77th Academy Awards Red Carpet
I must create a system or be enslaved by another man's; I will not reason and compare: my business is to create.
- William Blake

The V&A’s Decode, Dreaming The Future Of Digital Media

(originally printed in Videography magazine, Feb. 2010)

London’s Victoria and Albert Museum, generally acknowledged as the world’s largest institution of decorative arts and design, was founded by Queen Victoria in 1852. You might think that digital video technology was the last thing the grand monarch had in mind, but the V&A was originally conceived as a “Museum Of Manufactures”. From its very beginning, at the height of the Industrial Revolution, it sought to be a place for the study of the point of art and technology.

“Decode: Digital Design Sensations” is a new exhibition the V&A is putting on in partnership with contemporary arts & design organization, onedotzero. “Decode” runs from Dec. 8, 2009 to April 11, 2010, and strives in every way to break the boundaries of the typical museum experience. The Victoria & Albert Museum has been collecting digital art since the 1960’s. An exhibition called “Digital Pioneers” showcases this material concurrently with the “Decode” exhibition.

Today’s interconnected world of social and digital information, becoming familiar to even the most luddite household, has broken down traditional structures of space, and time too, in media. People are increasingly used to the idea of watching a movie when and where and how they want to, for example, and the 20th century notion that it is an experience restricted to a brick and mortar theater with predetermined show times is moving toward becoming a novelty of the entertainment.

Shane Walter, co-founded onedotzero in the mid-nineties, and has been on the cutting edge of digital media production since. He is named as the curator of the “Decode” exhibition, but thinks of himself as more of a producer, and collaborator. A couple of the pieces in the show were commissioned directly by onedotzero, with Walters taking an active interest in their production.

“Decode”, arranged more along the lines of an extended festival than a gallery show, takes for granted the 21st century decentralization of media and then tries to see into the far reaches of digital media with fluidity and change being the focal element. Not only does an audience have an array of choices regarding its relationship to the digital pieces presented in the show, but the pieces themselves are morphing and changing as a result of their relationship to the audience.

The exhibition is divided according to three themes – “Code”, “Interactivity”, and “Network” – each representing an element of the digital creative process. “Code” presents pieces that use computer code to create new works and looks at how code can be programmed to create constantly fluid and ever-changing works. It emphasizes the idea that the code itself is a kind of creative entity that makes content – and that is willing to collaborate with the audience if instructed to do so. It’s asif the original programmer had created another little artist existing in a virtual realm – The Code.

“Code nowadays is a raw material,” says Shane Walter, “A coder is as creative as someone is a sculptor, for example, or a painter or designer.”

A museum space is traditionally, almost by definition, a place where something is preserved in stasis. The Decode exhibition strives to turn that on its head. “We’re saying,” says Walter, “Yes, touch things as much as you want, take pictures, and you can download elements of the exhibition, you can upload things too. We want to make you, the visitor, a part of the exhibit.” Some of the exhibits in fact can’t exist without an audience there, and are designed to spring into motion in response to the movement of the visitors, as if the exhibit itself was an artist, interpreting its subject – the museum-goer. Golan Levin’s “Opto-Isolator II”, for example, takes the form of a human eye that stares at the viewer, and blinks and moves in direct response to the viewers blinking and movement. “A lot of these ideas and techniques have been around for some time, but I think only in the last five years have people been using them less as a novelty and more part of their digital toolbox.” ”

The “Network” portions of the exhibition focus on and utilize the digital traces left behind by everyday communications. Walters points out how the digital web that we live in is something living, connected to us in a very intimate way. “It’s almost impossible to switch off. Even when you’re asleep , your Facebook is still going, your Twitter feed. You’re leaving all these digital traces behind. So artists are trying to make sense of this area by data mining this realm, and using that data to re-represent the world.” Aaron Koblin’s “Flight Patterns” uses FAA data to create animations of flight patters that are both ghostly and dream, as well as fascinating and informative. Repeatedly in Decode, hard fact and hallucinatory visions combine to produce a revelatory experience.

DECODE also offers people the chance to actively participate with via Karsten Schmidt’s piece, “Recode”. Created as a digital identity for the exhibition, the code for the ever changing CG piece is available on an official Decode Google code page, which also has a detailed user guide and gui. New creations can then be uploaded as part of the Decode exhibits online gallery, contributions which are considered no less legitimate than the original Karsten Schmidt work.

A fascinating challenge Decode presents to the museum world is that the digital media in the exhibit is entirely fluid and in fact quite difficult to practially catalog in a museum’s inventory. If it’s constantly changing and altering, how legitimate is the description of the piece, and if viewers are an integral part of the experience, can they be said to be part of the museum’s archive?

Decode presents a fascinating array of digital wonders and fascinating experiences, types of things which might have been seen on by attendees of SIGGRAPH, but have not been offered to a wide audience. Technologies that might have languished as a mere curiosity, have now, in the hands of artists, been made to communicate – and in some cases, commune – with a new generation of media audiences.

Bookmark and Share

AXON – An Old Partner Provides New Solutions for Live 3D

(first appeared in TVBEurope magazine)

An axon is the part of a nerve cell that sends one cell’s signal on to the next nerve cell. Without an axon, a nerve cell might be overflowing with great ideas, but its fellows will never know about them. AXON Digital Design, headquartered in The Netherlands, has specialized for years in producing hardware for the transmission, processing, and routing of audio and video signals. Now they’re becoming a key player in getting 3D signals where they need to go.

When Belgian HD company Outside Broadcast wanted to demo the live 3D transmission of an athletics event at last year’s IBC, it didn’t go to a sleek new company selling “the latest in 3D broadcast solutions”. It went to its time-tested partner AXON. Outside Broadcast were already using AXON’s Synapse infrastructure. Their challenge for AXON was not “Can we get some new technology which will allow us to do something new?” but “How can we do something new with the technology we already have?” The Memorial Van Damme, an annual summer event being held in Brussels at the King Baudouin Stadium, concurrently with Amsterdam’s IBC, provided a perfect opportunity to give professionals a taste of the future of live 3D.

TVBEurope asked AXON’s Chief Technology Officer, Peter Schut , how the company met Outside Broadcast’s needs. “Our Synapse modules are a hot-swappable solution. The infrastructure’s already there. For Outside Broadcast, we modified existing hardware to cope with their requirements, so they didn’t have to rewire anything. It’s very convenient if we can add these features to existing hardware.”

The principle requirement for the 3D transmission was to handle two simultaneous signals of left and right eye information provided by the stereoscopic camera rig. Outside Broadcast used a mirror splitter stereo camera rig – and so also added the necessary flipping of the mirrored image. AXON modified their already existing HXH150 card.

For the 3D transmission two left eye and right eye sources needed to be combined into a single SDI (HD) video stream. This was accomplished by squeezing both images down to an anamorphic half-horizontal size, then displaying them in a side by side mode compatible with MPEG transmissions.

“It was combining software blocks that we would previously use for other purposes,” Peter Schut says, “The card was designed to provide a 4:3 image with a pillar-box on each side to contain additional, external information. It was already ready to receive data from two sources. It was then just a matter of ‘moving the curtains around’ and the scaling algorithms.” His description makes it sound like something accomplished during a working lunch, but it is the AXON team’s skill and experience that allow for elegant, simple solutions, solutions that might take less established companies many hours – and many Euros – to resolve. AXON has prided itself on providing customers with smooth transitions when there are leaps in technology.

Outside Broadcast’s 3D demo was so impressive, that AXON was asked on the spot by EuroMedia for support in its camera motorcycles for 3D broadcast of the Tour De France and the Tour De Paris.

AXON are now offering a new dedicated 3D card, called the H3D100. The H3D100 will also be available in a 3GB version and both versions will have a variety of extra features. The inputs are the standard left and right eye images for stereo production, and feature flexible outputs that directly usable in a production switcher. Look for the H3D100 modules to feature prominently in AXON’s NAB 2010 presentations. These cards are currently being trialed on a few different projects, including L.A.-based video rental company Sweetwater. Sweetwater is also using AXON’s 3D cards to output stereo video for anaglyph viewing. Though anaglyph (you know, those different coloured lenses from the 1950’s) is not recommended for transmission or viewing by a large audience, but it is an inexpensive means of monitoring various 3D outputs.

Despite working intensively in providing 3D solutions to major players in European broadcasting, Schut – like many of us – has been reluctant to whole-heartedly join the 3D mania ubiquitous in the media industries. We asked him the eternal question: Will people watch 3D at home? Schut answered, “Until December, I would have said no. And then I saw “Avatar” – 3 hours of 3D without getting a headache. Now, I think Christmas 2010, if someone’s going to be buying a new big-screen TV, they’ll want it to be 3D capable. How much the viewers will be watching 3D, I don’t know. I don’t think the whole family, day in, day out, is going to be watching every programme with glasses on.”

Schut notes that, in the wake of “Avatar”, CES was a virtual stampede of 3D products and services – some perhaps creating more problems than would ever solve. AXON’s reconfiguring of its well-tried hardware may suggest that solutions to your new 3D challenges may not be far from home.

Bookmark and Share