Prix
The Prix Ars Electronica Archive is a collection enabling search and viewing of all the submissions since 1987. The award-winning projects are documented with catalogue texts and audio-visual media. All other submissions can be searched by title/artist and displayed with year, category in list form. Please cite the credits (artwork name, artist and photographer) and only use the materials if your article is related to Ars Electronica.
Brainball
Smart Studio
We live in a society where everything seems to move faster and faster. New technology and IT speed up processes of production and communication. The aim of the new technology is to support us in our everyday life. Yet, people in the western world suffer from exhaustion, anxiety and other syndromes related to stress, due to a high-speed lifestyle.
Western society is also a competitive environment, which affects both our professional and private sphere. When it comes to the traditional concept of competing in games, the person who is producing the most adrenaline and is the most active one comes out as the winner.
In Brainball the common concept of competition is twisted. Here the winner will be the person who exceeds in passivity and relaxation. Brainbal can be seen as an interface for the mental state of the two players.
One of the central issues in the Smart Studio is to explore how the development of new technology correlates with our cultural ideological and structural paradigm. In the initial part of the Brainball project, we started off with three conceptual preconditions; to create something with a twisted concept, to make a comment on modern life style without moralising and to find new ways of applying new technology in different situations. In this working process, our aim was to find a way to produce a piece in which the very use of the technology would make a comment on the highspeed society. We also found it challenging to try to use an already existing technology in a new context, far from the original purpose.
The preconditions of this specific task, which were put into practice in the full blown version of Brainball, naturally correspond to the attitude of the Smart Studio as a whole. In the studio’s day-to-day activity, we apply a critical perspective on technology. One of the central issues in our work is to explore how the development of new technology correlates with our cultural ideological and structural paradigm. The interdisciplinary approach characterizes our work, of which Brainball is an example.
Brainball uses an “off the shelf” biometrics-system from IBVA systems, for the input of the players’ brain waves. These signals are analyzed and interpreted by a Macromedia Director application running on an Apple G4 computer. The Director application then sends serial output to an API step motor controller, which in turn controls a linear unit. The unit is mounted below a table surface and a magnet is fixed on the unit’s carriage. The ball is placed on the table and is immediately attracted by the magnet below the surface. As the linear unit’s carriage moves, the ball moves with it. The buttons are connected to inputs on the API step motor controller to control the Director application.
Western society is also a competitive environment, which affects both our professional and private sphere. When it comes to the traditional concept of competing in games, the person who is producing the most adrenaline and is the most active one comes out as the winner.
In Brainball the common concept of competition is twisted. Here the winner will be the person who exceeds in passivity and relaxation. Brainbal can be seen as an interface for the mental state of the two players.
One of the central issues in the Smart Studio is to explore how the development of new technology correlates with our cultural ideological and structural paradigm. In the initial part of the Brainball project, we started off with three conceptual preconditions; to create something with a twisted concept, to make a comment on modern life style without moralising and to find new ways of applying new technology in different situations. In this working process, our aim was to find a way to produce a piece in which the very use of the technology would make a comment on the highspeed society. We also found it challenging to try to use an already existing technology in a new context, far from the original purpose.
The preconditions of this specific task, which were put into practice in the full blown version of Brainball, naturally correspond to the attitude of the Smart Studio as a whole. In the studio’s day-to-day activity, we apply a critical perspective on technology. One of the central issues in our work is to explore how the development of new technology correlates with our cultural ideological and structural paradigm. The interdisciplinary approach characterizes our work, of which Brainball is an example.
Brainball uses an “off the shelf” biometrics-system from IBVA systems, for the input of the players’ brain waves. These signals are analyzed and interpreted by a Macromedia Director application running on an Apple G4 computer. The Director application then sends serial output to an API step motor controller, which in turn controls a linear unit. The unit is mounted below a table surface and a magnet is fixed on the unit’s carriage. The ball is placed on the table and is immediately attracted by the magnet below the surface. As the linear unit’s carriage moves, the ball moves with it. The buttons are connected to inputs on the API step motor controller to control the Director application.
Thomas Broom (S) is an artist working in projects focused on Artificial Intelligence and Biosensors. Carolina Browall (S), behavioural scientist, works with future living and environment, and gender issues. Esbjörn Ericsson (S), engineer, works with concept development and prject management. Sara Ilstedt Hjelm (S), industrial designer, works as a writer and teacher. Magnus Jonsson (S), engineer, works with workshop and creative methodology, and prject management. Arijana Kajfes (S), artist, works with immaterial media in real space. Fredrik Petersson (S), engineer, works with homes of the future, software development, prject managing. Tobi Schneidler (GB), architect, works with the integration of physical and media environments in architectural design. Ingvar Sjöberg (S), artist, professor of Fine Arts at Valand School of Fine Arts, Gothenburg, Konrad Tollman (S), computer scientist, works with computer vision, domestic technologies and new communication meida. Lotten Wiklund (S), cultural scientist, has been working with art and technology from a theoretical perspective over the last five years. Thank you: Horreds Furniture Peekaboo Design.