Ghosts in the Machine is a site specific project that uses the ideas inherent in Electronic Voice Phenomenon (EVP) to examine ways in which we construct the world and extends it to the visual. EVP is the recording of errant noises or voices that have no explainable or physical source of origin. For some, the voices and images are simply subjective interpretations. For others, the voices are genuinely mysterious, opening up for example the possibility to communicate with other realms.
Ghosts in the Machine is a site specific project by Einstein’s Brain Project, produced
by LABoral’s Projects Office that uses the ideas inherent in Electronic Voice
Phenomenon (EVP) to examine ways in which we construct the world and extends it
to the visual. EVP is the recording of errant noises or voices that have no explainable
or physical source of origin. For some, the voices and images are simply subjective
interpretations that we tend to hear voices in random patterns of sound and in the
way we recognise forms in random visual patterns. For others, the voices are
genuinely mysterious, opening up for example the possibility to communicate with
other realms.
The Einstein’s Brain Project
Einstein's Brain is a collaborative, immersive, virtual and augmented reality work,
begun in 1996, that explores the notion of the brain as a real and metaphoric
interface between bodies and worlds in flux, that examines the idea of the world as
a construct sustained through the neurological processes contained within the brain.
It suggests that the world is not some reality outside ourselves, but, is the result of
an interior process that makes and sustains our body image and its relationship to a
world, and that the investigation of virtual reality, its potential use as a perceptual
filter, and its accompanying social space is an exploration of the new constructions
of consciousness and the consequent technological colonization of the body.
Alan Dunning, Paul Woodrow and Morley Hollenberg are the main participants in
a team of scientists, artist and technologists developing the virtual reality and bioelectrical
work the Einstein’s Brain Project. In collaboration with team members from
Japan, UK, US and Canada they are investigating ideas about consciousness and
embodiment through the realization of shared, immersive virtual environments and
the construction of surrogate bodies.
Alan Dunning has been working with complex multi-media installations for the past
two decades, using the computer as a tool for generating data fields and, for the last
15 years, interactive environments. Since 1980, he has exhibited in more than 100
shows and has had more than 70 catalogues and reviews published on his work. His
work has received numerous awards including grants from The Daniel Langlois
Foundation, the Social Sciences and Humanities Research Council of Canada, the
Canada Council, the Marion Fund, the Association of Commonwealth Universities,
and the Alberta Art Foundation. He is represented in collections internationally,
including those of the National Gallery of Canada, Ottawa and the Museum of
Modern Art, New York. He is currently Head of the Media Arts and Digital
Technologies Programme at the Alberta College of Art and Design in Calgary.
Paul Woodrow has been involved in a variety of inter-disciplinary and multi-media
activities since the late 1960s, including performance art, installation, video, painting
and improvised music. He has collaborated with many artists including, Iain Baxter
(N.E.Thing Co.), Hervé Fischer (The Sociological Art Group Of Paris), Genesis P.
Orridge (Coum Transmissions, England), Clive Roberstson (W.O.R.K.S, Canada). He
has exhibited extensively in Japan, France, Italy, Sweden, England, Belgium, Russia,
Puerto Rico, Argentina, and the United States, including the Museum of Modern Art,
Stockholm and The Tate Gallery, London. He has received numerous awards from
Canada Council and the Alberta Foundation for the Arts. He is currently Coordinator
of Graduate Studies, in the Art Department at the University of Calgary.
Morley Hollenberg is a Professor in the Department of Medicine at the University of
Calgary. He completed his Doctoral training as a Rhodes Scholar at Oxford University
and his MD at Johns Hopkins School of Medicine, Baltimore. His research interests
focus on receptor mechanisms and signal transduction pathways involved in the
action of insulin, epidermal growth factor-urogastrone and other vasoactive agents
that can regulate cell growth. He has served as Committee Chair at the Canadian
Medical Research Council. His research work to date has led to the publication of
190 refereed manuscripts and over 45 book chapters, and has served as Editor for
two books dealing with insulin, insulin action and Diabetes.
GHOSTS IN THE MACHINE AND THE
ANTROPOMORPHISATION OF NOISE
By Erich Berger. Chief Curator of LABoral Centro de Arte y Creación
Industrial, Gijón
As scholars of the myriad aspects of self-fashioning we can
usefully enlarge, and even alter, our humanistic understanding of
culture, inflecting it with urgent discoveries in medicine,
evolutionary and developmental biology, and the brain sciences.
In other words, the role of culture is not just to stand outside,
critiquing science, nor is science’s position external, and acting
on culture. Rather, we are discovering at the most profound
levels that our separate investigations belong to a joint project.1
LABoral is pleased to open its third exhibition in its Project Office. For a
space like LABoral which is fully committed to the development of and
experimentation with contemporary and emerging artistic practices it is
crucial to be able to act swiftly and to have the possibility to show
projects, emerging artists or to introduce new artistic concepts and
practices. The exhibition section which serves these needs at LABoral is
the Project Office.
The Project Office is physically based at LABoral’s “Platform 1” with about
350 m2 and has a dedicated production budget of 10,000 euro. Per year 3-4
projects are produced. The Project Office welcomes proposals on an
ongoing base which will be assessed by the curatorial team of LABoral for
possible production and exhibition. LABoral invites artists, curators and
practitioners of a diverse background and locality to participate. All
materials and information necessary for submission are available on the
website of LABoral http://www.laboralcentrodearte.org/.
The current Project Office work is Ghosts in the Machine by the Canadian
artist collaborative The Einstein’s Brain Project. In their installation, a
simple technological setup produces audio and visual noise similar to the
random black and white patterns and sounds we see and hear emerging
on a TV screen when it is not tuned into a station. These audio visual
patterns are scanned by a face tracking software and voice recognition
system trying to recognize faces, words and sentences which are then
projected and played in the exhibition space.
The project investigates a process we as humans are engaged with in
every moment of our life – cognition, the process of awareness or thought.
This includes the awareness of oneself and the other, embedded in a
shared environment. The other does not necessarily need to be a person, it
simply can be something different, something which differentiates itself
from the rest, a recognizable pattern against the noisy background of our
everyday life. Cognition results in a drive, in a hunt for information.
The dawn of electronic communication technologies which build the
foundations for our contemporary information society also saw the
emergence of yet another rather unknown story, the belief of notable
figures of the time, to be able, through the wires, to communicate with
spirits and ghosts:
... the imaginary apparatus of Edison sketched out in an early edition of
Scientific American, Tesla and Marconi's interest in the uses of such
technology to communicate with the spirit world. It's a history, a timeline
which is used to found and support the contemporary phenomenon of EVP
(Electronic Voice Phenomenon) or ITC (instrumental Transcommunication -
a two way conversation with the spirits) - a modern , technology-driven
double to spiritualism with white noise (Stochastic Resonance) and
recording apparatus as support or "medium" (for messages from the
beyond or beside).
Amongst other approaches Ghosts in the Machine can be seen as a
technologically updated apparatus for the search of ghosts, updated in the
sense of automated. An endless stream of data (the noise) is scanned for
certain information, which in this case are patterns which look like a face
or sound like a word. A computer algorithm, informed with what we would
believe is ghostlike, is searching for spiritual evidence which is ironically
facial features and language and by that essentially humanlike. It is about
the anthropomorphisation of noise, not on a cognitive level but on the
scale of probabilities of matching patterns.
By looking at the installation from this perspective we realize that we are
actually dealing with a process of surveillance, something which we are
confronted with on an everyday basis. In our technologically informed and
amplified environment also we produce willingly or unwillingly
permanently an endless stream of data, in the internet, through credit
cards and electronic communications, the services we use and the security
cameras we encounter. Steadily we build up our own ghost in the
machine, a double without substance, our databodies with their own lives
to which we most likely have already lost the little connection and control
we had but frighteningly real when turned against us.
Ghosts in the Machine points towards a peculiar fight between
epistemology and ontology and this strange oscillation between the desire
for information and knowledge, the paranoia that every pattern could be
meaningful and crucial and the certainty that others certainly do believe it.
GHOSTS IN THE MACHINE. ART, SCIENCE AND
TECHNOLOGY
By Alan Dunning & Paul Woodrow
The collaboration of art science and technology possesses a long history
within the practice of art. A knowledge of chemistry in the preparation of
pigments, and understanding of perception, representational codes and
artistic techniques were very much part of the first images makers’
repertoire (the cave painters.) Consequently the Einstein Brain project
owes its origin to the historic practices of artists that have preceded it.
The Einstein’s Brain Project is a collaborative group of artists and
scientists who have been working together for the past twelve years. The
aim of the group is the visualization of the biological state of the body
through the fabrication of environments and simulations. The project has
developed numerous systems and installations using analog or digital
interfaces to direct the output of the human body to virtual environments
that are constantly being altered through feedback from a participant’s
biological body. The core of the Einstein’s Brain Project is a formation of a
space that engages with ideas about the representation of the body as a
digital and cybernetic form.
THE BODY
In his book,”Pictures of the Body”, James Elkins has stated: “Every picture
is a picture of the body. Every work of visual art is a representation of the
body. To say this is to say that we see bodies even where there are none,
and that the creation of a form is to some degree also the creation of a
body. And if a splash of paint or a ruled grid can be a picture of a body--or
the denial of a body--then there must be a desire at work, perhaps among
the most primal desires of all; we prefer to have bodies in front of us, or in
our hands, and if we cannot have them, we continue to see them as afterimages
or ghosts.”
Many theorists have already recognized the effect of digital technology on
world culture as a crowning moment in the history of human kind. What is
of concern is the degree to which technology has ostensibly constructed
new boundaries between itself and the body. This notion of apparent
division, however, is not as straightforward as it might seem. One could go
to the other extreme and postulate that recent technology, in the form of
the digital, has a tendency to enhance and extend the potentiality of the
body rather than create unfamiliar restrictions.
More recently the work of the Einstein’s Brain Project, has developed
generative systems in order to reference the ideas inherent in EVP
(Electronic Voice Phenomenon) to examine ways in which we construct
worlds, and bodies in worlds, through pareidolia, (a psychological
phenomenon involving a vague and random stimulus - often an image or
sound - being perceived as significant), apophenia (the seeing of
connections where there are none) and the gestalt effect (the recognition
of pattern and form).
William J Mitchell speculates that the emergence of digital imaging has
forced us “… to adopt a far more wary and more vigilant interpretive
stance - much as recent philosophy and literary theory have shaken our
faith in the ultimate grounding of written texts on external reference,
alerted us to the endless self-referentiality of symbolic constructions, and
confronted us with the inherent instabilities and indeterminacies of verbal
meaning.”1
Mitchell is cautioning us about the uncertainty of the values we can
assign to the photographic, and the complexities of image production and
visual truth in the digital era, or as he remarks, the idea of
”…photographic documents as truthful reports about things in the real
world.”
This work uses the ideas inherent in Electronic Voice Phenomenon (EVP) to
examine ways in which we construct the world through pareidolia, (a
psychological phenomenon involving a vague and random stimulus - often
an image or sound - being perceived as significant), apophenia (the seeing
of connections where there are none) and the gestalt effect (the
recognition of pattern and form). EVP is the recording of errant noises or
voices that have no explainable or physical source of origin.
These recordings are made when the recorder is alone, or under controlled
circumstances. Most often white or pink noise is used as a medium that is
acted upon by other electromagnetic forces. This electromagnetic medium
produces forms that are, occasionally, like human speech. For some the
voices are simply subjective interpretations - which we tend to hear voices
in random patterns of sound, in the way we recognize forms in random visual patterns. For others, the voices are genuinely mysterious, opening
up the possibility of communication with the dead.
In Ghosts in the Machine (2008) two projectors project large images onto
the walls of a room. One projection shows video static overlaid with text
and the outlines of bounding boxes, the other shows black and white
images of what appear to be blurry and indistinct images of human faces
suspended like apparitions in the space. Ambient noise fills the space.
Just at the threshold of recognition can be heard what appear to be
human speech in different languages.
A CCD camera is turned on but enclosed in a light tight box. Its input is
adjusted with maximum gain and brightness to reveal the video noise
inherent in the system. This noise forms the optical equivalent of audio
noise and is used in a similar way to provide a medium that can be
modified by external forces to produce images and sounds. The video
noise is mapped to audio by sampling pixels in a Quicktime matrix and
using the values to manipulate a stream of white noise.
Voice recognition software parses the modulated noise and translates any
sufficiently voice-like sounds into its nearest vocal equivalent, which is
sent to the screen as text and rendered into audio by speech synthesizers
into Italian, German, English or Spanish. Face tracking algorithms using a
cascade of Haar classifiers scan each video frame and look for any
combination of pixels that form the basic characteristics of a human face.
These are areas that can be loosely characterized as eyes, nose and mouth
with a sufficient degree of symmetry.
When the software finds such a combination of pixels and symmetry, the
software draws a bounding box defining the area and zooms the area to
full screen, its contrast and brightness is adjusted, blurred and
desaturated to clarify the found images. The images produced are only
occasionally reminiscent of human faces. More often than not the images
produced are recognized as indeterminate organic forms with volume and
Figure 2. Static analyzed for facial arrangements
space, but fail to resolve themselves into anything recognizable. But
occasionally, images are produced that are strikingly like a face although
in actuality containing only the barest possibility of being so.
Ghosts in the Machine is a generative, closed system. Random noise from
a CCD camera is analyzed for patterns. An algorithm looks for patterns
that match the basic geometry and physiognomy of the human face. What
it actually finds are pixels on a screen forming blobs and patches of colour
that have no actual relation to a real world face. They have no indexical
relation to an object. They are not images of people, but another kind of
image loaded with meaning, which arises accidentally, but irresistibly,
from the hybrid interaction between machine and body. To all intents and
purposes when these patches of pixels look like faces, they are images
of faces. That such obscure images resolve themselves into faces without
conscious effort, and that remain even when attending closely to them,
suggests that it is paradoxically their lack of objective meaning that
generates their form. It is the very ambiguity and intedeterminacy of the
images that allows the brain to reconfigure them as indexical. This work is
one of several that examine systems of meaning making that rely on
pattern recognition, and the problematized relationship between meaning
and the meaningful.
CONCLUSION
In this installation the computer does the hard work of analyzing a
complex visual field, but the real task of meaning making is left to the
observer. The algorithms find faces in the field that barely meet the
requirements of a facial arrangement. The structuring of these images
really consisting only of blobs and indeterminate grain, as faces is left to
the observer. Seeing, representation and the interpretation of external
phenomena has never been a matter of objectivity. Seeing is a complex
activity and the perception of visual forms, aesthetic experience and
cognitive interpretation are more at home with the aleatory, the
misperceived and phenomena of indeterminacy than with the notion of the
world as a fixed reality. It is these that drive the installation.
LABoral Art and Industrial Creation Centre
Los Prados, 121 - Gijon