Arbora

Arbora (Sphere2)
Media Art Installation, 2019.


3D printing, custom-made electronics, custom-made software, sound
3D modelling: Tanja Vujinovic
Programming and custom-made electronics for Arbora object: Dr. Vid Podpečan, Department of Knowledge Technologies, Institute Jozef Stefan
Custom-made electronics for Arbora Protectors objects: Gregor Krpič
3D printing: RogLab


Consulting: Jan Kušej, Tomo Per
Project is supported by The Department of Culture of Municipality of Ljubljana
Production: Ultramono and SciArtLab, Department of Knowledge Technologies, 2019.
Project is supported by Department of Culture of the City of Ljubljana and The Ministry of Culture of the Republic of Slovenia

Arbora is infused with a neural network that understands and responds to human emotions. Arbora and three protector objects are inspired by the plants of the Carboniferous era. Outer surfaces of objects are covered with bark that resembles scales, much like the Lepidodendron tree that existed approximately 300 million years ago. Fossils of this plant sparked the imagination of our ancestors and might even be responsible for the imaginary conception of dragons. Emerging from the cloud of mythology, three protector objects are synthetic young trees grown in software. They resemble sprouts and like three ancient Greek gods of medicine, Telosphoros, Hygieia and Asclepius, monitor and reflect the overall environment of the AvantGarden.

Arbora senses the emotions expressed in the voice. Our voices can give clues about both the physiological and emotional state we are in. A specially developed and trained deep neural network deciphers the emotional components encoded in the captured voice in order to model a soothing binaural sound.

Custom-made electronics placed inside the object are Raspberry-Pi, a module with four microphones, and with headphones placed on the stand and connected to the Raspberry-Pi. Arbora should react to the voices of people in their vicinity who wish to interact with them.
 For this purpose, we developed a deep neural network model that analyses sound captured from space. Software is written in Python programming language using several libraries like num.py and others. A neural network is constructed based on the Tensor Flow open code library that enables the development of models for machine learning. Tensor Flow previously trained on the Ravdess database was implemented for this purpose. This database is made of voices of actors pronouncing the same sentences with different emotional input. The mechanism of this action is that the sound is captured and stored temporarily in the sound buffer. After this, the sound properties pre-assigned to each detected emotion are generated and played through the headphones. Since we wanted to create the situation within which the object would subtly react to a human voice, binaural beats were chosen as one possible type of sound interaction. By doing so in synergy with its environment, Arbora, together with its helpers, works towards improving our well-being.

Arbora, media art installation, 2019.

Genera

Genera (Sphere2)
Media Art Installation, 2019.

3D printing, custom-made electronics, hardware
Hardware device development: Dr. Luka Suhadolnik, Department for Nanostructured Materials, Jozef Stefan Institute
Additional hardware: Roman Bevc
Electron Microscopy analysis: Maja Koblar, Center for Electron Microscopy and Microanalysis (CEMM), Jozef Stefan Institute
3D printing: Stephan Doepner, C2


Advisors: Prof. Dr. Saša Novak, Department for Nanostructured Materials, Jozef Stefan Institute
Additional consulting: Jan Kušej, Lenart Krajnc
Production: Ultramono, 2019.
Project is supported by Department of Culture of the City of Ljubljana and The Ministry of Culture of the Republic of Slovenia

Genera is a futuristic sculpture that can purify indoor air. Its shape comprises branches converging into a trunk-base, and the air passing through them is drawn through an air purification device located at the base of the object. The air purification sculpture uses photocatalytic technology, which represents a potential system for removal of pollutants from indoor air. Improved air quality would improve quality of life, as the average individual spends most of their life in confined spaces.

The photocatalytic air purification sculpture uses the principles of photocatalytic degradation of organic compounds, bacteria, and other potentially harmful substances. Contaminants are decomposed on the surface of titania nanotubes (the active photocatalyst is activated by UVA light illumination), which are grown directly on titanium substrate using an electrochemical method. Photocatalytic oxidation can play a crucial role in indoor air treatment, as it represents an efficient and cost-effective green technology. In future AvantGardens we could have such branch-shaped devices that maintain safe levels of pathogens in the air.

Genera, media art installation, 2019.

Fontana

Fontana (Sphere2)
Media Art Installation, 2019.

3D prints, steel, water, glassware, custom-made atmospheric pressure plasma generating device, Argon gas, custom-made ultrasonic air humidifier
The plasma module is produced by the Department of Surface Engineering, Jozef Stefan Institute
Hardware: Roman Bevc
Custom-made electronics for Small Fountain: Gregor Krpič
English language editing: Derek Snyder

Advisors
Arijana Filipić, Department of Biotechnology and Systems Biology, National Institute of Biology
Dr. Gregor Primc, Department of Surface Engineering, Jozef Stefan Institute
Dr. Zoran Lj. Petrović, Institute of Physics, University of Belgrade
Additional consulting: Jan Kušej

Production: Ultramono, 2019.
Project is supported by Department of Culture of the City of Ljubljana and The Ministry of Culture of the Republic of Slovenia

Inside gardens and parks, fountains are usually placed as central features due to their symbolism, echoing the historical and cosmological role of water as a substance crucial to life on Earth.

How will we overcome the far-reaching consequences of growing environmental pollution? What novel ways can we invent to clean or recycle water already used in the industrial production of goods?

Sometimes referred to as the fourth state of matter, plasma is an ionized gas almost acting as a tiny lightning bolt. In scientific research, plasma is used for various purposes. Among promising features is its ability to destroy harmful microbes in different environments including water. UV radiation, charged particles, and reactive oxygen and/or nitrogen species are plasma’s constituents that have great antimicrobial properties – these reactive species are believed to be the most important in terms of microbe destruction. Plasma might also be the future technology for cleansing the leftover traces of manmade chemical contaminants in water, from toxic dyes to drugs. Research has also indicated that crops or seeds treated with plasma-treated water are more resistant to diseases and can germinate faster, thus producing a higher yield crop. This type of water management might be a potential future technology that will reduce the use of unnecessary chemicals in water cleansing, not only for industrial and agricultural use but also for safe human consumption.

As a potential technology that might be widely used, the treatment of water with plasma is implemented in the installation – plasma-treated water is both the actual agent of change and the symbol of growth and purity.

The Little Fountain (Fontana) is a custom made device that uses ultrasonic piezo technology. The ceramic disk transforms electric energy into vibration. The sound produced by this transducer is beyond the hearing range of humans. Submerged in water, it vibrates, and by doing so it deforms the structure of the water and disperses it into the air as approximately one-micron-sized droplets. These droplets form the fog which hangs throughout the space.

Fontana, media art installation, 2019.

Carboflora

Carboflora (Sphere2)
Generative art installation, 2019.


3D modelling, world building, digital sculptures: Tanja Vujinovic
Unity3D programming: Tanja Vujinovic, Gaja Boc, Sara Bertoncelj Čadež
3D objects of carboniferous plants: Dariusz Andrulonis for edukator.pl
Sound: Mihajlo Đorović

Consulting: Dr. Vid Podpečan, Department of Knowledge Technologies, Institute Jozef Stefan; Jan Kušej
Production: Ultramono and SciArtLab, Department of Knowledge Technologies, Institute Jozef Stefan, 2019.
Project is supported by Department of Culture of the City of Ljubljana and The Ministry of Culture of the Republic of Slovenia

This virtual environment is populated by plants that echo the Earth’s flora from hundreds of millions of years ago, specifically, the plants of the Carboniferous period that now constitute coal fields. As is widely recognised, our age, aptly named “capitaloscene” by Donna Haraway, is detrimental to the environment and health of all living organisms. Use of fossil fuels has been repeatedly proven detrimental to the Earth as a whole, yet hope persists that if we completely end our use of fossil fuels, we might reverse some of the effects of global warming and try to restore some of the damage we created over the last two centuries of industrial progress.

Forests of the Carboniferous age consisted of many relatives of contemporary plants – conifers, horsetail, and ferns. Some of the plants, like the early relatives of ferns, could grow to forty meters high. Lepidodendron trees had bark that resembles scales. Fossils of this plant sparked the imagination of our ancestors and might even be responsible for the imaginary construction of dragons.

Although declining, coal is still widely used in industry, not only for direct energy production but also for numerous industrial applications and derivatives; it remains a significant source of carbon dioxide emissions in the atmosphere.

Carboflora environment is connected to tracking the quantities of harmful particles in the atmosphere. Its levels are reflected in the way plants inhabit the virtual system. Properties of virtual plants are connected to a database that tracks air quality in almost real time. More than 10,000 stations throughout the world constantly send data about various pollutants like PM2.5, PM10 (small and big particulate matter), O3 (Ozone), NO2 (Nitrogen dioxide), SO2 (Sulphur dioxide) and CO (Carbon monoxide), as well as the AQI (air quality index). Upon opening, the application chooses the closest physical location and maintains the various properties of plants according to the numbers being sent from the database. Plants as a sort of timeless ur-forms echo the past and possible future within which we might curb our polluting emissions.

All objects within Carboflora were homogenised through using the same uniform white material, just as are the physical objects within other installations of Sphere2, in order to bring forth several conceptual elements that constitute the platform “past-future tense of futurism” and “technological optimism” with references to ancient Greek gods of medicine, medical equipment, and biomimetic patterns of natural plants.

Five virtual trees are growing, depending on the values within each category of particles measured at a particular physical location. When the application is opened, the IP address should choose the nearest physical location provided by the World Air Quality Index database. There are five scripts for five separate categories of air pollutants. These scripts were assigned to separate three-dimensional objects. Their size is also recalculated in relation to the average daily amount of a particular pollutant. This script is invoked every hour. If there are more particles than average, the trees remain lower, and if there are fewer particles than average, the trees grow larger. A first person controller (FPC) with an attached camera is devised as an instance of a simple artificial intelligence agent, so it can move through the terrain, avoid particular objects, and enable the generation of sound textures in real time.

Carboflora, generative art installation, 2019.

REFERENCES

Arbora Project References

Leila Chaieb, Elke Caroline Wilpert, Thomas P. Reber and Juergen Fell, Auditory beat stimulation and its effects on cognition and mood states, Frontiers in Psychiatry, Volume 6, Article 70, May 2015.
Shotaro Karino, Masato Yumoto, Kenji Itoh, Akira Uno, Keiko Yamakawa, Sotaro Sekimoto, and Kimitaka Kaga, Neuromagnetic Responses to Binaural Beat in Human Cerebral Cortex, Journal of Neurophysiology, 96: 1927–1938, 2006.
Stoneman, Lisa, and Dorothy Belle Poli. Drawing New Boundaries: Finding the Origins of Dragons in Carboniferous Plant Fossils. Leonardo, Nov. 2017.

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