Robots and Art

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The book explores the relationship between robotics, art and technology.

It explores the intersection of robotics, art and critical culture studies.

Structural issues with the gallery floor prevented installing the large industrial robot inside for a planned performance.

Cognitive Science and Technology

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

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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

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Damith Herath · Christian Kroos · Stelarc
Editors

Robots and Art


Exploring an Unlikely Symbiosis

13
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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

ISSN  2195-3988 ISSN  2195-3996  (electronic)


Cognitive Science and Technology
ISBN 978-981-10-0319-6 ISBN 978-981-10-0321-9  (eBook)
DOI 10.1007/978-981-10-0321-9

Library of Congress Control Number: 2016938046

© Springer Science+Business Media Singapore 2016


This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part
of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations,
recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission
or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar
methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this
publication does not imply, even in the absence of a specific statement, that such names are exempt from
the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this
book are believed to be true and accurate at the date of publication. Neither the publisher nor the
authors or the editors give a warranty, express or implied, with respect to the material contained herein
or for any errors or omissions that may have been made.

Printed on acid-free paper

This Springer imprint is published by Springer Nature


The registered company is Springer Science+Business Media Singapore Pte Ltd.

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To Amma and Thattha

Damith Herath

To my parents

Christian Kroos

For my partner, Nina Sellars

Stelarc

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Preface

This is an unusual book.


It brings together perspectives of human activity and thinking that seemingly
could not be further apart: science, engineering and technology on the one side,
the arts and critical culture studies on the other. Yet, in contemporary robotic art
they have been intertwined from the start, living off and nurturing each other. The
current book follows this symbiotic relationship. It takes a path that meanders
between the territories of the unlikely partners, along the fault lines of the areas,
changing its style and viewpoint on the run as the narrative of robotic art makes
inevitable.
For this book to come into being it took an unexpected collaboration. About
seven years ago, a multidisciplinary, multi-university research project with fund-
ing from the Australian Research Council and the National Health and Medical
Research Council was initiated at the MARCS Institute at Western Sydney
University, Sydney, Australia. Titled the ‘Thinking Head Project’, it aimed to
develop a ­sophisticated embodied conversational agent: a virtual, autonomous talk-
ing head that could generate appropriate and intelligent responses.
Unlike most other research projects, this project included an artist—an oddity
indeed. In the beginning, there were no robots. As the research project progressed,
the need for physical embodiment emerged from the desire to make the conver-
sational agent more interactive and engaging. The new ‘Articulated Head’ was
designed as a mixed-reality system, part virtual and part physical: An industrial
robot arm moving the monitor that displayed the virtual agent. A robotics engineer
was hired and a cognitive scientist already in the project switched from research-
ing virtual human–computer interaction to handling the AI controlling the new
robotic chimera. It may not come as a surprise then to readers that it is these three
individuals who are the editors of the current book.
Such interdisciplinary collaborations are not without difficulties. Replicability
and measurability required by science and engineering are at odds with the integ-
rity of a work of art which transcends these norms: Not to be repeated, not to be
measured. In implementing the Articulated Head, it became quickly apparent that
the enfolding head-on collision of mindsets and methods was neither pragmatic

vii

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viii Preface

in nature nor project-specific. It is inscribed in the historical development of dis-


ciplines and despite encouragement of interdisciplinarity by universities, fund-
ing bodies and government programs in many countries, anyone working at the
intersection of very diverse disciplines has experienced these apparent incommen-
surabilities. In academia especially, the organisational structures and evaluation
processes often impede work attempting to bridge the gap between science and art.
It became our ambition to lower the disciplinary boundaries between robotics
and art. We started with full-day workshops at international robotic conferences
and discovered a rich culture of collaborations in robotic art, sometimes reaching
back several decades. However, these collaborations had seldom entered main-
stream robotics. The current book is an attempt to mend fences—not by ignoring
established requirements and practices of the involved disciplines, but by opening
the view to other perspectives.
As you will discover, the artists included in this book—either in their own
account or as topic of analysis—have created some of the most iconic and seminal
works in robotic art. The contributors to this book were invited for their diverse
approaches and viewpoints and the quality of their work. Each contribution has
undergone a thorough peer review process. The result is an informed and insight-
ful look at the concepts, the technology, the history and the philosophy of robots in
contemporary art and the notable influence it has had on the discussion of robot-
related issues in society. The result is also a very readable book, accessible to a
wider readership beyond disciplinary boundaries and beyond academic scholar-
ship and education.

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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

We would like to invite you, the reader, to embark on an exploratory journey


with us and the contributors, travel through conflicting fields of studies and wit-
ness how they come together to form an unlikely symbiosis in the creation of
robotic art. We hope you will enjoy this unusual journey as much as we did over
the last five years while designing, editing and contributing to this book.

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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

Part II  Then and Now


We Have Always Been Robots: The History of Robots and Art. . . . . . . . . 29
Elizabeth Stephens and Tara Heffernan
Robotics and Art, Computationalism and Embodiment. . . . . . . . . . . . . . . 47
Simon Penny
Robotics: Hephaestus Does It Again. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Jean-Paul Laumond

Part III  Otherness


Embracing Interdependencies: Machines, Humans and Non-humans. . . . 89
Amy M. Youngs
Trans-Species Interfaces: A Manifesto for Symbiogenisis . . . . . . . . . . . . . 113
Ken Rinaldo
Cultivating the Uncanny: The Telegarden and Other Oddities . . . . . . . . . 149
Elizabeth Jochum and Ken Goldberg
The Potential of Otherness in Robotic Art. . . . . . . . . . . . . . . . . . . . . . . . . . 177
Eleanor Sandry
Being One, Being Many. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Christian Kroos and Damith Herath

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xii Contents

Part IV  Explorations


Way of the Jitterbug. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Norman T. White
Still and Useless: The Ultimate Automaton . . . . . . . . . . . . . . . . . . . . . . . . . 229
Nicolas Reeves and David St-Onge
Machines That Make Art. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Leonel Moura

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

Part VI  Interactions


I Want to Believe—Empathy and Catharsis in Robotic Art. . . . . . . . . . . . 365
Bill Vorn
Designing Robots Creatively . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Mari Velonaki and David Rye
Robot Partner—Are Friends Electric?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403
Stefan Doepner and Urška Jurman

Part VII  Epilogue


Encounters, Anecdotes and Insights—Prosthetics, Robotics and Art. . . . 427
Stelarc

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Editors and Contributors

About the Editors

Damith Herath  Human Centred Technology Research Centre, University of ­Canberra,


Australia
Damith Herath received his Ph.D. in Robotics from the University of
Technology, Sydney in 2008 while at the ARC Centre of Excellence for
Autonomous Systems (CAS) and has a B.Sc. (Hons) in Production Engineering,
University of Peradeniya, Sri Lanka in 2001. He held a doctoral fellowship at CAS
prior to joining MARCS Institute on the Thinking Head Project as the Research
Engineer. At MARCS, he led several robotic projects that explore various nuances
of Human–Robot Interaction including reciprocal influences between the arts and
robotics. His interests include autonomous robot navigation, localization and map-
ping, human–robot interaction and robotic art. Over the last 4 years, he has con-
tributed to a number of robotic art projects as the lead roboticist. He is also the
convener and program co-chair of the 2011 International Conference on Robotics
and Automation—Workshop on Robots and Art.
Christian Kroos  Alternate Anatomies Laboratory, School of Design & Art, Curtin
University, Perth, Australia
Christian Kroos received his M.A. and Ph.D. in Phonetics and Theatre Studies
from the Ludwigs-Maximilians-Universität, München, Germany. His work on
speech articulator movements and face motion during spoken language led to
interdisciplinary research covering computer vision, cognitive sciences and robot-
ics conducted internationally at the Institute of Phonetics and Speech Processing at
Ludwigs-Maximilians-Universität (Germany), at ATR International (Japan) and at
Haskins Laboratories (USA). At MARCS Institute, University of Western Sydney,
Australia, he explored non-verbal human–machine interaction in the Thinking
Head project. Besides his interest in robotic agents, he is still fascinated by human
speech production and the evolution of language.

xiii

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xiv Editors and Contributors

Stelarc  Performance Artist, Distinguished Research Fellow, Director Alternate


Anatomies Lab, School of Design & Art, Curtin University Perth
Stelarc explores alternate anatomical architectures, using prosthetics, robotics,
medical imaging, biotechnology and the Internet. He has performed with a Third
Hand, a Virtual Body, an Extended Arm, a Stomach Sculpture, Exoskeleton and a
Prosthetic Head. He is surgically constructing and stem-cell growing an ear on his
arm that will be Internet enabled. Publications include Stelarc: The Monograph,
Edited by Marquard Smith, Forward by William Gibson (MIT Press 2005). In
1996 he was made an Honorary Professor of Art and Robotics at Carnegie Mellon
University, Pittsburgh and in 2002 was awarded an Honorary Doctorate of Laws
by Monash University, Melbourne. In 2010, he received the Ars Electronica
Hybrid Arts Prize. He has recently been presented with the inaugural Australia
Council Award for Outstanding Achievement in Emerging and Experimental Arts.
Stelarc is currently a Distinguished Research Fellow and Director of the Alternate
Anatomies Lab, School of Design and Art (SODA) at Curtin University. His art-
work is represented by the Scott Livesey Galleries, Melbourne.

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

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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.

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xvi Editors and Contributors

Elizabeth Jochum  Aalborg University


Elizabeth Jochum (BA Wellesley College; MA, Ph.D. University of Colorado)
is an Assistant Professor of Robot Aesthetics at Aalborg University (Denmark)
and the co-founder of Robot Culture and Aesthetics (ROCA) research group at the
University of Copenhagen. Her research focuses on the intersection of robotics, art
and performance.
Urška Jurman  Program manager of the Igor Zabel Association for Culture and
Theory.
Urška Jurman graduated 2002 in Art History and Cultural Studies from the
Faculty of Arts, University of Ljubljana. She works as editor, writer, curator and
producer. Her field is contemporary art and its social context. Collaborations in
Slovenia: Škuc Gallery, ‘95–‘97; SCCA-Center for Contemporary Art, ‘99–
‘02, ‘05–‘06; hEXPO festival 2000; festival Break 2.2, ‘03; Gallery P74, ‘05–
‘08. Since 2012, she is Program Manager of the Igor Zabel Association. She is
Co-founder of Obrat Association.
Jean-Paul Laumond  LAAS-CNRS, Toulouse, France
J.P. Laumond, IEEE Fellow, is a roboticist. He is Directeur de Recherche at
LAAS-CNRS. His research is devoted to robot motion. He has published more
than 150 papers in international journals in Robotics, Computer Science, Control
and Neurosciences. He has been the 2011–2012 recipient of the Chaire Innovation
technologique Liliane Bettencourt at Collège de France in Paris. His current pro-
ject Actanthrope (ERC-ADG 340050) is devoted to the computational foundations
of anthropomorphic action.
Chico MacMurtrie  Amorphic Robot Works
Chico MacMurtrie is internationally recognised for his large-scale, interac-
tive public sculpture, performances and robotic installations. After graduating
from UCLA in 1987, he has received various awards and grants including from
the Rockefeller and Daniel Langlois Foundation. In 1991 he founded Amorphic
Robot Works/ARW, a collective of artists, engineers, and scientists dedicated to
the creation of anthropomorphic, organic, and abstract robotic forms. ARW has
exhibited in major museums and institutions worldwide, including: Reina Sofia
Museum, Madrid; NAMOC, Beijing; MUAC, Mexico City; Beall Center for Art
and Technology; Shanghai Biennale, Pioneer Works, (NY); SESC, Sao Paulo; Cité
des Sciences, Paris.
Leonel Moura  is a European artist born in Lisbon who works with AI and robotics.
In 2003, he created his first swarm of ‘Painting Robots’, able to produce original
artworks based on emergent behaviour. Robotic Action Painter (RAP), produced for
the American Museum of Natural History in New York and ISU (The Poet Robot),
both from 2006, are able to generate highly creative and original art works. In 2007,
the Robotarium, the first zoo dedicated to robots and artificial life, opened near
Lisbon. In 2009, Moura was appointed as the European Ambassador for Creativity
and Innovation.

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Editors and Contributors xvii

Kohei Ogawa  Graduate School of Engineering Science at Osaka University


Kohei Ogawa received a Ph.D. in Future University-Hakodate, Japan in 2010.
He is currently an Assistant Professor in the Department of Systems Innovation
in the Graduate School of Engineering Science at Osaka University (2012–) His
research interests include interactive robotics, and human agent interaction.
Simon Penny  University of California Irvine
Simon Penny is an interactive media artist, teacher and theorist with a long-
standing concern for embodied and situated aspects of artistic practice. He
explores—in both artistic and scholarly work—problems encountered when com-
putational technologies are interfaced with cultural practices whose first com-
mitment is to the engineering of persuasive perceptual immediacy and affect.
Currently, a Professor of Electronic Art and Design, he teaches Mechatronic
Art, Gizmology and related practices. He is also the Founding Director of Arts
Computation Engineering graduate program, UCI; Labex International Professor,
Paris8 and ENSAD 2014; visiting professor, Cognitive Systems and Interactive
Media masters, University Pompeu Fabra Barcelona, 2006–2013, Professor of Art
and Robotics Carnegie Mellon, 1993–2000. See simonpenny.net.
Nicolas Reeves  NXI GESTATIO Design lab—University of Quebec in Montreal
Trained in architecture and physics, a graduate of MIT, Nicolas Reeves is an
artist and researcher at the School of Design at University of Quebec in Montreal
(UQAM). His work is characterised by a highly poetic use of sciences and tech-
nologies. A founder member and, later, Scientific and Research-Creation Director
of the Hexagram Institute from 2001 to 2009, Vice-President of the Société des
Arts Technologiques from 1998 to 2008, he directs the NXI GESTATIO design
lab, which explores the formal impact of digital information in all creative fields.
He has produced a number of acclaimed works, such as Harpe à Nuages (Cloud
Harp) and triggered the Aerostabiles research programme, which studies the
potential of flying automata able to develop autonomous behaviour. The winner of
several prizes and grants, he has shown work and given talks on four continents.
Ken Rinaldo  The Ohio State University
Ken Rinaldo is internationally recognised for his interactive installations blurring
the boundaries between the organic and inorganic and speaking to the co-evolution
between living and evolving technological cultures. His work interrogates fuzzy
boundaries where hybrids arise. Biological, machine and algorithmic species and their
unique intelligences are mixing in unexpected ways and we need to better understand
the complex intertwined ecologies that these semi-living species create. Rinaldo is
focused on trans-species communication and researching methods to understand ani-
mal, insect and bacterial cultures as models for emergent machine intelligences, as
they interact, self organise and co-inhabit the earth. Rinaldo’s works have shown and
commissioned by museums, festivals and galleries internationally.
David Rye  Australian Centre for Field Robotics, The University of Sydney,
Australia; Adjunct Associate Professor, Creative Robotics Lab, UNSW Art &
­
­Design, The University of New South Wales, Australia.

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xviii Editors and Contributors

Associate Professor David Rye is a co-founder of the Australian Centre tor


Field Robotics, which was established in the School of Aerospace, Mechanical
and Mechatronic Engineering at the University of Sydney in 1999. He holds
a Ph.D. in Mechanical Engineering from the University of Sydney. He has con-
ducted extensive research in fields related to automation and control of machines,
including applied nonlinear control, container handling cranes, excavation and
autonomous vehicles. Since 2003, he has worked with Mari Velonaki in the field
of social robotics, designing and implementing autonomous robots that can inter-
act with people in social spaces. Rye is recognised as a pioneer in the university
teaching of mechatronics, having instituted the first Australian BE in Mechatronic
Engineering in 1990.
Eleanor Sandry  Curtin University
Eleanor Sandry is a Lecturer in Internet Studies at Curtin University. Her
research develops an ethical and pragmatic recognition of, and respect for, oth-
erness in communication. She writes about communication theory and practice,
using examples from science and technology, science fiction and creative arts to
illustrate her ideas. She has a particular interest in human–robot interactions and
her first book, Robots and Communication, was published by Palgrave Macmillan
in 2015.
David St-Onge  Département de Robotique, Université Laval, Québec
An engineer in arts trained as a mechanical engineer, David St-Onge then grad-
uated in project management to acquire the skills required to work in a multidis-
ciplinary environment. His Ph.D. in space robotics is conducted at the Department
of Mechanical Engineering of Laval University in Quebec. He works with some of
the most important artists of the Quebec technological arts scene, providing them
with the tools needed to express their talent and vision.
Elizabeth Stephens  Southern Cross University
Elizabeth Stephens is an Associate Professor in Cultural Studies and Director
of Research in the School of Arts and Social Sciences at Southern Cross
University. Her books include Anatomy as Spectacle: Public Exhibitions of the
Body from 1700 to the Present (2011) and Queer Writing: Homoeroticism in
Jean Genet’s Fiction (2009). She is currently completing a new book, A Critical
Genealogy of Normality, with Peter Cryle.
Mari Velonaki  Director, Creative Robotics Lab, UNSW Art & Design, The University
of New South Wales, Australia; Adjunct Associate Professor, Australian Centre for Field
Robotics, The University of Sydney, Australia.
Mari is a researcher in the fields of social robotics and interactive art. Mari’s
research expanded to robotics when she initiated and led a major Australian
Research Council (ARC) project ‘Fish–Bird’ (2004–2007) at the Australian Centre
for Field Robotics. She founded the Centre for Social Robotics in 2006 within
ACFR. In 2014, Mari was awarded an ARC grant for the creation of a National
Facility dedicated to Human–Robot Interaction Research. Mari is the Director of

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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

Damith Herath and Christian Kroos

Abstract  This book is a result of chance encounters, random discussions and a


colluding collaboration between an engineer, a scientist and an artist. From the
onset, the interdisciplinary nature has set us on a colliding course of ideas, expec-
tations and interests. While interdisciplinary research is celebrated en masse by
funding agencies, government bodies and the academia, researchers who embrace
interdisciplinarity live a distinctly strenuous life with little recognition for their
efforts that appear to fall into the chasm between the established norms and prac-
tices of the constituent disciplines. Here, we anecdotally backtrack our journey
through the years, homage to the individuals who assume flexible identities, seek-
ing out adventures beyond the confinements of their chosen field.
Innovation resides where art and science connect is not new. Leonardo da Vinci was
the exemplar of the creativity that flourishes when the humanities and sciences interact.
When Einstein was stymied while working out General Relativity, he would pull out his
violin and play Mozart until he could reconnect to what he called the harmony of the
spheres.
– Walter Isaacson, The Innovators: How a Group of Inventors, Hackers, Geniuses, and
Geeks Created the Digital Revolution

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

© Springer Science+Business Media Singapore 2016 3


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_1

[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.

Of the three projects announced, “From Talking Heads to Thinking Heads:


A Research Platform for Human Communication Science” (Thinking Head
Project) received $3.4 million Australian dollars to research human-machine
communication through the development of virtual ‘thinking/talking heads’. The
project was headed by the MARCS Auditory Laboratory at the University of
Western Sydney along with a consortium of universities and partners. The original
project brief stated:

1https://www.nhmrc.gov.au/_files_nhmrc/file/grants/funding/funded/thinking_systems_media_

release.pdf (accessed 6 Dec 2015).

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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.

The Robot in the Crate

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.

The Articulated Head

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.

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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.

Aesthetics of a Safety Cage

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.

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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.

Robots and Art Workshops

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

4Performances included, CLONE by Pyewacket Kazyanenko, et al., Orpheux Larynx by Erin

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.

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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.

Image of a Thousand Motions

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

An award-winning photographer was dispatched to capture one image that


would convey the emotions of the robotic embodiment. Documenting a kinetic
object that announces its presence through motion, seductive motion, as a singular
image is an extremely difficult task, even for the most skilled. With his large
format analogue camera, Max Aguilera-Hellweg, an artist and formally a medical
doctor captured a handful of poses of the robot. The whole process took an entire
24 h—a testament to the enormity of the task. Yet he was not satisfied that the
images would do justice to the underlying dynamics of the robotic art installation.
True to his fears, the image never appeared in the original article7 for which it was
intended. This is the first time one of the compositions of the Articulated Head by
Max appears in a published work (Fig. 1).

5Workshop website is accessible from here: http://roboticart.org/ra2011/ (accessed 12 Dec 2015).


6Personal correspondence with the second author.
7The original article which the image was intended for could be found here: http://ngm.national

geographic.com/2011/08/robots/carroll-text (accessed 12 Dec 2015).

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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.

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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

International Conference on Social Robotics 2014 in Sydney.9 A number of


­contributing authors to the book presented their work at the workshop followed by
extended discussions on various aspects of multidisciplinary—particularly art driven
research. In parallel, the current book was maturing and the workshop provided a
­midway intermission for the authors to meet and discuss the book chapters in progress.

All Things Must Pass

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

1. Stelarc, Prosthetic Head (2003) New territories. Glasgow, Interactive installation


2. Kroos C, Herath DC (2011) Stelarc, “Evoking agency: attention model and behaviour control
in a robotic art installation”. MIT Press, Leonardo
3. Mori M, MacDorman KF, Kageki N (2012) The uncanny valley [From the Field]. IEEE
Robot Autom Mag 19:98–100
4. Marsh A (2004) Tracking the PUMA. In: Proceedings of the IEEE conference on the history
of electronics
5. Kwok NM, Buchholz J, Fang G, Gal J (2005) Sound source localization: microphone
array design and evolutionary estimation. In: ICIT 2005, IEEE international conference on
­industrial technology, 2005, pp 281–286
6. Stelarc, Herath DC, Kroos C, Zhang Z (2010) Articulated head. New Interfaces for Musical
Expression++, Sydney
7. Kroos C, Herath DC, Stelarc (2010) The Articulated head pays attention. In: 5th ACM/IEEE
international conference on human-robot interaction. ACM/IEEE, Osaka
8. Smart WD, Pileggi A, Takayama L (2010) HRI 2010 workshop 1: what do collaborations
with the arts have to say about HRI? In: 2010 5th ACM/IEEE international conference on,
human-robot interaction (HRI), pp 3–3
9. Johnson BD (2011) Science fiction prototyping: designing the future with science fiction.
Synth Lect Comput Sci 3:1–190
10. Williams M-A (1996) Aesthetics and the explication of surprise. Lang Des 2:145–157

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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]

© Springer Science+Business Media Singapore 2016 19


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_2

[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; […]

In a similar way one could claim—empirically, not on principle—that the art in


robotic art is not external to the robot, neither the product of the robot actions nor

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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

inextricable relatedness appears as one of the defining characteristics of robotic


art, being more prominent here than in most other media art. In this respect robotic
art might be close to bio-art and as the two also share the fundamental relevance
of embodiment, combinations are possible and maybe even likely, for instance, by
enabling bio-engineered neural networks of living neurons to control the remain-
ing robotic body (‘Bio-engineered Brains and Robotic Bodies: From Embodiment
to Self-portraiture’ by G. Ben-Ary and G. Ben-Ary).
The overarching themes we identified in the contributions to this book are:
Otherness, Explorations, Embodiment and Interactions. Arranging the contri-
butions under these section headings should not be understood as exclusive and
limiting, though. Most of the chapters with their descriptions of artworks and art
practices, biographical notes and theoretical critiques touch on several of the topics
and vice versa, the topics accommodate much that had to be left out in this book.
From the special place robots occupy in our cultures mentioned above
results also their nature as marked others. An other, with which humans are
(sometimes unwillingly) faced and which faces them, the robot perceived more
as a different species than a specific category of technological artefact. The con-
frontation—whether real or imagined—steers up fears and hopes, centred first on
the question ‘What will it do?’ and only then on ‘What is it?’, the order of the
inquires arguably caused by our lack of experience with more sophisticated robots
in contrast to the familiarity with our fellow animals. As emerging intentional
agents robots are still newcomers in the posthuman mind setting, their poor perfor-
mance in the physical world betraying their highflying portraits in fiction. Even a
honeybee with a brain size of 0.64 mm3 and weight of 1 mg [4] can at present eas-
ily outperform the most advanced robot.
As a new species, the robotic agent enters a discourse that extends far wider
than the robotic kind. It encompasses all types of biological systems (including
plants) and re-positions the human in a mesh of interdependencies with its envi-
ronment (‘Embracing Interdependencies: Machines, Humans and Non-humans’
by Amy Youngs). Importantly, this is not seen as the outcome of recent techno-
logical or scientific development, but as a sociocultural shift in the way the human
is understood, abandoning the view of an isolated mind put in an isolated body
springing from the Cartesian paradigm. The new perspective offers the potential
for a symbiogenesis between the many living systems and machines (‘Trans-
Species Interfaces: A Manifesto for Symbiogenesis’ by Ken Rinaldo), but the
autonomous robot might not always be welcomed so smoothly into the extended
family of intentional agents. Humans would have to overcome feelings of uncan-
niness evoked by the new machines that signal awareness independent of whether
they are anthropomorphoid or without resemblance to human appearance. In fact,
the reservations might not be limited to humans as hinted at by numerous docu-
mented attacks on drones by birds, bees and other animals and in particular by a
premeditated downing of a drone by a chimpanzee in the Royal Burgers’ Zoo in
Arnhem, The Netherlands [6]. Robotic transspecies artworks confront us with this
uncanniness and might habituate us (‘Cultivating the Uncanny: The Telegarden
and Other Oddities’ by E. Jochum and S. Goldberg) or at least make an

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The Art in the Machine 23

unmediated experience available, a glimpse of the likely shape of things to come.


And robotic otherness offers more opportunities. It provides the chance to move
beyond a model of communication that overemphasis commonalities between the
interaction partners (‘The Potential of Otherness in Robotic Art’ by E. Sandry).
The rejection of concordance as a necessary condition for communication is nei-
ther originating from considerations of human-machine interaction nor it is ending
there, but it is interactive robots that bring myriads of variations of communicat-
ing others into the world and thus force a more radical test of long held believes
of communication’s sole grounding in congruence. Similarly, future robotic inten-
tional agents will present us with problems of identity as sameness, with prob-
lems of individuality and subjectivity, challenging the self-concept of humanity.
These questions have started to surface not just in fiction but in the physical world,
owing to the advent of perfectly identical agents realisable in the control systems
of robots (‘Being One, Being Many’ by C. Kroos and D.C. Herath).
The further we intrude into the uncharted territory of new concepts brought to
and upon us by exploring posthumanism, postcognitivism and new robotic tech-
nologies, the more robotic art resembles a journey not unlike past geographic
explorations such as the iconic forays into Antarctica. While art leaves the race
and the ‘glorious’ conquests to science and engineering (e.g., in the last two dec-
ades the development of the first bi-pedal walking robot), it assimilates other less
visible aspects of these explorations: the limitation of the human and the crucial
interconnectedness with the environment as well as feelings of displacement and
expendability. Robotic art rarely runs with Amundsen, so to say, it might be with
Shakelton, but more often it walks with Scott, with failing machines and dying
horses, with reaching the target when someone else had already been there and
in the end not making it home. Robotic art had to come a long way and pioneer-
ing robotic art had been the proverbial winding road (‘Way of the Jitterbug’ by N.
White), creating itself on the run. Challenging both the fundamentals of robotics
and testing the limits of otherness still has the mark of encountering the limits of
the experienced world (‘Still and Useless: The Ultimate Automaton’ by N. Reeves
and D. St-Onge).
We have pointed out before that robots—in the way we understand the term—
act in the physical world, excluding virtual agents such as chat bots. The preva-
lent technical separation of (analogue) hardware and (digital) software—mostly a
consequence of the separate development history of computer chips and robotic
mechanics—created indeed something akin to the ghost in the machine: A control
system isolated from mechanical body and physical world. But as the ‘winters of
artificial intelligence’ have shown, it could be and might have always been a dead
end. Embodiment in robotic art is overwhelmingly understood as going beyond
the self-evident aspect of giving the robot a physical form, it is seen as the embod-
iment of the control system, too, rejecting the Cartesian dualism in the same way
as in biological agents and using the physical world for and instead of computa-
tions (‘The Multiple Bodies of a Machine Performer’ by L.-P. Demers). From dif-
ferent embodiments follow different behaviours and different ways of interaction
with humans: An anthropomorphic robot is expected to act human-like and any

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24 C. Kroos

deviation is quickly noticed (‘Android Robots as In-between Beings’ by K. Ogawa


and H. Ishiguro), while soft, inflatable structures embodying the more transient
qualities of human movement enjoy a greater freedom in their abstractness (‘Into
the Soft Machine’ by C. MacMurtie).
It should be noted that the difference in the human response due to the choice
of robotic embodiment does not imply qualitative limitations in the resulting inter-
actions. In particular, a structurally complex embodiment does not necessarily lead
to complexity in the interaction and vice versa a morphologically simple robot
does not constrain interactions to sparse, rudimentary exchanges. Interaction flows
from the robot’s behaviour and again it is not the complexity on its own which
is decisive, but the degree to which the behaviour works within the enfolding
dynamic relationship between the interaction partners [3]. Plain robotic structures
can have a strong emotional impact on the audience, elicit empathy and force us to
re-evaluate our relations to machines (‘I want to Believe—Empathy and Catharsis
in Robotic Art’ by B. Vorn). The ensuing almost boundless diversity of designs
in appearance, functionality and actualised behaviour of robots, however, opens
Pandora’s box in scientific human-robot interaction research. How can findings be
generalised when changes in appearance or behaviour are influencing all interac-
tions? How can the overflowing abundance of potential experiments ever be man-
aged? Science-art collaborations do not provide an answer as they always reside
in the specific that is the single artwork. But they lead the way in which the com-
plexity of human interactions is acknowledged and considered from the onset in
the design of robot appearance and behaviour (‘Designing Robots Creatively’ by
M. Velonaki and D. Rye). They are less likely to fall prey to an ‘one shape fits all’
simplification in the interpretation of experimental findings and they highlight the
intricate relationship between contemporary technology and the humans that con-
ceive, implement or simply use it—relationships that long have deeply permeated
everyday life. Robotic art can bring these relationships, which are constantly at the
brink of slipping out of awareness, back into the light of conscious appraisal, both
through its practice and its works (‘Robot Partner—Are Friends Electric?’ by S.
Doepner and U. Jurman).
Where will robotic art go in the future? From the descriptions and considera-
tions above it might already be evident that no definite answer can be given. Too
plentiful are the potential paths of development on the engineering side alone and
clearly beyond prediction when combined with scientific insights not yet known
and the limitless creativity in the arts. In addition, the world’s industrialised
societies are in the process of a substantial change as robots are about to enter
daily lives, both as part of the private homes of people and foreseeably soon at
their work places, too. New avenues of mixing and interfacing the human body
with robotic technology have emerged blurring further already instable bounda-
ries. Robotic art will likely continue contesting traditional concepts of aliveness,
embodiment and agency (‘Encounters, Anecdotes and Insights—Prosthetics,
Robotics and Art’ by Stelarc). Chances are also that robotic art will remain at the
forefront of probing human-robot interaction and that the robot itself will mostly
be its topic, not the robot’s creations, although the latter is already less certain.

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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

Elizabeth Stephens and Tara Heffernan

Abstract Although the “robot” is a twentieth century concept, machines that


conform to the same definition—are capable of carrying out complex actions
automatically—are part of a much longer history. This chapter will provide an
overview of this history. It will trace the contemporary emergence of the robot
back to the appearance of clockwork and mechanical automata in the early modern
period. In so doing, the chapter will make two key contributions to this book’s
study of robots and art. Firstly, it will argue that the concept of a robot predates
the emergence of the word robot by several centuries, and that our understanding
of the contemporary concept is enriched by recognition of this longer history.
Secondly, it will show that, from its very inception, the history of robots has been
closely entwined with that of art—evident not least in the fact the term itself
derives from the context of theatre. This history continues to be reflexively present
in contemporary performance.

The “Musical Lady,” an eighteenth-century automaton on display at the Musée


d’art et d’histoire at Neuchâtel in Switzerland, has often been described as one of
the world’s first programmable robots (See Fig. 1). The “Musical Lady” is seated
before a clavier; when animated, her articulated fingers press down on the individ-
ual keys, so that the figure actually plays the music the spectator then hears.1 Her

Tara Heffernan—Independent Scholar

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]

© Springer Science+Business Media Singapore 2016 29


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_3

[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

in an elegant script, including, teasingly, “I think therefore I am.” This inscription of


Descartes’ famous formulation of human autonomy by a programmed automaton
constituted a playful reference to current debates in eighteenth-century natural phi-
losophy about the nature of agency and the self, and the relationship of that to the
body and its movements. Natural philosophers in the seventeenth and eighteenth
centuries, like Descartes and La Mettrie, were centrally concerned with the question
of movement, and whether it required an external origin—a “vital” (or divine)
spirit—or whether the body could be understood as a autonomous mechanism able
to generate its own movement. Eighteenth-century automata, with their spectacular-
isation of artificial life, made a vital contribution to these debates, and were objects
of fascination for natural philosophers and popular audiences alike during this
period [30]. Technologically, they marked the shift between clockwork mechanisms
and early computer technology. Their appeal derived not only from the technologi-
cal ingenuity that produced them but also their simulation of life and intelligence.
Throughout the 1700s, a series of unsettlingly lifelike mechanical figures had held
audiences spellbound by performing astonishing feats of skill and intelligence on
the public stage. Jacques Vaucanson’s “Flute Player,” an elaborate humanoid musi-
cal computer that astonished audiences when it was unveiled 1738, was one of the
first of these. Wolfgang von Kempelen’s “Chess Player,” which played against
human opponents, also caused a sensation when it went on show in 1769.3 In an age
characterised by rapid technological innovation and a keen public appetite for nov-
elties, these automata remained popular over an extraordinary long period. Jaquet-
Drosz’s were toured until his retirement, at the very end of the eighteenth century.
They were then featured at the Paris Exposition of 1825, before being acquired by a
nineteenth-century travelling show, the Museum of Illusions. Finally, they were pur-
chased by the Swiss government in 1906 and given to the Musée d’art et d’histoire.
There they remain on display today, still in perfect working order.4
These automata, like the other mechanical figures that so fascinated eighteenth-
century publics, were not only the products of great art and technical skill: they
were themselves highly skilled producers of art, participating in cultural activities
widely understood to be definitively human. In turning such technical ingenuity
to the production of mechanical music, or writing, or drawing, eighteenth-century
automata seemed like the very embodiment of the Enlightenment. They repre-
sented the utopian promise of a human reason that was capable of both decipher-
ing and mastering the laws of nature, a pursuit that found its ultimate expression
in the attempt to create artificial or mechanical life. As such, in their own day,
these figures posed important questions about the relation between agency and
movement, and between the technological and the human, that continue to find

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

expression in contemporary relations between robotics and art. The aim of


this chapter is, in the first instance, to show how the experiments with robotics
in twentieth- and twenty-first-century art examined in the other chapters of this
book both developed and deviated from these early artistic robots. In so doing,
we are interested to examine the function of art (that of the engineers who pro-
duced the automata, and that the automata themselves were made to produce) in
enabling a cultural exploration of the relationship between agency and movement.
Automata designed to make music or to draw, like the examples of contemporary
robotic art discussed below and elsewhere in this book, enable forms of debate and
exploration not available in other cultural domains. While there may be a cultural
tendency to assume that automation (or robots) and affect (or art) are opposed,
then, their history is precisely that of the “unlikely symbiosis” examined in this
book. We might understand this space of intersection as the expression of a sort of
machinic imaginary, in which the relationship between automated movement and
agency, or art, is a mutually constitutive one.
In the eighteenth century, automata were not simply popular—and lucrative—
objects of public display. As Simon Schaffer has argued, they were “arguments
as well as amusements” [22, p. 16]. They were objects of great interest to natural
philosophers, who were intrigued by what they revealed about human biology, and
the extent to which this could be understood as a series of mechanical processes.
They were also of great interest to scientists and those working in experimental and
technical fields: Charles Babbage is said to have been influenced by his childhood
visits to exhibitions of automata in the development of his Difference Engine, usu-
ally identified as the first computer. The cultural critic Gaby Wood argues that, for
eighteenth-century audiences, automata were potent cultural symbols of the materi-
alist and mechanistic philosophies that had begun to emerge a century earlier, most
famously in the work of Descartes. The central question here was whether a self-
generated movement—such as that by the mechanical figures designed by the engi-
neers of automated—enabled a secular, rational concept of life, no longer dependent
on the divine origin of a “vital spirit.” This question of whether movement could be
self-originating was foundational to the new concept of agency as self-determining
and autonomous that was emergent in the eighteenth-century. The attempt to create
mechanical and artificial life was thus also an exploration of human will and the
rational mastery of the world. For this very reason, as Woods notes, there was also
something troubling about these automated figures: the attempt to create mechanical
life, she argues, was evidence of the danger of a rationalism and scientific ambition
grown “beyond the bounds of reason” [30, p. xvii], a mad-scientist tendency to take
such experiments too far, in ways that might undermine, rather than advance, the
“civilised” life and culture of the post-Enlightenment period.
The historian of science Jessica Riskin argues against Wood’s interpretation of
eighteenth-century automata as representative of the triumph of mechanistic philoso-
phy in the eighteenth century, however; although Riskin too notes that they are trou-
bling objects, evidence of ontological uncertainty about the relationship between the
mechanical and the human that was played out in questions about the relationship
between automation and art:

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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

celebrated as skilled android artists.6 Čapek’s invention of the contemporary idea of


the robot was a direct response to the radical cultural and economic transformations
produced by increasing industrialisation. Rather than the spectacle of mechanical life
made by man, as seen on the eighteenth-century stage, R.U.R. reflected the growing
fears that man himself had become machine. As John Rieder writes:
The play’s reputation and success depended heavily upon the spectacle of the expres-
sionless, uniformed robots, numbers blazoned on their chests, marching in step onto
the stage to announce, at the end of the second act, the end of the age of man and the
beginning of the age of machines, as if to epitomize the traumatic transformation of
modern society by the First World War and the Fordist assembly line [18, p. 49].

The robots in Čapek’s play were thus a product of a nineteenth-century machinic


imaginary very different from the exceptional feats of technical innovations that
marked the eighteenth-century: they are products of an age of mass industrial pro-
duction, rather than intricately crafted one-off creations. Throughout the nineteenth
century, argues Wood: “factory workers came to feel they had been reduced to the
mechanical pieces they were in charge of producing, hour after hour, day after day”
[30]. Where the eighteenth-century had intimated that modern technologies and scien-
tific advances might allow machines and inert matter to be transformed into intelligent
animate human life, the nineteenth century threatened to reduce humans to mechani-
cal objects, robbed of agency or will—a mere “appendage” of the machine that
“enslaved” them, as Marx and Engels wrote [14, p. 34]. As early as 1829, Thomas
Carlyle was announcing the nineteenth century the start of the “Mechanical Age”:

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

Fig. 2  Norman White’s “The


Helpless Robot,” 1985

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

This humorous—though rather unsettling—sight of robots simulating sexual


intercourse has featured in other artworks of note. Paul McCarthy, an artist simul-
taneously concerned with the sleek, shiny surfaces of American popular culture
and the visceral realities of the human condition, has often employed simple
robotics to create his politically motivated art. Perhaps the most provocative of
McCarthy’s animatronic sculptures is “Train, Mechanical” (2003–2010). In this
piece, two naked, potbellied sculptures of George Bush simulated anal sex with
pigs. With gaping mouths, the bobble heads rotated 360° as their bodies gyrated
with the sculpted farm animals. The oscillating heads were the only parts of the
creation to move out of unison, seeminly glaring at onlookers who inadvertently
prompted the sculptures inbuilt sensors. McCarthy utilized the same simple robot-
ics as the iconic animatronics of American family entertainment culture, found
in amusement parks and themed chain restaurants such as the popular Chuck
E. Cheese. The combination of lifelike moulded skin (slightly flayed, on close
inspection) and the exposed wires and whirring sounds of its mechanical interior,
make this work particularly confronting. The works of Ihnatowicz, McCarthy,
White and Kikauka rely on uncanny (though at times, absurd) semblance to the
behaviour of living organisms. Much like Pierre Jaquet-Droz automatons played
instruments, or drew pictures; these manifestations of automation in art also
exhibit life-like movements. In these examples, however, simple tasks are replaced
with characteristics of vulnerability, or in the case of “Them Fucking Robots”, and
“Train, Mechanical” carnality, confronting viewers with the juxtaposition of the
skeletal robots cold, metallic sterility and their sensitive, reactive behaviours.
The revolutionary progress in robotic art made by figures such as Tinguely and
Ihnatowicz has clear resonance in contemporary cybernetic art. With a similar sen-
timent to Tinguely’s “Homage To New York,” the Survival Research
Laboratories—a collective comprising of artists and engineers founded in 1978 by
Mark Pauline—appropriate robotic techniques and machines from other facets of
culture (science, warfare, industry and production) and reconfigure them into new
robotic forms that operate in opposition to their intended functions (“Survival
Research Laboratories” 2013). Inspiring commercial productions such as Robot
Wars, the machines created by Survival Research Laboratories are exhibited in
elaborate public performances in which the machines interact with each other, per-
forming unique actions, often with witty titles and undertones of political satire.10
In the initial years of Survival Research Laboratories, their productions were com-
paratively rather quaint—for example, their small junk robot “Assured Destructive
Capability” (1979) that defecated on photographs of the then current Soviet pre-
mier. Recent robot performances by the collective have been more spectacular,
with high budgets and more advanced technology. The group have used sensors,
lasers, explosives, flamethrowers and propellers in their work—even animal car-
casses have been reanimated, or torn apart, in their elaborate shows. Like early

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

automatons, Survival Research Laboratories play on the cultural imagination,


using technology in a theatre of machinic spectacle.
While the appropriation of technologies into artistic practice provides both an
innovative space for artistic exploration, and (as seen in McCarthy) a context to
interrogate the widespread cultural application of technology, robotic art compli-
cates assumptions about the role of technology and production in more nuanced
ways. While explorations of automation by twentieth century artists may have
interrogated the interactive possibilities of robotics, making sensitive machines
capable of interacting with audiences and environments, the end of the last century
saw a gradual shift in focus toward the integration of nature and technology. Ken
Rinaldo, a contemporary American artist, is concerned with the nuanced ways
nature can be explored, or extended through the application of technology. While
usually rather simple, Rinaldo’s sculptures and installations are aesthetically
engaging and often involve live organisms. In “Delicate Balance” (1993) a fish
tank was suspended by a wire arm, extending from a tall stand in the gallery. The
movement of a Siamese fighting fish inside activated a break-beam sensor that
guided the tank, allowing the fish (via its motion) to move the tank around, explor-
ing its external environment as far as the wire arm permitted. His works built on
this exploration in subsequent projects in which he granted the fish more elaborate
vehicles to control. In “Mediated Encounters” (1998) two fish occupied separate
bowls that were each fitted with sensors, while in “Augmented Fish Reality”
(2004) several small fish tanks on raised platforms were slowly guided by their
hosts around a few square meters of a gallery space. The experience and potential
of the fish is extended by Rinaldo’s appropriation of sensor technologies.
Simultaneously, images from small cameras fitted inside the tanks were projected
onto the wall, allowing visitors to the gallery a chance to see the exhibition space
from the perspective of the fish [35]. While in Rinaldo’s work sensors enable small
organisms to control the movement of their tanks (albeit in a limited capacity),
academic and artist Ken Goldberg and artist Joseph Santarromana engaged
Internet users the world over by providing an accessible, communal experience of
networked telerobotics.11 In the mid 1990s, Goldberg and Santarromana collabo-
rated on a project based at the University Of Southern California that combined
remotely controlled robotics, social media and agriculture. Their project, the
“Telegarden” (1995), was a remotely controlled community garden accessed via
the Internet (see Fig. 3). Users could tend to a garden of small plants with a
robotic arm actuated online. In the first year of its launch, over 9000 members
joined the online community. The project was praised for its innovation; the sim-
ple, yet pragmatic reintroduction of physical (and traditional) community fostering
experience to social media environments demonstrated the scope of possibility

11Telerobots are remotely-controlled robots. First conceived in the 1940s to handle radioactive

materials, telerobots have historically been employed to perform tasks in inhospitable


­environments such as under the sea, or in space. However, with the growing accessibility of
the Internet and technology in the twenty-first century, telerobotics are now used in a variety of
fields, from education to arts and entertainment [25, p. 260].

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We Have Always Been Robots … 41

Fig. 3  Ken Goldberg and Joseph Santarromana’s “The Telegarden,” 1995–2004

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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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].

It is precisely such a problematisation of the singularity and autonomy of the


human that we have seen in this survey of robotic artworks examined throughout
this paper, and it is this that connects these twentieth-century works to the first
robots of the eighteenth century. What we see across this history is not simply the
linear development of the progressive technological advances in robotics, but rather
a nuanced and multivalent response to the possibilities this affords undertaken in
the field of artistic practice. If the relationship between automation and art has such
a long and rich history, it is because this relationship is also a cultural site at which
the complex relationship between the human and technological can be investigated
and experienced. It is in this respect, as Stelarc’s work so evocatively suggests, that
we have always been robots: not only our physiologies but our imaginaries have
long been entwined with the mechanical, an inter-relationality played out in the
explorations of robotics and art through the twentieth century and beyond.

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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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Enghien-les-Bains, Centre des Arts
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We Have Always Been Robots … 45

30. Wood G (2007) Edison’s eve: a magical history of the quest for mechanical life. Anchor
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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

This essay is written from the perspective of an artist/practitioner active in the


field since the mid 1980s. My own engagement with the field began with desires
to utilize electronics and sensors to endow installations and kinetic sculptures with
awareness and responsiveness. These desires brought me into contact with the rap-
idly changing landscape of computing and robotics, on both a technological and
theoretical level. It was during this period, in the 1990s that it became clear to
me that computational technologies were undergirded by a worldview which was
fundamentally in tension with the worldview of artmaking. I do not mean this in
a ‘two cultures’ sense—concerning creativity and technics- but in respect to basic
ideas of embodiment and selfhood.

S. Penny (*) 
University of California, Irvine, USA
e-mail: [email protected]

© Springer Science+Business Media Singapore 2016 47


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_4

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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.

Then and Now

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.

Robots, Telerobots, Prosthetics and Machine Tools

In my view, robotics, as field, is characterised by two qualities. First: it involves


the design of behavior; and second: it bridges the gap between the immaterial
world of computing and code, and the exigencies of materiality. These two defin-
ing qualities place it in an important set of relationships with art as traditionally
understood.
Fundamental to my conception of what a robot is, is the capacity for sensing
and self guided behavior. In my opinion, as its quality of self-guidance declines, so

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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.”

Instigations of Ezra Pound (1967).

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Robotics and Art, Computationalism and Embodiment 51

Fig. 2  Stelarc: Split Body—Voltage-in / Voltage-Out Galerie Kapelica, Ljubljana 1996, Photog-


rapher—Igor Andjelic

decades, performatively presenting or modeling such networked and fleshy robots,


rom the Third Hand to the Fractal Flesh and Split Body performances (Fig. 2—
Split Body), to the Ping Body, Parasite performances and to the more recent exo-
skeleton machines. The collaborative project Silent Barrage uses a culture of rat
neurons in Atlanta to control a robotic installation in Australia.3 Given these levels
of complexity, it is technically naïve to refer to a simple powered machine without
sensor feedback loops as being a ‘robot’. In the same way terminology like ‘inter-
activity’, ‘digital art’ and ‘new media’ now seem decidedly quaint, it may be
anachronistic to call anything a robot anymore.

Materiality and Representation

Human construction of increasingly abstracted techniques of representation has


developed and has accelerated over recent centuries. Image making, speech,
then writing—possibly in that order constituted, or at least signaled, our break
with our primate cousins in the Paleolithic [11]. Portable but archival documen-
tation of writing (the book and the scroll) ushered in a second stage of represen-
tational systems which have culminated in our time in electrical communication

3Silent Barrage. https://vimeo.com/5620739, accessed 6 June 2014.

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52 S. Penny

and representation systems. In the process, the abstract, even disembodied,


nature of ‘information’ has become increasingly valorized. But we must add two
caveats. First, these are representational systems, and second, they all remain
dependent on biological sensing processes. The brain is material and biologi-
cal ‘all the way down.’ There is no ‘information’ in the brain, in the sense of
digital bits. Every so often some report in neurological research claims to have
identified computational elements, bits, ‘data’ or Boolean operations. That is to
be expected, given the enormous complexity of the brain, but it is a red her-
ring. The brain may not have information but it does have procedures. It is a
wondrously dynamical resonating adapting thing, more akin in its behavior to
pre-digital cybernetic models [19] than the linear seriality of the von Neumann
machine or the automated reasoning of the Physical Symbol System [13]. The
extropian dreams of direct neural jacks and of the passing of ‘pure information’
into brains from computers seems motivated by a bizarre kind of body-loathing,
more Christian than futuristic.
A ‘robot’, from these perspectives, is an ontological paradox. It is a materially
instantiated thing (as opposed to an image, a representation). It operates in the
world as a quasi-biological entity, and we experience it in the way we experience
animate things in the world—as something that is ‘moving towards me’, ‘scurry-
ing around’ or ‘trying to achieve a goal’. It is also, in some sense, a representa-
tion. And it carries and acts upon representations—or at least some do: the reactive
robots prototyped by Brooks, Steels et al. eschewed representation. As Rodney
Brooks famously said “The world is its own best model” [1].
Yet representation is itself a relational concept. Like the falling tree in the
forest, a poem or a street sign are not representations without a perceiver who
is already trained in the deciphering of such representations. So representation
requires prior cultural consensus, at least between two people (say an artist and a
viewer). Without this, a representation is simply another thing in the world, open
to interpretation. To a horse, Leonardo’s last supper is presumably just a wall dap-
pled with color.

Art and Robotics

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].

Cybernetics, Artificial Intelligence and Robotic Art

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

50s, the availability of war surplus electromechanical hardware influenced many


fields. As Paul Virilio has shown, the availability of 16 mm film cameras—origi-
nally developed for use on bombers—led to the French new wave filmalking [23],
American animator John Whitney made his animation machines from bombsight
hardware and cyberneticians such a Ross Ashby, Grey Walter and Gordon Pask
built their cybernetic machines from military surplus materials. Yannis Xenakis
used electromechanical control systems for his polytopes. A decade later, Edward
Ihanotwicz’ utlilised war surplus radar hardware for Senster (Fig. 4 Senster). Over
that period, electronic technology developed rapidly towards the integrated circuit
‘chip’ through major phases of vacuum tube technology and discrete semiconduc-
tor (transistor) technology.
For the first two decades, the ethos of cybernetics as an ur-discipline of feed-
back and control was the main theoretical driver of robotics. Robotic art and the
entire ‘art and technology’ movement emerged within the theoretical context of

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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

on symbols; with the construction of internal representations and with planning


with respect to them. This was characterized as the SMPA (Sense Map Plan Act)
approach. The question of how the symbols got there was regarded as tangential,
and the possibility of ongoing loops of action in the world without the necessity
of internal representation was unimaginable within the paradigm. In a classic
Hegelian synthesis, in the late 1980s, the Artificial Life movement emerged out of
this tension, at the very moment of the emergence of digital arts.

An Autobiographical Interlude—Petit Mal

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’.

Petit Mal, Affect and Embodiment

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.

Computationalism and Embodiment

A generation after Dreyfus’s phenomenological exegesis in ‘What computers can’t


do’ [7] and the demise of Good Old Fashioned AI (GOFAI) [9], one still hears
excited conversation regarding the purported ‘singularity’ when computational
‘intelligence’ exceeds human intelligence.8 The conception of intelligence which
makes the notion of singularity even possible is thoroughly dependent on the idea
that the requirements for thinking, or intelligent action in the world, are satisfied
by the Physical Symbol System Hypothesis. The circularity of reasoning which
permits such a concept we might call the ‘Deep Blue fallacy’. In line with the
commitment to symbolic reasoning in AI, Chess playing had been taken as a test

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

a synchronisation of structural, electromechancial, sensing and computational


elements. Thus its ‘intelligence is manifested in the interaction of digital reason-
ing, sensor functions, and material aspects The ethos of ‘platform independence’
does not apply. There is always a sensitive interdependence between these aspects
of the system. Code must be informed by and constrained by physical form and
dynamics. Hence the ‘intelligence’ of any robot is in part in its non-computational
embodiment.

What Does It Mean to Do Robotic Art Now?

As robotic technologies become increasingly cheap, available and user-friendly, it


is no surprise that we more commonly see artworks incorporating ‘robotic’ ele-
ments. Yet often, that roboric capability is deployed in fairly familiar and formu-
laic ways. It is something of an embarrassment to recognize that in robotic art and
interactive art generally, interaction schemes have not advanced much since the
pioneering work of Grey Walter, especially given the explosion in computational
capability over the last half century.9 At this juncture, we can see robotic art bifur-
cating in the way that interactive art has bifurcated. On the one hand, we see
modalities and genres of interaction stabilized to the point that they recede into the
cognitive background and simply support the promulgation of ‘content’.

9British neuroscientist and cybernetician Grey Walter famously built two simple autonomous

robots, Elmer and Elsie, in the late 1940s.

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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

implicit Cartesianism in the fictions of disembodied information, and to grapple


with materiality and embodiment again. In order to make way where previous
agendas ran afoul, well informed robotic art research must be cognizant of the
collapse of computationalist constructs of AI which are predicated upon a fic-
titious division between mind and body, information and matter, software and
hardware. By the same token, such research agendas must pay attention to the
new theorisation rooted in artificial life and post-cognitivist cognitive science.
That is, it must take questions of materiality and embodiment seriously.

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

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Robotics: Hephaestus Does It Again

Jean-Paul Laumond

Abstract After browsing through half a century of robotics research, the chapter


emphasizes on motion autonomy as the key attribute of robots. The presentation
follows a guiding thread inspired by an ancient myth accounting for the ­universally
debated relationship between science and technology. In Greek mythology,
Hephaestus was a talented craftsman. Enamoured with Athena, he attempted to
seduce her, in vain. The goddess of “knowing” withstood the advances of the god
of “doing”. Robotics stems from this tension. Although the myth contradicts a cur-
rent tendency to confuse science and technology, it nevertheless reflects the experi-
ence of the author as a roboticist.

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]

© Springer Science+Business Media Singapore 2016 67


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_5

[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

The question of the autonomy of a computer-controlled machine as such arose


in the late sixties only. At Stanford Research Institute (SRI), work with the mobile
robot Shakey laid the foundations of research on autonomous robots. The main
aim was to equip machines with the ability to reason on their actions. A robot had
to perceive its state and the state of the world surrounding it (for which it was
equipped with sensors), and to act (for which it was equipped with actuators ena-
bling it to move about). The computer then “simply had to” decide automatically
on the actions to perform to fulfil a specific mission and check that everything was
running smoothly.
In fact the SRI researchers had no particular application in mind. At the time,
robotics was seen as a possible field of application for the theories developed in
artificial intelligence. It was more a dream than a project to solve specific prob-
lems concerning robots in industry.
It was in the eighties that the first scientific societies and professional federa-
tions devoted to robotics were founded: the Robotics and Automation Society
(IEEE) in 1984, the International Foundation on Robotics Research (IFRR) in
1986, and the International Foundation of Robotics (IFR) in 1987. During the
same period, at the 1982 Versailles Summit, the industrialized countries adopted
the International Advanced Robotics Programme (IARP) devoted to scientific
cooperation in the field of robotics.
Everything started to speed up in the nineties.
In 1993 the company Honda disclosed the results of 7 years of research carried
out in complete secrecy: P1, an anthropomorphic robot, took its first steps. In the
same year, under the Rotex project headed by Gerd Hirzinger at the DLR1 in
Germany, an on-board manipulator robot on a space shuttle grasped an object
floating in space and assembled mechanical parts. On 4 July 1997, the NASA
robot Sojourner started its walk on Mars. It was to be followed by the robots Sprit
and Opportunity in 2004 for missions that are still on-going today. On 11 May
1999, the company Sony put the first toy robot on the market: a small dog capable
of moving about, perceiving its environment and recognizing human orders. On
7 September 2001, Professor Jacques Marescaux conducted the first tele-surgery
on a patient hospitalized in Strasbourg, with the help of a surgical team situated in
New York. In 2002 the company iRobot, set up in Boston by Rodney Brooks from
MIT, commercialized Roomba, the first vacuum-cleaner robot, of which millions
have now been sold. In 2005 a team from Stanford University, headed by
Sebastian Thrun, won the DARPA Grand Challenge: his vehicle was the first to
cover 200 km in less than 7 h in the Mojave desert, with total autonomy. In the
same year at the Aichi exhibition in Japan, Toyota presented a jazz orchestra com-
posed of humanoid robots playing various wind instruments. The quadruped robot
Bigdog, by the company Boston Dynamics founded by Marc Raibert from MIT,
was tested in Afghanistan on 25 March 2009. In the spring of 2011, in the team of
François Pierrot at LIRMM lab in Montpellier, the parallel robot R4 reached an

1Deutschen Zentrum für Luft—und Raumfahrt (German space agency).

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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

of obstacles in the real world. In mathematical terms, this consists in exploring


the connected components of the configuration space without collision. This is the
second step.
Since Deep Blue beat Garry Kasparov at chess, we have known that a com-
puter has the ability to explore highly complex spaces. But the situation in a chess
game, although complex, is intrinsically finite: the number of states of the game
is finite (albeit huge), and transitions between two states are instantaneous. They
correspond to only a few rules concerning the motion of the various pieces on the
chessboard. In the case of planned motion, the problem is very different. A motion
is a continuous function of time in space. How can a computer solve this problem
of continuity when it is condemned to computing everything? In other words, how
can this problem, which is continuous by nature, be rendered combinatorial?
Lozano-Pérez provided a solution in the case of a polygon moving in transla-
tion on a plane. But is this possible in other cases? The question appealed to math-
ematicians and experts in combinatorics, especially Jacob T. Schwartz and Micha
Sharir of the Courant Institute of Mathematical Science in New York. In 1983
they published a general solution to the problem, valid for any type of mechani-
cal system [8]. The idea of the demonstration was based on a method for reduc-
ing the piano mover’s problem to an elementary algebraic problem of decidability
(established in the 1950s by mathematician Alfred Tarski), and on an algorithm
proposed by mathematician George E. Collins in the seventies. The algorithm was
complete: the computer would give a solution if there was one and would other-
wise affirm with exactitude the absence of a solution.
With reference to the myth, let’s say that Athena had won: she knows what
to do.
Was the problem solved? Not really. Or rather, it was indeed solved, but not
“usefully”. In fact, the complexity of the algorithm (that is, the computation time
needed to execute it) is a major impediment to its application. The algorithm is
doubly exponential in the dimension of the configuration space. It takes too much
time: Hephaestus does not care about a powerful solution in theory if it is ineffec-
tive in practice. The mathematicians of real algebraic geometry continued to
explore this route. They were reducing the complexity of algorithms but progress
was slow and the research difficult. There seemed little hope of them ever being
useful in motion planning.3
That was in the 1980s. A whole section of this research was to break away from
robotics applications to contribute to fledgling computational geometry. Particular
problems in low dimension spaces were to be solved elegantly: there is finesse in
Delaunay’s triangulation, in its dual, Voronoï’s diagram, and in Minkowski’s con-
volutions of polygons. At INRIA in France, these structures of geometric data
were to serve to minimize the wastage of leather in the tawing industry (imagine
having to fit as many right hands and left hands as possible onto a piece of leather,
to produce as many gloves as possible!). Thus, Athena scored a small point, even

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

4Florent Lamiraux, now a senior researcher at LAAS–CNRS.

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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

laws of distribution of probability, depending on the context. A real engineering of probabilistic


algorithms has thus been developed.

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76 J.-P Laumond

programming solutions have to be validated, based on digital mock-ups. The pro-


cess takes place in a three-dimensional virtual world, in a design phase preced-
ing production. Technicians explore the digital mock-up on a computer screen,
shift around the mechanical parts, and check that they match the specifications.
They have to prove, for example, that it is possible to fit a car seat that has just
been designed, into the car. If not, the seat has to be redesigned. This is the piano
mover’s problem viewed from the angle of mechanical assemblage. Whereas the
verification could take a technician several hours, probabilistic algorithms solve
the problem within seconds. This gain is the value of the computed motion. At
the time, a few years were needed to transform a software prototype developed in
a laboratory into a product and, among other things, to integrate it into the soft-
ware packages commercialized by Dassault Systèmes and Siemens. By 2011 the
company was managing a portfolio of over 1,700 licences (150 clients in 25 coun-
tries) equipping almost all the car manufacturers in the world. The company was
acquired by Siemens in 2012. Hephaestus had worked well.
But he was still furious about not understanding the reasons for this success. Let
this be clear: the piano mover’s problem is well set out; it can be solved on a com-
puter, that has been demonstrated. However, its complexity put its resolution beyond
the reach of calculation technology at the time. Remember that by “resolution” we
mean that it is possible for a computer to decide on the absence of a solution. In this
sense, probabilistic methods are not concerned with solving the problem. Generally
they give a solution if one does exist, and that is enough. “Understanding” is another
story, that should not slow down the innovation process. There is genius in these
methods, that is for sure: it lay in their perfect match with the state of computation
technology. Computers in the sixties would not have rewarded the same boldness.
Let us remain in the domain of motion.
In 1985, my mentor Georges Giralt asked me the following question: the piano
mover’s problem is a well understood problem; to solve it, one simply has to
explore the connected components of the configuration space without collision;
the underlying hypothesis is that all motion of the mechanical system appears as a
path in the configuration space; but what about the converse? Is there a motion that
corresponds to every path? In particular, a mobile robot with wheels has to roll
without sliding; it cannot move sideways; this is not a piano that the movers can
move about any way. The entire preceding construction collapses: it is not because
we are going to find a path without collision in the configuration space that this
path corresponds to admissible motion for the mobile robot. Parallel parking is a
more difficult task than it seems. It requires one to refer back to theory.
From the 1990s and until the end of the 2000s, entire sessions in robotics con-
ferences were devoted to the problem. They no longer exist, and the explanation is
simple: the problem has been solved, or rather, today’s engineers have everything
they need to enable a mobile robot to decide on its trajectories, with total auton-
omy. Let’s look at this in more detail.
In 1986 I proposed a laborious demonstration consisting in cutting and pasting
arcs of circles and line segments, and showing that all the paths of a piano could be

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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

They will correspond to an infinity of postures, some of which may be unrealistic.


Other criteria are therefore needed to make the selection. Among all the possible
positions, you can ask for the most comfortable one, that is, the one that corre-
sponds to the least effort—effort being expressed in the motor space, as the sum of
all the forces exerted on the muscles. In this case, an algorithm of numeric optimi-
zation will lead to the selection of the best posture. The method applies to redun-
dant systems but does not account for under-actuation. It allows for the grasping of
a ball, provided there is no walking. We recently lifted the restriction using a trick
in modelling [18]: the under-actuated locomotory system is represented in the form
of a virtual manipulator arm consisting of the imprints of steps which can fold like
an accordion. We thereby artificially add redundancy to the system, and the general
method can apply. An optimization algorithm is thus able to select a motion and
coordinate the 30 motors of the HRP2 robot so that it can pick up a ball lying at
its feet. In order to do so, the robot has to reverse. No specific locomotion program
has specified this. The few backward steps that the robot takes to free the ball are
an integral part of the data inputting task. Its entire body contributes to that.
I mentioned earlier that doing can provide instruments for understanding. Here
is a fine example. On the basis of the principles that we have just seen and that
he contributed to developing [19], Yoshi Nakamura of Tokyo University recently
developed a method enabling one to “see” the state of tension of all the muscles of
a human being, based only on the observation of their movements. A set of cam-
eras identify the position of the segments of the body in the surrounding space.
They are coupled to a platform which constantly situates the pressure points of
the subject on the ground. That is all. Could Etienne-Jules Marey, who invented
chronophotography with the same aim of observing and understanding human
motion, have conceived of that? Note that this is a technique which enables us to
see the muscular system inside the body on the sole basis of the visual observation
of its outside. There is no need for X-rays or scanners; the mathematical model
is enough: simple, effective and cheap. The technique is based solely on the con-
trol of the function that links up the space of the task and the motor space. Henri
Poincaré would have saluted the invention.
The principle of optimality underlying the study of relations between the motor
space and the action space could not fail to resonate with the same principles stud-
ied in neurophysiology. If the brain—and the nervous system as a whole—has sev-
eral hundred muscles to control the hand that is about to grasp an object, how does
it go about dealing with this extraordinary complexity? The answer is “simple”:
evolution has established principles of muscular synergy, a form of automation
that coordinates a set of muscles through a small number of parameters [20]. Even
if in the end the motion takes place in very large spaces (motor space and configu-
ration space), studies show that the choice8 is made in smaller sub-spaces which
are consequences of coupling (when one walks, the right arm moves with the left
leg) and principles of optimality. They reduce the dimension of the spaces to

8Mechanics talk of “degrees of freedom”, a fine expression in this context.

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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.

[email protected]
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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84 J.-P Laumond

The past millennium ended with spectacular breakthroughs in information tech-


nology. The present one started with the robotics revolution. It is no longer simply
a matter of manipulating data; now “things” are starting to move.
Manufacturing robotics discreetly imposed itself during the years of growth,
without it really being held up as a factor of progress. Today, other adjectives qual-
ify it, in a proliferation that I mentioned in the introduction: robotics is medical,
personal, agrarian, sub-marine, aeronautic, spatial and military; it provides assis-
tance and is used in exploration; it opens many routes for art development as evi-
denced in this book. Highly versatile, robotics is a flagship of technology today.
We are expecting a great deal from it.
Since 2006 the Japanese Information and Robot Technology Programme
has seen robotics as a means to address the question of the inversion of the age
pyramid. Robot assistants are going to share our daily lives. They facilitate the
mobility of elderly persons and provide the security for them to remain in their
own home. Three years ago the US government launched the National Robotics
Initiative, to which it allocated an annual grant of 70 million dollars. The aim is to
develop robots capable of working in close collaboration with humans, in the man-
ufacturing as well as medical, spatial and personal help fields. These programmes,
bringing together public authorities, industrial firms, universities and research
institutes, mark a turning point and a new awareness that robots can leave the con-
fines of their factories to work with humans and serve them. Humans thus become
an integral part of the robot’s environment.
As in surgical robotics, where models of deformation of the heart muscle are
needed to automatically control the position of a clamp on a beating heart, rea-
soning in a world in which humans are stakeholders requires models of humans.
The human-robot relationship is now a central theme in robotics research.
Alone it justifies—as if it were necessary—the multi-disciplinary researches
mentioned above.
These researches are indispensable, but insufficient. Questions of security
in robots’ physical interaction with humans are crucial. They transcend issues
of security and reliability of algorithms and programmes as they are usually
addressed in computing. They concern the design of new, more compliant motors,
new, more flexible materials, and new, smaller and more precise sensors. The
spectrum is wide: from micro- (even nano-) technologies to questions on the com-
putational foundations of anthropomorphic action. The ambition is huge.
The world is surprised that no robot effectively intervened in the Fukushima
nuclear plant. Actually, the intervention robots that make the headlines of our
newspapers are still far from being operational. In response to a message of soli-
darity that I had sent him, Yoshi Nakamura wrote to me on 20 March 2011, saying:
“Many robotics researchers including me were shocked by the fact that we have
no weapon against the difficulty. Even engineering may have shown its imma-
turity.” (sic). This statement is dreadful, coming from one of the world’s leading
roboticists.
We need to be wary of hype. Research needs time. Innovation must of course
be stimulated (that is the role of large programmes) but it is difficult to control.

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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

Erichthonius was one of the first kings of Athens (Fig. 2). That is no minor


detail. So, the attempt to possess was not sterile! That is clearly what we have
seen: it is already transforming our lifestyles.

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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86 J.-P Laumond

References

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Part III
Otherness

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Embracing Interdependencies: Machines,
Humans and Non-humans

Amy M. Youngs

Abstract As a creator of interactive, constructed ecosystems, I discuss my artistic


practice as a way to experience self as interdependent and to re-engineer relation-
ships between humans and other species. Technologically enhanced mirroring,
participation, re-programmed elements and designing for non-humans are exam-
ined as techniques that entangle the audience within the fabricated systems.
Re-configuring the human participant as one element enmeshed within a system
that equally includes technology, industry, waste streams and other living things,
I work towards new models of collaboration and shared world building.

Troubling the Anthropocene

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]

© Springer Science+Business Media Singapore 2016 89


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_6

[email protected]
90 A.M. Youngs

My ancestors have programmed the world to meet the desires of my species.


I no longer need to think about myself as part of the ecosystem, because it is
presented as a machine designed to serve me. When the non-human parts of the
environment “out there” change, or cease to keep up with the pace of human con-
sumption and waste, my smart species engineers new methods to optimize the
nature machine. I can all too easily assume that my species is superior, with our
big brains and ideal hands that enable us to make technological systems that har-
vest, mine, extract, reassemble and deliver the environment to us.
In this fantasy of human self-reliance, humans are allowed to exist as separate
from a nature that is “out there”, even as we eclipse it. While we do appreciate
our imagined, separate nature—evidenced in vacation visits, sublime paintings
and photographs, and reverent utterances about how nature knows best—this
kind of romanticizing has allowed us to mentally disassociate from it. That our
human bodies are intimately connected with, and reliant upon, an infrastructure
that includes dirt, plankton, metal, stars, electricity, server farms and algorithms is
almost unfathomable.
As an artist, my process has led me to explore and experiment with, that part
of my body that extends beyond my skin. I share the optimistic view described
by author Jane Bennett that, when one refigures humans and all of the non-human
world into a shared status, “…it can inspire a greater sense of the extent to which
all bodies are kin in the sense of inextricably enmeshed in a dense network of rela-
tions. And in a knotted world of vibrant matter, to harm one section of the web
may very well be to harm oneself” [2]. Believing in a world that pretends to be
cleanly divided between “natural” and “not-natural” it is difficult to see where
we fit. And it is even more challenging to experience ourselves as interdepend-
ent, intermeshed, and fully entangled with all parts of it. The trouble with the
Anthropocene concept is that it perpetuates the myth that humans are separate,
outside of, and a dominating force over everything non-human. Some humans may
experience feelings of guilt over the subjugation of this perceived “nature” and for
others it may create a sense of paternalism. I believe that neither is a productive
stance from which to create a collaborative working relationship with the non-
human environment.
How can I, individual human, see and feel myself as a part of the world? In
pursuit of this question, my creative practice over the last 16 years has been to
construct situations that make the interwoven connections between human and
non-human visible and sensible. To challenge traditional notions of what we think
of as natural and our human place in it, I embrace technology as a part of the eco-
system and work with it in ways that render human interdependencies into palpa-
ble experiences. Through the process of re-assembly, re-wiring and re-presentation
of partially mechanized ecosystems, I place myself, and other humans, into rela-
tionships that require participation. Immersed within interactive artworks, or in
domestic-scale ecosystems that include machines, plants or animals, the human
experiences self as a mutually dependent being, intermeshing and intermingling
with the non-human parts.

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Embracing Interdependencies: Machines, Humans … 91

Seeing Self in the Machine

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

Fig. 1  Recollections 1981, by Ed Tannenbaum. Permanent collection of the Exploratorium,


San Francisco, CA. Photo by Amy M. Youngs 2013

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

the relationship and we see ourselves again acknowledged by the technological


infrastructure, this time programmed by us to protect a human-altered plant. The
roles are meant to slip and the categories are meant to perforate within the space
of interaction. The re-programmability of robotic elements assert the possibility
for technological remediation, or a re-engineering of the relationships between
humans and other species.

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

ground, technology is no longer thought of as a rational, controllable element. We


are subjected to the environment that technology has created, perhaps similar to
the way we once felt subjected to what we used to call “wilderness” or “acts of
God”. We are in it, not necessarily in control of it. We program it, harvest it, enjoy
certain parts, battle other parts with machines, manpower, and brainpower still,
we are not in control. In our entanglements, none of us remain pure, but all of us
remain reliant on each other. Despite the clever marketing campaigns designed to
sell products and services, we are not going “back to nature”. We have never left
it. We also cannot use technology to simply devour the non-human, or to simply
protect it, or ourselves from it. We are interdependent. Yet, my everyday experi-
ence does not allow me to feel this as a reality. My food and waste streams have
visible ports (stores and trashcans) that imperceptibly connect to complex indus-
trial-techno-natural streams. Reading about the radically intimate mesh of inter-
connections between everything, described by Timothy Morton in The Ecological
Thought, has me yearning to feel it. Yet, with no center, no edges and no scale, it
is too infinite for me to sense.
All life forms are the mesh, and so are all dead ones, as are their habitats, which are also
made up of living and nonliving beings. We know even more now about how life forms
have shaped Earth (think of oil, of oxygen–the first climate change cataclysm). We drive
around using crushed dinosaur parts. Iron is mostly a by-product of bacterial metabolism.
So is oxygen. Mountains can be made of shells and fossilized bacteria [6].

The construction of human-scaled models is how I feel myself in the mesh.


A miniaturized, semi-automated ecosystem was developed in collaboration with
my partner and fellow artist, Ken Rinaldo. Together, we made multiple versions of
our Farm Fountain project (2007–2013), each one based on the technique of aqua-
ponics, where the waste from living fish circulates through a medium rich with
nitrifying bacteria that feeds the roots of edible plants, which cleanse the water
before recycling it back to the fish (Fig. 4). This was not a back-to-the-land pro-
ject, rather, we embraced technology to build and run it and we worked in the
indoor space of our urban home. We also did not imagine we were going off-grid
or preparing for a catastrophe, though we certainly encountered those interest
groups when doing research into aquaponics. What motivated us was a desire to
develop a method for growing, knowing and living with our food in an aesthetic
and practical system that could become an open source model for others to copy
and build upon. At the time we created it, there were only a few commercial aqua-
ponics systems available and only one helpful DIY project posted online. The
Barrel-ponics project [7] created by aquaponics farmer Travis W. Hughey was
influential in that it clearly described system techniques and creatively utilized
repurposed plastic containers, but it did not share our interest in the placement of
such a system inside the home. Our Farm Fountain was unique in its design to fit,
both aesthetically and physically, into a vertical space in front of a window. We
also developed a microcontroller-based timer system that would allow us to pro-
gram and fine-tune the circulation of water and lighting cycles. That our system
functioned as useful, food producer meant that the categories of art and design
were used interchangeably to describe it. While the functional, designed elements

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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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98 A.M. Youngs

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

Fig. 6  River Construct 2010 by Amy M. Youngs. Photo, Amy M. Youngs

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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).

Roles, Programmed and Transgressed

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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Fig. 7  River Construct 2010


by Amy M. Youngs. Photo,
Amy 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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102 A.M. Youngs

Fig. 9  River Construct 2010, by Amy M. Youngs. Detail of installation at the exhibition opening.
Photo, Amy M. Youngs

Interfaces for New Relationships: Seeing Others


Through Technology

“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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104 A.M. Youngs

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

Fig. 11  Webcam view of the Museum for Insects 2013–2014, by Amy M. Youngs. Exhibition


installed in the museum is Trans-Species 2013, by Ken Rinaldo

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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106 A.M. Youngs

People visiting the Beyond Human exhibition located at Peabody Essex


Museum in Salem, Massachusetts from October 2013 to September 2014 were
able to see the live crickets inside the physical Museum for Insects when they
peered through a window on the side of a wooden shipping crate on display
(Fig. 12). Their view is opposite the webcam view, but it is not more privileged, as
they are unaware of the webcam viewer watching them and they are not presented
with control buttons to activate the lights, puppet or sounds. Different again, is the
view from a computer screen kiosk located across the room in the exhibition. The
kiosk viewer can see the webcam view and is allowed operate a computer mouse,
which controls the pan, tilt and zoom functions of the webcam to change the view
(Fig.  13). This action also changes the view of the remote webcam visitor, who
does not have access to these controls and is forced to go along on the dizzying
ride. If the kiosk viewer directs the camera view towards the wall of the museum
where a tiny, bright video screen is mounted, they will realize that they are live on
camera. They are seeing themselves as tiny images on a screen inside the museum,
which means the crickets also see their image, as do the giant human heads that
peer in the window of the museum. Or perhaps the situation unfolds differently,
where the human first views the physical museum inside the wooden crate, where
they see regular sized crickets inside a miniature museum that includes a television

Fig. 12  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 Interspecies
Housing 2014, by students of
Landscape Architecture at the
Ohio State University. Photo
by Amy M. Youngs

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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

Fig. 15  Webcam screenshot of the Museum for Insects 2013–2014, by Amy M. Youngs. Exhibition


installed in the museum is Interspecies Housing 2014, by students of Landscape Architecture at the
Ohio State University

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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

1. Crutzen PJ (2002) Geology of mankind. Nature. doi:10.1038/415023a


2. Bennett J (2010) Vibrant matter: a political ecology of things. Duke University Press,
Durham and London, p 13
3. Burnham J (1968) Beyond modern sculpture: the effects of science and technology on the
sculpture of this century. George Braziller, New York
4. Haraway D (1991) Simians, cyborgs and women: the reinvention of nature. Routledge, New
York
5. Brouwer J, Mulder A, Spuybrock L (2010) The politics of the impure. V2_Publishing,
Rotterdam, pp 9–10
6. Morton T (2010) The ecological thought. Harvard University Press, Cambridge, p 29
7. Hughey TW (2005) Barrel-ponics. http://www.aces.edu/dept/fisheries/education/documents/
barrel-ponics.pdf. Accessed 28 May 2014
8. Youngs AM (2014) Living with worms in the flooding machine. Antennae: J Nat Vis Cult
28:30–43
9. Haraway D (2008) When species meet. University of Minnesota Press, Minnesota, p 240
10. Youngs AM (2013) House crickets. http://hypernatural.com/museum/crickets.html. Accessed
12 June 2014
11. Haraway, When species meet, p 249
12. Aristarkhova I (2010) Hosting the animal: the art of Kathy High. J Aesthetics Cult.
doi:10.3402/jac.v2i0.5888
13. Rinaldo K (2014) Trans-species. http://hypernatural.com/museum/past.html. Accessed 12 June
2014

[email protected]
Embracing Interdependencies: Machines, Humans … 111

14. Yoo D-S (2014) Telepresent animal hall of fame. http://hypernatural.com/museum/telepresentanimal.


html Accessed 12 June 2014
15. Course designed by Katherine Bennett, Assistant Professor of Landscape Architecture at
the Knowlton School of Architecture. Taught by Masters of Architecture students David P.
Shimmel and Ian Mackay
16. Hodge A, Lesnoski N (2014) The cricket cloud. https://u.osu.edu/larchsophomorestudio/
2014/02/24/the-cricket-cloud/ Accessed 12 June 2014
17. Beaton K, Gerich K (2014) Pathways. https://u.osu.edu/larchsophomorestudio/2014/02/19/
pathways/. Accessed 12 June 2014

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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]

© Springer Science+Business Media Singapore 2016 113


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_7

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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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116 K. Rinaldo

Fig. 1  Two sides of one branch—, by Ken Rinaldo

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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118 K. Rinaldo

Fig. 3  Cybersqueeks Image du Futur, 1988, by Ken Rinaldo

While it was an epiphany to create an interactive living-systems painting, criti-


cal reflection also suggested a form of interaction that was more rapid, evocative
and evolutive. Clearly electronics were going to be necessary for my next works.
The Cybersqueaks 1989 were to be my first electronic digital pets. When
touched they emitted emphatic and pleading sounds, triggered by motion. They
hung from the ceiling with springs. Fifteen works in all, they create a cacopho-
nous sound environment of burping and squeaking. In the creation of this work,
I was able to develop a method to sew fiber optics into silicon rubber molds and
I used dry-transfer circuit patterns, to create functional and formally suggestive
electronic copper traces that also were the sound producing elements (Fig. 3).
Changing light allowed changing sound as photo resistors were placed near
soft fur to draw the hand in. When participants touched the Cybersqueaks rock-
ing and touch induced small mercury switches to allow them to squeak their
first words. The sounds emitted were like pleading babies crying. The physical
size of these works was about the scale of a fetus and this had important lessons
for me. Further, art objects that emit their own voices are seen as more “alive”
and touch also created important empathy for participants involving corporeal
knowledge. The types of sounds induced a socially engaged emotional state of
empathy.
As I was modeling living systems and symbiogenic ways of creating interac-
tive works for humans, it seemed logical to look at interactive art for other species.
Could a fish for example learn to use an electronics interface? Delicate Balance,
1993 is the first fish driven robot and is an interactive work designed to allow the
fish to make a “choice” using the power of design, sensors and robotics (Fig. 4).
The “choice” it had was to determine the direction that it moves along a tight-
wire (stainless steel cable) so it could explore its environment, beyond the limits of
the tank. Though, this is not a real choice, given the two directions the fish could

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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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120 K. Rinaldo

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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122 K. Rinaldo

Fig. 7  The Flock at the


Machine Culture show by
Ken Rinaldo and Mark
Grossman, Siggraph, 1993.
Photo Ken Rinaldo

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

Fig. 8  Mediated encounters at robots 2004, Lille France by Ken Rinaldo

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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124 K. Rinaldo

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

Fig. 10  Autopoiesis by Ken Rinaldo at the Kiasma Museum in Helsinki Finland, curated by


Erkki Huhtamo. Photo Yehia Ewies

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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126 K. Rinaldo

Fig. 11  Autopoiesis at the Kiasma Museum in Helsinki Finland, curated by Erkki Huhtamo.


Photo Yehia Ewies

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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128 K. Rinaldo

Fig. 13  Augmented Fish Reality Ars Electronica by Ken Rinaldo

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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130 K. Rinaldo

Fig. 15  Worldwide premiere of the Autotelematic Spider Bots at the Sunderland Museum and
Winter Gardens by Ken Rinaldo and Matt Howard

These works utilize artificial life programming and neuromorphic engineer-


ing principles in creating an installation of 10 spider-like sculptures that interact
with the public in real-time and self-modify their behaviors. The overall behaviors
are based on interaction with the viewer, themselves (the robots) and their food
source. The spider bots were designed virtually first, rapid prototyped and then
built by both machine and human hands.
In this process they advanced new robotic morphologies of a unique tension-
compression leg structure. Integration of custom designed circuit boards, embed-
ded microcontrollers and software running in parallel; on a right/left hemisphere
approach to code processing was unique. It allowed them to exhibit complex inter-
action and emergent behaviors, as they moved around their artificial environment.
The spider bots communicate to each other through Bluetooth communications
and body languages to coordinate their activity. They find their food source through
random foraging, looking for a 40 kHz infrared beacon that sits under a recharge rail.
They are programmed so when the voltage charge is low they would go into a “seek-
ing behavior” and sensors on each robot allow them to hone in on the food source.
In demonstration at the exhibition, one robot was able to find and attach itself
to the recharge station and communicate that to others. Still, in it’s current state
the robots remain charged for 45 min and because the 9.6 V NiCad batteries take
2 h to charge the “emergence” of a self-charging, ecosystem of robots will be fully

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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

realized, when battery technology sufficiently evolves. Bluetooth is also a really


power intensive technology so lower power communication protocols will be used
for future innovations (Fig. 16).
For human feedback the robots talk to the interacting public with high pitched
chirping sounds giving participants a sense of the “emotional” response of the spi-
der bots. To see the vision of the robots, one of the robots has a mini video camera
and video transceiver to transmit to a video projector which projects this vision to a
voronoi (web like) screen, giving viewer/participants a sense of being captured in the
installation’s web. This screen also shows the spiders in larger scale then the viewers,
subtly manipulating the power structure of the human/robot relationship (Fig. 17).
As art and robotic research these works defined a new robotic leg morphology
based on a tension-compression structure and pull string mechanics. Each set of
two legs acts like a flexible arch held into compression by springy plastics and
monofilament. When servomotors pull the monofilaments, the arch bends allow-
ing the leg to move organically. Six legs (biological spiders have eight) allow the
robots to walk forward in a tripodic gait and turn, in either direction. This tripodic
gait simulates six legged insects.
Inspiration for the robots came from a lecture by Dr. Guy Theraulaz at the
Centre National de la Recherché Scientifique who reports that ants operate on rule
driven systems [13]. With this in mind, it became apparent that computers and
software as rule-driven-systems could be structurally coupled with their environ-
ment, allowing them to emerge and feed/recharge themselves.
The software is organized in what I term a bio-sumption architecture, which
allows individual behavior to be subsumed for the fitness of the group as well as

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132 K. Rinaldo

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

The Autotelematic Spider Bots installation is an artificial life chimera; a robotic


spider, eating and finding its food like an ant, seeing like a bat with the voice of an
electronic twittering bird.
In thinking on a larger and grander scale about food systems and human culture
The Farm Fountain 2008 by Ken Rinaldo and Amy Youngs my partner and wife,
was a work designed to explore and find solutions surrounding urban agriculture
that also engaged the bacterial scale. The Farm Fountain is a robotic aquaponic
garden designed for an ethical and environmentally friendly way of farming food
both plants and fish. This food producing robot, is designed to allow fish waste to
feed edible vegetables. Humans can consume the vegetables and fish and all are
regulated by microprocessor systems.
This creates a symbiotic relationship between edible plants, bacteria, fish,
humans and machines. With the use of pumps, gravity and systems engineering,
the fish waste flows through tubes and serves as nutrients for the plants. The plants
and bacteria in the system symbiotically cleanse and purify the water for the fish.
This living work creates an indoor healthy environment by providing oxygen to
the humans working and moving in the space. The sound of water trickling through
plant containers also creates a peaceful relaxing waterfall environment (Fig. 19).
The fish that are part of this food robot also provide a focus for relaxed view-
ing. The plants in this fountain are edible leafy greens, lettuces, radicchio, cilantro,

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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

Fig. 21  Diagram of the functional elements of the Paparazzi Bots commissioned by curator


Dmitry Bulatov and the Vancouver Olympics. Photo Ken 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

Fig. 23  The Paparazzi Bots at Transmediale, Germany invited by Honor Harger

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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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Trans-Species Interfaces: A Manifesto for Symbiogenisis 139

Fig. 25  The Paparazzi Bots at Transmediale, Germany

Fig. 26  Enteric Consciousness by Ken Rinaldo at the Maison d’Ailler Museum of Science


­Fiction and Future Journeys. Commissioned by Patrick Gyger. Photo Joana Avril

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140 K. Rinaldo

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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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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Fig. 30  Fusiform Polyphony during premiere of Nuit Blanche Toronto 2011

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. 31  Drone Eats Drone: American Scream by Ken Rinaldo premiere at La Compagnie,


France curated by Isabelle Arvers. Photo by Myriam Boyer

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

In order to fully realize the dream of a symbiotic natural/technological world


intertwining, we need to question understand, and emulate the lessons offered
by natural living systems. We can begin by having computer/machine systems
degrade in such a way they do not damage the environment and natural living
systems to which they depend. Time for emerging bacterial computers. Then and
only then will we begin the necessary long-term sustainable future of a process
toward real trans-species animal/bacterial/machine culture, co-evolved coupling.

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/

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Cultivating the Uncanny: The Telegarden
and Other Oddities

Elizabeth Jochum and Ken Goldberg

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]

© Springer Science+Business Media Singapore 2016 149


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_8

[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.

II. The Roots of the Uncanny

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

3In Onians, J [22] A Short History of Amazement, p. 18.

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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:

7Onians,J [22] p. 20.


8Kang[18] Sublime Dreams of Living Machines.
9Wood, Gaby [30] Edison’s Eve, p. 17.
10Wood, G [30] p. 17.

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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

11Wood, G [30] p. 25.


12Cohen, John [6] Human Robots in Myth and Science, p. 88.
13Cohen, J [6].

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156 E. Jochum and K. Goldberg

and drew on illustrations and diagrams from Johann Christian Wiegleb’s


Instruction in Natural Magic, or All Kinds of Amusing Tricks.14
Interest in the Uncanny (and in Hoffman’s The Sandman in particular) inspired
psychoanalyst Ernst Jentsch to write On The Psychology of the Uncanny15 in
1906. Jentsch proposed that the Uncanny arises from objects or situations that trig-
ger intellectual uncertainty, such as when we have difficulty categorizing or
explaining objects that defy or disrupt our expectations. Jentsch is not so interested
in defining the essence of the Uncanny as he is with understanding the affective
response in psychological terms, or “how the psychical conditions must be consti-
tuted so that the ‘uncanny’ sensation emerges.”16 Making the familiar strange, ren-
dering the invisible visible, and linking strange objects of uncertain origin with
automata and Gothic literature are the foundations upon which Freud launches his
investigation of the Uncanny.

III. The Age of the Uncanny

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

Freud’s essay Das Unheimliche is an important reference for twentieth century


critical theory and discourse. Harold Bloom calls it “the only major contribution
that the twentieth century has made to the aesthetics of the sublime,”18 and Hugh
Haughton observes, “It is not only a theoretical commentary on the power of
strangeness, but one of the weirdest theoretical texts in the Freudian canon.”19 In
her post-structuralist reading, Hélène Cixous argues that the act of reading Freud’s
essay itself provokes an uncanny awareness, calling the essay “less a discourse than
a strange theoretical novel.”20 Originally published in 1919 in the psychoanalytic

14Wood, G [30] p. 33.


15Zur Psychologie des Unheimlichen was published in two installments in the Psychiatrisch-
Neurologische Wochenschrift in two parts (25 Aug. 1906) and (1 September 1906). The essay is
translated by Roy Sellars and was published in Collins R, Jervis J (2008) Uncanny Modernities.
16Jentsch, E [16] On the psychology of the Uncanny. In: Collins J, Jervis J (eds) Uncanny

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

The deliberate exaggeration or distortion of reality for artistic purposes relates


to the strategy of defamiliarization caused by optical instruments that rendered the
invisible visible.29 For Freud, the Uncanny occurs when strange or fantas-
tic objects - or the experience of objects - depicted in fiction are experienced as
real, so that we come to regard these aberrations with the same validity as our own
material reality.
Freud’s interest in the Uncanny coincides with the advent of machine culture in
the early twentieth century. The proliferation of electrical machines in manufactur-
ing, war and medicine elicited contradictory responses from the artistic avant-
garde. Artistic responses ranged from glorification of the machine and its potential
to liberate humans (the Futurists), celebration of the machine as the harbinger of
social progress (the Constructivists), to profound fear and anxiety about the oppres-
sive and destructive potential of machines (the Expressionists and Dadaists).30
Among the visual arts, sculpture proved fertile ground for exploring the Uncanny
effects of mechanization. This is partly due to sculpture’s position as the “most lit-
erally and rawly material of art forms”31 and the contradictory responses provoked
by sculptural representations of the human form. In Compulsive Beauty, Hal Foster
identifies the Uncanny as the defining concept for Surrealism, linking art works by

26Freud, S [9] p. 249.


27Freud, S [9] p. 249.
28ibid. p. 251.
29Defamiliarization is also a key concept in twentieth century art criticism, and informed

­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.

IV. The Uncanny Valley

Man is a robot with defects.


Emile Cioran

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

32Foster H [8] Compulsive Beauty, p. xvii.

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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.

33Mori, M (1970) The Uncanny Valley, p. 99.

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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

34Kageki, N [18] An Uncanny Mind, p. 112.


35Mori, M [21] p. 98.

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162 E. Jochum and K. Goldberg

constructing realistic, lifelike replicas that could pass—even momentarily—as


authentic humans. Sculptures by George Segal (The Dinner Table, 1962), Frank
Gallo (Walking Nude, 1967) and John D’Andrea (Couple 1971) raised the
threshold for the representational uncanny in visual art. Human-scale statues
reproduce human anatomy in precise detail and provoke aesthetic defamiliariza-
tion that renders the human body simultaneously both familiar and unfamiliar.
Techniques in photorealism (or hyper-realism), reignited the debate about real-
ism and representation in art. Here, the Uncanny emerges from the evocative and
unflinching look at the everyday in three dimensions—or what art historian John
Welchman calls a “surplus of counterfeit and trompe l’oeil illusionism.” The
voyeuristic sculptures signal a preoccupation with sex and death, the haunting
double, and erotic desire—all hallmarks of the Freudian Uncanny. Like death
masks, preserved corpses and other memento mori, these art works recall deathly
images and deliberately provoke anxiety about what separates the living and
the dead. It is not a huge leap to imagine how these artistic techniques could be
combined with mechanisms and computational control to create realistic, mov-
ing androids.
The field of animatronics developed in the 1960s and 1970s, combining new
techniques in figural sculpture with robotic actuation entertainment and medical
training robots. Six years prior to the publication of Mori’s essay, Disney engi-
neers unveiled a life-sized, walking and talking animatronic Abraham Lincoln at
the Illinois State Exhibition at the New York World’s Fair,36 and in 1967 research-
ers at the University of Southern California School of Medicine developed a real-
istic, life-size plastic dummy for training medical students. Like their eighteenth
century counterparts, medical androids simulated biological behaviors that corre-
sponded with real patient symptoms, and researchers speculated on future human-
oid robots capable of sweating, bleeding, and displaying evermore realistic
behaviors.37 In art historian Jack Burnham’s view, animatronics display a “carnal
anthropomorphism of plastic and electronics” that indicate the “return the human-
oid robot to a place of competition with other visual mass media.”38 We do not
suggest that Mori was aware of these trends in visual art (animatronics do not fea-
ture on his graph), but we do find relevance in the contemporaneity of Mori’s the-
ory with the trend of photorealism in sculpture and entertainment robots. Like
androids in previous centuries, robots in fiction and their real-life counterparts
inspire cultural fascination and fear surrounding the dream and threat of new (or
imagined) technologies.
Mori’s essay coincides with other high-profile events that merged art and robot-
ics, such as the 9 Evenings: Theatre and Engineering convened by Billy Klüver,

36Burnham, Jack [3] Beyond Modern Sculpture, p. 323.


37Burnham, J [3], p. 324.
38Burnham, J [3], p. 323.

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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

39Bown, J [2] The Machine as Autonomous Performer, p. 77.


40See Goldberg, R [11] and Fischer-Lichte [7] for further discussion.
41Packer [23] Future Cinema, p. 145.
42Burnham, J [3], p. 354.
43Reichardt, J [25] Robots: Fact, Fiction and Prediction, p. 4.
44Jasia Reichardt (2014) personal email message to authors.

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164 E. Jochum and K. Goldberg

Robotics and Automation Magazine in 2012. Mori’s essay continues to be an


important reference for artists, engineers and animators working across many dis-
ciplines and has become increasingly relevant in light for contemporary research
in humanoid robotics.
For her own part, Reichardt advocates for a tighter integration between robotics
research and art practice, and she speculates that “Innovation in the field of robot-
ics could well come from art as well as from industrial robotics because the goals
of art are not clearly defined.”45 Whereas industrial robots developed by engineers
may provide solutions through the use of functional or multipurpose robots,
it will not deal with effects, illusions or emotive principles which belong to art. Art, which
results in physical objects, is the only activity that represents the half-way house between
the regimentation of technology and the pure fantasy of films and literature; and only in
the name of art is a robot likely to be made which is neither just a costume worn by an
actor, nor an experimental artificial intelligence machine, nor one of the many identical
working units in an unmanned factory.46

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.

V. The Telegarden and Other Oddities

In this section we consider three non-anthropomorphic robotic art works: The


Telegarden (1995), Six Robots Named Paul (2011) and the Blind Robot (2013).
These interactive works direct attention away from appearance towards the physi-
cal actions they enable. The robots function as catalysts for exploring our physical
and psychological relationships with the material world. In these works, mate-
rial artefacts play a crucial role in provoking the Uncanny by offering evidence
of the robot’s agency. Similar to the optical instruments and automata found in
the Wunderkammer, these material artefacts become aesthetic objects in their own
right, and can be understood as material representations of self-understanding and
knowledge. The artworks invite us to look beneath the “skin” or outward appear-
ance and observe the interaction between humans and the physical world. The
experiential uncanny is triggered by the spectre of uncertainty that arises when we
are no longer sure what is animate or inanimate, authentic or a work of fiction.
The three art works discussed in this section are non-anthropomorphic: they do
not approximate the human form but make familiar human activities—gardening,
drawing, observation through touch—unfamiliar using robotics. Each one shares

45Reichardt, J [25] p. 56.


46Reichardt, J [25] p. 56.

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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 (1994)

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)

[email protected]
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

47Goldberg K, Mascha M, Gentner S, Rothenberg N, Sutter C, Wiegley J [20] Desktop

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

granting the object fictive life. Alternately, through defamiliarization or distancing,


objects or figures that we know to be real may appear unreal or fictitious, creat-
ing uncertainty about the object’s true nature and threatening our subjectivity. The
Telegarden evokes the Uncanny on the second count: the spectre of uncertainty
arises when we become uncertain that our online actions have consequences in the
real world. Questions of agency and authenticity signal larger questions concern-
ing telepresence and the technological uncanny:
The Telegarden is real, but (unlike a traditional Commons) we never actually see, feel, or
hear the garden itself—It is too far away for that. Our knowledge of the Telegarden is
technologically mediated, and that introduced a disturbing doubt: How do I know that the
Telegarden really exists? Perhaps the Telegarden website is simply sending me prestored
images of a garden that no longer exists. How do I know that the Telegarden community
exists? I think the Telegarden provides a high-tech common where I can interact with
other users. But how do I know that these users really exist—that they are not fabrications
of the artist, or even mere “virtual” personas cleverly programmed to mimic on-line
chat?51

Like Kempelen’s chess-playing automaton, The Telegarden is uncanny because


it creates uncertainty about the relation between the real and the virtual: Do our
actions in the virtual world have actual consequences in the real word? If so, how
can we be sure? The Telegarden breaks new ground in our understanding of the
Uncanny by insisting on veracity while problematizing our ability to verify the
garden as authentic.

Six Robots Named Paul (2012)

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

51Kusahara, M [19] p. 206.


52https://www.youtube.com/watch?v=kvfKhEjTBEI
53While the title suggests six robots, in actuality there were only five robots present at the

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

54Tresset P, Leymarie F [28] Portrait drawing by Paul the robot, p. 350.


55The robot will draw whatever object is positioned in front of the camera. On one occasion, part
of the robot arm entered the field of vision which became part of the final sketch. Tresset quipped
this might have been “the first instance of a robot self-portrait.”

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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 (2013)

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

56Tresset P, Leymarie F [28] p. 351.

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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)

engaging in “non-verbal dialogue” or physical touch. The robot delicately explores


the sitter’s body, mostly the face, in a manner that recalls how blind humans sup-
posedly use touch to recognize persons or objects. Positioned directly behind the
robot is a portrait-sized mirror that allows visitors to observe themselves during
the interaction. Some exhibitions feature a video display monitor facing the visitor
that provides a visual rendering of what the robot “sees”—ostensibly providing “a
window to the soul of the robot.”57 Theatrical lighting and dark curtains create a
heightened feeling of the Uncanny by obscuring the view of the robot and height-
ening the awareness of the physical sensations (Fig. 8).
Motivated partly by research in social robotics and human-robot interaction, the
Blind Robot proposes a platform for studying the degrees of engagement—be they
intellectual, emotional or physical—that arise when social robots and humans
interact through touch.58 Direct physical contact with a robot is still an exceptional
and unique experience for many. The artwork raises issues surrounding proxemics,
trust, and predictability which are important factors in social robotics research.
The artwork dramatizes an intimate, physical interaction between a human and a
robot in order to defamiliarize the physical experience of the human body in the
world.

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

VI. Beyond the Valley

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

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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
27. Shklovsky V (1965) Art as technique. In: Lemon L, Reis M (eds) Russian formalist criticism.
University of Nebraska Press, Lincoln

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Cultivating the Uncanny: The Telegarden … 175

28. Tresset P, Leymarie F (2013) Portrait drawing by Paul the robot. Comput Graphics
37(5):348–363
29. Weber S (2000) The sideshow: or, remarks on a canny moment. The legend of Freud.
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

Abstract This chapter compares and contrasts the creation of humanoid robots


with that of non-humanoid robots, identifying assumptions about communica-
tion that underlie the designs and employing a range of communication theories
to analyse people’s interactions with the robots. While robots created in science
and technology laboratories to communicate with humans are most often at least
somewhat humanlike in form, those created as part of interactive art installations
take a variety of forms. The creation of humanoid robots can be linked with ideas
about communication that valorise commonality above all else, whereas robotic
artworks illustrate the potential of otherness in interactions between humans and
non-humanoid robots.

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]

© Springer Science+Business Media Singapore 2016 177


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_9

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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.

Creating Humanoid Robots

While a few designers follow a minimalist path when creating communicative


robots [22], the majority of roboticists building robots designed to interact with peo-
ple, either in research laboratories or as commercial products, argue that their robots
need to be at least somewhat humanlike in form in order to communicate effectively
[9]. Indeed, the humanoid robot has been described as “the Grail” of robotics and
the pursuit of this goal leads some people to create robots that appear almost indis-
tinguishable from humans [23]. This is particularly well illustrated by the work of
David Hanson in the United States and Hiroshi Ishiguro in Japan. Both Hanson and
Ishiguro have chosen to model a number of their robots on existing people, most
famously the heads of Albert Einstein and Phillip K. Dick in the case of Hanson,
whereas Ishiguro has created a Geminoid which is his own double, as well as one
resembling his daughter. Moving away from the idea of ‘recreating’ a person,
Hanson designed Jules for the Bristol Robotics Laboratory, a robotic head that was
not based on a particular human individual. When creating this type of robot, the
need to attain as close to humanlike appearance and behaviour, in particular through
use of facial expressions and speech, is thought to be key in supporting people’s
interactions with the robot. As might be expected from their appearance and behav-
iour, these humanoid robots are designed with the aim of making human interactions
with them as close to human-human interactions as possible, and therefore easy to
understand based on one’s existing experience of communicating with others.
At the core of these designs is the assumption that making the robot look very
humanlike improves its ability to fit into existing social structures and situations with
which humans are already familiar. These robots are therefore framed quite clearly
in terms of sociocultural theories for which communication is about the produc-
tion, and the reproduction, of shared social understandings of the world and people’s
positioning within that world [5]. In addition, their ability to persuade or influence
those with whom they are communicating, ideas emphasised within the sociopsy-
chological tradition of communication theory, is judged to be vital [8]. These robots
need to encourage people to think of them either as generically human, or, in the

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The Potential of Otherness in Robotic Art 179

case of Hanson’s Einstein robot or Ishiguro’s double, as representing a particu-


lar person in a believable way. The aim of the roboticist when creating a humanoid
robot is to encourage people to treat the robot as they would another person and to
draw them into communication that operates exactly like an exchange with a human.
The communication of these robots often involves the well-modulated use of a
synthesised or recorded human voice, as well as the ability to show emotion through
facial expressions. Although Ishiguro’s robot double is sometimes teleoperated,
allowing him to talk to people remotely ‘in person’, and Jules’ speech often seems
to be heavily scripted, the aim of this type of design is to create “robots that act and
react virtually indistinguishably from their human counterparts” [17]. Hanson has
stated that his long-term goal is to design robots that can evolve “into socially intel-
ligent beings, capable of love and earning a place in the extended human family”
[17]. Effective use of human spoken language is clearly a part of this process and,
from the perspective of the cybernetic tradition of communication theory, success
of this is most often judged in relation to accuracy in information transmission or
exchange [8]. Given the importance of precision within a cybernetic process, this
idea is closely linked with the semiotic tradition since, for human communication at
least, the correct use of language is important in enabling the encoding and decod-
ing of information as messages are relayed [8]. Designing robots that can speak
clearly, and whose speech is supported by the use of appropriate humanlike facial
expressions, is driven in part by the desire to reduce any potential for misunder-
standing, which might be introduced by an unfamiliar communication style on the
part of the robot. To use the cybernetic tradition’s term, the aim is to reduce any
‘noise’ that might distract from a process of accurate information transmission.
The creation of humanoid robots as interactive partners clearly involves a
great deal of artistic skill in perfecting their appearance and behaviour. However,
the particular understandings of communication theory that shape the creation
of humanoid robots are based on the assumption that communication success is
founded on what communicators already have in common, and seeks to develop
that commonality further. Whether communication success is measured in terms
of the accurate transmission of information, the ability to maintain a persuasive
influence, or the development and maintenance of shared social understandings in
support of a cohesive culture, communication is framed as a process that can be
perfected. This type of process has a correct outcome, against which the poten-
tial for ambiguity (supporting various interpretations) and misunderstanding is an
undesirable risk that should be eliminated. When thought of in this rather idealised
way communication can be said to be broadly ‘scientific’ in its aims.

Issues with the Pursuit of Commonality

The traditions of communication theory employed in the analysis above—socio-


cultural, sociopsychological, cybernetic and semiotic—complement one another in
reinforcing the idea of the humanoid robot as like another human in a particular

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180 E. Sandry

context. The robot’s machine otherness is understood to be something that has


the potential to disrupt successful interactions with humans, and is therefore dis-
guised as far as is possible. However, questions relating to how well striving to
create a robot that closely resembles a human actually works do arise: the idea that
encounters with very humanlike robots make some people uncomfortable being
formalised in Masahiro Mori’s concept of the “uncanny valley” [24]. Mori pre-
dicts that the familiarity people sense, and therefore their comfort with a robot,
increases as its appearance becomes more humanlike. However, there is a point at
which, quite suddenly, the robot is perceived as zombielike as opposed to human-
like. As attraction turns to horror, the sense of the robot as familiar and friendly
drops away into a valley that Mori names “uncanny” thus highlighting its rela-
tion to Freud’s use of this term to describe “that class of the terrifying which leads
back to something long known to us, once very familiar” [14].
Some roboticists do not regard the uncanny valley effect as a long-term prob-
lem for humanoid robotics. Hanson, for example, argues that it is the aesthetic
impact of the robot that is most important in shaping people’s reactions. He there-
fore suggests that “any level of realism can be socially engaging if one designs
the aesthetic well”, using the term “path of engagement (POE)” to describe this
“bridge of good aesthetic” [16]. This idea would seem to emphasise the art in cre-
ating realistic humanlike robots. However, as this chapter turns to consider human-
robot interactions in art installations it becomes clear that some artists question
whether people are discouraged to interact with things they perceive as uncanny,
or simply as unfamiliar. In particular, artists may choose to challenge the bounda-
ries of what is understood to be possible in communication by designing robots
in a range of forms, often not pursuing anything resembling human form and
therefore exploring the potential for very different paths of engagement between
humans and overtly non-humanoid others.
In addition, a number of communications scholars have raised the question of
whether assuming that success in communication is based on commonality, with
the aim of increasing this commonality further, has an ethically desirable result
[28, 29]. While Amit Pinchevski frames his argument as a critique against the
“elimination of difference” [29], seeing this as a violence against the alterity of the
other, John Durham Peters condemns perspectives on communication that valorise
the “reduplication of the self” [28]. In human communication, ideas of reduplica-
tion and violence against the other through processes designed to eliminate differ-
ence are clearly undesirable, being linked with a general disrespect for others and
their personal, cultural and social differences from the self. While worrying about
violence against robotic others may seem a less important concern, the produc-
tion of humanoid robots (as clear reduplications of the self at various levels) does
reduce the possibility for people to come into contact with a variety of forms of
robot, which might possess valuable new perceptual skills and motor abilities. It is
therefore helpful that many of the robots designed and built by artists demonstrate
the possibilities of non-humanoid form. These art installations push the bounda-
ries of what is assumed possible in human communication by allowing people to
encounter others whose alterity is overtly represented in their form and behaviour.

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The Potential of Otherness in Robotic Art 181

Other Faces in Robotic Art

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.

Turning One’s Body to Express a ‘Face’

A number of robotic art installations promote a different idea of gaze by illus-


trating alternative understandings of what constitutes a face, and exploring the
impact of whole body movement in the form of turning to face someone. One
example of this is Petit Mal, an autonomous wheeled robot created by Simon

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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

Although Penny describes the desire to attain “an ongoing conversation


between system and user” as opposed to following a “stimulus and response
model”, it is possible to identify a level of both of these processes in communi-
cation with Petit Mal [25]. Moments of turn taking are identifiable, in particular
when visitors experiment with repeated movements (for example, stepping from
side to side to see how well the robot maintains its orientation towards them) as
they play with the robot and attempt to understand how it ‘sees’ them [27]. This
would seem to involve experimentation with a given stimulus in the expectation
of a particular response. However, the flowing movements of Petit Mal, along with
its gentle bobbing and turning motion, give it a great deal of character and person-
ality, and support a reading of human-robot interaction in this installation space
as a dynamic system of communication that consists of overlapping messages, as
opposed to following strict turn-taking rules at all times.
There are some similarities between Penny’s work, Petit Mal, and a more recent
development consisting of two wheelchair-like robots, which interact together
and also with people that enter their installation space. The Fish-Bird Project was
conceived by Mari Velonaki, and was built in collaboration with roboticists at the
Centre for Social Robotics in Sydney University. In contrast with Petit Mal, Fish
and Bird are robots whose form is overtly based on that of a familiar item, a stand-
ard hospital wheelchair. A key difference between these robots and Petit Mal is
therefore their lack of a defined head and neck. However, because they are chairs,
their form nonetheless indicates which way they are facing, with the seat at the
front of a well-defined back complete with handles to grasp and push the wheel-
chair along (although these robots will not allow people to push them with any
ease). This form was chosen in part because it inherently “suggests the presence or
absence of a character” [36]. Thus, although these robots were, as Petit Mal was,
designed to be non-anthropomorphic and non-zoomorphic, the wheelchair form is
understood to draw attention to the space a person might occupy.
While recognition of this space for a person may indeed have an impact on visi-
tors to the installation, in general people have reported “that they were attracted
to the robots not because of the way that they looked, but because of the way that
they behaved” [35]. People’s first impressions of Fish and Bird are related to the
ongoing communication that can be seen between the two robots as they move
around each other in the installation, even before a human enters. From a distance,
it is the kinesic channel of communication that is most obviously in use between
Fish and Bird. Communication between these robots is difficult to read as a form
of turn taking, appearing to be more clearly identifiable as a dynamic flow of
movement, which includes moments of attention and response. As Donna Haraway
suggests when discussing the communication of animals, this type of “embodied
communication”, which involves the shared negotiation of space as communica-
tors move towards, away and around each other over the course of the interaction,
“is more like a dance than a word” [18]. The ‘dance-like’ interaction of Fish and
Bird is accompanied by the production of fragments of text from miniature ther-
mal printers. Each robot uses its own distinctive handwriting “assembled from
digitized bitmaps of the glyphs” to write notes to the other robot and sometimes

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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

is in many ways inherent in the production of interactive art. Indeed, by making


his work interactive, Ken Rinaldo explains that he hopes to encourage people to
develop “active, self-determined relationships” with his art [31]. This explana-
tion of the possibilities of interactive art is not only open to ideas of otherness
and difference, but also resonates with theory that considers communication as an
emergent property of systems, such that it develops between communicators, as
opposed to being produced and received directly by communicators themselves.
Although the artistic practice approach to designing robots is not focused on
creating machines that are completely predictable and reliable, and thus the util-
ity and function of such robots for practical applications may be in question, the
experimental breadth of art provides valuable examples of non-humanoid commu-
nicators [25]. As this chapter has demonstrated, analysing robots created in artistic
contexts allows one to rethink the possibilities of interactions between communi-
cators that are very different from one another. This is because the goals of artists
more often result in situations where humans are encouraged to interact with tech-
nology in new ways, as opposed to being presented with technology designed to
mimic a familiar communicative situation, such as that occurring between a human
and another human. This is not to say that anthropomorphic and zoomorphic
responses are not important as part of communication with an unfamiliar looking
technology, but the overarching sense of meeting a strange and unfamiliar other is
a constant presence, which offers people the opportunity to gain new insights into
the value of otherness, and the possibilities of communication more broadly.

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[email protected]
Being One, Being Many

Christian Kroos and Damith Herath

Abstract  If the current development of robotics indicates its future, we will be


soon able to create robots that are exactly identical, intentional agents—at least as
far as their software is concerned. This raises questions about identity as sameness
and identity in the sense of individuality/subjectivity. How will we treat a robotic
agent that is precisely the same as multiple others once it left its inanimate appear-
ance behind and by its intentionality claims to be individual and subjective? In this
chapter we show how these issues emerged in the implementation of the artwork
‘The Swarming Heads’ by Stelarc.

Identity in intentional agents (humans, animals, robots) is traditionally under-


stood in the Cartesian sense as being subject to spatial and structural coherence.
The agent cannot be at two or more places at the same time or be several separate
physical entities. Emotional and cognitive processing happens on the inside, within
some kind of border that separates the agent from its environment. For biological
agents Andy Clark has called this border the ‘metabolic boundary’ [1].
In the internalist view, the environment arrives in the form of sensory ‘input’
and the agent performs disassociated information processing to produce adap-
tive motor behaviour considered ‘output’. Various externalist approaches, among
them Clark, have put forward strong arguments against the input/output reduction,

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]

© Springer Science+Business Media Singapore 2016 191


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_10

[email protected]
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)

[email protected]
Being One, Being Many 193

Identical robotic agents are likely to be readily accepted in the (post-)industrial


culture, owing to their perception as mere machines (lacking ‘feelings’, ‘conscious-
ness’, a ‘soul’, etc.). Combined with a still prevalent mind-body dualism, the mecha-
nistic perspective prevents the dilemma of split identities our human thinking would
otherwise face. If there is no mind in the machine, having several identical agents
is not more problematic than a collection of e.g. identical mobile phones in a store.
It becomes more complicated if the mind cannot be thought any longer as an entity
independent of its physical implementation or—alternatively and currently only
in fiction—if the absence of an artificial mind in a machine cannot be any longer
assumed beyond doubt. In popular culture, the latter is often construed as a scenario
in which the information-based mind/consciousness of an agent can be transferred
to different physical implementations. The information-based mind is considered
unique while the physical implementation can be identically replicated—rather the
opposite of the technical reality of software and hardware today. From the tension
between the fictional account and the current reality of computational programs
often the fundamental conflict in these narratives arises.
Moreover, the scenario of the unique mind and the replaceable body of the
machine frequently leads to the reverse inference that it will become possible at
one point in the foreseeable future to transfer (‘upload’) the human mind using
technology not yet developed but conceivable. Typically and without further
explanation, the transfer can be only accomplished in the moment of dying, pre-
sumably to avoid the problematic topic of identical agents—the prospect of creat-
ing identical agent copies might be too challenging.
In the Western industrialised nations, a tradition of fearing the ‘Doppelgänger’
appears to be deeply engrained into society, from the German silent movie ‘Der
Student von Prag’ (1913, directed by Stellan Rye and Paul Wegener, written by
Hanns Heinz Ewers) to José Saramago’s novel ‘O Homem Duplicado’ (2002) to
the Hollywood movies ‘Matrix Reloaded’ and ‘Matrix Revolutions’ (both 2003,
written and directed by the Wachowski brothers), to mention only a few. Note,
however, that most of these depiction only refer to appearance while the ‘mind’ is
always unique, including in the case when robotic technology is used as in Fritz
Lang’s classic silent movie ‘Metropolis’ (1927), in which an indistinguishable
robotic copy of working class activist Maria is created.
It appears to be excruciatingly difficult or outright paradoxical to consider
identical conscious agents, that are not—in some way or another—a single entity.
This difficulty is also reflected in the widely unchallenged acceptance of the idea
that storing all the information of the brain (whatever that exactly would mean)
in an external device would constitute a continuation of this one person and not a
new individual. If it would be indeed continuation, however, that is, if the person,
whose brain information is transferred, is the same as the newly created recipient
of this information, any additional copying of those constitutive data would cre-
ate a serious predicament: Either the copies would create new individuals leading
to the paradox that the process could not have been continuation in the first place
(even in the case when only one new agent is created) or a single mind would split
in several entities. For the latter we appear to have few concepts to apprehend its

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194 C. Kroos and D. Herath

meaning, both intellectually and emotionally. Typically it would be framed retro-


spectively, in which case its defining characteristics can be reduced to identical
memories of a shared past. But this ignores the transition process, in which a per-
son changes from being one to being many, regardless of how quickly the new
instantiations diverge afterwards. Admittedly, one could question whether there is
continuation in the first place or whether the perceived continuation is always con-
structed retrospectively since any period of unconsciousness disrupts experienced
continuation nevertheless.
These issues sometimes surface in the discussion of human cloning, too.
Despite lacking any basis here, since only DNA is replicated and since even
monozygotic twins are not genetically exactly identical [3] and the differences
can be assumed to be even more pronounced in clones. Most importantly, clones
would go through their own biological, in particular neural, and mental develop-
ment, shaped by individual experiences. Accordingly, there are few if any justifica-
tions to question the individuality of the clone. The life experiences of the clone
would always be different from the ones of the source individual and if it was only
because of the different ‘parent’ situation. Still, even a contemporary artist with a
Ph.D. in Genetics appeared compelled to have to point out explicitly in a public
presentation that human clones should have human rights and should be consid-
ered individuals: As if a certain degree of congruence would inevitably have to be
thought as complete unity and thus the seemingly identical make-up, but multiple
physical instances would require re-asserting the foundations of what makes
a person a person. Interestingly, it seems to be never the source human that was
(hypothetically) cloned, whose individuality and personhood is in doubt as a con-
sequence of the cloning process.
The aforesaid evokes an alternative solution, one which is again conjured fre-
quently in popular culture—especially, if intelligent robots are involved—and
which emerges as a trend in current robot development: All identical individuals
are connected into one comprising ‘organism’. If taken seriously, this amounts to
more than a hidden communication channel among the agents. In its simpler shape,
there would be a remote central controlling entity, a master mind, so to speak, and
identical replication of individual semi-autonomous agents would resemble add-
ing an additional eye or leg within the animal analogy. After all, humans are not
alarmed by having two very similar and functionally nearly identical eyes, ears,
legs or arms and adding another one would create practical but not philosophical
problems—see e.g., Stelarc’s Third Hand [4]. In its more complex shape, there
would be no such central control and although things start to get messy in terms of
imagining the inner working of such an organism, no paradoxical or unimaginable
situation would present itself. Some schools of thought in contemporary neuropsy-
chology are already trying to get us used to the idea that there might be no single
location in the brain, where consciousness or awareness resides [5]. Any set-up of
a cohesive, but dispersed technological organism without central control is at pre-
sent still beyond current robotic technology and artificial cognition, with the excep-
tion of the most basic levels, e.g., ad hoc networks. Artificial swarm behaviour in
robot collectives [6] seems to come close, but differs in an essential aspect: The

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Being One, Being Many 195

individual robot is seen as an individual agent and is recruited to solve a common


task. The biological models used are often ant or bee colonies, in which agency
resides within the individual animal and is not taken over by the colony. Thus, it
looks as if with future technological progress we will be first faced with the more
confusing and challenging situation of identical, individual agents within in the
domain of autonomous machines. It appears to be about time to explore this future.

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.

[email protected]
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

Fig. 3  Thinking Head Attention Model and Behavioural System (THAMBS)

[email protected]
198 C. Kroos and D. Herath

to remove e.g. unreliable tracking values from further consideration. Surviving


events are passed on to the attention subsystem, which subjects the events to its
own thresholding based on the perceptual event type and dependent on the state
of the overall system and its current task. For instance, THAMBS might be in a
vision-based interaction with a visitor and thus change its setting to make it more
difficult to divert its ‘attention’ through an unrelated acoustic event. This thresh-
olding, however, constitutes only a basic, brute-force mechanism to manage the
system’s attentional behaviour. The primary mechanism employs attention weights
and attention decay profiles assigned to the attention foci created from the percep-
tual events after passing the initial threshold test.
Since unconstrained object recognition in real-world environments is an
unsolved problem [10] and even robust tracking poses serious challenges [11],
attention foci are spatially defined: THAMBS pays attention to a specific con-
fined three-dimensional region in the space surrounding the Articulated Head. The
attention weights are determined in relation to current system preferences, task
requirements and the event type. The weight values are decisive in the final selec-
tion of an attention focus as the single attended event (winner-takes-all strategy).
An active focus persists for a certain duration, but its weight decays exponentially
over time, though with a relatively flat curve. Persistence and decay enable short-
lived, but prominent events, say, a loud noise burst, to attract THAMBS attention
beyond the lifetime of the event, but also guarantees that the attention to static or
repetitive attractors wanes over time (habituation). Outdated attention foci are able
to bind the system’s attention only if nothing else of interest happens in the robot’s
environment and even then only for limited time.
The attended event is forwarded to the behavioural control system, the transfer
realising selection-for-action, the second primary function identified for biologi-
cal attention systems besides binding different events to a single focus: Attention
is guided by the actions available to the individual relative to the affordances of
its environment and prioritises stimuli that have particular relevance for those
potential actions. In THAMBS, its behavioural system invokes then a behavioural
response, which includes the option to ignore the event. If the response involves
a motor action (movements of the robot, facial expressions of the virtual avatar,
speaking), a dedicated motor system generates the action command, filling in con-
text-specific parameters where needed.
In the onsite implementation it was attempted to uphold an operating speed of
10 Hz, but the system often slowed down to speeds as low as 5 Hz due to process-
ing bottlenecks. Nevertheless the control system served its purpose well, once it
was protected against information overflow. Before that, in the opening night of
the first short-term exhibition at the University of Technology, Sydney, Australia,
as part of the 2010 NIME conference (New Interfaces for Musical Expression++,
15–18th June 2010) the Articulated Head was faced with a crowd of several dozen
people instead of the usual handful during development and testing. THAMBS
was utterly overwhelmed by the influx of potential attention foci, all the people
standing around the robot’s enclosure within its field of interaction, and the sys-
tem, after briefly switching helplessly from one visitor to the next, froze and all

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Being One, Being Many 199

movements came to a halt. Though not intended and slightly embarrassing, we


could not help finding the behaviour of the Articulated Head appropriate, simulat-
ing successfully an intentional agent that experienced a sudden unexpected large
crowd of relevant other agents. The reaction of many animals would not have been
so different.
From the description above it might have already become clear that the unmod-
ified control system of the Articulated Head would be in a permanent crisis when
‘inserted’ in a small mobile robot. Instead of a fixed world entering from the out-
side through selected events of interest, it would now encounter a world which
would change with every rotational and translational movement: THAMBS would
be subjected to an inescapable first-person perspective.

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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200 C. Kroos and D. Herath

A new version of THAMBS was instantiated, called mTHAMBS. It included


the four new sensors (cliff detection, lift sensor, bumper sensor, odometry). Due
to the flexible core architecture of THAMBS the integration required only minor
changes. A fundamental alteration, however, followed from the loss of the static
world coordinate system. The term ‘world coordinate system’ is used in computer
vision, robotics and related disciplines to describe a reference system anchored in
the physical environment, which typically is not influenced by the robot’s location
and orientation or sensing parameters, e.g. perspective distortion caused by cam-
era lenses. In the Swarming Heads, however, the entire visual field covered by the
Kinect sensor was likely to change with any significant movement, for instance, as
the consequence of the reaction to a peripheral stimulus that caught mTHAMBS’s
attention such as turning toward a person. In addition, any movement of the robot,
but in particular rotational movements, would cause apparent motion in the visual
field, and this apparent motion would mix with the real motion of external enti-
ties. New potential attention foci would be brought constantly into play, since
mTHAMBS did not comprise any kind of episodic memory of its environment.
As mentioned above, mTHAMBS was not able to ‘lock’ on objects, only people
could be tracked and only for so long as they stayed within the field of view of
the Kinect. As a consequence, the initial Swarming Head became very fixated on
people, but also constantly distracted by its own exploration of the world that in a
Heraclitian sense (Plato’s view of it, to be precise) appeared to be in a permanent
flux. Fine tuning of the attention weights, in particular re-evaluating the impact
of apparent velocity, alleviated these behavioural problems to a degree that made
uninterrupted interaction between a human and the robot possible and mTHAMBS
was no longer producing behaviour akin to an attention disorder syndrome.
A more essential technical problem remained though. The tablet PC, which was
running mTHAMBS but also the software generating and rendering the virtual
head, was not able to maintain the central mTHAMBS loop at even the reduced
rate of 5 Hz. It dropped regularly to 1 Hz, occasionally to half of that and some-
times even further. A perception-action cycle of 0.5 Hz meant that it took mTH-
AMBS 2 s to update its perception and attention system and modify any active
motor command. This did not only severely impact on its capability of a timely
response in human-robot interactions, but caused the Swarming Head to shoot
straight over any cliff in its path. To avoid catastrophic damage to the robot, both
the cliff and the bumper sensor were integrated into a reflex loop that bypassed
mTHAMBS and secured an immediate stop of the motor. The information about
the emergency motor stop was then forwarded together with the original cliff or
collision detection information to mTHAMBS to ‘deliberate’ on the action to be
taken, now that a response was no longer time-critical.
The general problem of delayed processing, however, could not be remedied.
THAMBS had been already optimised for execution speed as much as was pos-
sible without compromising its flexibility. It became clear that the usual path plan-
ning strategy for a robot with two wheels driven by independent motors and a
castor wheel could not be used. This conventional way separates rotational move-
ments (turns) from translational forward movements. The strategy consists of a

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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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202 C. Kroos and D. Herath

prioritise gesture recognition and associated behaviours, e.g., motor commands


linked to specific gestures. Distracting the robot from following the gesture com-
mands was made difficult, but was still possible. The remaining gesture commands
can be paraphrased as ‘come to me’, ‘turn right’ (−90°), ‘turn left’ (90°), ‘turn
around’ (180°) and ‘stop’. Note that all the turn commands changed the robot’s
orientation sufficiently to move the gesturing human out of sight of the robot and
consequently required new positioning of the human in the robot’s visual field,
thus, weakening the dominating role of the human in the interaction by requiring
human adjustments to the robot’s behaviour. If accommodations to the robot’s new
location and orientation were neglected, the robot would lose its prioritisation of
the gesture recognition input after a short while and would happily continue with
its normal exploratory behaviour.
Obviously, the gesture control was not spared by the processing delays and
could render the robot unresponsive for new commands for the duration of two
seconds and more while being occupied with the outdated execution of a previ-
ous gesture command or still following its internal behaviour preferences. These
black-out durations were far too extended to be accepted in typical human inter-
actions (see teleconferencing latencies, e.g., [15]) and were potentially beyond
the limits of interpersonal or human-machine synchrony requirements, too [16].
However, as observed in several trials in the lab with university staff not part of the
project and in a public event at the Powerhouse Museum (Sydney, Australia) peo-
ple adjusted to the robot’s occasional unresponsiveness. Instead of blaming failing
technology, they interpreted the behaviour of the robot as inattentive, stubborn or
outright mischievous. But this made them try even harder to establish a successful
relationship with the Swarming Head.
Additional subjective anecdotal support came from the experience of the first
author during early lab tests with the Swarming Heads. To examine mTHAMBS’
working and the resulting behaviour of the Swarming Heads in the wild, individ-
ual robots were often set free in the HRI lab at the MARCS Institute (Western
Sydney University), a spacious windowless room with a single door to a corridor
leading to a public foyer and the building’s exits. The door was usually left open
and one day one of the Swarming Heads was heading straight for the exit. It hap-
pened at a stage in the development when the hardware built was finished and
mTHAMBS working, but no sensing activated except for the reflex-like bumper
sensors and the cliff detection. In this situation, that is, when mTHAMBS receives
almost no environmental input, it switches to an exploratory ‘idle’ mode. It gener-
ates single movement targets or short sequences of movement targets using a con-
straint pseudo-random procedure applied to robot location, orientation and timing
of the movement.
The robot could not see the location of the door or anything else, yet it went for
the door, stopped, turned around as if to check with the experimenter, turned back
and moved about a meter straightforward. It then stopped again, turned a second
time, not quite far as the first time, as if pretending to have changed its intention
and path, after which it rotated back to its original orientation and left the room.
At this point the experimenter had to go and get it, since the busy foyer was not

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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.

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Part IV
Explorations

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Way of the Jitterbug

Norman T. White

Abstract Norman White retraces a long, convoluted mental journey which


started with a childhood love for fishing. College courses in Biology, exposure to
the work of jazz pianist Lenny Tristano, a by-chance job wiring up a telephone
switchboard, travel in the Middle East, and attendance at early club gigs by Pink
Floyd all conspired to set him on the path of artistic experimentation using elec-
tronics. After an initial period of building “light machines”, he turned to creating
interactive physical devices that have “lives of their own”, wherein programmed
instructions and cycles process and respond to sensory data gathered from chaotic
environments, thus giving them surprising and unpredictable behaviors.

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]

© Springer Science+Business Media Singapore 2016 213


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_11

[email protected]
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

1Son of painter Lyonel Feininger and brother of photographer Andreas Feininger.

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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

The Fall of 1961 found me arriving in San Francisco with $5 in my pocket. I


wasn’t too worried about surviving; I was sure I’d soon get a job washing dishes
or mopping floors in some restaurant. I was wrong on that account… those jobs
required union membership! Luckily it was the time of dented-can supermarkets
and day-old bread shops, so one could live very cheaply. I rented a hotel room
in North Beach for fifty cents a night, and got temp jobs through a municipal
employment center. A chance conversation with the hotel desk clerk informed
me that a local shipyard was looking for electricians. I applied, took a test,
waited a few months for security clearance, and eventually signed on as a Helper
Electrician at the Hunter’s Point Naval Shipyard.
It was an amazing place to work, surrounded by World War II vintage moth-
balled battleships and destroyers. Here, civilian “yard-birds” like myself converted
ships bristling with heavy gunnery to those carrying only a few missile-launchers
each. Steel superstructures were stripped away and replaced with aluminum ones,
making the ships faster and harder to hit by enemy fire. And of course all this new
missile technology required masses of electronic support, including hundreds of
cables connecting all the various radar, launchers, target tracking systems, and the
bridge.
For the first few months I worked on a “cable gang”, pulling metal mesh-
sheathed cable that reduced my work gloves to shreds within a week. Eventually I
was given the task of wiring up a telephone switchboard, interconnecting the hun-
dred or so dial-up ship’s telephones. It was a job that changed my life.
At the time I still considered myself to be the kind of artist that paints images
on rectangular objects, and indeed I continued to struggle along in this modus
operandi on evenings and weekends. Trouble was, although I still loved the
materials of painting, the smell of ageing linseed oil and turpentine, the ritual of
stretching and priming coarse linen canvas, I was lacking original subject matter,
or more centrally the reason why I should paint at all. A comment by Theodoros
Stamos, from whom I had taken an evening Art Students League class while liv-
ing in New York City, kept haunting me: “Nice painting, but why BOTHER?” It
felt as though urgency was disappearing from my artwork, that it was becoming
gratuitous.

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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

Sitting in a cafe in Calcutta, I noticed that a rotating ceiling fan reflected in my


spoon resembled a miniature turn-style. I took this as a sign that it was time to
start heading back west. Three months later, after lingering one more month in

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218 N.T. White

Fig. 3  Wireway Four (oils


on canvas)

Greece, I hitch-hiked to London. There I discovered that many English artists


too had turned their back on the recklessness of Abstract Expressionism, and that
masking tape had teamed up with paint as Op Art and related calculation-based art
became the new norm. After a couple of months of temp jobs, I got hired as a care-
taker for a block of Flats in Hampstead that allowed me the freedom to add my
own take to that art practice (Fig. 3).
One morning in a dream I received a clear vision spawned by memories of
Hunter’s Point. Running along the ceilings of ships’ passageways are structures
called “wireways”. Masses of cables run along these wireways, crossing over each
other from time to time like roadways in a complex highway system. In my vision,
I saw cable-like structures doing much the same thing in a way that depended
upon quasi-Islamic calculation. Feeling I’d finally come up with imagery that
I could call my own, I embarked on a series of Wireway paintings, each one con-
sisting of a different logical enquiry. The cables pictured always had 45° or 90°
bends, and would always be the same diameter. These bends occurred at constant
intervals, and would sometimes be duplicated exactly by adjacent bends. But,
like the Lenny Tristano jazz tracks, the bends were often out-of-phase, giving the
impression of a random scramble. On careful analysis, however, a viewer could
discern that a rigorous logic was in force.

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

Even with the encouragement of electrons, I still considered myself to be a painter.


I would guiltily turn my back on whatever canvas I was working on in order to
indulge my new obsession with electronics. My radio was often tuned to the pirate
station called “Radio London”, and one afternoon a calm, self-secure voice came
on that caused me to put down my soldering iron. What it was saying made no
sense at all, while at the same time making extreme sense. In some coded, poetic
way it reinforced what the electrons were whispering, that my new obsession was
not an indulgence at all, but something that desperately required the attention of
artists. I waited excitedly for the speaker to finish so that I could find out his name.
It was Marshall McLuhan.

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

3Five Pounds Stirling, or about 14 U.S. Dollars a week.


4The title came from its shell of blue and green Plexiglas, scrounged by friends from Hornsey Art
College bins.

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Way of the Jitterbug 221

accumulating an assortment of usable components. I found this tapping into a


source of free parts tremendously satisfying. Like the burnt-out headlights that the
Pink Floyd techies had turned into strobes, these materials were not only saved
from land-fills, but resurrected for potentially creative uses, all at no cost! Trouble
was, I had yet to learn how to substitute recycled parts for the ones specified by
the D.I.Y. articles in hobby electronics magazines. While attempting to build a
simple electronic organ, rather than dulcet tones I got shocks, sparks, and smoke!
Nevertheless, there was no going back to painting; it was as though a huge bird
has sunk its talons into my shoulders and carried me off into new giddy heights of
wonder.
Around that time (1966), a Canadian friend sent me a newspaper clip-
ping describing the work of Toronto-based artist, Michael Hayden. The article
described a number of Hayden’s large-scale electronic installations. What blew me
away was that not only was there another artist working with electronics, but that
he was getting his materials donated to him by various local electronics and plas-
tics companies. While I was putting aside shillings to buy another motor or neon
bulb, this Canadian guy was getting all his stuff free! A couple of months later, I
was on a Holland-American liner bound for Canada.

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.

5These days, you see this phenomenon in scrolling message signs.

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222 N.T. White

On arriving in Canada, I landed a part-time job as a graphic artist for Erindale


College, a satellite branch of the University of Toronto. On my days off, I returned
to the shift register project, this time using the Sprague parts, and after a bit of
frustration managed to get a chain of these working. Now it came time to put these
to work in an art context.

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.

6“Some More Beginnings”.


7E.g.,Don Lancaster (Radio Electronics Magazine), and later Steve Ciarcia (Byte Magazine) and
Forest Mims III (Engineer’s Notebook).

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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

My 1974 response to Walter’s work had no pretense of originality. “Ménage”


consisted of five robots, four of which travelled slowly back and forth under sepa-
rate ceiling-mounted tracks. A fifth robot sat on the floor, unable to move except
to sense, track, and record the activity overhead. Each ceiling robot had a hori-
zontally rotating antenna on the ends of which were attached light sensors, and
a single incandescent light bulb mounted on the middle of the antenna. With this
configuration, a robot could haphazardly locate the light emitted by one of its fel-
low robots. When this happened, its antenna would cease its searching behavior,
and instead home in on the light source. This would increase the chances that it
and the target robot would “lock into” each others’ gaze. The drive motors that
moved the robots along the tracks would ultimately break up any such semblance
of machine rapport, a feature which prevented the installation from entering a
steady state from which it could not extricate itself.

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

controlling an artificial organism’s behavior, non-physical instructions could now


take on that job. They could even be modified by the organism itself!9
I immediately plunged into learning how to program the D-1. Its miniscule
memory may have made it useless for screen graphics, but it was perfectly ade-
quate for controlling devices that interacted with the physical world. With proper
interfaces, I could use it to control the speed and turning direction of motors, cre-
ate tone sequences, or read a variety of sensors. In other words, it was fine for sim-
ple robotics. When an invitation came from the National Gallery of Canada to
participate in a four-person10 show called “Another Dimension”, I felt I had to
submit something incorporating the D-1 Kit… something robotic.
The work I built for the National Gallery show I called “Facing Out Laying
Low”, or “F.O.L.L.” for short. Onboard was the D-1 Kit, with its memory aug-
mented to a staggering 8K. Conceptually it was an offshoot of Ménage’s floor-sit-
uated robot. The bases of both machines were essentially stationary, and both had
optical scanners that could rotate 360°. However, whereas the earlier robot sim-
ply recorded the kinetic light patterns of its environment by scribbling on a circu-
lar piece of paper, F.O.L.L. constantly scanned its surroundings looking for novel
activity… most likely, the coming and going of humans. When it located such activ-
ity, its scanner would tend to linger in that quadrant, although from time to time it
would glance “over its shoulder” to ensure it wasn’t missing anything (Fig. 5).
I used a large portion of F.O.L.L.’s memory to create an internal map of where
it was most likely to find activity. Conceptually peaking, it was like a square of
stretched rubber sheeting that could be distorted by poking here and there. When a
particular point was poked, adjacent points would also be distorted, proportional to
their distance from the point of contact. With no further poking, the rubber sheet-
ing would slowly return to its original flat state. In this way F.O.L.L. was able to
“forget” about activity that ceased to be ongoing. The robot also used variable
thresholds to decide whether a stimulus was strong enough, or unforeseen enough,
to warrant a response. Therefore it would turn away from persistent stimulation
coming from a certain sector.

Emotion

In 1978, I started teaching electronics and computer programming at the Ontario


College of Art.11 It’s Chair was Richard Hill, a disciple of Marshal McLuhan. The
story went that Hill had met Roy Ascot, then president of the College, at a 1970s

9Self-modifying code is very much frowned upon by professional programmers, as too easily it

goes out of control.


10With Ian Carr-Harris, Murray Favro, and Michael Snow.
11As it was called at the time. In 1996 its name was changed to the “Ontario College of Art and

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

Fig. 5  Facing Out Laying


Low

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

Fig. 6  The Helpless Robot

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

Nicolas Reeves and David St-Onge

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.

Automata and the Art of Life-Simulation

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]

© Springer Science+Business Media Singapore 2016 229


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_12

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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 process by which a soul (anima) can appear spontaneously in an artefact,


expands to include movement and behaviour. It is directly related to a wealth of
ancient legends in which animated beings are created from inert materials, from
Prometheus to Adam, from Frankenstein to Pinocchio.
Some of these attempts may seem utterly naïve to us, but their role in the develop-
ment of science and technology cannot be neglected.1 Most of our contemporary
technologies are related to mythological obsessions that can be traced to the oldest
Antiquity: skyscrapers (a building like a mountain—the Babel tower), planes (fly-
ing—Daedalus and Icarus), rapid prototyping machines (fairy magic wands), internet
(ubiquity)… The myth of a machine that simulates a living being to a point where it
can be infused with life, thus transforming its creator into a demiurge, is at the root of
the genealogy of about all robots and automata. It is thus not surprising that human-
oids robots remain so popular and remain the object of so much research and experi-
ments, despite the non-adequation of the human morphology and abilities for most of
the tasks we try to delegate to robots: rationally speaking, the design of a robot should
be optimized in order to implement tasks that they can do better, or more efficiently,
than us. Humanoids shape are seldom optimal in that respect. This might be the best
demonstration of the non-rationality of all attempts at creating artificial humanoids:
such experiments reveal to which extent the field of automata, despite its new techno-
scientific clothes, escapes rational logics by several aspects, and remains deeply
rooted in the fields of mythology, poetics, and arts.
“Robotic arts” is the most common expression to designate artistic practices
in which robots are designed implemented, or even hacked for the sole purpose
of producing emotions, impressions and feelings, and for creating sense and sig-
nification through events that are originally senseless. In the vast majority of the
cases, such practices should be more appropriately named “arts of automata”, since
very few pieces of robotic arts are actually made to implement any kind of ­practical
task. Arts of automata can be conceptually described as the process of ­eliminating
all pragmatic or practical functionalities from a robot, in order to create a machine
whose sole purpose is to trigger empathy, fear, amusement, compassion—the
whole range of human feelings and emotions, including awe, just like the first
­religious automata. More than any robotic technology, robotic arts are rooted in the
most distant past through their similarities with such very early attempts.

Emerging Emotions, Induced Feelings

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

humanoid features have an advantage: the interpretation of their movements and


facial expressions is facilitated by our own acquired knowledge and culture. Even
very approximate simulations provide enough clues for an observer to find out
the meaning or message they try to convey. In the medical field, several
­experiments use human-face robots for therapeutic purposes, e.g. for helping
­people with mental disorders such as autism or Asperger3: the exact repetition
and predictability of their reactions creates a safety perimeter within which these
patients will take the risk of attempting a relation with them. It may however be
easily observed that such features are not necessary for generating emotions. For
instance, most of Bill Vorn’s machines have no face,4 and adopt a heavily
­industrial aspect. Every element of their morphology is inspired by working
robots; their appearance is often more hostile than welcoming. Their expressive
power is nonetheless undeniable.
In every respect, the expressive power of an automaton depends not only
on its morphology, but also on the number of configurations it can take. Each
configuration (“state”), as well as every transition between these states, has
­
the potential to trigger specific emotions in the observer. At first glance, this
­seemingly reductive statement can be seen as limiting their expressivity: being
mechanical devices, automata cannot compete with biological organisms at the
level of the number, variety, precision or subtlety of their movements. Strangely
enough though, s­everal robots with a very limited number of states reach an
­astonishingly high level of expressivity, despite the fact that the observer is fully
aware of their artificial nature.
Such observations naturally raise the question to know which features or
­reactions of an artificial device are at the origin of the emotions and feelings felt by
the people that interact with them. This topic has been the object of an
­exponentially growing number of studies in the last years, especially in the HRI
­community5; most of them point out to the vast number of disciplines that are
involved. One of the most famous and most quoted attempt at understanding the
link between human emotions and robotic morphology is already old: Mori’s
model called the “Uncanny Valley” links the nature of the feelings we experiment
while looking at a robot to the level of resemblance between that robot and a
human being.6 Mori’s hypothesis is unfortunately plagued by blurred definitions
and a strong level of empiricism, which prevents it to be really useful even for
planning an experimental protocol. The feelings that are listed (“negative feelings”,
“revulsion”) are too vaguely defined to even allow the possibility of a metrics,
mainly because the level and nature of feelings in front of any stimuli are not
observer-independent: they are inextricably linked to the cultural origin of people,
and to their personal history. Numerous observations and examples show frequent

3See for instance Pioggia et al. [4].


4See for instance the Mega Hysterical Machine at http://billvorn.concordia.ca/menuall.html.
5Destephe et al. [5].
6Mori, M.—The Uncanny Valley, Energy 7(4), pp. 33–35, 1970.

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234 N. Reeves and D. St-Onge

cases where automata with no biological or anthropomorphic features whatsoever


do trigger feelings of empathy that can be stronger than the ones triggered by
human-shaped or animal-inspired artefacts. Our own observations confirmed that
the behaviour and reactions of an artificial system, especially during interactive
processes, are much more important than any particular morphological feature. It
is from our own researches that we came to this conclusion, along the development
of a research-creation program called Aerostabiles, derived from a former research
program on Self-Assembling Intelligent Lighter-than-Air Structures (SAILS).
Before elaborating on this point though, some information should be given on the
nature, history and evolution of one of our first robotic art projects, called
Paradoxical Sleep.

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

7Reeves et al. [6].

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Still and Useless: The Ultimate Automaton 235

implicitly supposed the use of materials with an unseen relation to gravity. Right


after the invention of flight, numerous projects or experiments were made on the
theme of weightlessness by artists such as Malevich or El Lissitsky, or architects
such as Krutikov,8 whose project for constructivist flying cities used flocks of
helium blimps to suspend whole communities between the clouds:
Malevich believed that weightlessness constituted the highest aim of technology, and
hoped that scientific advances would make free unpowered flight feasible, allowing cities
to be placed as satellites floating in the cosmos.9

Without reaching such extremes, more familiar structures such as cantilever


bridges or skyscrapers represent challenges to the limitations imposed by the physics
of gravity and materials. Recent examples include buildings inspired from ­aeronautics,
such as Jean Nouvel’s Guthrie Theater with its cantilever awning, or Calatrava’s opera
in Valencia, where a huge, leaf-like structure seems to defy all laws of gravity and
resistance of materials by seemingly hovering over an egg-shaped structure.
At its own scale, the Paradoxical Sleep project, derived from the Aerostabiles
research program, inscribes itself in these mythological attempts to simulate
weightless masses. At the origin of it is a very simple vision: to make a cube hover
in the air as if it was levitating. The paradox between the cubic shape, whose all
characteristics and features contradict the very idea of flying, and its ability to fly,
was by itself an architectural manifesto (Fig. 1). This vision proved powerful
enough to encourage several teams of scientists and engineers to contribute to the
project: in the following years, the program has involved up to four science and/or
technology labs (France, Switzerland, UK and Canada),10 several individual
researchers, and two major art centres. Developments in applied physics were
undertaken specifically for it. The structure of the first cubes were made with
­basswood, which was easy to work, but proved too fragile on the long run. Current
trusses are made with carbon fibre. After several iterations and studies, we were
able to produce a 225 cm-edge rigid structure whose bare weight is just under one
kilogram (Fig. 2). Each element of the cube (structure, mechatronics, software)
was the object of successive design steps and kept evolving during the years,
­following the availability on the market of components, materials of increased
­performance, as well as the arrival on our team of engineers and students of
greater expertise.
As a robot, the flying cube had originally no expected or intended practical
use: it takes some efforts to even imagine a possible application for it. It was just

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.

From Architecture to Artificial Beings

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

11Van der Zwaan et al. [9].


12Lozano [10].
13St-Onge et al. [11, 12].

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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.

Towards Hybrid Choreographies

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.

The Geometry of Expressions

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

Tournesol, in Herge’s Adventures of Tintin. He is known as Cuthbert Calculus in the English


translation.

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240 N. Reeves and D. St-Onge

Table 1  Basic elements of the expressive vocabulary of a flying cube


X (long.; back-to-front) Y (transv.; left-to-right) Z (vertical)
Translation X-translation (m) Y-translation (m) Z-translation (m)
X-axis speed (m/s) Y-axis speed (m/s) Z-axis speed (m/s)
X-axis acceleration Y-axis acceleration (m/s2) Z-axis acceleration (m/s2)
(m/s2)
Rotation X-axis rotation (deg) Y-axis rotation (deg) Z-axis rotation (deg)
X-axis rotational speed Y-axis rotational speed Z-axis rotational speed
(deg/s) (deg/s) (deg/s)
X-axis rotational Y-axis rotational Z-axis rotational
­acceleration (deg/s2) ­acceleration (deg/s2) ­acceleration (deg/s2)
Each association of these elements becomes a sequence of instructions that can allow for the
evocation of a specific feeling or emotion through an appropriate coding. Back-to-front and left-
to-right are defined in relation to the observer’s location.

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.

17See for instance Joose et al. [14].

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Still and Useless: The Ultimate Automaton 241

Evolving Performances

Because of the number of relevant variables, the conditions of a given perfor-


mance are not repeatable. To reach valid and useful conclusions, the exploration
of the expressive potential of artificial beings requires a methodology that dif-
fers from what is commonly encountered in applied or fundamental sciences.
From the beginning of the project, we decided to develop our research around
intensive work periods called “research-creation residencies”, lasting from a few
days to a few weeks, during which engineers, scientists and artists from several
disciplines would work together towards the elaboration and implementation of
public human-automata interactive performances. The results and conclusions of
such events oriented the technological and artistic developments for the following
months, up to the next residency where they could be evaluated and finalized.
After the first presentations of the Paradoxical Sleep installation, we worked on an
event called “ROM<evo>—the Evolution of a Dead Memory”, based on a script
jointly written with Quebec media artist Luc Courchesne, which took place in 2006
at the Quebec Museum of Civilization.18 It was based on the results of a
­collaboration with two European research groups, and with our recent collaboration
with a Montreal lab that specializes in the field of artificial vision. During this event,
three cubes were hovering in a wide space in which a short footbridge was installed,
so as to allow the visitors to get very close to them. At the arrival of a visitor, the clos-
est cubes would light up; a pair of eyes would appear on its faces, and the cube would
trigger a spoken conversation with the visitor. The voice belonged to an actress19 that
was hidden on a mezzanine. She could hear and see the visitors through a monitor
and a pair of headphones; her eyes were filmed real-time by a pair of small cameras
(Fig. 3). She was instructed to speak as if she was a computer-being trying to relate
with human beings, which means that her way to communicate with people should
simulate that of a computer program: every word and sentence was taken at its face
value; the cube could not understand metaphors, analogies or second degree. It had
no other knowledge than what it could learn form the visitors: its global knowledge
was supposed to accumulate during the performance. This scenario resulted in the
emergence of a schizophrenic personality for which every element of human
­vocabulary was considered as a mathematical variable with a unique significance.
The reactions of the audience were extremely diverse, ranging from amuse-
ment to anger. To our surprise however, several people tried for a rather long time
to interact and speak with the cubes. Among the most intriguing moments, we
saw a man who tried to teach a poem to a cube, like if he was hoping to coun-
teract—or maybe heal—its dry, algorithmic and monosemic language through
poetry; as opposed to computer code, poetry is the form of language that is opened
to the largest number of potential interpretations. An old woman came several

18A more detailed description of this work appears in Reeves [13].


19Quebec city actresses Véronique Daudelin, Maryse Lapierre and Klervi Thienpont were alter-
natively the cube’s eyes and voice.

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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

20Ghislaine Doté from Montreal Sinha Dance company.

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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

Several experiments and performances occurred between Nestor & Veronique


and the Sao Paulo festival. Each one was triggered by a new development on the
software or hardware, or by the emergence of new technological components or

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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.

The Floating Head Experiment

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

21This concept of self-extension on inanimate things is explored through an interesting

­experiment by Kiesler et al. [15].


22St-Onge et al. [11, 12].

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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

23Kroos et al. [16].

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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.

Balades: A Major Art-Science-Technology Event

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

24Some applications are described in St-Onge et al. [17].

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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]

© Springer Science+Business Media Singapore 2016 255


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_13

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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

Fig. 1  Artsbot robot, 2003

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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

Fig. 3  Swarm of Artsbot robots, 2003

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

The chassis consists of an oval 20 × 15 cm platform, moved by 3 wheels and


carrying two pens. Each robot is 12.5 cm tall and weights 750 g. Their life-time
endowed with the 8 AA type batteries is 4–5 h.
Prior to launching any collective experiment, the following procedure is done:
• Parameterization of the control program in the graphic interface with the same
values, compilation and transmission for each robot.
• Calibration of all sensors of each robot in the programming interface.
• Provision of fresh batteries for each robot.
This procedure guarantees that all robots have the same individual behavior, in
order to meet the non-hierarchy requirement. Autonomy and self-organization
are other preconditions assured by this procedure. In regard to how stigmergy
is achieved in the experiment, it is worth noting that robots interact only via the
environment. In fact, they avoid each other through the effect of the proximity
sensors and ‘communicate’ only through the trail left in the canvas by a previ-
ous passage. Given that this signal is amplified through the positive feedback
mechanism and that no ‘fitness’ function is included in the process, the problem
arises of how to stop the experiment. If the battery power was infinite, the canvas
would be completely full after a certain time. Hence, in the Artsbot project an
exterior stopping criterion must be applied. The more ‘natural’ criterion is the
familiar attitude of the human painter, when he stands back from the canvas and
realizes that the painting ‘works’. The other, less discretionary is when batteries
run out of power.
The experiment performed in the same conditions is driven by the follow-
ing rules (introduced by a trial-and-error parameterization of the programming
interface):
• If any of the proximity sensors detect an obstacle nearer than 10 cm, the robot
turns to opposite side of that sensor.
If no obstacle is detected:
• If both RGB sensors read a color, then the pen whose color corresponds to the
same range as the average intensities is activated and the robot goes ahead.
• If the left RGB sensor reads a color and the right reads white, then the pen
whose color corresponds to the same range as the average intensities is activated
and the robot turns left.
• If the right RGB sensor reads a color and the left reads white, then the pen
whose color corresponds to the same range as the average intensities is activated
and the robot turns right.
• If both RGB sensors read white, then the random module is fired and a pen
is activated with the probability of 2/256 and the robot, painting or not, goes
ahead.
The results of the experiment are prone to pass the Turing Test for intelligent
machines. In fact, it is not possible to discriminate the paintings from human hand
made art (Fig. 4).

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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

Fig. 5  RAP robot, 2006

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

Fig. 6  RAP painting, 200906, 2006, ink on canvas, 90 x 120 cm

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.

A New Kind of Art

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

Fig. 7  RAP painting, 230807, 2007, ink on canvas, 130 x 180 cm

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
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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

Abstract This chapter examines the potentials arising from the embodiment of


Machine Performers. Thru an analysis of a robotic reappropriation of the early
20th century dance ensemble named The Tiller Girls, I argue that alternate views
of the body further the concept of embodiment as currently seen by artificial intel-
ligence. The chapter first compares embodiment from the biological to the social
and cultural. Second, it analyses the passage of a walking robot, nicknamed
Stumpy, from the AI lab to the stage. It describes how the historical body of the
Tiller Girls shifts the perception of audiences and how such inherited competence
contributes to the interpretive skills of a machine. I discuss on intrinsic character-
istics that make them perform as opposed to solely function. Finally, by shifting
this scientific investigation on gaits towards the perception and reception of robot
movements, I am exploring audience mechanisms of empathy and identification
towards those non-human performers.

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]

© Springer Science+Business Media Singapore 2016 273


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_14

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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

points to the original ensemble.

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The Multiple Bodies of a Machine Performer 275

The Tiller Girls casts an ensemble of up to 32 identical autonomous robots as a


mechanical reappropriation of this early 20th century dance company. The piece is
improvised and the robots’ choreography, sound and visuals are performed live.
Hence, I discriminate between a functional machine seen from an Artificial
Intelligence (AI) context and a performing machine seen from a theatrical per-
spective. I am not interested in criticising the whole discipline of AI, but in
illustrating the current spirit of this field and its meanings of the body and the
environment. In this context, this performance expands the levels of embodiment
found in nouvelle (embodied) AI principles, e.g., the ecological and the mor-
phological body, with alternative views from fields such as phenomenology and
anthropology, e.g., the constructed, the historical, the cultural and the perceived
body [5–8].
I am looking at the body of the machine performer from within, as imag-
ined by the recent trends found in Nouvelle AI [9–12] and from the outside, as
explored by concepts of animacy, causality and attribution found in moving
objects. Embodiment and phenomenology offer me an interdisciplinary framework
to conduct my analysis of the machine performer. The socially and morphologi-
cally constructed bodies of machine performers can offer dramaturgy as a way to
understand how cultural convention is embodied and enacted. One aim here is to
differentiate between the ecological body of the “robot in the lab” and an historical
enactment of that body.
I will then dissect some elements of human perception to bootstrap the process
of understanding the act of perceiving the machine performer. In turn, I will look
into the repercussion of such acts in the reception of the machine performer, would
they lead to identification, empathy or anthropomorphism; the many acts found in
the construction of a human-machine relation.
As a starting distinction, there are two opposite qualities of machine perform-
ers: the animate and the animated body. An animate body has a flavour of alive-
ness while the animated one has a sensation of mechanical automatism. Analysed
by historian Jessica Riskin, the famous Kempelen Chess Player Automaton oper-
ated under the identification of two separate powers, the hidden “vis directrix” and
the visible “vis motrix”. Riskin reports historical writing by Windsich: “[he] cel-
ebrated Kempelen’s accomplishment, not of an identity between intelligence and
machine, but of a connection between intelligence on one side of the boundary and
machine on the other” [13]. In other words, from the embodiment and the enact-
ments emerged a sensation of body and intention congruence, an alignment of the
“vis motrix” and the “vis directrix”.
For the contemporary world, theatre theorists, through the concept of pres-
ence, have been investigating this body and intention congruence. The plethora of
synonyms of presence in theatre are: immediacy, spontaneity, intimacy, liveness,
energy, “the presence of the actor”, etc. In performance theory, embodiment also
has become central to the analysis of audience perception and the reception of the
human performer. This embodiment has to be experienced and empathized with
by other bodies, those of the audience: “The synergy of the actor’s embodiment
and the spectator’s willing imagination creates possibility, the potential for new

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276 L.-P Demers

understanding and insight charged by the necessity of intersubjectivity” [3]. My


task is to seek common ground between the perceived embodiment of human and
machine performers. In doing so, I acknowledge that the phenomenological analy-
sis of the machine performer also covers its interaction with the environment: it
does not exist or act in isolation. From both the academic and artistic point of view
the machine performer needs the co-presence of the audience to be fully realized.
The body and intention incongruence is manifested in the pseudo-scientific the-
sis of the Uncanny Valley. Rather than embarking into a discussion on the accept-
ance of the robot in regards of its anthropomorphic qualities, lets look on how
expectations arising from a specific embodiment encompass its competence in the
physical and social environment. By investigating potential ways to realign those
dissonances, embodied AI provides not only new ways of considering embodiment
but also techniques and principles to achieve alternative morphologies that could
have an impact on how artists can design machine performers.
The field of mirror neuron systems (MNS) is a flourishing one and, among the
many hypotheses offered by MNS experts, neuroeasthetics and embodied simula-
tion can help with the examination of audience perceptions of art and human per-
formers [14]. The framework of embodied simulation provides some background
on how a phenomenological reaction arises in an observer of human movement [15]
and specifically, in dance [16–18]. MNS proposes that embodied mechanisms can
simulate actions, emotions and corporeal sensations. If, inspired by this scheme,
I can relate mechanisms involved in the perception of human movements to the
perception of machine performers’ movements, I will be able to offer grounds for
understanding the empathic reactions of audiences to inanimate objects.

Comparing Embodiments

Embodied Artificial Intelligence

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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278 L.-P Demers

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.

Multiple Meanings of the Body

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.

The Tiller Girls

The Tiller Girls is a dance piece comprising an ensemble of 32 small autonomous


robots with a prior history in artificial intelligence. My main goal is to differen-
tiate between a functional machine seen within the AI context and a performing
machine seen on the theatrical stage.
Originally, the Tiller Girls robots were developed by scientist Fumiya Iida
and refined by Raja David and Max Lungarella of the Artificial Intelligence Lab,
Zurich. Nicknamed Stumpy, the resultant robot was constructed to study locomo-
tion and gaits derived from simplified morphologies. These morphologies, in turn,
generated a fairly rich set of movements.
While I was searching about machines on stage from the perspective of per-
formance theory, I encounter theatre theorist Phillip Auslander’s essay on the
performative values of robots [34]. Auslander nuanced the performative skills of
humans in a range from the technical to the interpretive. He then based his anal-
ysis on the Tiller Girls, which he considered mechanistic and solely technical.

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Table 1  The Tiller Girls and their embodiment


Work Embodiment Csordas Embodiment Johnson Embodiment Ziemke
Tiller Analytical in dancing Ecological in the morphological Historical embodiment
Girls computing of balance
Topical in performing Phenomenological. The live Social embodiment with
operator feigns the sense of the Tiller Girls analogy
self-perception
Multiple if we collate Cultural in the icon Historical in the
performance theory with of the Tiller Girls competence of the
machine performers operator

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.

Stumpy: A Morphological Computing AI Experiment

How Stumpy was described and envisioned by its researcher-developers? What


were Stumpy’s intended behaviours? In early AI publications by its researchers,
Stumpy’s morphology is written in plain description of its anatomy. Moreover,
its behaviours are also neutrally described in terms of gaits: “During walking, it
is experimentally shown that the robot can move in a straight line, reverse direc-
tion and control its turning radius” [35]. Pfeifer finally included “dancing” in his
description of Stumpy’s gaits [35]. Before this, Iida, Dravid and Paul had not men-
tioned dance in any paper or thesis concerned with Stumpy’s locomotion [9].
Stumpy actually achieves locomotion by using the inverted pendulum to induce
rhythmic hopping and by using the traverse rotational movements to gener-
ate directional control (see Fig. 3). Stumpy’s abstract, simplistic shape enables it
to achieve a surprising range of gaits with unique characteristics. In Stumpy, the
behavioural model was turned into a physical construct where the apparent jump-
ing actions emerge from the machine’s interaction with the physical world. This is
cleverly realized with minimal computational effort and representational models.
For example, Stumpy can also balance sideways, regaining equilibrium due to its
low centre of gravity and soft feet. It is also noteworthy that failure is coterminous

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The Multiple Bodies of a Machine Performer 283

Fig. 3  Stumpy photograph and schematic [35] (Photo credit Iida)

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.

From Stumpy to the Tiller Girls

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)

Comparing Embodiment in Stumpy and the Tiller Girls

1. Body Morphology and Historical Embodiment. In theatre, the performer is


constructed historically by the given cultural as well as social connotations
of the character and by the live audience that perceives and interprets the
movements and apparent behaviours. Likewise, with the mechanical perfor-
mance of The Tiller Girls, the audience has a phenomenological response
to the performance because of the bodily associations they make with their
human counterparts. As Judith Butler argues, gender is often an historical sit-
uation rather than a natural fact [38], so the audience assumes the machines
are women (more literally girls from the ensemble name). This situation inter-
sects with the physiological and ecological levels of embodiment found in
nouvelle AI in such a way as to give the social/cultural embodiment of the
machine performer a gender.
Butler writes, “gender is instituted through the stylization of the body and, hence,
must be understood as the mundane way in which bodily gestures, movements,
and enactments of various kinds constitute the illusion of an abiding gendered
self” [38]. With The Tiller Girls this illusion takes a double-vision turn: their
gender is obviously not physiological, nor directly linked to actual movements
(however stylized). The interpretation of their enactments, read as female ges-
tures, is tainted by the connotative social values carried by the ensemble’s name.
There is a mechanical facticity in the Stumpies in that there is no physiological

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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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Comparing Human Performers and the Tiller Girls

In Humanoid Boogie, Auslander tackles the human and mechanical opposition


of performing. Yuji Sone sees this as exposing the indeterminacies in the binary
thinking found in the traditional performing arts [3]. Auslander states: “I want to
make clear that although I clearly do wish to make a case for seeing machines as
performers, I am not proposing that machines can perform in all of the ways that
a human being can” [40]. His main stance is that definitions of performance typi-
cally put an emphasis on the agency of an artist who expresses something through
interpretation. Hence, Auslander’s main argument is that “Although I insist that
robots can possess technical performance skills, I will not claim that robots pos-
sess interpretive skills” [34]. Though I agree that machine performers do not per-
form in all the ways of human beings, I will try to demonstrate that unrecorded and
unmodelled machine performers based on morphological computing have some
starting ingredients that could lead to interpretive skills in the machine performer.
Auslander develops his argument by confronting performance scenarios whose
execution is based on either technical or interpretive skills, and where the latter are
regarded as specifically human. Auslander highlights the ‘grey’ area between these
skills with the practised routines of orchestral musicians, and the Tiller Girls’ syn-
chronized chorus-line dance, in which human performers are “called upon to exer-
cise their technical skills but not their interpretive skills” [34]. In such a context it
should be a small step to conclude that a Stumpy-as-Tiller-Girl is solely based on
technical skill. After all, its operative element is a simple pendulum. In this context
I can regard the interpretive skills of the Tiller Girls in two ways: first through the
agency of the chorus and second, through a discussion of apparent agency.
Theatre historian and theorist Tobin Nellhaus disputes Auslander’s views on the
blurring distinction between human beings and machines in conventional genres
that involve repetitive routines. According to Nellhaus, Auslander considers that
the performers cede a substantial part of their agency to someone else such as a
conductor or choreographer [41]. Nellhaus’ reading of Auslander is that one either
possesses individual agency or cedes agency and becomes machine-like.
Introducing the notion of organized group agency,2 Nellhaus disagrees with the
view that the demand on a performer’s technical skills leads to a loss of agency.
He even goes further by stating that the chief alternative to individual agency is to
participate in larger forms of agency where the artistry lies in ensemble perfor-
mance. The concluding tableau of my Tiller Girls performance exemplifies this
situation. It operates as a deconstruction of the chorus line, constantly showing the
minute (and imperfect) differences in the ensemble that not only act as a counter-
intuitive representation of the stereotypical repetitive capabilities of a machine but
lead to structured chaotic “improvisation” of the ensemble. The programmed
motions of this section of The Tiller Girls are based on a set of individually fixed
movement phrases that can be modulated live (via speed and amplitude for

2Nellhaus calls this “corporate agency”.

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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

3Auslander’s body of work deconstructs the concept of “live performance”.


4These, like happenings, are task-based, non-representational events, where a performer does not
feign or present any role, but is simply being himself or herself, carrying out tasks.

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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

In this section, I investigate how alternative and non-human morphologies can


engender a phenomenal (visceral) reaction in the audience, and how the biological
mechanisms of the perception of human motion can provide grounds of empathy
towards inert mechanical bodies.

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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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Table 2  Comparison of machine performers and human performers


Machine performers: stumpies as tiller girls Human performers: dancers and
instrumentalists
Movements are the result of an effector Movements are both the results of body
articulating a given body schema, potentially schema, body image and cultural and historical
sensing its environment bodies
Inanimate object becoming animate. Performers have the tacit capacity of
Machine performers can become more than presencing
just “things” by borrowing techniques of
presencing
Randomness from natural computing, Performers’ historical bodies can contribute to
incorporating failures and other “unaccounted randomness of movements via improvisation
for” parameters and interpretation
Machine performing—aliveness Live Performance—liveness
Technical Skills from mechanical Technical skills from training
construction and design
Performing from its own construction, its own Interpretive skills
body. Potentially enhanced by an operator
(similar to a puppeteer). Stumpy is similar to
a puppet, they are linked by virtual strings to
the computer/operator/puppeteer that makes
them move
Even with carbon copies, a machine performer Biological individualities
body becomes unique through minute variations Historical individualities
in its construction that impact on its movement.
Individualities are also created by contrasting
one robot to a mass of robots
Initially mechanomorphic but becomes Initially anthropomorphic but becomes
anthropomorphic through staging mechanomorphic by repetitive movements
Constructed, synthetized, and historical Biological body grows and is constantly
embodiment vested by mise-en-scène shaping and reshaping itself. Historical body is
developed only through time and experience
Limited to a “niche” but yet its impact can be Multi-tasking
optimized. For instance, Stumpy as a dancer
of “Mass Ornament”; the singular body
movements of water puppets
Multi-stability in the order of presence and Multi-stability in the order of presence and
representation. Fischer-Lichte representation. Fischer-Lichte
Stumpies as Tiller Girls humanize the Tiller Girls turns human performers into
mechanical performers mechanical performers
Transfer from functioning to performing Expression and development of vocabularies of
opens audience interpretation of stage acts movements. Cultural codes of dance

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The Multiple Bodies of a Machine Performer 293

Animancy, Causality and Attribution

When an audience perceives an object in motion, principles of animacy, causal-


ity and attribution offer a body of theory and corresponding experimental verifica-
tion concerned with the attribution of intention to this object. As Albert Michotte
suggested, scientific evidence was being accumulated about very simple displays
(visual cues) and how they give rise to surprisingly high-level percepts [44]. The
simplest way to describe perceptual causality and perceptual animacy is to use
Michotte’s description of the “launching effect” [45] when an object A is mov-
ing towards an object B. When A hits B, B gets pushed away. This seems like an
objective description based on simple physics and kinematic movement. However,
if B moves before A gets in contact, we have two salient situations. An analysis of
subjective perception indicates that it distinguishes causality and animacy while
a certain intention attributed to their motions, such as B trying to flee from A. In
Michotte’s concept of “functional relations”, in which properties are perceived
from visual cues (objective environment), he posits that these interpretations can-
not be located in either the actual events or their retinal reception.
Heider and Simmel expanded the awareness of those fields through the method
of testing and collecting animated perceptual responses with different audiences
[46, 47]. They showed that functional relations are primarily perceptual but that
their interpretation is highly personalized and individual. Heider and Simmel built
three sets of experiments where test groups watch animated pictures (see Fig. 8).
The moving pictures are animations of geometric figures that could be described
as: “The large triangle is referred to by T, the small triangle by t, the disc by c (cir-
cle) and the rectangle by ‘house.’ 1. T moves toward the house, opens door, moves
into the house and closes door. 2. t and c appear and move around near the door 3.
…12. T hits the walls of the house several times: the walls break [46].
The first group was simply asked to “write down what happened in the picture.”
The second group was asked to interpret the movements of the figures as actions
of people, for instance, “What kind of a person is the big triangle? What did the
circle do when it was in the house with the big triangle? Why? The last group was
shown the picture in reverse with a subset of questions from the second group.
Results show that all but a few (less than 5 %) interpreted the picture in terms of
actions of animated beings, chiefly human.

Fig. 8  Frames from Heider and Simmel’s experiment (image credit Heider and Simmel)

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I devised a small experiment reproducing similar conditions and goals as


Heider and Simmel’s 1944 apparent behaviour tests with The Tiller Girls. The
aim of this experiment was to verify whether an audience would indeed, as for
abstract figures, build narrative structures and endow the Tiller Girls with inten-
tions and attitudes. I was particularly interested to see if gaits would be perceived
as dance, i.e. if the machine performer would shift, in audience perceptions, from
a functional behaviour (walking) to an intentional behaviour (dancing a specific
choreography).
The experiment included some variations on the original procedure. The can-
didates were first presented with a series of 15 short (10 s) clips. Each segment
was presented only once and each showed one Tiller Girl robot performing one
gait (e.g. turn left, walk forward, crawl, see Fig. 9). For each clip, the partici-
pants were asked to briefly describe the action they saw and attribute an internal
state to the robot. The audience was instructed to answer nil if they did not dis-
cern any state. Two longer sequences (35 s and 1.45 min respectively) followed
these short gaits (see Fig. 10). These sequences showed a series of gaits succes-
sively linked together with two robots. The machines performed the exact same
moves with their respective position constantly altered as a result of their respec-
tive movements. After the presentation of the first sequence, people were asked to
state “What they saw”. After the presentation of the second sequence, people were
again invited to state their perception but they were also asked to describe the two
different characters they had just seen in the sequence. I administered the test on
three small groups for a total of N = 19 subjects, where the gaits and sequences
were projected in a single frontal screen before the whole group. All the videos
were played silently.

Fig. 9  Gaits—stumping, falling, turn left, dervish (image credit Demers)

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.

Perception: Human Movement

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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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

Fig. 12  Motion capture of Tiller Girls (image credit Demers)

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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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Fig. 14  Suggestion for mapping—experimental variable

Table 3  Success rate by category and stimulus type


Observer Human Human Animal Animal Tiller Girls Tiller Girls
categorization (simple) (complex) (walking) (flying) (four legs) (two legs)
response
Human 0.96 0.24 0.26 0.03 0.03 0.11
Animal 0.39 0.61 0.61 0.08 0.20
Mechanical 0.04 0.08 0.03 0.03 0.82 0.54
Other 0.29 0.11 0.34 0.08 0.16

Table 4  Success rate for each clip, by category of stimulus

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The Multiple Bodies of a Machine Performer 301

Table 5  Success rate by stimulus [59]


Observer categori- Experiment 1: stimulus category
zation responses Easy human Difficult human Bipedal Apedal Mechanical
actions actions animal animal object
Human 80.5 37.7 38 14 10.3
Animal 21.5 16.3 41.5 10.3 25
Mechanical 6.8 37 10 18.7 47.5
Other 1.2 9 10.5 57 17.2

Table 6  Correspondence impact on two-legged Tiller PLDs


Tiller Girls two-legged observed as Walking Crawling Dervish Walking
G1—non-exposed G2—exposed
Human G1 0.11 0.11
Human G2 0.40 0.30
Animal G1 0.11 0.44
Animal G2 0.2 0.70 0.56
Mechanical G1 0.67 0.33 0.80 0.78
Mechanical G2 0.30 0.10 0.44 0.70
Other G1 0.22 0.11 0.20 0.11
Other G2 0.20

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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The experimental results indicate that participants recognize alternative loco-


motion patterns in some special cases of a Tiller Girls’ PLDs, and also that any
structural correspondence suggested between humans and Tiller Girls disturbs the
classification of some Tiller Girls’ gaits.

Conclusion

By looking at various aspects of the perception and reception of machine performers,


from innate (biological) to constructed (intentional and anthropomorphic) motion,
the loop can be closed on the definition of embodiment of the machine performer.
In embodied AI, the notion of environment is limited to the physiological level.
It excludes theatricality as a variable because fiction is not considered a scientific
method. By taking an AI robot away from its lab and using it in a different context, I
illustrated that a broader definition of embodiment enables a richer palette of perceived
behaviours. I demonstrated that methodologies from morphological computing could
be transported and applied to machine performers. This creates a tighter coupling of
the animation process to the given morphology of the robot. These techniques can
enhance the stage presence of the machine performers, causing more fully embodied
behaviours to occur with apparent energy and inner motivation. This presence makes
the audience see the machine performers’ actions as agentic as opposed to strictly func-
tional. Thus, on a performative level, I claim that the audience identifies more with an
agentic object than a functional object. Morphological computing also helps a machine
performer to have both performative and interpretive skills. Moreover, morphological
computing enables the machine performer to reach the radical concept of presence put
forward by Fischer-Lichte. With The Tiller Girls, I challenged her claim that the radical
concept of “presence” can only be applied to human performers and not to objects.
As opposed to science, failures and mistakes can be fully exploited by design-
ers of machine performers. From the AI standpoint, a Stumpy with an ill-formed
gait is seen as a negative result, but in The Tiller Girls such a gait can create a
sense of suspense (like falling) or a sense of spontaneity (like jumping for no rea-
son). In nouvelle AI, mimicry in the physical embodiment is one the main focuses
for researchers. By adding new variables, such as the vocabulary of the mise-en-
scène, The Tiller Girls is designed to shift locomotion gaits into dance vocabulary.
While the physical embodiment of the machine performer is essential, the social
embodiment of the robot is the main focus to create perceptible and empathic
behaviours for machine performers.
Behaviours that are attributed to agents do not necessarily embody subjectivity
in the final perceived intention. Walter’s tortoises are even regarded as hungry and
the largest geometric figure of Heider and Simmel’s animation is regarded as an
aggressive character.
The designer of a machine performer aims to create a competent body that
will radiate with intention. Whether simulated, modelled or computed naturally,

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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

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Bio-engineered Brains and Robotic Bodies:
From Embodiment to Self-portraiture

Guy Ben-Ary and Gemma Ben-Ary

The cyborg is a kind of disassembled and reassembled,


postmodern collective and personal self.
Donna Haraway [1]

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

© Springer Science+Business Media Singapore 2016 307


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_15

[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

1999–2003 I collaborated with them (http://www.tca.uwa.edu.au).


3http://www.tca.uwa.edu.au/pastIndex.html.

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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.

Robotic Embodiment as a Strategy

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

vicarious, and immediately becomes recognisable as remaining firmly within the


realm of fiction.
The bio-engineering processes I use are in some ways similar to the process of
developing robotics, and have the same three cornerstones; hardware, software and
sensors. The bio-technologies that are used to bio-engineer the brains are:
Hardware: This could be better described in this practice as ‘wetware’; neu-
rons are grown and maintained in vitro using tissue culture and tissue engineering
techniques.
Software: Stem cell technologies, mainly Induce Pluripotent Stem cells (iPSc)
which assist in reprogramming and converting cells to become stem cells, allow-
ing them to be differentiated into any other cell type, such as neurons.
Sensors and interface: an electrophysiology system consisting of amplifiers
connected to a specialised Petri dish, the Multi Electrode Array (MEA) hosting the
living neural network. These dishes consist of a grid of electrodes that can record
the electric signals that the neurons produce and at the same time send stimula-
tions to the neurons—essentially a read-and-write interface to the brain (Fig. 2).

MEART—The Semi-living Artist

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

scientific Director of SymbioticA.

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312 G. Ben-Ary and G. Ben-Ary

Fig. 3  MEART—The semi-living artist, 2001–2006, photograph by Philip Gamblen

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

Fig. 4  MEART and black square, 2005, photograph by Philip Gamblen

Paul Vanouse describes MEART as presenting “a collage of contradictions that are


designed to create cognitive dissonance in its viewers, and it forces them to re-eval-
uate their own perceptions and beliefs. Its authoritative complexity simultaneously
convinces us of its technological re-engineering of cognitive processes, while also
calling attention to just how far it has strayed from generally held conceptions of life,
intelligence or creativity. MEART is the ultimate Cartesian dualism; a machine body
completely removed from its brain and to complicate matters even further the brain
has been reconstituted in vitro from its cellular components [6].” This accurately
describes our aims for MEART and underlines the way in which the artwork serves to
assist the viewer in engaging in a critical reflection on notions of life and sentience.

Art and Science Collaboration

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

perspectives. In an early e-mail, Potter writes “Your project is very exciting to


me for a number of reasons. It is very similar to mine, in hardware and goals.
It combines art and science, and I am very interested in both and their overlaps.
It addresses an important aspect of my work that I have had a very hard time
addressing: How should the lay public think about these things?”
Oron Catts, in an interview with Emma McCrae in 2006, described the collabo-
ration between the artists and scientists in MEART as being a true collaboration; in
other words, both parties engaged and explored possibilities, rather than exploiting
the skills of the other for their own purposes [7]. Whenever MEART was exhib-
ited, there were always two parallel experiments being conducted. One side of the
experimentation was the artistic, cultural exploration by the artists, and the other
was a scientific experiment recording data and drawing conclusions in alignment
with Potter’s own research. The scientists tried to increase their understanding of
the fundamental mechanisms that underpin the behaviour of embodied neural net-
works in vitro.
One notable finding for the scientists was related to Potter’s research into the
way neurons behave when growing in vitro. Potter writes “We noticed that a cul-
ture that was being used to control MEART, after days of receiving stimulation fed
back via the internet from its video camera eye, began to calm down, showing less
and less epileptiform activity. We found we could quell the barrages of activity
in all of our cultured networks by sprinkling low-frequency pulses of electricity
across the network, delivering via the substrate electrodes [8].” Interestingly, this
discovery, made by observing one of MEART’s cultures responding to specialised
stimulations, was one of the focal points of a subsequent work—Silent Barrage.

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

environment of our collaborators. Silent Barrage is similar to MEART in its basic


architecture; a cybernetic entity that is assembled from a bio-engineered brain that
grows over an MEA interfaced to a robotic body. However it has a different narra-
tive and set of aesthetics, and the development and creative process during Silent
Barrage also differs from MEART. Being in Potter’s lab allowed us, the artists,
close proximity to the brain. We began to understand the brain better, and become
acutely aware of its fragility and the complex process involved in growing and
nurturing it. As well as this, we became familiar with the experiments being con-
ducted by the scientists, and these interactions were creative triggers that led to the
development of some of the essential narratives that underpin Silent Barrage.
During the residency in the Potter lab my aim was to focus on learning about
the process of growing neural networks on to the Multi Electrode Array (MEA)
interface. The phenomenological experience of making a brain in Potter’s lab,
coupled with experimentation with new ideas for robotic embodiment, being con-
ducted at the time by Gamblen, led us to develop the aesthetics of Silent Barrage.
We realised how important the MEA dishes are to the scientists; each scientist
had their own dishes, and each had developed a unique relationship with them.
An email from Potter in 2001 sums it up; “(we were) a bit reluctant to ‘anthropo-
morphize’ them, and that naming them was my idea […] The name goes with each
dish, which usually serves for several successive cultures, usually lasting several
months, and in one case, for about 2 years. […] It is difficult not to feel the cul-
tures are ‘alive’ since we use many of the same terms we use for living animals,
say, like ‘feeding’, ‘growing’, ‘keeping warm’, and that the behaviour of the cul-
tures is complex and dynamic, as is the structure. We go through hours if not days
of ‘mourning’ if a workhorse culture dies from getting infected or other mishap.
And the excitement of seeing a new culture fire great signals for the first time must
be like seeing your baby take its first steps.”
During this residency we observed that the scientists spent days upon days
looking down the microscope, observing the cultures and using many different vis-
ualisation techniques to illustrate the events that continuously occur in the MEA
dish. It became apparent that the dish was a microscopic arena for a neuronal
performance. It was at this point that we decided to create a ‘parallel magnified
immersive space’ within which the robotic body could perform. We tried to create
a space evocative of the MEA so that viewers could walk through Silent Barrage’s
brain and thus experience its complexity and chaos.
As the viewer approaches the space housing the robotic body of Silent Barrage,
thirty two robotic components can be heard and seen, as they move vertically up
and down the columns of PVC piping. At 2.4 m in height, these columns tower
above the viewer and are arranged in a grid-pattern across the gallery floor. As
the robotic parts navigate the columns, they leave traces around their circumfer-
ence with a pen pressed against sheets of paper wrapped around each column.
These drawings are the robotic body’s translation and representation of informa-
tion received from the bio-engineered brain hosted on one of the MEA dishes in
the Potter Lab. But the origin of the mark-making has another layer of complexity
because the audience plays a crucial role; there is feedback between the audience

[email protected]
Bio-engineered Brains and Robotic Bodies … 317

Fig. 5  Silent Barrage, 2009–2012, photograph by Philip Gamblen

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

Fig. 6  A detail of a drawing


made by Silent Barrage,
photograph by Philip
Gamblen

viewers to generate stimulations to the neurons by moving through this environ-


ment. Thus the viewers, in a symbolic and poetic way, are helping cure the dys-
functional brain from its epileptic properties by walking through the space and
being among the poles. The viewers help to ‘silent’ the ‘barrage’ (Fig. 6).

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?

[email protected]
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,

8Head of the Laboratory for Pluripotency, University of Barcelona.


9Director of the Spinal Cord Repair Lab, University of Western Australia.

[email protected]
Bio-engineered Brains and Robotic Bodies … 323

Fig. 10  Testing the interface between the neurons and the synthesisers

which are similar to that of an electrophysiological laboratory, fits my vision per-


fectly. Furthermore, there is a surprising similarity in the way neural networks and
synthesisers work in that in both voltages are passed through the components to
produce data or sound. There is also a practical consideration, the neural networks
produce large and extremely complex data sets, and by its very nature, the ana-
logue synthesiser is well suited to reflecting the complexity and quantity of infor-
mation via sound. The finished artwork is still on the design table however my
plan is to embed the synthesisers into a sculptural object that will also house a
mini bio-lab that hosts my external brain.
Essentially this robotic-sound artwork can be seen as a cybernetic musician.
The intention is that the artwork will be performative, and that human musi-
cians will be invited to play with cellF in a series of special one-off shows. The
human-made music will be fed to the neurons as stimulations, and the neurons will
respond by controlling the analogue synthesisers, and together they will perform
live, improvised sound pieces.
Dr. Douglas Bakkum10 has returned to collaborate again with me and will be
assisting in developing the interface software and other modules that are required
to connect the MEA to the sound producing body. Andrew Fitch11 will custom-
design the synthesisers specifically for this project while Dr. Darren Moore12 will
work with me on the aesthetics of the sound (Fig. 10).

10Dr. Bakkum is currently a group leader at the Department of Biosystems Science and

Engineering, the ETH Zurich.


11Electrical engineer from Perth, aka nonlinear circuits.
12Experimental musician and lecturer at Lasalle College of the Arts in Singapore.

[email protected]
324 G. Ben-Ary and G. Ben-Ary

Fig. 11  My neurons growing over a multi electrode array at day 10

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

1. Haraway D (1991) A cyborg manifesto: science, technology, and socialist-feminism in the


late twentieth century. In: Simians, cyborgs and women: the reinvention of nature, pp 82–149
2. Zurr I, Catts O (2003) The ethical claims of bio-art: killing the other or self-cannibalism?
Aust N Z J Art 5(1):167–188
3. Stelarc (2013) Fractal flesh/liminal desire: The cadaver, the comatose and the chimera.
Evolution haute couture, art and science in the post-biological age. In: Bulatov D (ed)
National Centre for Contemporary Arts (NCCA) Baltic Branch, Kaliningrad, p 271
4. Hughes R (2007) The semi-living author: post-human creative agency. In: Anstey T, Grillner
K, Hughes R (eds) Architecture and authorship. Black Dog Publishing, London
5. Rossa B (2004) Art digital 2004, I click therefore I am. M’ARS Association, M’ARS Centre
for Contemporary Arts, Moscow, p 23
6. Venouse P (2006) Contemplating MEART, strange attractions, charm between art and sci-
ence. In: Ivanova A (ed)
7. McCrea E (2006) A report on the practices of SymbioticA Research Group in the creation of
MEART, the semi-living entity
8. Potter S (2013) Better minds, cognitive enhancement in the 21st century. Evolution haute
couture, art and science in the post-biological age. In: Bulatov D (ed) National Centre for
Contemporary Arts (NCCA) Baltic Branch, Kaliningrad
9. Madhavan R, Chao ZC, Wagenaar DA, Bakkum DJ, Potter SM (2006) Multi-site stimula-
tion quiets network-wide spontaneous bursts and enhances functional plasticity in cultured
cortical networks. In: Paper presented at the 28th annual international conference of the IEEE
engineering in medicine and biology society, New York
10. Hudson K, Ben-Ary G. In-Potentia. http://in-potentia.com.au/about
11. Hudson K, Ben-Ary G. In-Potentia. https://dl.dropboxusercontent.com/u/9468392/ARS_
con­cept_notes_final.pdf

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Android Robots as In-between Beings

Kohei Ogawa and Hiroshi Ishiguro

Abstract The Geminoid is an android robot based on an existing person and it


can act as an avatar of the original person using a teleoperation system. The
Telenoid is another android which is characterized by implementing a minimal
design representation of a human. By this design, the Telenoid allows people to
feel as if a spatially distant acquaintance is close-by. We created two artworks
with the Geminoid through collaborations with artists. Firstly, we conceived
the Android Theater. In Android Theatre human actors and androids shared the
stage in a first play of its kind worldwide. The second work is an “Intelligent
Mannequin”. Here the Geminoid was interacting with the visitors in a depart-
ment store as an interactive mannequin. In this chapter, we give an overview of the
Geminoid and the Telenoid, describing its appearance, teleoperation system and
the concept of Android Science. We then focus on the artworks.

Android Technology and Science

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]

© Springer Science+Business Media Singapore 2016 327


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_16

[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)

In creating the first Geminoid prototype HI-1, efforts were concentrated on


making a robot that appears not just to resemble a living person, but also to be
a copy of the original person. Silicone skin was molded using a cast taken from
the original person; shape adjustments and skin textures were painted manually
based on magnetic resonance imaging scans and photographs. Fifty pneumatic, i.e.
air-pressure driven, actuators let the robot generate smooth and quiet movements,
which are important attributes when interacting with humans. The allocation of
actuators was used so that the resulting robot can effectively show the necessary
movements for human interaction and also allow for the recreation of the original
person’s personality traits. Of the 50 actuators, 13 are embedded in the face, 15 in
the torso, and the remaining 22 move the arms and legs. The softness of the sili-
cone skin and the compliant nature of the pneumatic actuators also provide safely
while interacting with humans.

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

Fig. 2  The tele-operation console of Geminoid HI-2

teleoperation we can immediately start researching and implementing high-level


human interaction, shedding light on mysteries such as human presence (Fig. 2).
The teleoperation system with which every Geminoid is equipped also allows
us to tackle a more philosophical question: whether a human’s “mind” is sepa-
rable from his or her “body”. In Geminoids, the operator (mind) can easily be
exchanged, while the robot (body) remains the same. In addition, the strength of
connection—that is how much information of which kind is exchanged between
Geminoid’s body and an operator’s mind—can easily be reconfigured. This is
especially important when taking a top-down approach that adds or deletes ele-
ments from a person to discover the “critical” elements that constitute a human’s
character. Before the era of Geminoid, this research methodology was impossible.
Some operator movements are captured, converted and transmitted to drive
Geminoid. Therese includes, for example, lip motions while speaking and head
movements while looking around. The operator can also explicitly send com-
mands for controlling android behavior using a simple graphical user interface.
Several selected movements, such as nodding, opposing, or staring in a certain
direction, can be triggered with a single mouse click. This relatively simple inter-
face was used because the robot has 50 degrees of freedom, which make it one of
the world’s most complex robots. This huge amount of actuators cannot be manip-
ulated manually in real time. Thus, a simple, intuitive interface was conceived
so that the operator can concentrate on the interaction itself and does not have to
think much about how to drive the androids’ behavior. Despite its simplicity this
interface enables the operator to generate natural humanlike motions for the robot,
with the help of Geminoid management system.
The teleoperation system also maintains the state of interaction and generates
autonomous movements for the robot, which are driven unconsciously in humans.
With a robot’s appearance nearly matching that of a human, its behavior should
also become suitably sophisticated to retain a “natural” look. A human never stops

[email protected]
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

We expect to solve this problem using androids, which closely resemble


humans in their appearance and behavior. To achieve this goal, an objective, quan-
titative means to measure the effect of appearance is required, which forms part of
our research endeavor.
In summary, the motivation of Android Science is twofold: On the one hand, a
major robotics issue in the construction of androids is the development of humanlike
appearance, movements, and perception functions. On the other hand, cognitive sci-
entists are aiming to gain insights into the processes leading to “conscious and uncon-
scious recognition.” The goal of android science is to realize a humanlike robot and to
find the essential factors for representing human likeness. How can we define human
likeness? Further, how do we perceive human likeness? It is commonly assumed that
humans have conscious and unconscious recognition. When we observe others, vari-
ous brain areas are activated. Each of them matches sensory input with human models,
thereby modulating our response behaviors. These unconscious processes let us, for
example, treat an android as if it were a human partner in conversation, although we
consciously recognize it as what it is: a robotic system with very humanlike appear-
ance. This is a fundamental issue for both engineering and scientific approaches. It
will be an evaluation criterion in android development and helpful for understanding
the mechanisms of human brains that make us social and emotional creatures.

Android Theatre, “Good-Bye”

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

As an aspect of engineering, for example, this collaboration has the potential to


make robots more natural and human-like. Androids can induce familiar feelings
in humans because of their human-like appearance. However, android’s appear-
ances may induce a negative feeling [1]. The unnatural sensation of interacting
with humanoid robots is caused by tiny differences between androids and humans.
In fact, 76 % of subjects cannot distinguish an android from a human after watch-
ing for less than two seconds [2]. Therefore, the negative feeling is induced after
long-term exposure to an android robot and remains a central barrier to comfort-
able human-android interactions. According to several studies, harmony between
a robot’s appearance and behavior alleviates the negative feeling in observers [3].
This consideration has led to some successfully implemented android behaviors
that do not evoke the negative feeling [4, 5]. However, a methodology for building
an android robot that is perceived as a human-like entity after long-term exposure
has yet to be established. To tackle this issue, the robot theatre project, in which
robot and humans act in a long-lasting stage production it is important to know
how we can achieve the android which doesn’t cause uncanny feelings.
The history of stage art is replete with implicit knowledge for directing actors
on the stage. Therefore, by collaborating with stage directors, we can acquire
useful knowledge for humanizing a robot. Moreover, creating a stage play and
presenting public performances enables large-scale evaluation of audiences’
impressions toward acting robots.
Stage plays are universal culture in all over the world from ancient ages. A
large number of art works have been produced based on professional technique of
stage directors and actors. A director focuses on a representing human behavior for
improving his stage plays. Therefore stage directors may have important knowl-
edge for developing robots representing human behavior.
Oriza Hirata, is a widely esteemed as a playwright and stage director, and has
advocated what he calls the “Contemporary Colloquial Theatre Theory (CCTT)”
[6]. Since CCTT replicates on stage the reality of everyday human activities, it
is potentially applicable to designing robots with human behaviors. CCTT advo-
cates precise, rather than ambiguous, instructions for actors. Actors are instructed
when to alter their physical actions, such as utterances and body orientations.
Such precise instructions are expected to be directly applicable to android robots.
Therefore, creating the stage play with android based on the CCTT, it might be
helpful for developing more human-like android.
Premiered in 2010, the android theater play “Good-bye” shows an android and
a person communicating with each other at an unprecedented level (Fig. 4). This
short piece is the latest achievement of our collaboration, which started in 2008.
We, researcher, and the Oriza Hirata, an artist, have been working together on this
project to present a rendition of human-robot interaction in the near future: robot
and humans acting, talking and communicating with one another naturally.
In “Good-bye”, Geminoid F (Fig. 5), a female version of Geminoid, is cast as
an android calmly reading poems to a dying girl, played by a human actress. Their
quiet conversation casts profound questions such as “What is life/death for a robot/
human?” and “What does it mean to be a human/robot?”

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Android Robots as in-Between Beings 335

Fig. 4  Android Theater, “Good-bye” (left Geminoid F, right human actor)

Fig. 5  Android robot, Geminoid F (left Geminoid F, right original person)

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

Fig. 6  Geminoid F inside the show window

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

By creating the android theater, the teleoperated android could be perceived as a


natural existence on the stage. As a next trial, we tried to create an autonomous
android in a real world scenario that is “Intelligent Mannequin” (Fig. 6).
A mannequin is an ordinary and familiar thing for us. We can easily find it every-
where in town. On the other hand, a mannequin is sometimes an uncanny. There is a
dissonance between its human-like appearance and non-human-like communication
ability. We, humans are forced to read the communication ability of an object from
its appearance. A mannequin cannot move its body even though it has human-like
appearance. Humans sometimes feel uncanniness toward an object, if its appearance
does not meet our expectation of its communication ability. This is well known as
the effect of the “uncanny valley”. The effect of the uncanny valley implies that if
an object’s appearance becomes similar to humans beyond a certain point, humans
suddenly experience a feeling of uncanniness. The uncanny valley is named so
because the line representing how natural an object is draws a valley on the graph
with the ordinate axis for naturalness and the abscissas axis for human-likeness.

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Android Robots as in-Between Beings 337

A mannequin is used for advertising human’s outfits or accessories. It makes


sense to use a mannequin for this purpose because these goods are designed for
humans and the mannequin’s human-like appearance induces customers to imag-
ine themselves with these goods. Why then not use actual humans instead of man-
nequins? Why is a mannequin used, despite being sometimes associated with
uncannyness? One of the reasons is that there is an ethical resistance against using
humans. We feel disgusted when a human is treated as if it were just an object. By
contrast, androids that we have developed for this project, can talk and behave like
humans by using several sensors, and yet androids are not recognized as humans—
they are on a boundary between humans and objects. That’s why androids can play
the role of an intelligent and human-like mannequin that does not stir up ethical
resistance. This means that an android can play a special role in being an alterna-
tive entity to human and mannequin, because of its intermediate presence.
This experiment was a preliminary trial. Therefore we did not measure or sur-
vey visitor responses. However, we are sure that the visitors enjoyed the interac-
tion with the android and they considered its existence natural. This suggests that
the android could autonomously play the role of an intelligent mannequin.

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

1. Mori M (1970) The uncanny valley. Energy 7(4):33–35


2. Noma M, Saiwaki N, Itakura S, Ishiguro H (2006) Composition and evaluation of the human-
like motions of an android. In: Proceedings of the IEEE-RAS international conference on
humanoid robots, pp 163–168
3. MacDorman KF, Ishiguro H (2006) Opening pandora’s uncanny box: reply to commentar-
ies on “the uncanny advantage of using androids in social and cognitive science research”.
Interact Stud 7:361–368
4. Chikaraishi T, Minato T, Ishiguro H (2008) Development of an android system integrated with
sensor networks. In: Proceedings of the IEEE international conference on intelligent robots
and systems (IROS 2008), pp 326–333
5. Ogawa K, Taura K, Ishiguro H (2012) Possibilities of androids as poetry-reciting agent. In:
IEEE Ro-Man 2012, pp 565–570
6. Hirata O (1995) Gendai kogo engeki no tameni (for contemporary colloquial theater).
Banseisha (in Japanese)

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Into the Soft Machine

Chico MacMurtrie

Abstract This chapter traces the evolution of “soft machines” and inflatable


robotics in the work of artist Chico MacMurtrie/Amorphic Robot Works (ARW).
These kinetic machines, which take various forms and scales, explore the underly-
ing essence of movement and transformation in organic and non-organic bodies.
The artist recounts his creative journey as well as the technological and mate-
rial aspects that enable the soft machines to change shape in relation to internal
air pressure acting on multiple inflatable tubes, behaving like both muscles and
bones. Early performances involving latex skins led to inflatable sculptures pow-
ered by inflatable “muscles.” More recent sculptures are conceived as a modular or
“molecular” system, comprising webs of interconnected, inflatable members with
hundreds of operable joints. The process of constant reinvention and refinement is
reflected in the increasing sophistication of the couplings of the inflatable members
and of light-weight, minimal-control systems. Interaction between machines and
humans has been an ongoing pursuit of the soft machines, which are increasingly
designed to interact with each other on the basis of air exchange. Ultimately the
goal is to imbue the machines with a capacity for supple gesture and expression.

Introduction: Body and Movement

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]

© Springer Science+Business Media Singapore 2016 339


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_17

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340 C. MacMurtrie

Fig. 1  Tumbling Man. Photo Douglas Adesko

Inspired by my 1987–89 residency at the Exploratorium, a museum of science


and art in San Francisco, I founded Amorphic Robot Works (ARW) in 1991. It
grew into an ever-changing collective of artists, engineers and scientists, devoted
to exploring the potentials of machine movement, intelligence and responsiveness.
What we shared was a desire to make robotic and interactive sculpture as a reflec-
tion on the human condition (Fig. 1).
While ARW’s output over our first decade comprised largely metal machines
and robotic sculptures defined by structure, more recently I have focused on devel-
oping “soft machines” based on inflatable components. I will trace my creative and
technical journey from an early interest in supple forms, toward rigid machines,
and back into more sophisticated soft robotics. I will devote the most space to this
most recent and current phase, where I continue to concentrate my efforts today.

An Echo of the Living Body

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

Fig. 2  Black Air. Photo Gil


Lutz

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

Fig. 3  Trigram: A Robotic Opera. Photo Kurt Prasse

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.

Experiments in Locomotion and Interaction

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

of animal and human locomotion (Fig. 5). The ever-growing corps of kinetic


machines, reaching into the hundreds by the mid-1990s, constituted a Machine
Society in parallel with our own. It was both alluring and frightening to me to par-
ticipate in the technological medium of robotics. I saw exciting and poetic possibil-
ities, but with the advance of technology I also saw a potentially more sinister side.
(The same tension still holds true for my soft machines today.) Military research
and large corporations seemed to be leading the field of robotics. The technolo-
gies that controlled my machines were simplified versions of the ones which, in
my somewhat dystopian view, I thought might one day control human society.
We combined inflatable and metal machines on a large scale in The Amorphic
Landscape (2000), a 20-m-long installation shown and commissioned by the
NOW2000 arts festival in Nottingham, England and the Muffathalle in Munich,
Germany (Fig. 6). This was an all-encompassing, animated hydroelectric environ-
ment involving more than 250 machines. It elaborated upon The Ancestral Path,
a large ensemble performance and kinetic installation that ARW toured during
the 1990s. Visually and acoustically immersive, Amorphic Landscape provided a
physical and narrative backdrop to the individual machines.
The inflatable mountain ranges from the Trigram opera reappeared, this time
larger and imbued with percussive function. These soft sculptural elements had an
ability to transform the performance area as the audience moved around it. The
internal hydroelectric mechanisms were birthing the machine performers and
elevating them at heights where the audience, no matter how large, could always
view them. Comprising giant inflatable bladders of air driven by large valves that

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344 C. MacMurtrie

Fig. 5  Walking Legs. Photo Douglas Adesko

Fig. 6  The Amorphic Landscape. Photo Brian Kane

exhausted percussively, the mountain ranges sounded deep rhythms, evoking a


mysterious life force within, while the other percussive machines would attempt
to synchronize their rhythms in a primal gesture of connection (Several dozen per-
cussive robots from this period have been refurbished and reunited to form The
Robotic Church, a site-specific installation and performance series that debuted in
2013 in our Brooklyn studio.).

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Into the Soft Machine 345

Fig. 7  Skeletal Reflections.
Photo Douglas Adesko

Simultaneous with this sprawling ensemble of Amorphic Landscape, I cre-


ated my first servo-controlled humanoid robot, Skeletal Reflections (2000), which
effectively combined the capabilities of the other machines into one (Fig. 7). It
was the most complex machine ARW had ever designed and built. It had 30-plus
degrees of movement, closed-loop servo control, and an anatomy inspired by the
way nerves, muscles and bones work together in the human body. Its performance
was interactive: A vision system would study the body language or posture of the
viewer and retrieve from its library and perform the most similar pose based on
a repertoire of classical poses found in the history of art. Interpolation software
would allow the machine to elegantly move from one gesture to the next.
In 2004, Richard Castelli curated ARW’s retrospective exhibition in Lille,
France, set within a massive exhibition on Robotics. An elaborate vision system
tracked the audience, allowing them to move in front of the machines to bring
out one of their pre-memorized qualities. Keeping 250 machines and mecha-
nisms alive and working for over 3 months was an epic finale to our work with

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346 C. MacMurtrie

hard machines, but it spurred me toward another approach. My metallic machines


were not well suited to interact physically and safely with humans, which was
an increasingly important goal. I dreamed of doing yoga with robots, or embrac-
ing them, rather than only directing and observing them. This desire for physical,
expressive interaction suggested an entirely different kind of machine body, one
more supple and forgiving.
I began a conceptual and technical shift toward lightweight materials and inflat-
able technology. In some ways I was building upon previous inflatable machines
or components, like the inflatable muscles of Inverting Woman or the inflatable
mountains of Amorphic Landscape. But instead of using inflatable machines as
accessories to a larger machine or installation, I wanted to make stand-alone soft
machines.

Supple Gesture and Soft Media

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

Fig. 8  Study for Inflatable Bodies

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

Fig. 9  Detail of Organic Arches

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

Inflatable Muscle and Bone

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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350 C. MacMurtrie

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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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.

Modular and Architectural Bodies

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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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

Fig. 16  Molecular Inflatable Structure study

Fig. 17  Inflatable Architectural Body

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Fig. 18  Inflatable Architectural Growth

Fig. 19  Inner Space. Photo David Familian, UC Regents

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Into the Soft Machine 357

in the inner workings of the inflatable machine environment. As part of an explora-


tion of living systems, machines, and architecture, Inner Space intended to shift
the boundaries between internal and external spaces, and between artwork and
audience. The kinetic sculpture evokes the magnification of a microscopic living
system as it appears in the human bodies and gives the viewers the opportunity to
witness their direct influence upon such forms. I used compression, much the way
our ribs are held closed by our musculature. The entire assembly was done using
just the fabric, without joints, relying on the flexibility of the flesh as structure,
muscle, and bone all at once.
By building on the visual commonalities between what we build and what we
are comprised of, the Inflatable Architectures make us aware of our actions and
the symbioses in which we are embedded. The inflatable robotic structure of Inner
Space is meant to be installed in a physically accessible location. When the work
is at rest and deflated, it remains folded back on itself. As it inflates and extends
(and it is capable of compressing in a taught state) in response to audience interac-
tion, the articulated form takes various shapes, much like a living organism. The
percussive sounds of the clicking valves, the air flow and crinkling sound of the
extreme tightening of the skin of the tubes surrounding the audience, contribute to
a sensory experience that draws the viewers in as spectators.
I expanded significantly upon these concepts to create Chrysalis (2013), a live
interactive environment created for my solo show at the Museum of Contemporary
Art in Tucson, Arizona and later fully realized installed at Pioneer Works
Center for Art and Innovation in Brooklyn, New York. Chrysalis is composed
of 100 interconnecting high tensile fabric tubes that form, when fully inflated, a
12-m-long, 8-m-wide and 5-m-high architectural space, evocative of crystal for-
mations (Fig. 20). The tubes are networked into 16 live sections and animated by
compressed air via a servo-controlled computer system. Chrysalis was designed
and assembled with a more advanced version of the modular plug-and-play tech-
nology. This time, the tubes were glued to lightweight cast urethane cone and sad-
dle couplings. They were joined by machined aluminum connectors equipped with
retaining clips, allowing each of the joints to rotate without losing its connection.
As the air is released out of the fabric, servo-controlled capstans enable Chrysalis
to gently collapse into an organic shape.
Inspired by the architecture of the human body on a molecular level, Chrysalis
provides a direct, visceral experience of the minute geometric constructions that
underlie all life forms. Programmed by Bill Bowen, Chrysalis responds to a visi-
tor’s approach by opening one or a combination of several sections or by creat-
ing a portal that invites him or her inside. It also performs independently from
the audience by drawing upon previously recorded software sequences. These
sequences regulate the amount of air flowing in and out of the fabric tubes, cre-
ating a muscle-and-bone dynamic capable of expanding and retracting, lift-
ing and lowering, and collapsing movements. In its transition from an organic
to a geometric state, Chrysalis is best appreciated from inside of the sculpture.
Here the audience faces their own biology on an inverted scale. Chrysalis, with

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Fig. 20  Chrysalis. Photo Douglas Adesko

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

Fig. 21  Organic Arches. Photo Douglas Adesko

Future Soft Machines

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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Fig. 22  Study for Inflatable Architectural Intervention

of deflated tubes. Compressed air would flow through valves integrated into my


bodysuit, and into the tubes, activating them as extensions of my bodily move-
ments. As the mass of tubes swells into a large sculptural form, accompanied by
the percussive respiration of the air valves, a tensile structure of crystalline geom-
etry would takes shape around me, slowly lifting me into the air. By progressively
changing its form, it would take me through a series of bodily attitudes and posi-
tions—lying, standing, sitting, even turning upside-down.
IAI is conceived as part of an ensemble of soft machines that subsist on air, the
Inflatable Architectural Bodies of the Air Society. It becomes the infrastructure or
architectural extension or atmosphere of the bodies of the soft humanoid robots
that ply the space, searching for their next infusion of air. The various inflat-
able machines nourish and replenish each other’s air supply, with ensuing conse-
quences for their physical form and movement.
In this scenario, a semi-autonomous tribe of humanoid robots wanders the
space in search of sustenance. Their movements and behavior are driven by the
need for survival, but also expressive of intention and the capacity for change. The
Air Society is partly a metaphor for humans’ precarious relationship with our envi-
ronment, and partly an experiment in human-machine relations.

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Into the Soft Machine 361

Another project in the works is the Border Crossers, designed to challenge


spatial boundaries. I have created the first of a flock of six machines. These soft
machines initially grow upwards as if to gain a view of their surroundings, then
cantilever over the boundary. Current planning of the project is to deploy them
in a series of performances along different borders around the world. For exam-
ple, along the U.S.-Mexico border, three of the machines would be placed on the
Mexico side, and the other three on the U.S. side. Activated simultaneously, the six
towers would cross the border from two sides, forming a white, semi-translucent
archway. Border Crossers in turn could explore all manner of borders, from the
political to the architectural and social.
From a technical point of view, these new prototypes are pushing the fabrica-
tion and assembly process to the next step. The increasingly elaborate networks
of tubes will be assembled and joined in the lightest possible configuration, while
reflecting the best structural combinations for fastening them to each other.
How does the soft machine fit into the future of robotics? And how does the
artist contribute to a wider conversation about how advances in robotics and arti-
ficial intelligence will change our world, and who guides those changes? These
are questions that drive my practice every day, and ones that will not be quickly
resolved.
What is clear to me is that soft machines can go where other harder machines
cannot because of their light weight and ability to change size and shape. They are
becoming increasingly capable of expression and gesture as we learn to work with
their air-driven physiology. Most of all, soft machines promise closer and more
physical interaction between humans and machines. This proximity and even inti-
macy suggests a possible underlying compatibility or reciprocity, in which both
machine and human retain a kind of agency.
Chico MacMurtrie

Acknowledgments  Contributing writers: Gideon Fink Shapiro, Luise Kaunert

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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.

Robotics as Artistic Medium

Robotic Art is an emerging discipline where scientific research, artistic ­creation


and philosophical investigation are intimately interrelated. Of the few artists
actively involved in this field, each one of them has in some way or another devel-
oped new technologies, techniques and methodologies of production that enable
the creation of innovative works of art integrating robots, machines and automa-
tons. Moreover, these works are raising fundamental philosophical and socio-
logical questions about the relationships between human beings and machines,
between the real and the artificial, and between the living and the non-living.
From Karel Capek to Nam June Paik to Survival Research Labs, artists have
been exploring the concepts of robots and robotics for a few decades now, some-
times on their own, but often in collaboration with engineers and scientists.
In 1997, Eduardo Kac coined the term “Robotic Art” to describe artistic pro-
jects based on or developed around robotic technologies. In Foundation and
Development of Robotic Art [1], he stated “As artists continue to push the very

B. Vorn (*) 
Concordia University, 1455 de Maisonneuve West, Room EV-6-783,
Montreal, QC, Canada
e-mail: [email protected]

© Springer Science+Business Media Singapore 2016 365


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_18

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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.

An Aesthetics of Artificial Behaviors

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.

Robot Ontology and Perception

Recent advancements in Artificial Life and robotic technology encourage a new


kind of art form that combines artificial morphogenesis, immersive environments,
interactivity and reactivity with cognitive machines (robotics, automation and ani-
matronics) to achieve aesthetic results. We often use the expression “theatrical
machines” to describe physical and autonomous robotic agents integrating some
kind of multimedia objects in their ontology (sound, light, video, etc.) as mean of
expression. Application examples of this new practice include emulation of realistic
creatures and lifelike systems, conceptual exploration in the aesthetics of artificial
perceptions, behaviors and interactions, embodiment of machine mechanisms, etc.
Our research projects are principally based on the notion of perception: the
viewer’s perception of the robot and the robot’s perception of the environment,
as well as itself. Perception guides the effect created on the viewer, as our work
is steered by the fundamental assertion that it is possible to create an impres-
sion of life simply through human-machine reactive behaviors of abstract robotic
structures.
We can integrate both notions of sentience and embodiment in the larger con-
cept of ontology. An ontology describes how the world in which the agent lives is
constructed, how the agent perceives this world and how the agent may act upon
its world. Our work is based on the merging of aesthetic, philosophic and scientific
questions related to machine ontology, its awareness, perception and potential sen-
tience. Our research projects also investigate the notion of the artificial construc-
tion of the “self” as one of the leading themes of our creative work.

Early Artistic Work

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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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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of a cellular automaton to the 3-dimensional immersive environment surrounding


the viewer. By using fast stroboscopic changes in light and quadraphonic sound
effects, it produced a clear illusion of physical volume.
In a similar way, in the Stèle 01 (2002) installation, a cellular automaton was
used to control an array of 128 small pivoting mirrors on top of which an anthro-
pomorphic robot was standing, vaguely mimicking a statue towering above a mor-
tuary stele (see Fig. 3). Inspired by monuments and tombstones from the Père
Lachaise cemetery in Paris, this piece was designed to evoke the intimate dichot-
omy between the real and the virtual, life and death, movement and inertia.

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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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

Fig. 8  DSM-VI (2012) Photo


B. Vorn. Early prototypes of
DSM-VI robots

In the center of the DSM-VI installation, eight Psychotic Machines stand on


their legs, lie down on their side or on their back (see Fig. 9). These machines
have a pneumatics-actuated pair of aluminum legs, speakers, lights, sensors, and
DMX pan-tilt LED spotlights. They react to the approaching viewers, but they also
react to each other. They look like they are going to jump or run away, but they are
helplessly fixed there, sometimes very calm, sometimes completely agitated, like a
herd of untamed but chained animals.
In the surrounding space of the installation, three independent robots revolve
on their base. They seem like they live in their own world, not so much connected
to the environment. We call them the Autistic Machines. They are free-spinning
turrets, on which a pneumatic robotic arm actuates something that looks vaguely
like a human face. This facial impression is caused by the visual combination of a
speaker and two pan-tilt robotic cameras. Using these cameras, the robots can look
around in the environment using a face-tracking software. But instead of following
the viewers like we would expect, they tend to avoid them. Also, due to the face-
tracking software limitations, the robots sometimes see faces in the environment
where there are not and suddenly fall in trance looking at the wall or the ceiling.

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376 B. Vorn

Fig. 9  DSM-VI (2012) Photo B. Vorn. Opening of the BIAN 2012 exhibition in Montreal

Current and Future Work

In collaboration with Louis-Philippe Demers (Nanyang Technological University,


Singapore), we are currently developing the Inferno project. Inferno is a robotic
performance inspired by the representation of the different levels of hell as they
are described in Dante’s Inferno [10] or Haw Par Villa’s Ten Courts of Hell (which
is based on a Chinese Buddhist representation) [11]. In this piece, the “circles of
hell” concept is mainly a scenographic framework, a general working theme under
which the different parts of the performance are regrouped.
The specificity of this performance project resides in the fact that the different
machines involved in the show are installed on the viewers’ own body. The public
then becomes an active part of the performance. Depending of the kind of mecha-
nism that they are wearing, the viewers are free to move or in a partial or entire
submission position, forced by the machines to act/react in certain ways. Like if
they were inverted exoskeletons, some mechanical structures coerce the viewers in
performing certain movements; others induce a physical reaction from them. With
this work, our aim is to question the “cyborgification” of the modern man, as well
as how technology imposes its rules upon us.
At the same time as Inferno is being completed, we are also developing the
Copacabana Machine Sex performance project. It can be described as a mini
Music Hall show where kitsch and machine aesthetics blend together in a single
theatrical delirium. More conventional in its form, it involves a succession of dif-
ferent musical numbers where machines perform on stage as actors, musicians and

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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

1. Kac E (1997) Foundation and development of robotic art. Art J 56(3):60–67


2. Eco U (1991) The limits of interpretation. Indiana U Press, Bloomington
3. Hugo V (1862) Les Misérables. A Lacroix, Verboeckhoven & Cie, Paris
4. Ismert L (1998) La Cour des Miracles. Musée d’art contemporain de Montréal
5. Kafka F (1925) Der process. Verlag die Schmiede, Berlin
6. Max (or MaxMSP) is a graphic object-oriented programming environment dedicated to mul-
timedia control. http://www.cycling74.com/products/max. Accessed 3 Aug 2014
7. Adamatzky A (ed) (2010) Game of life cellular automata. Springer, New York
8. ManyEars is a sound localization software developed by IntRoLab at University of
Sherbrooke. It implements real-time microphone array processing to perform sound source
localization, tracking and separation. It was designed for mobile robot audition in dynamic
environments
9. The DSM (2013) (Diagnostic and Statistical Manual of Mental Disorders) is now in its 5th
edition
10. Alighieri D (circa 1308–1321) Divina Commedia. English edition: Alighieri D (2013) The
divine comedy. Arcturus Publishing Limited, London
11. Turbeville T, Brandel J (1998) Tiger balm gardens: a Chinese Billionaire’s fantasy environ-
ments. Aw Boon Haw Foundation, Hong Kong
12. MacMurtrie C (2014) http://www.amorphicrobotworks.org/works/early/. Accessed 3 Aug
2014

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Designing Robots Creatively

Mari Velonaki and David Rye

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]

© Springer Science+Business Media Singapore 2016 379


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_19

[email protected]
380 M. Velonaki and D. Rye

Twenty-first century research in interactive technology is driven by the need


to understand the way technological systems are—and will be—embedded in the
everyday physical and social world. The coming generation of interactive systems
will be pervasive, certainly including intelligent machines and robots in our homes
and workplaces. Interactivity has arrived at a new cultural frontier, where innova-
tion depends on our capacity to understand the complex and often unpredictable
interrelations between human users, technologies and social settings.
The greatest challenge in human-robot interaction research is to understand
the human component, since people are far more complex and variable than any
technological system, being influenced by cultural and social factors in addition to
variations in personal preferences. It is essential that this existing knowledge gap
is addressed through principled multidisciplinary research. Human-robot interac-
tion research must therefore be approached from a variety of disciplinary perspec-
tives—including Interactive Media Arts, Engineering, Artificial Intelligence and
Cognitive Psychology—that are united in aiming to better understand how people
perceive and respond to robots so that the conceptual, perceptual, computational
and behavioural design of future robots that interact with untrained members of
the general public can be improved, and so that interaction with these future robots
can be more effective, intuitive and rewarding to the interactant.
Within this multidisciplinary continuum, media artists create unique environ-
ments that act as triggers for new behaviours to manifest; behaviours that sub-
sequently lead to new knowledge of how people can interact with machines in
cultural environments. Embodiment and agency are concepts that have been exten-
sively researched by creative practitioners in a variety of interactive works that
link the digital with the physical, the kinetic and the responsive.
The title of this chapter “designing robots creatively” signifies to us the process
of conceptualising and realising a robotic system that is able to create a unique and
engaging experience for the interactant. In this chapter, the conception and design
of an interactive robot will therefore include the design of the robot’s appearance
and behaviour, and the overall interaction design that includes the environment
and situational awareness. In designing these aspects it is important to understand
and account for the context of the interaction and the culture within which it will
take place. In order to create an experience in human-robot interaction, the reali-
sation of the conceptual, behavioural, aesthetic and interactive elements of the
design must be technologically executed in an equally innovative, efficient and
effective manner that facilitates an experimental interaction between a person and
a technological ‘other’.
[Mari] I have worked as an artist and researcher in the field of interactive instal-
lations and responsive environments since 1996. The year 2003 found me with
a Ph.D. in experimental interface design and the need to expand and shift my
research and practice towards autonomous kinetic objects—robots. My first post-
doctoral position was at the Australian Centre for Field Robotics (ACFR) at the
University of Sydney where I endeavoured to materialise the Fish-Bird project, a
concept that had haunted my thoughts for quite some time.

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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).

Project 1: Fish-Bird: Circle B—Movement C (2004–2006)

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

Fig. 1  Mari Velonaki, Fish-Bird: Circle B—Movement C (2004–2006). Interactive installation


with two autonomous robots and distributed data fusion system. Image Paul Gosney

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

promote a deeper psychological and/or experimental involvement of the partici-


pant/viewer. Robots in the context of popular culture have historically been asso-
ciated with anthropomorphic representations. Although they represent characters,
the robots in Fish-Bird are not anthropomorphic, nor are they pet-like or ‘cute’.
The audience internalises the characters through observation of the words and
movements that flow between the characters, and between the characters and the
audience, in response to audience behaviour. Through movement and text the art-
work creates the sense of a person, and allows an audience to experience that per-
son through the perception of what is not present.”
[Mari] When designing the behaviour of Fish-Bird, I included the possibil-
ity that if the ‘emotional state’ of the robots is positive and the participant spends
more than 20 min interacting with a robot in close proximity, a ‘bond of trust’ is
formed and the robots give instructions to the participant on how to set them free.
In 2004, during Ars Electronica in Linz one visitor attempted to liberate Fish fol-
lowing Fish’s plea to take it to the nearby river and set it free. Security personnel
had to intervene.
[Mari] Something that I would like to reveal is that in my original concept of
Fish-Bird, the wheelchairs were to have extended writing arms instead of print-
ers (Fig. 2). I imagined the Fish and Bird characters, assisted by the arms, writing
messages on the floor. I initially incorporated the printers for the first exhibition
at Ars Electronica and was extremely pleased to see people taking their printed
messages with them when leaving the gallery; in a way the little paper slips
became mementos of their interaction with the Fish and Bird characters. I also
liked how Fish and Bird continuously ‘littered’ the space with messages as they

Fig. 2  CAD drawing of a
Fish-Bird robot showing the
writing arm

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384 M. Velonaki and D. Rye

Fig. 3  Mari Velonaki, Fish-Bird: Circle B—Movement C (2004–2006) Interactive installation


with two autonomous robots and distributed data fusion system (composite image of installation
at Artspace, 2005)

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

[David] Although the design of robotic hardware tends to be decided relatively


early in a project, we make the hardware modular whenever possible to facilitate
future changes, should they be needed. We also go to considerable lengths to make
the software very general, and to ensure that all significant aspects of a system’s
operation can be configured without rebuilding the software. Typically, all soft-
ware configuration is done through simple text files that are read on start up.
Many aspects of the Fish-Bird system design were strongly influenced by the
desire to create a fluent kinetic artwork, whilst concealing the underlying techno-
logical apparatus. It should not be obvious to a spectator/participant how a wheel-
chair moves, promoting rapid engagement with the work and focussing attention
on the form of interactive movement. As a consequence of this conceptual and
ideological consideration, standard electrical wheelchairs could not form the basis
of the autokinetic objects in the artwork. Consequently, two custom wheelchairs
were designed and constructed for the project. Apart from the rear rims and tyres,
and the front wheels, each wheelchair is custom built. The tubing that forms the
chassis was carefully shaped to give the impression of a hospital wheelchair.
Dimensions of the structural elements were freely adapted to suit the requirements
of other components, whilst maintaining a strong visual impression of a stereo-
typical wheelchair.
The frame of the wheelchair is skeletal, so that all power storage, electronics
and computing for both the wheelchair and the ‘handwriting’ thermal printer must
be concealed within the seat of the wheelchair. Since a wheelchair seat has typi-
cal plan dimensions of 400 mm2, and is at most 150 mm thick, care must be taken
with component size.
The electrical power required to move the wheelchairs and to operate the
embedded computers needed to be stored in rechargeable batteries within the
wheelchairs. These batteries must allow for at least 10 h of continuous operation,
and must recharge overnight. Such a requirement indicates that the design should
utilise the highest volume-density battery technology available, together with effi-
cient components that have low power consumption. The largest unknown factor
in the power system design was the ‘duty cycle’ of motor operation—the percent-
age of time that the motors were operating—as this depended almost entirely
on interactant behaviour. Unfortunately, lithium-ion batteries could not be used
because of a need to transport the robots by air freight, and sizable batteries would
exceed the maximum energy storage capacity that is permitted on board aircraft by
regulations. The next-best battery technology—nickel metal hydride—was there-
fore selected. The increased battery volume led to a bulkier seat than desired, with
the batteries occupying two thirds of the under-seat volume. To disguise the bulk
of the seat, the under-seat battery tray was cut away along participant sight lines
and the visible sides of the tray were covered with the upholstery fabric. Cables
for motor current and encoder phase signals between the motor controllers and the
motors were routed inside the frame tubes. The motors and reduction gearboxes
were concealed by a snap-on trim tube that runs the full width of the wheelchair
rear frame.

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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.

Project 2: Circle D: Fragile Balances (2008)

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

Fig. 4  Mari Velonaki, Circle


D: Fragile Balances (2008–
2010) Interactive installation
with two autonomous objects.
Image Paul Gosney

as a complete sculptural piece containing an internal kinetic element—the moving


text. Circle D: Fragile Balances was never intended to be game-like in the sense
that it gives rapid gratification; instead, the intention was to use the cube as an
interface to slow people down, by creating an almost meditative space where paus-
ing becomes rewarding.
In this installation, the objects provide an interface that facilitates bidirectional
communication between the participants and the autonomous objects. Circle D:
Fragile Balances deals with concepts of fragility, trust, and communication by
playfully challenging the participants to pause and enter the rhythm of the floating
words and the dialogues that they lead to.
Interaction occurs between artwork and audience through the reactive objects
as information passes from the object to the participant and from the participant
to object. Another linkage involves the latent relationship between the two partici-
pants: the objects become the medium for a participant to become aware of the
existence of a virtual character—in this case, Fish or Bird. The moment that a par-
ticipant chooses to pick up and hold one of the objects, s/he becomes an avatar for
this character in the actual physical space of the installation. Should both partici-
pants then choose to vocalise their individually-received fragmented messages as
they appear around the surface of their objects, or to move close to each other in

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Designing Robots Creatively 389

Fig. 5  Mari Velonaki, Circle


D: Fragile Balances (2008–
2010) Interactive installation
with two autonomous objects
(detail). Image Paul Gosney

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.

Project 3: Circle E: Fragile Balances (2009)

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.

Project 4: Diamandini (2009–2013)

[Mari] Diamandini wasn’t initially conceived as a humanoid robot. I wanted


to create a single new organic form that experimented with elements of distance
and tactility. For about a year I experimented with more abstract sculptural forms
and, although an interesting exercise I found it extremely difficult to develop an

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Designing Robots Creatively 391

Fig. 6  Mari Velonaki, Circle


E: Fragile Balances (2009)
Installation with kinetic
object. Image courtesy of the
Art Gallery of NSW

emotional activation towards something so abstract. Since I wanted to introduce


response to touch in this new robot I felt that I needed to add some reference points.
These considerations influenced my decision to create a humanoid robot. This was
a challenging decision, especially when deciding how the robot should look. After
a long period of reflection, I began to think of Diamandini as a female sculpture. In
my mind Diamandini had a diachronic face that spans between centuries, a style that
could be reminiscent of post-World War II fashion influences and, at the same time,
with futuristic undertones. Most importantly, I didn’t want Diamandini to look like a
stereotypical humanoid robot. Diamandini’s exterior was treated with a porcelain-like
material that makes her look more like a floating statue than a robot (Fig. 8).
Diamandini is small—only 155 cm high. I wanted her figure to be small and
slender so that people did not feel threatened by her when she ‘floats’ in the instal-
lation space. I wanted Diamandini to look youthful, but not like a child, and for
her age not to be easily identifiable. In my mind Diamandini is between 20 to
35 years old.

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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

The construction of Diamandini was a multi-stage process, involving a sculp-


tured prototype terracotta head, a custom-tailored fabric dress made over a wooden
armature, and high precision three-dimensional laser scanning and manipulation
of the scanned data, followed by computer-aided design modelling. The external
shell was made using stereolithography—an additive manufacturing process that
uses computer-controlled UV lasers to polymerise a resin in very thin layers.
“As it was conceptually important for Diamandini to appear to ‘float’ across
the floor of an installation space a commercial motion base could not be used. An
omnidirectional motion platform containing three computer-coordinated driven
and steered wheels was designed and constructed. The omnidirectional motion
base (Fig. 9) decouples Diamandini’s facing direction and rotational motion from
the direction and speed of her movement so that she can glide backwards, for-
wards or sideways, and transition smoothly between these movements” [17].
Overhead cameras that are sensitive to near-infrared wavelengths are used
to localise the robot and track people who are present in the robot’s operating
space. Four infrared diodes concealed within the robot’s head form a fiducial
marking that allows easy differentiation of the robot from people. This marking
was designed to provide information about the robot’s position and ‘gaze’ direc-
tion. Although invisible to the human eye, the infrared diodes are easily vis-
ible to the cameras. Twenty four infrared distance sensors are hidden underneath
Diamandini’s skirt, mounted near to the floor. These sensors allow imminent
collisions near floor level to be detected without recourse to information derived
from the off-board environment sensors. Data communication between the robot
and a central control computer is via wireless Ethernet. All associated electronics
and software were custom-designed and all power and embedded computers are

Fig. 9  Mari Velonaki, Diamandini (2009–2013) Interactive humanoid robot (motion base


detail). Image Mark Calleija

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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

invites the visitors to participate in various activities in the form of workshops.


Diamandini’s behavioural patterns were programmed to be the same in both exhi-
bition spaces, yet the ways that the visitors interacted with ‘her’ were diametrically
opposite. In the Medieval and Renaissance Gallery most of the visitors initially
perceived Diamandini as one of the sculptures and were surprised by the fact that
she was kinetic and responsive, but when it came to interacting with her, although
standing close to her and taking photos with her, they appeared hesitant to touch
her. In the Sackler Centre, on the other hand, the nature of the interaction was far
more experimental. Visitors of all ages from school children to the elderly inter-
acted in a far more playful way by holding her hands, tapping her shoulders, trying
to dance with her, and even hugging her.

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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

Designing robots creatively incorporates design for subsequent evaluation and


testing of the effectiveness and engagement of human-robot interaction. The
authors use a two stage evaluation process in moving interactive robots from the
laboratory to social/cultural environments. The first stage of testing is conducted
in the laboratory using methodologies from psychology, and working in collab-
oration with cognitive scientists. The second stage involves placing the robot in
social or cultural spaces such as museums. Cultural institutions such as museums
and galleries provide fertile environments for experimentation and data collection,
as they attract a broad variety of people of all ages, and from diverse socioeco-
nomic and cultural backgrounds. Human-robot interaction data gathered in such

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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

environments can lead to an understanding of human behaviour patterns and


human preferences, contributing in turn to the design of better interactive systems.
We define a new research methodology called “open experimentation” in
which public spaces are substituted for laboratories to acquire large sets of rela-
tively unbiased HRI data from diverse social groups. In such public environments,
humans are notionally free to interact with robots in intuitive and explorative
ways while information about the interaction is obtained unobtrusively via obser-
vation and concealed sensors. The open experimentation technique can be used
in environments as diverse as schools or universities [14], shopping centres [9],
museums [13, 18, 19] and public exhibition spaces [11]. Open experimenta-
tion can be used to evaluate how large numbers of participants interact with a
robot in public spaces, allowing the effects of the robot on the interactants to be
inferred. Observational ethnographic and behavioural research techniques, as well
as machine learning algorithms can be used to make these inferences from the
observations.

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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

As one example of the open experimentation technique, 4,310 instances of


people encountering Diamandini during one day of exhibition in the Medieval
and Renaissance Gallery at the Victoria and Albert Museum were analysed. The
robot’s position and ‘gaze’ direction (head orientation) were obtained automati-
cally through the overhead vision system. Figure 13 shows one composite frame
from this exhibition, with a superimposed normalised density map that indicates
locations where participants spent most of their time. Participant information,
including position, gaze direction (assumed to be coincident with head point-
ing direction), gender and approximate age were labelled manually by a research
assistant naïve to the purpose of the experiments. Children were distinguished
from adults principally on the basis of their size. People of a size up to that of a
typical 9 year old were labelled as children. Male and female adults were distin-
guished from each other principally on the basis of the style of their clothing and
hair. There were relatively few children in the population analysed: just 264, in
comparison with 3,538 adults.
The labelled data were clustered using the unsupervised expectation maximi-
sation machine-learning algorithm [2]. Three clusters of participants were iden-
tified: (a) Non-interactants; (b) Observers; and (c) Interactants. Non-interactants
were people who—to choose one typical example—walked through the installa-
tion space on their way to another location in the Museum. Observers were people
who observed the robot from a ‘safe’ distance, but did not approach it for close

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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

The collaboration described here began 13 years ago as cross-disciplinary research


between art and robotics, with the principal aim of exploring interactions where a
person and a kinetic agent occupy and share a space. Naturally, robotics provides
a means of implementing the interactive systems that allow such exploration and
provide for the automatic computer-based acquisition of quantitative interaction
data. It was also thought that interactive media art installations based on such tech-
nology would provide an ideal opportunity to gather these data unobtrusively.
These aspects of collaboration between art and robotics are undoubtedly true.
As our collaboration developed over time, we were able to confirm our belief that
the emerging field of social robotics was inherently multidisciplinary. What began
as a binary art-robotics collaboration has now grown to include computer science,
artificial intelligence, machine learning, psychology, cognitive science, interaction
design and medical research.
Our experience of collaboration has reinforced the crucial importance of a mul-
tidisciplinary approach to social robotics research, where collaborators are able to
receive ideas from outside of their own thinking spaces, finding creative inspira-
tion from many directions. On a practical level, our initial art-robotics collabora-
tion has led to the founding of a dedicated research lab and forthcoming National
Facility for Experimental Human-Robot Interaction Research that involves five
university departments across the University of New South Wales, the University
of Sydney and University of Technology, Sydney, together with St Vincent’s
Hospital in Sydney.

References

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San Diego, USA, 11–13 March 2009

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puting and robotics. ACM Comput Entertain 6(4):51:1–51:12

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Robot Partner—Are Friends Electric?

Stefan Doepner and Urška Jurman

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.

This text examines my individually realized work as well as my work in different


art collectives from the early 90s until today, work that spans the broad field of
technology-based art, including robotics. The text focuses on my artistic explora-
tions of today’s prevalent reception, use and impact of technology.
To discuss my art practice, which stretches over various media and disciplines
(art, music, technology, science, urbanism, etc.) within a certain frame—art and
robotics—demands a detour before starting to write about concrete projects and
the concepts behind them.
The idea of organizing the field of art and its discourse according to a specific
medium (sculpture, video, robotics, Internet, etc.) is basically an art historical
endeavour, which is still impregnated with the modernist tradition. This tradition
is grounded around the idea of medium specificity, which is based on the dis-
tinct “materiality” of artistic media and the ability of an artist to manipulate those

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]

© Springer Science+Business Media Singapore 2016 403


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_20

[email protected]
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

Fig. 2  Stelarc and S. Doepner, Microbot, 2014, photo by Miha Koron

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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

Fig. 3  Stelarc and S. Doepner, Microbot, 2014, photo by Miha Koron

Fig. 4  Stelarc and S. Doepner, Microbot, 2014, photo by Miha Koron

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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

Fig. 5  S. Doepner, Buddha Machine (Drop Outs), 1998, photo by f18institut

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410 S. Doepner and U. Jurman

Fig. 6  S. Doepner, Midi Shelf (generalpark.de), 1999, photo by f18institut

Fig. 7  S. Doepner, Midi Shelf (generalpark.de), 1999, photo by f18institut

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Robot Partner—Are Friends Electric? 411

accommodation, referring to the famous supercomputer Cray-1 from 1976; and a


large display consisting of 512 bulbs showing coarse video images transmitted by
the robots as well as texts and graphics. The robots looked for “obstacles” (people),
went towards them and, if people moved, robots followed them. The basic idea was
to translate typical chase and escape computer-game activity into a bodily and play-
ful experience. In addition to this, we were interested in observing what kind of rela-
tions and communication the public would establish with our robots. The interaction

Fig. 8  S. Doepner, moving forest (generalpark.de), 1999, photo by f18institut

Fig. 9  S. Doepner, Exploding Wardrobe, 1999, photo by Tinka Scharfe

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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).

Fig. 10  f18institut, Ikit, 2000, photo by Dominik Landwehr

Fig. 11  f18institut, Ikit, 2000, photo by Dominik Landwehr

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Robot Partner—Are Friends Electric? 413

Fig. 12  f18institut, Ikit, 2000, photo by Dominik Landwehr

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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414 S. Doepner and U. Jurman

running automated procedure? From my perspective, the painting was never a


piece of art, rather more a byproduct of the artistic process sculpting the situation
and the space. Or as the authors of the accompanying text for the When Robots
Draw exhibition put it: “With this collection of drawings, sketches and design
processes [e.g. codes for computer programs], not only the visual thinking of the
participating artists are made visible, but also those transitions where the artistic
process takes shape within the borderline between man and machine. The works
shown here present not only their poetic content, but also a critical and ironic con-
flict with the possibilities and limitations of technology as well as with the defini-
tion of the concept of art” [10] (Figs. 13, 14 and 15).

Fig. 13  S. Doepner, PaintBot, 2004, photo by Jörg Mollet

Fig. 14  S. Doepner, PaintBot, 2004, photo by Jörg Mollet

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Robot Partner—Are Friends Electric? 415

Fig. 15  S. Doepner, PaintBot, 2004, photo by Jörg Mollet

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

Fig. 16  S. Doepner, J. Cummerow, Living Rooms, 2006, photo by Kathrin Doepner

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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.

Fig. 17  S. Doepner, J. Cummerow, Living Rooms, 2006, photo by Kathrin Doepner

Fig. 18  S. Doepner, J. Cummerow, Living Rooms, 2006, photo by Kathrin Doepner

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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

Fig. 19  S. Doepner, Automated Table Modification, 2008, photo by Miha Fras

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Robot Partner—Are Friends Electric? 419

Fig. 20  S. Doepner, L. Vaupel, DrillBot, 2009, photo by Miha Fras

Fig. 21  S. Doepner, L. Vaupel, DrillBot, 2009, photo by Miha Fras

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

Fig. 23  S. Doepner, L. Vaupel, NoiseBot, 20011–14, photo by S. Doepner

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422 S. Doepner and U. Jurman

of different sound-moving and moving sound systems—like turning, swiveling,


driving or switching speakers. The user interface has been developed as a kind
of technical organism that is conceptually tuned to the social protocol that we’ve
been establishing over the years—an interrelated horizontal platform for a free
improvisation. It’s based on a very simple bi-directional protocol, MIDI, devel-
oped at the end of the 70s as a standard for electronic musical instruments; it is a
cross-platform protocol being used by a wide spectrum of applications. Via this
protocol, every participating author can connect into the platform with his indi-
vidual applications and thereby feed and control the motion-sound system, so it
is also possible to share control in a group of artists, each of them using their own
system but the same protocol. Everyone can connect to this platform, but as it is
as unrestricted as possible, any activity could potentially cause problems if it is
not “tuned” and integrated regarding the ongoing or planned activities of any other
participant, So far, it seems to be an attempt at a wider kind of communication, a
step beyond the protocol and a step towards the other, me and the machine.

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]

© Springer Science+Business Media Singapore 2016 427


D. Herath et al. (eds.), Robots and Art, Cognitive Science and Technology,
DOI 10.1007/978-981-10-0321-9_21

[email protected]
428 Stelarc

Preface

Initially, my interest in machine systems was related to their capacity to be inti-


mately interfaced to and actuated by the body. A prosthesis is not considered as a
sign of lack, but rather is a symptom of technological excess. A prosthesis is seen
not as replacement but as an addition. The THIRD HAND is capable of independ-
ent movements when the electrodes are attached to the abdominal and leg muscles,
allowing independent movement of the 3 hands. It has a pinch-release, a grasp-
release, a 290° wrist rotation (CW and CCW) and a tactile feedback system for
a rudimentary sense of touch. It was state-of-the-art at the time of its completion
in 1980 to be invited to demonstrate it to the Jet Propulsion Lab in Pasadena and
the Johnson Space Centre in Houston to the Extra-Vehicular Activity Group. Yet,
it was never really completed due to a lack of funding and an impatience to begin
performing with it after spending four years on the project. The THIRD HAND
was not intended to be in a fixed position on my arm but rather, in addition to
its other functions, was also intended to rotate around my right arm. The THIRD
HAND is not merely a visual addition to the body but rather an attachment that
generates additional operational and performance possibilities (Fig. 1).
For Stelarc, the body has always been prosthetic - a site of radical experimentation
that in his art has been objectified, penetrated, virtualized, roboticized, emptied out,
alienated and suspended with such ferocity that the purely prosthetic quality of the
body has been forced to surface.
ARTHUR AND MARILOUISE KROKER - Stelarc: The Monograph Edited by
Marquard Smith, MIT Press, 2005.

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

Fig. 1  Involuntary body/Third Hand, Melbourne, Yokohama 1990. Diagram Stelarc, Stelarc

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.

On arrival in Moscow, I was questioned by one of the Custom’s officers. In


those days I had my THIRD HAND packed in a small aluminum case, which
at the time I was able to carry on the plane as literally as my hand luggage.
The officer, after a few general questions insisted on opening the case and
was surprised at the sophisticated object I was carrying. He asked me what
it was. I said it was a prosthetic hand. He asked me whose it was. I said it
was mine. He observed I was fully enabled. He asked if I was in Moscow to
do business. I said I wasn’t. He persisted by asking if some company was
going to produce this hand in Moscow. I said no. The customs official was
becoming increasingly irritated, not being satisfied with my answers. Well,
then what was the commercial value? I said there was no commercial value.

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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).

Extended Arm and Ambidextrous Arm and SRL’s

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).

Indicators of Aliveness, Affect and Agency

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).

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Encounters, Anecdotes and Insights … 433

Fig. 3  Extended Arm, Melbourne, Hamburg 2000. Photographer Dean Winter, Stelarc

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.

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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.

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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).

THE INTERNET OF THINGS


As physical objects are embedded with sensors, miniaturized circuitry and
Cloud-based software they become increasingly connected and able to
communicate with other objects as well as people—allowing monitoring,
sensing and remote controlling. An integration of the physical world with
computational systems. Objects generate data streams, becoming visible
and relevant to other objects as well as people in an immense and expanding
envelope of information. Objects become smarter and networked, including
prosthetic attachments and implants in people.

OBJECT ORIENTED ONTOLOGY


Is a philosophy that rejects the primacy of human existence over the existence
of non-human objects and entities. It’s a kind of flattened ontology. A mode
of co-existence, of individuated entities-in-themselves, of bodies, surfaces,
viruses, algorithms that not merely inhabit the world but construct the world
that we co-exist in. Rather than negating meaning it generates new kinds of
relationships and sensibilities in a world we come into that is already popu-
lated by diverse, distributed and connected objects, entities and events.

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

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436 Stelarc

to experience affect itself? Could it develop in addition to an artificial intelligence


and artificial emotion as well? How would it approximate to the human? Would it
be a somewhat extended and therefore an alien intelligence, an alien experience
and an alien affect? Would a machine physiology generate a machine phenomenol-
ogy? A reflective loop developing an awareness and consciousness? Until complex
cognitive systems learn to incorporate new experiences and make appropriate
associations machines will not achieve the intelligence for subtle interactions with
humans. For now, hard-wired systems that can generally approximate and antici-
pate pre-programmed situations might be adequate enough to allow for useful
interaction. And embodied conversational agents (AI chatbots) already carry on a
charming conversational exchange with humans and other agents, although with
somewhat limited logic and continuity.11
There is also the possibility of growing wet bio-brains kept alive in incubators, that
can remotely control a silicon chip and metal robot. This hybrid is already occurring,
albeit with rat neurons conditioning small robots, that learn to better navigate obsta-
cles more effectively in their environment.12 There may be good reasons for a human-
oid robot to have an additional arm and that arm ambidextrous in operation. It might
also be advantageous for the humanoid to have vision that allows it to zoom-in, to
examine in macroscopic and microscopic detail and to see frequencies beyond the
mere optical range of the human. And an eye-in-hand might enable better handling of
small objects obstructed by our normal line of sight. An eye-in-hand would also
become a mobile eye and disembodied eye that could more closely inspect and look
around corners. (An ear on arm becomes an eye in hand.) Engineering such capabili-
ties is trivial. We engage with others through facial expressions, hand and arm ges-
tures and body postures. A Humanoid robot or virtual avatar with similar behavioral
gestures can be a more effective interactive and seductive agent.
There are technical and perhaps fundamental philosophical reasons why robots
will never act convincingly in adequately human-like ways to be accepted and
incorporated into a society of humans. The Uncanny Valley13 is a hypothesis that
asserts that as a robot becomes more and more human in appearance and operation
it can become more creepy to people interacting with it. It’s convincing but not
enough so. It makes us feel uneasy. But we know that people can be creepy too if
they malfunction in subtle ways, stammer, at times appearing irrational, even path-
ological or not sensitive enough to social expectations and situations. So perhaps
the Uncanny Valley is a problem more about technical inadequacies rather than a
fundamental philosophical barrier.
Robot anatomy and avatar code appear increasingly advantageous for better
integration with the Internet, instantly accessing its data and connected devices.
Biological bodies are not designed to be intimately interfaced to the Internet. Bots
can be engineered to be always on-line, massively amplified with immense data

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.

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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.

Can robots be armed, autonomous, intelligent—and ethical? Joanne Mariner


who was the Director of Terrorism and Counterterrorism Program at the Human
Rights Watch hopes that because robots are simply programmed and do not pos-
sess human emotions, not being driven by fear or hatred that they can be engi-
neered to discriminate and to follow the laws of war. Can robots autonomously
effectively operate in the theatre of war? If robots cannot be self-optimizing, then
they become non-phenomenological, non-persons where empathy and ethics
become problematic.

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.

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438 Stelarc

Curtin University. My right arm was moving involuntarily to the pre-


programmed movements of its arm, whilst my left arm was generating the
robot’s movements. The improvised and involuntary movements of the body
and robot generated a cacophony of sounds from streaming data and
attached sensors. A girl, about three years old had stopped with her parents
to watch. At a pause in the sequence she looked up and quizzically asked
“What are you doing?” Actually, that was a question asked by much older
people who saw the performance. The little girl was genuinely confused
about what this was all about. Others were more bemused, not willing to
accept that it was a performance, not a demonstration of some utilitarian
function. For most who saw the performance the human-robot coupling was
not adequate as an aesthetic performance but had to have some physio-
therapeutic function.

Networked Robots

As alluded previously, robots need not function individually. In fact it would be


advantageous that they are networked. Multiple robots coordinated and collaborat-
ing to perform a particular task spatially separated that would not require mobility,
nor perform in proximity. They would perform sometimes in sync, sometime com-
plementing each other. The system of wired robots would be able to access infor-
mation and images beyond the sensory range of any individual robot. For example,
it would be possible for a humanoid physically located in Perth Australia, to
see with the eyes of a robot in London, to hear with the ears of a robot in New
York, whilst another robot in Tokyo is accessing its limbs to perform a collabo-
rative action. It’s sensory experience of the world will not be determined by its
local sensing system and its actions will not solely be the outcome of its machine
musculature. In fact a networked robot potentially will have access to any inter-
net embedded cameras and other sensors, sequentially or simultaneously. As
Vijay Kumar, from the GRASP Lab, Engineering and Applied Science, University
of Pennsylvania also asserts, such robots will have access to streaming data and
will be able to function online in real-time in multiple and complex ways. In this
extended operational system of sensors, cameras, robots and humans components
can be swapped in and out to facilitate or dynamically reconfigure whatever task,
in whatever complexity it is to be achieved.

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

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Encounters, Anecdotes and Insights … 439

gallery space and electronically extended via the internet. A touch-screen


interface to a muscle stimulation system in Fractal Flesh allowed people in
the Pompidou Centre in Paris, the Media Lab in Helsinki and the Doors of
Perception Conference in Amsterdam to remotely access and choreograph
the body’s movements in Luxembourg. In Ping Body, pinging 40 global
sites during the performance resulted in the body actuated not by people in
other places but by the ping signals themselves, measured in milliseconds
and mapped to the body’s musculature with the body becoming a kind of
barometer of internet activity. With Parasite there is both optical and electri-
cal input into the body. A customized search engine scans the internet, dis-
plays images of the body and the system analyses the images. The images
you see are the images that move you. In these performances the controlled
actuation of the Third Hand with the EMG signals of the muscles counter-
point the involuntary limb movements triggered by the muscle stimulation
system. The body becomes a split body (voltage-in, voltage-out), partly here
in this place and partly elsewhere, everywhere (Fig. 4).

Fig. 4  Ping body: an internet actuated and uploaded performance. Diagram Stelarc, Stelarc

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440 Stelarc

Six-Legged Walking Machines and Robots

EXOSKELETON is a six-legged walking machine, a locomotion prosthesis, robust


enough to support the artist’s body. This was engineered with the assistance of Tom
Diekman, Stefan Doepner and Gwendolin Taube and Jan Cummerow, with elec-
tronics and programming by Lars Vaupel of f18.  It is 3 m in diameter, and is pneu-
matically actuated, which means it is tethered to air and power hoses directed above
it to allow unrestricted motion with its performance space. The robot moves for-
wards and backwards with a ripple gait, sideways with a tripod gait and also turns
on the spot. The robot can squat and lift by splaying or contracting its legs. The art-
ist is positioned on a turn-table, enabling him to rotate on his axis, facing forwards
or backwards when necessary. The upper body exoskeleton sensors and controller
allow the artist to navigate the robot. The left arm is an extended arm with a manip-
ulator having 11 degrees-of-freedom. It is human-like in form but with additional
functions. As well as thumb rotation, wrist rotation and finger flexion, each finger
splits open—each finger becoming a potential gripper in-itself. The body actuates
the walking machine by moving its arms, using magnetic sensors on the articulated
exoskeleton to select the mode of locomotion and its direction. Different gestures
make different motions—a translation of the artist’s arm movements to the robot’s
leg motions. The result is a cacophony of pneumatic, mechanical and sensor modu-
lated sounds. Composing the sounds means choreographing the movements of the
machine. The robot is a hybrid insect-human-machine system to experience alter-
nate gait and acoustical sensations (Fig. 5).

Fig. 5  Exoskeleton, Cankarjev Dom, Ljubljana 2003. Photographer Igor Skafar, Stelarc

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Encounters, Anecdotes and Insights … 441

When I was artist-in-residence for Hamburg City, I was obliged to have a


performance at Kampnagel, a performance art space. For some years I had
wanted to to engineer and perform with a 6-legged robot and when I discov-
ered I had a 50,000 DM production budget I convinced the curator to allow
me to spend the money on realizing that idea. Exoskeleton is a crude, jerky
and powerful walking machine, it’s legs hitting the concrete floor, some-
times with great impact. I had expected to perform naked on the robot, but
the shock waves through the legs and chassis of the robot and up my spine
were so strong that I realized the only way I could stand on the robot was
wearing shock-proof boots. I thought it prudent then to also wear the rest of
my clothing, much to the disgust of friends who thought I should be on the
robot wearing only my boots. As the Amplified Body and Third Hand perfor-
mances were about more delicate electrodes, sensors and wiring attached
and stuck onto skin, becoming a kind of external nervous system for the
body, exposing the skin and technology was visually important. Being fully
clothed made more sense with the more industrial and mechanical nature of
the walking robot. In fact, Exoskeleton was the first performance I did with
my clothes on.

MUSCLE MACHINE16 is a 5 m diameter walking machine that is more physically


coupled to the body. It is pneumatically actuated, not by steel cylinders as with
Exoskeleton but with air flow rubber muscles. Inflated with four bar of air pressure, the
muscles act as springs holding the structure together. Seven bar of air pressure and the
muscles expand in girth, contracting twenty percent of their length, producing a strong
pulling force. These muscles are antagonistically bundled, a combination of inflating/
contracting and deflating/extending to pull, lift and swing the legs. So by stepping up
and down with encoders at the hip joints, the artist animates the machine. Sensors in
the chassis detect the direction that the artist is facing and the robot moves in that direc-
tion. Human bipedal gait is translated into a six legged, insect like locomotion (Fig. 6).

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.

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442 Stelarc

Fig. 6  Muscle machine, Gallery 291, London 2003. Photographer Mark Bennett, Stelarc

An impressive hexapod walking machine developed outside of university or military


funded research is the MANTIS robot,17 by Micromagic Systems in the UK. It has a
5 m in diameter working envelope, it is two ton in weight, hydraulically powered and
it walks at an impressive pace. The operator sits in an enclosed cabin, so it has an
industrial feel about it. MANTIS can also be controlled remotely.
A 2 m diameter autonomous and interactive robot, WALKING HEAD18
performs on a 5 m diameter plinth. It has a LCD mounted on its chassis, displaying an
animated human head. Its scanning ultrasound sensor detects if someone is in front of
it in the gallery space. It then stands, selects from its library of possible movements
and performs a choreography for the viewer. When it is finished, it sits and goes to
sleep until it detects the next visitor. The intent was to engineer an actual/virtual system
where the mechanical movements of the robot’s legs modulate the avatar head move-
ments and its facial expressions. The walking machines and the robot are also sound
machines. The mechanics, the solenoid clicks, the pneumatic sounds and signals from
their controllers augment the cacophony with synthesized sounds. The composition of
the sounds is determined by the choreography of the machine movements (Fig. 7).

17http://www.mantisrobot.com.
18Engineering and software programming by f18, Hamburg.

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Encounters, Anecdotes and Insights … 443

Fig. 7  Walking head, Heide Museum of Modern Art, Melbourne 2006. Photographer Stelarc, Stelarc

Exoskeletons and Assistive Technologies

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.

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444 Stelarc

and Marine Engineering (DSME) has developed a hydraulically and electrically


actuated EXOSKELETON PROTOTYPE for industrial use. Although it weighs 28
kgms it is self-supporting thus has no load on the human wearer. At present it only
lifts 30 kg but the aim is to lift 100 kg. Attachments can also be fitted to turn the
wearer into a human crane. The mobility and intelligence of the operator is aug-
mented by the power of the machine that is being worn.20 The Japanese exoskele-
ton, HAL 5 can be used for both medical and military use. It is a powered
exoskeleton and controlled by skin bio-signals, with the exoskeleton mirroring the
user’s movements. The Human Universal Load Carrier (HULC), originally devel-
oped by Ekso, was licensed to Lockheed Martin to develop military applications.
It was designed to be used in multi-terrain conditions, with front and back load
support and upper body lifting. Its flexibility allows for squatting and crawling.
Powered by an 8 h battery, it is a versatile and robust exoskeleton. DARPA’s
WARRIOR WEB program is engineering less cumbersome robotics designed to
be worn under clothing, generally increasing endurance and lessening muscle and
skeletal strain. The US military’s TALOS (Tactical Assault Light Operator Suit)
aims for greater protection as well as enhanced mobility and power. An alternative
use of an exoskeleton with the X1 Mina being developed by NASA is to provide
resistance in Zero G to exercise muscles.21
Robots not only traverse our natural and city terrains but can now also fly. From
large surveillance drones to micro-miniature drones to ones propelled with flap-
ping wings. Flying machines have gone from auto-pilot, to adaptive flight con-
trol, to learning systems. Whereas drones have been deployed to do surveillance
of places, especially in the theatre of war, micro drones will now do surveillance
of particular people. Mosquito-like, it is plausible that these micro-drones might
even take blood or dna samples whilst the person is sleeping. Lighter and stronger
materials, 3D printing, laser cutting, smaller, lighter and innovative actuators and
more efficient means of powering small robots makes increasingly smaller, more
robust and reliable insect-like flying drones possible.
In addition to the Predator and Reaper, a veritable menagerie of drones now circle
in the skies over war zones. Small UAVs such as the Raven or the Wasp fly just above
the rooftops, transmitting video images. Medium-sized drones such as the Shadow
circle at heights above 1,500 feet. Predators and Reapers roam at 5,000 to 15,000
feet. Global Hawks fly at 60,000 feet, monitoring electronic signals and capturing
detailed imagery. Each Global Hawk can stay in the air as long as 35 h.
Robots at War - P.W. Singer, The Wilson Quarterly.

20http://spectrum.ieee.org/automaton/robotics/industrial-robots/korean-shipbuilder-testing-indus-

trial-exoskeletons-for-future-cybernetic-workforce 5 August, 2014.


21http://www.businessinsider.com.au/military-exoskeletons-2014-8?op=1#early-1960s-the-man-

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).

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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

miniature origami and paper planes.

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Encounters, Anecdotes and Insights … 447

Inside the Body

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.

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448 Stelarc

Fig. 10  Stomach sculpture design, Melbourne, 1993. Diagram Stelarc, Stelarc

[email protected]
Encounters, Anecdotes and Insights … 449

Fig. 11  Stomach sculpture, Fifth Australian Sculpture Triennale, NGV, Melbourne, 1993. Pho-
tographer Anthony Figallo, Stelarc

Another art project, MICROBOT25 is a work in progress, initially funded by the


Australia Council, and now a collaboration with Stefan Doepner. The plan is to
engineer a six legged walking robot small enough and robust enough to climb up
my tongue and into my mouth. I will however, have to be careful not to swallow it.
The micro robot took its first slow steps in Ljubljana in October 2014. The legs
were 3D printed, folded and pinned each with 3 degrees of freedom. Nitinol
shape-memory muscles were used. The micro robot needs to be further scaled
down one third of its present scale and requires more speed and flexibility in its
movements. Micro and nano fabrication techniques has led to the development of
MEDICAL MICRO-ROBOTS. These pill-sized capsule medical devices are
designed to be swallowed with the purpose of screening, diagnostic analysis, to
perform biopsies, and even to perform basic surgery. The robot- like capsules have
both locomotion and manipulation capabilities in gastro-intestinal and intravascu-
lar environments. In other words they can propel through the liquid environment in
the stomach and circulatory system but also crawl along intestinal tracts.
Effectively they are surgical tools that can be magnetically guided by an external
robot to exact locations for precise drug therapy and to perform basic surgical pro-
cedures including plaque busting. With camera and wireless telemetry these proce-
dures can be adequately monitored. These guided capsules will in the future
become more autonomous with added sensing, motion control, intelligent pro-
gramming and further sizing down. At a nano scale functioning in inter and intra
cellular spaces becomes possible. Augmenting our bacterial population with micro

25The Microbot animation was done by Steve Middleton.

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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.

Avatar and Robot Heads

The PROSTHETIC HEAD is an embodied conversational agent that speaks to the


person who interrogates it, with its real-time lip syncing and speech synthesis. It
was developed with the assistance of Karen Marcelo, Sam Trychin and Barrett

26See the work of Sukho Park, Kyoungrae and Jongho Park, School of Mechanical

Systems Engineering, Chonnam National University, Korea http://robotics.tch.harvard.edu/


workshops/iros2012/resources/park2010development.pdf.

[email protected]
Encounters, Anecdotes and Insights … 451

Fox. It has a data-base, a conversational strategy and a vocabulary of facial expres-


sions that generate affect. The head is modeled and skinned to somewhat resemble
the artist. It is a screen-based installation, typically projected as a five meter
high head. Notions of intelligence, awareness, identity, agency and embodiment
become problematic. As part of the THINKING HEAD project, iterations and alter-
nate embodiments are realized. The ARTICULATED HEAD (2006–2011)27 has a
six degrees-of-freedom robot body that with it’s vision and sound location sensors
and its THAMBS attention model28 the system is able to track and apportion its
attention with the people it interacts with. As a sculptural and physical presence it is
able to better interact with its interlocutors in 3D space. The FLOATING HEAD (a
collaboration with NXI Gestatio, Montreal and MARCS, UWS) enabled the
Prosthetic Head to be embodied as a floating, flying robot. Sensors on the robot
indicated its exact position in 3D space, enabling the direction of the projector to be
continuously adjusted, thus keeping the head embodied. A vocabulary of interactive
behaviors was especially developed for the floating robot’s slower responses
expressing such emotions as indifference, curiosity and nervousness (Fig. 12).

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,

Christian Kroos and Zhengzhi Zhang.


28The attention model was developed by Christian Kroos.

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452 Stelarc

SWARMING HEADS (2011)29 is an installation of a cluster of 7 small, wheeled


robots with mounted LCD screens displaying the Prosthetic Head. These robots
interact with themselves and with other people. This is the beginning of a project
that will explore social behavior and verbal interaction between agents and audi-
ence. The installation can also be a platform of multiple robots for interactive
video conferencing between people in other places, not only seeing each other but
also interacting physically in real-time with each other and the person conducting
the group conferencing.

Alternate Anatomical Architectures

Evolving robot anatomies through accelerated selection of more appropriate


designs is not only a strategy of engineering better robots but this approach is  also
producing research platforms for understanding the architectures and operation of
living and extinct insects and animals, as these engineered robots are observed and
evaluated performing in the physical world.30
It’s important to emphasize again that engineering robots is about engineering
contestable futures, creating possibilities to be explored, possibly appropriated or
more likely to be discarded for improved iterations in form and function. Machine
systems have in the past been confined and constrained to specific task environ-
ments, but with potentially more robust anatomies that allow them to operate in
diverse terrains and in both hazardous and remote locations the possibility of pro-
liferation of robots becomes real, especially if some kind of self-organization and
self-replication is devised. Not only can robots proliferate in both alien and human
landscapes but also, nano-scaled, inside the human body. This profound penetra-
tion of technology adds to the accelerated proliferation of robots, which become
an extremophile, an exobiological operational system. The first signs of an alien
life-form may well come from this planet.
Biomimicry is not simply replicating insect and animal architectures.
Unexpected outcomes occur in this process. Shigeo Hirose’s robot snake engi-
neered at Tokyo Institute of Technology becomes a more flexible endoscope or a
modular rough terrain lunar vehicle. The Whegs robots at Case Western Reserve
University in Cleveland hybridize wheels and legs for faster locomotion on both flat
and off-the-road terrain. Alternate embodiments allow for modulated behaviors and
thus unexpected intelligent outcomes. New robot bodies enable interesting behavior

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

Future of Technology”. John Long, New York: Basic Books, 2012.

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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.

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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.

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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.

[email protected]

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