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Hacking the Medium: Shaping the creative constraints of network architectures in multiplicitous media artworks

Published online by Cambridge University Press:  22 December 2021

Oliver Bown*
Affiliation:
Interactive Media Lab, University of New South Wales, Australia.
Sam Ferguson*
Affiliation:
Faculty of Engineering and IT, University of Technology Sydney, Australia.
Augusto Dias Pereira Dos Santos*
Affiliation:
Interactive Media Lab, University of New South Wales, Australia.
Kurt Mikolajczyk*
Affiliation:
Faculty of Engineering and IT, University of Technology Sydney, Australia.
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Abstract

In this article we discuss our practice-based research into effective architectures and creative workflows for creatively coding massive multidevice light and sound installation artworks. We discuss the challenges of working with networked multidevice systems and illustrate these challenges with examples of the type of content that one may wish to display on these systems. We then consider how the structuring of a creative framework can strongly influence how an artist approaches the creation of such work, eases the process of creative search and discovery and reduces the time cost and risk of solving technical problems of architecture design. We take a design perspective on how to make effective creativity support tools and also consider a holistic perspective on creative practice that attempts to satisfy creative ideals grounded in the reality of practice.

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Type
Article
Copyright
© The Author(s), 2021. Published by Cambridge University Press
Figure 0

Figure 1. (a) Ethernet provides a reliable approach to distributing audio over many speakers. (b) Our current system distributes computation over multiple devices each utilising a custom master board (named Biotica, made by Bitscope Designs) and communicating over WiFi. (c) An alternative design involves further ‘federalising’ of the system, where each device coordinates multiple Biotica nodes that each control multiple outputs.

Figure 1

Figure 2. A two-dimensional flocking simulation (Reynolds 1987), where each nearby ‘boid’ is an agent that moves according to Newtonian forces with three basic flocking principles: align velocity with nearby, keep distance from nearby boids and move towards centre of nearby boids. This model is an example of complex systems dynamics, with rich global patterns emerging from these simple low-level rules of interaction.

Figure 2

Figure 3. (a) Forests run the same program without systematic relations between the elements. Any variation must therefore be random. (b) Fields run the same program with the additional possibility of introducing variation through spatial relations. (c) In compositions, the elements may be heterogeneous, running different programs which are related. (d) Substrates run programs that primarily serve to render images. (e) We can also consider self-organised behaviours where the elements interact with each other over the network.

Figure 3

Figure 4. The Mind at Work installation at the Casula Powerhouse Art Centre, Western Sydney. The installation has 200 LED globes and 100 speakers. Available at: https://tinyurl.com/y599zaf2. Image courtesy Casula Powerhouse. Photographer: Chantel Bann.