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How	
  to	
  think	
  about	
  Art	
  and	
  Design	
  in	
  the	
  
    	
  Age	
  of	
  Consciousness	
  Research	
  

                               Dr.	
  Brigi:a	
  Zics	
  


  Transtechnology	
  Research	
                  University	
  of	
  Wales	
  Newport	
  
  Room	
  B321	
  Portland	
  Square	
           School	
  of	
  Art,	
  Media	
  and	
  Design	
  
  University	
  of	
  Plymouth	
                 Room	
  J	
  14	
  Caerleon	
  Campus	
  
  Drake	
  Circus	
                              Lodge	
  Road,	
  Caerleon	
  
  Plymouth	
                                     Newport	
  
  PL4	
  8AA	
                                   NP18	
  3QT	
  
Technology	
  art	
  interacLon	
  technology-­‐based	
  
       art	
  passive	
  interacLon	
  arLst-­‐spectator	
  
 Immediacy	
  meaning	
  creaLon	
  human-­‐machine	
  
 acLve	
  spectatorship	
  cogniLve-­‐based	
  invisiblity	
  
   transparency	
  consciousness	
  body-­‐mind	
  nexus	
  
  embodied	
  knowledge	
  phenomenology	
  mastering	
  the	
  tool	
  
    knowledge-­‐seeking	
  transdisciplinary	
  
  biofeedback	
  eye-­‐tracking	
  cogniLve-­‐feedback	
  loop	
  
                    Transparent	
  Act	
  
The	
  Problem	
  
                         How	
  

     Technology	
  as	
  CreaLon	
  Process	
  
      j
                          and	
  

      Technology	
  as	
  Art	
  (	
  &	
  Design)	
  

understood	
  in	
  contemporary	
  literature,	
  
 InsLtuLons	
  and	
  among	
  pracLLoners?	
  
The	
  Problem	
  



InsLtuLonalisaLon	
  of	
  Art	
  does	
  not	
  provide	
  a	
  
       plaVorm	
  for	
  Technology	
  as	
  Art	
  

              	
  Technology-­‐based	
  Art	
  
The	
  ExisLng	
  Models	
  

DualisLc	
  Approaches	
  to	
  CreaLve	
  PracLces:	
  	
  

              ART	
  	
  DESIGN	
  
            ART	
  	
  TECHNOLOGY	
  
              ART	
  	
  SCIENCE	
  	
  
             ART	
  	
  RESEARCH	
  
The	
  SoluLon	
  
    Critiquing Contemporary Frameworks and Strategies




  BEYOND CURRENT     BEYOND DISCIPLINES     BEYOND INSTITUTIONAL
CREATION PROCESSES                                FORMS
video: http://www.vimeo.com/11303681
Technology	
  brought	
  radical	
  change	
  	
  
      to	
  creaLon	
  processes…	
  
                    	
  
     Challenging	
  old	
  form	
  of	
  	
  
    disciplines	
  and	
  insLtuLons	
  	
  
DualisLc	
  Strategies	
  loose	
  their	
  Validity	
  	
  	
  	
  

               ART	
  	
  DESIGN	
  
             ART	
  	
  TECHNOLOGY	
  
               ART	
  	
  SCIENCE	
  	
  
              ART	
  	
  RESEARCH	
  
ART	
  IN	
  MUSEUM	
  	
  TECHNOLOGY	
  IN	
  
                    EVERYDAY	
  LIFE	
  	
  
 Technology	
  Transdisciplinarity
                                                        	
  

	
  ‘…transdisciplinarity	
  concerns	
  that	
  which	
  is	
  at	
  once	
  between	
  
the	
  disciplines,	
  across	
  the	
  different	
  disciplines,	
  and	
  beyond	
  all	
  
  discipline.	
  Its	
  goal	
  is	
  the	
  understanding	
  of	
  the	
  present	
  world	
  ,	
  
     of	
  which	
  one	
  of	
  the	
  imperaLves	
  is	
  the	
  unity	
  of	
  knowledge.’
                                                                                            	
  
                                   	
  	
  (Nicolescu	
  1997,	
  np.)
                                                                     	
  


                                           Arts
                                       Technology
                                       Philosophy
                                       Psychology
                                        Sciences
Applying	
  Technology	
  not	
  as	
  Science	
  
                                                      	
  
Technology
        How philosophy might help us practicioners to
       implement technology in a way that is different to
                   the scientific modality?


        rejecting the assumption that as technology
       emerged through a scientific validation process
        therefore it only applicable effectively in this
                           context.
Technology	
  Recovering	
  New	
  QualiLes	
  
                                                  	
  
Technology
              of	
  Human	
  Experience	
  	
  

     Interactive technology introduces a new potentiality
          to art, or possibly art uncovers unforeseen
                           potentials…

        The means of aesthetic enquiry might, in this
     context, reveal or recover yet unknown or forgotten
        qualities of human condition and experience.
Technology:	
  The	
  Radical	
  Change	
  
                                             	
  
          to	
  CreaLon	
  Processes	
  	
  

                    •  Dynamicity	
  	
  
•  ArLst	
  –	
  Spectator	
  relaLonship	
  became:	
  
       Human	
  –	
  Computer	
  relaLonship     	
  
 •  Thinking	
  about	
  Experience	
  differently          	
  
   •  AestheLcs	
  based	
  on	
  human	
  acLon      	
  
Dynamic Experience transformed the spectator to active participant
                         Artist –Spectator Relationship




Zics 2007/2008
RevisiLng	
  DualisLc	
  Concepts	
  of	
  Philosophy:	
  

                •  Invisible-­‐Visible	
  
     •  Ready-­‐to-­‐hand	
  –	
  Present-­‐to-­‐hand	
  
                (Heidegger,	
  1927)	
  	
  
 •  Technology	
  as	
  funcLon	
  	
  -­‐	
  Technology	
  as	
  
                         Meaning	
  
             •  	
  ArLst	
  -­‐	
  Spectator	
  
                  •  Body	
  –	
  Mind	
  
Philosophy	
  of	
  Technology
                                                    	
  
                     Heidegger’s	
  	
  ‘ Tool’	
  as	
  Technology	
  	
  
                         Invisibility	
  and	
  Visibility	
  
	
  ready-­‐at-­‐handiness	
                            present-­‐at-­‐handiness	
  
    where	
  the	
  user	
  is	
                          	
  describe	
  situaLons	
  
    already	
  a	
  master	
  of	
                               where	
  a	
  person	
  
    the	
  tool	
                                             afends	
  directly	
  to	
  
                                                                 the	
  object	
  with	
  
                                                                conscious	
  intent	
  
	
  INVISIBILITY	
  	
                                              	
  VISIBILITY	
  
Heidegger’s	
  	
  ‘ Tool’	
  in	
  ApplicaLon	
  
                     Invisibility	
  and	
  Visibility	
  

	
  ready-­‐at-­‐handiness	
                     present-­‐at-­‐handiness	
  
    where	
  the	
  user	
  is	
                   	
  describe	
  situaLons	
  
    already	
  a	
  master	
  of	
                        where	
  a	
  person	
  
    the	
  tool	
                                      afends	
  directly	
  to	
  
                                                          the	
  object	
  with	
  
                                                         conscious	
  intent	
  
	
  TECHNOLOGY	
  AS	
                             TECHNOLOGY	
  AS	
  
    FUNCTION	
  	
                                              MEANING	
  
                                                   BUT	
  NOT	
  AS	
  FAILED	
  
                                                             FUNCTION	
  
‘present-­‐at-­‐hand’	
  -­‐	
  Technology	
  as	
  Meaning	
  	
  
                       ‘ARTISTIC	
  CONTENT	
  SEEKING’	
  	
  
                               (Meaning	
  CreaLon)	
  
                  Acquiring	
  Knowledge	
  through	
  AestheLcs	
  




  ‘ready-­‐to-­‐hand’	
  –	
  Technology	
  as	
  FuncLon	
  	
  
                        ‘MASTERING	
  THE	
  INTERFACE’	
  
                       Acquiring	
  FuncLonal	
  Knowledge	
  
‘present-­‐at-­‐hand’	
  -­‐	
  Technology	
  as	
  Meaning	
  	
  
Meaning creation here refers to process of the spectator interaction with
 the artwork which creates new meaning. ’Exploring the meaning of the
                 interface itself’ (Rokeby 1995, p.133)




     Rorschach Test



As Umberto Eco described meaning in his crucial work Open Work (1989)
 it is not a ‘content’ or message’ but it is the artist’s anticipation of multiple
                          engagement of the spectator. 	
  
‘ready-­‐to-­‐hand’	
  –	
  Technology	
  as	
  FuncLon	
  	
  
                    ‘MASTERING	
  THE	
  INTERFACE’	
  
                   Acquiring	
  FuncLonal	
  Knowledge	
  




                 Known as Design Approach:
      The learning process of the the technological tool.
         The aim is to achieve interactions affording
              continuous and immersive states.
Going	
  beyond	
  Heidegger’s	
  concept:	
  
         Invisibility	
  Versus	
  Transparency	
  
	
  It	
  could	
  be	
  suggested,	
  that	
  a	
  disLncLon	
  can	
  be	
  made	
  
           between	
  facilitaLng	
  a	
  stage	
  between	
  the	
  purely	
  
          invisible	
  and	
  visible	
  stages	
  of	
  interacLon,	
  through	
  
               understanding	
  the	
  interacLve	
  process	
  as	
  
                    	
  levels	
  of	
  transparency	
  (Zics	
  2008)	
  


                                                    Visibility




                               Visibility
Transparent	
  Technology	
  
                                                                       meaning production




            transparency


interface



                                                          man


                                                                       mastering the tool




       Transparency	
  in	
  the	
  human	
  –	
  technology	
  relaLonship	
  could	
  
         be	
  considered	
  as	
  an	
  oscillaLng	
  process	
  where	
  the	
  
        arLst	
  allows	
  interacLons	
  that	
  are	
  in	
  a	
  constant	
  state	
  of	
  flux	
  
                      between	
  reflecLon	
  and	
  pellucidity.	
  
Transparent	
  Technology	
  	
  
                                     .	
  
This	
  implies	
  that	
  these	
  interfaces	
  incorporates	
  a	
  
  reflecLon	
  process	
  (being	
  visible)	
  as	
  a	
  meaning	
  
creaEon	
  into	
  the	
  interacLon,	
  favouring	
  a	
  learning	
  
   process	
  of	
  the	
  user	
  to	
  inhabit	
  novel	
  meaning.	
  	
  




                                                  meaning production




                             mastering the tool
Transparency	
  
           ArLst	
  –	
  Spectator	
  RelaLonship	
  
ApplicaLon	
  of	
  transparency	
  implies	
  to	
  produce	
  an	
  immediacy	
  
 between	
  the	
  arLst	
  and	
  spectator	
  producing	
  novel	
  knowledge	
  
                              for	
  the	
  spectator.	
  

   	
  The	
  creaLon	
  process	
  	
  (	
  arLst)	
  	
  and	
  experience	
  process	
  	
  
                  (spectator)	
  becomes	
  one	
  cogniLve	
  flow.	
  




                                                             spectator




                                        artist
The	
  Transparent	
  Act	
  	
  
         The productive cognitive act of mastering the tool
                                 .	
  
          (immersion) and meaning creation (reflection)
            anticipated by the artist with an outcome of
                   novel knowledge production.

      • The aestheticisation of the artist-spectator relationship

          • Level of transparency’ relates to successful
      cognitive interconnections between artist and spectator

                                              reflection
  TRANS-PARENT
TRANS-DISCIPLINARY



                              immersion
Transparency	
  produce	
  a	
  soluLon	
  to	
  the	
  dualisLc	
  	
  
                        qualiLes	
  of	
  	
  
                  •  Invisible-­‐Visible	
  
       •  Ready-­‐to-­‐hand	
  –	
  Present-­‐to-­‐hand	
  
                  (Heidegger,	
  1927)	
  	
  
   •  Technology	
  as	
  funcLon	
  	
  -­‐	
  Technology	
  as	
  
                           Meaning	
  
                •  ArLst	
  -­‐	
  Spectator	
  
                   	
  Body	
  –	
  Mind	
  
Body	
  –	
  Mind	
  

relates	
  to	
  the	
  qualiEes	
  of	
  material	
  and	
  
   immaterial	
  and	
  the	
  quality	
  of	
  their	
  
                   interconnecLon	
  	
  
Body	
  –	
  Mind	
  

the	
  body-­‐mind	
  nexus	
  operate	
  as	
  an	
  aestheLc	
  
  tool	
  in	
  the	
  design	
  of	
  spectator’s	
  experience	
  
Technology-­‐based	
  Art
                                             	
  
J. Gibson (1950)                       Luc Desnoyers (2008)
Original by Ernst Mach’s (1897)




    Alva Noë (2001) suggests: Art might not only re-produce an idealistic
  representation of a room but rather demonstrate the sensation of “being
                                in the room“.
Art	
  Works	
  Considering	
  	
  
                                                   Body-­‐Mind	
  Nexus	
  




Peter Weibel




                                                                                                Julius von Bismarck
                                           Peter Weibel




Joachim Sauter & Dirk Luesebrink


                                                                    BIOS team                                Alvin Lucier
                                                                                               Click	
  on	
  the	
  pictures	
  




                                                                  Shawn Lawson & Wafaa Bilal               Takehito Etani
Nam June Paik                      Gordon Pask
The	
  Mind	
  Cupola,	
  
An	
  AffecLve	
  Environment	
  

AffecLve/AffecLon	
  
Biofeedback	
  Technology	
  
CogniLve	
  Feedback	
  Loop	
  
Passive	
  InteracLon	
  (	
  or	
  AffecLve	
  
InteracLon)	
  
Affect/	
  AffecLon	
  




…either word denotes a personal feeling (sentiment in Deleuze and Guattai).
      ….an ability to affect and be affected. It is a prepersonal intensity
  corresponding to the passage from one experiential state of the body to
another and implying an augmentation or diminution in that body’s capacity to
             act. (Massumi on Deleuze and Guattai 1987, xvii)
Affect/	
  AffecLon	
  




             Applying Affection in Creation Process:
…way of anticipating the spectator’s cognitive reactions and setting
   up a bodily semantics and aesthetics for each interaction.
‘present-­‐at-­‐hand’	
  -­‐	
  Technology	
  as	
  Meaning	
  	
  
                              ‘MEANING	
  CREATION’	
  –	
  REFLECTION	
  
                     ACTIONS PREDICT NEW MEANINGS


If we understand the
‘mastering the interface’
processes as producing
new meaning through
particular body states we
might find a more effective
way of interaction.




    ‘ready-­‐to-­‐hand’	
  –	
  Technology	
  as	
  FuncLon	
  	
  
                         ‘MASTERING THE INTERFACE’ - INVISIBILITY	
  

                        INHABITED ACTIONS of the BODY
Transparent	
  Act	
  in	
  the	
  Mind	
  Cupola	
  

	
  The	
  success	
  of	
  the	
  mastering	
  
    of	
  the	
  interface	
  is	
  based	
  on	
  
    the	
  success	
  of	
  the	
  arLst	
  in	
  
    implemenLng	
  the	
  cogniLve	
  
    qualiLes	
  (‘AFFECTIONS’)	
  of	
  
    the	
  user	
  in	
  such	
  a	
  way	
  that	
  
    the	
  technological	
  
    engagements	
  become	
  
    embodied,	
  producing	
  new	
  
    knowledge.	
  
Affective Technology:
Biofeedback interface

        Interaction:
through cognitively inclusive
       sensorimotor
    capacities of the user

Cognitive-driven Interaction:
 self-regulating processes
 In the user’s experience
Biofeedback	
  ApplicaLon	
  for	
  InteracLon	
  
                                            Producing	
  Aesthe7c	
  	
  Experiences
                                                                                   	
  




Laura Colmenares Guerra - Lungs: The Breather 2008                     Christa Sommerer & Laurent Mignonneau: Mobile Feelings
                                                                       2002/03




                                     These artistic works
                                       investigated the
                                  interconnection between
                                  cognitive processes and
                                aesthetic meaning production

BIOS - Bidirectional Input/Output System 2002/03                       Andrea Polli: Intuitive Ocusonics, Eye-driven sound interface
                                  Bioofeedback Art Archive on MediaArt 1998
                                                                       Tube:
                                  http://www.youtube.com/view_play_list?p=C51BC89CDE587C1F
Biofeedback	
  and	
  InteracLon	
  
             Measuring	
  bodily	
  funcLons:
                                            	
  
                                    facial	
  expression           	
  
                                	
  EEG	
  for	
  brain	
  acLvity           	
  
                                     	
  ECG	
  for	
  heart	
  rate    	
  
      	
  EMG	
  for	
  electrical	
  discharge	
  in	
  the	
  muscle	
  fibres             	
  
                                           	
  eye-­‐tracking    	
  
           EOG	
  for	
  the	
  resLng	
  potenLal	
  of	
  the	
  reLna	
             	
  
             	
  GSR	
  for	
  electrical	
  qualiLes	
  of	
  the	
  skin        	
  

                        
              Meaning Production:
Evaluating the Cognitive Qualities of the Spectator
Passive Interaction>< Active Interaction
                                                                        video: http://www.vimeo.com/7062293
 Examples of Active Interaction:




 Iwai Toshio, Nishibori Ty: Tenori-On 2005




                                                                                          Brigitta Zics - Mirror_SPACE 2004/05
                                       ACTIVE INTERACTION: Bodily Controlled
                                       Interface; full body immersion, active bodily
                                               motion. tangible interfaces

                                          PASSIVE INTERACTION: Cognitive
                                        Response Evaluation of the Spectator


Digital Luthiers: Reactable, 2003/05        Squidsoup - Driftnet, Responsive Environnent 2007
Passive	
  InteracLon	
  
     	
  Passive	
  InteracEon	
  refer	
  to	
  interacLon	
  that	
  acLvate	
  
    parLcluar	
  body-­‐awareness	
  of	
  the	
  sepcectators;	
  it	
  applies	
  
           affecLve	
  bodily	
  responses	
  as	
  meaning	
  creaLon.	
  	
  




The	
  terminology	
  is	
  used	
  to	
  diffrenLate	
  art	
  works	
  from	
  acLve	
  
  interacLon	
  	
  that	
  uses	
  tangible	
  or	
  full	
  body	
  interfaces)	
  since	
  
    passive	
  interacLon	
  parLcularly	
  intersted	
  in	
  the	
  cogniLve	
  
          responses	
  and	
  their	
  evaulaLon	
  of	
  the	
  spectator.	
  
 Technological	
  applicaLons	
  are	
  affecLve	
  compuLng	
  or	
  instant	
  
                             affecLon	
  technologies.            	
  
The	
  Mind	
  Cupola:	
  Passive	
  InteracLon	
  
	
  Users	
  are	
  invited	
  to	
  step	
  into	
  the	
     The	
  interacLon	
  process	
  fluctuates	
  
 immersive	
  surroundings	
  and	
                            between	
  the	
  natural	
  reacEons	
  of	
  
 relax.	
  	
                                                  facial	
  and	
  eye	
  movement	
  and	
  
                                                               controlled	
  responses	
  through	
  
                                                               which	
  the	
  user	
  learns	
  to	
  produce	
  
                                                               meaning.	
  	
  
The	
  Mind	
  Cupola	
  interface	
  is	
  formed	
  of	
  three	
  interconnected	
  systems:	
  
• a	
  biofeedback	
  percepLve	
  system	
  (face/eye	
  capture	
  system)	
  –AffecLve	
  compuLng	
  
         • 	
  a	
  frequency-­‐generaLng	
  affecLve	
  system	
  –	
  Instant	
  affecLon	
  technologies	
  
                    • 	
  real-­‐Lme	
  visualisaLon	
  /	
  digital	
  readout	
  –	
  AffecLve	
  visualisaLon	
  
Passive	
  InteracLon	
  
             Self-­‐reflecLve	
  Process	
  Meaning	
  
     	
  The	
  Transparent	
  Act	
  is	
  a	
  result	
  of	
  self-­‐reflecLve	
  
      process	
  when	
  the	
  user	
  re-­‐evaluates	
  his/her	
  
    knowledge	
  of	
  ‘being-­‐in	
  the-­‐world’	
  afaching	
  new	
  
                          meaning	
  to	
  it.	
  	
  

	
  through	
  self-­‐reflecLon	
  the	
  user	
  might	
  start	
  to	
  act	
  
            against	
  his/her	
  embodied	
  acLons	
  

                     	
  This	
  new	
  meaning	
  producEon:	
  
	
  	
  fluctuates	
  with	
  the	
  insLnct	
  and	
  unconscious	
  acLons	
  
           of	
  human	
  acLon	
  which	
  helps	
  to	
  maintain	
  the	
  
                    cogniLve	
  flow	
  in	
  the	
  interacLon.	
  
CogniLve	
  Feedback	
  Loop	
  
InterconnecLng	
  AffecLve	
  	
  CompuLng	
  (monitoring	
  the	
  user)	
   	
  
   with	
  Instant	
  AffecLon	
  technologies	
  (affecLng	
  the	
  user)
                                                                        	
  
to	
  subject	
  the	
  parLcipant	
  to	
  intenLonal	
  decisions	
  to	
  operate	
  the	
  system.	
  
                                                                                                      	
  
 1.	
  AffecLve	
  CompuLng	
  
                                       	
  AffecLve	
  compuLng	
  invesLgates	
  the	
  relaEonship	
  
                                    between	
  emoEon	
  and	
  cogniEve	
  processes	
  and	
  how	
  
                                    the	
  tracking	
  and	
  evaluaLon	
  of	
  this	
  informaLon	
  helps	
  
                                     to	
  produce	
  more	
  qualitaEve	
  interacEons	
  between	
  
                                                          human	
  and	
  machine.	
  	
  
                                                                 	
  (Picard	
  2000)	
  

                                 Mainly	
  focuses	
  on:	
  facial	
  qualiEes	
  and	
  how	
  parLcular	
  
                                            affecLons	
  reflect	
  on	
  the	
  facial	
  physiology	
  



Customized Open Source Eye-
tracking System Track Eye v2.0
AffecLve	
  VisualisaLon	
  
AffecLve	
  VisualisaLon	
  through	
  Eye-­‐tracking	
  

•  The	
  visualisaLon	
  engages	
  the	
  
   user	
  with	
  percepEve	
  affecEon	
  
   that	
  requires	
  both	
  insLnctual	
  
   and	
  conscious	
  control	
  to	
  form	
  a	
  
   relaLonship	
  through	
  
   interacLon.	
  	
  

•  Whilst	
  the	
  user	
  might	
  look	
  for	
  
   hidden	
  messages	
  on	
  the	
  display	
  
   by	
  using	
  the	
  gaze	
  of	
  their	
  eyes	
  
   as	
  a	
  control	
  mechanism,	
  at	
  the	
  
   same	
  Lme	
  they	
  change	
  their	
  
   environment	
  through	
  the	
  
   behavioural	
  analysis	
  of	
  the	
  
   system.	
  	
  
SemanLcs	
  of	
  the	
  VisualisaLon	
  	
  




Neuro-linguistic Application
SemanLcs	
  -­‐	
  E-­‐Trans	
  Board   	
  
                      Applied	
  by	
  Paralyzed	
  People	
  as	
   	
  
                         CommunicaLon	
  Device	
          	
  

               	
  E-­‐Trans	
  comprises	
  a	
  sheet	
  of	
  perspex	
  a	
  bit	
  bigger	
  than	
  A4.
                                                                                                            	
  
	
  Lefers	
  of	
  the	
  alphabet	
  are	
  grouped	
  in	
  each	
  corner	
  of	
  the	
  board.	
  Within	
  
      each	
  corner	
  group,	
  all	
  the	
  lefers	
  are	
  a	
  different	
  colour.	
  There	
  are	
  also	
  
                           six	
  coloured	
  blobs	
  arranged	
  around	
  the	
  board.          	
  




                                  Source:	
  hfp://www.eyelife.org/
                                                                  	
  
SemanLcs	
  of	
  ImaginaLon	
  

  New	
  Scien7st	
  describes	
  a	
  46-­‐year-­‐old	
  woman	
  who	
  was	
  totally	
  
                                        locked-­‐in.	
  
                                                       	
  
      CommunicaLon	
  through	
  measuring	
  the	
  pH	
  of	
  saliva.	
         	
  

 They	
  trained	
  the	
  woman	
  to	
  change	
  the	
  acidity	
  of	
  her	
  spit	
  by	
  
        imagining	
  either	
  the	
  taste	
  of	
  lemon,	
  or	
  the	
  taste	
  of	
  milk.   	
  
	
  She	
  learned	
  to	
  push	
  the	
  pH	
  one	
  way	
  to	
  say	
  "yes",	
  the	
  other	
  to	
  
                                              say	
  "no".’	
  
2.	
  Instant	
  AffecLon	
  Technologies	
  
are	
  Technologies	
  that	
  affect	
  the	
  spectator's	
  cogniLon	
  instantly	
  as	
  a	
  response	
  
             	
  (	
  by	
  meaning	
  creaLon)	
  to	
  their	
  interacLon	
  with	
  the	
  system	
  	
  




                                   Electromagnetic Devices:
                                                       Sound,
                                                     Vibration,
                                                     Radiations,
                                               Mechanical Vibrations
                                         and Affective Visualisation System

                                   Instant Cognitive Affection of the User
AffecLve	
  	
  
Environment	
  


These affection
devices generate a
spectrum of
electromagnetic
frequencies of
sound, hot and cold
stream and visual
affects to guide the
person towards an
optimal experience.

An amplification of
everyday affection of
environment of
human cognitive
faculties
Passive	
  InteracLon	
  as	
  CogniLve	
  Feedback	
  Loop	
  

	
  The	
  mastering	
  of	
  the	
  Mind	
  Cupola	
  implies	
  
     that	
  the	
  user	
  learns	
  and	
  lives	
  the	
  rules	
  of	
  
            interacLon	
  that	
  is	
  built	
  upon	
  the	
  
           percepEve/a:enEve	
  qualiLes	
  and	
  
           thermodynamic/electromagneEc	
  
     qualiLes	
  of	
  the	
  body,	
  through	
  which	
  they	
  
      have	
  the	
  potenLal	
  to	
  control	
  their	
  own	
  
                              responses.       	
  

      	
  The	
  system,	
  is	
  based	
  on	
  behavioural	
  
           analysis	
  and	
  the	
  thermodynamic	
  
    features,	
  afempt	
  to	
  balance	
  the	
  user’s	
  
    response	
  with	
  heaEng	
  and	
  cooling	
  his/
                             her	
  face.  	
  
New Applications: Enhancing Well-being




  Mind Cupola offers a radical knowledge practice acting through bodily
        capacities that establish a heuristic quality to learning.

As this kind of passive interactions produce new embodied knowledge with
 increase of psychophysical control of the body, they might provide potential
  therapeutic and health-promotion applications which provides a main
                objective of future research into biofeedback art
 TRANSDISCIPLANRY	
  SOLUTION:	
  situated	
  at	
  the	
  intersecLon	
  of	
  
     art	
  &	
  design,	
  arLficial	
  intelligence	
  and	
  consciousness	
  studies.	
  

 APPLICATION	
  in	
  NEW	
  DESCIPLINES:	
  providing	
  a	
  learning	
  process	
  
   that	
  evaluates	
  and	
  afends	
  to	
  the	
  level	
  of	
  cogniLve	
  immersion	
  
            and	
  stress	
  on	
  the	
  user	
  and	
  alters	
  levels	
  of	
  affecLon	
  
                                           accordingly.	
  	
  

   Although	
  the	
  Mind	
  Cupola	
  was	
  formulated	
  on	
  the	
  basis	
  of	
  
     being	
  an	
  arEsEc	
  intervenEon	
  as	
  opposed	
  to	
  a	
  ‘designed’	
  
    purpose	
  as	
  a	
  transdispilnary	
  soluLon	
  provide	
  new	
  insights	
  
                      in	
  Design,	
  Science	
  and	
  Philosophy.	
  
Produced	
  a	
  SoluLon	
  to	
  	
  
               •  Invisible-­‐Visible	
  
    •  Ready-­‐to-­‐hand	
  –	
  Present-­‐to-­‐hand	
  
            •  (Heidegger,	
  1927)	
  	
  
•  Technology	
  as	
  funcLon	
  	
  -­‐	
  Technology	
  as	
  
                         Meaning	
  
                 •  	
  Body	
  –	
  Mind	
  
            •  ArLst	
  -­‐	
  Spectator	
  
DualisLc	
  Strategies	
  loose	
  their	
  Validity	
  
            Transdisciplinarity	
  	
  	
  	
  

               ART	
  	
  DESIGN	
  
             ART	
  	
  TECHNOLOGY	
  
               ART	
  	
  SCIENCE	
  	
  
              ART	
  	
  RESEARCH	
  
ART	
  IN	
  MUSEUM	
  	
  TECHNOLOGY	
  IN	
  
                    EVERYDAY	
  LIFE	
  	
  
TRANS-PARENT
                               TRANS-DISCIPLINARY

     Technology	
  brought	
  all	
  disciplines	
  to	
  the	
  same	
  plaVorm.	
  
      Understanding	
  Technology	
  	
  Consciousness	
  Research	
  

 All	
  PlaVorms	
  and	
  Disciplines	
  can	
  benefit	
  from	
  Consciousness	
  
                                     Research.	
  

          Current	
  PracLces	
  challenging	
  the	
  boundaries	
  of	
  
         disciplines,	
  approaches,	
  modaliLes	
  and	
  ideologies.	
  	
  	
  

Call	
  for	
  the	
  need	
  of	
  a	
  re-­‐evaluaLon	
  of	
  insLtuLonal	
  formats	
  and	
  
                                                 plaVorms.	
  
Art and Design in the Age of Consciousness Research




                                                  ©	
  David	
  Coppit	
  




@ Dr Brigitta Zics TransTechnology resreach University of Wales Newport / University of Plymouth/
                www.zics.eu brigitta.zics@newport.ac.uk or brigittaopal@gmail.com

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Tesla Event at UCL: Dr Brigitta Zics - How to think about Art and Design in the Age of Consciousness Research

  • 1.
  • 2. How  to  think  about  Art  and  Design  in  the    Age  of  Consciousness  Research   Dr.  Brigi:a  Zics   Transtechnology  Research   University  of  Wales  Newport   Room  B321  Portland  Square   School  of  Art,  Media  and  Design   University  of  Plymouth   Room  J  14  Caerleon  Campus   Drake  Circus   Lodge  Road,  Caerleon   Plymouth   Newport   PL4  8AA   NP18  3QT  
  • 3. Technology  art  interacLon  technology-­‐based   art  passive  interacLon  arLst-­‐spectator   Immediacy  meaning  creaLon  human-­‐machine   acLve  spectatorship  cogniLve-­‐based  invisiblity   transparency  consciousness  body-­‐mind  nexus   embodied  knowledge  phenomenology  mastering  the  tool   knowledge-­‐seeking  transdisciplinary   biofeedback  eye-­‐tracking  cogniLve-­‐feedback  loop   Transparent  Act  
  • 4. The  Problem   How   Technology  as  CreaLon  Process   j and   Technology  as  Art  (  &  Design)   understood  in  contemporary  literature,   InsLtuLons  and  among  pracLLoners?  
  • 5. The  Problem   InsLtuLonalisaLon  of  Art  does  not  provide  a   plaVorm  for  Technology  as  Art     Technology-­‐based  Art  
  • 6. The  ExisLng  Models   DualisLc  Approaches  to  CreaLve  PracLces:     ART    DESIGN   ART    TECHNOLOGY   ART    SCIENCE     ART    RESEARCH  
  • 7. The  SoluLon   Critiquing Contemporary Frameworks and Strategies BEYOND CURRENT BEYOND DISCIPLINES BEYOND INSTITUTIONAL CREATION PROCESSES FORMS
  • 8.
  • 10. Technology  brought  radical  change     to  creaLon  processes…      Challenging  old  form  of     disciplines  and  insLtuLons    
  • 11. DualisLc  Strategies  loose  their  Validity         ART    DESIGN   ART    TECHNOLOGY   ART    SCIENCE     ART    RESEARCH   ART  IN  MUSEUM    TECHNOLOGY  IN   EVERYDAY  LIFE    
  • 12.  Technology  Transdisciplinarity    ‘…transdisciplinarity  concerns  that  which  is  at  once  between   the  disciplines,  across  the  different  disciplines,  and  beyond  all   discipline.  Its  goal  is  the  understanding  of  the  present  world  ,   of  which  one  of  the  imperaLves  is  the  unity  of  knowledge.’      (Nicolescu  1997,  np.)   Arts Technology Philosophy Psychology Sciences
  • 13. Applying  Technology  not  as  Science     Technology How philosophy might help us practicioners to implement technology in a way that is different to the scientific modality?  rejecting the assumption that as technology emerged through a scientific validation process therefore it only applicable effectively in this context.
  • 14. Technology  Recovering  New  QualiLes     Technology of  Human  Experience     Interactive technology introduces a new potentiality to art, or possibly art uncovers unforeseen potentials… The means of aesthetic enquiry might, in this context, reveal or recover yet unknown or forgotten qualities of human condition and experience.
  • 15. Technology:  The  Radical  Change     to  CreaLon  Processes     •  Dynamicity     •  ArLst  –  Spectator  relaLonship  became:   Human  –  Computer  relaLonship   •  Thinking  about  Experience  differently   •  AestheLcs  based  on  human  acLon  
  • 16. Dynamic Experience transformed the spectator to active participant Artist –Spectator Relationship Zics 2007/2008
  • 17. RevisiLng  DualisLc  Concepts  of  Philosophy:   •  Invisible-­‐Visible   •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand   (Heidegger,  1927)     •  Technology  as  funcLon    -­‐  Technology  as   Meaning   •   ArLst  -­‐  Spectator   •  Body  –  Mind  
  • 18. Philosophy  of  Technology   Heidegger’s    ‘ Tool’  as  Technology     Invisibility  and  Visibility    ready-­‐at-­‐handiness   present-­‐at-­‐handiness   where  the  user  is    describe  situaLons   already  a  master  of   where  a  person   the  tool   afends  directly  to   the  object  with   conscious  intent    INVISIBILITY       VISIBILITY  
  • 19. Heidegger’s    ‘ Tool’  in  ApplicaLon   Invisibility  and  Visibility    ready-­‐at-­‐handiness   present-­‐at-­‐handiness   where  the  user  is    describe  situaLons   already  a  master  of   where  a  person   the  tool   afends  directly  to   the  object  with   conscious  intent    TECHNOLOGY  AS    TECHNOLOGY  AS   FUNCTION     MEANING   BUT  NOT  AS  FAILED   FUNCTION  
  • 20. ‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning     ‘ARTISTIC  CONTENT  SEEKING’     (Meaning  CreaLon)   Acquiring  Knowledge  through  AestheLcs   ‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon     ‘MASTERING  THE  INTERFACE’   Acquiring  FuncLonal  Knowledge  
  • 21. ‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning     Meaning creation here refers to process of the spectator interaction with the artwork which creates new meaning. ’Exploring the meaning of the interface itself’ (Rokeby 1995, p.133) Rorschach Test As Umberto Eco described meaning in his crucial work Open Work (1989) it is not a ‘content’ or message’ but it is the artist’s anticipation of multiple engagement of the spectator.  
  • 22. ‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon     ‘MASTERING  THE  INTERFACE’   Acquiring  FuncLonal  Knowledge   Known as Design Approach: The learning process of the the technological tool. The aim is to achieve interactions affording continuous and immersive states.
  • 23. Going  beyond  Heidegger’s  concept:   Invisibility  Versus  Transparency    It  could  be  suggested,  that  a  disLncLon  can  be  made   between  facilitaLng  a  stage  between  the  purely   invisible  and  visible  stages  of  interacLon,  through   understanding  the  interacLve  process  as    levels  of  transparency  (Zics  2008)   Visibility Visibility
  • 24. Transparent  Technology   meaning production transparency interface man mastering the tool Transparency  in  the  human  –  technology  relaLonship  could   be  considered  as  an  oscillaLng  process  where  the   arLst  allows  interacLons  that  are  in  a  constant  state  of  flux   between  reflecLon  and  pellucidity.  
  • 25. Transparent  Technology     .   This  implies  that  these  interfaces  incorporates  a   reflecLon  process  (being  visible)  as  a  meaning   creaEon  into  the  interacLon,  favouring  a  learning   process  of  the  user  to  inhabit  novel  meaning.     meaning production mastering the tool
  • 26. Transparency   ArLst  –  Spectator  RelaLonship   ApplicaLon  of  transparency  implies  to  produce  an  immediacy   between  the  arLst  and  spectator  producing  novel  knowledge   for  the  spectator.     The  creaLon  process    (  arLst)    and  experience  process     (spectator)  becomes  one  cogniLve  flow.   spectator artist
  • 27. The  Transparent  Act     The productive cognitive act of mastering the tool .   (immersion) and meaning creation (reflection) anticipated by the artist with an outcome of novel knowledge production. • The aestheticisation of the artist-spectator relationship • Level of transparency’ relates to successful cognitive interconnections between artist and spectator reflection TRANS-PARENT TRANS-DISCIPLINARY immersion
  • 28. Transparency  produce  a  soluLon  to  the  dualisLc     qualiLes  of     •  Invisible-­‐Visible   •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand   (Heidegger,  1927)     •  Technology  as  funcLon    -­‐  Technology  as   Meaning   •  ArLst  -­‐  Spectator    Body  –  Mind  
  • 29. Body  –  Mind   relates  to  the  qualiEes  of  material  and   immaterial  and  the  quality  of  their   interconnecLon    
  • 30. Body  –  Mind   the  body-­‐mind  nexus  operate  as  an  aestheLc   tool  in  the  design  of  spectator’s  experience  
  • 31. Technology-­‐based  Art   J. Gibson (1950) Luc Desnoyers (2008) Original by Ernst Mach’s (1897) Alva Noë (2001) suggests: Art might not only re-produce an idealistic representation of a room but rather demonstrate the sensation of “being in the room“.
  • 32. Art  Works  Considering     Body-­‐Mind  Nexus   Peter Weibel Julius von Bismarck Peter Weibel Joachim Sauter & Dirk Luesebrink BIOS team Alvin Lucier Click  on  the  pictures   Shawn Lawson & Wafaa Bilal Takehito Etani Nam June Paik Gordon Pask
  • 33. The  Mind  Cupola,   An  AffecLve  Environment   AffecLve/AffecLon   Biofeedback  Technology   CogniLve  Feedback  Loop   Passive  InteracLon  (  or  AffecLve   InteracLon)  
  • 34. Affect/  AffecLon   …either word denotes a personal feeling (sentiment in Deleuze and Guattai). ….an ability to affect and be affected. It is a prepersonal intensity corresponding to the passage from one experiential state of the body to another and implying an augmentation or diminution in that body’s capacity to act. (Massumi on Deleuze and Guattai 1987, xvii)
  • 35. Affect/  AffecLon   Applying Affection in Creation Process: …way of anticipating the spectator’s cognitive reactions and setting up a bodily semantics and aesthetics for each interaction.
  • 36. ‘present-­‐at-­‐hand’  -­‐  Technology  as  Meaning     ‘MEANING  CREATION’  –  REFLECTION   ACTIONS PREDICT NEW MEANINGS If we understand the ‘mastering the interface’ processes as producing new meaning through particular body states we might find a more effective way of interaction. ‘ready-­‐to-­‐hand’  –  Technology  as  FuncLon     ‘MASTERING THE INTERFACE’ - INVISIBILITY   INHABITED ACTIONS of the BODY
  • 37. Transparent  Act  in  the  Mind  Cupola    The  success  of  the  mastering   of  the  interface  is  based  on   the  success  of  the  arLst  in   implemenLng  the  cogniLve   qualiLes  (‘AFFECTIONS’)  of   the  user  in  such  a  way  that   the  technological   engagements  become   embodied,  producing  new   knowledge.  
  • 38. Affective Technology: Biofeedback interface Interaction: through cognitively inclusive sensorimotor capacities of the user Cognitive-driven Interaction: self-regulating processes In the user’s experience
  • 39. Biofeedback  ApplicaLon  for  InteracLon   Producing  Aesthe7c    Experiences   Laura Colmenares Guerra - Lungs: The Breather 2008 Christa Sommerer & Laurent Mignonneau: Mobile Feelings 2002/03 These artistic works investigated the interconnection between cognitive processes and aesthetic meaning production BIOS - Bidirectional Input/Output System 2002/03 Andrea Polli: Intuitive Ocusonics, Eye-driven sound interface Bioofeedback Art Archive on MediaArt 1998 Tube: http://www.youtube.com/view_play_list?p=C51BC89CDE587C1F
  • 40. Biofeedback  and  InteracLon   Measuring  bodily  funcLons:   facial  expression    EEG  for  brain  acLvity    ECG  for  heart  rate    EMG  for  electrical  discharge  in  the  muscle  fibres    eye-­‐tracking   EOG  for  the  resLng  potenLal  of  the  reLna      GSR  for  electrical  qualiLes  of  the  skin    Meaning Production: Evaluating the Cognitive Qualities of the Spectator
  • 41. Passive Interaction>< Active Interaction video: http://www.vimeo.com/7062293 Examples of Active Interaction: Iwai Toshio, Nishibori Ty: Tenori-On 2005 Brigitta Zics - Mirror_SPACE 2004/05 ACTIVE INTERACTION: Bodily Controlled Interface; full body immersion, active bodily motion. tangible interfaces PASSIVE INTERACTION: Cognitive Response Evaluation of the Spectator Digital Luthiers: Reactable, 2003/05 Squidsoup - Driftnet, Responsive Environnent 2007
  • 42. Passive  InteracLon    Passive  InteracEon  refer  to  interacLon  that  acLvate   parLcluar  body-­‐awareness  of  the  sepcectators;  it  applies   affecLve  bodily  responses  as  meaning  creaLon.     The  terminology  is  used  to  diffrenLate  art  works  from  acLve   interacLon    that  uses  tangible  or  full  body  interfaces)  since   passive  interacLon  parLcularly  intersted  in  the  cogniLve   responses  and  their  evaulaLon  of  the  spectator.   Technological  applicaLons  are  affecLve  compuLng  or  instant   affecLon  technologies.  
  • 43. The  Mind  Cupola:  Passive  InteracLon    Users  are  invited  to  step  into  the   The  interacLon  process  fluctuates   immersive  surroundings  and   between  the  natural  reacEons  of   relax.     facial  and  eye  movement  and   controlled  responses  through   which  the  user  learns  to  produce   meaning.    
  • 44. The  Mind  Cupola  interface  is  formed  of  three  interconnected  systems:   • a  biofeedback  percepLve  system  (face/eye  capture  system)  –AffecLve  compuLng   •   a  frequency-­‐generaLng  affecLve  system  –  Instant  affecLon  technologies   •   real-­‐Lme  visualisaLon  /  digital  readout  –  AffecLve  visualisaLon  
  • 45. Passive  InteracLon   Self-­‐reflecLve  Process  Meaning    The  Transparent  Act  is  a  result  of  self-­‐reflecLve   process  when  the  user  re-­‐evaluates  his/her   knowledge  of  ‘being-­‐in  the-­‐world’  afaching  new   meaning  to  it.       through  self-­‐reflecLon  the  user  might  start  to  act   against  his/her  embodied  acLons    This  new  meaning  producEon:      fluctuates  with  the  insLnct  and  unconscious  acLons   of  human  acLon  which  helps  to  maintain  the   cogniLve  flow  in  the  interacLon.  
  • 46. CogniLve  Feedback  Loop   InterconnecLng  AffecLve    CompuLng  (monitoring  the  user)     with  Instant  AffecLon  technologies  (affecLng  the  user)   to  subject  the  parLcipant  to  intenLonal  decisions  to  operate  the  system.    
  • 47.  1.  AffecLve  CompuLng    AffecLve  compuLng  invesLgates  the  relaEonship   between  emoEon  and  cogniEve  processes  and  how   the  tracking  and  evaluaLon  of  this  informaLon  helps   to  produce  more  qualitaEve  interacEons  between   human  and  machine.      (Picard  2000)   Mainly  focuses  on:  facial  qualiEes  and  how  parLcular   affecLons  reflect  on  the  facial  physiology   Customized Open Source Eye- tracking System Track Eye v2.0
  • 49. AffecLve  VisualisaLon  through  Eye-­‐tracking   •  The  visualisaLon  engages  the   user  with  percepEve  affecEon   that  requires  both  insLnctual   and  conscious  control  to  form  a   relaLonship  through   interacLon.     •  Whilst  the  user  might  look  for   hidden  messages  on  the  display   by  using  the  gaze  of  their  eyes   as  a  control  mechanism,  at  the   same  Lme  they  change  their   environment  through  the   behavioural  analysis  of  the   system.    
  • 50. SemanLcs  of  the  VisualisaLon     Neuro-linguistic Application
  • 51. SemanLcs  -­‐  E-­‐Trans  Board   Applied  by  Paralyzed  People  as     CommunicaLon  Device      E-­‐Trans  comprises  a  sheet  of  perspex  a  bit  bigger  than  A4.    Lefers  of  the  alphabet  are  grouped  in  each  corner  of  the  board.  Within   each  corner  group,  all  the  lefers  are  a  different  colour.  There  are  also   six  coloured  blobs  arranged  around  the  board.   Source:  hfp://www.eyelife.org/  
  • 52. SemanLcs  of  ImaginaLon   New  Scien7st  describes  a  46-­‐year-­‐old  woman  who  was  totally   locked-­‐in.     CommunicaLon  through  measuring  the  pH  of  saliva.     They  trained  the  woman  to  change  the  acidity  of  her  spit  by   imagining  either  the  taste  of  lemon,  or  the  taste  of  milk.     She  learned  to  push  the  pH  one  way  to  say  "yes",  the  other  to   say  "no".’  
  • 53. 2.  Instant  AffecLon  Technologies   are  Technologies  that  affect  the  spectator's  cogniLon  instantly  as  a  response    (  by  meaning  creaLon)  to  their  interacLon  with  the  system     Electromagnetic Devices: Sound, Vibration, Radiations, Mechanical Vibrations and Affective Visualisation System Instant Cognitive Affection of the User
  • 54. AffecLve     Environment   These affection devices generate a spectrum of electromagnetic frequencies of sound, hot and cold stream and visual affects to guide the person towards an optimal experience. An amplification of everyday affection of environment of human cognitive faculties
  • 55. Passive  InteracLon  as  CogniLve  Feedback  Loop    The  mastering  of  the  Mind  Cupola  implies   that  the  user  learns  and  lives  the  rules  of   interacLon  that  is  built  upon  the   percepEve/a:enEve  qualiLes  and   thermodynamic/electromagneEc   qualiLes  of  the  body,  through  which  they   have  the  potenLal  to  control  their  own   responses.    The  system,  is  based  on  behavioural   analysis  and  the  thermodynamic   features,  afempt  to  balance  the  user’s   response  with  heaEng  and  cooling  his/ her  face.  
  • 56.
  • 57. New Applications: Enhancing Well-being Mind Cupola offers a radical knowledge practice acting through bodily capacities that establish a heuristic quality to learning. As this kind of passive interactions produce new embodied knowledge with increase of psychophysical control of the body, they might provide potential therapeutic and health-promotion applications which provides a main objective of future research into biofeedback art
  • 58.  TRANSDISCIPLANRY  SOLUTION:  situated  at  the  intersecLon  of   art  &  design,  arLficial  intelligence  and  consciousness  studies.   APPLICATION  in  NEW  DESCIPLINES:  providing  a  learning  process   that  evaluates  and  afends  to  the  level  of  cogniLve  immersion   and  stress  on  the  user  and  alters  levels  of  affecLon   accordingly.     Although  the  Mind  Cupola  was  formulated  on  the  basis  of   being  an  arEsEc  intervenEon  as  opposed  to  a  ‘designed’   purpose  as  a  transdispilnary  soluLon  provide  new  insights   in  Design,  Science  and  Philosophy.  
  • 59. Produced  a  SoluLon  to     •  Invisible-­‐Visible   •  Ready-­‐to-­‐hand  –  Present-­‐to-­‐hand   •  (Heidegger,  1927)     •  Technology  as  funcLon    -­‐  Technology  as   Meaning   •   Body  –  Mind   •  ArLst  -­‐  Spectator  
  • 60. DualisLc  Strategies  loose  their  Validity    Transdisciplinarity         ART    DESIGN   ART    TECHNOLOGY   ART    SCIENCE     ART    RESEARCH   ART  IN  MUSEUM    TECHNOLOGY  IN   EVERYDAY  LIFE    
  • 61. TRANS-PARENT TRANS-DISCIPLINARY Technology  brought  all  disciplines  to  the  same  plaVorm.   Understanding  Technology    Consciousness  Research   All  PlaVorms  and  Disciplines  can  benefit  from  Consciousness   Research.   Current  PracLces  challenging  the  boundaries  of   disciplines,  approaches,  modaliLes  and  ideologies.       Call  for  the  need  of  a  re-­‐evaluaLon  of  insLtuLonal  formats  and   plaVorms.  
  • 62. Art and Design in the Age of Consciousness Research ©  David  Coppit   @ Dr Brigitta Zics TransTechnology resreach University of Wales Newport / University of Plymouth/ www.zics.eu brigitta.zics@newport.ac.uk or brigittaopal@gmail.com