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Eho Echo

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12/22/2011
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Echo



Just now in a land far, far away. There is a splendid building and an exhibition inside of it.

Visitors enter in an almost empty zone. They circulate, wander, investigate… On a small

screen elusive forms wave up and down. Associative components defy the abstractness of

the representation.

Moving about the place, they begin to notice that their presence and their

movements, initially unintentional, affect the animation. Graphic elements assimilate the

colors of their hair and clothing, weights and curvatures of the lines change, disruption

spreads, chaos infiltrates into order. Delicate arabesques metamorphose into raging forms,

the subtlety of whiteness into coloristic expressivity. Visitors become participants of the

creative process, enabled to actively alter the temporal and visual aspects of the artwork.



Immaterial, woven by code, the artwork materializes in the exhibition space. It outgrows

into an environmentally-sensitive installation that, in real time 1 , generates an animated

triptych 2 and displays it on the screens. It does so in the absence of the artist-demiurge,

either by delving into its own depths or by communicating with the visitors. Hermetically

closed in its essence, open in its scope, self-sufficient jet eager for reaction, turned to

inner space but responsive to outer stimuli, Echo constantly creates a “visual resonance” of

its immediate surroundings: stylized, essential, suggestive. It is the reverberation of the

internal liveliness of the exhibition space, a self-referential account of its content and

purpose (to be frequented by visitors, invaded and intertwined with energetic currents).







The immaterial





The key component of the installation is the invisible one, i.e. the software application that

breathes life into it. Echo is a generative artwork that can transform itself in time, thus

forming always new, unique and unrepeatable compositions. Even without taking into

consideration the disruption caused by visitors, the image is never identical as before or

after, so we could say that it is ephemeral as our own existence in time. “Cam-eyes” are

just mediators between the artwork and the environment, sensory upgrades enabling

visitors to imprint their personas onto Echo’s visual manifestations, either passively (by

simply passing through the place) or actively (by playing with the image). The exhibition

space and its visitors become the content of the artwork, resonating in time and space…



1 The frame rate of the animation is currently set to 10 frames per second, as a compromise between

complexity of form and speed of performance.

2 Echo can assume the form of a diptych, triptych or any other polyptych, but for the purpose of this

exposition, it will be described as a triptych.





1/4

Even though the application consists of several classes and functions, it is possible

to categorize them into two distinct groups or functional units. Unless telepresence comes

into the equation 3 , both units are run on the same computer. The first is charged with

analyzing the incoming signal (received from a video camera), while the second has the

task of generating the outgoing signal (simultaneously sent to two screens).

Classes that pertain to the first unit encompass computer vision algorithms that

analyze the captured video image and thus enable the computer to “see” its environment.

Most of these algorithms revolve around simple concepts and are based on general

programming knowledge, while there also a few more advanced ones, devised especially

for this application. Their primary role is to detect the presence of the visitor inside the

frame. If the surrounding area is empty, visual forms remain achromatic, emerging from

the darkness and moving independently, in accordance with both the underlying structures

and the “free will” of the program (exhibited by the second unit). As soon as the presence

of one or more visitors is spotted inside the surveyed area, Echo opens up to the outside

world. The most abundant and distinctive colors marking the visitors’ appearance as well

as their respective amounts begin to affect shades of color and densities of lines. The

average speed of movement influences the timing of the animation, while the occupancy

of the frame alters its overall character from gentle and peaceful to savage and dramatic…

One could say that the classes of the second unit are those that create the actual art,

or at least the appearance of it. They compose “visual music” (specifiable as “visual echo”)

on the basis of certain fine art principles and compositional rules, integrated in the system.

The potential of which they are capable reflects, in some instances, the collective visual

sensibility of our age and evokes occasional reminiscences of the Historical and New

Avant-Gardes. This programming unit is quite stratified, as its core functions repose on

the possibility of recursion, i.e. self-replication of code on a finite number of levels

(infinity being the synonym for computer crash). Nevertheless, the artwork does not

exhibit self-similarity in a dull and strict fashion, but quite the opposite. Randomness

inflicts and enlivens every stage of its “cellular division”. While most of the artwork’s

aspects are handled internally by this unit and, as such, are essentially generative, only a

few crucial ones depend on the results of the data analysis (executed by the first unit).





Echo's code was written entirely in Processing, a programming language and environment

based on Java. In a broader context, it is an open source initiative instigated by Casey Reas

and Benjamin Fry, former students of John Maeda. Initially developed under the auspice of

the MIT Media Lab, from 2004 on, Processing grew into an independent project. Over the

last few years, it became the fueling force behind some of the most advanced new media

projects and has found enthusiastic followers among artists and designers from all over

the world (as this project, once more, proves).



3 Echo can interconnect two or more exhibition spaces (museums, galleries or alternative venues), allowing

participants to extend the impact of their presence on remote instances of the artwork. If a network connection

is established, the analyzing unit can act as a server and the visualizing unit as a client.





2/4

The materialization





The availability and appropriateness of electronic equipment will greatly influence both the

set-up of the installation and the impact of the exhibit. Echo can perform solo, but it

reaches its full potential as a polyphony. The use of at least three computers, three video

cameras, three main and three auxiliary screens is suggested, although any number of

computers, cameras, main and auxiliary screens may be employed 4 . While running an

instance of the application, each computer must retrieve the input signal from one video

camera and transmit the same output signal to two screens (main and auxiliary). On a

multiprocessor system two instances can be run, which improves overall performance and

allows for higher frame rates to be achieved. In such case, one instance executes the code

of the analyzing unit and the other the code of the visualizing unit, the first streaming

data to the second.







SPATIAL DISTRIBUTION





The concept of the artwork calls for widespread distribution of the installation, or better,

of its constituting components. In order for it to interweave and symbolically embrace the

entire museum or gallery space, it is necessary to situate its parts in four distinct places.

On three of them the interaction with the visitors will take place, while the fourth should

be reserved for the contemplation of the whole. If we look at it as a separate exhibit, the

whole complements the parts and closes the metadiscursive circle by exhibiting the

exhibition’s tides, i.e. rises and falls in visitors.







Places of analysis





In order to set-up the places of analysis, it is crucial to designate some of the most

frequented locations inside or outside of the museum’s or gallery’s exhibition space,

possibly one for each of its architectural units (wing, floor, room, etc.). These should be

mostly empty, passage zones with no artworks within the immediate proximity. At each of

the locations a video camera should be placed, in order to survey the designated area and

send the captured image to the corresponding computer. It would be best if the lighting

conditions were uniform and stable, without greater oscillations in temperature and

quantity of light (although there are quite a few “security settings” implemented in the

program, too much of an environmental instability will undoubtedly affect its functioning).









4 See document Modules and Variations.





3/4

Each camera is to be positioned slightly above the eye level. It is crucial that it can

shoot visitors against a plain background and that its placement allows them to explore

various depths in relation to the artwork. On the very edge of its field of vision an auxiliary

screen should be mounted. This screen will enable participants to observe in what ways

their presence and their movements stimulate the artwork. The first public presentation of

Echo has already proven that this “clairvoyance” tends to trigger complex and intriguing

identification mechanisms as well as metonymic associations, especially with the colors

displayed on screen. Exclamations like: “There I am!” or “There you are!”, upon the

appearance of a certain color, could regularly be heard. People associated themselves and

their friends with the colors that distinguished them, thereby turning an abstract artwork

into a referential representation!







Place of synthesis





All three signals should stream into the place of synthesis, set up at an independent

location such as the entry hall, a central room or a video wall of some kind (preferably

turned outwards, towards public places outside of the building). Three main screens,

positioned so as to form a lively composition, are to show the current flow of visitors

through the museum or gallery, from floor to floor or from room to room.

Such collected animations, substantially equivalent but indescribably variable, form

a conceptual whole. While all the colorfulness, liveliness and unrepeatability of the present

moment vibrates from the video wall, the internal life of the exhibition space becomes an

external attraction. Echo spreads inside-out, erasing the physical boundaries of the edifice,

reaching out for people and bringing them closer…









4/4



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