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»Artificial Changelings«
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Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • Installation
      • augmented reality
      • interactive installation
      • mixed reality
      • performative installation
      • sound installation
      • virtual reality
        • 360° virtual walktrough
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • emergence
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
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      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
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      • art market
      • artistic invention
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • image
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representation
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      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
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        • poststructuralism
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        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
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      • empathy
      • expression
      • eye
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      • fantasy
      • feeling
        • affect
        • emotion
      • gender
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      • gesture
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      • access
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    • NATURE AND ENVIRONMENT
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      • weather
    • POWER AND POLITICS
      • authority
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      • institution
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      • manipulation
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      • military
      • nationalism
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    • RELIGION AND MYTHOLOGY
      • afterlife
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      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
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      • ritual
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    • SOCIETY AND CULTURE
      • activism
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        • surveillance-capitalism
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    • TECHNOLOGY AND INNOVATION
      • artificial intelligence
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      • development
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      • emulation
      • engineering
      • history of technology
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      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • dome
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • lightbox
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • Interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor/brain-computer-interface
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
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Information
Cite
X
Archive of Digital Art (ADA). “Toni Dove - »Artificial Changelings«”. https://www.digitalartarchive.at/database/general/work/artificial-changelings.html (retrieved 1970-01-01). @online{ADAartistprofile, author = {Archive of Digital Art (ADA)}, title = {Toni Dove - »Artificial Changelings«}, url = {https://www.digitalartarchive.at/database/general/work/artificial-changelings.html}, urldate = {retrieved 1970-01-01}
Technology
Hardware
Artificial Changelings is packaged in four road cases on castors.Combined weight approx. 1200 lbs. The collapsible curved rear projection screen, interactive floorpads, camera, lights and video projector with stand fill two cases. The remaining two rackmount cases contain the equipment. These cases are internally wired and the entire installation plugs into these cases which plug into the wall or a to a transformer depending on the country of exhibition. The exhibiting institution is requested to supply an NTSC monitor, a Power PC Macintosh RGB computer monitor, and one stereo amplifier that will drive stereo 15" woofers. Speakers like Apogee, Meyer Sound or equivalent are preferred brands. Also an 8 ft. pole for hanging lights (emc 1").

The rack cases include - 2 laser disk players, video switcher, computer with Sample Cell II and serial port card, DSP unit, mixer, midi interface, floor pad midi trigger unit, midi relay for lights, VNS System (video motion sensing).
Installation Requirements / Space
The room needs to be dark with at least an 11' ceiling, minimum about 15' wide and about 40' depth for rear projection and floor space in front of the screen (depth requirement may be altered somewhat by the use of a first surface mirror - width of the room needs to be greater in this case). It should be reasonably sound tight as the installation has a cinematic soundtrack.
Installation Requirements / Space
Setup requires an installation crew of two and can be accomplished easily in two to three days. The artist's programmer/ tech assistant will come with the installation and can oversee the installation making the process quick and painless.
Descriptions & Essays
A romance thriller about shopping, Artificial Changelings is presented as an installation in which one person at a time uses body movement to interact with sound and images. Viewers can take turns either as particpants or spectators. The story opens in Paris at the end of the 19th century and travels to an unnamed future through interactions with two female characters. Artificial Changelings brings the movie off the screen and into the room inviting viewers to engage with characters in an immersive environment. It is rich with multi-layered imagery and has a stunning score by composer Peter Scherer. Artificial Changelings begins with Arathusa, a kleptomaniac and an ecstatic dreamer, who suffers the constraints of Victorian society. The thrill she receives from stealing is erotic. She dreams of Zilith, a woman of the future, who is both real and imagined. Zilith is an encryption hacker searching for invisible enemies and drowning from lack of focus in a futuristic landscape. She is also a dreamer - and a voyeur obsessed with power. Each woman meets a man who will play a greater role in the next part of the trilogy. Artificial Changelings is a unique statement on how consumer economy, from the Industrial Revloution to the present, shapes identity. Artificial Changelings debuted in '98 at the Rotterdam Film Festival. It was part of the exhibition Body Mécanique at the Wexner Center for the Arts, was a solo exhibition in 2000 at the Institute for Studies in the Arts at Arizona State University in conjunction with the International Performance Studies Conference and was in the exhibition "Wired" at the Arts Center for the Capital Region in Troy New York, 2000. It was funded by grants from New York State Council on the Arts; New York Foundation for the Arts; The National Endowment for the Arts; Harvestworks, Inc.; Art Matters, Inc.; and the Eugene McDermott Award, M.I.T. Interactive Structure and Technology - How it works The installation consists of a large curved rear projection screen suspended in a room with four zones delineated on the floor in front and some chairs in the rear for a small audience. Non-interactive narrative sequences frame the experience at beginning and end. The body of the piece contains multiple segments that offer the audience an opportunity to have a responsive experience with the characters and environment. As an audience member you step into a pool of light in front of the screen and enter the interactive zones. When close to the screen you are inside a character's head; back off and the character addresses you directly; back off again and you are in a trance or dream state; and back off once more and you enter a time tunnel that emerges in the other century. Within the zones, movement causes changes in the behavior of video and sound. There are body, speech and memory segments - each with different behaviors. The characters become like marionettes with unpredictable reactions based on the movement of the viewer in front of the screen. Body movement will dissolve images, shuttle forward and reverse on the time line, trigger frame loops, and change speed and color, as well as dissolve between segments and create superimpositions. Movement close to the screen will produce intimate revelations, close-up images and whispered sounds. Movement away from the screen will create memories clouded by layers of time, transparent images, and washes of sound. The sound environment and emotional tone of the piece are altered as well by the nature of a viewers' movements within each zone. There is the possibility of moving back and forth between two centuries as if they were parallel realities suspended in a universe where time has no linear direction. The viewer does not change the narrative events, but develops a more immersive relationship with the characters and environment based on physical behavior. Different viewer responses will produce different aspects of content, emotional tone and information.
Literature