introduction
pattern formation in the biomes
the sound of the biomes

detailed description of the work
exhibition history


Vicky Isley & Paul Smith
Research Fellows in Computer Animation & Computer Art
NCCA, Bournemouth University
t: +44 (0) 1202 966699
e: info at boredomresearch dot net

boredomresearch is represented by [DAM] Berlin



theatre of restless automata
"The pieces on show are really beautiful, particularly the 4 'biome systems', a series of wall mounted computers and screens, portals into a universe of highly complex digital automata that swarm and evolve, as they swim in and out of view. The simplicity of the work contrasts with the compexity of these alluring creatures, pulsing with colour and emitting a glissando of electronic noises." Neil Jenkins, Dirge


 


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.


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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.


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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.



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the sound of the biomes


a detail from a biome screen

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.


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detailed description of the work


biomes exhibited spread out over the floor at Aspex Gallery (April-June 2005)

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.

The work exists as an object that can either wall hang or be free-standing. Each system is completely self contained including its own custom built computer and screen. The screen is visible through a circular lens that has a foreshortening effect, bringing the image surface level with the surrounding frame to subtlety but profoundly change the viewing experience. In this form the work is experienced intimately where only a few people can view a biome at one time. The housing has a burnished metallic grey finish. We built the work with a ‘plug in and play‘ philosophy. This means that once assembled and plugged in the work can be switched on and of with a single button press. The work automatically saves its progress and on being powered up continues where it left off.



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exhibition history


a detail of a biome's lense

2006
Natural Habitat, Montevideo Amsterdam
SIGGRAPH06, Boston
Shrewsbury Museum & Art Gallery, UK
Peterborough Digital Arts, UK

2005

Aspex Gallery Portsmouth UK
New Forest Pavilion, Parallel with the 2005 Venice Biennale, Venice
HTTP, London UK
New Greenham Arts, Newbury UK

Third Iteration, Melbourne Austrailla


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