"Embedded Art"- Art in the Name of Security
This project started for me with the script "Welcome to Bentham Airport!" by Peter Halász. After the September 11 attacks the world changed in the name of security and this play was dealing in different episodes with the question, how we change while being observed. Peter Halász died before his play could become real and so I was asked to transform this work into a media installation that would be part of the "Embedded Art"-exhibition at the "Akademie der Künste" in Berlin where a lot of artists contributed some work.
Location: Akademie der Künste, Berlin
Impressions: "Welcome to the Bentham Zone!"
Visitor exploring the virtual environment
Reading the script of "Welcome to Bentham Airport!" inside the virtual world
The exhibition took place right next to the "Brandenburger Tor" at the "Pariser Platz"
Visitors interacting with the installation
Installation without visitors
Looking over the shoulder of people who are looking over the shoulder of the player
Impressions of moving through the virtual panopticon
Virtual prison cells
Inside the "Akademie der Künste"
Visitors observing each other
People looking at what happens on the screen
Virtual observation camera
Information and customer service counter
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CNN-Report on "Embedded Art - Art in the Name of Security"
Additional links:
http://www.zeit.de/2009/07/Embedded-Art - Bedrohliches Gewummer
http://de-bug.de/mag/6512.html - DJ Koze in der Berliner Akademie der Künste
Documentation and creative process
In the late 18th century the philosopher Jeremy Bentham came up with a concept for a building called "Panopticon" where only a few people (or just a single person) can observe a maximum of inmates. The basic idea was, that observed people behave conform and follow the rules to prevent the consequences of non conform behaviour. So, instead of observing a person all the time it would be enough and more efficient if the person has a instant feeling of being observed.
Today, with the ongoing development of computers and networks, the ways to observe people reached a digital dimension. It is not limited to a stiff architectonic structure. The digital world allows to collect data of millions of people and to only a very small minority of people have access to them. The Panopticon is quite easy to understand when seen as a architectonic building whereas the digital incarnation of the same concept remains invisible. The religious wish of a god that watches you and noticing everything you do, seems to get a real body build out of computers, sensors and algorithms.
To transform now the historical evolution of Benthams Panopticon into a installation that lets the visitors really feel the ambivalent situation by making them part of the installation itself, lead to a setup were a explorable virtual environment was projected onto a wall with a inviting console in front of it offering the controls. Every movement or action is visible to other people in the room. Personal questions have to be answered, virtual security cameras follow on every step.
Since the game like interaction takes and needs your attention you forget from time to time that you might be watched by other people. Being alone in the room leads to a feeling of being unobserved and and becoming more open to the computer. The first person perspective was chosen, because it is the most immersive way to interact with a virtual environment. It also offers a strong feeling of making your own decisions and if you watch somebody else navigating through the virtual world, you can't stop judging the person.
First concepts and early material
Concept: Visitor plays with the installation
Concept: Visitor notices people standing behind him/her
Concept: People observe the one interacting with the installation
Concept: Situation
Concept: First sketch of the console
Concept: Beamer, computer, trackball and buttons in one object
Concept: The beamer inside allows it to be moved flexible around
Concept: Trackball and buttons to enable the common "WASD"-navigation for FPS-games
Concept: One hand controls the movement in the world, the other the direction of the view
Concept: Final layout for the console, now giving place for the feet, more elegant
Building
Building
Arranging interface elements
Paint
Ready to go
Installing computer and beamer
Final installation
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17 - 17
Building the Hardware
The concept was, to let a visitor explore the virtual world in a way, that the actions and decisions are visible to other people. To get this done, a projection was chosen to get a large screen and a console to allow interactions. In the process of building we came up with the idea to just combine the console with the beamer into a single element. The final object was also equipped with a little camera, so it could observe the visitor while exploring.
Architecture and visual style
The airport is seen as a prototype for a controlled democratic environment. We all want our flight and no problems so we do what ever is needed to get through the process. Nobody wants to get into the focus of the security because even when you didn't do anything wrong, they have the power to take your time and you may miss your flight or get into trouble. So we give up a few rights since we don't have anything to hide. We just want to pass the controls.
To find a visual style I choose to mix the old architectonic visuals with a clean and futuristic look. The architecture should be close, oppressive and powerful but to support at the same time the illusion of wideness and freedom. To get this all together, I took a look at he airport "Berlin-Tempelhof", old drawings and image material of Panopticons and combined this with conductor paths and visual references to "2001 - A Space Odyssey" (just have a look at the following pictures). Since the main part of the exhibition (see the CNN reportage) took place in the basement, this was also taken into account when designing the virtual 3D world.
Visual references for the virtual environment
Reference image: Blueprint of a Panopticon
Reference image: From plans and drawings to reality
Reference image: drawings and plans of Panopticons
Jeremy Bentham (1748 - 1832)
Reference image: Blueprint from side
Reference image: Blueprint top view
Reference image: Abandoned Panopticons from outside
Reference image: Abandoned Panopticons from inside
Reference image: Airport Berlin-Tempelhof
Reference image: Airport Berlin-Tempelhof
Reference image: Airport Berlin-Tempelhof
Reference image: Architectonic work of Albert Speer
Reference image: Architectonic work of Albert Speer
Reference image: The conductor paths of RFID-Chips inspired the layout of the virtual world
This is a map of the "Bentham Zone" / top view
Reference image: 2001 a Space Odyssey / Lightning in close and constricting rooms
Reference image: 2001 a Space Odyssey / Lightning in close and constricting rooms
Reference image: 2001 a Space Odyssey / Lightning in close and constricting rooms
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Creating the "Guadian Angle"-logo
Final logo how it was used in the game world
Mood-board: Wings, guardian angel, eagle, freedom, security, good, strict, authority, believe...
Symbol "mash-up": Strict guardian angle. Will protect in the name of security.
Process of creating the "Guardian Angel"-logo
Adding the shape of a door in the background to make the guard stand in your way
Negative black and white version
Coloured version
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The final virtual environment
Starting in this room, only one door
Virtual observation camera
User has to make the first choice
Navigate to he next door
Texts from Peter Halázs are accessible from a interface inside the game
"Welcome to Bentham Airport!"
Proceeding to visit the virtual Panopticon
First impression after the door opens
Watching down from the second floor
Impression
To get along, you have to say "Yes"
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Final thoughts
This installation was a really great opportunity to dive into the psychological aspects of architecture. On top, the designed hardware is now a product and available at www.hapto.de!