Professional Documents
Culture Documents
DOI 10.1007/s00146-006-0033-x
ORIGINAL ARTICLE
Joanna Berzowska
Abstract In this paper, I present an overview of personal and intimate technologies within a pedagogical context. I describe two courses that I have
developed for Computation Arts at Concordia University: Tangible Media and
Physical Computing and Second Skin and Soft Wear. Each course deals with
dierent aspects of physical computing and tangible media in a Fine Arts
context. In both courses, I introduce concepts of soft computation and intimate
reactive artifacts as artworks. I emphasize the concept of memory (contrasting
computer memory and personal, interpretive memory), and explore how
responsive or interactive objects can create a new medium for annotating
architectural space and objects, for leaving traces of presence, and for recording
personal histories. At the core of this pedagogical practice is a strong emphasis
on engaging a vulnerable, personal approach to working with electronics and
physical computation. To contextualize the teaching practice, I begin by presenting some of my own research projects developed at Extra Soft Labs (also
known as XS Labs), then segue into a detailed discussion of these two classes,
and conclude with a discussion of some student work.
Keywords Tangible computing Soft interface Interactive art Education
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Fig. 1 Three dancers wearing the spotty dresses, touching each other to make their camouage
disappear
to the volume indicator on a stereo. Over time, the lights progressively turn o,
one by one, to show how long it has been since the intimacy event took place.
The intimate memory series reveals ways in which our actions and our personal
histories can be recorded, stored, and displayed. It highlights aspects of surveillance that we are often happy to forget when dealing with more conventional
wearable technologies. We want to question how objects can have memory.
How are objects altered through interaction? What kind of interactions will be
necessary to give physical memory to a wearable object? What is the dierence
between passive and active interaction (manipulation vs. sensing)? How can the
emotional content of memories be displayed? The longer term objectives are to
develop an extensive body of technical and conceptual prototypes that explore
how physical memory can be communicated through our clothing (Fig. 4).
The SoundSleeves project deploys the sleeve as a musical instrument. By
extending the body, we increase the consciousness of the body as an entity in
Fig. 2 Mapping out intimacy zones on the body with the feathery touch memory dresses
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Fig. 3 Intimate memory shirt shows the time elapsed since the intimacy event occurred, by
turning o LEDs one by one
space and augment body movement with simple sound. The sleeves give additional meaning to body movements and act as a tool that enhances the arms
capabilities. The sleeves become an instrument that invites play (Berzowska
2004) (Fig. 5).
The electronic circuit in the sleeves was constructed entirely of metallic silk
organza and conductive yarn. The only hard components are two small speakers
axed at the end of the sleeves and a tiny PIC microcontroller attached to the
conductive yarns to generate the sounds. We built a large sensor array out of
soft switches, using small building blocks to create a larger sensing unit (Berzowska 2004).
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continuity of the self through time (involvement in the present, mementos of the
past, and signposts to the future), and symbols of the permanence of relationships that dene the individual in a social framework (Csikszentmihalyi 1993).
The computing and communication capabilities we integrate into physical objects are rapidly increasing, but do not necessarily translate into rich interactions. As thinkers and designers, it is imperative to ensure that the interactions
between people, computers, and the physical environment are useful, enjoyable,
and most importantly, meaningful (Berzowska 2005b).
There has been a proliferation in the past few years of accessible microcontrollers and hardware prototyping environments, but it is still rare to nd artists/
designers who create their hardware or software from scratch, as was expected
of me when I was a graduate student at the MIT Media Laboratory. The MIT
approach placed strong emphasis on technological innovation. As can be expected, this often compromised the esthetic or conceptual aspects of our work.
The interesting thing is that nobody talked of art in the Media Lab. The
closest word we were allowed to use was expression. This is one of the reasons
my thesis work was called computational expressionism.
In developing my classes at Concordia University, I emphasize a personal and
intimate perspective when using electronics, whether analog circuits or microcontrollers. Self-referential, playful, idiosyncratic, vulnerable, and experimental
approaches are encouraged in order to potentially mitigate the prevalent separation of subjective content from technologically demanding artwork. Grading
incorporates student evaluations; and a respectful and empathetic yet rigorous
attitude is mandatory.
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and physical enhancement. The memory industry deals with memory in a very
objective and impersonal way. Sensors, photos, and video register memory as
events in time instead of interpretive experience (Berzowska 2005a).
In giving this project brief, I underline the fact that insights into our social
obsession with eciency need to be contrasted with memory-rich artifacts that
defy this dominant paradigm and deal with memory and interpersonal contacts
in an aware relation to the body. I also emphasize the fact that many people do
not see/consider/underline the issues of surveillance and loss of privacy implicit
in the deployment of memory technologies.
I introduce questions that are central to my own research: how an object can
have memory, how an object can be altered through interaction, and what kind
of interactions are necessary to give physical memory to an object. We discuss
the dierence between passive and active interaction (manipulation vs. sensing).
We ask: who is the intended audience? What content/feeling will be communicated? What senses engaged? and what forms (words, emotions, sounds, colors,
images) utilized?
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The conceptualization phase includes lengthy discussions of materials. Students talk and write extensively about possible denitions for this second skin.
In the following section, I draw from a representative sample of student writings
and thoughts. Sabatino Delli Compagni writes: One is never enough. Why be
content with one when two is always better [...] In the context of second skin it
doesnt literally mean growing another layer of human esh over the existing
layer [but the] items we envelop ourselves in [...] What is the purpose of skin
anyway? To protect, to conceal, to provide warmth and nourishment. These are
all properties of skin and the second skin is intended to enhance these functions.
Another student, Jean Michel Gavreau creates a distinction between physical
and virtual second skin. He writes that his physical second skin is composed of
many products, both tangible and etherealsome can be experienced by othersbut still remaining his own. His clothing, jewelry, functional and protective
layers, all either promote (through ornamentation and embellishment) or protect his body. He writes that they mediate the exterior worlds perception of the
rst skin. [...] The second skin wouldnt exist without the rst one. The second
skin is the link and ironically also the frontier between the self and the surrounding environmental components... Jean Michel writes about his virtual
second skin as a sort of invisible bubble that cannot be seen by others, but can
be perceived through social conventions and denitions of personal comfort
zones. He talks about the increased individuality in modern society as a result of
the increase in personal intrusions and disturbance such as advertising.
Karie Little talks more specically about a second skin as decoration and
discusses the possibilities of semi-permanent tattoos, so as to enable people to
constantly redesign their bodies as they themselves change and evolve. She
writes: Another way to apply tattoos as a second skin would be like adding a
badge to a uniform. Each year a new tattoo would be added to your body,
illustrating dierent stages and/or the history of your life. After discussion in
class, Karie re-evaluates her original thoughts and starts writing about second
skins as embodying emotions, personality, something intangible that can be
experienced through the senses, through life, and through memory. She writes:
Last week one of my classmates discussed personal space as a second skin. I
realized a second skin isnt necessarily something we can see, however, its
certainly something we can feel. [...] Our life experience creates a skin, thus past
experiences or memories are an old skin. By triggering memories we are able to
slip into the old skin for a brief moment. When we experience strong feelings our
whole body feels it. Perhaps as a shiver, a tingle, a hot ash, a cold spell and
such. Do these feelings not represent in some way a second skin?
Student projects evolve from these discussions, and examine electronics and
other digital technologies as personal and intimate materials.
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A lucid, whimsical, and playful example of a students creative use of technology in examining serious personal issues is Its a Sin! by Christine Caruso: a
series of confessional objects that, when manipulated, serve as a quick release for
guilty secrets. She writes Think about the relationship you have with your
toothbrush, your remote control, your cell phone. You probably spend your
most vulnerable moments under their gaze. The concept of confessionals is
spooky. People develop an intimacy with a veiled window. Confessionals make
people vulnerablewhat Im most concerned with is the physical act of confessing, letting it out of your body voluntarily, equally signicant by speech or
touch. In this case, the pressing of a button on a common household object will
indicate a confession and a red light will show acknowledgment of the secret sin.
[...] Sight and touch are engagedtouch is a direct commitment to confessing to
the object. When you press the button on each object, you release your secret: I
am guilty. The result is the red light: redemption.
In this example, a direct metaphorical equivalency for a strong social construct (guilt) is imbued with simple technological functionality. An LED becomes sucient for sublimation. Touch evokes release. The focus of the project
becomes balanced between implementation and psychological acuity.
The Blazer project developed by Vincent Leclerc is a light-emitting bracelet
used to display text in space by moving the part of the bodyor the whole
bodywhile wearing it. It integrates light-emitting diodes into fabric within a
garment-making context to create a simple emissive display. It uses retinal persistence to make sense of an apparently random pattern of ashing lights. When
the body is still, we see noise. When the body is in motion, the noise becomes a
message: text is displayed. The body leaves messages, memories in architectural
space as it moves. The movement of the body annotates the space (Fig. 6).
The physical memory accessories by Jean Michel Gavreau are a set of table
mats for tableware and glassware, serving trays, pots and serviettes holders that
record and display their own history, the traces of plates, glasses, hands and
arms that used them. He used thermo-chromic pigments that change color with
changes in temperature. The various rubbers that he used for his table accessories retained heat in dierent ways which allowed for interesting experimentation with the duration of the memories. His conceptual framework centered
around the dining experience as a social and grounding thing. He writes
Dinners are traditionally the meeting time for the family members, after a day
of work or school. [...] These times are precious to me, to my family and friends
and I want to show it throughout objects. It is important to me to keep in
memory their temporary passage.
The Luka Bag by Claire Elissalde is a purse that doubles as a second brain. It
helps you remember the things that you are leaving behind. She writes ... the
communication happens only between you and the bag, in a subtle fashion. The
bag has four pouches on the inside, each will become home to one essential
object. [...] Each of these pouches corresponds to a visual component on the
exterior surface of the bag. When the object is placed inside the pocket, this
activates the external visual component, conrming for the user the presence of
the specic object inside the bag. This allows you to see, upon that moment
when you are leaving the home, whether or not anything is missing [...] Lukabag
is about projecting your own self and your own memory into an object. The
object becomes a substitute or supplement for your own capabilities. As
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3. If you come in physical contact with the second party you must empty the
contents of the boxes together and begin the memory collection from scratch.
You should keep one old memory and another should be gathered from the
day you empty the contents together.
4. In the event that you wish to end your communication with the other party
through the Thought Box, you must send the box back to the other person
(Fig. 8).
Daniel Grigsby and Philip Viel constructed a project based around a very
dierent idea of physical memory. They write: Nature grants us with some of
the most beautiful designs around, designs we often do not notice as we go
about our daily lives. Not only do these designs look beautiful, they also oer
humanity a wealth of recorded information about the planets past. In some
ways this record kept by nature could be seen as something akin to memory. [...]
It is arguable that trees possess a form of memory in that they record weather
data as they grow and create new layers of cells. They produced an apparatus
to record the movements and sounds trees produce in response to the weather
they record. In doing this, our goal is to, in an abstract sense, enhance the trees
memory capabilities. Their work Remembering Trees sought to record the
trees movements and sounds over a period of time and express that kinetic data
by amplifying the trees sound and modulating it with the trees own movement.
[...] Each recording will take note of the specic date, time and location and
species of tree recorded thus reinforcing the link to a particular moment in space
and time.
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Fig. 9 Is that a nervous twitch or are you just happy to see me?
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SIGGRAPH, Art Directors Club in NYC, Australian Museum in Sydney, NTT ICC in Tokyo
and Ars Electronica Center in Linz among others. She has lectured about the intersections of
art, design, technology and computation at SIGGRAPH, ISEA, Ban New Media Institute in
Canada and Interaction Design Institute Ivrea in Italy among others.
References
Berzowska J (2004) Intimate electronics: wearable computers, electronic textiles, and reactive
fashion. Horizon Zero issue 16: WEAR. Internet Publication, July/August 2004. http://
www.horizonzero.ca/textsite/wear.php?is=16&le=4&tlang=0
Berzowska J (2005) Memory rich clothing: second skins that communicate physical memory.
In: Presented at the Fifth creativity and cognition conference, Goldsmiths College, University of London, UK, 1215 April 2005
Berzowska J (2005) Electronic textiles: wearable computers, reactive fashion and soft computation. In: Jeeries J (ed) Textiles: cloth and culture. Goldsmiths College, University of
London. Berg Publishers (in press)
Csikszentmihalyi M (1993) Why we need things. In: David Kingery W, Lubar SD (eds) History
from things: essays on material culture. Smithsonian Institution Press, pp 2029
Lupton E (ed) (2002) Skin: surface, substance, and design. Princeton Architectural Press, New
York
Mau B (1998) An incomplete manifesto for growth. Internet Publication, http://www.brucemau.
com/manifesto.html