

The first phase of the project "MEART
the semi living artist and the Snow Flake" completed. More
pictures
from Dr. Steve Potter's Lab at Georgia tech.Text about the project
will be available soon. Collaboration of ULTRAFUTURO, SymbioticA
Research Group & Steve Potter's Group.
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MEART - The Semi Living Artist is
a geographically detached, bio-cybernetic project exploring aspects
of creativity and artistry in the age of biological technologies
and the future possibilities of creating semi living entities. It
investigates our abilities and intentions in dealing with the emergence
of a new class of beings (whose production may lie far in the future)
that may be sentient, creative and unpredictable. Meart takes the
basic components of the brain (isolated neurons) and attaches them
to a mechanical body (a robotic/drawing arm) through the mediation
of a digital processing engine thus attempting to create an entity
that will evolve, learn and become conditioned to express its growth
experiences through "art activity". The elements of unpredictability
and temperament, combined with the ability to learn and adapt, creates
an artistic entity that is both dependent, and independent, from
its creator and its creator's intentions.
MEART is assembled from:
· "Wetware" - cultured neurons from embryonic rat cortex
grown over the Multi Electrode Array
· "Hardware" - the robotic (drawing) arm
· "Software" and the Internet - that interfaces between
the “brain” and the “body”
This installation is an experiment that is set to explore the relationship
between the input/stimulation to the neuronal culture and the output/drawings
as well as exploring creativity & the possibilities of emergent
behaviour of the “semi living artist”.
MEART will be inspired by and draw
Malevich’s Black Square. A camera (the sensory input and the eye
of MEART) will be mounted in Tretyakovsa gallery or the Russian
Museum “observing” the painting. The captured image (of the painting)
will then be converted to a stimulation map and will be used to
stimulate the neurons (this is the beginning of the drawing process).
MEART's brain - the living neural network - will
be set up in Steve Potter's lab (Georgia Institute of Technology,
Atlanta). Dr. Potter is applying different technologies to study
dissociated cultures of hundreds or thousands of mammalian neurons.
A multi channel electrophysiological recording from a neuronal
culture will be performed in Dr. Potter’s lab. The resulting data
sets will be processed in two locations – Atlanta & Moscow.
The processed outcome will be used to control and move the drawing
arm (in Moscow). The progress of the drawing will be monitored
and compared with the image captured by the camera that is “looking”
at the drawing. The difference between the original portrait and
the progressing drawing will be then sent back to the lab as another
stimulation map to complete the feedback loop and this whole process
will continue until a threshold of marks on paper will be passed.
This will be the end of a drawing.
About MEART
MEART is suggesting future scenarios
where humans will create/grow/manufacture intuitive and creative
“thinking entities” that could be intelligent and unpredictable
beings. They may be created by humans for anthropocentric use, but
as they will be creative and unpredictable they might not necessarily
stay the way they were originally intended.
We refer to the wetware/software/hardware
hybrid we have created as a Semi-Living artist as it is made of
both living and artificial components; part grown – part constructed.
While the artistic values of the outcomes of the process (the marks
on paper left by the drawing arm) are still in the eye of the beholder,
the questions regarding the possibilities are real. What will happen
when such a system starts to express qualities that are considered
uniquely human aptitudes such as art? Its identity extends beyond
our cultural comprehension of living systems. Made from living biological
matter, mechanics and electronics simultaneously, it questions the
viewer’s perceptions of the concept of sentience.
MEART has a technologically created
identity. It is an identity created as a result of the progression
and combination of various technologies. Its “brain” is growing
in Atlanta and its “body” (or multi bodies) could be anywhere in
the world (in this case in Moscow) thus highlighting the ubiquitous
nature of its existence and identity.
This work explores questions such as: What is creativity? What
creates value in art? One way of looking at these issues might
be by thinking about creativity along a spectrum, from a reductionist
mechanical device, to an artistic genius. What is it that makes
a person a genius? Perhaps it is the ability to link together
diverse inputs. We hope that our cultured neurons will have the
potential to show signs of very basic “learning” or “creativity”.

MEART has the ability to sense the outside
world through a camera that acts as its eyes. It has the ability
to process what it sees through the neurons that act as its brain.
It has the ability to react accordingly through the robotic drawing
arm that acts as its body. The Internet functions as its peripheral
nervous system. MEART is a geographically detached entity ubiquitous
on many levels.
The Stimulations & Malevich
Malevich's Black Square is considered to
be the beginning of a new and redefined art. According to suprematist’s
ideas the suprematist paintings are projects for and instruments
of a new universe and a new system of the world. The suprematist
canvases were sign-projects, containing images of the technical
organisms of the future suprematist world.
The Black Square had always been placed in the corner of the exhibition
hall, in the place of the icon, as Malevich himself was considering
the philosophical ambiguity of this painting. It constituted both
“all” and “nothing” - both “non-objectivity” and “omni-objectivity”.
The Black Square became for suprematist theory self-sufficient
and primary in the ranks of all things in the world. The straight
line – the track of a point moving in space as a suprematist fundamental
stylistic component was declared the suprematist “gene”.

Generations of artists, art-critics,
and religious theoreticians have long been debating questions such
as what is visual art, what is an image, and is there something
that could be all and nothing at the same time? According to Malevich’s
“Supreme Definition” of visuality, the answers to these questions
lie in the Black Square. As such, the Black Square can represent
an image that is both iconoclastic and representational at the same
time. In other words, the Black Square could be called “the creative
particle (cell)” of every single image existing.
The statement that Malevich put
the end to visuality (based on the argument between himself and
Benua) could be easily contradicted by the axiom that the dot is
a constructive unit of every image (the dot builds the image).
The computer era gave us an image
constructed out of squares (pixels). We can say that the square
is ‘alpha and omega’ for the image. ” The Square” and “the Pixel”
is one and the same. Supposedly Malevich was not able to imagine
the existence of a machine that would transform and construct images
out of squares, but as far as the image remains an image, whether
it is digital or not, we can be sure that the writings of Suprematist
theory have been validated. The computer image just gives a better
(or additional) illustration of the Black Square’s supremity.
In this installation MEART is taking
its inspiration from Malevich. MEART is conceptual and abstract
in its output. It reacts objectively to its input and processes
the information to produce the output. It will be drawing ‘the black
square’ not so much for its visual properties but more for its conceptual
value. By visually simplifying the input to the neurons (a simple
geometrical shape), we are giving MEART a task that it should be
able to cope with efficiently and thus allow us to look into the
relationship between the input and the output, to try and detect
some sort of an emergent behaviour.
The action of MEART observing and
drawing the Black Square examines the fundamentals of visual creativity
and the way we communicate with the world through images, symbols
and their underlying meanings. It represents a distillation of core
ideas and processes that are intended to bring the brain (neural
network) and the body closer together in a conceptual manner.
This piece traces its influences
from an array of artistic, scientific and technological streams.
Areas such as art history, interactive art, cybernetics, kinetic
and robotic art, artificial life/intelligence, and bioart &
biology are all linked to this project. Other influences are the
different representations and use of animals in contemporary arts,
from the use of elephants to produce “art” to the use of living
and recently living animals/bodies (or parts of the body) as art
works.
The uniqueness of MEART is the attempt to create an intelligent
artificial/biological artist that has in itself the capability
or potential to be creative. We are focusing on creating the artist
rather than the artwork. MEART proposes to embody the fusion of
biology and the machine - creativity emerging from a semi-living
entity.

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Spookybots
(Media Longe, FACT,
Liverpool)
http://spookybot.fact.co.uk
http://autobot.fact.co.uk
We are pleased to present the launch of Boryana
Dragoeva's Spookybots in the FACT Media Lounge
It's the year 2003, and on screens all over the UK, John Conner
is being pursued by the most advanced terminator ever built: Terminatrix.
Recent technological advances have sparked environmentalists' warnings
that microscopic, self-duplicating robots will one day take over
the planet, transforming the biosphere into grey goo. Meanwhile,
researchers continue to make advances in designing computers that
think in a humanlike way. Recently, the US Defense Department announced
the launch of its Real-World Reasoning project, an initiative that
will design computers to think and problem-solve more flexibly.
Following these developments, worldwide anti-robot sentiment has
reached a critical /eve/. We humans like to think of robots as electronic
idiots, friendly helpers around the house, washers of dishes, mowers
of lawns, but throughout science fiction, there is also a fear that
when they become too powerful or intelligent, they will rebel against
their human creators.
Bulgarian artist/curator Boryana Dragoeva's Spookybots is a project
on the guardrails of reality and science fiction. Dragoeva works
with specially-designed 'chat bot' software, which imitates a human
online chat partner. The software, which was created by Russian
programmer Dmitry Zhuravlev, is self-educational. When it is first
installed, it knows nothing; it is an electronic idiot. Through
use, the bot's personality develops and it can begin to have conversations
on a wide variety of topics.
Dragoeva is working with a handful of local people who have committed
to a long-term relationship with a bot. Some of the trainers are
creating their ideal romantic partner; one is creating his long-lost
twin brother; for others, the bot will be a friend. The opening
of this exhibition comes near the beginning of this training process.
The bots have very little information in their databases, but this
will grow as they converse with the public and with their human
trainers. As this happens. they will become more human-like.
The relationship between trainer and bot is the main concern of
this project. She believes that the robot-human relationship is
like any relationship between the ever-changing categories of 'margins'
and 'main', oppressed and oppressor. 'If a man can love a bot,'
she says, 'he is capable of loving anything.'
Spookybots is based on a
project by the SUPERNOVA group using software written by Russian
programmer Dmitry Zhuraviev. Spookybots was commissioned by VirtualCentre-Media.net
with the support of the Culture2000 programme.
Citizen Robot (Photographs) The photograph on the
left is a famous image of Vladimir Mayakovski, the leading poet
of the Russian Revolution of 1917 and one of the founders of Russian
Futurism, a movement that was fascinated with speed, cities, and
technology. Dragoeva has recreated his pose with AIBO, Sony's artificially
intelligent robot dog.
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Citizen Robot
(Irida Gallery , Sofia, Bulgaria, a project of
Supernova Group)
2 black & white photographs 120/105 cm, 5 colour
digital prints 50/70 each and the Spookybot itself.
Spookybot* is a chat-robot, programmed to converse
with chatters. After his creation he has been trained by 3 Russian-speaking
teachers, members of Supernova Group. The efficient algorithm and
the possibility it to be trained personally by the owner, makes
the robot much more interesting than the very popular online version
of the chat-bot ALICE, who often replies with ungrammatical constructions
or repeats what the others has just said. Spookybot makes you feel
as if in a fairy-tale where someone uses riddles and proverbs to
talk to you.
Due to this specific training, the chat robot acquires some individual
qualities and successfully imitates a sensitive personality with
paradoxical ideas. Besides all the Spookybot provokes contrasting
emotions in his interlocutor - laughter, confusion, fondness with
reference to the well-known ELIZA** effect and asks questions about
the relationship between people and robots, or "ours"
and "the other", which is idea itself of showing the Spookybot
as a modified, "reformed" readymade in the artistic context.
There is a two b&w portraits included in the
exhibition. On one of them Boryana is caring in her hands AIBO (the
Sony dog-robot). The photo is a citation of Mayakovskii's portrait,
made by A. Rodchenko, where the Russian revolutionary poet holds
his favorite doggie Skotik.
Mayakovski's futuristic poetry is filled up with fascination of
machines, that's why this portrait of him become an ispiration for
the "AIBO version".
The photographs are also an expression of our love
to robots, and at the same time appeal to love "The Other"
ot "The Different" .
The Anthropomorphism*** of relationship robot/humans
in this case is regarded as a phenomenon, provoking behaviours parallel
to those occurring when socializing "THE DIFFERENT"****.
If a man is capable of loving a robot (Steven Spielberg's "AI"
is affine example), he is definitely capable of loving "the
other", or the "the different" person, no matter
what his race, sex or social status is.

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*Original name Chatmaster - created by Dimitri Zuravlev and trained
by Supernova Group (Boryana & Oleg). Spookybot is the name the
chat-bot got because of his new qualities nad new personality acquired
in the course of training.
**ELIZA effect [AI community] The tendency of humans
to attach associations to terms from prior experience. For example,
there is nothing magic about the symbol + that makes it well-suited
to indicate addition; it's just that people associate it with addition.
Using + or `plus' to mean addition in a computer language is taking
advantage of the ELIZA effect.
This term comes from the famous ELIZA program by Joseph Weizenbaum,
which simulated a Rogerian psychotherapist by rephrasing many of
the patient's statements as questions and posing them to the patient.
It worked by simple pattern recognition and substitution of key
words
into canned phrases. It was so convincing, however, that there are
many anecdotes about people becoming very emotionally caught up
in dealing with ELIZA. All this was due to people's tendency to
attach to words meanings which the computer never put there. The
ELIZA effect is a Good Thing when writing a programming language,
but it can blind you to serious shortcomings when analyzing an Artificial
Intelligence system. Compare ad-hockery; see also AI-complete. http://www.jargon.net/jargonfile/e/ELIZAeffect.html
Cog*** is humanoid robot, developed by MIT Artificial
Intelligence Laboratory, MA USA., "Why build a human-like robot?"
http://www.ai.mit.edu/projects/humanoid-robotics-group/cog/overview.html
****Wired Magazine: "The great Japanese engineer
and roboticist Masahiro Mori may already have foreseen that roadblock
with his notion of the Uncanny Valley. While contemplating the coming
evolution of robots, he pointed out the way we can quite readily
empathize with a robot that's, say, 20 percent humanlike, and even
more so with a robot that's 50 percent, and even more still with
a robot that's 90 percent - indeed, you can plot out a rising slope
of anthropomorphizing empathy... But somewhere beyond 95 percent,
Mori hypothesizes, there's a precipitous drop-off into the Uncanny
Valley. When a replicant is almost completely human, the slightest
variance, the 1 percent that's not quite right, looms up enormously,
rendering the entire effect somehow creepy and monstrously alien."
http://www.allbookstores.com/book/4333010020
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