New York. ISBN 0-87081-363-3
6. Shanken E (1998) The House that jack built: Jack Burnham’s concept of “Software” as
Metaphor for Art, Leonardo Electronic Almanac 6:10 (November, 1998)
7. http://www.festo.com/cms/en_corp/11371.htm
8. Reynolds CW (1987) Flocks, herds, and schools: a distributed behavioral model, computer
graphics. In: Proceedings of ACM Siggraph’ 87 conference, vol 21(4), pp 25–34. Anaheim
California, July 1987
9. Maturana H, Varela F ([1st edition 1973] 1980) Autopoiesis and cognition: the realization
of the living. In: Robert SC, Marx WW (eds) Boston studies in the philosophy of science,
vol 42. Dordecht: D. Reidel Publishing Co. ISBN 90-277-1015-5 (hardback), ISBN 9-027-
71016-3 (paper)–the main published reference on autopoiesis
10. https://en.wikipedia.org/wiki/Subsumption_architecture
11. Neuromorhic Engineering, https://en.wikipedia.org/wiki/Neuromorphic_engineering
12. Brown C (2003) In an article entitled learning in fishes. In: Laland KN (ed) Fish and fisheries,
vol 4
13. Bonabeau E, Dorigo M, Theraulaz G (1999) Swarm intelligence, from natural to artificial
systems. Oxford University Press
14. Biotechnol J (2010) Sep 1;149(3):183–190. doi:10.1016/j.jbiotec.2010.02.008. Epub 2010
Feb 20. Whole-body systems approaches for gut microbiota-targeted, preventive healthcare.
Zhao L1, Shen J
15. Bureau of Investigative Journalism, http://www.thebureauinvestigates.com/
[email protected]
Cultivating the Uncanny: The Telegarden
and Other Oddities
Abstract The concept of the Uncanny has attracted the attention of art critics and
scholars for over a century. Freud’s 1919 essay The Uncanny considers objects and
other phenomena that evoke a powerful psychological response of fear and fasci-
nation. Freud links the human experience of the Uncanny—essentially an aware-
ness of awareness—to repressed fears and desires. The Uncanny Valley—a related
but distinct concept—was proposed by Masahiro Mori in 1970 concerning the
design of robots and prosthetics. This chapter explores the Freudian and Morian
concepts of the Uncanny and their influence on artists working with robots. We
identify two categories: the representational uncanny is triggered by objects that
look lifelike, and the experiential uncanny is triggered by non-anthropomorphic
phenomena that behave in ways that signal awareness. We focus on the latter in
our examination of three artworks—The Telegarden (1995), Six Robots Named
Paul (2012), and The Blind Robot (2013)—which create a heightened atmosphere
of awareness and challenge assumptions about authenticity and agency.
Some of the grandest and most overwhelming creations of art are still unsolved
riddles to understanding.
Sigmund Freud
E. Jochum (*)
Department of Communication and Psychology, Aalborg University,
Rendsburggade 14, 9000 Aalborg, Denmark
e-mail: [email protected]
K. Goldberg
CITRIS “People and Robots” Initiative, IEOR and EECS,
College of Engineering, Art Practice, and School of Information,
UC Berkeley, 425 Sutardja Dai Hall, 94720 Berkeley, CA, USA
e-mail: [email protected]
[email protected]
150 E. Jochum and K. Goldberg
I.
How does the uncanny function in robotic art? Does the English word “uncanny”
accurately convey the unique mixture of arousal and fear, familiarity and strangeness
implied in the German unheimlich? And what is the relationship between Freud’s 1919
essay “Das Unheimliche” and Masahiro Mori’s 1970 article “Bukimi no tani gensho”?
On May 10th, 2013, a group of thirty scholars, artists and roboticists came
together to explore these questions at the Art and Robots workshop held at the
International Conference on Robots and Animation (ICRA) in Karlsruhe,
Germany.1 Questions surrounding translations (German, Japanese, English) and of
Freud’s influence on Masahiro Mori (who does not speak English) arose repeat-
edly that day. Professor Hirochika Inoue, a renowned expert in robotics and former
student of Masahiro Mori offered to telephone Mori (now in his eighties) in Tokyo
to inquire. Professor Inoue soon returned with a surprising and perplexing report:
Masahiro Mori said that he was completely unfamiliar with Freud’s essay and had
never heard of the link with Freud until Inoue’s call.
Professor Inoue and the workshop organizers soon began planning an event to
be held in Tokyo that November. Revisiting the Uncanny Valley: A Tribute to
Masahiro Mori was attended by over 200 researchers at the International
Conference on Intelligent Robots and Systems (IROS) in Tokyo, Japan.2 Professor
Mori discussed his research on prosthetic hands that led him to develop the theory
of the Uncanny Valley. During his presentation, Mori expressed delight at learning
that his essay (which was well known to robotics researchers and artists for over
40 years) had been “re-discovered” by researchers in 2012. Mori’s unfamiliarity
with Freud and the significant impact of his own essay over the past four decades
prompted us to investigate further. If there was no direct link between Freud and
Mori, were the two authors describing the same effect? How have these theories
1The workshop was organized by Ken Goldberg (UC Berkeley), Heather Knight (Carnegie Mellon
University), and Pericle Salvini (Scuola Superiore Sant’Anna), and included presentations by
Minoru Asada (Osaka University), Niklaus Correll (University of Colorado), Raffaello D’Andrea
(ETH Zurich), Louis-Philippe Demers (Nanyang Technological University), Kyle Gilpin
(Massachusetts Institute of Technology), Ken Goldberg, Guy Hoffman (IDC Media Innovation
Lab), Ian Ingram (independent scholar), Hiroshi Ishiguro (Osaka University), Elizabeth Jochum
(Aalborg University), Heather Knight, Todd Murphey (Northwestern University), Chang Geun
Oh (Seoul National University), Pericle Salvini, Reid Simmons (Carnegie Mellon University),
Stelarc (Brunel University), and Patrick Tresset (Goldsmiths University London). A summary of
the workshop can be found at [14]: http://uncannyvalley_icra2013.sssup.it.
2Revisiting the Uncanny Valley: A Tribute to Masahiro Mori was held November 6, 2013 in
Tokyo, Japan. The event was organized by Ken Goldberg, Minoru Asada (Osaka University),
Hirochika Inoue, Sigeki Sugano and Erico Guizzo. Masahiro Mori’s presentation was translated
by Norri Kageki. Presentations were given by Ken Goldberg (UC Berkeley), Masaki Fujihata
(Tokyo University of the Arts), Hiroshi Ishiguro (Osaka University), Elizabeth Jochum (Aalborg
University), Oussama Khatib (Stanford University), Peter Lunenfeld (University of California, Los
Angeles), Marek Michalowski (Carnegie Mellon University) and Todd Murphey (Northwestern
University). Details of the event can be found at: http://goldberg.berkeley.edu/art/uncanny-summit/.
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Cultivating the Uncanny: The Telegarden … 151
shaped design approaches in robotics, and what role does the Uncanny play in
contemporary robotic art? Here we try to answer these questions by uncovering
the links between the Freudian Uncanny and the Uncanny Valley, paying specific
attention to anthropomorphic and non-anthropomorphic tendencies in robotic art.
We begin our investigation by tracing the experience of the Uncanny to modern
anxieties concerning machines and automation. The Age of the Automaton coin-
cided with the Enlightenment and a shift away from religious and spiritual under-
standing towards scientific and rational explanations of biology and nature. During
the seventeenth century, the bodies of animals and human beings were increasingly
regarded as complex machines, a philosophical stance that prompted fierce debate
over what, precisely, separated humans from machines. The man-machine debate
in philosophy coincided with new automation practices in agriculture and manufac-
turing that raised fears about machines replacing human labor and potentially sub-
jugating human beings [26]. Not unlike the automata that featured prominently in
literature and art works of this period, contemporary robotic art works continue to
fuel popular imagination and raise critical questions about human experience and the
urge to create mechanical life. The Uncanny is central to understanding the complex
human reaction to robots and other technologies that signal agency or awareness.
Both the Freudian and Morian definitions of the Uncanny pivot on figures of arti-
ficial dolls, wax mannequins and anthropomorphic objects. Whereas Freud focuses
on uncanny effects in literature (he cites E.T.A. Hoffman’s The Sandman as the lit-
erary uncanny par excellence), Mori emphasizes the physical design of robots and
prosthetics. In contemporary art, the notion of the Uncanny seems to shift away from
anthropomorphism towards issues concerning authenticity and awareness. In an
increasingly computational world, we are less concerned by robots that look human-
like than we are about our inability to distinguish between the real and the virtual.
The contemporary Uncanny can be said to hinge on heightened experiences that pro-
voke ambiguity about the authenticity of experience or the “aliveness” of an artefact.
Automata and anthropomorphic robots provoke the Uncanny through their remark-
able lifelike appearance, but there is another category of robotic art that triggers the
Uncanny through behaviors that signal awareness. We define humanoid robots as evoc-
ative of the representational uncanny, because they deliberately evoke the human form
and shape. Examples of the representational uncanny include human-shaped automata
built by Jacques de Vaucanson and Pierre and Henri-Louis Jaquet-Droz in the eight-
eenth century, waxwork figures found in Madame Tussaud museums, and contem-
porary androids such as Hiroshi Ishiguro’s Geminoid HI-4(Fig. 1). A second class of
artworks provoke what we call the experiential uncanny, where spectators perceive the
robot as having agency, where the Uncanny occurs when the robot is perceived as alive
or aware in ways that we typically associate with animate objects. Defining two classes
of uncanny reveals their common trait: both create an awareness of awareness.
The aesthetic interest in behavior of interactive artworks is consistent with
trends in robotic art that began during the 1960s with the advent of kinetic art
and behavioral sculptures. In the twenty-first century we have become opera-
tors of online puppets, digital avatars and tele-operated robots, and it becomes
increasingly difficult to distinguish real experiences from virtual ones. In this new
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152 E. Jochum and K. Goldberg
Fig. 1 Humanoid robots like the Geminoid (by Hiroshi Ishiguro at the Advanced Telecommu-
nications Institute in Japan) provoke the Uncanny through their lifelike appearance and realistic
movements. They are examples of the representational uncanny. (Photo by Julie Rafn Abildgaard)
landscape, the means through which objects and other phenomena provoke the
Uncanny develop in new directions.
This chapter is organized in four sections. We first outline the emergence of the
Uncanny during the Enlightenment in relation to the wider interest in monsters,
scientific instruments and other “oddities” during the period. The second section
focuses on Freud’s discussion of the Uncanny in relation to psychological experi-
ences (such as déjà vu), internal drives (such as the death instinct) and aesthetics.
The third section considers Mori’s essay in light of trends in robotics, sculpture
and visual art. The final section considers three contemporary non-anthropomor-
phic robotic artworks that trigger the experiential uncanny. These interactive art-
works raise troubling questions of authenticity and robot agency.
When our first encounter with some object surprises us and we find it novel, or very dif-
ferent from what we formerly knew or from what we supposed it ought to be, this causes
us to wonder and be astonished at it. Since this may happen before we know whether the
object is beneficial to us, I regard wonder as the first of all the passions.
Descartes, The Passions of the Soul, 16493
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Cultivating the Uncanny: The Telegarden … 153
The eighteenth century in a sense “invented the uncanny”…the very psychic and cultural
transformations that led to the subsequent glorification of the period as an age of reason or
enlightenment—the aggressively rationalist imperatives of the epoch—also produced, like
a kind of toxic side effect, a new human experience of strangeness, anxiety, bafflement,
and intellectual impasse.
Terry Castle, The Female Thermometer, 19834
The Uncanny emerges from the Age of Wonder. The scientific revolution of
the Enlightenment signaled both scientific and philosophical breaks with earlier
notions of animism and spiritual beliefs, paving the way for both belief and skep-
ticism in machines. This tension between belief and skepticism is at the heart of
the late eighteenth century notion of the Uncanny. The Enlightenment interest in
automata and their literary representations in Gothic fiction trace back to earlier
creation myths concerning artificial life, from Homer’s Iliad to the Golem myth
(recounted in the tenth century Sefer Yetsirah, or The Book of Formation). The
promise and threat of mechanical life gained new urgency as clockwork mecha-
nisms assumed the shapes of humans and animals. In the previous centuries, phi-
losophers such as René Descartes (The Description of the Human Body, 1647)
and Julien Offray de La Mettrie (Man a Machine, 1748) described living bodies
in mechanical terms, and late eighteenth century automata were exhibited as sci-
entific “proof” that biological functions (such as breathing, digestion, blood cir-
culation) could be reproduced mechanically. These proto-robotic technologies
drew large crowds at public scientific lectures and captured the imagination of fic-
tion authors. If, as Terry Castle has suggested, the eighteenth century “invented”
the Uncanny, we might speculate that the Uncanny’s pre-history can be found in
seventeenth century philosophy. As evidence, we look to the enthusiasm for bio-
logical oddities and scientific instruments—the telescope, the microscope, and the
barometer—that expanded our capacity to perceive and make sense of the world.
The mix of fear and wonder that characterizes the Uncanny relates to the con-
cepts of the sublime, the fantastic and wonderment. Art historian John Onians con-
nects the scientific and philosophical study of amazement with the proliferation of
Wunderkammer (chamber of curiosities) during the seventeenth century.5
Wunderkammer were collections of exotic art works, strange artefacts and other
oddities held in private collections throughout England and Europe that gradually
became material representations of self-understanding.6 In the same period, the
development of the microscope and the telescope made possible new sights and
new modes of seeing: these tools were regarded as wonders fit for inclusion in the
Wunderkammer. Optical instruments had the ability to turn anything into an object
of wonder “whether by enlarging the familiar to make it strange or by bringing the
4Castle,
T [4] The Female Thermometer, p. 8.
5Onians, J [22].
6Hagner, M [12] Enlightened Monsters, p. 187.
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154 E. Jochum and K. Goldberg
remote and invisible closer to give it novelty.”7 We will elaborate further on defa-
miliarization as a strategy in modern art, but what interests us is how optical tools
and scientific instruments came to be regarded as aesthetic objects in their own
right. Ocularism—the study of the eyes and ocular prostheses or enhancement—is
a recurrent theme for Freud and central to his understanding of the Uncanny (eye-
glasses, eyes and telescopes feature prominently his discussion). We do not sug-
gest that every object that provokes wonder can be regarded as uncanny, or that the
seventeenth century concept of wonder is synonymous with the eighteenth century
notion of the Uncanny; however we regard the enthusiasm for Wunderkammer as
evidence of aesthetic interest in scientific tools and material artefacts that create an
awareness of awareness.
Popular interest in the Uncanny coincides with the movement away from reli-
gious belief towards scientific and rational explanations of the natural world.
During the “Golden Age of Automata”8 (or, alternately, what Gaby Wood calls the
“Golden Age of the philosophical toy”),9 mechanical statues became concrete
symbols of materialist philosophical treatises (by Diderot, Rousseau, Voltaire, and
La Mettrie) that sought to describe nature and biology in mechanistic terms. The
Enlightenment interest in oddities and monsters from the natural word that eluded
classification became the subject of scientific inquiry into the “invisible and
dynamic processes of life,” and the automaton became a symbol for the pursuit to
replicate these processes through engineering. Androids (human-shaped automata)
built by Jacques de Vaucanson, Henri and Pierre Jaquet-Droz and Wolfgang von
Kempelen dealt head-on with the Uncanny. Coupled with new manufacturing pro-
cesses of the Industrial Revolution, the preoccupation with machines and our rela-
tion to technology became a central concern in aesthetics and philosophy. As Gaby
Wood proposes in Edison’s Eve, “Men understood as machines and machines built
to resemble men went hand in hand—it hardly mattered which had come first.
Androids were more than curiosities: they were the embodiment of a daring idea
about the self.”10 Androids formalized notions of mechanized human labor and
society by combining the clock and the statue, fomenting the notion that living
beings could be viewed as machines. But automatons were not in and of them-
selves uncanny: to evoke the Uncanny, something more was needed.
A machine that signals agency stimulates the uncanny by creating a height-
ened atmosphere of awareness. In this moment, the machine moves from being
an object of wonder or fascination into the realm of the Uncanny. Vaucanson’s
flute player, first exhibited in 1738 at the Royal Academy of Sciences in Paris, was
deeply troubling to audiences because it signaled awareness through a mechanism
that simulated breath:
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Cultivating the Uncanny: The Telegarden … 155
This automaton breathed. Even though the art of mechanics was sophisticated enough by
then to make a machine perform many other movements, and even though Vaucanson
unveiled the fact that this breath was created by bellows, the very act of breathing, seen in
an inanimate figure, continued to cause a stir well into the following century.11
The uncanny effect of the breathing android stems not only from its lifelike
appearance but from what the breath signified: the possibility of the android’s ani-
macy and awareness. The possibility of a self-aware machine triggers the Uncanny
because we can no longer be certain who is observing whom (or what intelligence
lies behind the mechanism). The inability to resolve this question provokes a
heightened state of awareness in the viewer.
Similar androids and automata followed. Pierre and Henri-Louise Jaquet Droz’s
android organ player also simulates breathing, and the captivating “spell” of the
android’s lifelike appearance is heightened through a series of small animations
that embellish the organ playing but are not central to it: mechanized movements
of the head simulate reading the sheet music, artificial eyes shift focus between the
android’s hands, the sheet music and the audience, and the performance ends with
the android bowing to the audience.12 Such programmed behaviors signal a preoc-
cupation beyond scientific demonstration: they deliberately heighten the illusion
that the android is self-aware and create an uncanny effect. The android behaves
“as if” it had the faculties of sight and hearing and were conscious of its presence
in front of an audience. Through these animations, the line between “real” autom-
ata becomes entangled with “sham” automata like Von Kempelen’s chess player,
which offered the illusion of mechanical life but was controlled by a hidden
human operator. The boundary between the real and imaginary, and the line
between animate and inanimate objects, becomes increasingly difficult to discern.
This interplay of fascination (of the robot’s remarkable human-likeness) and fear
(that it may actually be alive) causes the experience of intellectual uncertainty that
Jentsch and Freud will later identify as central to the Uncanny.
Following their appearance in scientific demonstrations, automata began to fea-
ture prominently in nineteenth century Gothic fiction, a genre that combines
Romanticism with horror to elicit a pleasurable experience of terror. Gothic narra-
tives frequently intertwine themes of the supernatural and the occult with figures
of the double and automata: E.T.A. Hoffman’s The Sandman (1816), Mary
Shelley’s Frankenstein (1818) and Edgar Allen Poe’s short stories (Oval Portrait,
1842) are notable instances of automata and robots in fiction,13 and indicate a pop-
ular fascination with the Uncanny that predates Freud’s essay. The link between
the Uncanny and androids is exemplified in Hoffman’s The Sandman, which cent-
ers on the figure of a female automaton and the obsession of the young man who
mistakes it for a real woman. Hoffman was familiar with Vaucanson’s automata
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156 E. Jochum and K. Goldberg
An uncanny effect is often and easily produced when the distinction between imagina-
tion and reality is effaced, as when something that we have hitherto regarded as imaginary
appears before us in reality, or when a symbol takes over the full functions of the thing it
symbolizes, and so on.
Freud, The Uncanny17
Modernities, p. 217.
17Freud, S [9] The Uncanny, p. 244.
18Bloom, H [1]. “Freud and The Sublime: A Catastrophe Theory of Creativity.” Psychoanalytic
Literary Criticism. Ed. Maud Ellman. New York: Longman Publishing. 182.
19Haughton, H [13] The Uncanny. p. xliii.
20Cixous, H [5] Fiction and its Phantoms. p. 525.
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Cultivating the Uncanny: The Telegarden … 157
journal Imago, Freud’s essay investigates the “common core” of what makes cer-
tain objects, experiences or phenomenon appear uncanny rather than merely fright-
ening. The essay was first translated into English by James Strachey (in
collaboration with Anna Freud) and published in 1925 as The Uncanny.21
In his efforts to identify “that class of the frightening” unique to the Uncanny,
Freud considers a range of objects and experiences drawn from literature to con-
struct an aesthetics of the Uncanny. His inability to structure a unified theory says
much about the elusive nature of the Uncanny and its entanglement with aesthetic
philosophy, psychology and literary theory. The essay begins with a lexical index
of the German word unheimlich, through which Freud concludes that heimlich
belongs to two distinct—but not contradictory—sets of ideas: that which is famil-
iar and agreeable and that which is concealed or hidden.22 Through usage, Freud
argues, unheimlich gradually became synonymous with the second meaning of
heimlich, leading him to assert that “everything is unheimlich that ought to have
remained secret and hidden but has come to light.”23 Armed with this definition,
Freud offers a reading of The Sandman that connects the Uncanny with the sub-
conscious and repressed desires.
Freud’s interest is what the Uncanny reveals about key psychoanalytic concepts
such as repression, castration anxiety, narcissism, the death instinct, involuntary
repetition and wish fufilment. In his reading of The Sandman, Freud skips over the
figure of the automaton and instead focuses on the Sandman of the title—the mys-
terious figure who never appears in the story and is believed to tear out children’s
eyes. For Freud, The Sandman is not about intellectual uncertainty but about fear
of ocular castration, itself a symbol of repressed castration anxiety. According to
literary theorist Samuel Weber, Freud’s theme of ocular castration is not rooted in
fact or experience (“the actual moment of non-perception”), but rather signifies a
“restructuring of experience, including the relation of perception, desire and con-
sciousness in which the narcissistic categories of identity and presence are riven
by a difference they can no longer subdue or command.”24 This reading would
suggest that the Uncanny is not necessarily about “not-seeing” but rather about
heightened perception triggered by an object or phenomena. In other words, the
Uncanny is triggered by objects or experiences that provoke the awareness of
awareness.
Freud insists that a general theory “should differentiate between the Uncanny
that we actually experience and the Uncanny that we merely picture or read
about.”25 For Freud, this distinction uniquely positions creative writers and artists
21Freud, S [9] The Standard Edition of the Complete Psychological Works of Sigmund Freud.’
XVII (1917–1919): An Infantile Neurosis and Other Works.
22Freud, S [9] p. 224.
23Freud, S [9] p. 225.
24Weber, Samuel [29] p. 217.
25Freud, S [9] p. 247.
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158 E. Jochum and K. Goldberg
to evoke or avoid the Uncanny in their works. For Freud, fiction is “more fertile
province than the Uncanny in real life, for it contains the whole of the latter and
something more besides, something that cannot be found in real life.”26 In art, the
artist may “select his world of representation so that it either coincides with the
realities we are familiar with or departs from them in what particulars he
pleases.”27 Freud links the Uncanny to the perceptual stance we adopt towards
works of fiction: “we adapt our judgment to the imaginary reality imposed on us
by the writer, and regard souls, spirits, and ghosts as though their existence had the
same validity as our own has in material reality.” Artists, in Freud’s view, provoke
the Uncanny by exaggerating or distorting reality, or by staging events or experi-
ences that could never occur in real life. The artist thereby re-exposes the viewer
[…] to the superstition which we have ostensibly surmounted; he deceives us by promis-
ing to give us the sober truth, and then after all overstepping it. We react to his inventions
as we would have reacted to real experiences; by the time we have seen through his trick
it is already too late and the author has achieved his object.28
visual art: Viktor Skhlovsky [27] uses the Russian word ostranenie while Brecht refers to the
Verfremdungseffekt or Alienation effect.
30Jochum, E [16] Deus Ex Machina, p. 84.
31Potts, A [24] Dolls and things, p. 355.
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Cultivating the Uncanny: The Telegarden … 159
Breton, Bataille, de Chirico, Max Ernst and Hans Bellmer in the 1920s and 1930s
to Freud’s essay. According to Foster, the Surrealist interest in the Uncanny reflects
a concern with events in which repressed material returns in ways that disrupt unitary
identity, aesthetic norms, and social order…[S]urrealists not only are drawn to the return
of the repressed but also seek to redirect this return to critical ends.32
The Surrealist preoccupation with the human form, wax figures and other artifi-
cial figures created a vogue for “mannequin art” in the 1930s, a legacy which con-
tinues in contemporary figurative sculpture. The 1920s and 1930s also witnessed
the advent of motor-driven sculptures and mechanical art such as Alexander
Calder’s kinetic mobiles and Lászlo Maholoy-Nagy’s Light Space Monitor (1922–
1930), artworks that explore the intersection of sculpture and mechanical motion
through non-figurative, non-representational forms. These early non-anthropomor-
phic art works laid the ground for later experiments by Jean Tinguely and Julio Le
Parc, among others.
It is worth remembering that Karl Capek’s science fiction melodrama R.U.R.
(Rossum’s Universal Robots)—the play that first introduced the term “robot”—
was published 1920, one year after the publication of The Uncanny. The dysto-
pian play dramatizes the destruction of human civilization by humanoid robots
designed for industrial manufacturing. The play taps into fears about the inabil-
ity to understand or control the internal mechanisms that govern machines, and
dramatizes human fears concerning mechanized labor. During the same period,
abstract paintings by George Grosz (Heartfield, the Mechanic, 1920; Daum mar-
ries her pedantic automaton, 1920) imagined artful assemblages of the man-
machine, while kinetic sculptures and machine art (Tinguely’s Radio Drawing,
1962, Edward Paolozzi’s St Sebastian No. 2, 1957, and Ernest Trova’s Study
Falling Man, 1966) flourished. These art works set the stage for the development
of robotic art in the 1960s and 1970s.
In 1970 Mori published Bukimi no tani gensho in a special issue of the trade
journal Energy titled “Robots and Thought.” The premise of Mori’s essay is well
known: human beings have an innate affinity for inanimate objects that look
human-like, but if the object becomes too lifelike without actually being alive,
this affinity quickly turns to fear or repulsion. Mori maps the relationship between
affinity and human likeness on a graph, where the horizontal axis is the degree
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160 E. Jochum and K. Goldberg
Fig. 2 The Uncanny Valley graph first appeared in Mori’s essay in 1970. The graph illustrates
Mori’s ideas about how humans perceive robots: human beings have an innate affinity for objects
shaped like humans, but if the object becomes too lifelike without actually being alive, this affinity
quickly turns to fear or repulsion. (Graph translated and reprinted with the permission of Karl F.
MacDorman)
of an object’s similarity to a living human and the vertical axis is the degree of
affinity humans have for a given object (Fig. 2). Mori posits a non-linear function
with a sharp negative extreme (loss of affinity) as likeness increases beyond a criti-
cal point (where phenomena start to appear “too close for comfort”). Drawing on
examples from popular culture (puppet theatre, toy robots) as well as medical and
industrial robots, Mori echoes Freud’s catalogue of objects and experiences drawn
from fiction and real-life. Citing his prior work with realistic, moving prosthetic
hands, Mori states that the Uncanny effect is amplified with movement, which
steepens the curves of the Uncanny Valley (Fig. 3).
Mori considers functional and aesthetic approaches to design:industrial robots
typically have designs based on functionality while toy robots and prosthetics
focus primarily on appearance. Mori's concept of affinity is rooted in the popular-
ity of human-shaped toys and puppets and the pleasure we derive from objects that
look humanlike. Mori cites the human tendency to become absorbed in toys and
puppets and our willingness to suspend disbelief and engage in imaginative play.
Puppets, Mori states, are not inherently uncanny because we view them at a dis-
tance 33: this critical distance acknowledges the perceptual stance reserved for
works of art or fiction. Like Freud, Mori acknowledges that objects in fiction may
be experienced as real or true and endowed with an artificial life, so long as that
reality does not threaten our own material reality.
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Cultivating the Uncanny: The Telegarden … 161
Fig. 3 Mori’s second graph illustrates the effect of movement on the Uncanny Valley. The presence
of movement amplifies the curves of the graph, suggesting that human perception is highly influ-
enced by movement. (Graph translated and reprinted with the permission of Karl F. MacDorman)
Mori’s essay coincides with the 1970 International World Exposition (Expo’70)
held in Osaka, Japan. The theme of Expo’70, “Harmony and Progress for
Mankind,” highlighted the country’s social and economic recovery in the wake of
the World War II and sought to strengthen Japan’s international reputation as a
world leader in innovative manufacturing and electronic technologies. Mori—then
a professor at the Tokyo Institute of Technology—advises robot designers to avoid
making robots that appear too humanlike. Mori’s observations are tied to his own
childhood experiences with wax figures and mannequins and his later research on
electronic prosthetic hands.34 Mori briefly touches on whether the Uncanny is
somehow related to human survival instincts, but he does not elaborate on this
point. Although he makes no direct mention of then-contemporary trends in cyber-
netic and robotic art, the timing of the article with Expo’70 (which featured
numerous robotic art works) suggests that Mori was likely aware of trends in
robotic art and popular interest in robots. Reading Mori’s essay within the broader
cultural framework of visual art and engineering research suggests how the notion
of the Uncanny evolves in relation to new technologies and cultural trends.
There were few active research projects to build realistic humanoid robots in
the 1970s, but the wish to develop an artificial human has long been a goal of
robotics research.35 Even though there were no realistic humans robots at the
time, advancements in visual art and sculpture demonstrated the possibility of
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162 E. Jochum and K. Goldberg
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Cultivating the Uncanny: The Telegarden … 163
Fred Waldhauer, Robert Rauschenberg, Robert Whitman in New York (1966) and
Cybernetic Serendipity in London (1968), which featured many robotic art works.
These events were venues for non-anthropomorphic art works like Edward
Ihnatowicz’s Senster, Jean Tinguely’s painting machines, Nam June Paik’s Robot
K-456 and Nicholas Schöffer’s CYSP I are deliberately non-anthropomorphic and
shift the focus from representational issues to questions of agency and behavior.39
Interactivity and interest in the relation between objects demonstrates the “per-
formative turn” in visual art that deliberately blurred the lines between visual art
and performance40
Robots and popular culture intertwine in Japan at the very moment Mori writes
the Uncanny Valley. The manga series Astro Boy—based on the adventures of a
humanoid robot—was published between 1952 and 1968 and inspired a television
series in 1963. The author of the series, Tezuka Osamu, designed the Fujipan
Robot Pavilion for Expo’70 which featured imaginative robots that dramatized a
future of humanoid robots in a wide range of settings. Another Expo’70 exhibit
brought together international artists and engineers: EAT members Robert Breer
and Billy Klüver collaborated with David Thomas of Pepsi Cola to design the
Pepsi pavilion dome in Osaka, which was covered by a fog sculpture by Fujiko
Nakaya.41 The dome was surrounded by Robert Breer’s self-propelled styrofoam
Floats, six-foot white sculptures that moved around the perimeter of the dome and
displayed “evidences of social behavior.”42 While Mori may have been unfamiliar
with trends in animatronics and photorealistic sculpture, he was likely familiar
with these robotic art works shown in his native Japan.
The first English translation of Mori’s essay appeared eight years after the orig-
inal essay was re-published in Jasia Reichardt’s book Robots: Fact, Fiction, and
Prediction (1978). Reichardt (who curated Cybernetic Serendipity and was famil-
iar with the artists and art works shown at Expo’70) credits her friend and collabo-
rator Kohei Sugiura with introducing her to Mori’s essay and providing her with
“otherwise quite inaccessible Japanese material,”43 including a summary of Mori’s
article and illustrations. We contacted Reichardt about the translation of Bukimi no
tani gensho into the English “Uncanny Valley”—a translation that invites obvious
parallels with Freud's essay. Reichardt was unable to recall who was responsible
for the first translation of Mori’s essay.44 Her summary was the only translation
available until Karl MacDorman, professor of Human-Computer Interaction at
Indiana University, translated Mori's complete essay in the early 2000s. The
Uncanny Valley was retranslated by MacDorman and Norri Kageki for the IEEE
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164 E. Jochum and K. Goldberg
Robotic art helps us to understand the shifting ground of the Uncanny: we wit-
ness how artists of every period explore the boundaries and slippages between
humans and machines. Increasingly this exploration happens in the register of the
experiential rather than the representational uncanny.
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Cultivating the Uncanny: The Telegarden … 165
a concern with ocularism and provokes uncertainty by staging remote and inti-
mate encounters between humans, machines and their environments. The artworks
eschew the representational uncanny and provoke the experiential uncanny by
deliberately exploiting the ambiguity of agency and authenticity The material arte-
facts become signs of the robot’s agency and assume a level of critical importance
in our attempts to discern reality from fiction.
The Telegarden is a telerobotic art installation created by Ken Goldberg with Joe
Santarramana and a team of collaborators including Steven Gentner, Jeff Wiegley,
Carl Sutter and George Bekey at the University of Southern California (Fig. 4).
Combining web cameras with a telerobotic arm operated via the Internet,
The Telegarden was the sequel to an earlier installation called the Mercury Project
(1994), which was recognized as the first robot controlled over the browser-based
Fig. 4 The Telegarden (1995–2004, networked art installation at Ars Electronica Museum, Aus-
tria.) Co-directors: Ken Goldberg and Joseph Santarromana Project team: George Bekey, Steven
Gentner, Rosemary Morris Carl Sutter, Jeff Wiegley, Erich Berger (Photo by Robert Wedemeyer)
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166 E. Jochum and K. Goldberg
Internet.47 Both projects were designed as engineering prototypes and art installa-
tions that questioned the widespread exuberance for technology in general and the
Internet in particular. The Telegarden juxtaposes the historical and natural pace of
planting and cultivation with the desire for “instant gratification” and immediacy
promised by the Internet.
In The Telegarden, an industrial robot was installed in a 3 m × 3 m circular alu-
minum container filled with eighteen inches of soil. Custom software allowed any-
one on the Internet to visit the garden, and by clicking in a web browser to move
the robot and digital camera on the robot’s end effector. Visitors could register for
a password and then participate first by watering the garden and later by planting
their own seeds. Visitors were reminded that unless they returned regularly to
water their plants, the plants would not germinate.48 The Telegarden went online in
June 1995 and attracted over 10,000 participants and more than 100,000 viewers.
In September 1996, The Telegarden was moved to the lobby of the Ars Electronica
center in Austria, where it remained online 24 hours a day until it was decommis-
sioned in 2004. User activity was recorded in logs so that members could be self-
governing: users could plant, water, and monitor the progress of seedlings via the
delicate movements of the industrial robot arm. The garden was a metaphor for the
promise of new communities made possible by the Internet; it also raised philo-
sophical questions concerning the nature of tele-robotics and introduced the con-
cept of telepistemology—the study of knowledge acquired at a distance.49
Just as seventeenth century optical instruments brought forth new ways of see-
ing, the combination of the Internet, the World Wide Web interface, webcameras,
and robots created new modes of viewing and the ability for remote observation
and interaction. Just as the telescope and the microscope made familiar object
unfamiliar, telepresence (or mediated agency) heightens the potential for doubt
concerning the authenticity of objects or experiences, especially when actions are
mediated through the Internet. The Telegarden triggered the Uncanny because it
called attention to experiences in remote locations and introduced uncertainty
about the “here and now.”50 Although The Telegarden was not anthropomorphic, it
provoked an awareness of awareness.
Doubt or uncertainty concerning the authenticity of an object—its aliveness
or presence as indicated by appearance, motion, or representation—is central to
the definition of the Uncanny. While Jentsch describes the effect as the experi-
ence of “intellectual uncertainty,” Freud and Mori define the Uncanny in terms
of emotional uncertainty: while we might know intellectually that an android is
only a machine and not alive, we can be momentarily convinced (or deceived) into
Teleoperation via the World Wide Web. International Conference on Robotics and Automation.
48http://www.ieor.berkeley.edu/~goldberg/garden/Ars/.
49Goldberg, K [10] The Robot in The Garden.
50Kusahara, M [19] “Presence, Absence, and Knowledge in Telerobotic Art”, p. 206.
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Cultivating the Uncanny: The Telegarden … 167
In 2012 Patrick Tresset presented this interactive robotic art installation at the
Merge Festival in London52. Gallery visitors were invited to have their portrait
drawn simultaneously from different points of view by robots positioned through-
out the gallery.53 The artwork is based on the observational drawing robot called
Paul designed by Tresset in collaboration with Frederic Fol Leymarie and the
AIKon II project at Goldsmiths University in London. Paul was first exhibited in
June 2011 at the Tenderpixel Gallery in the UK and has produced more than 1000
unique drawings, 200 of which have been purchased and one of which is part of
the collection at the Victoria and Albert Museum in London. In 2014, Tresset
exhibit. This created an unintentionally uncanny effect caused by the incongruity between the
title and the set up. In his presentation in Karlsruhe, Tresset stated the actual reason was coinci-
dental: he had intended six robots but only five were available and the project had already been
advertised by the festival.
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168 E. Jochum and K. Goldberg
Fig. 5 The robot Paul (Patrick Tresset) uses computation and robotic technologies to emulate
the drawing activity with an emphasis on portrait sketching. The pictured exhibition at Ars Elec-
tronica, 5 Robots Named Paul was installed in the Gothic cathedral in a scene deliberately remi-
niscent of an authentic artist’s studio. (Photo by Steph Horak)
exhibited the work under the title Five Robots Named Paul at the Ars Electronica
festival in Linz (Fig. 5).
Paul uses computation and robotic technologies to emulate the process of por-
trait drawing. Paul is not a telerobotic system but an autonomous machine that
uses computational programming and visual feedback to make drawings. Like gar-
dening, drawing is considered a uniquely human activity and a powerful symbol
of human civilization and culture. A machine that emulates an intimate, creative
activity like drawing—not according to a pre-determined program but drawing
“from life” as a human artist does—raises issues of agency and authenticity that
echo those of the Telegarden. Unlike Jaquet-Droz’s draughtsman automaton that
could draw several pre-determined sketches, the object of aesthetic orientation
here is neither the robot nor the software program that controls the robot. Rather,
the object of aesthetic interest is the drawing activity itself—the relation between
artist and subject—that is reproduced through a staged encounter in a scene remi-
niscent of an artist’s studio.
As with The Telegarden, agency and authenticity are central to the experiential
uncanny. The robot cannot prove its drawing capabilities without the material por-
trait, but even this tangible proof raises uncertainty: if the robot’s actions are deter-
mined by a computational program, and all the robots run the identical program
simultaneously, how do we account for the differences in the portraits (Fig. 6), the
different length of times each robot requires to complete the portrait, and the artis-
tic likeness that emulates the aesthetics of human drawing? Can we believe our
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Cultivating the Uncanny: The Telegarden … 169
Fig. 6 The individual drawing robots, each named Paul, use identical software to produce
unique portraits. The distinct style is influenced by differences in the camera lens, camera angle
and distance of the robot from the sitter. (Images printed with the permission of Patrick Tresset)
own eyes? The material artefact (portrait on paper) demands that we grant the por-
trait the same validity one drawn by a human artist. Over the course of the week-
long installation in Austria, the exhibition space gradually transformed from an
artist’s studio into a gallery.
Like The Telegarden, Six Robots Named Paul evokes the Uncanny in a manner
wholly distinct from anthropomorphic art works. Tresset refers to Paul as an
“obsessive drawing entity” that “does not attempt to emulate human appear-
ance.”54 The characterization of the robot’s behavior as “obsessive” evokes the
repetition compulsion drive Freud associates with the Uncanny,55 and the multi-
plicity of robots used in this particular installation—faceless drawing machines
masquerading as artists under a single name—recalls the double theme. Six Robots
Named Paul further heightens the feeling of the Uncanny through specific devices
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170 E. Jochum and K. Goldberg
that create cognitive uncertainty. Like Jaquet-Droz’s organ player, the robots are
equipped with non-functional animations (Tresset calls them “pretenses”) that do
not impact the drawing process but are used solely to persaude the spectators that
Paul is “more alive and autonomous than it actually is.” Paul's lifelike behaviors
reinforce the psychological relationship between the robot and the sitter: Paul
exhibits artistic mannerisms or gestures we associate with optical behaviors of
humans—adjusting the camera “eye” to regard the face of the sitter with multiple
saccades and fixations The Uncanny response is not elicited by the machinic or
unthinking properties of the machine but rather by the possibility of sentience56.
When a sitter becomes aware that they are being watched by the robot (or several
robots), they experience a sense of insecurity and uncertainty of how they should
relate to the robot/s. Just as breathing androids provoked fear and fascination, the
possibility of a robot that apprehends us the way a human artist might provokes
the experiential uncanny.
As with The Telegarden, web cameras and computer vision technologies lend
themselves to ambiguity and uncertainty because they problematize the relation
between subject and object (Who/what is being observed? Who/what is observ-
ing?). Six Robots Named Paul engages themes of ocularism and perception by
further troubling this distinction. Traditional relationships between artist/model/
beholder break down as the museum visitor becomes both object (the model for
the robot drawing) and subject (perceiving and interpreting the robot’s actions
and beholding the portraits on the wall), while the human artist assumes the role
of a technical assistant in service to the robot artist. The mutual engagement
between machine and human suggests a type of interactive, two-way communica-
tion between the human subject/object and the machine. Interactive art works like
this one scrutinize how we relate to technological tools with increasing degrees of
agency.
The Blind Robot is a robotic art installation that stages human-robot interaction as
an aesthetic experience. The Blind Robot was commissioned for the Robots and
Avatars project by body > data > space and the National Theatre in the UK and
developed by Louis Philippe Demers at Nanyang Technological University in
Singapore (Fig. 7). The artwork consists of a set of two-mechanical arms mounted
onto a base and bolted to a table. The arms and hands are articulated plastic joints
fashioned after human limbs. Metal poles are equipped with servo motors and wir-
ing for controlling the motions and vaguely suggest the human skeleton and nerv-
ous system, but the overall aesthetic is more machinic than human. Visitors are
invited to interact with the artwork by sitting in a chair opposite the robot and
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Cultivating the Uncanny: The Telegarden … 171
Fig. 7 The Blind Robot (Louis Philippe Demers) consists of a set of two-mechanical arms
mounted onto a base and bolted to a table. Visitors are invited to interact with the robot by sit-
ting in a chair as the robot delicately explores the sitter’s face and upper body in a manner that
recalls how blind humans supposedly use touch to recognize persons or objects. (Photo by Louis
Philippe Demers)
57http://www.robotsandavatars.net.
58http://www.processing-plant.com/web_csi/index.html#project=blind.
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172 E. Jochum and K. Goldberg
Fig. 8 The Blind Robot. Positioned directly behind the robot is a portrait-sized mirror that
allows visitors to observe themselves while being touched by the robot. Theatrical lighting and
dark curtains create a heightened feeling of the Uncanny by obscuring the physicality of the
robot and allowing the viewer to focus their awareness on the experience of being touched.
(Photo by Louis Philippe Demers)
The Blind Robot is machinic and non-realistic: the headless, torso-less, leg-less
robot is decidedly non-anthropomorphic. But the deliberate motions and gestures of
the machinic arms and articulated fingers create the illusion of an intentional agent.
The aesthetic conceit of the artwork attributes a human malady (blindness) to a non-
human object, recalling Norman White’s Helpless Robot (1987) through the rever-
sal of traditional associations of humans as frail or inferior to mechanically superior
robots. The artwork directs attention away from the robot design to the physical
actions it performs. Like Paul, the Blind Robot hinges on a physical encounter that
destabilizes the traditional subject-object relationship by placing the visitor at the
center of the interaction. Once again, the theme of ocularism is central: without
eyes to see, the Blind Robot recalls Freud's theme of ocular castration and provokes
fears about the unknowable processes that control the robot. Theatrical lighting
directs attention away from the robot towards the interaction, which is reflected
back to the viewer in the mirror opposite them. The spectator experiences a height-
ened sense of awareness - an awareness of awareness - that underscores the con-
nection between narcissism, the double and the Uncanny. In his presentation at the
Art and Robots workshop in Karlsruhe, Demers said that the goal of the artist is “to
create a situation that goes beyond the context of the object.” In other words, the
artist’s job is to help the object transcend its objectness. The Blind Robot succeeds
by creating a context for an intimate encounter between a human and robot.
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Cultivating the Uncanny: The Telegarden … 173
Our investigation into the secret history of the Uncanny lead us into aspects of art
and robotics that are both familiar and unfamiliar. We conclude that the Uncanny
in visual and interactive art can occur in two registers: the representational and the
experiential. The representational uncanny is characterized by figurative, anthro-
pomorphic representations that deliberately provoke a strange mix of fear and
wonder. Static works by Ron Mueck (Dead Dad 1996), Toni Matelli (Sleepwalker
1997), Sam Jinks (Pieta 2007) and the subversive oeuvre of Paul McCarthy recu-
perate the Surrealist interest in mannequins and the avant-garde abstractions of the
human form through the use of defamiliarization, the double and the grotesque.
Anthropomorphic robots, such as the lifelike humanoid robots on display at the
National Museum of Emerging Science in Miraikan, Japan and Jordan Wolfsen’s
Female Figure (featured at Art Basel in 2014) tap into the representational
uncanny through photorealism and verisimilitude.
The experiential uncanny shifts attention from the representational figure of the
robot to the physical actions it performs. In these artworks, robots interact with
spectators and the material world in novel ways that deliberately provoke anxiety
and uncertainty. In addition to the works discussed in this chapter, artworks by
Stelarc, Zaven Paré, Shun Ito, Maywa Denki, Tim Lewis, Shiro Takatani, Masaki
Fujihata, Ken Rinaldo, Chico MacMurtrie, Seiko Mikami and others create inter-
active experiences between robots and humans. In these artworks the robot is a
catalyst for action, and the Uncanny arises from our desire and inability to dis-
cern the authenticity of the experience or determine the level of the robot's agency.
While robot artworks might produce material artefacts, even these material proofs
cannot always be trusted.
What unites The Telegarden, the Blind Robot, and Six Robots Named Paul is
their ability to evoke the Uncanny despite their non-anthropomorphic design.
The works do not mimic life, but rather mimic behaviors that we associate with
living creatures. We yearn for proof and authentic markers before granting the
robot agency. It is not enough to know that complex algorithms and machinery
are capable of planting and cultivating a real garden, but our vision must be veri-
fied by tangible outputs—real plants fed by real water that sprout from real dirt.
When we encounter the Blind Robot in a gallery, it matters little that the sight-
less robot lacks a head or computer vision; what matters is the physical interaction
between real human skin and robotic hands. For Paul, the tangible portraits drawn
on actual paper before our eyes verify both the encounter and the robot’s agency.
The portraits that accumulate on the walls gradually become part of the experi-
ence, assuring spectators that the robot is a real artist with a growing collection of
works. Like the oddities and scientific instruments found in the Wunderkammer,
material artefacts are testaments to authentic experiences and sights of knowing.
Tangible objects speak to a communal encounter between robot and human—
they are byproducts that authenticate and inscribe Uncanny encounters in the real
world and help bridge the gap between the real and the virtual.
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174 E. Jochum and K. Goldberg
References
1. Bloom H (1982) Freud and the sublime: a catastrophe theory of creativity. In: Ellman M (ed)
Psychoanalytic literary criticism. Longman Publishing, New York, pp 173–195
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Interactive experience in the digital age. Springer, New York, pp 75–90
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uncanny. Oxford University Press, Cary
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Literary History 7(3): 525–645
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7. Fischer-Lichte E (2008) The transformative power of performance: a new aesthetics.
Routledge, New York
8. Foster H (1993) Compulsive beauty. MIT Press, Cambridge
9. Freud, S (1925) The uncanny. (trans Strachey J) In: The standard edition of the complete psy-
chological works of Sigmund Freud. Hogarth, London, pp 217–252
10. Goldberg K (2001) The unique phenomenon of a distance. In: Goldberg K (ed) Robot in the
garden. MIT Press, Cambridge, pp 2–20
11. Goldberg R (2011) Performance art: from futurism to the present. Thames and Hudson,
London
12. Hagner M (1995) Enlightened Monsters. In: Clark W, Golinski J, Schaffer S (eds) The sci-
ences in enlightened Europe. University of Chicago Press, Chicago, pp 175–217
13. Haughton H (2003) Introduction. In: Haughton H (ed) The uncanny, pp vii–lx. Penguin
Books, London
14. ICRA (2013) Art and robotics: Freud’s Unheimlich and the uncanny valley. http://uncannyval
ley_icra2013.sssup.it. Accessed 28 June 2014
15. Jentsch E (2008) On the psychology of the uncanny (trans: Sellars R). In: Collins J, Jervis J
(eds) Uncanny modernities. Palgrave Macmillan, New York, pp 216–228
16. Jochum E (2013) Deus Ex Machina: towards an aesthetic of autonomous and semi-autono-
mous machines. Dissertation, University of Colorado
17. Kageki N (2012) An uncanny mind. IEEE Robot Autom Mag 19(1):106–112
18. Kang M (2011) Sublime dreams of living machines. Harvard University Press, Cambridge
19. Kusahara M (2001) Presence, absence, and knowledge in telerobotic art. In: Goldberg K (ed)
Robot in the garden. MIT Press, Cambridge, pp 198–212
20. Mascha M, Gentner S, Rothenberg N, Sutter C, Wiegley J (1995) Desktop teleoperation via
the world wide web. In: IEEE international conference on robotics and automation, May
1995
21. Mori M (1970/2012) The uncanny valley (trans: MacDorman K, Kageki N). IEEE Robot
Autom Mag 19(1):98–100
22. Onians J (1994) A short history of amazement. In: Onians J (ed) Sight and insight. Phaidon,
London, pp 11–33
23. Packer R (2003) The Pepsi pavilion: laboratory for social experimentation. In: Shaw J,
Weibel P (eds) Future cinema. MIT Press, Cambridge
24. Potts A (1994) Dolls and things: the reification and disintegration of sculpture in Rodin and
Rilke. In: Sight and insight. Phaidon, London, pp 355–378
25. Reichardt J (1978) Robots: fact, fiction, and prediction. Penguin Books, New York
26. Schaffer S (1999) Enlightened Automata. In: Clark W, Golinski J, Schaffer S (eds) The sci-
ences in enlightened Europe. University of Chicago Press, Chicago, pp 126–165
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University of Nebraska Press, Lincoln
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28. Tresset P, Leymarie F (2013) Portrait drawing by Paul the robot. Comput Graphics
37(5):348–363
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Stanford University Press, Stanford, pp 207–235
30. Wood G (2002) Edison’s eve. Random house, New York
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The Potential of Otherness in Robotic Art
Eleanor Sandry
Introduction
Although not all robots are created with the aim of communicating with humans
in mind, an increasing number are now being designed to care for, work with, and
entertain people in a range of different places, including homes, working environ-
ments and public spaces such as art galleries. By analysing people’s interactions
with robots from the perspective of various branches of communication theory,
alongside a consideration of the aims articulated by creators for their robots, it is
possible to identify the presence of what might loosely be termed scientific and
artistic conceptions of what it means to communicate, what being social consti-
tutes and, therefore, how best to build a robot with which people want to interact.
These scientific and artistic conceptions are not clear cut, or completely separable
from each other, and should not be regarded as totally polarised. In spite of the
E. Sandry (*)
Department of Internet Studies, School of Media, Culture and Creative Arts,
Curtin University, GPO Box U1987, Perth, WA 6845, Australia
e-mail: [email protected]
[email protected]
178 E. Sandry
imprecise nature of these categories, they are still helpful in explaining the wide
range of interactive robot designs that have arisen across scientific, technological
and artistic contexts.
Discussed below are a number of robots, ranging in form from the very human-
like to the overtly other. The decisions made in creating these robots, as well as
the interactions that people have with them, are analysed in relation to ideas about
communication categorised using the framework developed by Robert T. Craig is
his appraisal of “Communication Theory as Field” [8]. In exploring the presence of
broadly scientific and artistic conceptions of communication, my focus is to iden-
tify the potential of otherness in communication, a potential that is most clearly
demonstrated by the non-humanoid robots that appear within art installations.
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The Potential of Otherness in Robotic Art 179
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180 E. Sandry
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The Potential of Otherness in Robotic Art 181
Although the goals of a robotic art installation are often somewhat different from
those for a robot created in a scientific or technological context, all robots designed
to interact with humans must first attract peoples’ attention, and likely aim to keep
this attention for some period of time. In the section above, the idea that human-
oid form is important in this process has been highlighted. In scientific studies of
social robotics the ability to attract attention, and show where one’s attention lies,
is often used to justify the need for a robot to have eyes, whose gaze direction and
movement can be recognised by humans in ways thought to encourage more mean-
ingful interactions with the robot [2–4]. In art, Louis-Philippe Demers’ work, Area
V5, named after the section of the visual cortex thought to be important in per-
ceiving movement, takes the idea of meaningful gaze to a new level, by inviting
visitors “to experiment and establish a non-verbal dialog” with a wall fitted with
artificial skulls containing a hundred “disembodied gazing eyes” [10].
In contrast with the attempts to create a familiar humanlike gaze embedded
within a realistically humanoid robotic body, as seen in Ishiguro’s Geminoid robots,
Demers’ artwork is explicitly meant to invoke an uncanny sensation as the disem-
bodied eyes move in pairs to track visitors to the installation. Area V5’s imple-
mentation is designed to convey the idea that the visitor has been seen by the eyes,
and through this communication attract a level of reciprocal attention. Indeed, the
installation appears to fall very effectively into the uncanny valley, while nonethe-
less encouraging visitors to develop a level of fascination with the artwork such that
they play with the installation intent on provoking it to follow their movements [33].
Demers describes this work as “an artistic comment about scientific methodologies
of approaching social robotics and the uncanny valley” [33]. Social roboticists and
writers on the subject of social robotics often say that “a robot has to look friendly
to be accepted” [33]. However, in the case of Area V5 there is a set of “dead skulls
looking at you, but at the same time people play with this, they totally forget about
the look” [33]. This installation shows that “to engage with the robot it doesn’t have
to be necessarily of a human appearance or even a beautiful human” [33].
As I have already explained, some communication theories can be associated
with reducing, and eventually eliminating, the differences between communica-
tors [29]. In contrast, Emmanuel Levinas’ conception of communication places its
emphasis on encounters between selves and others within which the recognition
of, and retention of respect for, the alterity of the other is key. Levinas describes
the encounter between self and other as “the face to face”, during which, while
they are brought into close proximity, an irreducible distance remains between
them [19]. Within this explanation, Levinas’ use of the terms proximity and dis-
tance are less about physical positioning and more about paying close attention
to the other, while also acknowledging the continued presence of their specific
differences. Communication in such a relation is therefore not about identifying
elements of commonality and sameness; instead, the interaction between self and
other is founded in recognition of the difference, or distance, between them.
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182 E. Sandry
Levinas himself suggested that only humans could reveal this type of face,
denying animals or objects the ability to take part in this level of revelation and
engagement. However, it seems worth revisiting the question of whether robots,
in particular those with humanlike faces can reveal themselves in this way.
Humanoid robots, such as those created by Hanson and Ishiguro, clearly present
some level of humanlike face, although since this face has been designed with the
very aim of promoting a sense of commonality and ease in communication, there
is little chance for it to reveal otherness except perhaps in terms of the uncanny.
Given people’s responses to Demers’ Area V5, designed to emphasise the uncanny
nature of robotic eyes, it seems that these robots offer a greater sense of otherness,
and also indicate that potentially only the eyes are needed to elicit this type of
engagement in an encounter with a robotic other.
However, a closer examination of Levinas’ philosophy clarifies that the
Levinasian face is not actually a physical human face at all. Instead, Levinas’ con-
ception of a face encapsulates “the way in which the other presents” or reveals
themselves [19]. Levinas suggests that “by concentrating on physical facial fea-
tures”, one turns “towards the Other as toward an object”; instead, “[t]he best
way of encountering the other is not even to notice the colour of his eyes” [20].
Elsewhere, he explains that “the whole body—a hand or curve of the shoul-
der—can express as the face” [19]. It therefore seems possible that overtly non-
human others, even those without recognisable eyes, might also reveal Levinasian
faces, in spite of the fact that Levinas himself didn’t extend his thinking to the
non-human.
Scholars have made considerable inroads in arguing the case for the revelation
of Levinasian faces by animals, drawing not only on their own experiences, but
also on Levinas’ description of the behaviour of Bobby, the dog discussed in his
essay “The name of the dog” [7, 11, 21, 34]. In addition, David Gunkel, considers
whether machines can be, or might in the future be, regarded as Levinasian others
in his book, The Machine Question [15]. From the perspective of this chapter, the
broad description of what constitutes a face within Levinas’ philosophy supports a
consideration of a wide range of robots as able to reveal faces in encounters with
people, whether they express themselves through language, sounds, gestures or
whole body movements. As the examples below illustrate, robots with no recog-
nisable face in anything resembling human terms are nonetheless able to reveal
aspects of a personality to their human visitors through their physical embodiment
and behaviours.
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The Potential of Otherness in Robotic Art 183
Penny, appearing in public for the first time in 1995. Penny explains that his goal
in designing Petit Mal was to create a robot that was “truly autonomous; which
was nimble and had ‘charm’; that sensed and explored architectural space and that
pursued and reacted to people” [25]. He wanted the robot to give “the impression
of intelligence” through the production of “behaviour which was neither anthro-
pomorphic nor zoomorphic, but which was unique to its physical and electronic
nature” [25]. Penny clarifies that his aim was not to produce an artificial intelli-
gence, but rather a robot that “gave the impression of being sentient” while also
being of minimal complexity in terms of its mechanical parts, sensors and com-
puter code [25].
While Penny was focused on the idea of “the robot as an actor in social space”,
he was clearly not constrained by the assumption that this robot needed to be like
a human in order to operate in existing human environments by producing familiar
humanlike communication [25]. Instead, Petit Mal is able to ‘speak’ only through
its movements, without using “textual, verbal or iconic signs” [26]. This under-
standing of the value of nonverbal signals, such as whole body movements, in
communication is explored in Fernando Poyatos’ research into simultaneous trans-
lation. Poyatos argues that communication is best thought of as a “triple audio-
visual reality”, which consists not only of “what we say”, but also “how we say
it” and “how we move what we say” [30]. Petit Mal may not be able to ‘say’ any-
thing to people directly in human language, but its whole body movements allow
it to communicate using what Poyatos encapsulates with the term “kinesics” [30].
This robot is therefore designed to be overtly machinelike, but nonetheless able
to behave such that it is read by people as a sentient and expressive individual.
Interactions with Petit Mal give visitors to the installation the opportunity to expe-
rience an encounter with a strange robot, within which a new understanding of
what it might mean to be social is presented.
The movement of Petit Mal and its bodily form, which includes what visitors
are likely to recognise quite easily as a non-humanoid neck and head, helps peo-
ple to know where to direct their communication in interactions with the robot.
Importantly, the positioning of sensors on Petit Mal’s head, as well as the robot’s
tendency to move in a particular direction, help to clarify that this robot has a front
and a back, such that visitors can judge which way the robot is facing. When a
person enters the installation space and approaches Petit Mal their presence is
noted, causing the robot to move its whole body to face them. As Derrida argues
is possible for animals, visitors feel that Petit Mal can “look at them and address
them … from a wholly other origin”, and in testing the robot’s abilities people
move from side to side to see it turn and follow their motion [11]. Any sense that
this robot is threatening, which might arise because of the clarity and attentiveness
of its gaze, is reduced by the calmness with which it moves around the space it
occupies, together with the bobbing head and neck motion that these movements
cause. Petit Mal reveals a gentle personality, and as a human approaches the robot
it immediately backs away. This robot is situated as cautious and polite, because
it seems respectful of people’s personal space (and also potentially as wishing to
protect its own).
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184 E. Sandry
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The Potential of Otherness in Robotic Art 185
also to human visitors [36]. These messages are dropped on the floor as they are
printed, and thus accumulate to create a fragmented and disordered history of their
communication over the course of the day [36]. The way in which these messages
are produced and then collect on the floor adds a sense of history to the dynamic
communication between these robots without producing a definitive narrative.
In terms of their interactions with humans, one of the first, and strongest, sig-
nals of the perceptual and responsive abilities of Fish and Bird is the way that they
both turn to face people entering the installation space. In contrast with Petit Mal,
with its recognisable head and sensors resembling a bank of ‘eyes’, as already
mentioned Fish and Bird certainly do not have discernible eyes. The impact of
their gaze is therefore only presented through their turning movement; however,
it is possible that the feeling of being ‘watched’ by these robots is emphasised by
the way that people end up positioned at the intersection of their ‘gazes’. In addi-
tion, because the robots have been engaged in communication with each other, the
interruption caused by the entry of a person is also marked. Fish and Bird stop
their ‘dance’ and turn their attention to the visitor in a way that clearly signals
that the robots have noticed them, and may be willing to interact and communicate
with them. It also becomes clear that Fish and Bird have individual personalities,
communicated through the specificities of their movements in response to humans.
Bird is the more outgoing of the two and is likely to be the first of the robots to
approach human visitors, whereas Fish will often hang back to observe people
from a safe distance before gradually moving closer [6].
Velonaki describes communication with Fish and Bird in terms of dialogues,
which develop as the robots move around the installation space based on their
understanding of the “body language of the [human] participants” who are also in
the process of reacting to “the body language of the robots” [36]. However, as was
suggested for Petit Mal above, it is important to recognise that the dialogue between
humans and these robots is not precisely governed by turn-taking rules, but rather
is more flowing and overlapping (as is the case with communication between these
robots when humans are not present). This type of dynamic interaction is described
by Alan Fogel as allowing “co-regulation” to arise “as part of a continuous process
of communication” as opposed to being the “result of an exchange of messages
borne by discrete communication signals” [12]. While this statement resonates with
Penny’s idea of an “ongoing conversation”, it is more open to the contributions that
all channels, in particular kinesic but also, as seen in the case of Fish and Bird, lan-
guage in the form of texts, might make to the communication system as a whole.
The names of these robots, Fish and Bird, may encourage a level of zoomor-
phism in shaping people’s understanding of their communication through move-
ment, based on past interactions with animals and supported by the tentative and
rather nervous personalities the robots project. Indeed, even in the case of Petit
Mal, Penny notes that in spite of its purposely non-anthropomorphic and non-
zoomorphic design, people can only interpret the robot based on their past experi-
ence. They therefore project all sorts of motivations onto the robot to explain its
behaviour, and there is evidence that people may think of non-humanoid robots
as somewhat like animals or humans, but also may call upon fictional descriptions
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186 E. Sandry
that they have read, in particular science fiction [32]. It is therefore vital that even
as these robots are thought of as communicative, and interpreted in terms framed
by one’s existing experience, the unusual and unexpected nature of these wheeled
robots, and the clarity of their individual characters, ensures that people are con-
tinually reminded of the robots’ absolute otherness.
The communication of these robots is difficult to place in terms of sociocultural
theory or sociopsychological theory. While they evoke sensations of familiarity in
human visitors, their form and behaviour also causes people to question the assump-
tions that they make about the characters of these robots constantly, in particular in
relation to them being like someone or something encountered in the past. Instead,
the communication of Petit Mal, as well as Fish and Bird, is more easily analysed
in terms of phenomenological theory and the Levinasian conception of “the face to
face” [19]. This understanding highlights the importance of recognising the specific
differences of each of the robots involved in interactions, and suggests that by meet-
ing strange robots people may gain some insight into the possibilities of overtly dif-
ferent others in communication. In fact, meetings with the alterity of robots such as
Petit Mal, Fish and Bird, would seem to illustrate Maurice Blanchot’s contention, as
he reworks Levinas’ thought in The Infinite Conversation, that describing the differ-
ence between self and other in terms of “separation” or “distance” is not sufficient
[1]. Rather, the revelation of otherness constitutes “[a]n interruption escaping all
measure”, which Blanchot suggests should be termed “an interruption of being” [1].
The phenomenological understanding of encounters with these robots exists
alongside a dynamic systems perspective, which highlights the presence of over-
lapping attempts to communicate. Language plays only a small part in these
interactions in the form of the ‘hand written’ notes produced by Fish and Bird,
whose meanings, since they are only fragments, often remain somewhat cryptic.
Cybernetic theory that values accuracy in transmission of information can
therefore also be set aside. In order to understand communication in the type of
dynamic system described above, which forms during human interactions with
Petit Mal and the Fish-Bird project, information must be reconceptualised as
something that is not fixed, cannot be precisely coded and is not transmitted in
any simple way. These art installations illustrate the importance of acknowledging
the presence of information that is “created in the process of communication”,
such that “meaning making” emerges as an outcome of the “process of engage-
ment” between humans and robots [13]. As Penny concludes in his own consid-
eration of Petit Mal, artworks do not “didactically supply information”; instead,
there are many ways to interpret the work, and a focus on embodiment as part of
communication (quite possibly in addition to verbal or written language) as well
as recognising the potential for meaning to emerge during interaction, are key
aspects of understanding communication in art installations [25]. This acceptance
of uncertainty in communication, arising from the idea that information is not fixed
and cannot be perfectly transmitted, alongside acknowledgement of many possible
interpretations, can broadly be characterised as an artistic perspective on communi-
cation, which is more open to otherness than the scientific perspective discussed in
relation to humanoid robots above.
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The Potential of Otherness in Robotic Art 187
Conclusion
While the creation of robotic art installations draws together the need to make
artistic and aesthetic decisions alongside technical and scientific decisions, the
goals of artistic endeavour do seem to be different from that of science and tech-
nology, resulting in different outcomes in terms of the robots that are designed and
built. On his website, the artist Norman White, for example, expresses his interest
in using creative art to ask broad questions, something that is also possible, but for
him too constrained, from the perspective of ‘good science’ [37]. White’s think-
ing bears some similarity to that of Penny, who argues that “the holistic and open
ended experimental process of artistic practice allows for expansive thinking”, such
that artistic methodologies may be able to “compensate for the ‘tunnel vision’ char-
acteristic of certain types of scientific and technical practice” [25]. While, as Penny
clarifies, this is not meant to be a derogatory appraisal of the influence of science
and technology on art as well as other fields of human endeavour, it is nonetheless
evident in the influence that art’s expansive thinking and science’s tunnel vision
can be seen to have on their respective robot designs. This chapter has considered
these differences with reference to various traditions of communication theory and
conceptions of the place of commonality versus otherness and difference in com-
munication. Penny notes that his creation of Petit Mal “emerged from artistic prac-
tice and was thus concerned with subtle and evocative modes of communication
rather than pragmatic goal based functions” [25]. This statement supports the sense
in which this chapter has located a difference between scientific approaches to
robotics, and modes of communication that are cybernetic, semiotic, sociocultural
or sociopsychological, and artistic conceptions that are more open to the other’s
otherness, such as those related to Levinas’ perspective on “the face to face”, as
well as dynamic systems understandings that encompass uncertainty, a multitude
of interpretations and the unexpected emergence of meaning during an interaction.
The differences between artistic and scientific conceptions of communication
may stem from the way in which artists learn to promote “the adequate communi-
cation of (often subtle) ideas through visual cues” [25]. In fact, I would argue that
the creation of art installations that support “adequate communication” involves a
careful consideration of not only visual elements, but also the potential of sound
and maybe even the tactile quality of a work that people might touch. Penny sug-
gests that the ability of artists to achieve this goal is enabled by their understanding
of “the complexity of images and the complexity of cultural context” [25], aspects
which scientists often acknowledge, but may then try to simplify in their produc-
tion of a general solution to creating a communicative robot. In contrast, as Penny
notes, the goal of the artist is more often not to generalise, but rather to provide a
specific solution that works within a particular context [25]. Importantly, the sense
in which an art installation ‘works’ is not tied to the same understanding of success
as was seen in the creation of humanoid robots, since artists acknowledge that the
specific nature of the solution they proffer is open to a multitude of interpretations
produced by visitors to the artwork. The acceptance of a variety of interpretations
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188 E. Sandry
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Being One, Being Many
C. Kroos (*)
Centre for Vision, Speech and Signal Processing,
University of Surrey, Guildford GU2 7XH, UK
e-mail: [email protected]
D. Herath
Faculty of Education, Science, Technology and Mathematics,
University of Canberra, Canberra, Australia
e-mail: [email protected]
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192 C. Kroos and D. Herath
emphasising the fact that individual beings are embedded into their surround-
ing environment through a gewebe (web) of interactive relationships. However,
even if the information processing view is not upheld in an externalist approach,
the agent conventionally resides in a single location and at best extends into the
environment.
According to the Cartesian tenet, identical reduplication of the agent leads to
the creation of several different agents with identical properties. Our phylogenetic
and (currently also still) ontogenetic experience with exclusively biological agents
might have crucially shaped our intuition. The metabolic boundary convincingly
and verifiably defines the perceivable boundary of any biological agent (the story
might be more complex in plants though).
Technically, nearly exact reduplication of a robotic agent is straightforward,
owing to the industrial production of the components in the networked way
described by Gilbert Simondon as drawing out the ‘technical mentality’ [2]. There
are remaining differences between agents; hardware components are only iden-
tical to the degree specified through set production tolerances, and more impor-
tantly, the physical extension of the robot agents always allows marking them for
identification in one way or another, that is, presenting them separately, referring
explicitly to individuals or even destroying a specific individual while keeping the
others. In contrast, the software of the agent can be exactly identically reproduced
and would stay this way unless unsupervised learning algorithms are used or hard-
ware problems lead to processing failures. Thus, if one would grant current auton-
omous robots agency—and noted, that would be controversial—we are already
capable of creating agents which are different and yet the same (Fig. 1).
Fig. 1 Swarming Heads installation (© Christian Kroos, Damith Herath and Stelarc; photo
Christian Kroos)
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Being One, Being Many 193
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Being One, Being Many 195
II
In 2012 the Thinking Head project came to an end. The multi-university, inter-
disciplinary research undertaking funded by the Australian Research Council
and the National Health and Medical Research Council had the aim to develop
a sophisticated embodied conversational agent, a ‘talking head’ that would ven-
ture beyond uttering only pre-defined phrases and would pass for being intelligent.
The project’s starting point was the Prosthetic Head by Australian performance
artist Stelarc, a convincing virtual 3D representation of the artist, created using a
laser scan of the artist’s head and animated using computer graphics. People were
able to interact with the Prosthetic Head by submitting questions or comments
through a computer keyboard. A modified version of the A.L.I.C.E. chatbot [7], a
widely used conversational artificial intelligence computer program, generated the
responses.
The research-and-art track of the Thinking Head project had produced a robotic
embodiment of the Prosthetic Head, an art installation initiated and conceived
by Stelarc and built by a small team of two robotics engineers (one of them the
second author of this chapter) and a cognitive scientist (the first author). The
robot (Fig. 2), named Articulated Head, exceeded the original aims of the Thinking
Head project, in which the agent was never meant to become a part of the physical
world. The artist’s vision of an LCD monitor displaying the Prosthetic Head as the
end-effector of a six-degree-of-freedom industrial robot arm stimulated extensive
further research. After all, here was a powerful machine with a vast range of move-
ment possibilities: A potential waiting to be utilised and—not surprisingly—at the
same time a potentiality posing deep challenges. Each of the six sequential joints
allowed the rotation of the connected limb with rotational speeds ranging from 0
to 360 degree/s, enabling a rich continuum of motor behaviour that could be har-
nessed in order to realise the artistic and scientific aim of creating the impression
of the Articulated Head as an intentional agent. The research resulted in a com-
plex control system that used the advanced sensing capabilities empowering the
Articulated Head and included a software-based attention model to let seemingly
meaningful behaviour arise from the interaction with the visitor.
As the Thinking Head project drew to an end, Stelarc suggested another rather
different robotic embodiment of the Prosthetic Head: A swarm of small mobile
(wheeled) robots, which again would show the Prosthetic Head on their individual
LCD monitors, but move around on their own accord.
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196 C. Kroos and D. Herath
Fig. 2 The Articulated
Head in the Powerhouse
Museum, Sydney, Australia
(© Christian Kroos, Damith
Herath and Stelarc; photo
Christian Kroos)
The transition between these very different embodiments and an analysis of the
technical, scientific and conceptual implications will be the subject of the next sec-
tions. Our focus will be on emerging behaviour as a consequence of design and
implementation choices and the resulting differences in the structuring of the inter-
action with humans. We will finally revisit the fundamental questions that arise
from identical replication of a robotic agent and touch on issues of sameness and
individuality on a more concrete basis.
III
The Articulated Head consisted of a robotic platform that was not able to change
its location. Although fully flexible where to orient its ‘face’ and focus its atten-
tion, resting on a static tripod, the Articulated Head could not leave its safety
enclosure or move its entire ‘body’ toward or away from an interaction part-
ner (it could turn, though, and face the other direction). There was also only one
mobile sensor, a camera, used for visitors’ face detection, attached to the top of
the LCD monitor. The remaining sensors were fixed: An acoustic localisation sys-
tem employed two microphones clipped to the top of the back wall of the enclo-
sure. A short-range sonar proximity sensor was integrated in an information kiosk,
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Being One, Being Many 197
which housed the similarly unmoveable keyboard. Most importantly, the main
stereo camera for software-based people tracking was mounted at a museum wall
opposite the enclosure, amounting to a third-person perspective. Visitors were not
aware of the locations of the sensors and appeared to assume all sensing devices
were attached to the computer monitor displaying the virtual face: Attempts to
attract the attention of the Articulated Head through e.g. gestures, jumping up and
down, and vocalisations were always directed toward its ‘head’. Furthermore, the
conceptual framework, the technical implementation and the control system incor-
porated the assumption of a static base location and a third-person perspective
from the beginning. In some ways the Articulated Head resembled more a coral
polyp than a mammal.
The control system of the Articulated Head, the Thinking Head Attention
Model and Behavioural System (THAMBS), is described elsewhere [8, 9], there-
fore we will give only a brief overview here, going as far into the details as is
needed for later sections.
THAMBS (Fig. 3) employs a primary processing cycle, which sequentially
runs through all the necessary tasks to maintain its situational knowledge and
generate its response behaviour. In a single processing cycle, sensory informa-
tion arriving from low-level processing routines such as acoustic localisation or
people tracking is turned into standardised perceptual events by a perception sub-
system. The properties of the events are subjected to threshold tests, introduced
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Being One, Being Many 199
IV
The Swarming Heads [12] were designed as small mobile robots that similarly to
the Articulated Head would display a virtual representation of the artist’s face on
an LCD monitor. They were meant to be fully autonomous, although not acting to
fulfil any utilitarian function, but to explore their world in a playful manner. They
were built around the commercially available robot platform Create developed
by iRobot, which resembles closely the original vacuum cleaning robot Roomba
of the same company (but unfortunately lacking the useful vacuuming function).
The base robot is a differential drive platform supported by front and rear castor
wheels. A custom designed Perspex frame was added to hold a tablet computer
that drove and displayed the Prosthetic Head on a 12.1 inch screen. A separate
Linux computer was housed behind the tablet in a transparent casing, providing
the computational power to run the sensing algorithms and THAMBS. The front
Perspex frame also accommodated a skinned version of a Microsoft Kinect sen-
sor. The robot used two sets of power sources, one to drive the motor mechanisms
and other internal hardware of the robot base, a second one tucked underneath the
Linux PC to power the computer and sensors.
The Kinect sensor returns rich 3D depth information of the environment in its
field of view. It replaced the stereo camera system used with the Articulated Head;
the acoustic localisation, however, was not transferred to the Swarming Heads.
The robot base has an in-built four-way split cliff sensor that can detect sudden
discontinuities on the ground, identifying the location of the drop ahead (whether
it is to the left or right of the robot or directly in front, but again divided into left
and right hand side). The wheels of the base contain odometry sensors, providing
local translational information. The wheels are also connected to a lift sensor that
gets activated when the robot is lifted up from the floor. A frontal bumper sen-
sor, integrated into the robot base as well, generates left/right bumper activation
signals when coming into contact with obstacles. All low-level sensory data were
accessed through the Robot Operating System (ROS)—an open sources robotics-
specific operating system—to be further processed and manipulated.
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Being One, Being Many 201
two-step sequence: First turning towards the target location on the spot and then
moving forward in a straight line until the target location is reached [13]. This
can be followed by a potential adjustment of the orientation of the robot through
a second turn. Given the slow processing, pursuit movements using this strategy
would have in most cases resulted in the robot only turning on the spot, trapped
in a constant adjustment of the orientation. If the robot would indeed have pro-
gressed to the stage of forward movement, it would likely have stopped shortly
afterwards to re-adjust its orientation. Therefore, we implemented an alternative
path planning strategy that uses curved trajectories when the target was not strictly
straight ahead. To keep orientation changes and forward movements incremental
and smooth, a circular trajectory between the current location of the robot and the
target is computed. The current orientation of the robot relative to the target deter-
mines the curvature of the arc: It is more strongly curved if the target is located in
the periphery of the robot’s visual field and less curved if the target is closer to the
centre of the visual field, diminishing to zero curvature (a straight line) if the target
is straight ahead. If a new arc has to be computed while the robot is in motion trig-
gered by a changed target location, it is guaranteed that only minor adjustments
to the robots orientation are required, since the overall adjustment is spread out
over the entire trajectory. In this way orientation angle and radial distance were
gradually and simultaneously adjusted by continuously minimising the difference
between actual and target orientation and location.
The procedure enabled a kind of sluggish pursuit behaviour. The price to pay
were slightly awkward looking initial trajectories if the target was located in the
horizontal periphery of the visual field of the robot. The robot seemed at first to
move in the direction in which it was already oriented, ignoring the target, before
gradually zeroing in on the target as if the robot wanted to avoid a direct ‘confron-
tational’ course.
Of course, none of the measures taken amounted to much more than control ‘band
aid’ of the processing speed shortfalls, they could not solve, but would merely mask
the fundamental problem that the robot’s higher level processing was occasionally
operating on a time frame not suitable for interactions with humans. Surprisingly,
reasonable robot behaviour was achieved resulting in the impression of an engaging
and accommodating machine. It is difficult to say whether this was due to the robot
just delivering the right cues to evoke the impression of agency [9] combined with a
forgiving patience of the human interaction partner or whether it was due to (approxi-
mately) smooth interaction occurring despite the robot’s shortcomings.
Evidence for the former came from the experience with a gesture-based control
that was implemented as part of a more traditional scientific longitudinal human-
robot interaction study into bonding behaviour with a robot [14]. The gesture
control used so-called skeleton tracking routines implemented in the open source
Natural Interface algorithms (OpenNI) for the Kinect sensor (http://structure.
io/openni). In the Swarming Heads, it allowed any person within the visual field of
the Kinect sensor to directly steer the robot with a set of fixed gesture commands.
There was a kick-off gesture that corresponded to a ‘pay attention’ command. It
caused a change in the attention-related parameters of mTHAMBS to strongly
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Being One, Being Many 203
a suitable environment for a small blind robot. Despite knowing better than eve-
ryone else that there was nothing going on in the robot other than a simple, but
appropriately fine-tuned random procedure, the first author could not help himself
from perceiving the episode in terms of an intentional robotic agent attempting to
sneak out of its designated area. The series of serendipitously structured events
evoked a strong sense of agency that was—at least for a brief moment—powerful
enough to overcome the certainty of the developer’s knowledge.
When the sensing was activated and the Swarming Head could detect people in
its surroundings, the behaviour of the robot evoked the impression of agency con-
vincingly without relying on serendipitous movement sequences. The responsive
and exploratory conduct of the robot changed the behaviour of the human inter-
action partners as they started to adapt their behaviour to the robot and its per-
ceived intentions. As a consequence, processing delays were reliably interpreted as
lack of social ability or lack of willingness of the robot to cooperate or as outright
defiance, but not as failures of technology. Therefore, for most people the motiva-
tion to make the robot-human relationship work increased and they put in an extra
effort to compensate for the cognitive shortcomings or moods of the robot.
The Swarming Heads did not really deserve their names; they did not exhibit
swarming behaviour as there were no routines implemented that triggered mimick-
ing the behaviour of compatriots or allowed them to set their behaviour in relation-
ship to that of another robot. They were also not entirely independent individuals,
since with respect to their behavioural program they were identical copies. The use
of probabilistic behaviour generation hid their lack of uniqueness on the surface,
but did not alter their conceptual sameness.
The Swarming Head installation (Fig. 4) raised some of the questions discussed
in Sect. I in a playful manner and used the anthropomorphic appearance of the
Prosthetic Head as a reinforcement of their potentially challenging underpinnings.
The installation conceived by Stelarc gathered five Swarming Heads robots on a
circular pedestal with a diameter of 200 cm. The top side of the pedestal was flat
and painted black. A six centimetres high translucent plexiglass raised rim running
around the perimeter of the pedestal served as a fall-off barrier: The Swarming
Heads could detect a cliff and avoid it, but nothing prevented a robot from push-
ing its colleague over the edge. The Swarming Heads moved freely in this area
and were attracted by the presence of visitors. If visitors approached the instal-
lation with high walking speed, the Swarming Heads tended to avoid an interac-
tion and turned away; if the approach speed was slow or the visitors maintained
constant distance (moving in an orbit around the pedestal or standing still), the
Swarming Heads exhibited curiosity and approached as far as possible. They then
often locked on individual visitors, tracked their movements continuously and
waited for gesture commands as a way to establish a robot-human relationship.
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204 C. Kroos and D. Herath
Fig. 4 Swarming Heads installation (© Christian Kroos, Damith Herath and Stelarc; photo
Christian Kroos)
Since their area was rather limited, they frequently bumped into each other or ran
into the confining outside rim. Any collision triggered an avoidance reaction in the
robot—moving a few centimetres backwards and then turning (the turn angle was
determined by a constrained pseudo-random procedure)—and most of the time
also a verbal response. For the latter a phrase was selected out of 50 pre-scripted
response phrases and uttered by the Prosthetic Head, both acoustically and visu-
ally (synchronised face motion). The phrases were mostly trivial such as ‘Oops’,
‘Sorry’, ‘Not again’ and ‘Back up!’, with a tendency to complain about the situa-
tion or the other (‘Idiot’, ‘Silly’, ‘Are you always like this’, ‘Today is not my day’)
and occasionally putting the collision event into a larger context (‘Lately I seem
to run into all kind of things’, ‘We don’t do this where I come from’) or denying
the problem (‘I did not want to go in this direction anyway’). The intention was to
pretend in a shallow way underlying intelligent behaviour that after a while would
expose its repetitive character. The robots resembled each other very closely, the
virtual Prosthetic Heads shown on the tablet screen looked exactly the same and
their behaviour was revealed over time to be identical, too.
The installation was exhibited during the two days of the Thinking Systems
Initiative Symposium on 8/9. December 2011 in the Powerhouse Museum (Sydney,
Australia).
It was open to all museum visitors and with this to the general public. It
attracted an interested crowd throughout this time and not all visitors could resist
interacting with the robots in a more physical manner than just observation or
gesture commands. Among the Swarming Heads, however, there was the notable
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Being One, Being Many 205
absence of a scenario one might have expected as the most likely based on the
depiction of identical agents in popular fiction, that of all agents performing the
same action at the same time. Technically, only minor algorithmic arrangements
counteracted total behavioural uniformity. All decisions by the agent’s central
control system with regard to behaviour selection were probabilistic, albeit in a
very simple manner: Stationary probabilities were assigned to the final behaviour
options available after rule-based pre-selection (only within the attention system
probabilities changed dynamically). But in combination with the environmental
situatedness of the robot, this small intrusion of non-deterministic freedom caused
constant asynchronic behaviour variation, even though over time the limited and
identical behaviour repertoire of the agents became obvious through the re-appear-
ance of similar behaviour patterns.
This is not to say, that no simultaneous collective behaviour ever emerged, but
it needed a larger timeframe and specific conditions. We observed for instance the
following anecdote:
During a quiet period in the museum with the conference attendees having
returned to their session after a coffee break near the installation, two people (one
of them the first author) remained in close proximity of the installation, absorbed
in an ongoing conversation. On the pedestal the Swarming Heads were still bus-
tling with movements and interjections, still ‘excited’ by the crowd of conference
attendees present just a few seconds ago. The two people in their vicinity paid
no attention to the robots, that is, they did not accommodate their behaviour in
any way to that of the robots. However, the robots paid attention to the humans
through mTHAMBS and continued to track their movements. Since mTHAMBS
made them to attempt to approach the stationary people, the robots still constantly
collided with each other—the ones in the second or third row with the robots in
front of them—or the perimeter rim. However, when ending the conversation, the
humans noticed with some surprise that all robots were staring at them, arranged
in a cluster at the point on the pedestal closest to the chatting people, as if they
were eavesdropping on the conversation. Occasionally the Swarming Heads still
bumped into each other, but without breaking up the emerged formation: The over-
all pattern of activity had converged. Over a larger time period the instilled desire
to approach people won over the disruptive avoidance behaviour following col-
lisions. In the case of a single stationary people target, which was unresponsive
to the robot’s actions, the approach behaviour led to overall cohesion and created
enough behavioural stability to overcome the disintegrative impact on synchro-
nous behaviour patterning caused by collisions.
There seems to be little research on the relation between identical agents and
emerging synchronous collective behaviour in robotics. As a striking contrast, in
the field of agent-based simulations, the software-based virtual agents are almost
always identical or at least resemble each other extremely closely. But they are
in general at best superficially situated in their (virtual) environment. The envi-
ronment is kept simple and mostly uniform since the aim is typically to uncover
general mechanisms and boundary conditions of processes for which no analyti-
cal mathematical models exist or have not yet been discovered. Local variation of
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206 C. Kroos and D. Herath
the environment and a strong interaction of the agent with local specificities are
not desirable since they would slow down the emergence of more general mecha-
nisms. The simplification is acceptable if considered in the research design, but
there are good reasons to assume that agents in the physical world are always
engaged with the local variations of their environment. To overlook this would
lead to flawed assumptions and deficient experimental research designs. If most
of the employees of a firm arrive within a short time interval before 9 o’clock at
the premises, it is not an indicator that the firm hires very similar people. It is the
consequence of the firm’s rule that regular work time starts at nine. It is the local
constraint that produces the uniformity.
VI
In line with the observed behavioural diversity of our very simple identical robotic
agents, we may consider two propositions by extrapolating to future more com-
plex robotic agents:
(1) To make any judgement on the uniqueness of an intentional agent one would
have to create an extended series of tightly controlled and exactly reproduc-
ible lab experiments and observe individual agents over a very long time
period ‘in the wild’.
(2) An intentional agent should not be assumed as an isolated entity, but as
extending into the environment and into other agents. Boundaries are always
only partial, differ in space and change over time. They are also conditional
on the aspect under consideration.
Note that (1) is only a methodological issue in research with intentional agents
(humans, animals, robots), while (2) constitutes a fundamental assumption about
the interconnectedness and interdependency of agency. It goes much further than
many other externalist views including Clark’s external cognitive scaffolding.
But what would this interconnectedness mean concretely? Accounts in psy-
chology that propose for instance human ‘cognition beyond the brain’ [17] are
often clear and persuasive in their arguments against the internalist view, but
slightly vague when describing what would replace the input/output informa-
tion processing model. The same applies arguably to philosophical approaches.
Interconnectedness is claimed and described as an all-encompassing mutual rela-
tionship between the agent and the environment. But the concrete examples given
can be usually explained within an internalist view as well, requiring maybe a few
more assumptions and in the worst case leading to the need of a representation of
the entire world in the ‘mind’. In fact, any situatedness, no matter how dominat-
ing and decisive, can always be accounted for in an internalist view by referenc-
ing mental representation and simulation. The externalist account alluded to above
would be forced to go beyond the proposition of relations in which the agent is
involved—no matter how deep this involvement is assumed to reach. Relations are
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Being One, Being Many 207
between entities, they have endpoints by definition and, thus, if the agent is one of
the endpoints, it re-emerges as the potentially isolated, separable entity. In order to
avoid this return of the encapsulated agent, one has to locate agency in the relations
themselves, the relations between the body and the environment (including other
bodies). It would run into the danger of creating yet another dualism, that of body/
environment (the physical) and agency (the relational), but this would only be the
case if the metabolic or hardware boundary is prioritised over all other boundaries
and considered as defining.
At least with robots it is easy to see how the hardware boundary is simply one
boundary among many: The hardware boundary dissolves already in a robot that
is connected via wireless transmission to a cloud server on the Internet and via
this server to other robots. In humans, robotic art that included cyborgs (defined
as mixture of machine and human) and Internet connectivity such as the works
of Neil Harbisson [18] and Stelarc (Chap. 20, this volume) venture out in the
same direction. But as Stephens and Heffernan (Chap. 2, this volume) pointed
out, this line of work of arts shows, what we already are, not something that we
will become. Deteriorating mental health caused by solitary confinement [19] and
drug-induced or mystic experiences of oneness [20] point in this direction, too,
as do the importance of social behaviour in human evolution [21], the idea of dis-
tributed cognition enabling joint action of groups [22] and the discovery of mirror
neurons in monkeys [23] and their assumed existence in humans [24].
Animals including humans are intentional agents from the onset; it is the
machines which currently are lacking agency together with subjectivity. According
to Roberto Marchesini referring primarily to animals but, of course, includ-
ing humans ‘… subjectivity is arbitrariness, possibility, imagination, creativ-
ity, and partiality’ [25]. These characteristics might or might not be achievable in
machines, but if they are, it will happen in a still distant future. As Marchesini
points out it would be a matter of machines very different from current ones and
these new machines would be no longer under the control of the humans that cre-
ated them.
The characteristics of subjectivity, however, might preclude identical reduplica-
tion even in machines; it might be a choice of either replicating identical agents
or attaining subjectivity. These considerations are currently mere speculation since
technology has not yet advanced enough to make even an educated guess. As men-
tioned above, the assumption of confined identifiable informational content in the
brain might constitute an ill-guided perspective from the start, but even if not, we
are more likely to approach tentative answers to questions of the relation between
subjectivity, individuality and identity (as sameness) through research with robotic
agents than in humans or other animals due to the latter’s complexity.
There is a more fundamental assumption at stake here to which we already
alluded above. If we cannot think of robotic agents as being one and being many
at the same time, then there is even less of a chance to imagine this for humans.
There appears to be no thinkable way of continuing one’s life though transferring
the information ‘contained’ in the brain because of the arising existential ambigu-
ity (for other arguments in the same vein see [26]). Death would still take hold of
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208 C. Kroos and D. Herath
the individual despite the recreation of one or several perfectly similar but distinct
new instantiations of the said individual. This is, of course, unless we are pre-
pared to abandon the notion of seamless continuation of a person in general (or
the concept of a self). Accordingly, at any moment in time the experienced pres-
ence might not have been uniquely connected to the experienced past and might
not be uniquely connected to the subjective future. In doing so we would have to
ignore ongoing processing in the biological body (including the brain) of humans
and other animals during unconscious states. In case of the uploaded information
content of the brain, we would have to assume that initial conditions do not matter
or can be preserved and reproduced as well. Difficult if not impossible to imag-
ine for biological agents, this might be acceptable for machines. These considera-
tions are currently more in the realm of metaphysics, but—ironically—technology
could make them a physical reality: If not a human or other animal, so at least a
robotic agent might awake one day from sleep to find itself being more than one.
References
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Being One, Being Many 209
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Part IV
Explorations
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Way of the Jitterbug
Norman T. White
Jitterbug
My fascination with robotics may well have originated with a childhood love for
fishing. Mostly I liked to fish for bass, as it gave me the opportunity to fish with
“plugs”, crude imitations of creatures that fish eat. These are usually made of
painted wood, metal, rubber, and plastic, and bristle with treble (three-pronged)
hooks. Of course, fish are unlikely to be impressed by garish paint jobs; what
really fools them is how the lure behaves. Pulled through the water with jerks and
twitches, plugs take on a life-like action, like injured minnows or swimming frogs.
It’s up to a fisherman to turn, by skillful manipulation of rod and line, an unseemly
conglomeration of chrome and plastic into something subtly alive. Years later, this
same disjuncture of appearance and function infused my robots, obviously artifi-
cial and awkward contraptions attempting to mimic the subtle behavior of living
organisms.
N.T. White (*)
Ryerson University, 268 George St. East, Durham, ON, Canada
e-mail: [email protected]
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214 N.T. White
Euglena
My love for fishing led me to pursue Biology. Although I got straight A’s in high
school, college was a different matter; I was mediocre at most of my subjects.
Nevertheless, there were certain studies that I loved, specifically the labs. In my
Organic Chemistry labs, I learned how minor modifications to carbon-based mol-
ecules could cause what once smelled like fresh cut grass to smell like dirty socks!
And I became so attached to my fruit fly mutants that I nurtured them for weeks
after the Genetics course had finished. Most of all I loved the biology labs, and I
feel extremely privileged as an artist to have been exposed to the lives of inverte-
brates, algae, fungi, mosses, slime molds, and single-celled animals.
One genus stands out above all the others: Euglena. Now I’m a big fan of
achieving a lot with a little, and I’ll bet there are not many organisms on this
earth that can compete with this microscopic, single-celled animal when it comes
to Economy of Means. Here’s a run-down of its principal features: (1) For loco-
motion it has a “flagellum”, a whip-like structure that propels its torpedo-shaped
body through the water. (2) It makes its own food by using green structures called
“chloroplasts” to convert carbon dioxide, water, and sunlight to sugar using pho-
tosynthesis. (3) It is able to home in on sunlight thanks to a little red “stigma”, or
eye-spot. (4) As osmosis is perpetually causing water to penetrate its cell wall, it
employs a “contractile vacuole” or bailing structure to pump the water back out.
(5) And of course it has its genetic blueprints stored in a “nucleus”, so that it can
reproduce itself asexually by dividing from time to time. In other words, it has all
the equipment it needs to prosper, given modest access to carbon dioxide, sunlight,
and water… even moderately polluted water! Can there be a better muse for robot-
building than this? I don’t think so.
Lenny
By the time I graduated from college, I realized I’d make a poor biologist.
Fortunately, as part of my liberal arts education, I had taken courses in Studio Art
from T. Lux Feininger.1 Unlike most of my other subjects, art came easy. As grad-
uation approached, I asked Feininger whether I had a reasonable chance to suc-
ceed as an artist. With his positive encouragement, I moved to New York City in
the Fall of 1959, and rented a dingy little apartment on the Lower West Side.
I worked first as a Claims Examiner for an insurance company, and in 1961, as a
Lab Technician at the Rockefeller Institute for Medical Research. By night I’d
hang out with artists, writers, and poets in the Cedar Street Bar, just North of
Greenwich Park, or sling paint at canvases in the reckless style that was all the
rage those days. It was a good time to be living in New York; the East Coast
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Way of the Jitterbug 215
Abstract Expressionist movement may have been winding down, but there was a
vibrant jazz scene in progress. On many evenings I’d take in live performances by
Charlie Mingus, Ornette Coleman, Thelonius Monk, or Horace Silver. However,
the music that had the greatest impact was that of the blind pianist, Lenny
Tristano. In particular, one of his recorded pieces, “Turkish Mambo”, paved the
way for my understanding of the interplay of order and chaos. In this work,
Tristano overlaid multiple out-of-phase tracks of his piano riffs. The result was
extremely complex syncopation, rich with musical surprise.
Hunter’s Point
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216 N.T. White
Fig. 1 Heddon Jitterbug,
drawn by the artist
Fig. 2 Eucalyptus Trees in
Golden Gate Park (Chinese
ink on paper)
There was one exception: a small Chinese ink-on-paper painting I did from
life while hanging out in Golden Gate Park. It was a painting of eucalyptus trees,
though not so much of the trees as the shadows that obscured the outlines of their
trunks and branches. As much science as art, it was a spontaneous enquiry into
how our brains extract meaning from a confusing mix of object and field. The
same preoccupation would resurface with even more passion when I tried to incor-
porate image recognition into robots 10 years later (Figs. 1 and 2).
Campbell
At the shipyard, I worked under the supervision of a charmingly sly and cocky
Jamaica-born journeyman named Joe Campbell. By flaunting the technical jargon
that permeates electronics, he had thoroughly convinced everyone that he was a
master of his craft. However when it came time for Joe to explain to me the com-
plex wiring blueprints of the telephone switchboard that I was about to wire up,
I noticed major contradictions between what he and the blueprints were telling me.
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Way of the Jitterbug 217
I nodded appreciatively at his explanation and, after he’d left, started to connect
wires according to the blueprint. When, weeks later, it came time to test the sys-
tem, Joe threw the main power switch to ON, and lo, it functioned perfectly! Joe,
probably more surprised than anyone, immediately started strutting around, shout-
ing “Campbell, you’re a fucking genius!”
Meanwhile, I was being mesmerized by what was happening within the guts of
the switchboard. Whenever someone dialled a telephone number, electromechani-
cal switches called “relays” would writhe and chatter like something alive, creating
series of staccato clicks as they sought the desired connection (note, these were
the days when telephone systems still used moving parts; it’d be another few years
before relays would be replaced by silent, non-moving switches called transistors).
Though I had yet to make a connection between art and what the relays were
doing, I recognized right away that what was going on, this crude simulacrum of
life, was beautiful!
Reorientation
In the year and a half I worked at Hunter’s point, I managed to save up about
$2000. The money was targeted for extended travel abroad. I’d been reading a lot
about the Middle East in books by Lawrence Durrell (Alexandria Quartet), Henry
Miller (Colossus of Maroussi), and Nikos Kazantzakis (Zorba the Greek), and that
unique Mediterranean light they spoke about pulled at me like a irresistible mag-
net. Cheap trans-Atlantic air fares were not yet available, so I forked out $108 for
a New York-to-Tangiers sea crossing. In early 1964, with a fresh copy of “Europe
on $5 a Day” in my backpack, I boarded a Jugolinea freighter that was to take 6
weeks to make frequent stops along the U.S.’s Eastern seaboard, and then diesel its
way slowly across the Atlantic.
I spent the next 18 months hitch-hiking though Spain, France, Italy, Yugoslavia,
Greece, Turkey, Syria, Lebanon, Iraq, Iran, West Pakistan, Nepal, and India. These
were eye-opening months. The Islamic decoration and architecture that I encountered in
Spain, Turkey, Iran, and the Arab countries resonated with me on many levels. At times
exotically floral, at times geometrically stripped-to-the-bone, here were Mathematics
and Biology wedded inextricably. Moreover, the passion of the artwork was expressed
in terms of calculation and precision, a far cry from the Dionysian recklessness that the
Abstract Expressionists had promoted as the only sane way to make art.
Wireways
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218 N.T. White
U.F.O.
At that time (mid 1960s) there used to be an basement dance venue on London’s
Tottenham Court Road that could hold up to about two hundred people. I can’t
remember what it was called, but I do remember, most of the week, it featured ball-
room dancing. On Saturday nights, however, it metamorphosed into a psychedelic
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Way of the Jitterbug 219
club called the “U.F.O.” Lighting techies erected scaffolding, and on those scaf-
folds they mounted slide projectors. The “slides” themselves were thin sheets of
glass between which were sandwiched mixtures of water and oil containing aniline
dyes. Projected onto the wall behind the stage, the dyes created organic patterns
so intense in colour as to be almost painful to look at. The techies then animated
the projections by directing blowtorch flames onto the slides, causing the patterns
to squirm, swell, and explode in an unpredictable manner. On the adjoining dance
floor, strobe lights made from burnt-out car headlights created a now familiar frac-
turing of time. The stage itself was usually occupied by one of two newly-formed
bands. One was The Soft Machine; the other, Pink Floyd. Burned into my mind’s
eye is the memory of musicians playing with their backs to the audience, using the
projected patterns as sheet music.
Out in the lobby, little black boxes were for sale. These were approximately
cubic, about 6 in. on a side. On the top of each box were nine miniature neon
bulbs2 that flashed in a seemingly random order. There was no switch, no way to
turn the lights on or off, so the box was like a little creature that had a life of its
own. You could stick it into a bottom drawer, but you knew that down there, cov-
ered in sweaters, it would still be flashing in its own secret way. These little boxes
pushed me over the edge. They seemed to pull together all the elements that had
fascinated me up till then: the artificial life of fishing lures, Euglena, Lenny
Tristano’s tapes, telephone relays, Islamic geometry… Suddenly I could hear
electrons whispering urgently in my ear, “Follow!”
Radio London
2These were the only bulbs available at the time that had long life-expectancies. They required
a hazardous 90 V to illuminate. Low voltage light-emitting diodes (LED’s) would not appear on
the market until about 5 years later.
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220 N.T. White
Proops
A “U.F.O.” Black Box cost more than I could afford on a caretaker salary,3 so I set
about building one. At the time I knew next to nothing about electronics, except
for a few basic principles I had picked up from my high-school and college phys-
ics courses. This was mostly theory, with almost all my practical knowledge com-
ing from the shipyard job. Theoretically, I understood the relationship between
electronic “pressure” (volts), “flow” (amps), and “resistance” (ohms), and, practi-
cally speaking, I understood the importance of wire colour-coding so that one
could more easily trace what was connected to what. But I had yet to learn how to
read the stripes on resistors, or know what a capacitor or a diode did.
A few doors down from the “U.F.O.” was an electronic surplus shop called
“Proops”. In the window of this shop were laid out an array of circuits and parts,
like candy store sweets. Among them were neon bulbs exactly like the ones on the
Black Boxes. One of these bulbs was made to flash by a small exposed circuit con-
sisting of four or five parts, none of which I could identify for sure. Face pressed
against the glass, I made a crude sketch of the circuit, which I brought inside hop-
ing to get advice on how to build the circuit myself. Unfortunately the sales people
were either too busy or didn’t know themselves. Nevertheless, I purchased a few
neon bulbs, and on succeeding paydays returned to Proops to buy more.
I then set about building a small table-top artwork called “The Blue-Green
Machine”.4 It’s purpose was to generate, on an 8 × 8 rectilinear grid, two simple
overlapping light patterns, traversing the grid at slightly different speeds and
opposing vectors, so as to create a confused result. I wanted to see whether the eye
could disassemble this complexity into the two underlying patterns using Gestalt
perception. This was exactly the same perception phenomenon I had pursued in
my Wireway paintings, now brought into a kinetic dimension.
The technology I employed was inspired by wind-up music boxes. A sin-
gle motor turned two cardboard drums at different speeds via different sizes of
Mecanno gears. The drums were covered first in copper foil and then with adhe-
sive plastic from which squares had been cut away. The resulting bare patterns
allowed copper brushes to make electrical contact with the drums, thereby power-
ing the neon bulbs in the desired sequences.
Resources
One of the perks of the caretaker job was access to the consumer electronics that
the tenants were throwing out. I’d carefully disassemble and de-solder what-
ever transistor radios, tape-recorders, etc. I found in their rubbish bins, thereby
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Way of the Jitterbug 221
Shift Register
The western Atlantic crossing took 5 days, way faster than the eastern crossing 2
years earlier. During those 5 days I spent most of my waking hours working on a
circuit design problem. Using the only electric switching components I knew
about, relays, I was trying to figure out how to pass binary (either on or off) sig-
nals along a chain of devices in an orderly manner… like a bucket brigade.5
I stopped off at my parents’ home in Massachusetts still lacking a solution.
When I told them what I was trying to do, they suggested I have a chat with an
electronic engineer who lived down the street. And so it transpired that Charles
Grandmaison, an electrical engineer who worked for a company called Sprague
Electronics, sat down with me one evening over a pad of yellow paper. Right off
the bat Charlie told me that I shouldn’t be using relays at all; that it would be far
easier to use integrated circuits (I.C.’s). I didn’t have a clue what an integrated cir-
cuit was, but Charlie patiently sketched out the basics of what they were and how
they worked. He told me moreover that a chip called a “shift register” did pre-
cisely what I wanted. A few weeks later, he sent over a box containing several
hundred I.C.’s that looked like little metal octopuses, each with eight copper legs
extending downward from a tiny inverted tin-can body.
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222 N.T. White
E.A.T.
In the Fall if 1967, I heard about an exhibition6 that was being organized by Billy
Kluver, a friend of Marcel Duchamp, that was to take place in the Brooklyn
Museum, New York City. It was sponsored by an organization called “Experiments
in Art and Technology”, or “E.A.T.” for short. The idea behind the show, and
indeed E.A.T. itself, was to bring together the creative minds of artists and engi-
neers. The former would come up with concepts, and the latter, implementations.
Since I could put down Charlie Grandmaison’s name as my engineer, we indeed fit
the paradigm, and here was a chance to show off my shift registers in action. As
Charlie and I live hundreds of miles apart, both concept and implementation
became my responsibility. Not that I regretted having to fill both shoes. I knew that
if I gave an engineer a particular concept to implement, and if s/he were competent
and the task do-able, I would get exactly what I asked for, nothing more, nothing
less. But if I implemented the concept myself, I would probably make mistakes,
and those mistakes might lead me to discoveries that would alter and enhance my
original concept.
Still, I did need some kind of instruction, and during this period, my teachers
were the people who wrote articles for the hobbyist electronics magazines of the
day.7 It was as though the physical junk available from surplus electronic stores
was mirrored by informational junk sold at the corner variety shop! Instructions on
building a windshield wiper control could be more broadly applied to the speed
control of any direct-current motor, while a project involving maintaining an opti-
mum water temperature in a fish tank could be useful as an insight into sensors
generally.
The artwork into which I put the 300 shift register I.C.’s was called “First
Tighten Up on the Drums”, a tip of the hat to Archie Bell and the Drells, as well
as to my belief that rhythm was humankind’s first means of expressing the logical
division of time. It used 109 neon bulbs arranged in a hexagonal matrix, on which
I hoped to generate kinetic patterns similar to the dancing lights seen on the bot-
tom of swimming pools. Instead I got patterns more like the sometimes stretching,
sometimes compressing shapes of clouds, or rain water running down a window.
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Way of the Jitterbug 223
Ménage
Over the next 8 years (’68 to ’76) I designed and built a number of “machines”
that manifested various nuances of logical interactions in light and sound. However,
one of my artworks during that period took a small side step into more physical
expression. It was inspired by an article in a 1950 Scientific American magazine
documenting robotic projects by W. Gray Walter, an English neurologist. Dr. Walter
had built wheeled artificial “tortoises” out of surplus parts, each incorporating the
simplest possible control element: a single radio vacuum tube. In fact, his basic
intention underlying the project was to demonstrate that complex and unpredictable
behavior could derive from extremely simple control principles. Guided by emit-
ted and sensed light, his robots would chase each other around and pull back from
collisions, as well as autonomously find their way to recharging stations when their
batteries were running low. If one singled out robots that approach Euglena’s econ-
omy of means, Walter’s “tortoises” would undoubtedly be high on the list (Fig. 4).
Fig. 4 Ménage
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224 N.T. White
Meddle
My sound and light machine series culminated in two works called “Splish Splash
One” and “Splish Splash Two”, the first, a table-top prototype; the second, a
40 ft × 8 ft mural, built in 1976 for the Vancouver offices of the Canadian
Broadcasting Corporation.8 Again, the names were derived from a pop song, this
one by Bobby Darin. The concept itself was triggered by a Pink Floyd album
cover (“Meddle”), and was yet another expression of my old fascination with the
way simple and similar, yet out-of-phase, events interact to create patterns of cha-
otic complexity. Hence, both of these machines portray raindrops falling on the
otherwise still surface of a pond.
F.O.L.L.
After completing Splish Splash Two in 1976, I lost interest in building light
machines. Momentous events happened to me that year that sent me off in another
direction. The most life-changing was the birth of my daughter, Laura. The day fol-
lowing her birth, I celebrated by purchasing my first single-board microprocessor-
based system, a “Motorola D-1 Evaluation Kit”. By today’s standards, the spec’s of
the D-1 are almost laughable. It required a dumb terminal for human interaction,
and an audio cassette interface for downtime program storage. With less than 256
bytes of on-board memory, it had to be programmed in hand-assembled machine
code. Though acutely aware of its limitations, I was enchanted with its potential to
emulate the adaptive nature of living systems. Rather than hard-wired elements
8As of this writing, more than 38 years later, “Splish Splash Two” is still 100 % operational.
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Way of the Jitterbug 225
Emotion
9Self-modifying code is very much frowned upon by professional programmers, as too easily it
Design”, and in 2010, to “OCAD University” in moves that reveal an increasingly conservative,
industry-minded mentality.
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226 N.T. White
cocktail party, and had convinced him to create a new department called “Photo-
Electric Arts”. The title derived from Hill’s prophetic belief that the telephone, tel-
evision, and digital computer were about to fuse into a single technological
phenomenon, and that this would have huge consequences for human culture.
Although small, poorly funded, and often ridiculed by the rest of the College, the
Photo-Electric Arts Department attracted students with a wide range of talents.
Sensing the liberating truth of Richard Hill’s prophesies, they bonded into a tight,
committed cadre.
Before my working at O.C.A., I described my art practice as a pursuit of the
aesthetics of logic, accompanied by an interest in the origins of chaos and the
mechanics of perception. Teaching, however, inspired me to pursue a different kind
of logic, one expressed in emotional terms. Turning away from computer science’s
longstanding interest in Artificial Intelligence, I started focusing on the underval-
ued role that emotion plays in directing our intelligence. Could a machine which
is fundamentally a product of the intellect also model emotions? If so, how does
one even begin to build a conceptual emotional framework? Are there primary
emotions, like primary colours, from which all other emotions evolve?
With these questions in mind, I constructed a robotic installation that would
form a test bed for experimenting with Artificial Emotion. I called it “The Helpless
Robot” because it contained no motors, no way of moving any part of itself. This
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Way of the Jitterbug 227
was partly to get around the fact that motors are usually the first thing to go in
a kinetic artwork. Mostly it was because the concept simply didn’t require them.
Inspired by an early Candid Camera TV skit involving a very perverse “Talking
Mailbox”, its only output device consisted of a speaker by which it could voice its
thoughts to passers-by. Input-wise, it had sensors that informed it whether there
are humans in the vicinity, and a rotation sensor that indicated whether and how it
was being turned, as well as where it was pointed at any given instant (Fig. 6).
Superficially I designed the robot so that it looked nothing like a human. The
disconnect between appearance and behavior was deliberate; it was important to
me that its obvious mechanical nature contradict any life-like dimensions of its
behavior.
The robot rotated on a large industrial “lazy susan”, and did so only by enlisting
the help of human beings. It had a verbal repertoire of 512 phrases, from which it
selected one based upon the settings of sixteen 3-state12 software “discriminators”
12The three possible states are “Yes”, “No”, and “Irrelevant”.
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228 N.T. White
that were constantly being recalculated by the main program. The discriminators
answered such questions as “Is there a human present?” and if so, “Have they
arrived recently”, or “Am I being turned?” and if so, “In the right direction?” Also
influencing the the next utterance was a 4-state “politeness” variable, which decre-
mented with human cooperation and incremented when the robot was ignored. The
only random aspect of the Helpless Robot’s program was the selection of its next
target position. What made the work unpredictable derived entirely from the jos-
tling between its internal program and the uncertain behavior of humans.
It is this uncertain response of humans which is often the experiment’s down-
fall. Most people take perverse pleasure in simply spinning the robot this way and
that, ignoring its pleading for cooperation. As a result, most tormentors hear only a
tiny fraction of its verbal repertoire: “Stop, please”, “SLOW DOWN!”, “Go the
other way”, etc. A notable exception occurred when it was installed for a month in
the cavernous lobby of the Municipal Offices of the City of Ottawa.13 The security
guards there, grateful for an outlet from boredom, went to great lengths to listen to
and alternatively fulfil and thwart its requests, thereby navigating its full interac-
tive labyrinth.
Enough
Looking back on the evolution of ideas that brought me to the building of robots, I
detect several evolving threads. Among these are:
(1) a love of organic form and process. There is no wiser muse than Nature.
(2) a deep respect for an Economy of Means. Achieving goals with a minimal
expenditure of resources is an aesthetic act in itself.
(3) a celebration of emergent phenomena, whereby one sets up the starting con-
ditions of an open-ended situation, hoping to be surprised at what ensues.
(4) “bottom-up” practice, first becoming intimate with materials and processes,
and then letting their properties lead to concepts.
(5) “knowing enough”… in both its meanings: knowing enough to get a job
done, and knowing what is enough.
13The installation, curated by Dr. Caroline Langill, occurred in 1994 under the broader exhibition
cycle titled Invading the Imagination, which was generated out of the SAW Gallery, Ottawa, Ontario.
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Still and Useless: The Ultimate Automaton
Abstract Robots descend from the long genealogy of automata, machines with no
practical purposes essentially meant to simulate objects embedded with an anima.
Our hypothesis is that the thrust for the creation of every robot is rooted in the pri-
mordial myth of infusing inanimate matter with the breath of life: the aim of any
automaton is to become a living thing. The ultimate automaton does not need to
move or to do anything: the essence of any robot lies in the desire to simulate life
to the point where it actually becomes alive. This chapter presents the Aerostabile
research-creation program, which progressively evolved from an architectural ori-
gin to a research platform for exploring the nature of the elements that maximizes
this deliberately created illusion. It goes through the origins and main methodolo-
gies of the program, then describes several artworks that were created along its
evolution, focusing on the notion of behaviour and observed interactivity.
The proliferation of robots in all spheres of current life tends to obliviate the fact
that they were, up to the beginning of the 60s, a tiny subset of the huge family of
automata, so called because they are animated by an internal source of energy, from
which they descend through a long and complex genealogy. It is all the most inter-
esting to realize that the English word “automaton”, dated from the beginning of the
XVIIth century, and the French word “automate”, dated one century earlier, do not
only refer to movement: they have been coined from the same latin word automatus,
itself derived from the Greek word automatos; auto refers to self, and matos has the
N. Reeves (*) · D. St-Onge
NXI GESTATIO Design Lab (Arts Design Architecture Informatique)
École de Design, Université du Québec à Montréal, 1440,
Sanguinet, Suite DE6250, CP8888, Succ.Centre-Ville, Montreal, QC, Canada
e-mail: [email protected]
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230 N. Reeves and D. St-Onge
Fig. 1 Two Tryphons aerostabiles in a state called “Paradoxical Sleep”, Chalet du Mont Royal
(Montreal 2014). The aerostabiles are flying cubic automata with no anthropomorphic or b iomorphic
features. In this state, they stand almost completely still in the air. To reach that result however,
information and signal transfers in their electronic circuitry is frantic (Photo by Nicolas Reeves)
triple meaning of moving, thinking and willing. Diving a little deeper in the past, it
appears that matos itself comes from the much older Proto-Indo-European root *mn-
to, from *men, “to think”—the same word that gave “mind” and “mental”.
Etymologically speaking, “automaton” thus describes a machine that can
not only move or work, but also think and will, three notions that are usually
associated with beings infused with a mind: conscious living beings. The oldest
known automata were made for purposes that were often quite far from what we
expect from contemporary robots: during Egyptian, Roman and Greek Antiquity,
as well as in the Japanese Edo era, they were created in order to simulate animated
or living beings, in order to infuse a sense of awe or mysticism, or simply for
amusement. In most of the cases, their designers, or the people presenting them,
declared that they were moved by some kind of spirit of deity.
Robots appeared in the XXth century as automata of a specific kind. As it is
theatre play by Czech writer Karel Čapek (though the word itself was coined by
well known, the word “robot” appeared for the first time in the 1920 R.U.R
his brother Josef). It comes from the Czech word “robota”, or “worker”, itself
derived from a Slavic root that means “slave”. It conveys the status of robots as
machines specifically designed to compensate for humans’ limited abilities in
the execution of tedious, precise, dangerous, costly or heavy tasks. Such working
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Still and Useless: The Ultimate Automaton 231
automata began to develop at a large scale very late in history, at the beginning of
the 60s. Before that, from the Renaissance on and all along the XVIIth century,
automata were created mainly to simulate complex human or animal behaviours:
playing music, writing letters, playing chess, eating, and even digesting and
defecating, which resulted in some of the finest mechanical pieces of all times.
The idea behind such attempts was to simulate life through its most complex
manifestations: the precision of the simulation would reinforce the interpretation
of the machine as a living organism. Smaller automata created for pleasure or
amusement became very popular during the XIXth century.
If we except water clocks, whose origin is lost in the depth of times, the first
automata specifically designed for practical purposes were most likely the 13th
century early timepieces. All along their history, mechanical clocks remained
intimately connected with the world of automata. Some of them, like elaborated
Swiss cuckoos or James Cox’s extraordinary Peacock Clock (now at the Ermitage
museum in Saint-Petersburg), were associated with animated characters whose
sophistication reveal their belonging to the realm of automata. Even today, com-
plex clockworks, such as the Supercomplication watch by Henry Graves, reach
tag prices of several million dollars, an amount completely disproportionate for
a device whose sole function is to indicate time, but begins to make (some) sense
for an automaton artwork—a device that seems to be animated by a living process.
The first mentions of robots specifically made for the execution of tasks date
from the 20s. Jacquard’s looms in the XVIIIth century had several characteristics of
automata, but they were powered by human beings. This was also the case for the
first computing devices such as Pascal’s Pascaline or Babbage’s machines, whose
mechanism was directly inspired by Jacquard’s looms. Apart from the first computing
machines such as the Zuse (1941), the ENIAC or the Colossus, the first practical
device that fully deserves the name “robot” seems to be General Motor’s “Unimate”,
put to work in 1961. Computing machines also belong to the category of automata,
but they are unable to implement any physical task; moreover, they have a unique
feature that distinguishes them from all others automata: their ability to simulate
themselves, and to simulate automata that replicate themselves. They can contain all
the information required to produce a copy of themselves, as well as the information
to produce the devices required to implement these copies. This property of self-
representation/self-replication is unique and important enough to provide a precise
definition for a computer; here again, it is usually associated with living organisms.
The long history of automata, joined to our fascination for self-animated
machines, gives to all of them a powerful mythical stance, which can be seen
as the essential cause for their very existence and proliferation. Trying to
communicate with objects made from inert materials can be seen as one of the
manifestations of human’s primordial will to relate with every element of the
world, even the non-living ones; and to convince themselves that they are not
strangers in this universe that surrounds them. The obsession for the imitation
of living beings does not only appear through robots, but was for long the object
of many forms of art, from sculpture and painting to architecture. Automata
is the realm where our impulse for animation, which fundamentally means
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232 N. Reeves and D. St-Onge
The question to know what are the features of a robot that actually triggers these
feelings is mandatory for our research programs. It is a vast and important topic
which is the object of an increasing number of studies.2 Obviously, robots with
1See Bedini [1] for an historical account of the intersection between automata, life simulation
and technology.
2See for instance Bruce et al. [2], or Imai et al. [3].
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Still and Useless: The Ultimate Automaton 233
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234 N. Reeves and D. St-Onge
An Architectural Origin
The purpose of the Aerostabile program is to design and implement automata that
hover in mid-air and that are able to generate flying architectures by self-assembling
themselves in flight. It was born from the desire to materialize another age-old myth,
this time originating from the field of architecture: the myth of a heavy mass freed
from the law of gravity.7 This idea can be found in several countries all along the
history of architecture. Even today, to make a building like a castle or a palace fly in
mid-air with its thousands of tons of stone or concrete is everywhere seen as the
manifestation of a supernatural power. Some of the oldest mythological examples are
the flying vimanas (Chariots or Palaces) mentioned in Ancient India; though their
mention in literature is not rigorously attested, they are still the object of a lasting
fascination, and some representations show them as seven-storey high flying buildings.
Besides such imaginary structures, immense efforts were made across history
to give stone, concrete or steel the appearance of weightless materials. Seen from
inside, at certain times of the day, the dome of Hagia Sofia in Istanbul seems to
hover on a layer of light. The contrast between this phenomenon and the bulky,
massive appearance of the church is striking. It reveals the amount of energy and
efforts that was deployed to create this effect at a specific, privileged place of the
building. Six to seven centuries later, the architects of the Gothic period, especially
those of the late Gothic, have developed an expertise in the use of stone that
allowed them to use it to its very limits. Solid walls almost disappeared in order to
maximize the penetration of sunlight, so as to best elevate the soul towards the
weightless Heavenly City. The most striking example is the upper nave of the Holy
Chapel in Paris (XIIIth century), in which the walls almost dissolve into huge
glassworks separated by incredibly thin columns. Boullée’s XVIIth century
imaginary monuments, like his cenotaph for Newton, were so tall and huge that
they could not be realized with the materials and techniques of the time. They
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Still and Useless: The Ultimate Automaton 235
8Cooke [7].
9Bunge [8].
10Science/Technology: Laboratoire d’éthologie animale (G. Théraulaz, U. Paul Sabatier,
Toulouse, France); Intelligent Autonomous System Lab (A. Winfield, U. of the West of England,
UK); Collective Robotics Lab (now DISAL, A. Martinoli, EPFL, Lausanne, Switzerland;
3DVision (S. Roy, U. of Montreal, Canada). Arts: Society for Arts and Technology (SAT, L.
Courchesne, Montreal, Canada); Hexagram (N. Reeves, Montreal, Canada). Researchers:
P. Giguere, Laval University, Quebec, Canada; I. Sharf, G. Dudek, I. Rekleitis, U. McGill,
Montreal, Canada.
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236 N. Reeves and D. St-Onge
Fig. 2 A Tryphon aerostabile being assembled, showing details of the carbon fibre trusses
and the polycarbonate tubes that lead the flux of air coming from the ducted fans (at the centre
of the trusses) towards the corners of the cube. From 2007 on, all mechanical connectors and
components were realized by 3D prototyping (Photo by Nicolas Reeves).
meant to float still, like in a deep artificial meditation. This first suspended shape
was christened “Aerostabile”, in reference to Calder’s “mobiles”, which gave the
name to the whole research program. In such a work, technology becomes its
own poetics. The flying automaton is only there as a being: no doing or making
is involved, no action or role justifies its existence, like it would be the case for
a conventional robot. No arm, clamp, leg or protrusion is even there to suggest
possible uses. The planned immobility further increases this impression of
uselessness: building an automata (etymologically: he who moves, will and think
autonomously) that does not even move contradicts the very idea of a robot in the
same way as a cubic shape contradicts the very idea of flying.
Conceptually speaking, the flying cubes of the Aerostabile program are automatic
machines from which everything that could contribute to identify them as robots has
been removed, to focus on what constitutes the symbolical essence of the automa-
ton. No one builds a robot for the sole reason of leaving it still: stillness is a trivial
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Still and Useless: The Ultimate Automaton 237
and uninteresting task for a ground robot. It is not considered as its most desirable
behaviour, and it is very easy to achieve: when unplugged and discharged, most
robots will end up still and remain still forever. It is however quite a challenge for a
hovering automata.11, 12 Even when it reaches aerostatic equilibrium, several forces
and influences, such as micro-atmospheric movements, convection streams, ventila-
tion, pressure variations, concur to make it drift from its original position, to which
it may never come back. To make it still requires a complex combination of physics,
mechatronics and software. In order to better manage and coordinate it, we had to
develop a workflow made from several parallel threads corresponding to the differ-
ent expertises required, which, considering the scope of disciplines that were
involved, became by itself a specificity of the project,13 and led to the development
of an international cooperation. Each aerostabile is equipped with up to fourteen
distance sensors, as many light sensors, a compass, an inclinometer, eight or twelve
ducted fans, a series of controllers and an onboard computer. In the simplest version,
the distance to the nearest walls is measured at very short time intervals. Each depar-
ture from the prescribed position is immediately rectified by a thrust from the ducted
fans, the strength, duration and acceleration curve of which being precisely deter-
mined by the computer. Such repositioning processes may occur up to one hundred
times a second: for a hovering object, stillness is not a state, but a dynamic process.
The counterpart of the immobility of the automaton is thus a frantic agitation
of electrons in all of its circuitry, making it extremely active in an invisible way.
It is from this state that the name of the installation was decided: for humans,
“paradoxical sleep” is the last sleeping phase of the night, during which the brain
dreams. Though the body is totally relaxed, the brain is more active than during
wake time, in a direct analogy with the state of a hovering aerostabile.
Like the vast majority of technological art projects, ours did not completely work
quite as expected or planned. After one year of tests and experiments, we managed
to reach a quasi-still state, but the constant repositioning of the cube created
small, smooth oscillations that could easily be interpreted as a form of hesitations,
translating the mood of an uncertain or undecided mind rather than the appearance
of pure levitation. The intermittent noise of the motors began to be interpreted as a
kind of breathing. Despite all our intentions, and despite a morphology that is all but
biomorphic, the flying cube was explicitly seen by many visitors as a big, clumsy
animal, immersed in a deep dream or meditation. It revealed in a rather radical way
that no automata can escape its interpretation as a living organism, and that any ani-
mated objects can readily trigger such interpretations and meanings. It crystallized
the e ssential symbolical ambition of any automata, the mythological impulse without
which no robot would ever have existed: to be assimilated to a living being.
The flying cubes, as well as people’s reaction to them, refute the basic claim of
the Uncanny Valley hypothesis: though their morphology presents no similarity
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238 N. Reeves and D. St-Onge
with humans or animals, even remotely, they usually elicit very positive feelings—
more than several animal-like or human-like artefacts.14 The range of feelings
mentioned by the visitors includes empathy, tenderness, sympathy, amusement…
but fear, uneasiness or weirdness are seldom heard. Curiously enough, toddlers are
strongly attracted by the cubes, and demonstrate by their movements or facial
expressions a strong desire to interact with them. After their first performances,
the flying cubes project evolved from their architectural origin to give birth to a
complex and dense art piece about relations and artificial emotions.
From these observations, the idea to explore the potential of planned interactions
with people quickly emerged. Several projects and works in that direction were
developed during the last years, including performances in which dancers or actors
developed hybrid, interactive choreographies with the cubes. Among them, some
were specifically conceived to maximize the expressive ability of the automata.
They encouraged our team to undertake a detailed study in order to identify the
elements of their behaviour that could best convey expressions or emotions.
We first thought that these elements would be very limited in number. The
cubes have no limbs or moving protrusions that can generate emotions or feelings
through movement: they can only communicate through displacements of their
whole body, or through the sounds they produce. In terms of movements, they
have, in their first version, only four degrees of freedom: three translations (back
and forth, up and down, left and right), and one rotation (around the vertical axis).
This seems very few at a first glance: a human head whose expressivity would be
limited to its three degrees of freedom relatively to the body would only be able to
say “yes” (rotation around the left-right axis), “no” (rotation around the top-bot-
tom axis) or “maybe” (rotation around the back-front axis). But every movement
needs more than three parameters to be fully defined, and it appears more fruitful
to characterize it through an analytic description which physically corresponds to
the position and to its two time derivatives, speed and acceleration. To this, we add
for our purposes another feature that corresponds to the acceleration curve: the
oscillating rotation of a human head around a vertical axis will convey very
different meanings if the oscillation rhythm is fast, slow, or if its stops after one
half-rotation.15
Each of the four initial degrees of freedom is thus replaced by four new
parameters, each of which requiring three sub-parameters for position (three
scalars), three for orientation (three scalars), six for displacement (three vectors
14We could compare the reaction of the audience to several kinds of automata with various
morphologies, including ours, in specific robotic arts events, such as the Moscow “Science as
Suspense” event [13].
15St-Onge et al. [11, 12].
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Still and Useless: The Ultimate Automaton 239
for speed and three for acceleration) and six for rotation (three vectors for speed
and three for acceleration). This gives a total of eighteen parameters to find out
where the cube is and where it is heading to. If we consider that each vector needs
three components to be fully defined, and if we add that the acceleration curves for
each of the acceleration vectors can itself be controlled by an arbitrary number of
parameters, it is easy to see that the number of expressions that can be conveyed
by a single floating cube becomes much greater than what the minimalism of its
shape seems to imply.
Several research-creations experiments, as well as experimental protocols, were
designed in order to identify more precisely some of the mechanisms and displace-
ments through which the cube’s expressive potential could be expanded. They
were mainly implemented on our largest cubes, 225 cm-edge aerostabiles
christened the “Tryphons”.16 They all call for sequences of movements whose
dynamics (amplitude, speed and acceleration) brings a key role for the visitor’s
interpretation of their inner mood. For instance, a soft 2-m X translation (back-
front axis, towards the visitor) does not carry the same meaning than a brisk 4-m
one: the first may look like a manifestation of interest or curiosity, whereas the
second can translate a threatening behaviour. A single, slow 45° oscillation around
the left-right axis (horizontal and perpendicular to the visitor) may look like a
greeting movement, whereas a series of short 30° oscillations around the same
axis may translate a clear approbation, like the movement of head saying “yes”.
A cube lying on the ground and slowly rising to about 1 m when a visitor
approaches may look friendly, interested, and ready for interaction; if it rises
quickly to 3 or 4 m, it may look feared. The slow movements of a cubes adjusting
its position in the Paradoxical Sleep installation gives the image of a big, sleepy
animal, lost in a contemplative dream; when shorter and faster, the same
movements looks like a feverish tremor, translating a very nervous attitude.
By carefully studying all the parameters of these movements and sequences, the
development of a full vocabulary of intended feelings and expressions becomes
possible. Each of them is associated with a sequence of displacements and rota-
tions, and with the precise dynamics of this sequence. A fully equipped Tryphon
is a 6-degrees of freedom robot. If we except the three coordinates associated
with positioning, this gives a total of eighteen basic parameters that become the
basic elements of a vocabulary of expressions (see Table 1): they can be associ-
ated in a huge number of ways to create expressive sequences. It is easy to see that
16“Tryphon” comes from the first name of the famous absent-minded scientist Tryphon
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240 N. Reeves and D. St-Onge
the number of such sequences, which defines the expressive potential of a single
automaton floating in the air, is theoretically almost unlimited.
Practical considerations however limit this potential. First, the geometrical
precision of this vocabulary can only convey the desired meaning if the cube is
able to precisely follow a prescribed sequences of instructions. But a large
flying cube, with its inefficient aerodynamics and its large inertia, cannot be
controlled as easily as a ground object, or as a flying object with a flight-adapted
geometry; its ranges of acceleration and speed are limited. Certain sequences of
opposite displacements or rotations are forbidden, because of their negative
impact on the stabilization and equilibrium of the automaton. Full rotations
around arbitrary axis are difficult to control, since all references to external
objects vary continuously. Then, the expressional or emotional interpretation of
displacements and rotations is everything but an exact science. First, it strongly
depends on the cultural background of the visitor 17: the rotation of the head
around the back-to-front axis is interpreted as “not too sure” in the Western
world, and as “yes” in the Indian subcontinent. Second, like for all interaction
processes, the attitude of a visitor or performer interacting with the cube can
deeply influence the interpretation of the cube’s moods by other visitors or by
an audience. One of the ways we choose to explore the impact of this “cultural
dialogue effect” is the implementation a software module that allows the control
of the cubes by human voice, through short 3-notes melodies sung by a
perfomer, or by anyone with minimal singing skills. The expressive potential of
the human voice, combined to the general mood of each of these melodies
(major, minor, 7th…) installs an initial atmosphere in which the reactions of the
cubes take different meanings than in full silence.
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Still and Useless: The Ultimate Automaton 241
Evolving Performances
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242 N. Reeves and D. St-Onge
Fig. 3 A Mascarillon aerostabile (170 cm edge) during the ROM<evo> Performance at the
Québec Museum of Civilization in Québec City. Actress Maryse Lapierre’s eyes, filmed through
a pair of small cameras, are projected real-time on the faces of the cube through an adaptive
projection s ystem developed by Sebastien Roy and the Vision3D lab at University of Montreal. The
Mascarillons were wade with basswood; the material was aesthetically compelling, but the trusses
were way too fragile. The following models were made with carbon fiber (Photo by Nicolas Reeves).
times during the three weeks of the exhibition and began to confide in the cubes,
complaining for instance that she felt very alone because her children never
visited her. It is hard to explain why the Rom<evo>installation, with is high-tech
aesthetics, triggered behaviours usually associated with confidence or intimacy.
We made the hypothesis that the artificial nature of the automata, associated
with the almost complete predictability of its answers and its obvious inability to
interpret, judge or criticize, created an atmosphere where some people could feel
secure enough to enter into a more intimate mode of discussion.
On the technological point of view, this performance, along with a few other
ones, made us realize that the most critical problem associated with flying cubes
was the question of precise positioning and displacement. We addressed this
problem directly during a major installation at the Grand Palais in Paris (Fig. 4),
during which the cubes were supposed to fly in a gigantic space—more than
200 m long by 45 m high—during an important Paris art event (The 2008 Summer
of Dance). Due to the size of the space, the cubes could not rely anymore on the
distance to the walls and floors to locate themselves. Positioning was more critical
than ever, since adaptive video projections were planned on their faces for several
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Still and Useless: The Ultimate Automaton 243
Fig. 4 A Tryphon aerostabile (225 cm edge) hovering mid-air in the huge nave of the Grand
Palais (Paris, France) during the Summers of Dance 2008 event. Three cubes were flying for this
event. During night performances, adaptive video projections real time by a team of Montreal
DJ’s (from Elektra), as well as text messages from the audience, were projected on their faces,
transforming them in flying video lanterns (Photo by Nicolas Reeves).
hours. The problem was solved by using robotic video projectors equipped with
cameras which detected the orientation and distance of the cubes as revealed by
their 2D projections on the vision plane. This in turn allowed the computers to
precisely track their position and orientation, which theoretically allowed the control
of their displacements as well as the proper adjustments for the adaptive video
projections. For reasons principally linked with the very turbulent and agitated
atmosphere of the Grand Palais, in which sudden drafts created very unstable
conditions, we had to back up the automatic control procedures with remote control
systems, thus transforming the cubes performance in a kind of high-tech puppetry.
The adaptive video projections nonetheless worked fairly well. They showed
sequences from the previous evening dance shows as transformed live by Montreal
VJs during after-hour performances. We however realized that the expressive
potential of the cubes themselves was strongly diminished by these projections: the
content of the projected sequences overwhelmed the artistic impact of the cubes,
which almost disappeared as automata to become mere floating screens. Instead of
being artwork by themselves, they became supports for a non-related artwork.
We then decided to orient our development axis towards human-to-automata
interaction. A few months before the Grand Palais event, we had presented our first
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244 N. Reeves and D. St-Onge
Fig. 5 Actress Véronique Daudelin taming the Nestor flying cube (160 cm edge) in the first
aerostabile hybrid performance during the Robofolies festival, Montreal 2007. The actress was
controlling the cube through her displacements and movements, and with small LED lamps
hidden in the palms of her hands (Photo by Nicolas Reeves).
hybrid performance in Montreal. Called Nestor & Veronique, it involved our s mallest
floating cube (the “Nestor”, 160 cm-edge) and an actress in a 10-min narrative
performance. The actress was instructed to try to interact with the cube as if it was
a real, living organism—like a wild animal she was trying to tame. She piloted it
by her movements and displacements and through small LEDs attached to the palms
of her hands (Fig. 5). Though implemented in a very controlled environment, this
simple event revealed that while performing, the actress actually adapted the rhythm
and speed of her movements to those of the automaton, resulting in a very fluid and
smooth kind of dance: she reacted to behaviours of the cube that were triggered by
her own behaviours. For the first time in our research, we could attend the emergence
of a full, complex 2-ways interaction between an actress and our artificial beings.
Another installation that we presented later, during the FILE 2012 festival in Sao
Paulo, was precisely based on this observation. It was a variation of the Paradoxical
Sleep installation in which a performer tried to interact with the cube through her
own movements and different vocal sequences, thus modifying the general ambi-
ance in which both evolve, enlarging the cube’s expressive potential and generating
new possibilities for human-automata relationships. The scenario was written in
collaboration with the performer, who was actually a dancer and choreographer
from the Montreal dance scene.20 The different states of the cube were changing
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Still and Useless: The Ultimate Automaton 245
Fig. 6 Dancer and
choreographer Ghislaine Doté
performing with a Tryphon
flying cube during the Sao
Paulo FILE festival (2012).
The dancer was controlling
the cube with her movements
and displacements, as well
as with very short sung
melodies. The voice and
frequency analysis software
was developed specifically
for the project by Belgian
engineer François Séverin
(Photo by Nicolas Reeves).
according to short vocal melodies (three notes only); in order to facilitate the
learning for the performer, the cube was programmed to detect the intervals
between the notes, instead of the notes themselves. One melody triggered the taking
off of the cube, another one a particular rotation, and so on. Other melodies were
mapped on a variety of states such as “oscillate”, “get nervous”, “fall asleep”. The
combination of the melodies and of the combined movements of the cube and of the
performer generated a very fluid, semi-improvised “pas-de-deux” between the
dancer and the automaton, in a hybrid choreography which involved no pre-
programming whatsoever at the level of the cubes movements and dance (Fig. 6).
Geometric Butterflies
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246 N. Reeves and D. St-Onge
Fig. 7 Three Tryphons cubes in the Winzavod Centre for Contemporary Arts in Moscow, during
the Science as Suspense festival (2009). The cubes were flying in an area surrounded by intense
blue spotlights. They were instructed to fly away from light and to avoid obstacles. These two
simple instructions led to complex, never-repeated and unpredictable orbits for more than three
weeks (Photo by Asya Ablogina).
devices. The Geometric Butterflies performance took place in Moscow in 2009. For
this event, three cubes were instructed to fly freely in a large indoor space. Their
flight area was surrounded with dark blue robotized spotlight that were slowly
oscillating from left to right. Their behaviour did not consist in state transitions, like
for the previous example, but was based on two very simple rules, in the manner
of boids: they were instructed to avoid light (“be afraid of light”) and obstacles. At
some point during their flight, they were coming close to the blue spotlights, which
sent them back towards the center of the flying space. By doing so, they unavoid-
ably got close to the other cubes, which sent them back towards the spotlights, and
so on. Through these elementary reactions, they flew autonomously during more
than three weeks, following never-ending and never-repeating orbits (Fig. 7).
Like for any technological arts installation, unpredictable events occurred
during these weeks. At some point, the three cubes found themselves in the
same corner of the flight area. They tried desperately to avoid each other, but
they were so close from the lights that no one could manage to do so: each of
their displacements was sending them towards the other cubes, or towards the
spotlights. The collisions that resulted, joined with the roaring and the grunting
of the motors that were frantically reversing their rotation direction every few
seconds, gave the impression of a fight. The cubes managed to solve the situation
by themselves when one of them, through a particular interaction, was abruptly
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Still and Useless: The Ultimate Automaton 247
ejected from the group. It went so fast that it managed to overcome the spotlight
virtual barrier and to fly over the audience towards the exit of the exhibition hall,
like if he was fed up with the situation and wanted to go out.
Here again, obviously, the interpretation of the cubes’physical behaviour as
resulting from intentions or emotions results from our interpretation of strictly
physical, meaningless events. What deserves to be noted is the wide difference
between the simplicity of the programmed behaviour and the complexity of the
interpreted one: getting involved into a fight, being fed up, running away because
of exasperation, are by no way simple behaviours. The experiment revealed to
which extent our brain tries to make sense with everything that surrounds us and to
project onto inanimate objects sets of interpretations that actually correspond to a
part of ourselves.21 It shows how promptly we believe in the self-autonomy of
animated artefacts, and how enthusiastically we surrender ourselves to this
voluntary deception. Another anecdote is revealing in that respect: a psychiatry
student came twice to see the Geometric Butterfly installation, and shared with us
at length her “analysis” of the personality of the cubes: one was more extroverted,
and acted as a leader; the second one had a more reserved and quiet personality,
and tended to remain in the backstage; the third one was acting as a mediator who
tried in its own way to reconcile the two others. What makes this analysis all the
most interesting is that the three cubes were perfectly identical and identically
programmed: they behaved essentially the same way.
As mentioned above, from their artistic origin, the flying cubes were quickly seen by
engineers and scientists as a rich research and development platform, opened to a
wide variety of experiments in robotics, swarm intelligence, mechatronics, emerging
behaviours, and so on. Several artists and art labs also collaborated to the project.
In 2010, we had the pleasure of working with Stelarc and his team in the design of a
performance that was presented in the Montreal Elektra festival.22 This event gave us
the opportunity to merge the flying cube project with an art installation from this
team, namely the Prosthetic Head, a virtual model of Stelarc’s head that is able to
talk, to answer questions and to show facial expressions through the simulated
musculature of his face (Fig. 8). Such apparatus have a long history: written accounts
of mechanical devices meant to simulate the human speech have been found as soon
as the XIIIth century (they have apparently been destroyed, since the church
considered them as heretic devices). In the middle of the XIXth century, German
astronomer Joseph Faber’s Talking Euphonia managed to produce a mechanic
talking machine by animating an artificial face through levers and the breath of a
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248 N. Reeves and D. St-Onge
Fig. 8 The real Stelarc and David St-Onge, from the NXI Gestatio Design Lab, in front of
Stelarc’s Floating Head at the Elektra festival (Montreal 2010). Thanks to the “attention model”
developed by Stelarc’s team (Christian Kroos and Damith Herath), Stelarc’s Prosthetic Head and
a Tryphon aerostabile from NXI Gestatio could merge to create a hovering oracle who was able
to maintain a cyberdialogue with members of the audience (Photo by Elektra).
bellow. Though the voice was described as ghostly and sepulchral, and though the
machine itself was eerie to look at, the speech itself was perfectly understandable,
and the machine is seen as the first “disembodied head” of the history of automata.
Stelarc’s talking head was not only disembodied: it was also dematerialized, and
the idea to project it onto a flying cube was partially triggered by the idea of
reconnecting it to a physical body.23 As a matter of fact, after decades of progressive
dematerialization, the current state of automata evolution seems to imply that any
machine meant to learn and evolve in the real world should be aware of the state of
his environment at any moment, and to learn not only from its internal processes, but
also from this environment. In order to do this, it cannot limit itself to a virtual being,
communicating only with the material world through fluxes of information. Physical
information coming from a perceptive body appears a primordial component of
learning processes, and of the adaptation to a changing physical world.
By projecting the Talking Head onto an aerostabile, it became possible to
increase its expressivity through the movements of the cube itself. An “attention
model”, a clever piece of software developed by scientist Christian Kroos and
engineer Damith Herath, allowed the cube to rotate towards a specific visitor while
Stelarc’s face was orienting its eyes towards him, so as to increase its interaction
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Still and Useless: The Ultimate Automaton 249
Fig. 9 The team of reseachers and graduate students working on software and technological
development at the Chalet du Mont-Royal during the May 2014 research-creation residency.
Twenty-five people, including a scenographer, a light designer, a choreographer, four p erformers, two
musicians, worked together during this residency to develop and implement a hybrid p erformance for
a contemporary art event called “Chromatic”. On the forefront is professor Philippe Giguère, from
the department of robotics at University Laval in Québec City (Photo by Nicolas Reeves)
level with him. Though rather elementary, this synergy between the two projects
resulted in a haunting, strange installation, where the cube and its projected face,
hovering in a dark space, looked like a levitating oracle, pronouncing prophetic
sentences and answering questions about the future of intelligence, awareness and
consciousness in a world were the distinction between artefacts and biological
organisms is becoming more and more blurred.
The spring of 2014 saw the most ambitious event ever realized with the flying
cubes. A team of twenty-five people, including artists, scientists, engineers, s tudents,
scenographs, choreographs, musicians, dancers and capoeirists gathered around two
flying cubes in a beautiful 19th-century hall located at the top of Mount Royal, a tall
hill located in the heart of Montreal, in the middle of a forest. During three weeks, the
team developed from scratch a performance in which two dancers and two c apoeirists
interacted with the cube in a twenty minutes choreography (Figs. 9, 10 and 11),
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250 N. Reeves and D. St-Onge
Fig. 10 Dancer Aychele Szot discusses with choreographer Eli Toussaint during the
development of the Chromatic hybrid performance (Photo by Nicolas Reeves).
on a musical sequence that was composed specifically for the event. The music was
composed from sounds recorded on the hill and on the Mount-Royal park—birds,
insects, frogs, rains. Set designers also worked at bringing the mountain forest inside
the building, by using animal-inspired make-ups, a fence-wall of trees and a d ancing
carpet of water-like material. All elements of the performance had to take in account
the specific sensibility of the aerostabiles to their surroundings. One of the e ngineer
teams worked at developing new control devices, using ground-based infrared
laser beams; another one worked at improving a docking system so as to allow
the cubes to autonomously bond to each other like giant atoms, and to fly together
like huge m olecules. A third one worked on a program that allowed a flying cube
to detect, through an on-board camera, elements on a scene that were considered
“interesting”—elements which differs from the rest of the captured image through
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Still and Useless: The Ultimate Automaton 251
Fig. 11 The four performers rehearsing for the final performance of the 2014 Chromatic
event. Development and rehearsals of the performance were open to the audience. Lighting
and set design were developed by Montreal designers Josée Bergeron-Proulx and Audrey-Anne
Bouchard (Photo by Nicolas Reeves).
their contrast, texture, density, movement, or other distinct parameters. At the end of
this residency, other artists came in the same space to present their work; the cubes
were regularly asked to participate in other performances. For instance, during the
days that preceded the final event, the images captured by the on-board cameras were
projected real time on a large screen behind a scene where musical shows were going
on. The result was presented in front of a large crowd at the opening night of the
5th edition of the Chromatic digital arts festival (Fig. 12); it was the first large-scale
public event using the flying cubes in their full potential as real actors of a hybrid
human-automata performance.
Conclusion
From the simple architectural image of a heavy mass freed from the law of gravity,
the aerostabiles haves developed into a full research program that generated a
series of art and technological projects, some of them being now on the verge of
producing transferable applications for theatrical scene, museology, education,
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252 N. Reeves and D. St-Onge
Fig. 12 Dancers Ghislaine Doté and Aychele Szot with caopeirists Eric Prido and Michel
Zambrano dancing with two Tryphon aerostabiles during the opening night of the Chromatic
contemporary arts festival (Montreal 2014) (Photo by MtlBlog)
space studies, robotics.24 But none of them may be more surprising that his
passage from an art piece, an automata that does not move and whose only skill is
immobility, to a mechatronic being able and willing to interact with humans
through the definition of a series of artificial emotions. The first Paradoxical Sleep
installation puts technology to work; but technology here does not do anything
practical, and does not create anything material. It tries to eliminate everything it
is expected to do for the sake of generating a representation of itself—or rather, of
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Still and Useless: The Ultimate Automaton 253
its own mythical or symbolical load. From a deep, lonely meditation to an active
relation with humans in which the development of hybrid choreographies becomes
possible, the flying cubes exemplify these situations where technology not only
enriches the potential poetics of a project, but becomes itself a poetics and an
imaginary, not through what it is or what it can do, but through what it represents.
Combining a rigorously calculated morphology and a radically technological
geometry with the hesitations and errances of a wandering being, the aerostabiles
translate the implicit fact that any automaton wishes, more than anything else, to
become a living being. Indeed, a lucid attitude would make us tell that no automa-
ton ever wished anything, and that the wish actually comes out of our own
minds—we project it on inanimate artefacts. But this wish transfer is precisely at
the core of every attempt at creating automata, as well as an example where lucid-
ity may not be the most fertile attitude. For artists as well as engineers and scien-
tists, the deliberately accepted illusion of the automaton as a living being opens
exploration territories that are infinitely wider than a too strict, objective
interpretation of the machine as a sheer assemblage of inanimate components.
The authors want to thank:
The School of Design at University of Quebec in Montreal
The Hexagram Institute for Research and Creation in Media Arts and Technology
The Canadian Council for the Arts
The Quebec Council for Arts and Letters
The Quebec Research Fund for Nature and Technologies
The Quebec Research Fund for Society and Culture
The Natural Science and Engineering Research Council of Canada
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Machines That Make Art
Leonel Moura
Abstract Robots can make art. Based on simple rules and stigmergy it is possible
to produce unique artworks that are at least partially independent from the human
that triggers the process. I have coined it a “New kind of Art”.
For more than a decade I have been working with machines able to create their
own art works. Such a statement raises several questions from which the definition
of art, as an exclusive human skill, is the most evident. Is it really art what these
machines do? Or, as common sense claims, machines can only make something
that looks like art because a human builds them, programs them and hits the on
button. Hence the art made in such a fashion is still essentially human or, at best,
the product of a man/machine symbiotic relation.
If we are less anthropocentric we may however recognize a certain degree of
autonomy in creative machines. They can do things that are not programmed and/or
result from an internal information gathering device. On the other hand if we accept
the existence of such a thing as ‘artificial intelligence’, i.e. the intelligence of machines,
why not recognize the possibility of ‘artificial creativity’, i.e. the art of machines?
As an artist I have state that robots can produce a kind of creativity that
although triggered by a human and rooted in a symbiotic partnership may along
the process generate novelty.
Robots are machines able to interact in the real world with humans, other
machines and the environment. Their degree of autonomy varies considerable
and can be measure in many ways such as intelligence, behavior, mobility or/and
energy sustainability. Robots also diverge in the type of interaction that they can
perform. Some depend entirely on some kind of human control, fitness or prede-
termined behavior, while others are able to evaluate situations on their own and
determine possible reactions. The late are the ones I am interested.
I will demonstrate that based on simple rules and emergent behavior robots can
create pictorial compositions that are not predetermined.
L. Moura (*)
Rua Rodrigues Faria, 103, 1300-501 Lisbon, Portugal
e-mail: [email protected]
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256 L. Moura
Intro
Mankind has been intrigued by the possibility of building artificial creatures. For
the ancient Greeks this possibility was provided by techné, the procedure that
Aristotle conceived to create what nature finds impossible to achieve. Hence, under
this view, techné sets itself up between nature and humanity as a creative mediation.
This was the path taken by Norbert Wiener as he opened up the cybernetic
perspective, viewed as the unified study of organisms and machines [1]. One line
of development linked to this approach gave rise to the familiar humanoid robot,
inspired by the von Neumannian self-replicating automata and based on the top-
down attitude of the earliest Artificial Intelligence [2]. A much more interest-
ing trend, also stemming from the seminal work of Wiener but intended to ‘take
the human factor out of the loop’, emerged in the mid-1940s with William Grey
Walter, who proposed turtle-like robots that exhibit complex social behavior. This
was the starting point for a new behavior-based robotics, abolishing the need for
cognition as mediation between perception and plans for action.
This line of research was pursued in the 1980s by Rodney Brooks [3], who
began building six legged insect-like robots at MIT. This new generation of robots
was based on Brooks’ ‘Subsumption Architecture’, which describes the agent as
composed of functionality distinct control levels under a layered approach. The
addition of new layers doesn’t imply changes in the already existing layers. The
aforementioned control levels then act in the environment without supervision by
a centralized control or action planning centre. Also, no shared representation or
any low bandwidth communication system is needed.
The most important concept in Brooks’ reactive robots is ‘situatedness’,
which means that the robot’s behavior refers directly to the parameters sensed in
the world, rather than using inner representations. Linked to this concept is the
‘embodiment’ feature, which corresponds to the fact that each ‘robot as a physical
body and experiences the world directly through the influence of the world in that
body’.
The idea of collective robotics appeared in the 1990s from the convergence
of the above described Brooks’ architecture with a variety of bio-inspired algo-
rithms, focused on new programming tools for solving distributed problems. These
bio-inspired algorithms stemmed from the work of Christopher Langton, who
launched a new avenue of research in AI denoted Artificial Life that allows us
to break our accidental limitations to carbon-based life to explore non-biological
forms of life [4].
The well known collective behavior of ants, bees and other eusocial insects pro-
vided the paradigm for the swarm intelligence approach of a Life. This bottom-up
course is based on the assumption that systems composed of a group of simple
agents can give rise to complex behavior, which depends only on the interaction
between those agents and the environment. Such an interaction may occur when
the environment itself is the communication medium and some form of decentral-
ized self-organized pattern emerges without being planned by any exterior agency.
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Machines That Make Art 257
Stigmergy
Based on ants and other social insect’s studies [5], I have tried to reproduce arti-
ficially a similar emergent behavior in a robot swarm. These insects communicate
among themselves through chemical messages, the pheromones, with which they
produce certain patterns of collective behavior, like follow a trail, clean up, repair
and build nests, defense and attack or territory conquest. Despite pheromone not
being the exclusive way of communication among these insects—the touch of
antennas in ants or the dance in bees are equally important, pheromone language
produces complex cognition via bottom-up procedures. Pheromone expression is
dynamic, making use of increments and decrements, positive and negative feed-
backs. Messages are amplified when pheromone is reinforced, and lose ‘meaning’
when breeze disperses it. It is also an indirect form of communication, coined stig-
mergy by Grassé [6], from the Greek stigma/sign and ergon/action. Between the
individual who places the message and the one who is stimulated by it, there is no
proximity or direct relation (Fig. 1).
Following these principles and with the aid of an algorithm, coined Ant
System, developed by Marco Dorigo in 1992 in his Ph.D. thesis [7], I have
replaced pheromone by color in my first ant-robots (2001). The marks left by
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258 L. Moura
one robot triggers a pictorial action on other robots. Through this apparent ran-
dom mechanism abstract paintings are generated, which reveal well defined
shapes and patterns. These robots create abstract paintings that seem at first
sight just random doodles, but after some observation color clusters and patterns
become patent. Through the recognition of the color marks left by a robot, the
others react to it reinforcing certain color spots. The process is thus everything
but arbitrary. As far as I know, ArtSBot (Art Swarm Robots) [8] was the first
art project to use emergent organization for developing robot creativity. Every
previous experiment focused exclusively on randomness or sometimes on target
strategies leading the machines to fulfill a predetermined program created by the
human artist. On the contrary, ArtSBot was meant to put into practice the utmost
possible machine autonomy, aimed at producing original paintings. In opera-
tional terms, ArtSBot consists of a series of small ‘turtle’ type robots, equipped
with felt pens and sensors. With these ‘eyes’ the robots seeks color, determine
if it is hot or cold, choose the corresponding pen and strengthen it by a constant
or variable trace. To begin the process, when the canvas is still blank, the robots
leave here and there a small spot of color driven by chance. Based on these sim-
ple rules, unique paintings are produced: from a random background stands out
a well defined composition with intense shapes of color. In other words, initial
randomness generates ‘order’. The process is emergent and based on the proper-
ties of stigmergy (Fig. 2).
Fig. 2 Artsbot painting,
100304, 2004, ink on canvas,
190 x 160 cm
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Machines That Make Art 259
Machine Creativity
The artistic product of these robots is unique. In the same way that somebody
who writes a book cannot be considered as a mere instrument of his primary
school teacher, robots cannot be seen as simple instruments of the artist that con-
ceived and programmed them. There is an effective incorporation of new and
non predetermined information in the process, which cannot be called anything
but creativity. It is true that consciousness is lacking to this creativity. But if we
look at the history of modern art, it is obvious that, for example, surrealism tried
to produce art works exactly in these same terms. The ‘pure psychic automa-
tism’, the quintessential definition of the movement itself, appeared as a spon-
taneous, non-conscious and without any aesthetic or moral intention technique.
In the first Surrealist Manifesto André Breton (1924) defined the concept in this
way: ‘Pure psychic automatism by which it is intended to express, either ver-
bally or in writing, the true function of thought. Thought dictated in the absence
of all control exerted by reason, and outside all aesthetic or moral preoccupa-
tions.’ [9]. In the field of the visual arts, Jackson Pollock was the artist that bet-
ter fulfills this intention by splashing ink onto the canvas with the purpose of
representing nothing but the action itself. This was coined Action Painting, as it
is well-known. Perhaps, because of that, the first paintings from my robots are,
aesthetically, so similar to the ones of Pollock or André Masson, another impor-
tant automatism based painter. In his surrealist period, this artist tried frequently
to prompt a low conscious state by going hungry, not sleeping or taking drugs,
so that he could release himself from any rational control and therefore letting
emerge what at the time, in the path of Freud, was called the subconscious. The
absence of conscience, external control or pre-determination, allow these paint-
ing robots to engender creativity in its pure state, without any representational,
aesthetic or moral intention.
Artsbot
Artsbot (Art Swarm Robots), created in 2003, can be described as a set of robots
able to interact with which other through the environment (Fig. 3).
The basic architecture of each robot contains three components: the sensors,
the controller and the actuators. The sensors receive signals from the environment,
which are processed by the microcontroller in order to command the actuators.
The sensors are of two kinds: those that receive the signal from the key envi-
ronmental variable chosen, which is color, and those that perceive the proximity of
obstacles.
Each color sensor is composed by one LED (Light Emitting Diode) for each
RGB color plus a fourth LED directed to White. The function of each LED is to
measure the intensity of reflected light.
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260 L. Moura
Proximity sensors are in a number of four located in the robot’s front. They
consist of an IR emitter/receptor that produces a signal which is proportional to
the distance from a white surface. Hence, the bounding barriers of the terrarium
where robots evolve must be white. Since solar light may interfere with the sen-
sors, robots should function in an artificial light setting. The range of distances
perceived by this type of sensors is 1–15 cm.
The controller is an on-board PIC 16F876 from Microchip, which reads signals
from sensors, processes them according to a program and transmits the result to
the actuators. The program is uploaded into the robot’s chip, prior to each run,
through the serial interface of a PC. This program is developed based on the PC
graphic interface, consisting of a flowchart where test blocks for sensors and actu-
ators are combined according to a certain sequence that can obviously be changed
whenever wanted. Each test block compares a given variable with a previously
defined control parameter and executes an ‘IF…THEN’ rule.
The actuators consist of two servomotors producing movement by differential
traction based on velocity control and one servomotor for manipulating the two
pens that execute the action of painting. The latter is commanded by a signal anal-
ogous to the one sent to traction motors but, in this case, an angular position con-
trol is used.
The ‘warm’ colors corresponds to an intensity <128, encompassing yellow, red
and green, whilst ‘cold’ covers blue, violet and rose.
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Machines That Make Art 261
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262 L. Moura
Fig. 4 Artsbot painting,
260204, 2004, ink on canvas,
190 x 160 cm
The case to be made by the proposed approach is that creativity emerges in the
set of robots as a consequence of self-organization, driven by their interaction with
the environment. Actually, the random walk of each robot is only interrupted by
the ‘appeal’ of a certain color spot, trace or patch that was previously left in the
canvas by another robot. Given that the robot only ‘sees’ a limited region of the
canvas, if no color is detected in that region, it follows its way, putting down a
mark of its passage only in the case that its random number generator produces
a value that exceeds a given threshold. In statistics language, each one of the
outcomes of the experiment is regarded as the realization of a Random Function
(RF), i.e., as a Regionalized Variable (RV). The RF is defined as the infinite set
of dependent random variables Z(u), one for each location u in a certain area A.
In this case, the area A is canvas, and the random variable is discrete, taking only
three nominal color values—‘Warm’, ‘Cold’ and ‘White’. The underlying feed-
back process leads to the spatial dependency of the random variables and explains
why clusters are usually formed in most of the RF instances. These instances are
the mapping of the RV onto the canvas, depicting its hybrid structural/random con-
stitutive fundamental nature.
The collective behavior of the set of robots evolving in a canvas (the terrar-
ium that limits the space of the experience), is governed by the gradual increase
of the deviation-amplifying feedback mechanism, and the progressive decrease of
the random action, until the latter is practically completely eliminated. During the
process the robots show an evident behavior change as the result of the ‘appeal’ of
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Machines That Make Art 263
color, triggering a kind of ‘excitement’ not observed during the initial phase char-
acterized by the random walk.
This is due to the stigmergy interaction between the robots, where one robot in
fact reacts to what other robots have done. As referred before according to Grassé
[6], stigmergy is the production of certain behaviors in agents as a consequence of
the effects produced in the local environment by a previous action of other agents.
Thus, the collective behavior of the robots is based on randomness and
stigmergy.
Man/Machine
From the results of this experiment, one can draw the concept of the thing that
feels, the thing that plays, and, a fortiori, the thing—the group of robots—that
interacts with the environment in an arty way. This line of thought can be derived
from the original idea of Asger Jorn [10] that individual creativity cannot be
explained purely in terms of psychic phenomena. In his critique of Breton’s surre-
alism, Jorn made the point that explication is itself a physical act which material-
izes thought, and so psychic automatism is closely joined to physical automatism.
What is overwhelming is that this attitude corresponds to the approach devel-
oped by Rodney Brooks [11] in the field of robotics. Conversely, it is worth not-
ing how Brooks’s approach influenced computer-based art in its ‘materialization’
aspect. In fact, the MIT researcher considers that human nature can be seen to
possess the essential characteristics of a machine, even though this idea is usu-
ally rejected instinctively by our putative uniqueness, stemming from some kind of
‘specialness’.
In spite of its specific character, the proposed art-making mechanism shares
obviously some characteristics with a large range of creative activities.
In first place, when the urban science context is called upon, the way robots
evolve evokes irresistibly situationists’s dérive [12], a haphazard drift in a city
performed since the 1950s by any group of individuals in compliance with their
psychogeographic emotional penchants. Indeed, the positive feedback mechanism
may be seen as the drive for revisiting certain spots of the city, which were con-
sidered particularly appealing in former passages. In addition, both in the dérive
and in the robots’ pseudo random walk, there is always place for the surprise that
is the core of art (and of the aforementioned collective art form developed by situ-
ationists by viewing their strolls as an aesthetic experience). Also, the ‘emogram’,
a map of emotive impressions produced by the participants in the dérive, is the
analogue, in urban psychogeographic terms, of the final artwork produced by the
robots.
Another way of looking at this experiment is inspired by the surrealists’
cadavre exquis. This ‘game’ involved a group of persons that contributed to the
eventual collective artwork of which they only knew, until the final outcome,
their individual part. When one of the players finishes his contribution, the sheet
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264 L. Moura
of paper upon which he had drawn is folded, in order to prevent the next player
from seeing the previous composition, except in a small part, which is the start-
ing point for his input to the collective artwork. Similarly, in our experiment, each
robot does not have the ‘general picture’; it ‘must’ rely on the clue left by a previ-
ous passage of another robot.
The positive feedback, coupled with a hint of randomness, produces novelty by
unexpected change in the spatial arrangement of traces in the canvas. Since no pre-
defined plan commands the global behavior of the group of robots, this experiment
can be interpreted at the light of Lefebvre’s [13] idea that ‘Topos is prior to logos’.
Aesthetic creation is defined in this context as set of transformative rules that
claims for a vital examination of all stages of the aesthetical production/consump-
tion process, instead of overrating the output (as used to come about when art was
considered as a ‘matter of taste’).
In the scope of the experiment presented here, it can be stated that if an idea
becomes a machine that makes the art [14], then there is no point in imitating
Nature, but to perceive the ‘beauty of the idea’. If a self-referential conceptual art
that does not care for objects is to be made, then the point is to simulate those arti-
ficial features of life (as it could be) that are driven by creativity. And creativity is
not the capacity of arranging objects and forms, it is the invention of new laws on
that arrangement.
Modern and contemporary art distinctive features are ‘magnificence and unuse-
fulness’ as stressed by Fernando Pessoa referring to his own masterpiece ‘The
book of disquiet’, and confirmed by the main artistic tendencies of the 20th cen-
tury. In the art of our time the conceptual prevails over the formal, the context over
the object manufacture and the process over the outcome.
In consequence, if art is to be produced by robots no teleology of any kind may
be allowed. Accordingly, all the goal-directed characteristics present in the indus-
trial-military and entertainment domains of robotics must be carefully avoided.
Also bio-inspired algorithms that have any flavor of ‘fitness’ in neo-Darwinian
terms or any kind of pre-determined aesthetical output must be regarded as of lim-
ited and contradictory significance.
Art produced by autonomous robots cannot be seen as a mere tool or device for
human pre-determined aesthetical purpose, although it may constitute a singular
aesthetical experience. The unmanned characteristic of such a kind of art must be
translated in the definitive overcoming of the anthropocentric prejudice that still
dominates Western thought. In short, a true robotic art must be the matter of robots
themselves.
As opposed to ‘traditional’ artworks, the constructing of the painting by the col-
lective set of robots can be followed step-by-step by the viewer. Hence, successive
phases of the art-making process can be differentiated.
Instead of trying to ‘tell a story’ by assigning ‘movement’ or ‘sequence’ to a
preset spatial image, the proposed approach shows in real time the picture con-
struction, relating each stage of the process with the conditions under which the
set of robots is evolving.
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Machines That Make Art 265
Even though the same parameters are given to the program commanding the
behavior of the set of robots, the instances produced are always different from
each other, leading to features like novelty and surprise, which are at the core of
contemporary art.
From the viewer’s perspective, the main difference from the usual artistic prac-
tice is that he/she witnesses the process of making it, following the shift from one
chaotic attractor to another. Though finalized paintings are kept as the memory of
an exhilarating event, the true aesthetical experience lies in the dynamics of pic-
ture construction as shared, distributed and collaborative man/machine creativ-
ity. At any given moment, the configuration presented in the canvas fires a certain
gestalt in the viewer, in accordance with his/her past experience, background and
penchant (a correspondence may be established between the exterior color pattern
and its inner image, as interpreted by the viewer’s brain).
The propensity for pattern recognition, embedded in the human perception
apparatus, produces in such a dynamic construction a kind of hypnotic effect that
drives the viewer to stay focusing on the picture’s progress. A similar kind of
effect is observed when one looks at sea waves or fireplaces. However, a moment
comes when the viewer feels that the painting is ‘just right’ and stops the process.
Such a gesture can be defined as a moment of aesthetical awareness.
Autonomous robots able to produce their own art based on simple rules, ran-
domness and stigmergy represent for the human viewer the opportunity to under-
stand life and aesthetics beyond the anthropocentric paradigm and the mystifying
separations it generates.
If robots can make art, humans can envision a global consciousness based on
co-operative and distributed creativity, with no distinction between human beings,
life forms and machines.
RAP
RAP (Robotic Action Painter), created in 2006 for the Museum of Natural History
in New York, is an individual robot artist and not a swarm, but makes use of the
same composition methods based on stigmergy and emergence. Additionally it is
able to determine, by its own means, the moment in which the painting is finished.
Previous versions didn’t have this capacity being conditioned by battery discharge
or my will to stop the process. The wrapping up decision is taken based on the infor-
mation that the robot gathers directly from the painting, what produces a consider-
able variation of time and form. RAP can decide that the work is complete after
a relatively short while (entailing accordingly a low pictorial expression) or can
extend the picture construction for a quite long period, making it much more dense
and complex. The ‘secret’ of this behavior is in the significant change of the sensors,
which passed from two to nine ‘eyes’, allowing now the reading of local patterns, in
addition to color spots. RAP is also my first robot to sign its works (Fig. 5).
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266 L. Moura
RAP is equipped with a grid of 3 × 3 color detection sensors, eight obstacle
avoidance sensors, a compass, a microcontroller and a set of actuators for locomo-
tion and pen manipulation. The microcontroller is an onboard chip, to which the
program that contains the basic rules is uploaded through a PC serial interface.
The algorithm that underlies the program uploaded into RAP’s microcon-
troller induces basically two kinds of behavior: the random behavior that initial-
izes the process by activating a pen, based on a small probability, whenever the
color sensors read white; and the positive feedback behavior that reinforces the
color detected by the sensors, activating the matching color pen. These two distinct
behaviors are described as modes, the Random Mode and the Color Mode. In the
random mode RAP searches for color. If a sufficient amount is not found RAP acti-
vates here and there, randomly, a pen stroke choosing also randomly the color and
the line configuration. The shape, orientation and extent of these initial lines are
determined by the robot based on a random seed acquire from its relative position in
the space. This is done with the data retrieved by the onboard compass. In this way
RAP’s random generator can be described as real random and not pseudorandom.
When a certain amount of color is detected the robot stops the random behavior
and changes to color mode. In this phase RAP only reacts to the spots where a cer-
tain amount of color is found, reinforcing it with the same tone.
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Machines That Make Art 267
After a while a discrete pattern emerges, where from a general random back-
ground a well defined composition can be recognized.
In order to determine when the painting is finished RAP makes use of a grid of
3 × 3 RGB sensors. If a certain (generative) pattern is found the robot ‘considers’
the work to be done, moves to the down right corner and signs (Fig. 6).
RAP creates artworks based on its own assessment of the world. At any given
moment the robot ‘knows’ its situation and acts accordingly. It scans constantly the
canvas for data retrieving. It uses its relative position in the space as a real random gen-
erator. It builds gradually a composition based on emergent properties. It decides what
to do and when to do it. It finishes the process using its particular ‘sense of rightness’.
Although the human contribution in building the machine and feeding it with
some basic rules is still significant, the essential aspects of RAP’s creativity stems
from the information that the robot gathers by its own means from the environ-
ment. In this sense RAP’s art must be seen as a unique creation independent of the
human artist that was at the origin of the process.
My painting robots were created to paint. Not my paintings but their own paint-
ings. The essential of their creations stems from the machine own interpretation of
the world and not from its human description. No previous plan, fitness, aesthetic
taste or artistic model is induced. These robots are machines dedicated to their art.
Such an endeavour addresses some of the most critical ideas on art, robotics
and artificial intelligence. Today we understand intelligence as a basic feedback
mechanism. If a system, any system, is able to respond to a certain stimulus in a
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268 L. Moura
way that it changes itself or its environment we can say that some sort of intel-
ligence is present. ‘Sheer’ intelligence is therefore something that doesn’t need to
refer to any kind of purpose, target or quantification. It may plainly be an interac-
tive mechanism of any kind, with no other objective than to process information
and to react in accordance to available output capabilities.
Hence and although my starting point was bioinspiration, in particular mod-
eling social insect’s emergent behavior, the idea was to construct machines able
to generate a new kind of art with a minimum of fitness constraints, optimization
parameters or real life simulation. It is the simple mechanism of feedback and stig-
mergy that is at work here.
These artistic robots are singular beings, with a particular form of intelligence
and a kind of creativity of their own. They do art as other species build nests,
change habitats or create social affiliations. But since we, humans, are for the time
being the only pensive observers, the relation between machine art and human aes-
thetics principles is here the central issue. Many people like the robot paintings,
probably because we seem to gladly embrace fractal and chaotic structures. But,
more than shapes and colors, what some of us really appreciate in this idea and
its associated process, is the fact that it questions some of our most strong cultural
convictions as it was supposed art to be an exclusive matter of mankind. In this
sense, my robot paintings are a provocative conceptual art that problematizes the
boundaries of art as we know it (Fig. 7).
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Machines That Make Art 269
References
1. Wiener N (1948) Cybernetics; or the control and communication in the animal and the
machine. MIT Press
2. von Neumann (1966) Theory of self-reproducing automata. In: Burks AW (ed) University of
Illinois
3. Brooks R (1991) Intelligence without reason. In: Kauffmann M, Mateo S, Brooks R (eds)
Proceedings of the 12th IJCAI, (2002) Flesh and machines: how robots will change US. Pantheon
Books
4. Langton C (1987) Proceedings of artificial life. Adison-Wesley
5. Wilson Edward O (2006) Nature revealed, selected writings 1949–2006. The Johns Hopkins
University Press, Baltimore
6. Grassé PP (1959) La réconstruction du nid et les coordinations inter-individuelles chez bel-
licositermes natalienses et cubitermes sp. La théorie de la stigmergie: Essai d’interpretation
des termites constructeurs, Insectes Sociaux 6:41–48
7. Dorigo M, Stützle T (2004) Ant colony optimization. MIT press, Cambridge (For a descrip-
tion of this algorithm)
8. Moura L, Pereira HG (2004) Man and robots: symbiotic art. Institut d’Art Contemporain,
Villeurbanne
9. Breton A (1969) Manifestoes of surrealism. University of Michigan Press
10. Jorn A (2001) Discours aux pingouins et autres écrits. Ed ENS des Beaux-Arts de Paris
11. Brooks RA (2002) Flesh and machines: how robots will change us. Pantheon Books
12. Sadler S (1999) The situationist city. MIT Press
13. Lefebvre H (1968) La vie quotidienne dans le monde moderne. Gallimard, Paris
14. Lewitt S (1967) Paragraphs on conceptual art. Artforum
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Part V
Embodiment
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The Multiple Bodies of a Machine
Performer
Louis-Philippe Demers
Introduction
When I bring machine and performance together into the title of this chapter,
I refer to the theatricality (or dramatization) of the spatio-temporal experience
between the audience and the machine performer. These encounters include thea-
tre, dance, human-robot interactions as well as interactive robotic artworks. This
spatio-temporal encounter implies the intrinsic characteristic of co-presence
between the audience (in the broad sense) and the machine (on stage and in other
contexts). I have coined the term ‘machine performers’ to express the aspect of my
own robotic artwork as being based not directly on a dramatic text but rather on
L.-P. Demers (*)
School of Art, Design and Media, Nanyang Technological University,
81 Nanyang Dr., 4-31, Singapore 637458, Singapore
e-mail: [email protected]
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274 L.-P Demers
Fig. 1 The Tiller Girls (by Demers, 2010) (Photo credits Conception photo)
the behaviour of fictional characters, using sound rather than voice. This expres-
sion deliberately enlarges the notion of acting (theatre) to include dancing and
movement, performance art, kinetic art and the robotic sense of “performing” a
task or a goal. I do not seek to compare machine performers with actors rendering
a dramatic text on stage, though I aim to transpose some of those human centric
theories towards application to machine performers [1–4].
I employ the word machine as opposed to robot to include a broader definition
of the machine as a performing agent. I define the machine performer as embodied
and intentional (whether or not this is apparent, whether or not real) and set to
perform in a specific spatio-temporal situation (e.g. a play, a social or cultural con-
text). The term robot has many connotations in its visual representations: android,
industrial arm, automaton, to name only a few. The vagueness of the word machine
helps me to present non-anthropomorphic embodiments as “equal” to anthropo-
morphic ones and to look at machine functions (behaviours) in a broader context
(from the mechanical to the human, from the useful tool to the misbehaving).
Threading through this chapter is the quest to pinpoint, and subsequently illus-
trate the qualities of the machine performer. This illustration is mainly operated
with one of my own performance works, The Tiller Girls, as the main case study.
The Tiller Girls takes a robot developed to study morphological computing and
locomotion and brings it onto the dance floor (see Fig. 1). The Tiller Girls1 is also a
direct allusion to a famous ensemble known for its precision kick line dance motion.
1In the text, the italicised The Tiller Girls refers to my own performance while the Tiller Girls
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The Multiple Bodies of a Machine Performer 275
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Comparing Embodiments
In the opening chapter of his seminal book How the body shapes the way we think,
Pfeifer defines the term embodiment in the following way: “an intelligence always
requires a body. Or, more precisely, we ascribe intelligence only to agents that are
embodied, i.e., real physical systems whose behaviour can be observed as they
interact with the environment” [9]. Pfeifer further suggests that the consequences
of embodiment are related to our obvious obedience to the laws of physics, as well
as to the more complex interactions between physical processes and information
processing. In biological agents, embodiment lies between physical actions and
neural processing. In a robot, embodiment lies between its actions and its control
program, between “body” and “brain”. Equally, the morphology and anatomy of
the robots built in AI can help sensors to pre-process information. For instance
sensors at the fingertips will always face the action of moving forward and hence
provide useful, structured information to the brain. Equally, when a hand grabs a
glass or an object, the anatomical and morphological capacity of the forearm and
hand enable it to adapt to different shapes [9].
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The Multiple Bodies of a Machine Performer 277
Thus the perpetual paradox of GOFAI (good old fashion AI) and nouvelle AI
is the highly contested marriage between the brain and the body, between the
Cartesian “top-down” and the phenomenological “bottom-up” and between mod-
elling and simulation. The grasping hand demonstrates that this kind of intel-
ligence resides outside of the brain, as GOFAI would memorized and model the
different forms of drinking glass. Grasping intelligence of this kind is distributed
and “outsourced” between the brain, the body and the environment. This exam-
ple chimes with the title of an early book by Rodney Brooks: Intelligence Without
Representation: The World is its Best Model [19].
However, it is far from clear what kind of body is actually required for embod-
ied cognition [20]. Although Ziemke agrees with Pfeifer’s view “that intelligence
requires a physical body is not at all as accepted as one might think” (p. 1), others
like Wilson consider it problematic that there is such an enormous variety of defi-
nitions of the term embodiment and of its relation to cognition [21]. Perhaps this is
why artists are attracted to the term, but I would imagine that the real attraction for
creative artists resides in embodiment’s empirical formulation, its relation to phe-
nomenology, and how it implies the process of learning by doing.
Sharkey and Ziemke argue that: “many of the new roboticists drift between
poles of the mechanistic and the phenomenal”, and continue: “In a mechanis-
tic embodiment, cognition is embodied in the control architecture of a sensing
an acting machine. […] This is similar to the notion of physicalism in which the
physical states of a machine are considered to be its mental state, i.e., there is no
subjectivity” [22]. Of course, even the nouvelle AI robot, despite its situatedness
and embodiment, does not actually experience the world. Some authors compare
this experience of the “real world” with robots whose navigation is electronically
controlled by digital tape (i.e. by the designer). They judiciously contrast exam-
ples that simulate (or model) embodied cognition via mechanistic embodiment
with phenomenal embodiment. In other words, these machines neither have their
own sensation nor a body to experience the world directly. Sharkey and Ziemke
rightfully state that the meanings of the robot’s actions are in the observer’s rather
than in the robot’s world.
In traditional robotics, scientists start with particular body morphology and
then the robot is animated and controlled to perform certain tasks. In such cases,
there are clear separations between the brain (software) and the body (hardware).
When the morphology and the materials take over some of the functions normally
attributed to the control (brain), Pfeifer calls the phenomenon “morphological
computation” [9]. The main argument is that this computation cannot be under-
stood simply by looking at brain mechanisms and their controls; it is the result of a
physical interaction of the robot’s body in and with the physical world.
The broader field of “natural computing” is also used in this context. It implies
borrowing from nature, particularly nature’s capacity to repair itself, to evolve
and to adapt. In a more specific way, natural computing also means to leave the
digital symbolic representations and models found in computer machinery behind.
Instead of calculating an equation or a model, turning the digital computer into
an analogue computer would then be able to measure the answer. For example,
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a typical scheme might operate from a question that is later turned into a model,
then the model is programmed and calculated, and this results in the answer to the
question. A natural computing scheme, however, utilizes an analogy to the ques-
tion by “building” it, and seeks its answer in terms of observing and measuring
this object [23]. The fundamental issue here is that researchers build an object in
the world that serves the purpose of measuring or modelling some part of it. For
instance, modelling a natural phenomenon could require a differential equation,
however, one that measures the phenomenon sees how the differential equation
behaves without actually developing the equation.
Morphological computing resonates with Kleist’s view of the puppet, where the
dynamics rule the behaviour of the object [24]. When Steve Tellis discusses pup-
pet manipulation, he considers that movements exclusive to their morphology can
create the illusion of life. This more easily encourages the audience to accept the
living existence of an otherwise inanimate object [25].
Another influence is that embodied artificial intelligence reaffirms the role of
the body building the construction of complex behaviours. In other words, the
design of the body and the process of “animation” have to be integrated [12].
Such a paradigm is similar to the psychophysical relation found in theatre acting
methods, where behaviour and emotions are inherently physically grounded [26].
Actually, this “outsourcing” of behavioural and emotional models into physical
constructions is similar to the creative process of making Kinetic Art.
In the framework of Devolution (2006) and the mutualism of species, dancers
were altered with mechanical extensions (parasites). This variation is modulated
on the perception of how harmful the parasite is to the host body, or how far it is
in control of that body. By attaching a minimalistic articulated joint, the machine
extension also becomes a variation of the object “human dancer” (see Fig. 2). The
human performer in turn, expands the simplistic joint mechanistic behaviours into
the realm of the organic. Being integrated and real, it becomes a factual varia-
tion of the body. However, when the dancer is on the floor, subdued by the violent
articulations of the mechanical arm, the variation is mechanical.
In 2008, philosopher Mark Johnson surprised many people by suggesting that only
30 years ago in mainstream Anglo-American philosophy “people did not have
bodies” [6]. This attitude was reflected in the cybernetics view where the role of
the body was marginalized. Here, signals and models were considered to be an
abstract representation that existed in an abstract form independent of their bio-
logical carrier. Emily Martin notes that the current increased interest in the body
might also be due to the contemporary historical moment in which “we are under-
going fundamental changes in how our bodies are organized and experienced”
[27]. This transition suggests that attitudes towards phenomenology may also have
changed since cybernetic days.
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The Multiple Bodies of a Machine Performer 279
Fig. 2 A hybrid morphological computation between mechanics and human (Photo credit Chirs
Herzfeld)
Andy Clark criticized the cybernetic model because it offered narrow views on
our own carrier, the body: “Fortunately for us, human minds are not old-fashioned
CPUs trapped in immutable and increasingly feeble corporeal shells. Instead
they are surprisingly plastic minds of profoundly embodied agents: agents whose
boundaries […] are forever negotiable and from whom body, sensing, thinking and
reasoning are all woven flexibly and repeatably from the accommodating weave of
situated, intentional action” [28].
In other words, the body changed from a simple fact of nature, to one with a
history, an experiencing agent, and finally to one that rethinks the distinction
between sex and gender. Csordas concluded “The contemporary cultural transfor-
mation of the body can be conceived not only in terms of consumer culture and
biological essentialism but also in discerning an ambiguity in the boundaries of
corporeality itself” [5]. Csordas points out three approaches that are characteristic
to the anthropology of the body: the analytical body, the topical body and the mul-
tiple body. The analytical body suggests a discrete focus on perception, technique,
bodily processes and activities. The topical body is about the understanding of the
body with regard to specific domains of cultural activity. Csordas suggests that the
body is more than the sum of its topics, so in his third category, multiple body,
the number of bodies depends on how many of its aspects one cares to recognize.
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With respect to his classification Csordas boldly claims: “Yet of all the formal
definitions of the [sic] culture that have been proposed by anthropologists, none
have taken seriously the idea that culture is grounded in the human body” [5].
For Mark Johnson, the term spans a wide spectrum of definitions and interpre-
tations of the body, from the functional to the cultural. Johnson posits five interwo-
ven levels of embodiment.
(1) The Body as Biological Organism. The body is a functional biological organ-
ism with sensing and motoric systems. It can perceive, sense, move, respond
and finally transform the environment [29].
(2) The Ecological Body. The body does not exist independent of the environ-
ment. The organism and the environment are not two separate, nor two fully
integrated things [8, 29]. Both organism and environment bring their own
structure and pre-established identity into the interaction that is experience.
(3) The Phenomenological Body. This is our body as we live and experience it.
It involves at least three aspects: body percept, body concept and body affect
[30]. The body awareness lies in proprioception (our feeling of our bodily
posture and orientation), kinaesthetic sensations of bodily movement, and
internal bodily states, the felt sense of ourselves [31].
(4) The Social Body. The human environment goes beyond the physical or the
biological. It is also composed of relations and experiences of the social other.
The body does not come fully formed, and it is shaped by social interactions.
(5) The Cultural Body. Cultural artefacts, practices, institutions, rituals, and
modes of interaction that transcend and shape any particular body and any
particular bodily action also constitute our bodies.
Cognitive Scientist Tom Ziemke also attempted to disentangle the many notions of
embodiment [32]. While Ziemke aims at redefining the body from the perspective
of cognition, many of his examples stem from nouvelle AI, where embodiment is
more concrete and immediate. In the following list, I extract from Ziemke the fol-
lowing characteristics of embodiment.
(1) Structural coupling between agent and environment. This is the broadest
notion to qualify a “system” as embodied through its mutual interaction with
the environment.
(2) Historical embodiment as the result of a history of structural coupling. This
historical embodiment reflects the course of the construction of the body
structurally coupled in the environment: “A system is embodied if it has
gained competence within the environment in which it has developed” [33].
(3) Physical embodiment. Physical embodiment restricts the notions of embod-
ied systems to the concept of a physical body. Joining the above notions, liv-
ing systems are a particular instance of physically embodied systems: they are
also historically embodied, as many physical systems are not.
(4) Organismoid embodiment, i.e. organism-like bodily form: both living organ-
isms and their artificial counterparts. However, an artificial organismoid—as
opposed to the living organismoid—is the product of human design and not
usually of an historical embodiment.
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The Multiple Bodies of a Machine Performer 281
Because of its simplicity, I will mainly utilize Johnson’s five levels of embodiment
where I will loosely cluster the first three levels, the biological, the ecological and
the phenomenal body under the roof of either physical (for the stage discussion) or
ecological (for the nouvelle AI discussion) embodiment. Furthermore, I will refer
to the upper levels of social and cultural embodiment mainly as “social embodi-
ment”. To collate Johnson’s levels with the embodiment levels and techniques
found in nouvelle AI, I can freely equate the following points:
(1) The Body as Biological Organism. This is similar to the sensorimotor princi-
ple: the mechanical body with its mechatronic systems. There is body schema
to enable sensorimotor coupling. I consider that the body of a machine per-
former functions at this level.
(2) The Ecological Body. Morphological computing is due here to the close inter-
action of the robot body with the environment. Machine performers may need
a strong ecological niche, possibly emphasized by the turning of a failure into
normal machine behaviour.
(3) The Phenomenological Body. Not many “true” phenomenal bodies are found
in nouvelle AI. What might be perceived as a phenomenal body could be due
to bias in the observer’s perception.
(4) The Social Body. A social robotics researcher will often create scenarios for
his or her agent such as a caretaker, a toy for an infant, a coffee waiter or
a receptionist. While social robotics at lower levels of embodiment is often
based on bodily gestures, superimposing higher levels of intelligence tend to
create disconnect between their bodies and their brains.
(5) The Cultural Body. Though some consider social robotics to be part of the
cultural body, I would consider that robots by artists are the main representa-
tives of this level, since artists are trained in poetic metaphors and abstraction.
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For me the Stumpies possessed a singular flare for interpretation, and I found
myself proceeding in the opposite direction to Auslander: on the basis of a
mechanical ensemble, typically considered by humans as purely technical
performers, I wanted to demonstrate the interpretive potentials emerging from
morphological computing.
Furthermore, by appropriating the performance of the 1930s Tiller Girls,
I would not only have a title with multiple bodily associations, but also—by fram-
ing the live performance as a dance performance—a background canvas for a
theoretical and theatrical analysis of the movement of machine performers. The
Table 1 presents The Tiller Girls in relation to the three different theorists on the
theme of embodiment.
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The Multiple Bodies of a Machine Performer 283
here with instability or falling. However, Iida does not consider how the variation
within each gait bears on Stumpy’s rationale and related argumentation. There is,
I would argue, considerable potential in the robot’s different walking qualities:
higher frequency in a joint, for example, would increase walking energy.
So what might the Tiller Girls dance group represent in the view of humanities
scholarship and performance theory? They were famous for their precision kick
line dance motion. These precise synchronized steps include rows of dancers with
their arms around each other waists to maintain balance, while they kick their legs
up high in the air. The Tiller Girls represented uniformed bodies in perfect syn-
chronicity and this would erase the audience perception of the individual; so they
could be perceived as a mass-performing object (see Figs. 4, 5 and 6).
Most academic writing about the Tiller Girls refers to this object as a “The
Mass Ornament” [37]. Many artistic movements tended to depict the human as
machine, an attitude that was influenced by the Industrial Revolution and body
culture. Sigfried Kracaeur also saw an analogy between the patterns of a stage per-
formance and the conditions of assembly-line production: “The hands in the fac-
tory correspond to the legs of the Tiller Girls” [Ibid 37]. He read the geometry of
human limbs as an allegory, a staging of disenchantment in which mass ornament
presents itself as a cult of the physical, mythological but devoid of meaning—an
emotion that appealed to me for my own work.
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Fig. 4 The Tiller Girls chorus line up [36] (Photo credit Tiller Family)
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The Multiple Bodies of a Machine Performer 285
Fig. 5 The robotic Tiller Girls chorus line up (by Demers, 2010) (Photo credit Jan Sprij/V2)
sex and gender is a signification not of that facticity (it can’t be) but a significa-
tion of a cultural interpretation. Under the conditioning of the label “Tiller Girls”,
the audience perception of the historical body supersedes the functional body.
2. Constructed bodies. I attempt to create a phenomenological body for the audience
by expanding simple gaits into dance and by introducing improvised elements
(dynamism of the live event). The constructed body of the Stumpy matches the
biological and ecological body of Johnson’s classification while The Tiller Girls
also constitutes a feigned phenomenological body (audience perception, human
operator to orchestrate the gaits) and as well a constructed cultural body.
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Fig. 6 The robotic Tiller Girls chorus line up (by Demers, 2010) (Photo credit Conception
photo)
3. Gaits. In nouvelle AI, gaits are intrinsically related to the shape of the object
and the main focus is to understand the potentialities of cheap design and of
an ecological niche for locomotion. On the stage, gaits are orchestrated to
resemble dance movements that also include failures of locomotion (or behav-
iours). Apparent intentions surface when machine performer movements do
not follow Newtonian causality (or folk physics). For instance, after falling
down, a Tiller Girls is able to stand up even if its body scheme does not sug-
gest this ability.
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The Multiple Bodies of a Machine Performer 287
4. Stage and Lab: co-presence. In nouvelle AI, robots are not often staged
because the goal is to test the functionalities of the embodiment. Experimental
scientific protocol usually targets controlling variables, aiming at reproduc-
ibility of the experimental conditions. The notion of environment is limited
to the physiological level and so it tends to exclude theatricality as a vari-
able. In theatre, the body of the machine performer augments or transforms
behaviours that are derived from similar morphologies (cast of actors). The
liminal situation of the physical body and its representation borders on quite
unpredictable situations [38]. In a lab environment, the audience (observ-
ers) deconstruct and analyse the behaviours more than on a stage. In theatre,
the audience shares the same time and space as the machine performers. As
explained by Fischer-Lichte: “By transforming its participants, performance
achieves the re-enchantment of the world. The nature of performance as
event—articulated and brought forth in the bodily co-presence of actors and
spectators, the performative generation of materiality, and the emergence of
meaning—enables such transformation” [39].
5. Presence and representation. In nouvelle AI, the presence of an observer aims
to be seen as a value for authenticity, while in theatre, value belongs to how
the authoritative controlling mechanisms are represented. While nouvelle AI
researchers strive to define how functional robots are grounded in the physical
reality connected to the robotic agent, theatre brings together the real and the
unreal: fact and fiction. This is what Jean Cocteau called “the realism of the
unreal”, a way of blending magical motifs with everyday realism he suggests
is something “not to be admired, but to be believed”.
6. Psychophysical movements. The combination of morphological computing
and the associative characteristics of choreography stimulate psycho-phys-
iological interpretations in the audience. As a phenomenological reaction,
audiences both identify with the body-schema of the robot and with how they
interact (or in this case dance) together.
7. Cultural and Social. In the lab, audiences are observers. In the cultural
domain, they are the curious witnesses of the construction of fiction. Cultural
functions make social relations broader. In AI, researchers strive to make
social robots learn to be social over time through exposure to the manmade
environment around them. In theatre, learning is already embedded, not only
in the experience of the past, but also because illusion is a priority that can
be used to create social metaphors. Therefore, while both social robots and
machine performers are designed to socially engage with people or other
robots, nouvelle AI scientists see social interactions as a specific functional
attribute. However, theatre designers see these interactions with robots as hav-
ing potential for bodily metaphors and interesting associations.
In conclusion, by taking the same machine, Stumpy, and by reappropriating it in
a different context, broader definitions of embodiment emerge. This is because in
theatre, mimicry is based on social, historical and cultural factors and these factors
become an integral part of Stumpy.
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The Multiple Bodies of a Machine Performer 289
instance). Delivered as an ensemble, night after night, the patterns, clusters, and
falls are always different and always tainted by various apparent individual
machine performer interpretations (for similar movements, some machines end up
on their flanks, some standing in a duet, some in the audience). This situation
could not be claimed as the result of pure randomness; it is the result of an organ-
ized improvisation.
At the beginning of his paper Auslander outlines when a machine can perform
or not. Based on Tellis [25], he discards the automaton as a simple animated
kinetic sculpture, nuancing this notion on the basis of playback devices3 such as a
programmed automaton, and he sees some mechanical works as technologies of
production not reproduction. Auslander would consider machines as part of per-
formance when they go beyond the re-creation of a prior performance. Auslander
then brings examples of robots and activities that potentially demonstrate a certain
sense of agency but not interpretation. Starting from performance theorist Michael
Kirby’s concept of nonmatrixed4 performing, he demonstrates that some stage
actions are based solely on execution [42]. Auslander then brings a solid example
with The Table by Max Dean (1984–2001). The Table is a machine shaped like a
table that chooses to follow certain persons of the audience in the room within
which it is set. Auslander rightly claims that this machine goes beyond the play-
back device to the level of performance, but he still situates the decision making of
The Table as a technical performance, like the nonmatrixed performing of Kirby.
He uses this example to contrast apparent agency with real agency, while showing
that in such cases there is no difference in overall artistic intention whether a
human or robot performs the task.
Here I would simply follow up on the discussion about the mechanistic and
phenomenal embodiments found in robotics. Walter’s Tortoises were not hungry;
they simply executed a nonmatrixed set of rules. However, machines that begin
to make incursions into the phenomenal body, such as those guided by morpho-
logical computing depart from nonmatrixed performance. It is difficult to root
interpretive skills in the physiological/ecological embodiment unless we con-
sider machine interpretation solely as the unpredictable movements issued from
the coupling of the robot and its environment. The interpretive capacities of The
Tiller Girls are based on two elements: their enactments through morphological
computing and my operations and modulations of their movement phrases. Even
though Stumpy’s body does not sense itself, its construction does: this is morpho-
logical computing. It has a tendency to stay upright and self-stabilize. Even if such
construction sounds like a pure mechanical production of movement, the object-
in-the-world really departs from the level of simple “closed” automaton. This
specific machine performer does not fully claim equivalence to human interpre-
tation. However, the staging brings intentionality just as the live operator injects
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290 L.-P Demers
interpretive skills into The Tiller Girls. As seen from the audience—and as with
puppets—the manipulator is part of the image, but the puppet is the location of the
interpretation.
Fischer-Lichte attributes an aura to objects on stage but denies them the qual-
ity of presence. She proposes a range of presence: weak, strong and radical. The
weak refers to the mere presence of the body onstage, the strong refers to the per-
formative value of the body and the radical intertwines the semiotic and phenom-
enal body [43]. When she applies her scale to objects, she argues: “While aura
is frequently applied to objects, only the first two concepts of presence allow for
such an application. Objects can command space and attention and qualify for
the strong concept of presence as long as these qualities are detached from the
embodiment processes. The radical concept, however, cannot be attributed to
objects. Objects are frequently perceived as present, especially in theatre perfor-
mances and performance events. The radical concept of presence requires the idea
of an embodied mind at its centre and therefore has to be limited to human beings”
[Ibid 43]. And she continues that “presence brings forth humans as that which they
always already are: embodied minds. Ecstasy, in turn, makes things appear as what
they already are but which usually remains unnoticed in everyday life because of
their instrumentalisation.”
Giving an historical body to the machine performer can also alleviate this very
instrumentalisation. Such action makes the machine performer depart from the
simple object status of a prop. I would, then, attribute radical presence to machine
performers, seeing them equally as an embodied mind, the result of a staged con-
struction given to the machine performer (see Fig. 7). Fischer-Lichte’s presence
scale also tries to nuance the grey area between having a body and being a body.
Here I would return to the animate and animated qualities of machine performers.
The animated body is simply an articulated structure, while the animate body has
some perceptible essence of inner motivation. I would claim that morphological
computing helps the machine performer to “be a body” since enactments are not
issued by a model (having a body) but emerge from the on going actualisation of
the body in the environment (being a body) (Table 2).
Perception
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Fig. 7 Aliveness and liveness of The Tiller Girls (by Demers, 2010) (Photo credit A. Jan Sprij/
V2, B. Jan Sprij/V2, C. Demers)
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The Multiple Bodies of a Machine Performer 293
Fig. 8 Frames from Heider and Simmel’s experiment (image credit Heider and Simmel)
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Fig. 10 Duets. Embracing (left). Throwing partner on the floor (right) (image credit Demers)
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The Multiple Bodies of a Machine Performer 295
Among all the observed gaits (15 gaits shown × 19 respondents = 285), only
six were described using the word dance (or variation of), which appeared three
times for one specific sequence (walking forward and away from the camera).
The most striking result was with the narrative sequences, where the word dance
appeared 13 times for the first sequence (approx. 68 %) and 6 times for the second
sequence (32 %).
Not only did the presence of a second character induce the perception of ani-
macy and causality in the subjects, but it also transformed a series of successive
gaits into dance gestures. Unfortunately the tests did not include a sequence where
successive gaits of a single robot were linked back to back, in order to isolate the
experimental variables: solo versus duet and single gait versus a series of gaits.
Regardless of either variable as responsible for the actual contributing factor in
perceiving The Tiller Girls as dancing, both cases would be the result of an act
of mise-en-scène (this act being similar to the animation of Heider and Simmel).
The only case that represents a neutral viewing condition of Tiller Girls “function”
(lab scenario) is the one of single gait where subjects read a negligible amount of
movement as dance.
In the two sequences, both Tiller Girls’ motors were simultaneously controlled
by the same commands. Obviously, the lack of variation in each robot structure,
as well as in the floor and in their original starting positions, were among contrib-
uting factors that made the robots’ behaviour in principle comparable and in fact
perceptibly different. This mirroring state was respectively noticed for sequence
one and two by 42 and 21 % of the subjects. Therefore, in both sequences, the
staging makes the characters appear to behave differently (under the same actua-
tion), especially after the breaking points: one protagonist falls off the stage while
in the second sequence one protagonist throws the other on the floor. These obser-
vations corroborate that the environment cannot be solely ecological but must also
include the cultural or social staging of tensions in order to attribute intentionality.
There has been rising interest recently in the perception of dance—human move-
ment—and its potential relations with the mirror neuron systems (MNS) of the
brain [48–50]. Dance analysis is focused not so much on the imitative powers of
MNS as on the potentials of empathy bound to what Vittorio Gallese has called
the shared manifold hypothesis [14]. Lying at the root of phenomenal identifica-
tion with the dancing body on stage, this hypothesis resides in the human ability to
perform an embodied simulation [15]. As studies in motion perception have mixed
results about the systems’ activation when watching a non-human (or non-biolog-
ical) agent, I investigated possible correspondences between machine and human
performers with The Tiller Girls. Regardless of whether the shared manifold
hypothesis can be solidly proven or not, the establishment of pathways between
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the perception of the human and the mechanical body might provide a rationale
for our visceral reactions to machine performers.
For Gallese, the same neural structures are involved in our conscious model-
ling of our body acting in space as in our awareness of living bodies and objects in
the world. Basically this is the neural route of empathy based on a mutual under-
standing of social and cultural codes found in human gestures. This hypothesis
proposes, therefore, that we understand actions by a process of simulation, against
a personal background of emotions, within our own bodies.
To create this awareness, neuroscientists refer to the concept of “body schema”
and “body image” [15]. The body schema is an unconscious body map that is
used to move and monitor the actions of our body parts. In contrast, the body
image is a conscious perception of our own body. The body schema operates at
the physiological level while the body image corresponds to a phenomenological
level. Robots of nouvelle AI have a body schema, and in my works I suggest that
machine performers have (i.e. create) a body image.
Meaningful conceptual structures also arise from our innate capacity to imag-
inatively project from certain well-structured aspects of bodily and interactional
experience to abstract conceptual structures [51]. Given the observations made
in this section, we may conclude that a robot with wheels, as opposed to legs,
would lead to very different bodily reactions in the audience. Hence the role of
the designer is to endow both structures and movements of the machine performer
with some level of shared mutual bodily understanding with the audience.
The correspondence problem is an important issue in imitation by agents.
Dautenhahn and Nehaniv posit this problem as: “given an animator (a biological
or artificial system) trying to imitate a model (the biological or artificial system
to be imitated)”, and ask: “how can the imitator identify, generate, and evaluate
appropriate mappings (perceptual, behavioural, cognitive) between its own behav-
iour and the behaviour of the model?” [52]. For instance, structural homologies
among tetrapod animals and artefacts could link the head, the feet and the hands.
In a similar fashion to the body-map, the imitator has to identify structural corre-
spondences. However, even systems with very dissimilar bodies (and body-maps)
can achieve the same behaviour such as in the case of the Stumpy.
We rarely have to rely on animate motion alone to generate shared bod-
ily understanding or correspondence, as multiple cues are usually present at the
same time. In order to isolate the visual perception of biological motion, Gunnar
Johansson introduced point light displays (PLDs) into experimental psychology
some 40 years ago [53]. Replacing the normal visual cues of a human body by a
small number of dots matching the major structural points of the body, these create
a vivid percept of the human body [54]. See typical PLDs in Fig. 11.
The PLD technique has been mainly used for human gait and it is far from
clear how this can be generalized to nonhuman movements. Pyles and Grossman’s
experiments are based on synthetic creatures derived from evolutionary algorithms
[56, 57]. They suggest that there is evidence for neural mechanisms of perception
that processes novel dynamic objects such as non-human creatures.
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The Multiple Bodies of a Machine Performer 297
Fig. 11 Point light displays for human movement [55] (image credit Shiffrar)
Chouchourelou and Shiffrar compared stimuli from biological (human and ani-
mal) and non-biological sources in order to expand on previous observations that per-
cepts of biological and non-biological objects are neurologically dissociable. Among
their conclusions: “[t]he results [of their experiment] are consistent with the exist-
ence of a perceptual category that might be called “biological motion” that includes
at least people and animals but not human made objects” [58]. Chouchourelou and
Shiffrar report that: “The visual percepts of human motion and object motion typi-
cally differ from one another dichotomously while the percepts of human motion and
non-human, animal motion vary smoothly along some continuum. That continuum
appears to be graded in a manner that reflects the degree of similarity between an
observed event and the observer’s ability to produce that event with his or her own
body” [58]. It is suggested that this gradient may be defined by the degree of bodily
similarity between the observer’s own body and observed bodies: “Indeed, observ-
ers in the simple studies described here consistently demonstrated greater visual
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298 L.-P Demers
sensitivity to some non-biological entities, such as cars, than to some biological enti-
ties, such as the apedal bodies of fish and snakes. Interestingly, when non-biologi-
cal objects, such as wooden blocks, are positioned so as to mimic the structure of
the human body, observers tend to interpret the movements of those non-biological
objects as if they were actually human movement” [58].
In order to investigate if there are phenomenological levels where a human
audience could identify with The Tiller Girls, I sought to establish whether or not
there was any form of correspondence between the Tiller Girls’ body schema and
that of humans. In this experiment, I tried to see if the “shared manifold” hypoth-
esis could be verified by the audience’s biological perception of the movement of
the machine performers on stage. I also tested the possibility of modulating the
perception of mechanical motion and shifting it into the realm of animal motion.
The generation of the PLDs of the Tiller Girls was done in a dance studio using
motion capture recording systems (see Fig. 12). Only one robot was recorded at a
time. I made three sets of recordings with a different number and location of light
points on the robots (see Fig. 13). The recordings with nine points are the fullest
and most literal representation of the Tiller Girls’ morphology, virtually mapping
the points where the four feet touch the ground. Two other in-between scenarios
utilize six points, the first with the shoulders and feet points aligned (two opposed
T’s), and the second with only the extremities aligned (two opposed V’s).
In the spirit of the previous Shiffrar experiment, the test consisted of 15 differ-
ent PLD sequences with each lasting around 3–4 s. The clips were played three
times in a row. There was one clip for training the subjects. The clip was a human
walking normally. The subjects were asked to determine if the movements they
saw were mechanical, animal or human in nature. Subjects were instructed to
assign “other” if they could not categorize what they perceived and, if they wanted
to be more specific (e.g. insect as opposed to animal), to write their alternative per-
ception. The subjects were also asked to label the action and give the direction of
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The Multiple Bodies of a Machine Performer 299
Fig. 13 Tiller Girls’ PLDs. Four legged versus two legged bodies (image credit Demers)
the perceived movement. I administered the test to three small groups for a total of
N = 19 subjects where the PLDs were projected in a single frontal screen before
the whole group. All videos were played silently.
The 15 clips comprised five human, four animal and six mechanical move-
ments. The human actions ranged from the simple (jogging, cartwheel and side-
kick) to the complex (performing push-ups and crawling on four legs). Among the
five animals, none were bipedal (dog walking and seal crawling) and two were
apedal (owl and bat flying). All the clips except the mechanical ones were taken
from an existing database made by Tomas Shipley’s Spatial Cognition, Action, and
Perception Lab at Temple University.5 All the mechanical PLDs were extracted
from the Tiller Girls’ motion capture. Two out of the six sequences utilized the
“four legged” Tiller Girls and the others, the double V configuration.
For a sub-group, prior to the training video, I presented the image of Fig. 14.
This image suggests a potential mapping that is transferable from the human figure
to the Tiller Girls: it aims at establishing a correspondence between human shoul-
ders and arms and the upper T structure of the Tiller Girls and also between the
human waist and legs and the waist and feet of the robot. I selected the double V
point light displays as opposed to the nine points, so the suggestion does not refer
to an obvious mechanical artefact.
Tables 3 and 4 report the success rate of identification of the object in motions.
These results are comparable with the results from Shiffrar depicted in Table 5.
Complex human movements are confused with mechanical ones in the Shiffrar
study and with animal movements in my case. There is a remarkable difference for
apedal animals. In my experiment, the wing flapping of flying animals was rather
easy to detect, while Shiffrar’s tests included swimming motions, which are more
intricate and difficult. Mechanical objects seemed to be identified by the majority
of participants in both studies.
5http://astro.temple.edu/%7Etshipley/mocap.html.
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300 L.-P Demers
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The Multiple Bodies of a Machine Performer 301
The main results are that the two-legged Tiller Girls are perceived as less
mechanical than the four-legged ones, and that the suggestion for equivalences
between the human body and the two-legged Tiller Girls had some influence on
their categorization as non-mechanical (see Table 6). Among the four sequences
including the two-legged robot, three had their most frequent responses miscat-
egorised. In the upright walking position, the robot perceived as walking is more
frequent in the group exposed to the transfer suggestion indicated above. In its
crawling position, the exposed group perceives the motion more as animal than the
non-exposed group. In its rotating dervish motion, most members of the exposed
group see the robot as an animal, while the non-exposed group clearly stick to a
perceived mechanical gesture.
This experiment still needs to investigate the scrambling and noise factors that
are a norm in the PLD studies of human motion. The tests presented here were
made in the spirit of verifying whether the correspondence problem can be in
part analysed with the help of point light displays. The outcome is modest though
promising, whereas to fully investigate this avenue would require further analysis
of the repercussions of the number of points on a moving body. The motion cap-
ture of both human and machine bodies should be made in concert with equiva-
lences already established prior to the recordings. Finally, the distribution of the
points on the body must be carefully assessed—for instance, in the example of The
Tiller Girls a nine point cloud screams mechanical construction, while a six point
structure brings some freedom in the interpretation of the moving dots.
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302 L.-P Demers
Conclusion
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The Multiple Bodies of a Machine Performer 303
the fact of its being given a set of perceived behaviours means that the machine
performer has to first align its animation with its body in order to become a cred-
ible agent. Its animation (behaviours) has then also to be aligned with its given
social embodiment. These behaviours will make the fictitious historical embodi-
ment credible. The charisma of the machine performer, the presence of the
machine body on stage is supported by this alignment. When the body feels ani-
mated, mechanical, or arbitrarily assembled, this presence vanishes and is gradu-
ally replaced by its sole representation, the object. Therefore, if a lack of presence
leads to a perception of behaviours that are solely based on automation, the
machine performer will feel animated rather than embodied.
Via The Tiller Girls, I have suggested that any morphology can lead to different
perceptions of causality and intention, but that movement is the most highly prior-
itized factor in the perception of an agent’s behaviour. It seems that while anthro-
pomorphism is often an inevitable reflex for the viewer, it is very important to
reconsider the pre-objectified and objectified relationship with the external agent.
This is why in The Tiller Girls I adapted a live performance from the Heider-
Simmel psychological experiment on animacy, causality and attribution. However,
I tried to design the Tiller Girls’ movements with morphological computing meth-
ods, and attribution theory was applied afterwards. Consequently, a wider variety
of audience reactions then occurred and they invented narratives, became empa-
thetic and shared their associations. In sum what seemed an obvious situation of
replaceable and substitutable behaviours among a cast of identical objects is not so
direct. This emergence of perceived intentions signifies the potential of ensembles
of identical robots, patterns that would encompass the mechanical nature of their
common group movements.
But when agents have dissimilar bodies on stage it is more challenging to trig-
ger identification. Furthermore, when the correspondence problem is combined
with the “shared manifold” hypothesis, the embodied simulation suggests our
visceral reaction to the machine performers. My experimental results not only
illustrated that we can recognize locomotion patterns, like the Tiller Girls’ point
light displays, but also that we can correspond or match some of our human body
schema with the original Tiller Girls’ body schema. It seems that different visceral
reactions have been underexplored in the performance milieu, and machine per-
formers certainly can be used to trigger strong anthropocentric and identification
reflexes. Therefore, when the co-presence of audience and human performers is
bonded, the machine performers also become more embodied.
The designer of a machine performer should seek for morphologies and cul-
tural embodiment that help robots to recall, re-experience and re-enact human
experiences, invented or not, simulated or not and certainly not, with a complete
computational model.
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304 L.-P Demers
References
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The Multiple Bodies of a Machine Performer 305
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Bio-engineered Brains and Robotic Bodies:
From Embodiment to Self-portraiture
Abstract Guy Ben-Ary is an artist and researcher at SymbioticA: the Centre for
Excellence in Biological Arts, at the University of Western Australia since 2001.
The biological laboratory is his studio, and tissue engineering, electrophysiology,
and other biological techniques are his artistic mediums. His work explores a num-
ber of fundamental themes that underpin the intersection between art and science;
namely life and death, cybernetics, and artificial life. This paper examines the meth-
odologies and theories that underpin his artistic practice by using four major pro-
jects as examples: MEART, Silent Barrage, In-Potentia, and cellF, with discussion
of terminology, ethics and the idea of robotic embodiment as an artistic strategy.
Introduction
I believe art plays an important role in encouraging engagement with, and critical
reflection on, a unique cultural moment where we are witnessing the unprece-
dented evolution of bio-technologies and various modes of liminal lives that hover
in an ambiguous zone, defying our traditional understanding of life. Art has the
G. Ben-Ary (*)
The School of Anatomy, Physiology and Human Biology,
The Centre for Excellence in Biological Arts, The University of Western Australia,
24 Dryandra Crs, 6070 Darlington, WA, Australia
e-mail: [email protected]
G. Ben-Ary
24 Dryandra Crs, 6070 Darlington, WA, Australia
[email protected]
308 G. Ben-Ary and G. Ben-Ary
potential to initiate public debate on the challenges arising from the existence of
liminal lives, and the shifting forces that govern and determine life and death.1
I am an artist at SymbioticA, the Centre of Excellence for Biological Arts at
the University of Western Australia (UWA), and have been a core researcher there
since 2001. The biological laboratory is my studio where the creative process
takes place, and tissue culture, tissue engineering, electrophysiology, microscopy
and other biological techniques are my artistic mediums. My research is inter-
disciplinary and the production of the artwork usually involves the collaborative
effort of artists, scientists and engineers.
My research explores a number of fundamental themes that underpin the inter-
section between art and science; namely life and death, cybernetics, and artificial
life. It investigates processes of transformation of bodies or living biological mate-
rial from artistic, philosophical and ethical perspectives. This exploration makes
use of new scientific and cybernetic technologies and processes to re-evaluate
understanding of life and the human body. In my work, I use bio-technologies in a
subversive way, attempting to problematize these technologies by putting forward
absurd and futuristic scenarios. These strategies allow critical engagement with the
technologies and help lure the viewers into exploring the artworks. It also draws
viewers into a wider practical and ethical dialogue about the future of these tech-
nologies and their use, and forces people to re-evaluate their own perceptions and
beliefs. This paper examines some of the methodologies and theories that underpin
my artistic practice by using as examples, four of my major projects completed
over the last decade: MEART, Silent Barrage, In-Potentia, and cellF, with some
preliminary discussion of terminology, ethics and the idea of robotic embodiment
as an artistic strategy (Fig. 1).
In 1999 I collaborated with the Tissue Culture and Art Project2 on the develop-
ment of an artwork entitled The Stone Age of Biology in which muscle cells and
neurons were grown over miniaturised replicas of pre-historic stone tools.3 This
led me to the realisation that I could grow biological neural networks in vitro, and
monitor them via time-lapse photography in order to effectively visualise their
growth over long periods of time.
Observing the activity of the neurons as they grew, interacted, transformed,
formed new connections, and reorganised themselves spontaneously into neural
networks, caused me to wonder about the internal nature of the cells, and whether
I might be able to influence the cells, or interact with them in some way. This led
to finding electrophysiological techniques which offered various interfaces to the
neural networks. Electrophysiology makes it possible to record and monitor the
behaviour of neurons. More importantly, the electrophysiological interface gave
me a glimpse into the state of the neural network and the way that individual
1Throughout this paper, the word “I” denotes Guy Ben-Ary. However, this paper is a result of a
collaborative writing effort between Guy Ben-Ary and Gemma Ben-Ary.
2The ‘Tissue Culture and Art Project’ are Oron Catts and Ionat Zurr, and during the years of
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Bio-engineered Brains and Robotic Bodies … 309
Fig. 1 The lab as the studio. Inspecting and choosing stem cell colonies in the lab for pluripotency,
Barcelona University
neurons were interacting with each other. It also gave an impression of the ways
that the neural networks respond to external events via stimulations. This moment
in my research marks a starting point that is crucial to the development of later
bio-robotic artworks. My artistic practice, from this point forward, focussed on
attempting to match bio-engineered neural networks to artistic, robotic bodies,
in other words, matching a ‘brain’ to a ‘body’, although this terminology is prob-
lematic and will be explored further in the following paragraph. The cultural, as
opposed to the scientific, articulation of these bio technologies is at the heart of
my artistic practice.
Terminology
The use of the words ‘brain’ and ‘body’ are in context with my artwork. It is
important, at this stage, to note the difference between neural networks grown in
vitro consisting of approximately 50,000 neurons, and actual living brains, which
consist of approximately 100 billion neurons, interconnected via trillions of syn-
apses, not factoring in the complexity of thought, intent, memory and ‘personal-
ity’. Thus the ‘brains’ of my projects are essentially symbolic. However, we use
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310 G. Ben-Ary and G. Ben-Ary
real living neurons deliberately, as a way to force the viewer to consider future
possibilities that neuro-engineering and stem-cell technologies present, and to
begin to assess and critique technologies not commonly known outside of the sci-
entific community. However simple or symbolic these brains may be, they do pro-
duce quantities of data, and they do respond to stimulation, and they are subject to
a lifespan. The term ‘brain’ when used in this paper in relation to my work, refers
only to biological neural networks grown and supported in vitro.
Ethics
Oron Catts, co-founder and director of SymbioticA, claims that he feels a sense
of unease whilst working with dissociated neurons, or ‘bits of brains’, more than
with any other type of tissue. This sense of unease draws him back to the lab to try
to understand exactly why such research provokes an instinctively unsettling feel-
ing. I sympathise with this sentiment, and agree that when working with neurons,
ethical questions are raised in regard to consciousness, intelligence and sentience.
Questioning their ability to feel pain is valid, whilst also understanding that the
neural networks currently only exist in a symbolic realm. Other ethical questions
posed are: which direction will these technologies take us in the future, and what
are our responsibilities? What kind of ethical boundaries will need to be estab-
lished around these living entities? Catts and Ionat Zurr state that “it is important
to critique the use of neurons for computational devices and the possibility of the
creation of a sentient computer [2].” Art should play an important role here; art
is capable of bringing those scenarios to life and confronting the viewer, both
instinctively as well as intellectually.
The aim in embodying the brain with robotics was to highlight the liveliness of
these microscopic neural networks, and to manifest their erratic existence through
movement and behaviour. I was compelled to provide a manifestation for the brain
by giving it a robotic body. Moreover, the electrophysiological interface allowed
me to establish a feedback loop between the robotics and the biological brain, and
thus create an autonomous cybernetic entity. These entities represent the fears
and hopes of humanity as we enter into an unknown future with soon-to-be obso-
lete bodies [3]. They illustrate, in a highly visceral manner, ideas around disem-
bodied consciousness and intelligence. Ideas of disembodied brains are found
across diverse philosophical discourse, from Plato’s allegory of the cave, to René
Descartes’ evil demon, to cybernetic theory, and appear frequently in science-
fiction. These entities might instil in the viewer a sense that science-fiction is a
step closer to actualisation. In reality, the existence of these creatures is absurdly
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Bio-engineered Brains and Robotic Bodies … 311
Fig. 2 a Embryonic rat neurons growing over multi electrodes, and b a multi electrode array
(MEA) dish
In 2000, Phil Gamblen was an artist in residence at SymbioticA, and was at that
time, developing artificial muscles as part of his research into bio-mechanical pro-
cesses. Conversations with Gamblen led us to the idea of providing a robotic
embodiment to a bio-engineered neural network and to exploring the possibilities
of creating a brain-machine hybrid or a cyborg. Together, we became interested in
the manifestation of neural data via movement or robotic behaviour and later
invited Dr. Stuart Bunt, a neuro-scientist4 at UWA to join the discussion, and it
4Dr. Bunt has a lab in the school of Anatomy & Human Biology, UWA and was back then the
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312 G. Ben-Ary and G. Ben-Ary
was he who confirmed the biotechnological feasibility of these ideas. Later still,
Oron Catts, Ionat Zurr and Iain Sweetman joined the three of us to develop a pro-
ject titled Fish and Chips that later evolved to be MEART—The Semi-Living
Artist5 (Fig. 3).
MEART—The Semi-Living Artist is an installation distributed between two
locations in the world. Its brain of dissociated rat neurons in culture was grown on
an MEA dish in Dr. Steve Potter’s laboratory6 while the geographically detached
robotic body resided wherever the work was exhibited, sometimes in different
continents. The body consisted of pneumatically actuated, insect-like robotic arms
capable of drawing on paper. These robotic arms were designed and constructed
by Gamblen and inspired by natural and biological structures such as bone and
muscle fibres. A camera located above the drawing captured the progress of draw-
ings created by the neuron-controlled movement of the arms. The visual data was
then sent back to the lab to instruct stimulation for the electrodes on the MEA that
hosted the brain and the response to the stimulations was then sent back to the
5The collective who developed Fish and Chips and MEART was known as the SymbioticA
Research Group.
6Dr. Steve Potter is an Associate Professor in the Laboratory for neuro-engineering at Georgia
Tech, Atlanta, USA. Potter and his then-Ph.D. student, Douglas Bakkum, were our scientific col-
laborators and played a major part in the development of MEART.
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Bio-engineered Brains and Robotic Bodies … 313
robotic arm. The geographical remoteness of the brain and body was overcome by
the Internet, acting as an extended nervous system. Thus the brain and robotic
body communicated with each other in real time for the duration of the artistic
activity, providing a closed loop communication for the neurally-controlled semi-
living artist.
Neuro-engineers usually make robots that perform utilitarian tasks such as
navigating, however, MEART was given the very non-utilitarian purpose of being
an artist. It allowed us to engage viewers in discussion about the future use of
neuro-engineering technologies, and to raise questions about the nature of semi-
living entities, that may potentially be conscious, sentient, or creative in the future.
Throughout its public exhibitions MEART had a specific task—to draw portraits
of viewers. MEART explored the cognitive dimensions of ‘seeing’ and converged
what it sees into representation. Thus the optical element, the digital camera,
instructs the mechanical element, the robotic arm, how to draw via the interpreta-
tion of the wet element, or neurons. Unlike human artists, there is no knowledge in
the arm itself [4].
After exhibiting MEART and the portrait series a few times the work was devel-
oped further. Douglas Bakkum, a Ph.D. student in Potter’s lab at that time, who
worked closely with the team on the development of MEART, suggested chang-
ing the task given to the neural networks. He observed that human portraits are
of a complexity that the neurons may not be able to cope with, and that a simple
geometric shape such as a square might be better. At the same time I was in con-
versation with Bulgarian artist, Boryana Rossa, who was writing a text juxtaposing
MEART with Malevich’s famous Suprematist artwork, Black Square. She wrote
“Black Square is considered to be the beginning of a new and redefined art form.
The Suprematist paintings are projects for, and instruments of, a new universe and
a new system of the world. The Suprematist canvases were sign-projects, contain-
ing images of the technical organisms of the future Suprematist world. MEART is
a real futuristic organism, an organism existing in reality, a realized project of the
futurist’s and Suprematist’s dreams [5].”
Following conversations with Bakkum and Rossa, the team decided to engage
MEART to reproduce the Black Square. The visual properties of the work were a
factor in this decision, as well as the conceptual value of the artwork, as a con-
tinuation and contribution to this significant work and its place in art history. A
video camera, the sensory input and the ‘eye’ of MEART, was set up to observe a
video recording of the painting, captured in the Tretyakovsky Museum, Moscow.
By reducing the input to the neurons to a simpler shape, MEART’s task was made
simpler, and it was able to cope with the data more efficiently. This allowed for an
examination of the relationship between input and output, and the possibility of
detecting behavioural patterns. This outcome satisfied many criteria, both scien-
tific and artistic. MEART was a proof of concept, showing that it was possible to
create a coherent feedback loop between the bio-engineered brains and a robotic
body, and to use the artistic processes as a metaphor to raise questions about the
potential of semi-living entities to be emergent or creative (Fig. 4).
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314 G. Ben-Ary and G. Ben-Ary
The mode of collaboration which was set up with Steve Potter and Douglas
Bakkum was unique in that both the artists and the scientists were fully engaged
in the development of the project, and explored the same questions from different
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Bio-engineered Brains and Robotic Bodies … 315
Silent Barrage
In 2006, Gamblen and I were invited as research fellows to Dr. Steve Potter’s lab,
one of the eight laboratories for neuro-engineering in the Coulter Department for
Bio-Medical Engineering at Georgia Tech. This proved to be a pivotal develop-
ment which provided a significant advancement in both the creative and technical
aspects of our work. The outcomes of the research, alongside Steve Potter,
Douglas Bakkum, Riley Zeller-Townson and Peter Gee,7 eventuated in the produc-
tion of a major project and artwork entitled, Silent Barrage.
Up until 2006, communication between the artists and the scientists in the
Potter laboratory was based purely on email exchange, so it was a remarkable
experience for us to finally access the Potter lab, and become part of the scientific
7When Douglas Bakkum graduated and left the Potter Lab, Riley Zeller-Townson took his place
in the Silent Barrage team. Peter Gee, an engineer, also joined the team. Both were instrumental
in the development of Silent Barrage. Dr. Nathan Scott, an engineer, and Brett Murray, a pro-
grammer, also assisted in the production of the work.
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316 G. Ben-Ary and G. Ben-Ary
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Bio-engineered Brains and Robotic Bodies … 317
and the neurons. The viewers are invited to step into this immersive space and
move around the chaotic robotic objects, and through their presence in the space,
the viewer communicates directly with the neurons. Cameras are located on the
ceiling to capture the movement of the audience, and this information is fed back
to the brain as stimulations. In response, the neurons produce their own electric
signals that are then fed back to the robotic objects to enact their kinetic choreog-
raphy and mark-making activities, and draws further attention from the viewers.
This process occurs in real time. The drawings on the poles are unique to each
individual neural network, and more importantly, they trace and record the interac-
tion between the viewer and the brain (Fig. 5).
The scientific research conducted in Potter’s lab during the residency in 2006
inspired us and became central to the development of Silent Barrage. The scien-
tists were researching specialized stimulations in order to calm unwanted bursts,
or barrages of activity, to try and enhance the functional plasticity in the cultured
neural networks. In other words, they discovered that once the neurons formed a
network over the MEA, they showed spontaneous epileptiform activity; a similar
thing happens in the brain of a patient experiencing an epileptic seizure. These
barrages of unwanted neural activity may originate due to lack of sensory input
and disturb the neural network with the processing of data. Potter and his research
team managed to overcome this problem by sending specialized stimulations to
the networks to calm them, and enhance their functional plasticity, increasing the
possibility for learning [9]. These experiments contributed to our vision of mul-
tiple robotic objects arranged in an immersive environment in which we ask the
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318 G. Ben-Ary and G. Ben-Ary
In-Potentia
In 2008 the media became saturated with news of the development of a new stem
cell technology known as Induced Pluripotent Stem Cells (iPSc). The iPSc tech-
nology was pioneered by Professor Shinya Yamanaka who showed that the intro-
duction of four specific genes could convert adult cells into pluripotent stem cells.
Yamanaka was awarded the 2012 Nobel Prize, along with Sir John Gurdon, for the
discovery that mature cells can be reprogrammed to become stem cells.
In layman’s terms, the iPSc method transforms adult specialised cells into a form
that is equivalent to stem cells, which are capable of becoming any other type of
cell in the body (skin, liver, muscle, neuron, etc.). The process involves re-program-
ming their ‘software’ (genome), and coaxing them back into their embryonic state.
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Bio-engineered Brains and Robotic Bodies … 319
Initially, iPSc was hailed as the technology that would help resolve some of
the ethical dilemmas associated with embryonic stem cell harvesting, but it is now
clear that it merely transformed the ethical landscape of this field of research. Not
only are there increasing concerns regarding the relative ease with which iPSc cell
samples could potentially be taken from us, without our knowledge or consent,
but more specifically, there are increasing concerns regarding the ethically loaded
potential for iPSc technology to be used in the derivation of gametes; human
reproductive cells, i.e. sperm and oocytes.
The discovery of this biological alchemy intrigued me. I realized how malle-
able and fragile our bodies are; how we are able to deconstruct, manipulate and
re-assemble the microscopic building blocks of life in completely new ways.
Around this time, I had a conversation with Boryana Rossa who criticised art-
ists using the biological material of other species, and she questioned the ethical
aspect of this practice and why human material could not be used. I had to con-
cede that MEART and Silent Barrage both relied on mouse and rat neurons grown
over the MEA interface, a standard scientific practice. Human brain cells were at
this point out of the question, as there is no way to harvest brain cells from a liv-
ing creature without causing it fatal harm. iPSc technology offers a way to safely
use human cellular material. By hacking into the cell’s software, it is possible
to manipulate the genetic make-up of the cells and from there craft the building
blocks necessary for the creative process. By re-programming human skin cells, it
seemed that I would be able to create a brain from scratch, in a sense.
In collaboration with Dr. Kirsten Hudson, Mark Lawson and Dr. Stuart
Hodgetts, I produced In-Potentia, a speculative, techno-scientific experiment
using disembodied human skin cells and diagnostic biomedical equipment. This
project allowed me to experiment, for the first time, with the new technology and
to learn how to carry out the iPSc technique. In this project, the iPSc technique
was redeployed to create a liminal boundary creature of animate and inanimate
matter [10]. We deliberately set out to problematize the new iPSc technology and
selected human foreskin cells, which can be easily purchased from on-line scien-
tific catalogues. These were selected as a starting point to learn the iPSc technique,
with the aim of reprogramming them into stem cells, and then into brain cells. We
aimed to highlight the absurdity of the scenario; to reverse-engineer foreskin cells,
and from this material, create a living ‘brain’. In fact, the project was affection-
ately given the working title of ‘Project Dickhead’ (Fig. 7).
The brain of In-Potentia was encased within an incubator-like robotic body
which served to keep it alive, as well as to present the exalted new technology on
a pedestal. The Robotic body was designed using an 18th Century aesthetic, as a
way to denounce the era of enlightenment and the associated pomp of new sci-
entific discovery. The phallic, somewhat steampunk incubator was custom-made
from hand-blown glass and polished timber panels, with aged brass fittings. This
elaborate encasing concealed a bio-reactor that automated the process of feeding
and clearing wastage from the living brain cells. There was also a DIY version
of an MEA that converted the electrical activity from the brain into an unset-
tling sound-piece. In this work, unlike MEART and Silent Barrage, there was no
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320 G. Ben-Ary and G. Ben-Ary
Fig. 7 A close-up of the upper section of In Potentia, showing the incubator with the bio-engi-
neered brain inside the dish, photographed by Where Dogs Run, 2009
feedback loop or interaction with the brain. We placed the brain on a pedestal, pre-
senting it with the indifference of a museum specimen, or a piece of jewellery;
something to be viewed, behind glass, feted, admired, and perhaps even feared.
Since the era of enlightenment, philosophers have attributed the human brain
with a great deal of importance as the organ that determines life or death. With
Descarte’s famous declaration “I think therefore I am”, western philosophy estab-
lished the anthropocentric belief that thinking is required before any living being can
be granted human status. This distinctly modern philosophical paradigm placed the
brain on a pedestal, and clearly marked the thinking brain as the primary signifier of
individual existence or personhood within modern western culture. By literally plac-
ing a live, male ‘brain’ on a sculptural robotic pedestal that has been informed by
the aesthetics of 18th century scientific paraphernalia, In-Potentia raises some inter-
esting questions in regards to why we still seem to be ruled by an antiquated and
distinctively modern historical form of personhood, and in turn, with In-Potentia we
ask: what does it really mean to be alive and be human in the 21st century [11]?
In-Potentia has the ability to symbolize our worst nightmares as it threatens
accepted and clear-cut categories of the human body. This work serves to challenge
definitions surrounding embodied material wholeness, and provokes many more
questions than answers in the viewer. What is the potential for artworks to activate
responses about shifting perceptions surrounding understandings of ‘life’ and the
materiality of the human body? And what does it mean artistically, philosophically
and culturally to make a living biological brain from foreskin cells?
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Bio-engineered Brains and Robotic Bodies … 321
cellF
In 2012 I was awarded a Creative Australia Fellowship from Australia Council for
the Arts to create a new project, a cybernetic self-portrait, entitled cellF (Fig. 8).
cellF is a progression of the past 14 years of research conducted through vari-
ous projects involving robotic embodiment and bio-engineering. This project is a
continuation of my interest in problematizing new bio-technologies and contex-
tualising them within an artistic framework. The fellowship allowed me the time
and space to develop this idea and at the current time of writing, cellF is still under
development.
The project has been divided into two parts; the first, which posed enormous
challenges with biological protocols, was to reprogram my own skin cells taken
from a biopsy and to transform them into neurons to create a functional neural
network, an external brain independent from my body. The second part has been
to develop a robotic body to interface to this external brain so that they work in
synergy, including a real time feedback loop and in many ways this biological
self-portrait follows the same hardware, software and sensors formula as the other
projects.
Fig. 8 The process of
differentiation—my neural
stem cells transforming into
neurons, taken at day 8
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322 G. Ben-Ary and G. Ben-Ary
Fig. 9 A stem cell colony at week 4, after being reprogrammed from my skin cells
In 2012 I had a biopsy taken from my arm, and cultivated the skin cells in vitro
in the labs of SymbioticA at UWA, then froze them cryogenically and shipped
them to Barcelona, where I collaborated with Dr. Michael Edel.8 In Barcelona,
with the help of Edel, I reprogrammed the cells using iPSc and created stem cells,
which began to differentiate and were pushed down the neuronal lineage until they
became neural stem cells. These were frozen and shipped back to SymbioticA,
where I, in collaboration with Dr. Stuart Hodgetts9 began to develop a protocol to
fully differentiate them in an MEA dish. Working with Edel and Hodgetts is
another example of a close collaboration with scientists where both parties benefit
from the research; the scientists are using the artistic cells for scientific purposes
and this project has allowed them a unique opportunity to do so (Fig. 9).
In parallel to the biological work carried out in Barcelona and Perth, I also spent
time considering the very important artistic aims of the project; namely, what sort
of robotic body will I give to myself? My decision is based on a long-standing pas-
sion for music, a juvenile dream that is shared by many—to be a rock star.
I plan to embody my external ‘brain’ with a sound-producing ‘body’ comprised
of an array of analogue modular synthesisers. The aesthetics of the synthesiser,
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Bio-engineered Brains and Robotic Bodies … 323
10Dr. Bakkum is currently a group leader at the Department of Biosystems Science and
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324 G. Ben-Ary and G. Ben-Ary
Moore and I are interested in contextualising the work from a musical per-
spective and in conversation, Moore referred to several examples. The futurist,
Russolo, in the early 1900s, wrote about the art of noise and was interested in
expanding the sonic palette to include noise and noise-making machines; con-
ceptually ahead of its time and not fully realised by others until the 1950s and
60s when synthesisers became more commonly used in music. John Cage’s
4′33′′, also known as ‘the silent piece’, was an important work in the con-
ceptual development in the field of experimental sound-art; it emphasised the
noise of the environment around the performance and the non-musical aspects
around the music. David Tudor, in the 1990s, combined the engineering of
electronics with the inspiration of biology and developed a synthesiser that
was controlled by an artificial computer coded ‘brain’, not made from biologi-
cal matter, but closely resembling one in its activity and intention and used
it to composed and play a series of works titled Neural Synthesis Nos. 6–9.
In other words, Tudor’s artificial neural network simulated the way real bio-
logical neural networks operate using a computer code and wired this to a
synthesiser to create sound. cellF builds on these precedents, and in particular
it takes Tudor’s vision a step further from using an artificial neural network
and making use of a real biological neural network to play electronic music
(Fig. 11).
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Bio-engineered Brains and Robotic Bodies … 325
Conclusion
The four artworks presented in this paper, MEART, Silent Barrage, In-Potentia,
and cellF, highlight the way in which my experimentations have focussed on
matching robotic bodies to bio-engineered brains. MEART was a cybernetic entity
exploring notions of creativity and emergence. Silent Barrage allowed viewers
proximity to the brain via a robotic interface. In-Potentia responded to break-
throughs in iPSc technology to create a brain and place it on a robotic pedestal.
cellF gathers all this work together, and will culminate in a robotically-enhanced
performance of my own biological material; a self-portrait. My intention is to cre-
ate strongly subversive projects that problematize emerging biological innovations
and technologies, and critique them from a cultural perspective rather than a sci-
entific one. In each, there has also been a desire and a deliberate attempt to set
up absurd scenarios that suggest possible, contestable futures, in line with post-
humanist theory and to contribute a cultural voice to a scientifically-biased dis-
course. My work is an exploration, posing more questions than answers, through
which cybernetic technologies and processes and asks us to re-evaluate our under-
standing of life, the human body, sentience, and personhood.
References
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Android Robots as In-between Beings
In this section, we describe the android technology of the Geminoid and the
Telenoid including their control systems. We then outline the concept of Android
Science.
K. Ogawa (*) · H. Ishiguro
Graduate School of Engineering and Science, Osaka University,
1-3 Machikaneyama, Toyonaka, Osaka, Japan
e-mail: [email protected]
[email protected]
328 K. Ogawa and H. Ishiguro
Overview of a Geminoid
Why do we feel another person’s presence? How can this presence be captured,
revived, and transmitted? To tackle these mysteries, we have developed a new
artificial being, Geminoid. The word “Geminoid” comes from the Latin geminus
meaning “twin” or “double” and postfix “oids” which means “similarity”. As the
name suggests, the Geminoid is a robot that will work as a duplicate of an existing
person. Because they are closely connected by network and sensor technology, the
Geminoid not only appears but also behaves just like its source person.
Geminoid belongs to a new category of robots, which were originally planned
to be test-beds for studying the individual nature of human beings. Whilst
humanoid robots are good for studying the effectiveness of having a human-like
body, and androids are used for seeking the general nature of humans, studies
using Geminoid focus on investigating the nature of individuality. Geminoids
allow us to examine personal aspects, such as presence or personality traits,
tracing their origins and implementing them into robots. Differences among
people enable us to distinguish individuals and they emerge from complex com-
binations of various elements, such as appearance, facial expression, or ways
of speaking. We intuitively know this from our daily experience, but until now
scientific ways to examine this complex interplay have been rather limited. By
using Geminoid, we can systematically investigate the essentials of what makes
a person an individual.
The first Geminoid prototype HI-1, created in 2006, was modeled on Dr. Hiroshi
Ishiguro, Professor of Osaka University and ATR (Fig. 1). Since then numerous
studies have been performed. Research with Geminoid takes two approaches: The
first one follows the engineering approach that focus on aspect such as the develop-
ment of an effective teleoperation interface and the generation of natural human-
like motion. The second follows the cognitive modeling approach to study aspects
of human nature, such as “human presence”. These two approaches in combination
will eventually lead to both advanced robots that closely resemble humans and new
insights on human nature.
Appearance of Geminoid
The appearance of Geminoid is based on an existing person and does not depend
on the imagination of designers. Currently, two factors are considered: how
Geminoid looks and how Geminoid moves. Similarity to the original person can
be measured by comparing these two factors with those of the original. Also the
existence of a real person analogous to the robot enables us to easily perform com-
parison studies. As HI-1 presented here is modeled after a researcher, we even
have access to the source person’s most personal subjective impressions. These
insights are especially important at the very first stage of a new field of study.
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Android Robots as in-Between Beings 329
Fig. 1 Android robot, Geminoid HI-1 (left Geminoid HI-2, right Creator of Geminoid)
Teleoperation
So far several androids have been developed. Although these androids enabled us to
conduct a variety of cognitive experiments, their functionality was still quite limited.
The bottleneck in interaction with humans is an android’s inability to perform long-
term conversation. Robots equipped with artificial intelligence cannot yet perform
at a level comparable to that of adult humans and still respond in a simple man-
ner. This heavily constrains research on human-robot interaction. Thus, our solution
to this problem lies in combining androids with teleoperation technology. Using
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330 K. Ogawa and H. Ishiguro
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Android Robots as in-Between Beings 331
breathing or eye blinking, because these easily observable kinds of behavior are driven
unconsciously by the autonomic nervous system. Most robots, however, lack these
movements. Thus, to increase Geminoid’s naturalness, Geminoid management sys-
tem emulates a human’s autonomic nervous system by automatically generating these
micro-movements, depending on the state of interaction. When the android is “speak-
ing” its micro-movements are different from those triggered when it is “listening” to
others. These automatic robot motions, generated without an operator’s explicit orders,
are merged with explicit operation commands from the teleoperation interface.
Telenoid
Humans cannot recognize others based on only one picture. We change clothes eve-
ryday, make our face up in a morning, hair grows day by day, and the face changes
during the day. One picture does not represent the person. We humans, therefore,
create the images of others by imagination. Imagination is also an important ability
in communication. Language is an incomplete way to understand each other. We
cannot transfer everything that we think through language. However we can feel as
if we understand each other because imagination fills the missing information.
We expected that room for interpretation might maximize human imagination
and that this can be applied to android design.
The Telenoid was designed to appear and to behave as a minimalistic human;
at very first glance, one can easily recognize the Telenoid as a human while on
the other hand the Telenoid appears to be both male and female, both old and
young (Fig. 3). The Telenoid has 9 degrees of freedom (3 for the eyeballs, 1 for the
mouth, 3 for the neck and 2 for the arms for giving a hug) and it is controlled by
teleoperator using the same system as in the Geminoid. By this design, Telenoid
allows people to feel as if a spatially distant acquaintance is close-by. In other
words, the Telenoid’s minimal design maximizes the imagination of the person
talking through the Telenoid. Moreover, the Telenoid’s soft and pleasant skin tex-
ture and the small body size (approx. 50 cm) allow one to enjoy hugging and hav-
ing intimate communications with it.
In fact, some elderlies start weeping when they talked with someone through
the Telenoid. They said, “He was very kind to me like my true family” or “He
must be a best friend of mine”. This implies that, basically, the imagination works
in a positive direction. In other words, the Telenoid’s minimal design generates
room for interpretation, and then the user’s imagination fills in details and creates
a good communication experience.
Android Science
If we could build an android that is very similar to a human, how can we distin-
guish a real human from an android? The answer is not trivial. While interacting
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332 K. Ogawa and H. Ishiguro
Fig. 3 Android robot,
Telenoid
with androids, we cannot see their internal mechanisms and thus we may simply
believe that they are human.
We propose to use androids that behave similarly to humans for studying what
it essentially means to “be human”, i.e. the mystery of human nature. Androids and
Geminoids are artificial humans that allow us to investigate human nature by means
of psychological and cognitive tests, which we conduct during interaction with
people. This new approach for understanding humans is called Android Science.
Current robotics research builds upon the field of cognitive science, especially
in the area of human-robot interaction. Robotics researchers try to adopt mecha-
nisms underlying successful human-human interaction to create robots that people
can easily communicate with. At the same time, cognitive scientists have begun
to utilize robots. As the scientific understanding of complex, higher-level human
functions steadily increases, expectations will rise for robots to function as easily
controlled machines with communicative ability. However, the contribution from
robotics to cognitive science has not been adequate because the appearance and
behavior of current robots cannot be separately handled. Since traditional robots
look quite mechanical and very different from human beings, their appearance
strongly influences a human’s expectations. As a result, researchers cannot clarify
whether a specific finding reflects the robot’s appearance, its movement, or a com-
bination of both.
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Android Robots as in-Between Beings 333
Can androids become more human than humans, if only for a split second, if they
look, move and talk like real people? What does it mean to be human, if human
beings feel that androids are as human as themselves? These questions are what
we have on the “robot theater project”.
As we described above, since artificial intelligence technology has still not
reached the level of human behavior, robots can only respond in quite a simple
manner. This was a major obstacle in conducting research on human-robot interac-
tion. With Geminoid’s teleoperation system, it is possible to avoid this problem,
and conduct various kinds of research on the implementation of high-level human
interaction, including the study of human presence.
Research using Geminoids follows two approaches. One is the engineering
approach, such as the development of effective tele-operation interfaces or the
generation of natural, human-like motion. The other approach focuses on cognitive
aspects, investigating the sense of human presence. Through these two approaches
we aim to create an advanced robot that is very similar to humans, and, at the
same time, to discover the essence of human nature.
The collaborator, Oriza Hirata, and we have been co-developing a robot-human
theater project, which combines theater with our research on the cohabitation of
humans and robots. The creation process and presentation of the research data fuse
to make the performance a groundbreaking collaboration of engineering, science
and theater.
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334 K. Ogawa and H. Ishiguro
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Android Robots as in-Between Beings 335
The robot theater project does not seek to amaze people with advanced robots
as shown at expositions. The aim is to show the presence of robots and how they
interact with humans on stage, to provoke the audience to reflect about what it
means to be human.
It is also a social experiment for robotics to know the cultural differences of
how people perceive long-term exposure to an android. In fact, this performance
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336 K. Ogawa and H. Ishiguro
was held in many countries such as Japan, China, Thailand, Austria, Germany,
France, Australia, US, and so on. We asked the audience about their impression
toward the android. The results are very important to capture different stereotypes
of androids across the world.
Intelligent Mannequin
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Android Robots as in-Between Beings 337
Conclusion
Humans have envisioned autonomous machines for a long time. Numerous sci-
entists and engineers have dreamt of building a machine that behaves and thinks
autonomously. It is still a big challenge to pass the “Total Turing Test”. However,
we believe that the development of android technology, even if slow, gives us a
chance to meet this challenge.
References
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Into the Soft Machine
Chico MacMurtrie
The essence of the body, for me, lies in movement. Rather than static form, I am
interested in changing positions, expressions, and gestures. Making kinetic sculp-
ture allows me to explore these dynamics of the body. My work is based on a
long-running fascination with living organisms and the technological entities with
which we surround ourselves.
C. MacMurtrie (*)
Artistic Director/Founder of Amorphic Robot Works, 111 Pioneer Street, 11231 Brooklyn,
NY, USA
e-mail: [email protected]
[email protected]
340 C. MacMurtrie
I have long been fascinated with finding an echo of the living body in soft forms
and inflatable machines. While in art school in the mid-1980s, I went into intense
improvisational movement studies as well as the study of martial arts, healing
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Into the Soft Machine 341
and anatomy. I began to suspect that I could learn more from my own body than
from traditional techniques of painting and composition and sculpture. One night
I used my whole body to make a direct impression on the impasto surface, end-
ing up covered in thick paint. The real discovery was in how the paint encased my
body, forming a second skin as it hardened. The act of shedding this skin became a
cathartic moment in my performances: I would entrap my body in a layer of paint
and later on latex, only to break out of that skin in an act of primordial release and
transformation (Fig. 2).
This in turn led to another tantalizing discovery: the empty latex skin, buf-
feted by ambient air currents, suggested the possibility of an autonomous form.
I envisioned artificially reanimating that form and imbuing it with life of its own.
To animate these skins, I began putting mechanical structure inside them, and
experimenting with cast rubber air muscles to animate them. Although the rubber
components imbued the forms with a softer presence, I focused on hard mecha-
nisms, leading to a decade’s worth of kinetic machines in which structure became
increasingly prominent.
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342 C. MacMurtrie
ARW’s technology has evolved over the years from repurposed circuit boards
and early machine languages to complex servo control systems, vision systems,
and dual redundant ladder logic systems. Frequently we have invented tools
and techniques simultaneously with the development of the sculpture itself. By
1992, collaborator Geo Homsy had introduced the first multi-channeled, MIDI-
controllable computer. By 1994, MIDI hardware designer “Stock” Bart Plum,
Engineer Frank Hausman and Artists Brian Kane and Marc9 were programming
full performances of movement and sounds with midi software.
In 1992–94, I experimented with inflatable media to help animate the large ele-
ments of Trigram: A Robotic Opera, a performance involving 16 musical robots and
16 human performers set to a score composed by Bruce Darby (Fig. 3). This work
represented a high point of machine to human interaction in a performance format.
Several performers performed with machines via radio telemetry suits (Fig. 4).
Inflatable robotic set pieces such as the “Charnel Grounds mountain range” and the
“triple-dripping fetus” foreshadowed later experiments in inflatable machines.
Throughout the 1990s, soft machines took a back seat to a series of hard-bodied
skeletal machines. These bipedal and quadrupedal machines, typically composed
of metal frames with pneumatic muscular systems, were inspired by the mechanics
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Into the Soft Machine 343
Fig. 4 Telemetry Suit performing String Body in the Robotic Opera. Photo Kurt Prasse
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344 C. MacMurtrie
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Into the Soft Machine 345
Fig. 7 Skeletal Reflections.
Photo Douglas Adesko
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346 C. MacMurtrie
Gesture and surface expression, for me, is one of the most fascinating capacities of
the body, and one of the most exciting potential areas of synthesis of art and robot-
ics. There is a vast amount of expressive power and topological change contained
in routine human motions. To rest one’s face in one’s hand, for example, is to let
the face muscles relax and let the skin slide gently over them. The malleable, for-
giving nature of flesh inspired my next generation of machines. In terms of materi-
als, the path forward lay in high-tensile fabrics. We needed a fabric strong enough
to hold forced air at high pressures in complex and organic shapes and to support
the mass of the inflated sculpture.
Conceptually, this shift also required a different anatomical model, a differ-
ent concept of the relationship between structure and movement. We had to look
beyond the vertebrate musculoskeletal system, in which hard bones are pulled by
soft muscle and ligament tissues. Could we build dynamic bodies without recourse
to a hard skeletal structure? Could we build machines relying exclusively on light-
weight inflatable technology? A host of new questions and challenges arose from
this fundamental shift, many of which still propel the work of the studio today.
These challenges revolve around the manipulation of air supply to trigger form,
gesture, and movement (Fig. 8).
The current work of ARW focuses on soft machines composed of high-tensile
fabric tubular forms, air valves, and a variety of articulated or integrated joints.
They are operated remotely by computer and fed from a concealed air compres-
sor or blower or an on-board air storage vessel. Designed and built at increasingly
large scales, these ephemeral bodies, either freestanding or suspended in mid-air,
use air pressure/vacuum to inflate and deflate through various states of articulation.
They exhibit the phenomena of gradual metamorphosis, growth, decay, and inter-
action. As works of sculpture they present a spectrum of form. Their in-between
states are just as important to their poetic expression as the two end points of their
metamorphosis.
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Into the Soft Machine 347
These soft machines return the focus of sculptural expression to the surface,
rather than the structure. The outer skin not only functions simultaneously as mus-
cle and bone, but also as the zone where breathing and gesture are made visible
(Fig. 9). In what initially came as a surprise, soft machines have proven them-
selves more versatile than traditional hard robots, in my art as well as in scientific
and technical robotics research. Their pliable physiologies offer new possibilities
of form and performance.
The quiet metabolism of the machine—the increase and decrease of air in dif-
ferent modules—is usually performed at a slow pace, creating an alternate sense of
time in the immediate vicinity. The gentle cycle of air exchange becomes a medi-
tation on the flows of energy and constant movement that defines living organisms
dependent on their environment. Sounds emanate from the machine as it changes
shape, continuing ARW’s long fascination with rhythmic percussion in the robotic
body. The machines slow down, pause, and accelerate only to pass out, exhausted.
The search for expression involves the modulation of tempo, duration, pauses, and
repetition. The rate of air intake and release becomes part of the character of each
machine within the frame of a given performance.
The evolution of our soft machines corresponds to increasing technical and
material sophistication. Two of the most important areas of ongoing refinement
are the joint details and the high-tensile flexible material, itself. ARW’s relation-
ship with Dyneema®, the manufacturer has been a mutually beneficial learning
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348 C. MacMurtrie
collaboration, over 10 years in the making. At each step along the way, as I visual-
ize new ideas, the manufacturer, typically respond with new possibilities for more
optimal, high-performance coatings and structural integrity suited to the needs of
the project.
The chemistry of the finish helps the fabric endure the high levels of heat and
pressure to which we subject it during the course of fabrication and exhibition.
By modulating the degree of surface transparency and reflectivity, it also affects
the visual performance of the sculpture. The woven fibers of the material are per-
manently altered by tensile forces, so that they reproduce the given form of the
sculpture in response to pressure and vacuum. The material thus possesses a kind
of memory.
As the number of fabric modules has multiplied and their couplings have grown
more complex, we have developed the capacity to supply or remove air directly
to and from specific members of the sculpture (Fig. 10). This has required, on
the one hand, more elaborate networks of air distribution to deliver air exactly
where needed. It also requires us to monitor the air pressure of each tube at a
given moment in order to close the loop of control. By continuing to enhance the
machines’ capacity for movement, my goal is to draw out their qualities of gesture
and expression.
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Into the Soft Machine 349
Fig. 10 Detail of Chrysalis
In 2004 I began to design and build the Inflatable Bodies. I envisioned an inflata-
ble machine that could perform live with a human performer on the basis of phys-
ical interaction. The two performers would be able to fully lift each other, hold
each other in the air, and respond to each other’s gestures. The anatomy of the
machine was composed purely of inflatable vessels. While the “bones” or limbs
were shaped like tubes, the muscles took the form of more spherical bladders.
Pairs of these inflatable muscles, glued into the inflatable bones, worked in oppo-
site directions to push and pull the inflatable limbs into the desired position.
After some months of experimentation in the Inflatable Bodies, I had an oppor-
tunity to exhibit my first purely inflatable sculpture at the 2005 Elektrische Stadt
Festival in Dresden, Germany. I arrived with my collaborator, Marc 9, with only
a suitcase containing a roll of high-tensile fabric, a series of inflatable muscle
devices, and a control system to animate an inflatable humanoid. The vast scale of
the space—the hall of a former factory—called for a correspondingly large-scale
installation. I responded by creating a suspended sculpture consisting of two long,
conical, inflatable wings spanning over 30 feet. The inflatable muscles animated
the movement of a series of humanoid limbs that merged into the center of the
massive wing. I saw the “wings” as abstractions pushing my work toward dual-
state metamorphic forms.
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Fig. 11 Inflatable
Quadruped
An important lesson was buried in this project, although I did not at first real-
ize its significance: in a very provisional way, the vessel combined the functions
of muscle and bone in one. It thus promised new potentials for metamorphosis
and kinetic action. With the Inflatable Quadruped Spider, I applied this system
of inflatable muscle-driven limbs to make freestanding, mobile machines on the
ground working on the problem of mobility (Fig. 11).
I decided to continue using the simple yet elegant metaphor of birds’ wings
to further develop the soft machines, but to shift from individual forms to aggre-
gated systems. This metaphor allowed for both abstraction and organic figura-
tion, most importantly in the central kinetic device of inflating and deflating. The
point was not to simulate the anatomical action of actual bird flight, but to probe
deeper into the potentials of high-tensile fabric combined with inflatable mus-
cles. ARW’s first multi-inflatable-sculpture installation was Sixteen Birds (2006),
curated by Melentie Pandilovski, commissioned by and exhibited at Adelaide, at
the Australian Experimental Art Foundation (AEAF). A central muscle controlled
the movement of the wings of each simplified, V-shaped form. The utter simplicity
of the concept took on a surprising lyrical power when aggregated across the flock.
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Into the Soft Machine 351
Fig. 12 Interactive Birds
Soon we removed the distinction between muscle and bone to create built-in
structural muscles. The medium of pressurized air itself, entering or exiting the
fabric body, would activate or elevate that body. We also introduced sensors to
respond to the presence or movement of visitors. This approach came to fruition
with the VIDA Art and Artificial Life awards in Madrid, Spain and the installation
of Interactive Birds (2008), curated by Zhang Ga at the National Art Museum of
China (Figs. 12 and 13). Initially inert fabric strips would gradually extend into
pairs of long, gracefully tapering cones in response to visitors entering the gal-
lery and approaching the sculpture. However, if viewers approached too close to a
sculpture, it would exhibit nervous behavior—a metaphor for humans’ overzealous
interventions in our natural environments. The sensors alternated with random sig-
nals to regulate the slow rising and falling of the abstracted wings.
The cycle of the wings not only reminded me of patterns in nature but also of
the way man-made structures decay and collapse and return to nature. The image
of the array of birds losing their volume appeared to me as a long collapsing verte-
bra. This aspect of the piece inspired the notion of Inflatable Architecture.
A major work in this period, and a significant step in the evolution of the soft
machines, was the Totemobile (2007). Totemobile is a robotic sculpture that initially
appears in the form of a life-sized representation of the culturally iconic Citroën
DS automobile. In performance, this familiar figure is visually exploded, subverted
and elaborated through various levels of abstraction until it reaches its final form:
an organic 20-m-tall totem pole (Fig. 14). Upon reaching its full height, the work
blooms with light, in the form of multiple organically-inspired inflatable sculptures
suggesting the final maturation of an enormous biological organism (Fig. 15).
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352 C. MacMurtrie
Fig. 13 Interactive Birds
The initial form of the robotic sculpture is surprisingly simple. The car
body shell conceals the existence of nearly 50 interdependent machines
of varying aesthetic and functional purpose. As the sculpture opens and
rises, these metal and inflatable machines give voice to varying modes of
mobile abstraction, which develop throughout the growth and final “bloom-
ing” of the full, 20-m-tall work. The collision and negotiation between the
organic and the inorganic aspects suggest narratives of entropy, domination,
transformation, mortality, and strength.
The simplification of muscle and bone, combined into a single module, sug-
gested new possibilities for the soft machines. To aggregate these modules into
more complex forms and geometries, I conceived of a flexible system (Fig. 16).
Back in the studio we created a series of interlocking inflatable parts, connected
by cast and CNC-milled plastic joints, and embedded with custom-made, electro-
pneumatic valves. Instead of the tapering cones used in the bird sculptures, we
built cylindrical or cigar-shaped tubes which, in turn, would couple to the spheres
that determined their angles. The conical valves would transmit pressurized air
throughout the machine.
The first incarnation of the Inflatable Architectural Body (IAB) was commis-
sioned by the Machine And Souls exhibition at the Reina Sofia in Madrid. Installed
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Into the Soft Machine 353
Fig. 14 Totemobile
in a passageway through the exhibition, IAB would lay dormant, then reveal its
inflated form as a web with large interconnecting orbs, gathering in a mass
(Fig. 17).
The IAB concept developed in two directions: one, abstract modular structures
that evoke of the “inner body” of cells and molecules, where one finds a deeper
geometry. And two, architectural-scaled constructions deployed in the urban
realm. The sculptural form-finding process still unfolded through hand-made mod-
els and drawings. But the extreme technical precision required of the coupling and
the angles required digital modeling and CNC fabrication techniques coordinated
by the long-time collaborators Geo Homsy and Bill Washabaugh.
Inflatable Architectural Growth (2009) was our first major robotic outdoor
sculpture to use the inflatable technology in public space, and the first to utilize the
closed-loop hardware/software system developed with Tymm Twillman and Chris
Cerrito. It was commissioned by eArts Beyond, Shanghai International Exhibition
of Media Art, and curated by Zhang Ga. Sited in the public plaza at the base of
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354 C. MacMurtrie
Fig. 15 Detail of Organic
Stamen of Totemobile
the giant Oriental TV Tower, the work consists of multiple 5-m-long segments
growing out of curved bases (Fig. 18). These organic truncations, resembling
elephant trunks, are released and drawn in by servo-control capstained tendons.
Custom-made mandrels allow multiple nested sections to come out of each tube
as it inflates and extends. The piece has a built-in feedback system that compen-
sated for air leakage based on pressure sensors. A random chemo-acoustic breath-
ing sound would accompany each move of the machine. Moving towards a lighter
approach, improving upon the Inflatable Architectural Bodies, this project required
us to develop new tooling and fabrication methods. We built large ovens, and pres-
sure-clamped and laminated multiple pieces of fabric to form each truncated unit.
Inner Space (2010) was the third installation of the Inflatable Architectural
Bodies (Fig. 19). Curated by Melentie Pandilovski, funded by CEC Artslink and
shown at the National Gallery of Macedonia—an ancient hammam converted to a
museum in Skopje, Macedonia—this work attempts to fully involve the audience
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Into the Soft Machine 355
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Into the Soft Machine 357
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358 C. MacMurtrie
its ever-changing geometry, manifests the hidden organic life that inspires and
informs certain human-built systems.
By redefining space, the sculpture begins to enter the domain of architecture.
Organic Arches (2014), co-produced with SESC Santana, SP, Automatica and
Molior and shown at the SESC in São Paolo, Brazil; and Organic Arches II, shown
at the National Art Museum of China for the 2014 New Media Triennial curated
by Zhang Ga, are site-specific installations consisting of a progression of inflatable
arches in different sizes that undergo cycles of metamorphosis (Fig. 21).
Suspended from the ceiling so that they barely touch the floor, these hand-
formed, levitating arches define an occupiable space with a fleeting architectural
form. These soft machines signify a connection with the animate world of living
matter and form. Their lightweight translucent skin catches the daylight, offering
a view into their inner mechanisms. When inflated, the arches invite linear move-
ment along their axis. This clear orientation gives way to an entirely different set of
geometries as the air is allowed to escape the rigid fabric tubes. The crisp architec-
tural forms yield gradually to a seemingly chaotic configuration that actually speaks
of another, more organic order. The former arches coil inward to form spiraling
strands reminiscent of DNA or complex molecules. These newly revealed, individ-
ual organic forms suggest a latent awakening or suspended chrysalis phase of life.
While not necessarily anthropomorphic, these various soft machines signify a
connection with the animate world of living matter and form.
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Into the Soft Machine 359
The trajectory of the soft machines points toward increasingly close connections
between the inflatable sculptural body, the human body, and the environment.
The machines’ dependence on a constant energy supply reflects our own constant
appetite for food and other resources. I am still motivated by the possibilities of
physical machine-human interaction, reflecting both old and new modes of bodily
connection, even in an age of increasing virtual interaction.
I am currently building soft machines that can physically interact with humans
and their own inflatable environment. These newest machines are able to store
their energy internally and use sensing technology to autonomously seek out air-
refill machines that have been set up in the exhibition space, like refueling or nour-
ishment stations. These larger architectural machines allow the mobile machines
to temporarily dock and refuel while sensing the movement around them.
One current project in development, expanding upon the Inflatable
Architectural Bodies, is Inflatable Architecture Intervention (IAI). It consists
of a giant molecular sculpture or expanding exoskeleton capable of carrying a
human performer (myself) while filling and conforming to the architectural space
(Fig. 22). It blurs the boundaries between organic and inorganic life by performing
a joining between my body and that of the robot. It represents the next step toward
my vision of a mobile, humanoid soft machine that can interact on a physical level
with humans. The human begins the performance of IAI positioned amidst a web
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Into the Soft Machine 361
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Part VI
Interactions
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I Want to Believe—Empathy and Catharsis
in Robotic Art
Bill Vorn
Abstract Since the early 90s, we have been creating interactive installation and
performance projects using robotics, audiovisuals, and processes inspired by
Artificial Life. The goal of these projects is to induce empathy from the viewers
towards characters that are nothing else than simple articulated metal structures.
Our objective is to conceive and realize large-scale robotic environments that aim
to question, reformulate and subvert the notions of behavior, projection and empa-
thy that generally characterize interactions between humans and machines.
B. Vorn (*)
Concordia University, 1455 de Maisonneuve West, Room EV-6-783,
Montreal, QC, Canada
e-mail: [email protected]
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366 B. Vorn
limits of art, traditionally defined by discrete and inert handmade objects, they
introduce robotics as a new medium at the same time as they challenge our under-
standing of robots”. In the last 20 years, artists like Mark Pauline, Christian
Ristow, Eric Paulos, Chico MacMurtrie, Ken Rinaldo, Simon Penny, Stelarc,
Guy Ben-Ary, Robotlab and Jim Whiting, just to name a few, distinguished them-
selves by their impressive artistic application of robotics. Well-known Canadian
artists like Max Dean, Norman White, Reva Stone, Istvan Kantor, Louis-Philippe
Demers, Rafael Lozano-Hemmer, Janet Cardiff and David Rokeby also used
robotics and behavioral systems in many of their works.
Since its early stages, our artistic work has been strongly influenced by sci-
entific advances in the fields of Artificial Life and Robotics. We are particularly
interested in creating original artistic projects by appropriating various engineering
and scientific concepts and techniques such as cellular automatons, genetic algo-
rithms, adaptive behaviors and reinforcement learning processes in order to sub-
vert them from their intended purpose.
Robotic Art is not a single homogeneous discipline; rather it is a mixture of
multiple technological areas involving mechanics, electronics, programming, as
well as multimedia. In the same manner, our research program does not focus on
one single problem or one field of study, it encompasses a wide variety of research
projects that all have one thing in common: producing a work of art as a final out-
come. This is why we simultaneously conduct research and develop projects that
address machine perception and motion on the one hand, and machine aesthetics
in both robots’ visual aspect and behaviors on the other.
Our aim is to artistically investigate how a machine can eventually turn into a sen-
tient creature. We believe that behavior is a keyword in bio-inspired automaton
design and actualization. A certain level of realism may be achieved by the illu-
sions induced by actions and reactions of the machines and animats: the success of
this dynamic form of computer-mediated communication may be measured by the
effectiveness of the simulacrum. An effective simulation of the living is the result
of different parameters acting to trigger impressions and empathy (visual appear-
ance, sound emission or physical movement, for example), but behavior may be
seen as the most convincing one as it generates a strong impression of autonomy
and self-consciousness.
As we have been able to experience throughout the years, uncertainty and
variability also play an important role in the behavioral relation with the viewer.
Animated metal parts in a robot or dots on a computer screen can be seen as being
alive if they move and react in a non-repetitive and unforeseeable way, giving a
strong impression of self-decision and autonomy. One may wonder if Artificial
Life creatures have to be figurative representations (anthropomorphic, zoomorphic
or bio-inspired) to be convincing. From what has been observed in the various
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I Want to Believe—Empathy and Catharsis in Robotic Art 367
encounters with the public, as long as they manifest autonomous behaviors in the
interaction process, effective agents could bear any abstract visual form.
The success of our work depends on two main interrelated factors: the make-
believe imbedded in the robot artifact and the viewer’s desire to believe (evoking
Eco’s intentio auctoris and intentio lectoris [2]). It functions through cathartic pro-
jection by triggering sensations, feelings and emotions in the viewer’s eyes. What
happens next is a matter of pure subjective interpretation from the viewer’s part.
Machines are a perfect reflection of our mind and we can certainly learn more
about ourselves by interacting with them.
We started to develop Robotic Art projects in 1992, with the initial intent to ani-
mate sound and light in space in response to the viewers’ presence. Espace
Vectoriel, a collaboration with Louis-Philippe Demers, was an interactive
mechatronic piece where eight robotic tubes project sound and light beams in a
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368 B. Vorn
dual choreographed and behavioral manner (see Fig. 1). Each tube contained
a speaker and a light source and was mounted on a pan-tilt mechanism. Viewers
were detected using an array of ultrasound devices. This installation was then
presented in many international events dedicated to New Media and Electronic
Arts and eventually followed by other projects of the same kind. For example,
The Frenchman Lake (1995) also used the same concept of replicating a basic
robotic audiovisual unit multiple times, in order to create a more complex overall
environment.
Among these earlier works, La Cour des Miracles (1997) has certainly been a
milestone in our trajectory. With this project, we moved away from simple dupli-
cation and produced multiple different types (or “species”) of robotic creatures,
each one exhibiting specific behaviors in response to the visitors. Based on the
conceptual framework of a “misery of the machines” and somehow strongly
inspired by Victor Hugo’s Les Misérables [3], these machines were designed to
express such notions as “pain” and “affliction”, as if they had their own difficulties
in life. For example, the Crawling Machine was creeping laboriously on the floor.
Slow and vulnerable, it tried to run desperately away from the viewers approach-
ing. The Harassing Machine called upon the viewers passing by while moving its
articulated arms towards them. At the extremity of these limbs, small tentacles agi-
tated by compressed air tried to tease the intruders with importunate touches. The
Convulsive Machine was a thin metal structure shaking with frequent but irregular
spasms, especially when viewers come too close. The Heretic Machine was locked
Fig. 1 Espace Vectoriel (1993) Photo B. Vorn and LP Demers. Each robotic tube is projecting
sound and light
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I Want to Believe—Empathy and Catharsis in Robotic Art 369
up in a cage, and when curious viewers came close by, it rushed violently towards
them, grabbing the metal grid with its claws and shaking furiously its cage [4].
Le Procès (1999) was a live multimedia performance staging a world populated
exclusively by robotic actors (see Fig. 2). It was presented for the first time as part of
Zulu Time, a theatre play by Robert Lepage. Because it was our first robotic perfor-
mance, this project was a logical following to our perceptually subversive démarche
of creating machinic automata and cybernetic organisms showing metaphoric
behaviors, as well as inventing surrealistic immersive environments where view-
ers are both visitors and intruders. Le Procès showed in a symbolic way the trial of
machines by men, as well as the trial of men by machines. It acted like a reflexive
tribunal where identities intermixed, where judges, jurors, victims and accused, took
flesh in metal creatures born from our own conception of the world, of what is good
and what is bad, of what is alive and what is not. As in Kafka’s famous novel [5], of
which crime are we accused? Who’s judging? What will be the verdict?
During the same period, we developed a series of Max software functions [6]
called LifeTools and explored cellular logic by building monumental audiovis-
ual cellular automatons. In projects like the Evil/Live (1997, 2002, 2004) series,
Conway’s Game of Life [7] was used to generate patterns of light and sound in
a large-scale aluminum matrix of halogen light bulbs. In the different versions,
viewers were either consciously (by using video game-style controllers) or
involuntarily (by using discrete sensors hidden in the environment) modifying
the evolution of the light patterns on the grid. This series of audiovisual instal-
lations aimed to create a paradoxical context confronting the single-plane world
Fig. 2 Le Procès (1999) Photo B. Vorn and LP Demers. Le Procès at EMAF 2002 (Osnabrück)
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370 B. Vorn
Recent Work
The Hysterical Machines robotic installation (2006) was very much inspired by
similar ideas as La Cour des Miracles. It was conceived on a principle of decon-
struction, suggesting dysfunctional, absurd and deviant behaviors through a func-
tional machine. It operated on a dual-level process expressing the paradoxical
nature of Artificial Life. The first prototype of the Hysterical Machine (it was then
renamed Prehysterical Machine) appeared in 2002, but later on we built ten more
machines inspired by this prototype that became part of a larger environment.
More recently, we have also created the Mega Hysterical Machine (2010), a super-
sized version of the original robot (eight times the size of the Hysterical Machine
Fig. 3 Stèle 01 (2002) Photo B. Vorn. The Stèle robot facing an array of rotating mirrors
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I Want to Believe—Empathy and Catharsis in Robotic Art 371
in volume and weight). Until now, this huge robot has only been exhibited on wide
theater stages in places such as the Théâtre National de Toulouse, the Théâtre des
Salins (Martigues) and the Théâtre de l’Avant-Seine (Colombes).
Each Hysterical Machine has a spherical body and eight arms made of aluminum
tubing (see Fig. 4). It has a sensing system, a motor system and a control system that
functions as an autonomous nervous system (entirely reactive). These machines are
suspended from the ceiling and their arms are actuated by pneumatic valves and cyl-
inders. Ultrasound sensors allow the robots to detect the presence of viewers in the
nearby environment. They react to the viewers according to the amount of stimuli they
receive (how close are the viewers, how many viewers walk by). Programmed with
sets of very simple internal rules, the perceived emergent behaviors of these machines
engender a multiplicity of interpretations based on single dynamic pattern of events.
Built in continuity with our investigations in the aesthetics of artificial behav-
iors, Red Light (2005) was another interactive robotic environment conceptually
similar to Hysterical Machines and La Cour des Miracles. In this case, the project
evoked a certain “deviance of the machines” as it would exist in the hottest areas
of a fictive world populated exclusively by these specific cybernetic creatures. This
installation also explored techniques and technologies related to parallel mechanics
and pneumatics with the construction of homemade pneumatic muscles. A parallel
mechanism is a mechanical system that is connected to its base by two or more inde-
pendent kinematic chains (assemblage of links and joints). A pneumatic muscle (also
called McKibben actuator) is a flexible air piston made of inflatable material such as
silicone or latex that contracts when activated. In Red Light, six suspended machines
Fig. 4 Hysterical Machines (2006) Photo B. Vorn. One of the hysterical robots equipped with
small lasers
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372 B. Vorn
Fig. 5 Red Light (2005) Photo B. Vorn. Red Light being tested in the Hexagram black box
reacted to the presence of viewers by generating sound and light and by moving their
body in a very organic and unusual way (see Fig. 5). Each robot unit was an assem-
bly of four freely moving segments joined together by twelve McKibben actuators.
Each one possessed a small network of pyroelectric sensors that allowed detection of
moving visitors and triggered the various effectors part of the robot.
At that time, we had been working with different types of parallel mechanisms
(for example, the two center-stage robots mounted on Stewart platforms in Le
Procès) and pneumatic muscles (like the suspended robot tentacles in Red Light)
and it appeared that they were able to provide unusual types of physical motion
that could produce a more organic feel to our machines. Since then, we have
explored various designs and build several experimental prototypes of machines
that make use of these technologies to create lifelike artificial creatures.
In 2007, pursuing our experiments with parallel mechanical systems, but with
a totally different approach, we started to work on the Grace State Machines pro-
ject. The name of this project was inspired by a virtual “state of grace” that could
be expressed by automatons and other finite state machines. This piece was a
stage performance involving solely a human performer and a group of machines
(see Fig. 6). Both were linked via a custom-made wireless motion capture sys-
tem (based on fiber optics) and a set of specialized interfaces. By monitoring the
human body movements and internal states and transposing this information to the
robots’ body, we aimed to establish a dynamic and symbiotic relationship between
the actors. They all eventually blended into a single organism, where flesh, bones,
wires and tubes became a whole individual body.
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I Want to Believe—Empathy and Catharsis in Robotic Art 373
Fig. 6 Grace State Machines (2007) Photo B. Vorn. Emma Howes interacting with one of the
GSM robots
In this performance project, four robotic machines were built as abstract shapes
and composed of stacked Stewart platforms (actuated sections similar to flight
simulator platforms) and capable of producing very complex movements. These
machines sometimes reacted to the performer’s body movements, sometimes mov-
ing on their own, inducing a response from the performer. With this project, we
wanted to question the notions of physical perception, body expression and per-
sonal identity, and address kinesthesis not only as an internal proprioceptive mech-
anism but also as a potential exterior phenomenon actualized through the robotic
extension of the body.
Also very different from our previous works, Partie de chasse (2010) was an
interactive installation project that aimed to turn an industrial robot arm into a
reactive organism. For this project, we used a Fanuc M16iB industrial robot. An
aluminum moose head was installed at the tip of the robot arm and moved towards
the viewers nearby (see Fig. 7). In order to detect the presence and location of
the viewers in the surrounding space, we used the ManyEars microphone array
system [8] and an elaborate set of sensors. (For obvious security reasons, viewers
were kept at some distance from the robot.) When a viewer talked, the microphone
array detected the position of the sound source in the room and the robot moose
head moved in its direction. The robot moose was also able to react to certain
vocal commands, but it was up to the visitors to find out what these were.
The particularity of this project resided in bypassing the normal programming
paradigm of this type of robot in order to have it execute real-time commands
instead of a predefined sequence of actions. Many artists have used industrial
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374 B. Vorn
Fig. 7 Partie de chasse
(2010) Photo B. Vorn. The
aluminum moose head on the
Fanuc robotic manipulator
robots in the past but they have always used them as simple automatons, in a
similar way they are normally used in car factories. Few have ever tried to turn
them into autonomous reactive creatures. With this project, we wanted to build a
sensitive and responsive machine, which was conceptually based on adaptive and
evolutive behaviors.
In our latest piece, DSM-VI (2012), the installation staged creatures express-
ing symptoms of “abnormal” psychological behaviors and stuck with some serious
“mental health” problems, such as neurosis, psychosis, personality disorders, para-
noia, schizophrenia, depression, delirium, and other forms of behavior and mental
disorders. The project title was inspired by the famous reference manual published
by the American Psychiatric Association, the DSM-IV [9].
The robotic creatures are the sole characters and actors of this singular interac-
tive allegory. They were built in order to evoke dysfunctional behaviors that make
believe in the disease that they internally bear. These machines are abstract struc-
tures made of aluminum, plastic and silicone, with no deliberate intent of visu-
ally representing anything (see Fig. 8). Above all, they are just machines and it is
mainly their behaviors that give them an organic and living aspect.
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I Want to Believe—Empathy and Catharsis in Robotic Art 375
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376 B. Vorn
Fig. 9 DSM-VI (2012) Photo B. Vorn. Opening of the BIAN 2012 exhibition in Montreal
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I Want to Believe—Empathy and Catharsis in Robotic Art 377
dancers. The performance will be created in a way that it can either be configured
for a traditional à l’italienne stage or with viewers standing all around a central
ground-level presentation.
Loosely inspired by Chico MacMurtrie’s Robotic Opera (1992), where a small
group of humanoid robots performed various percussive musical pieces [12], the
Copacabana project wants to present music-making machines as well as acting
and dancing robots. Our goal is not to replicate a real nightclub, but to conceive
a metaphorical extravaganza in response to the very deep question: “What would
happen if machines would be on the stage of a cabaret?”
Acknowledgments Special thanks to Concordia University (Montréal, Canada) for its support;
the Canada Council for the Arts; the Conseil des arts et des lettres du Québec; the Fonds de
Recherche du Québec Société et Culture (FRQSC); Martin Peach, who has been a dedicated
technician for many years; as well as the numerous graduate and undergraduate students who
have been working as research assistants on many of these projects.
References
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Designing Robots Creatively
Abstract Designing robots creatively involves not only the conceptualisation and
realisation of robots that can interact with humans, but demands a focus on the
experience of people as they encounter and interact with the robot. This focus on
interactant experience requires an understanding of the context of the interaction
and the culture within which it will take place, underscoring the importance of the
social sciences and creative arts to social robotics; disciplines that have a long his-
tory of studying people and their relationships to the spaces that they inhabit. Four
case studies of collaborative art-robotics projects are presented to illustrate the
process of designing robots creatively, with strong emphasis on creating an engag-
ing experience for people as they interact with the robot.
Over the last decade there has been a dramatic increase in human-robot interaction
(HRI) research [4]. The progress that has been made in technological aspects of
robotics has served only to emphasise the gap in knowledge of human perception
and behaviour as people begin to encounter and interact with robots. It is inevita-
ble that the next generation of robots will need to interact with humans to a much
greater extent than ever before [5]. According to the International Federation of
Robotics, approximately three million robots were sold for personal and domes-
tic use in 2012 [8]. Sales exceeding 22 million units are projected by 2016, an
increase of 630 % over 4 years. Japan has responded to its coming demographic
challenge by directing substantial research funding towards robotic assistance
for the aging. It is now widely accepted that robots will play an important role in
domestic environments, hospitals and aged care facilities of the future. Even the
field of industrial robotics will require collaborative operations between humans
and robots [5]. For social robotics to make a positive contribution, however, we
need to better understand how people respond to robots, and what factors influence
their responses.
M. Velonaki (*) · D. Rye
NSW Art & Design, The University of New South Wales, PO Box 259,
Paddington, NSW 2021, Australia
e-mail: [email protected]
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380 M. Velonaki and D. Rye
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Designing Robots Creatively 381
[Mari] At ACFR I formed a team with David Rye, Steve Scheding and Stefan
Williams, bringing expertise in systems and software design, machine vision
and robotics. What brought us together was our shared goal to better understand
the complex space of human-robot interaction, and what elements could assist
in triggering an engaging exchange between a human and a robot. That was the
beginning of my collaboration with David Rye, a close collaboration that contin-
ues until today and has produced several robotic works, alongside with academic
papers, Ph.D. graduates, interviews, travels, arguments, celebrations and unparal-
leled joy.
[David] I was introduced to Mari by the then Director of ACFR, Hugh Durrant-
Whyte, after Mari came to discuss Fish-Bird with Hugh. I was immediately struck
by Mari’s innovative ideas and the strong and coherent conceptual foundation for
the project that she was proposing. I thought that it would be quite interesting to
build robots that interacted with people. Furthermore, as an engineer I thought that
I knew a lot about art. I had no idea how much I was to learn over the years…
In the following sections we discuss four of our collaborative projects as exam-
ples that demonstrate some aspects of designing robots creatively: Fish-Bird:
Circle B—Movement C (2004–2006), Circle D: Fragile Balances (2008), Circle
E: Fragile Balances (2009) and Diamandini (2009–2013).
We have written about Fish-Bird since 2004, continually refining our views of the
work. The description most satisfying to us can be found in the excerpts below [17].
Fish-Bird is an interactive autokinetic artwork that investigates the dialogical
possibilities between two robots, in the form of wheelchairs, that can communi-
cate with each other and with their audience through the modalities of movement
and written text. The chairs write intimate letters on slips of paper that they then
drop to the floor, impersonating two characters (Fish and Bird) who fall in love but
cannot be together due to ‘technical difficulties’ (Fig. 1).
Spectators entering the installation space disturb the intimacy of the two
objects, yet create the strong potential for other dialogues to exist. The specta-
tor can see the traces of their previous written exchanges on the floor, and may
become aware of the disturbance that they have caused. Dialogue occurs kineti-
cally through the wheelchair’s perception of the body language of the audience,
and on the audiences reaction to the unexpected disturbance would be to converse
about trivial subjects, like the weather… Through emerging dialogue, the wheel-
chairs may become more “comfortable” with their observers, and start to reveal
intimacies on the floor again.
Each wheelchair writes in a distinctive cursive font that reflects its ‘personal-
ity’. The written messages are subdivided into two categories: personal mes-
sages communicated between the two robots, and messages written by a robot
to a human participant. The messages are an amalgamation of words, verses and
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382 M. Velonaki and D. Rye
sentences selected from a large database containing excerpts of the poetry of Anna
Akhmatova [1], fragments of love-letters donated to the project by people over the
period of 3 years, and text composed by me.
At the time, by choosing the wheelchair as the form for the robots, I aimed
to introduce a new aesthetic proposition in robotics: one that was far removed
from humanoid, android or pet-like robots. A wheelchair is the ultimate kinetic
object, since it self-subverts its role as a static object by having wheels. At the
same time, a wheelchair is an object that suggests interaction—movement of the
wheelchair needs either the effort of the person who sits in it, or of the one who
assists by pushing it. A wheelchair inevitably suggests the presence or the absence
of a person. Furthermore, the wheelchair was chosen because of its relationship
to the human—it is designed to almost perfectly frame and support the human
body, to assist its user to achieve physical tasks that they may otherwise be unable
to perform. In a similar manner, the Fish-Bird project utilises the wheelchairs as
vehicles for communication between the two characters (Fish and Bird) and their
visitors. One of my aims was to test the hypothesis that robot behaviour can be
more important that appearance in determining levels of engagement in human-
robot interaction.
“The dialogical approach taken in this project both requires and fosters notions
of trust and shared intimacy. It is intended that the technology used in the project
will be largely transparent to the audience. Going further than a willing suspen-
sion of disbelief, a lack of audience perception of the underlying technological
apparatus will focus attention on the poetics and aesthetics of the artwork, and will
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Designing Robots Creatively 383
Fig. 2 CAD drawing of a
Fish-Bird robot showing the
writing arm
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384 M. Velonaki and D. Rye
communicated with each other (Fig. 3). Timing was another factor that influenced
my decision to use the mini thermal printers—the immediacy of the printing con-
tributed to the flow of the interaction between the visitors and Fish-Bird.
The realisation of a robot will always require the design of elements for power
supply, supporting structures, sensing of the operating environment and the peo-
ple in it, means of actuation, software architecture and algorithms, all verified by
supporting calculations. Any collaborative project necessarily involves input from
all collaborating parties, and any complex system design will inevitably involve
accommodation between conflicting requirements, requiring dialogue between the
collaborators. One important aspect of the Fish-Bird project was to determine the
key requirements that would allow the project to move from a concept to its practi-
cal realisation. These requirements relate to the quality, performance and reliability
of the system, to the need to support experimental modification of robot behaviour,
and also involve aspects of the installation and operation of the robot in a museum
setting. For example, it was necessary to design a separate user interface to allow
gallery attendants to easily start up, shut down and recharge the robot daily.
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Designing Robots Creatively 385
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386 M. Velonaki and D. Rye
The steel tubing, fabricated parts and aluminium components were satin
chromed to unify them visually. Seat cushions were upholstered in a synthetic fab-
ric, in red for Bird and blue for Fish, that has a discrete geometric self-pattern and
a pronounced metallic sheen. These finishes were chosen to distinguish the chairs
as designed objects that exist in a space outside of the hospital or nursing-home
environment where one might expect to encounter them.
It is clear that power and size considerations dominate the design of on-board
electronics and computing. The combined requirements of concealment, extended
operating duration and moderate performance discourage physically large and/or
high-powered sensing and computing hardware. These considerations led to the use
of two custom-designed microcontroller-based motion control boards rather than
an embedded PC as the on-board control element, and the selection of Bluetooth
rather than wireless Ethernet for radio communications to the wheelchair robots.
Each motion control board has a dedicated Bluetooth transceiver, allowing compu-
tationally-intensive tasks such as wheelchair and ‘handwriting’ trajectory genera-
tion to be placed off-board the wheelchairs in the installation control computer.
Forward- and rearward-facing analogue infrared sensors were mounted under-
neath the wheelchair seats, and measure the distance to nearby obstacles. These
allow some imminent collisions to be detected using only on-board sensors.
Additional on-board sensing is limited to wheel encoders, plus battery voltage
and load current monitoring. To promote the illusion that the wheelchairs are not
under direct control, most of the environment sensing for the system was mounted
off-board. This choice also minimises the requirement for power storage on the
wheelchairs, and allows a much wider variety of sensors to be used for tracking
the robots and human participants.
In the current implementation, two scanning laser sensors are concealed on the
perimeter of the space and provide range and bearing observations to the wheel-
chairs and participants as they move within the space. Cameras mounted on
the ceiling are used to provide observations of the wheelchairs and participants
moving within their fields of view using a background difference method. Laser
and camera observations are sent to the installation controller where a series of
Kalman filters are used to estimate the current state of the system. Communication
between the various modules in the system is based on the active sensor networks
architecture reported in Makarenko et al. [10].
Many robotic systems are commanded and controlled using a combination of
scripting and reasoning systems. The behaviour of each robot in the Fish-Bird system
is controlled through a finite state machine containing a number of discrete states.
Each state corresponds to a behavioural primitive, or action, such as ‘sleep’, ‘talk’,
‘gaze’, ‘follow’ etc. Transitions between the various states are handled by a behav-
ioural engine, and both the conditions that cause state transitions and the transition
target states are specified by a scripting language that was written for the project.
[Mari] It was important for me to be able to directly script the behaviours of the
robots. A scripting language resembling a primitive form of the C language was
devised to give me the compositional freedom that was essential in developing the
behaviours of the two robots.
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Designing Robots Creatively 387
One of the goals of the Fish-Bird project was to provide an engaging interface
between the robots and the participants through movement and text. The way that
each wheelchair robot moves serves to communicate the robot’s ‘personality’ and
current ‘mood’. Generally, the behaviour of Bird was designed to be more ‘outgo-
ing’. It is the wheelchair that first approaches an audience member, and its motion
tends to be more pronounced. Fish is more ‘reserved’, as it appears to be more
inhibited.
The next projects that we worked on were Circle D: Fragile Balances and Circle
E: Fragile Balances. Although not robotic by definition, both projects act as
devices that allow additional communications modalities between the Fish-Bird
robots and their interactants. We view, thematically, the two Fragile Balances
works as companions to the Fish-Bird project. In the case of Circle D, my aim was
to create two physical avatars of the Fish-Bird robots to enable the activation of
their dialogues in locations remote from the robots. The following text describing
the work is from Velonaki [17].
Circle D: Fragile Balances comprises two luminous cube-like wooden objects
that appear to be floating above the surface of a lacquered structure that perches on
impossibly slender legs (Fig. 4). Each object is comprised of four crystal screens
where ‘handwritten’ text appears, wrapping around it conveying a playful sense of
rhythm. The text represents personal messages that flow between the virtual char-
acters of Fish and Bird, and in that sense each object is a physical embodiment of
a character. The objects can be lifted from their wooden stand and handled freely
by participants. Handling provides an interface that facilitates bidirectional com-
munication between the participants and the artwork in a playful way.
[Mari] Circle D: Fragile Balances was created as a companion work to Fish-
Bird. I wanted to create new embodiments of Fish and Bird that would act as
avatars to enable the activation of their dialogues in locations remote from the
robots. She also wanted to test agency in relation to physical appearance and, in
particular, how people would respond to hand-held interactive objects. In Circle
D: Fragile Balances she chose to design another object with a non-technological
appearance, although it had to house highly-technological electronic modules. The
choice was to work with wood, an organic traditional material.
If a gallery visitor picks up one of the cubes from its floating base (Fig. 5) the
text becomes disturbed and barely readable, influenced directly by the movement
of the visitor’s hands. The sensitive structure of the flow of messages between the
two fictional characters remains disrupted as long as the visitor moves or turns the
object quickly or abruptly. The only way that the participant can allow the mes-
sages to again flow around the object is to handle it with care—gently and softly
cradling the object in his/her hands in concert with the rhythm of the ‘handwritten’
messages. If visitors do not handle the luminous cubes, the work stands on its own
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388 M. Velonaki and D. Rye
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Designing Robots Creatively 389
order to read each other’s messages, then the dialogue between the virtual charac-
ters is manifested and completed in the physical space. To reach into this fragile
stream of text, the participant must attain a moment of stillness.
“As in Fish-Bird, in Circle D: Fragile Balances it was important that the techno-
logical apparatus was concealed, and therefore invisible to participants. This need
inspired innovations in engineering and design to meet a set of aesthetic criteria on
the physical manifestation of the two avatars. Each small cube conceals custom-built
miniaturised microcomputers, accelerometers, batteries, and circuitry for battery
charging and power management. No external wires are visible—the design was
purposely manipulated to eliminate the visibility of screws and other such traces of
the assembly process, and the stand also functions as a concealed battery charger.”
[David] Circle D was very challenging to realise, in part because of its small
size. It was the most intricate object that we had made at ACFR at the time.
Because it was important to maximise the operating time of the object off the
charge point, approximately 2/3 of the internal volume was filled with batter-
ies, leaving little room for everything else. The solution was to design a printed
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390 M. Velonaki and D. Rye
circuit board that contained all electronics, and allowed the two Linux computers
to be plugged in. The displays that were selected had to be modified to replace the
high-voltage tube backlights with LED light strips. It was the connections to the
four display panels that caused the most difficulty. A connection through a flex-
ible printed circuit (FPC) with conductors of 0.3 mm pitch was required, and we
rejected four prototypes before we found a manufacturer able to make FPCs to the
required specification.
[David] Working with wood for the Circle D objects also presented challenges.
We first approached woodworkers, but were told that it was not possible to make
the wooden structure that we envisaged to hold the display panels. One of our col-
leagues, Iain Brown, experimented with cutting wood on a metal-working milling
machine and found ways to hold the wood securely so that fine sections could be
cut accurately. Thanks to Iain we were able to design, assemble and manufacture
an ‘impossible’ wooden structure.
The third work in the Fish-Bird series, Circle E: Fragile Balances, was created
to provide an interface where participants could handwrite and ‘post’ their own
messages to the Fish and Bird avatars of Circle D. Circle E is a wooden table-like
object with a rotating brass drum partially sunk into it. A notepad and pencil are
placed on its top and a ‘postal bag’ hangs under the object (Fig. 6). Members of
the audience are encouraged to write to Fish and Bird, or to their loved ones, and
donate their letters to the project by feeding them through the slot in the drum
when it pauses momentarily (Fig. 7). All the letters are scanned and, at a later
stage, added as text to the dialogues between the Fish-Bird robots and the interac-
tive cubes of Circle D: Fragile Balances.
[Mari] Every time we exhibit Circle E, regardless of the country—Australia,
Hong Kong and mainland China, Korea, New Zealand to date—I am always over-
whelmed, not only by the thousands of letters that people contribute to the pro-
ject, written to the Fish-Bird characters or to their loved ones, but by the intimate
nature of the messages which often reveal very personal information. There seems
to be a pattern in younger interactants, of offering drawings and tender letters to
their mothers.
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Designing Robots Creatively 391
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392 M. Velonaki and D. Rye
Fig. 7 Mari Velonaki, Circle E: Fragile Balances (2009) Installation with kinetic object. Image
courtesy of the Art Gallery of NSW
Fig. 8 Mari Velonaki,
Diamandini (2009–2013)
Interactive humanoid robot.
Image Paul Gosney
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Designing Robots Creatively 393
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394 M. Velonaki and D. Rye
located on-board the robot. Nickel metal hydride batteries were selected for the
same reasons as in the Fish-Bird project.
The project has involved considerable research into touch sensing and the trans-
mission and interpretation of social messages and emotions via touch. Techniques
based on electrical impedance tomography (EIT) were developed that can be used
to implement flexible and stretchable artificial ‘sensitive skin’ using conductive
fabrics to facilitate the interpretation of touch by robots during human-robot inter-
action. A classifier based on the ‘LogitBoost’ algorithm was developed and used to
identify six specific social messages, such as ‘acceptance’ and ‘rejection’, and the
six so-called basic emotions proposed by Ekman and Friesen [3], when transmit-
ted by touch to an arm covered by the EIT-based skin. Experiments demonstrated,
for the first time, that emotions and social messages present in human touch could
be identified with accuracies comparable to those of human-to-human touch [15,
16]. Current work in the project aims to transfer these techniques to Diamandini.
To date Diamandini has been presented in only three contexts: as a prototype
during ISEA 2011 in Istanbul, as an interactive sculpture in the Medieval and
Renaissance Gallery at the Victoria and Albert Museum (Fig. 10), and as a per-
formative automaton at as part of Time and Motion: Redefining Working Life at the
Foundation for Art and Creative Technology (FACT) in Liverpool in 2013–14. At
the V&A Museum, more than 34,000 people interacted with Diamandini during
the London Design Festival (Figs. 11 and 12).
At the V&A Museum, the interaction system was programmed to select the
most distant person present in the working area, turn Diamandini to ‘face’ them,
and then attempt to move the robot to the target person within a time of 30 s. A
damped potential field algorithm was used to generate the robot’s trajectory, with
the selected person serving as the attractor and both fixed and moving obsta-
cles—typically people—serving as repulsors. If the robot was not able to reach the
selected person within the allowed time, a new person was selected by the system.
At FACT, Diamandini was programmed to perform along a path around the exhi-
bition, pausing in front of other artworks and then continuing her spatial explo-
ration of the gallery in a choreographed manner, stopping only when her desired
path was blocked by people.
The exhibition of Diamandini at the V&A Museum provided an opportunity
for us to observe how situational context affects human-robot interaction. We
were able to install Diamandini in two very different spaces in the Museum, the
Medieval and Renaissance Gallery and the Sackler Centre. The Medieval and
Renaissance Gallery is a very formal exhibition space, imposing and prestigious
due to the wealth of the collection of sculptures and architectural artefacts that it
hosts, there is always a museum attendant present to remind the visitors that they
should refrain from touching the exhibits. The Sackler Centre, on the other hand,
is the most contemporary recent addition to the Museum that has been conceived
and designed as a ‘hands on’ experiential learning and experimental space that
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Designing Robots Creatively 395
Fig. 10 Mari Velonaki,
Diamandini (2009–2013)
Interactive humanoid robot.
Image courtesy of the
Victoria and Albert Museum
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396 M. Velonaki and D. Rye
Fig. 11 Mari Velonaki,
Diamandini (2009–2013)
Interactive humanoid robot.
Image courtesy of the
Victoria and Albert Museum
Methodologies
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Designing Robots Creatively 397
Fig. 12 Mari Velonaki,
Diamandini (2009–2013)
Interactive humanoid robot.
Image courtesy of the
Victoria and Albert Museum
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398 M. Velonaki and D. Rye
Fig. 13 Composite overhead view of Diamandini in the Victoria and Albert Museum, London.
‘Hot’ coloured areas in the superimposed normalised density map show locations where participants
spent most of their time
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Designing Robots Creatively 399
Table 1 List of features used during data clustering, in descending order of information gain
Feature
1. Minimum distance to robot
2. Mean distance to robot
3. Time spent within the robot’s Social zone
4. Time spent within the robot’s Public zone
5. Time spent within the robot’s Personal zone
6. Minimum angular direction of person’s gaze relative to the robot
7. Time spent in the installation space
8. Mean walking speed of person
9. Time spent within the robot’s Intimate zone
interaction. Interactants were people who observed and approached the robot to
interact at closer distances. Nine features were used in this clustering, selected
from an initial list of over 40 candidate features using information gain [12] to
measure the relative contributions of the candidate features and thereby rank them
in order of importance in an information sense. Table 1 lists the nine features that
were used. Features 3–5 and 9 were assessed according to Hall’s theory of prox-
emics [6].
Further analysis was performed on the “Observer” and “Interactant” groups,
a total of 2,919 encounters. A one-way analysis of variance (ANOVA) followed
by post hoc comparisons using Tukey’s honestly significant difference (HSD) [7]
test was conducted to assess potential differences in the interactive behaviour of
groups of participants. Different groups of participants were chosen as independ-
ent variables and the time of interaction at different proxemic distances [6] as the
dependent variable. The results show that Observers and Interactants spent signifi-
cantly more time interacting with the robot at a social distance than at any other
proxemic distance category, and that children spent significantly more time than
adults interacting at both social and personal distances from the robot. Differences
in time spent at different proxemics distances were not statistically significant
between male and female adults.
Clustering by age showed that more than three times as many children as adults
interacted with the robot at an Intimate distance, and almost double the number
at a Personal distance. Interactants preferred to be located at Intimate or Personal
distances from the robot, Observers preferred to be in the Personal or Social prox-
emic zones, while Non-Interactants remained (as expected by definition) within
the Social and Public zones.
Using a one-way ANOVA and subsequent Tukey HSD tests showed that children
looked more directly at the robot than adults did. Again, differences in relative gaze
between adult males and females were not statistically significant. Other statisti-
cally significant differences between adults and children were found; interestingly,
children show greater maximum speeds of both approach and retreat from the robot
than adults, despite their smaller size. Both adults and children show higher maxi-
mum approach speeds than maximum speeds of retreat relative to the robot.
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400 M. Velonaki and D. Rye
Closing
References
1. Akhmatova A (1998) The complete poems of Anna Akhmatova. In: Reeder R (ed)
Hemschemeyer J (trans). Zephyr Press, Chicago
2. Celeux G, Govaert G (1992) A classification EM algorithm for clustering and two stochastic
versions. Comp Stat Data Anal 14:315–332
3. Ekman P, Friesen W (1971) Constants across cultures in the face and emotion. J Pers Soc
Psychol 17(2):124–129
4. Goodrich MA, Schultz AC (2007) Human-robot interaction: a survey. Found Trends in
Human-Comput Interact 1(3):203–275
5. Harper C, Virk G (2010) Towards the development of international safety standards for
human-robot interaction. Int J Soc Robot 2(3):229–234
6. Hall E (1966) The hidden dimension. Anchor Books, New York
7. Hochberg Y, Tamhane A (1987) Multiple comparison procedures. Wiley, New York
8. International Federation of Robotics (2014) World robotics: service robots, 2013.
http://www.ifr.org/service-robots/. Accessed 16 September 2013
9. Kanda T, Shiomi M, Miyashita Z, Ishiguro H, Hagita N (2009) An affective guide robot in a
shopping mall. In: Proceedings of the ACM/IEEE international conference on HRI, pp 173–180,
San Diego, USA, 11–13 March 2009
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Designing Robots Creatively 401
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Robot Partner—Are Friends Electric?
Abstract This text examines Doepner’s individually realized works as well as his
works within different art collectives from the early 1990s up until today, work
that spans the broad field of technology-based art: Van Gogh TV/Piazza Virtuale;
Ikit; Playground Robotics: When Robots Play; When Robots Draw: At The
Borderline Between Human and Machine; Robot Partner; Living Rooms—Happy
End of the 21st Century; Automated Table Modification; DrillBot; NoiseBot, and
others. The text focuses on Doepner’s artistic explorations of today’s prevalent
reception, use and impact of technology as a materialization of certain systems
and techniques that critically influence our daily lives.
Are “Friends” Electric? is a song by English band Tubeway Army from their 1979 album Replicas.
The song was written and produced by Gary Numan, the band’s frontman and lead vocalist.
S. Doepner · U. Jurman (*)
f18institut, Cirkulacija 2, Ljubljana, Slovenia
S. Doepner
e-mail: [email protected]
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404 S. Doepner and U. Jurman
features that are “unique to the nature” of a particular medium [1]. I studied paint-
ing and experimental film, I’ve worked with video, performance, experimental TV,
sound, graphics, machines, robots, programs, (kinetic) sculpture, (interactive) instal-
lations, urban interventions, etc. I could claim that I couldn’t care less about inter-
pretations of my work, which are medium specificity-based. But, is this really true?
Art historians and theoreticians would probably interpret my reservation to the
medium-based approach to art in relation to the so-called post-media/post-medium
condition, which undermines the modernist “medium specificity” tradition [2]. But
within my daily professional reality (calls and invitations for festivals, exhibitions,
catalogues, applications, grants, etc.). I am most often interpellated [3] as so-called
new media-, computer-, robotic- or inter-media artist—basically, just with some
more prefixes than was usual some 50 years ago [4].
If I had to label (the majority of) my art, I would prefer the broader term technol-
ogy-based art. First, I am convinced that the technology employed—be it a hammer
and chisel or an electronic circuit—shapes artistic expression in an important way.
And second, more important, as an artist exploring today’s prevalent reception, use
and impact of technology in our daily routine I need to understand the technical aspect
of technology as well as different conditions behind it. To be able to explore and better
understand complex systems—technical, ideological, economic, social, etc.—which
are inscribed within technology and also reproduced by technology, I work with tech-
nology not just on the level of content and iconography, but also on the level of its
“materiality” and in my working methods. This, for me, is politically crucial, and in
this sense I have always been keenly interested in de-constructing and re-building
technology. In order to interrupt the automated, mechanical, non-reflexive, consumer-
ist relation to technology, I reinvent technology covering the entire creative process—
from developing (often in close collaboration with other artists) electronic hardware,
circuits, devices, machines, autonomous systems, and even tools/production means to
creating artistic interpretations of technological visions. So, yes, even with some of
the reservations I mentioned previously, in the end, the medium does matter in my
artistic practice. But more than any single medium by itself, the driving force in my
art is the exploration of systems, with a particular interest in technology as a materiali-
zation of certain systems and techniques that critically influence our daily lives.
It was already in my youth, my formative years being active in the punk and
industrial scene, that ruling systems—economy, politics, religion, media, educa-
tion, etc.—had their first stronger impact on me and I understood them as some-
thing that binds us, that is imposed on us, and as something that needs to be
challenged. Today, as an artist, I am interested, on the one hand, in penetrating into
already existing systems in order to explore and question their aims, procedures
and limits, and on the other hand, in creating my own systems—be they electro-
mechanical structures, robots or artist-run co-working spaces.
My technology-related art practice and artistic exploration of systems started with
the Van Gogh TV/Piazza Virtuale, “an interactive television project that could be
received all over Europe via four satellites for 100 days during documenta IX in 1992.
Visitors of the documenta could beam themselves in via videophones and cameras that
had been permanently installed in Kassel and other European cities to the live broadcast
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Robot Partner—Are Friends Electric? 405
called ‘Piazza Virtuale’. It was possible to use telephone, fax or modem to dial into the
broadcast from home. The aim of the project was to transform the mass medium of
television into an interactive medium that reverses the relationship of one broadcaster
and many receivers” [5]. The project consisted of several broadcasting units—so-called
Piazzettas—in cities all over Europe, as well as in North Africa, the U.S. and Japan. I
was part of the Piazzetta Telematica in Bremen, where I was then a student at the art
academy (Hochschule für Künste Bremen). Using the latest communication technology
available at that time, we were co-creating content and communication with and for the
TV users. The 3Sat public television station was the main host of this interactive TV
platform, which intended to interrupt the prevalent, one-way use of TV and to experi-
ment with social relations established through mass media. But, what struck me is how
strongly the meta level of the project—mass media system—determined the percep-
tion and possible use of our interactive TV platform by the TV audience. Today, active
media participation and co-creation are inherent to the Internet and also already well
economized, but within the traditional TV channel, the possibilities of this project were
very limited; the more we tried, the more I felt constricted (Fig. 1).
Kicked by this experience, I co-founded the Media Access Bureau in Bremen
in 1993 (with Ronald Gonko, Tobias Küch, Tobias Lange, Ole Wulfers, Malcom
Dow and others), where we could establish our own conditions. The place grew
instantly into a public media atelier equipped with a fax, Internet, picture phone,
Amiga and Mac workstations, and a restaurant/bar. It functioned as a social and a
co-working place, but not that long, because our idealism soon led us into financial
problems and we had to close about half a year later.
Fig. 1 Piazzetta Telematica Bremen, Van Gogh TV, 1992, photos by Piazzetta Telematica Bremen
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406 S. Doepner and U. Jurman
At the same time, new collaborative relations that developed through the Van
Gogh TV project enabled us, a group of students, to invite artists like Mike Hentz
and Nicolas Anatol Baginsky to the independent inter-media program that we were
organizing at the Bremen art academy. The collaboration with N.A. Baginsky, who
became my mentor for the artistic use of electro-mechanical technology, was cru-
cial for me. Nick soon invited me to participate in some of his projects and I had
the pleasure to learn by doing under his mentorship. Through working with him,
I acquired an understanding of working with machines, robots and electronic sys-
tems from the perspective of a sculptor—how to develop, construct and use this
machinery in order to sculpt a situation or a space.
By working with Nick, I also got the opportunity to work with some acknowledged
artists from the so-called machine art scene [6], and that prompted me to define my
own position in the world of art and technology. Furthermore, it became even more
clear to me that the complexity of working with/in technology would require me to
either learn programming and designing electronics on a professional level (or at least
a self-sufficient level) or to find partners with necessary technical skills and expertise.
I guess because of my affinity for teamwork as well as due to my life course, I found
that team in Hamburg, a city that played an important part in my artistic formation.
In 1995, I joined the Trojan Ship [Das Treujanische Schiff] in Hamburg, a
6-month long project initiated by Mike Hentz, who was at that time professor at the
Hamburg Academy of Fine Arts [Hochschule für bildende Künste]. The project was
conceived as a kind of a Trojan horse into the academic education system, which
often lacks active connection with life outside academic ateliers and classrooms. It
took place on a ship, which was docked in the city centre at the famous Fischmarkt
and used as a meeting and collaboration venue for students of the Hamburg fine art
academy and also for other interested parties to intertwine education, art and life.
Concepts that fuelled the Trojan Ship—the idea of art as a research into/for culture,
the importance of establishing artist-run spaces, of carrying a full circle of artistic
production, of self-organization and taking individual responsibility while working
in cooperation, and the importance of making processes public and an important part
of the art work—manifested in numerous exhibitions, concerts, lectures, symposi-
ums, performances, parties, etc., and overlapped with my own artistic credo. I was
literally living all of that within the medialab@sea, a small shack on the ship filled
with ISDN Internet connection, computers and a handful of enthusiasts.
The Trojan Ship brought together Gwendoline Taube, Lars Vaupel and me,
and in 1996 we founded the f18institut for Art, Information and Technology as
a collaborative platform for artistic exploration of contemporary technology. The
core unit of the f18institut soon expanded, integrating additional artists and pro-
grammers, with the composition of the group changing over the years, depend-
ing on the needs and interests of specific projects (Ole Wulfers, Jan Cummerow,
Tom Diekmann, Joachim Schütz, Stora). Teamwork was, from the beginning, our
modus operandi, since it creates the most dynamic processes, increases exchange
and know-how and fosters individuals towards self-positioning. Already in our
first projects we learned how to work collaboratively while at the same time leav-
ing space for individual expression.
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Robot Partner—Are Friends Electric? 407
The first productions of the f18institut, which took place outside of our Blue
House [7], where we were living, working and organizing public events, were con-
nected with the Kampnagel cultural factory, Hamburg. From the late 80s till the late
90s, this former crane factory was an important producer and promoter of technol-
ogy-related art, not just on a local or national, but also on an international scale. For
a young art group such as f18institut at that time, it offered a priceless environment
for our early artistic explorations. Besides supporting our work [8], Kampnagel was
important for us also as a hub for the international scene of technology-based art.
Through Kampnagel, f18 was able to establish connections and in some cases also
collaborations with other artists whose projects we supported with our artistic and
technical knowledge. No doubt our most important collaboration was in 1998 when
f18institut developed and constructed in collaboration with Stelarc his Exoskeleton,
a 3-m in diameter, insect-like six-legged robot that supports the artist who navigates
the robot. Exoskeleton initiated a string of further collaborations with Stelarc: in
2000, f18 developed the Motion Prosthesis, a pneumatic robot unit for controlling
the upper body; and in 2006, the Walking Head, a 2-m in diameter, six-legged auton-
omous and interactive platform with an avatar head by Steve Middleton displayed
on a monitor. Then, in 2014, I started to work with Stelarc on Microbot, a six-legged
autonomous robot and performative intervention into Stelarc’s mouth that thematizes
the growing intimacy of machines and the human body, and depicts a possible future
in which the body will be colonized by micro- and nano-sensors, devices and robots
augmenting our bacterial and viral populations (Figs. 2, 3 and 4).
f18’s own artistic work has explored systems and techniques characteriz-
ing contemporary society (e.g. work, leisure time, science, art, etc.) with a spe-
cial interest in technology, the promises it carries and the belief it serves. The
procedure we have followed was to dive into the world of technology, to explore
it through hands-on experience and to achieve our own decoding within it. One
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408 S. Doepner and U. Jurman
of our approaches has been the development of our own tools (computer con-
trols, programs, devices, etc.), which enabled us to enter the world of technology
through the “back door” and to create our own positions and possibilities in that
context. We have strived to overcome technological glorification and mystification.
For this, we believe, it is necessary to work from within—to examine and grasp
technology through reinventing it. We have also been interested in giving a twist
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Robot Partner—Are Friends Electric? 409
on the application of technology taken for granted in our daily lives, while at the
same time also showing a daily routine as a kind of machinery. In our collaborative
projects and also in my own work, familiar situations are interrupted and objects
are ripped out of their actual contexts and entrusted with new tasks and meanings.
Works that I realized within the f18 projects create a poetics of everyday rou-
tines, which may at first seem absurd: Buddha Machine and Jesus Walking Over
the Water—two motorized installations dealing with religion as a kind of automa-
tization (within the Drop Outs exhibition, 1998); Midi Shelf, version 1—house-
hold appliances turned into a sound orchestra played by a sequencer (within the
generalpark.de project, 1999); moving forest—autonomous platforms with trees
(within the generalpark.de project, 1999); Exploding Wardrobe—computer-con-
trolled performative object, 1999 (Figs. 5, 6, 7, 8 and 9).
Our interest in technology and its implementation in everyday life, in the phe-
nomena of automatization, and in the notion of a system, directed us more and
more toward robotics. f18institut’s first own bigger robotics project was Ikit, which
we performed in a public park in Zürich in the year 2000. The project was part of
an educational exhibition Playground 03, which was presenting computer games
(under the leitmotif of playing and learning) and was organized by the Migros
Culture Percentage. Ikit was one of the artistic “interventions” in this exhibition and
was a kind of jump and run computer game translated into the real world. It con-
sisted of three robot platforms that could move autonomously across the lawn and
establish contact with the public; a huge server-station, which served also as seating
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410 S. Doepner and U. Jurman
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Robot Partner—Are Friends Electric? 411
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412 S. Doepner and U. Jurman
ranged from teenagers ignoring the robots after they did not immediately fulfill their
expectations to a very playful discovering and intuitive use of functions by younger
children to a more technically interested approach and “appropriation” (using the
“following mode” for a walk with a robot through the park) by pensioners. Through
these observations, we obtained direct feedback regarding our artistic and technical
concepts, and this feedback proved invaluable for it gave us a clearer picture of our
own understanding of autonomous robots and of the relations people are establishing
towards them—a kind of a second-order cybernetics situation according to which an
observer is always a part of the observed system (Figs. 10, 11 and 12).
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Robot Partner—Are Friends Electric? 413
In the year 2004, f18institut realized an exhibition series under the title
Playground Robotics: When Robots Play, an overview of our latest robotic works.
Three exhibitions in three different Swiss cities [9] were presenting our works,
robotic works by Swiss artist Jürg Lehni (Hektor) and researcher Raja Dravid
(Stumpi) as well as artistic services which f18 realized for other artists (Stelarc’s
Exsoskeleton and Andres Bosshard’s rotating loudspeakers Rotobossophone, 2003).
Within the Playground Robotics: When Robots Play exhibition project, I would
like to point out the exhibition When Robots Draw: At The Borderline Between
Human and Machine [Wenn Roboter Zeichnen: Im Grenzbereich von Mensch und
Maschine] displayed at the Kunstmuseum Solothurn. The exhibition examined the
unclear boundary between artistic process and mechanical design and included
works by Dieter Roth, Jean Tinguely, Roman Signer, Jürg Lehni, f18institut and
others. f18 was involved in the selection of exhibited works and participated with
Drawing Spiders by Lars Vaupel and PaintBot by me. PaintBot is an autonomous
mobile platform (40 cm in diameter) equipped with a brush and an exchangeable
container filled with oil paint, with the color to be chosen each day anew by the
museum technicians. The robot moves within a given area that is covered with
canvas, simultaneously dipping a brush into the paint and then leaving traces
behind and thus slowly covering the canvas day by day. So, there was a space,
dominated by the robot that was painting and then painting-over every moment
a new image, a canvas and the intense smell of oil paint. Probably the first scent
of oil paint in this museum, filled with Ferdinand Hodler’s oil paintings since
long ago. The question arises as to which part of the process was under my artis-
tic authorship, what was my decision and what was the result of the continuously
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Robot Partner—Are Friends Electric? 415
With the Playground Robotics tour, the collaboration of the initial f18institut
group ended. We continue to support older projects and work in individual teams
on new developments, sometimes still under the f18 label.
In my experience, designing and building robots is a good way to learn about
technology and cognition on the basis of trial and error. I have always embraced
mistakes and failing as an important part of creative and cognitive processes as well
as a conceptual tool with which to address the ideals, promises and beliefs closely
attached to technology. What makes it so inspiring to work with robotics for me is
that it provides a chance for self-reflection, for understanding your own concepts of
behavior, perception, intelligence and corresponding processes like mistakes, rou-
tine, prejudices, misinterpretations and the like. When it comes to a situation where
a certain circuit, program, etc., does not work according to your aims, you have to
look at your own patterns of understanding. Developing robotics involves dealing
with a whole bunch of system modules like sensors, behavior, control and mechan-
ics as well as with the factors of human-robot interaction and of the desired or
expected environment. In a way, it leads to a kind of artistic bio-digital exploration,
a striving to understand the relationship between human beings and digital-elec-
tronic associates throughout the whole process, from development to application.
An important project that questions ideals, promises and beliefs that are closely
attached to technology as well as exploring the relationship between human beings
and digital-electronic associates is Robot Partner. It is a long-term project, or bet-
ter: a conceptual frame within which I have realized several works that relate to
the promise of robots to facilitate our daily living, to make it more efficient and
thus better. The project focuses on the concept of partnership between humans and
machines and also on the contemporary ideas and images of fortschritt (progress).
Hegel once wrote that the progress of the mind is not yet the progress of hap-
piness. At the present time, it seems obvious to me that promised progress is also
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416 S. Doepner and U. Jurman
only promised happiness. The Living Rooms—Happy End of the 21st Century
(2006, with Jan Cummerow) [11] addresses this ambivalence, since any kind of
progress also produces new contradictions and conflicts, and any kind of promise
produces new expectations and desires.
The installation takes the form of the interior of an apartment in which home
appliances and furniture take on a life of their own. The Living Rooms consists of
a kitchen, bedroom, bath and a living room. Each area is equipped with ubiquitous
items—furniture, home devices, accessories and tools. Items function “correctly”
to a certain degree; however, their function is not determined by their usability,
but they are programmed as if they were subject of their “own” dynamics. The
apartment seems to generate a potential inhabitant in a virtual state. A course of
action involving furniture and devices arises, which then increasingly runs into an
escalating independence—kitchen devices, tools, chairs and tables, etc., jump into
a rhythmic state and absurd dance. Part by part, the objects slowly calm down, the
mobile furniture moves back to its original location and the virtual inhabitant goes
back to bed, the light fades. This performative installation creates an image that
we can relate to our past, present and future. It offers the visitor the possibility to
explore his/her own everyday world as a type of machinery, as well as to reflect
on the ideas and dreams of the improvement of our daily lives and environments
through the help of technology (Figs. 16, 17 and 18).
The Living Rooms works with absurd, travesty, humor, and also with the sense of
the uncanny [das Unheimliche], which is achieved especially with the sound element
of the installation. This sense of the uncanny includes a peculiar mixture of the familiar
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Robot Partner—Are Friends Electric? 417
and the unfamiliar. According to Freud, who elaborated on this concept, the uncanny
derives from the known, the familiar, which has at one time gotten suppressed. The
uncanny is nothing foreign, or strange per se. It is something that is familiar to our psy-
chological life but has been alienated through the process of suppression. The uncanny
is something that should have remained hidden but came to light.
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418 S. Doepner and U. Jurman
Similar to The Living Rooms, Automated Table Modification (2008) [12] refers to
the idea of an augmented environment. It is a kind of tableau vivant where objects
displayed on the table perform their own motion and sound choreography. It consists
of 400 electromagnets underneath the table’s glass top, which is covered with several
everyday items usually found on a work desk at home. The items start, one by one, to
make one or more steps towards a possible goal. Eventually they create a chaotic, and
thereafter a seemingly orderly, structure. Like The Living Rooms, this work was often
perceived as an interactive or even intelligent installation; nevertheless, it is based on a
loop of programmed steps, such as, for example, a car-welding robot. Any interference
is disturbing the system and endangering the efficient workflow (Fig. 19).
In the context of the Robot Partner project, DrillBot (2009, with Lars Vaupel) deals
particularly with the ideal of service robots facilitating and simplifying human labour
and the everyday routine as well as serving people as partners in an alienated, mecha-
nized and systemized society. The robot consists of a grid to which four drill machines
are connected, driven by computer-controlled pneumatic actuators. It moves autono-
mously on the wall holding itself there by drilling holes in it. With the accompanying
text, the project aims its critique at economically conditioned propaganda-like adver-
tisements, like the kind we see everyday everywhere, ads that promote tentative tech-
nological innovations as effective and promised perfection, despite whatever elusive
benefit or possible unforeseen problem might be associated with them. Opposite to
the notion of efficiency, DrillBot performs partly slow, almost meditative motions, and
partly abrupt violent disturbances. And opposite to the hyper-designed, contemporary
technological items, DrillBot’s aesthetics is pure function-based and appears anachro-
nistic, whereas it does still perform its “awesome” service of “drill-climbing” the walls
(if I may borrow from the usual advertisement vocabulary) (Figs. 20 and 21).
In my aesthetics, form usually follows function, and the artworks often have a
kind of a shabby appeal. While examining everyday routine and everyday application
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Robot Partner—Are Friends Electric? 419
of technology, I like to use ordinary items in my works. Living Rooms, for example,
does not look like a high-tech, upscale, designed apartment that would rather refer to a
near future or a very expensive apartment, but looks ordinary, even cheap or démodé.
Objects used in the Automated Table Modification or in the Midi Shelf are also very
ordinary, the kind of items one can buy in a corner store and not in a design shop.
The aesthetics of my works is also connected to my working methods—I often re-use
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420 S. Doepner and U. Jurman
material and work with whatever might be at hand, which is also a matter of urgency
and of finances when one prototypes a lot—as well as to my rather critical position
towards the superficial role aesthetics and specifically design can play in our consum-
erist and commodified culture. In the case of technology, design often predominantly
serves the purpose of branding, beautifying and polishing the object of desire—the
object that should meet our desires for a better, up-to-date, easier, happier, more effi-
cient life. Design importantly supports constructing these desires that cover a void in
a consumerist society. And if design constructs a phantasmatic “surface” to cover this
void, then perhaps I am trying to reach through and work with this very void itself.
Even if the Robot Partner project has a certain dystopian view towards technol-
ogy, especially when it comes to the human-machine relation in the context of con-
sumerist society, I have always found that it is also important to work with a positive
attitude towards the utopian aspect of technology—to explore the potentials of
technology in its ability to seek for the “different” ways possible. A new degree of
value, one that is not in the service of accelerated production, but is a tool for social
action. This social function would not be implemented in the tool itself (e.g. as in
Facebook, Twitter, you name it!); the tool would just cause the moment or situation
wherein these social functions would actually have to be a matter of discussion.
In recent years, I have focused on creating robotic tools for acoustic interven-
tions and performances. These artistic endeavors take the shape of robotized sound
instruments and of moving sound and speaker systems (different rotating sound
speakers and rotating instruments) that I use on different occasions—concerts,
installations, theatrical and other performances.
Part of my ongoing research on different possibilities of dynamic sound perform-
ing is also NoiseBot (2011–14, with Lars Vaupel), an autonomous robotic sound object
on wheels that navigates with the help of ultrasonic sensors. In contrast to prevalent
sound systems, which, by “aiming” sound, patronize the listener towards a static per-
ception and “imprison” us into a homogeneous way of experiencing sound, NoiseBot
does not “throw” sound from one single static point to another, but is a tool for shaping
sound in space and space through sound in motion. By moving in the space, execut-
ing its own programmed behaviour, NoiseBot is a sound actor that creates a dynamic
sound space. Rather than just virtually moving sound to desired places, like in case of
multi-channel sound systems, the idea is to play with the acoustic effects of the given
architecture using the physical movement of the powerful sound source. NoiseBot can
be used as an instrument for different occasions—music and sound, dance and thea-
tre performances. Most of NoiseBot’s applications in these areas required an extended
navigation system. That is why the robot was equipped with a kind of indoor GPS, an
infrared positioning system that was developed by Lars Vaupel. The system makes it
is possible to mark-out a space using several infrared beacons with individual tags that
can be used to trigger different behavior patterns as well as to remote control directly
the motion of the robot (Figs. 22 and 23).
Moving sound and speaker systems were also the main focus of the Noise Is
Us festival, which took place in 2014 at Cirkulacija [2], an artists initiative based
in Ljubljana that I co-founded in 2007. For the festival we developed, in the
final step together with the invited artists, an 8-channel sound system composed
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Robot Partner—Are Friends Electric? 421
Fig. 22 S. Doepner, L.
Vaupel, NoiseBot, 20011–14,
photo by Miha Koron
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422 S. Doepner and U. Jurman
References
1. The concept of medium specificity was, in the mid-20th century, most notoriously propa-
gated by the American art critic Clement Greenberg
2. I am referring to three oft-cited conceptualizations of the post-media/post-medium condi-
tion. According to Lev Manovich, various cultural and technological developments rendered
meaningless one of the key concepts of modern art—that of a medium; still, the old media-
based typology of art persists (Manovich L (2001) Post-media Aesthetics. http://manovich.
net/index.php/projects/post-media-aesthetics. Accessed 9 March 2015). Peter Weibel’s
post-media condition brings about not only the equalization of individual media (as com-
pared to the historic primacy of painting), but also new combinations and mixtures of artistic
media (Weibel P (2012) The Post-media Condition. http://www.metamute.org/editorial/lab/
post-media-condition. Accessed 9 March 2015). Rosalind Krauss derives from a critique of
Greenberg’s media specificity, which is tied to a physical element (flatness of painting, three-
dimensional sculpture, etc.), and elaborates on the “knights of the medium” whose works re-
invent what art can achieve through a particular medium (Krauss R (2000) A Voyage on the
North Sea: Art in the Age of the Post-Medium Condition. Thames & Hudson, London)
3. Louis Althusser’s concept of ideological “interpellation” describes the moment and process
by which ideology constitutes individuals as subjects. According to Althusser, the ideologi-
cal social and political institutions and the discourses they propagate “hail” the individual in
social interactions, giving him/her his/her identity. By recognizing him/herself in that “hail”,
the concrete individual is “always already interpellated” as a subject
4. Parallel to these art historical and cultural policy operations that split the art field into differ-
ent (media-based) branches, I understand the splintering of the art (field) into specific niches
and novelties as being determined as well by market operations, through which differences
can be easier economized
5. See: http://www.medienkunstnetz.de/works/piazza-virtuale. Accessed 20 Feb 2015
6. In the year 1994, Nicolas Anatol Baginsky invited me to work with him in Hamburg for a
production with NVA (NVA was founded in 1992 by Angus Farquhar, a former member of
the industrial music group Test Dept) at Kampnagel, and on that occasion I also built my first
publicly performing machine Butter-Fliege. In 1995, I worked with Nick and Barry Schwartz
on the I-Beam Music project as well as assisting at Chico MacMurtrie’s The Amorphic
Evolution project, both at “cultural factory” Kampnagel in Hamburg
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Robot Partner—Are Friends Electric? 423
7. Blue House [Blaues Haus] functioned as the f18 living, working and public space, where
we were organizing exhibitions and public events presenting our work and the work of other
Hamburg-based artists (Testsequel Present T1, 1997; Testsequel Present T2, 1998)
8. At Kampnagel, Hamburg, f18 realized the motorized and computer-controlled installation
Drop Outs within the framework of the Junge Hunde program, 1998; and generalpark.de: A
Soap-Opera Between Machines, Computer, Video and Sound, 1999
9. Playground Robotics: When Robots Play was displayed at the Kornhausforum in Bern;
Kunstmuseum and Altes Spital in Solothurn; and Plug. In in Basel. The exhibition series was
produced by the Migros Culture Percentage. Later that year, an excerpt of this exhibition pro-
ject was presented at the Kapelica Gallery in Ljubljana, Slovenia
10. Ammann K, Mollet J (2004) Wenn Roboter zeichnen. http://www.kunstmuseum-so.ch/wenn-
roboter-zeichnen. Accessed 28 Feb 2015
11. The Living Rooms—Happy End of the 21st Century was produced by the SMARt 2006
12. Automated Table Modification was produced by the Kapelica Gallery, Ljubljana
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Part VII
Epilogue
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Encounters, Anecdotes and Insights—
Prosthetics, Robotics and Art
Stelarc
Abstract Performing with prosthetic attachments and robotic extensions, the artist’s
body becomes an operational system that combines improvised actions with involun-
tary and automated motions. The body interfaced and interacting with machines, expe-
riences its own movements as machinic. Using anecdotes, insights and references to
my own practice, as well as to recent developments in robotics for medical, industrial
and military uses, there is a discussion of the issues and ethics of human-robot interac-
tion. Notions of aliveness, embodiment and agency become problematic. The hybridi-
zation of robotics and art generates contestable futures of form, function and aesthetics.
Possibilities that can be actualized, interrogated, evaluated and possibly appropri-
ated. Alternate anatomical architectures are engineered, experienced and interrogated.
After a lecture I gave in Aix En Provence, where I also demonstrated the opera-
tion of my Third Hand, a person came up to me and excitedly asked if she could
try actuating the mechanism with the EMG electrodes I used. It was only after
a few minutes of speaking to her that I realized one of her arms was a cosmetic
arm. It was convincingly real in appearance and on first sight I just assumed
she was fully enabled. Anyway, I attached some electrodes on the flexor and
extender muscles of her other arm and gave her some simple instructions on
what to do. She was delighted in being able to control the mechanical hand
functions with her own muscle signals and she asked me what I thought of her
prosthesis. I said that I did like her artificial arm. Although it had no functions
it was beautiful in appearance. Without further ado she wrenched it off and
handed it over to me and started to walk away. It was most disconcerting that
her body was no longer a visually complete body. She had detached her arm. It
was an embarrassing moment, she with one hand and me with four. I stopped
her leaving and convinced her that she should have her arm back.
Stelarc (*)
Distinguished Research Fellow, School of Design and Art,
Curtin University, Perth, WA, Australia
e-mail: [email protected]
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428 Stelarc
Preface
Introduction
Robots are not only a mistaken metaphor for the dehumanization of the body but
also for the future sentience of machines. Already the invasion is on, with robots
appearing in the human imaginary through literature, film and art. We are increas-
ingly populated by artificial body parts, robots, and are being invaded by algo-
rithms. The definition of a robot is generally of a machine able to perform
programmable tasks automatically. But with such classes of machines as wearable
robots and medical robots, intimate and haptic interfaces have been developed to
incorporate the human as a component of the machine system. And with web
Crawlers1 and Chatbots2 one can think of these as virtual robots. Robots prolifer-
1A Webcrawler is a program, a type of search engine, that automatically searches and indexes
internet information using keywords, links and other data.
2A Chatbot is a rudimentary AI that can converse with people or with itself either in text or in
spoken language.
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Encounters, Anecdotes and Insights … 429
ate in the human landscape in a multiplicity of forms and with increasing number
of functions. They range from massive and intimidating machines to nano-scale
structures not visible to the human eye. They perform with a reliability,
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430 Stelarc
repetitiveness and robustness not possible with our human bodies, and furthermore
they can be accessed and actuated remotely. Robots are becoming more athletic
with springy legs, varied sensors and speedier computational capabilities. They
range from being fully automated to fully autonomous, responsive and interactive.
They can incorporate insect and animal-like locomotion and human-like grasping
and manipulation. They can be cute (caricature approximations) and uncanny
(uncomfortably realistic). They can be increasingly human-like in appearance with
facial expressions and lip movements that can generate affect that augments spo-
ken communication. And embedded cameras in their eyes enable head tracking
and face recognition. Soft, snake-like robots can deform and transform in shape to
negotiate restrictive spaces and to perform particular tasks. There are factory
robots, rescue robots, medical robots, military robots, flying robots and now nano-
robots that can inhabit the human body. They are beginning to invade roads, build-
ings, hospitals, in our skies and in the theatre of war. Tele-operated robots can be
seen as surrogate sensors and end effectors of our bodies. With increasing high
fidelity visual feedback and haptics such as force-feedback, the spatial and psy-
chological distance between body and robot collapses. Marvin Minsky’s “telepres-
ence” becomes Sasumu Tachi’s “tele-existence” where you are effectively the
remote robot. And artists are creating unexpected outcomes with prosthetics,
robotics and interactive systems, incorporating the automated, the autonomous and
the artificially intelligent into their work. Chimeras are now possible with robots
actuated by bio-brains, located in labs elsewhere. Through the engineering of non-
utilitarian and aesthetic alternate anatomical architectures, artists generate hybrid
machine systems that obliquely interrogate aliveness, affect and agency.
Engineering robots can be seen as both an interrogating of and a going beyond the
human and evolutionary condition and capability. Biomimcry is not simply a repli-
cating of the biological but rather an incorporation of their forms and functions in
hybrid and unexpected ways. This text will be a collection of encounters, anec-
dotes and insights from research in prosthetics, robotics and my own performance
art projects. The theoretical, social and ethical issues of this meshing of meat,
metal and code are discussed.
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Encounters, Anecdotes and Insights … 431
I then reluctantly admitted it was my artwork, thinking that this would clar-
ify all my previous answers. His response was completely unexpected. He
got even angrier, took off his glasses, glared at me and waving his finger
insisted that this was not art! (Fig. 2).
The EXTENDED ARM was completed and first performed with in 2000. This was
realised with the assistance of Jason Patterson in Melbourne and f18 in
Hamburg. It is an eleven degree-of-freedom manipulator that is worn on my right
arm. It extends my arm to primate proportions. It has 300° wrist rotation, thumb
rotation, individual finger flexion and each finger splits open. Potentially each fin-
ger is a gripper in-itself. It is pneumatically actuated and the finger, thumb and
wrist movements are registered with sounds generated by the solenoid clicks, the
percussion of the fingers, the compressed air sounds and synthesized sounds gen-
erated by the control signals. Whilst the artist actuates the Extended Arm manipu-
lator, his left arm is moving involuntarily using two muscle stimulators, matching
the eleven degrees-of-freedom. The event duration was 4 h, continuously per-
formed. The AMBIDEXTROUS ARM is a work in progress that I originally initi-
ated, with Dr. Tatiana Kalganova, as a collaboration between the School of Art and
the School of Engineering and Design at Brunel University. Because of its
Fig. 2 Handswriting: writing one word simultaneously with Three Hands Maki Gallery, Tokyo
1982. Photographer Keisuke Oki, Stelarc
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432 Stelarc
double-jointedness, the fingers can bend one way and the thumb can rotate for a
left hand, or they can bend completely the other way and the thumb can rotate
back to enable the mechanism to be a right hand as well. The components of the
hand are 3D-printed with tendons that are actuated by bundles of pneumatic air-
flow muscles positioned in the forearm. If an amputee, needs an arm, why not
have an ambidextrous arm rather than one of a particular handedness? And if a
mobile robot platform or a wheelchair has a robot manipulator attached, it would
be much more versatile as an ambidextrous arm. But as an artist, what I am inter-
ested in are the choreographic possibilities of performing with an ambidextrous
arm attached. I’ve always imagined the extra arm being attached from the shoul-
der. But that’s not necessarily the best position as it could interfere with your nor-
mal arm’s movements. In recent years, extra limbs engineered as human
attachments have been developed at the MIT d’Arbeloff Laboratory for
Information Systems and Technology—two arms attached not only from the
shoulders but also alternatively two arms attached at the hips. The arms from the
waist can also act as a pair of extra legs, bracing the user in performing certain
tasks. A full-body exoskeleton, aside from its additional weight would be cumber-
some and constraining. Electronic limbs that can be both arms and legs are a bet-
ter, more versatile solution. increasing the task envelope of these robot extensions.
Known as Supernumerary Robotic Limbs (SRLs), these extensions are actuated by
the acceleration and motion of the users arms.3 Simpler wearable robot limbs have
also been developed. Even two 3 degree-of-freedom extended fingers attached to
the wrist can be very useful, enabling two handed functions performed with the
one hand. These extra fingers can exert the force of your real fingers. So prosthet-
ics initially imagined for the paralyzed can have applications for augmenting fully
enabled humans for carrying out more complex multitasking (Fig. 3).
Nobody complains that Bernini’s sculptures are too darn real, right? Or that
Norman Rockwell’s paintings are too creepy. Well, robots can seem real and be
loved, too. We’re trying to make a new art medium out of robotics.
DAVID HANSON, Robotics Engineer, Hanson Robotics.
Increasingly intelligent and autonomous robots and virtual agents are populat-
ing our human social architectural and electronic and internet spaces. Strategies
for interaction and collaboration need to be considered and contested. As well as
humanoid anatomies, robots will proliferate in a multiplicity of bio-mimicked
forms and operate with varying functions. These chimeras will be not only on
3http://newsoffice.mit.edu/2014/getting-grip-robotic-grasp-0718; http://spectrum.ieee.org/robot-
ics/industrial-robots, 2 June 2014).
[email protected]
Encounters, Anecdotes and Insights … 433
wheels but also will walk, run, leap, hover, float and fly-with human, insect-like,
animal-like and bird-like maneuverability. Raffaello D’Andrea from the ETH
Zurich calls his flying robots “athletic machines”, performing remarkable airborne
feats.4 Another micro radio controlled flying robot called “KULibrie” flies by flap-
ping its wings.5 Boston Dynamics is known for its DARPA funded research for
engineering robust robots for rough terrain (primarily for military use) and keep-
ing their balance even if bumped, pushed or kicked. See “Big Dog”,6 with
dynamic manipulation7 and the novel locomotion of “RHex”,8 with its springy,
single jointed legs (a combination of wheels and legs, or “whegs”) that enable fast
movement and the ability to leap over obstacles. But especially with their “Little
Dog” robot,9 the Uncanny Valley becomes an issue not only with humanoid robots
4http://www.youtube.com/watch?v=C4IJXAVXgIo.
5http://www.youtube.com/watch?v=33z0xEBtwgI.
6http://www.youtube.com/watch?v=J6cekvxatu4.
7http://www.youtube.com/watch?v=2jvLalY6ubc.
8http://www.youtube.com/watch?v=ISznqY3kESI.
9http://www.youtube.com/watch?v=nUQsRPJ1dYw.
[email protected]
434 Stelarc
and avatars, but also with all bio-mimicked robots. And in 2013 more artificial
agents than humans browsed the internet, with malicious bots such as Scrapers
(content theft and duplication), Spammers (posting malware), Hackers (data theft)
and Impersonators (bandwidth consumption) continuing to proliferate. Biological
life is now increasingly contaminated by machine systems and viral codes. Arthur
Kroker points out that as code is executable it is essentially performative.10
What becomes apparent is that only a simple vocabulary of behaviours gener-
ates a sense of aliveness and affect and this might suffice for our initial interac-
tions, whatever form and function they might have. An intelligent agent is one that
can respond appropriately, in a timely manner, in unpredictable social situations.
To generate contestable futures requires an interdisciplinary approach and one that
incorporates strategies in mixed realities.
Being alive is a biological condition beginning with birth and ending in death.
Of developing, maturing and gradually deteriorating—unless a body dies unex-
pectedly from some pathology or catastrophic accident. This general observa-
tion can be applied to all living things including insects and animals. Aliveness,
on the other hand is attributable here to machine systems and other artificial life
forms that become animated and perform by being switched on and switched off
either mechanically or by programmed code. This condition can be characterized
as digital, rather than analogue. A kind of “operational aliveness”. But as biologi-
cal bodies are increasingly augmented and automated by prosthetic additions and
artificial organs and kept alive by technological life support systems, the distinc-
tions between the biological and the machinic blur as do the distinctions between
“being alive” and “exhibiting aliveness”. At the same time machines are becoming
increasingly actuated by shape-memory alloys, rubber muscles and electro-active
polymers. And with bio-brains grown with neurons kept alive in remote lab incuba-
tors, not only do robots have silicon chip circuitry but also are now engineered with
soft and flexible components and can have wet, living media as generating agency.
Our responsiveness is determined not only by our intelligence and awareness
but also by our hard-wired behaviour, our personal and social habitual and cul-
tural conditioning. We do not always have to be attentive and we generally behave
involuntarily and automatically. Much of what we do, we do not have to be aware
of, as in the case of the basic functioning of our bodies. In fact it has been argued
that awareness occurs when we malfunction, for example when we fall over or
become sick, which interrupts our perceived seamless operation in the world. If a
robot system can behave appropriately in social institutions, respond adequately
in unpredictable situations and skillfully operate human technologies then a robot
would appear to be a useful companion and assistant. Humanoid robots have
become increasingly important in aiding humans, collaborating in complex tasks,
augmenting human capabilities and even taking over certain roles that humans no
longer wish to perform.
10Kroker, Arthur. 2012 Body Drift: Butler Hayles Harraway Minneapolis University of
Minnesota.
[email protected]
Encounters, Anecdotes and Insights … 435
What facilitates the proliferation of prosthetics and robotics and the devel-
opment of more integrated and interfaced bodies and machines is the pre-
sent engineering of the Internet of Thinks (IoT) and the notion of Object
Oriented Ontology (OOO).
To interact with humans and operate in our social spaces it is advantageous for
robots to somewhat emulate human form and human function or at least engage in
behavior that humans can be cognizant of and empathize with, as with bio-mim-
icked insect-like and animal-like robots. For a robot to approximate human actions
it requires a robot anatomy of sensors to monitor the world, computational capa-
bilities to process and comprehend its context and also to provide appropriate con-
trol signals for its musculature/actuators to generate the physical responses.
Manipulation and mobility allow for an appropriate task envelope of operation that
will increasingly overlap and become inextricably interwoven with the human. In
the case of humanoid robots, having approximations of the anatomical architecture
of biological bodies will allow robots to more adequately and seductively engage
with us whilst simultaneously being capable of operating our machines and instru-
ments that have been designed for use by a human body. As biological bodies we
examine and are alerted by not only sight, but also hearing, smell and touch.
Engineering a robot that can hear a human voice, respond to sounds that indicate a
hazardous or even dangerous situation, feel if something is soft or hard, cold or
hot, rough or smooth and distinguish smells that might be pleasurable or noxious
to humans becomes a necessity. And of course robots would need adequate cogni-
tion to process and contextualize that information. What would it mean for a robot
[email protected]
436 Stelarc
11http://www.youtube.com/watch?v=WnzlbyTZsQY.
12See the work of Kevin Warwick on robots with bio-brains, Reading University, UK.
13First proposed by Japanese roboticist Masahiro Mori in the 1970s that indicated a significant
dip in the graph he plotted at the point where the robot most resembled a human.
[email protected]
Encounters, Anecdotes and Insights … 437
streams and become remote end-effectors for machine intelligence. For a human
body to participate effectively it needs to be interfaced. These human-robot-infor-
mation chimeras would increasingly function as extended operational systems.
Separate domains of operation appear increasingly less likely. Task envelopes are
overlapping. As robots become safer to interact with they are likely to be con-
fronted with problems and situations that are uniquely human and they need to
react appropriately. Should robots be susceptible to human emotions? Can robots
interact with humans if they cannot recognize and respond appropriately by
expressing emotions themselves? What do you entrust to robots that you wouldn’t
entrust to humans, given their potentially more lethal capabilities? Will it be man-
datory for robots to have black boxes to record and replay their actions if serious
malfunctions occur as now happens with some of our other technologies? And
semi-autonomous robots would have to have the capability of “intelligent disobe-
dience”14 if the remote operator is unaware of the local consequence of a remote
command. David Woods asserts that people who develop and deploy robots should
be held responsible for them.
Want responsible robotics? Start with responsible humans.
DAVID WOODS, Cognitive Systems Engineering Laboratory, Ohio State University.
Robofair is the annual event that features the engineering and robotics work
done at Curtin University in Perth and is for the general public, students and
children. I’ve performed twice, both occasions continuously for the 4 h of
the event with some unexpected comments and feedback from the audience.
Whilst performing with my Extended Arm, a small boy, neatly combed hair
and very well dressed kept walking past me and glancing at what I was
doing. Finally he stopped, looked up and rather accusingly said, “You can’t
fool me. You’re not a real robot!” In another 4 h event, I was performing
with the Rethink Robotics Baxter robot,15 a collaboration with Raymond
Sheh from the Intelligent Robots Group, at the Department of Computing,
14A capability displayed by guide dogs and incorporated into Japanese roboticist Sasumu Tachi’s
“Tele-Existence” system.
15http://www.alternate-anatomies.org/projects-2/musclesmotors; http://www.alternate-anatomies.
org/videos.
[email protected]
438 Stelarc
Networked Robots
With the FRACTAL FLESH (1995), PING BODY (1996) and PARASITE
(1997) performances the body experiences itself as an accessible, program-
mable, remotely actuated and networked, that performs sometimes involun-
tarily, sometimes automated and sometimes in improvised ways. It is both
a possessed and performing body. It is acoustically extended in the local
[email protected]
Encounters, Anecdotes and Insights … 439
Fig. 4 Ping body: an internet actuated and uploaded performance. Diagram Stelarc, Stelarc
[email protected]
440 Stelarc
[email protected]
Encounters, Anecdotes and Insights … 441
16The Hexapod prototype and the MUSCLE MACHINE project was jointly funded by the
Wellcome Trust and the Arts and Humanities Research Board in collaboration with The
Nottingham Trent University and The Evolutionary and Adaptive Systems Group, COGS,
The University of Sussex. The project was coordinated by Prof. Barry Smith (DRU, TNTU).
Engineering of the robot by Dr. Philip Breedon (FaCCT, TNTU). The first demonstration and
presentation of the project was at Byron House, The Nottingham Trent University, 26 June 2003.
The first performances were done at Gallery 291, London, 1 July, 2003.
[email protected]
442 Stelarc
Fig. 6 Muscle machine, Gallery 291, London 2003. Photographer Mark Bennett, Stelarc
17http://www.mantisrobot.com.
18Engineering and software programming by f18, Hamburg.
[email protected]
Encounters, Anecdotes and Insights … 443
Fig. 7 Walking head, Heide Museum of Modern Art, Melbourne 2006. Photographer Stelarc, Stelarc
Can a robot be brave? Can it selflessly sacrifice? Can a robot, trained to identify and
engage targets, have some sense of ethics or restraint?
ERIC SCHMIDT, The New Digital Age: Reshaping the Future of People, Nations
and Business.
Prosthetics and Exoskeletons are effectively wearable robots that can provide
support and rehab for traumatized bodies, animate paralyzed bodies, augment
human power for industrial use or amplify the capabilities of the military user.
Even standing upright is advantageous for normally wheel-chair bound patients.
And if the control of the exoskeleton is a brain-computer interface, then the exo-
skeleton becomes a more intimate and agency driven mechanism. The
MINDWALKER is being developed and refined by the The Biomechanical
Engineering group (BME), University of Twente. The ReWalk Robotic
Exoskeleton is powered at the hips and knees enabling spinal cord injury patients
to stand and walk. Ekso Bionics, Berkeley CA, pioneered and was the first to com-
mercialize a robotic exoskeleton for rehab and paraplegic use in cases of stroke,
spinal cord injury or disease, and traumatic brain injury. It typically facilitates
walking for people with a broad range of motor abilities.19 Daewoo Shipbuilding
19http://intl.eksobionics.com/ekso.
[email protected]
444 Stelarc
20http://spectrum.ieee.org/automaton/robotics/industrial-robots/korean-shipbuilder-testing-indus-
amplifier-1.
[email protected]
Encounters, Anecdotes and Insights … 445
Fig. 8 Motion prosthesis,
Melbourne, Hamburg 2000.
Diagram Stelarc, Stelarc
The MOVATAR, an upper body motion prosthesis, was first performed for
Cyber Cultures at The Casula Powerhouse on the 19 August, 2000. It is an
inverse motion capture system that allows an avatar to partially access a
human body and perform with it in the real world as a virtual-actual interface.
A pneumatically actuated upper body exoskeleton allows the avatar to ani-
mate the performer’s arms with a total of 6 degrees of freedom. The avatar’s
evolutionary algorithms alter its behavior during the performance. The lower
body can interrupt and influence the interface through an array of switches on
the floor, creating an extended and interactive operational system. The body
becomes a split body whose upper torso is constrained and prompted whilst its
legs are free to move and modulate the choreography. The Movatar is a ges-
tural dialogue between a virtual entity and a physical body that evolves and
is modulated through interactivity during the performance. The body is again
simultaneously a possessed and performing body prompted—not by other peo-
ple as in FRACTAL FLESH, not by internet activity as in PING BODY, not by
internet images as in PARASITE—but by a virtual entity (Fig. 8).
[email protected]
446 Stelarc
Medical Robots
The Da Vinci Surgery System was the first robotic system to be approved by the
FDA in the USA for general laparoscopic surgery.22 It is not simply a natural
extension of the surgeon’s eyes and hands. Medical robots translate the sur-
geon’s hand movements into more precise and reliable micro-actions,23 mini-
mizing error in performing minimally invasive surgery. With small attachable
tools, enhanced vision for the surgeon and able to dampen the surgeon’s hand
tremors, this becomes especially advantageous for micro-surgery. The overhead
boom allows all the 4 arms to rotate as a group as well as to have extended reach
into the body. This provides easy and safer reach into the body than with the
bulky hands of a human surgeon. The Da Vinci robot provides enhanced surgical
control, with the system constantly computing the safety of the surgical proce-
dures. And its instruments provide seven degrees-of-freedom, better than the
human wrist. It combines a magnified, 3D HD augmented vision that is immer-
sive and it has motion control to go beyond conventional surgical techniques and
skills. It is an ergonomically designed system that maximizes performance with
its use of multiple, interactive arms. The fact that the system scales, filters and
translates the surgeons hand movements and suppresses any autonomous move-
ments results in safer surgery. The assisting nurses can visually monitor the
internal surgical procedure and patient critical information on the available mon-
itors. The two telescopic cameras allow for 3D stereoscopic views. The result is
more skilled surgery and less patient trauma. The Da Vinci robot can be used
proximally or remotely, given its audio-visual and haptic capabilities. In 2014
almost 500,000 surgeries were done using robots. A fully automated robot sur-
geon can apply the history of previous surgeries and improve on all its past
procedures.
22http://www.davincisurgery.com/da-vinci-surgery/da-vinci-surgical-system/;https://www.youtu
be.com/watch?v=VJ_3GJNz4fg
23Demonstrations to show the dexterity possible have included miniature paintings and folding
[email protected]
Encounters, Anecdotes and Insights … 447
Having endoscopically filmed 3 m of internal body space into the lungs, stomach
and colon between 1973–1975 and with the realization that the body is not only a
structure of tissue, muscles and bones but also of empty spaces, cavities and circu-
latory systems there was always a desire to insert technology into the body. In 1993
I designed a sculpture for the inside of my stomach, for the Fifth
Australian Sculpture Triennale in Melbourne whose theme was site-specific works.
The STOMACH SCULPTURE24 was realised with the assistance of a jeweller, a
micro-surgery instrument maker, a musician and a lighting designer! This simple
machine was a tethered worm screw and link mechanism that once inside the
stomach could open and close, extend and retract, with a flashing light and a beep-
ing sound. The stomach had to be inflated with air to make it safe to insert the
object. It took six insertions over several days to document 15 min of video.
You have to imagine this as a machine choreography inside a normally wet and
dark environment of the stomach cavity. Instead of a sculpture for a public space,
this was a sculpture for a private, physiological space (Figs. 9, 10 and 11).
Fig. 9 Inside of my
stomach, Yaesu Cancer
Research Centre, Tokyo
1973. Photographer Mutsu
Kitagawa, Stelarc
24The Stomach Sculpture was realized with the assistance of Jason Patterson, Rainer Linz and
Nathan Thompson.
[email protected]
448 Stelarc
[email protected]
Encounters, Anecdotes and Insights … 449
Fig. 11 Stomach sculpture, Fifth Australian Sculpture Triennale, NGV, Melbourne, 1993. Pho-
tographer Anthony Figallo, Stelarc
[email protected]
450 Stelarc
and nano robots would contribute to maintaining the healthy functioning of the
body and provide an early alert warning system that indicates and acts on prob-
lems automatically.26 Imagine repairing or even redesigning the body with nano
robots, atoms up, inside out. They would not be seen, not be sensed, not be felt
until the surface landscape of the body visibly transforms.
Replicating assemblers and thinking machines pose basic threats to people and to
life on Earth. Among the cognoscenti of nanotechnology, this threat has become
known as the gray goo problem.
ERIC DREXLER
The title for the Robots and Art Workshop organized for the International
Conference of Social Robotics 2014, Sydney was “Misbehaving Machines”.
I was complicit with both Christian Kroos and Damith Herath in com-
ing up with the title. But as the workshop approached and I began think-
ing of my presentation I became uneasy about the title. Being interested
in embodiment and agency, I felt it was important to make the distinction
between malfunctioning and misbehaving. It is not a trivial observation.
The word malfunction indicates an operational failure, whilst the word mis-
behaving indicates a behavioral problem. That is malfunction indicates an
error, whilst misbehavior indicates an agency. In other words, an intelligent
agent that makes a certain choice. An error can be said to occur when the
functions that the machine or robot have been designed to carry out fail. A
malfunction can occur in the absence of someone. On the other hand mis-
behaving can only occur in the presence of someone as there is always a
subjective or social framing of what is considered misbehavior. So we need
to more carefully describe what kinds of motions and actions are happening
in our relationships with technology. Machines and robots are increasingly
doing the “dull, dirty and dangerous” tasks. We can engineer or allow to
evolve smart, robust and reliable machines but we have to make sure they
are not making dumb or downright dangerous decisions in terms of the
social consequences of their actions.
26See the work of Sukho Park, Kyoungrae and Jongho Park, School of Mechanical
[email protected]
Encounters, Anecdotes and Insights … 451
Fig. 12 Floating head Montreal, 2010. Photographer Conception Levy, Stelarc and NXI Gestatio
27Project team at the MARCS Lab, University of Western Sydney, included Damith Herath,
[email protected]
452 Stelarc
29Developed at the MARCS Lab, University of Western Sydney, by Damith Herath, Christian
Kroos and Zhengzhi Zhang.
30See “Darwin’s Devices: What Evolving Robots Can Teach Us about the History of Life and the
[email protected]
Encounters, Anecdotes and Insights … 453
through new physical interactions with the environment. Although initially repli-
cating biological bodies can assist in designing efficient robots, what is also cre-
ated is the possibility of alternate interactions and operations in the world. Robots
with multiple vision, extended sensors, more precise manipulation, faster and more
robust architectures and extended, online cognitive systems quickly transition from
service machines to smart systems that can become autonomous and interactive.
They become operational systems that have never existed before. If robots have
complex anatomies, sensors and cognitive systems would it be advantageous to be
imbued with expressions of emotion and also to generate empathy? Affect allows
for more subtle and modulated interaction with others and the world, especially in
human societies. But do we want moody machines? Robots have been seen as reli-
able and robust mechanical and electronic systems with specific task envelopes. To
adequately interact with humans there should be at least a recognition and compre-
hension of human facial and gestural expression. And importantly, a consensually
shared symbolic and phenomenological model of the world. But will an artificial
life form (AL) with an artificial intelligence (AI) reproduce a human or an alien
experience? Is it meaningful to speak about an alien phenomenology if the feedback
loops reverberate into a kind of self-reflection. Having a sense of self, or should I
say a sense of system, would be equally as important as having a sense of the world.
Whilst we animate our machines we increasingly automate our bodies and with the
proliferation of biomimicked robots we are blurring the distinction between bodies,
insects, animals and machines. There is the possibility of creating chimeras of meat,
metal and code. Constructing hybrid human-machine systems that might incorpo-
rate evolutionary outcomes of adaptation with imaginative engineering.
The examples of industrial exoskeletons and robots mentioned in this chapter
will rapidly be replaced by improved models. Just as the body has become pro-
foundly obsolete in the technological terrain it now inhabits, robots have an accel-
erated and shorter operational life-span before updates and redesigns take over.
Robots and artificial limbs and manipulators are becoming more sophisticated
with greater dexterity and degrees-of-freedom. This is not merely an urge to aug-
ment, amplify and extend the human. What is being creatively constructed are arti-
ficial organs and machine designs that bypass body architectures and body
functions. Artificial components and operational systems that radically interrogate
the human condition. Several years ago the first turbine heart was inserted into the
chest of a terminally ill patient.31 This small and robust artificial heart circulates
blood continuously without pulsing. So in the near future, you might rest your
head on your loved ones chest. He is warm to the touch, he is breathing, he is
speaking, he is certainly alive—but he has no heartbeat….
31William Cohn and Bud Frazier from the Texas Heart Institute in Houston.
[email protected]
454 Stelarc
Fig. 13 Offline propel programming, Wintech Engineering, Yangebup 2015. Image Video Still
Stelarc
Fig. 14 Propel: body on robot arm, Autronics, Yangebup 2015. Photographer Jeremy Tweddle,
Stelarc
[email protected]
Encounters, Anecdotes and Insights … 455
Fig. 15 Propel: ear on robot arm, Autronics, Yangebup 2015. Image Video Still Stelarc
The PROPEL performance with the body and animated installation with the
sculpture was planned for “DeMonstrable” an exhibition at the Lawrence
Wilson Gallery, UWA, Perth. The exhibition was curated by Oron Catts,
Jennifer Johung and Elizabeth Stephens. The performance was realised with
the assistance of Paul Caporn. The idea was to choreograph the trajectory
of the body using a 6 degree-of-freedom ABB IRB 6640 industrial robot arm,
varying the trajectory, velocity and position/orientation of the body in
space.32 I was to perform coupled to the robot for an afternoon and then
have my body replaced by a body-sized replica of my ear for the remaining
months of the exhibition. The choreography of the ear sculpture on the robot
matched the choreography of the body.33 Interestingly, the robot that choreo-
graphed the ear was also the same robot that carved the ear. Due to a struc-
tural analysis of the floor it was not possible to install the robot in the
gallery. The weight of the robot plus the forklift to position it in place far
exceeded what the concrete floor of the gallery could support. The perfor-
mance and installation had to be realized and documented at Autronics, the
company where the robot was located. What was finally shown in the exhibi-
tion were large projections of both the body and the ear on the robot as well
as the physical objects of the support structure and the large ear sculpture.
Because of the perceived danger of being coupled to the robot arm the cho-
reography could not be performed without a programmer holding the
32https://www.youtube.com/watch?v=2bRpTn0KKd8.
33https://youtu.be/1vzJJjjF0vs.
[email protected]
456 Stelarc
controller with his thumb on the “kill switch”. The performance would not
have been possible without the support of Jim Tweddle, Wintech and Peter
Bradbury, ABB Australia. The programming of the robot was done offline
with Hayden Brown and James Boyle. The sculpture was carved at Foam
Shapers (Figs. 13, 14 and 15).
While Kant could entertain the fantasy of chimeras, he could not foresee that they
would one day exist as objects of experience. Stelarc’s work underlines and extends
the prosthetic character of the human body, throwing into question the philosophical
distinctions in which it has traditionally been thought. By emphasizing the view of
the body as technologically organized matter, Stelarc performs an alignment of mat-
ter and form that would avoid any metaphysical opposition. In some ways the logic
of his work can be seen to have been anticipated in Kant’s text, even if Kant was
eventually unable to sustain the thought of the technological chimera.
HOWARD CAYGILL “Stelarc and the Chimera: Kant’s critique of prosthetic judge-
ment (Aesthetics and the Body Politic)”. Art Journal, Spring, 1999.