Studio
Project Two
For
this project, students will visualize a machine of their choice,
one that is composed of rigid -- or primarily rigid components
that can be attached to simple skeleton systems in Maya. Our
purpose is to use the history of technology in new tools and
procedures for visualization.
We
have entered the 21st century, in which visualization in science
can be appropriated by artists, to make not only clinical "reproductions" of
the models of science, but a set of relationships that create
meaning attached to information. In 1959, Eugene Tingluey created, Homage
to New York, a machine that was activated by the artist
in the garden of the Museum of Modern Art--a machine which
"destroyed itself". Tingluey's work is a poignant example of
an artist's use of technology in ways that dramatize and make
explicit hidden sides, destructive sides of technology.
The
Practical purpose of the project is to develop skills in rigid-body
skeleton dynamics. Through kinematics and dynamics, students
will visualize technology--at the same time that they will take
critical looks at error aspects of technology with which we
all live: machine malfunction. This will allow students to
become critical of technology as well as adept in its beneficial
aspects--such as the ability for content production.
Students'
animation will be one and a half minutes, with action packed
dynamics and kinematics, that is, motion and destruction of
the machine in ways that construct meanings: the panorama of
meanings in culture, in the universe of relations to which
students are poised to enter and act upon.
The Background
As
Evelyn Fox Keller and Katherine Hayles show in their studies
of the relationship between human and machine, Keller coming
from biology to machine and Hayles from the cybernetic machine
to the human, technology has wielded originary assumptions
into different metaphors. Most often prior to the 21st century,
humans were said to be designed as machines; in the 21st Century
machines are to be designed, in visionary/revisionary scenarios -- as
biological components.
First
let us contextualize human and machine. Do we truly know nature,
or do we see nature through the effect our media have on our
learning and development, do we learn as an effect of technology,
and do we use technology even for understanding nature, a phenomenon
that is "natural?" If we build machines through which
we see everything, then how do we get to "true" nature?
On the other hand, do machines reflect nature so well that they
are simply excellent expressions of nature? Similarly, have
humans always had some supplemental agency of technology?
Return
to the Garden of Eden in the Hebrew Scriptures: the natural
materials of the garden and the emergence of awareness of "good
and evil" -- all the sudden, plant leaves or some other
element from the garden are used to cover naked bodies--clothing
is Western humans' first tool. In ancient greek mythology,
Prometheus steals fire from the heavens: Nature? Culture?
or both?
Prometheus's
appropriation of fire in the myth and the first humans' use
of fire for cultural activities such as cooking, although
for survival, were also an immanent knowledge. Knowledge of how to hunt and cook
is knowledge that can be passed down to antecedent generations.
Now, the activity of cooking with fire, is always already culture
at the moment humans create new practices from their material
conditions -- which in the case of prehistory is a set of material
conditions of the state of nature.
It
is better to think of nature and culture as nature-culture
and culture-nature, since these terms isolated as either/or break
down into each other. Now if we use 3D modeling and animation
to build machines, we are constructing culture, based upon a
physics based upon "nature". If we build our own machines
we are building culture-nature. The first builders of the steam engine,
such as Papin, Newcomen, and Watt also built culture-nature.
Their engines, or "gins" are representations of physics,
models of steam-powered physics powering manufacturing.
Students will want to simulate a machine to encapsulate a machine
within computer animation. Does this suggest that the direction
of the culture involved in students' machine production
moves backward toward nature? It seems so. The
flexibility of computing allows nature to become
the model for computing at the same time the machine model
becomes the "boilerplate" for a dynamics or kinematics.
Machine Dynamics
With
Tinguely, the machine's malfunction was its "function". Getting
it to malfunction in a sense abstracts the process of building
a working machine as a set of conditions and outcomes. Like a
mathematical function machine for a mathematics problem, content, i.e. our
mechanical history, may be fed into the computer graphics production
suite, and so manipulated based upon form/content/suface/depth. In this
sense, thinking in terms of successfully-working machines is
irrespective of whether the animation creates the image of
dysfunction or destruction.
The
full range of dynamics (i.e. a set of motions connected to
"real" ideas in the world and forming a visual intelligence)
is populated either by success or failure, at either extreme.
How machines destroy themselves, and how computer simulation
might depict a machine which destroyed itself is inextricably
connected with communication or the communication of the communication
failure.
The
dynamics of failure is related to motion dynamics in the same
way that successful (i.e. according to rules or laws or tenets)
is related to dynamics, although the dynamics of failure, in
destroying the object of animation, is a bit more reflexive.
The dynamics of failure (i.e. destruction and error) is like
a conversely positive shifting of registers in art that draws
attention to its means of construction. When computers crash
their operating systems, we are suddenly brought into a different
register of perception, about just that: perception and consciousness.
Error
then, can be considered to be fundamental to success. An artist
can successfully animate the destruction of a machine, because
the registers of representation and what is outside of representation
vary. Just as in computer programming, the technique of encapsulation
allows an object to define its use and thus be reused, so too
in representation, dynamics and animation, usefulness comes
from the incorporation or encapsulation of statements or form/content/surface/depth
into reusable parts, distributed to function from the bottom
up.
Reading Assignment
Lewis
Mumford, from Technics and Civilization, on the pseudomorph.
Lecture
on Mathematics of Error Systems
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