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Intersections - Nguyen Dang Binh

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oredomresearch<br />

biomes<br />

22 inches x 22 inches x 6 inches<br />

Computational time-based image<br />

ARTIST STATEMENT<br />

Vicky Isley and Paul Smith, collaborating as boredomresearch, build<br />

observable phenomena of intrigue and beauty, using techniques<br />

similar to those used by scientists to understand the natural world.<br />

In their systems, the sensation or illusion of life is their key interest<br />

rather than a desire to recreate life itself.<br />

The biome works were developed after extensive research into computational<br />

models used in the study of artificial life. The artists’ desire<br />

is to implement these techniques in a way that explores properties<br />

present in natural systems. They are interested in the diversity of<br />

form and pattern that appear in natural systems, and how a similar<br />

diversity can be produced using simple rules.<br />

In the biome works, the bodies that inhabit their space appear as<br />

both machine and organism. boredomresearch often think of these<br />

artifacts as biological timepieces built with the production values<br />

of early watchmakers whose skills were translated to the creation<br />

of automata (mechanical life like forms driven by cogs). Here these<br />

intricacies of engineering are translated to the computer with the tiny<br />

cogs and chains replaced by computational mechanisms.<br />

Since 2003, boredomresearch have been developing the relationship<br />

between their computational work and the viewer. The biomes are<br />

presented in the form of an object where the screen is visible through<br />

a circular lens that has a foreshortening effect, bringing the image<br />

surface level with the surrounding frame to subtlely but profoundly<br />

change the viewing experience. In this form, the work is experienced<br />

intimately because only a few people can view a biome at one time.<br />

Electronic Art and Animation Catalog Art Gallery Artworks<br />

CONTACT<br />

Vicky Isley & Paul Smith<br />

boredomresearch<br />

80 langdown Road<br />

Hythe Southampton SO45 6EQ<br />

United Kingdom<br />

siggraph@boredomresearch.net<br />

www.boredomresearch.net/biome<br />

TECHNICAl STATEMENT<br />

A biome’s small circular window looks in on a vast sealed universe in<br />

which you see a number of intricately patterned bodies going about<br />

their business. Observing at length, you see an almost unlimited diversity<br />

of form, colour, and pattern, as these creature-like machines<br />

enter and leave the viewable area.<br />

The biome machines generate their own markings using a pattern<br />

generator based on simple rules. Each biome is running the same<br />

software, but since the machines are generative, each system<br />

evolves differently. The patterns have been slowly increasing in complexity<br />

since they were launched in April 2005. This visual complexity<br />

is augmented by a component of the program that acts like a virus,<br />

seeking out machines lacking complexity and forcing them to reload<br />

their pattern generator.<br />

Each machine has a library of vocal calls that accompany certain<br />

behaviours or interactions with other machines. These are only heard<br />

when the machine is near the viewable area. One machine in particular<br />

sometimes makes a dramatic appearance, flashing a bright<br />

light on a protrusion similar to that of a lantern fish. The flashes are<br />

accompanied by the sound of an explosive electrical discharge, and<br />

many other machines react defensively.

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