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Vicky Isley & Paul Smith
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introduction biomes exhibited in the New Forest Pavilion parallel with the 2005 Venice Biennale
A biome's small circular window looks in on a vast sealed universe in which you see a number of intricately patterned bodies going about their business. Observing at length, you will see an almost unlimited diversity of form, colour and pattern, as these creature-like machines enter and leave the viewable area. back to top background descriptive ![]() ![]() ![]() ![]() ![]() images from left to right: biome lense, wall hung, detail 1, biomes detail, detail 2 The biome works were developed after extensive research into computational models used in the study of artificial life. Our desire is to implement these techniques in a way that explores properties present in natural systems. We were interested in the diversity of form and pattern that appears in natural systems and how a similar diversity can be produced using simple rules. The research path that led to the techniques used in the biomes was originally undertaken whilst in residence at Artsway in the New Forest from 2002 - 2003. This research was first implemented in works titled randomSeed. A web page devoted to these works and an essay on the techniques used can be found in the links section of this page. We are interested in forms that blur the boundaries between nature and technology. The biomes reflect this interest with the bodies that inhabit their space appearing as both machine and organism. We often think of these artefacts as biological timepieces built with the production values of early watchmakers whose skills were translated to the creation of automata (mechanical life like forms driven by cogs). Here these intricacies of engineering are translated to the computer with the tiny cogs and chains replaced by computational mechanisms. back to top Pattern formation in the biome machines ![]() ![]() ![]() ![]() ![]() five different machines taken from the biomes exhibited in Aspex Gallery, Portsmouth (April - June 2005) The
biome machines generate their own markations using a pattern generator
based on simple rules. Each biome is running the same software but as the
machines are generative each system is evolving differently. The patterns have
been slowly increasing in complexity since April 2005 when we first launched them.
This visual complexity is augmented by a component of the program that acts like
a virus, seeking out machines lacking complexity and forcing them to reload their
pattern generator. Even we, the authors of the program, cannot foresee how the
machines will look. The unique appearance of each machine contributes to the overall
diversity of the biomes. Like those who view the work we have our own favourites,
likes and dislikes. As the space beyond the screen is so vast, when a machine
we like disappears from view, it may never be seen again.
Each machine has a library of vocal calls that accompany certain behaviours or
interactions with other machines. These are only heard when the machine is near
the viewable area. Sometimes faint calls can be heard as a machine passes close
by the window without making an appearance. Often you would hear a machine call
from a biome on the other side of the room and find yourself compelled
to dash over, trying to catch it before it vanishes from view. We find viewers
darting from one system to the next, like peering into different aquariums in
a sea-life centre. One machine in particular sometimes makes a dramatic appearance
flashing a bright light on a protrusion similar to that of a lantern fish. The
flashes are accompanied by the sound of an explosive electrical discharge and
many other machines react defensively, turning out their light and sneaking away
or aggressively shooting sparks at the offending machine. The biomes are a series of
six screen based computational art works that use generative processes in the
creation of a dynamic world. The virtual space of the world extends far beyond
the bounds of the screen with an approximate circumference of a mile and is inhabited
by abstract bodies inspired by creatures of the deep. Each of these bodies (we
refer to as machines) uses simple rules to generate its unique markation that
develop a high visual complexity.
2006
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