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--------- Jonah Brucker-Cohen: p2p.edu ---------

-What kind of media do you use for your work?   >
Since my work is focused on bringing new physical interfaces to networked interaction, I use a mixture of electronics and software. On the electronics side I work with PIC, Basic Stamp, and BX24 microcontrollers (programmed in everything from C to PBASIC) to interface serially to computers. I also use a wide array of different sensors, motors, etc to both gather input and output feedback to and from physical spaces. My focus is to marry the idea of form and function, where the object itself becomes as important as the message it is trying to convey. For SearchEngine, for example, I built a small motor out of found machine parts and used a lawnmower starter cord as the main interface to the project. I wanted the physical act of starting an engine to be integral to the piece. For Crank the Web, I used a large, metal hand crank (the type you would use to crank a boat on your car) as the interface to a browser and attached sensors to measure the force and duration of each crank. As for software, I've used everything from Lingo, Java, and Visual Basic to server-side scripting languages like PHP, Perl and interpreted languages like XML, HTML, etc..

-Could you please write the tech specs of each technology? (java, >   c...)   >
Lingo / Shockwave - Macromedia Director   C/C++ /Visual Basic- Application Building   C/PBASIC - microcontrollers   PHP/HTML/Perl/XML - web-based systems

-Could you please tell us why you chose to use that particular >   language or software for that particular work?   >
For SearchEngine, I used a PIC microcontroller to both read serial input from the computer and inputs from the motor starter cord. I used C to program the PIC chip since the development environment I was using (MPLAB) was more suited towards that language. There are ways of using other languages (like PBASIC) to program PIC microcontrollers without having to know C. I sometimes use these methods when my time frame for building a prototype is tight. For my MouseMiles project, I wanted a large user base so I built the client/server in Shockwave. The output talks to a Basic Stamp microcontroller which outputs the collected miles as a timed amount to move the model train around the track according to how many miles are coming in. The Stamp also sends instructions to the LCD panel to display the number of laps the train moved. It also takes the incoming lap amount and sends that back to the PC to output to the connected clients.

-Are some languages better than others for specific works? (I mean: >   java is better for ....... while C is better for ..... and html for....)   >This depends on your final audience and whether the piece is going to be interactive or not. Since my projects mostly have a physical component, there's usually no interaction with people and the screen directly. Because of this, languages like Java and C/C++ are ideal because there's no need to dress up the interface since people won't be looking at a screen. Applications built in these languages can run in the background, and the physical interface is most important. For web-based applications, making interfaces in Director/Flash/HTML are the simplest ways to design and implement without too much overhead. This way you can make your interface user-friendly and designed simply, plus there's usually less of a problem with compatibility across platforms.

-Do you think it is possible to understand your work without any kind   of computer schooling?   > 
Definitely! I think people from multiple disciplines can understand my work because it exists as a series of questions and challenges to how we use/experience/and interact with technology and networks. People who have no computer experience can relate to the physicality of objects and experience, and my work addresses the human side (and humorous side) of technology and how these seemingly "virtual" processes might become more like us. Thus I think my work is accessible to anyone who's interested in shifting perceptions about what exists now and how this might change in the future.

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[- --  Featured Artist -- -]

Jonah Brucker-Cohen
Jonah Brucker-Cohen works as a Research Fellow in the Human Connectedness Group at Media Lab Europe in Dublin, Ireland. He received a MPS from the Interactive Telecommunications Program at New York University's Tisch School of the Arts, NYC and worked there from 1999 to 2001 as an Interval Research Fellow creating interactive digital / networked projects. His focus is on subverting existing relationships to human/networked interfaces by building new real-world inputs to networks, redefining how information is used and disseminated, and shifting virtual processes into physical forms through networked devices and experiences. His writing has appeared in WIRED Magazine, Rhizome.org, I.D. Magazine, Print Magazine, Edesign Magazine, Time Out New York, he is an Internet music columnist at Magnet Magazine, and was chosen as a net.art nominating judge for the 2003 Webby Awards. He is the co-founder of the Dublin Art and Technology Association (DATA Group) and won the 2001 International Browserday with his project, "Crank the Web".

His work has been shown both in the US and Internationally at events such as Ars Electronica, DEAF, SIGGRAPH 2000, VRML-Art 99, Art in Motion II in Los Angeles, F.I.L.E. Festival 2000-2001 in Brazil, Nordic Interactive Conference (ElectroHype) festival in Copenhagen, Machida City Museum of Graphic Arts in Tokyo, ISEA, Soundtoys.net, Transmediale.02, European Media Arts Festival, and the 8th Annual New York Digital Salon in NYC and Spain.

 

 

MOUSE MILES

Overview

MouseMiles is a networked mileage indicator for your mouse. Over time is calculates the mileage you have traveled and relays that information to a central server. The server collects all of the incoming mileage and outputs the distance in real-time to move a physical object - currently a model train around a track.

Concept

The idea behind MouseMiles centers around our connection to familiar objects (in this case a mouse) and how we share this connection and use with others across distance. The mouse is a fundamental input device to the modern computer. Despite our miniscule movements while using it, over time these movements measure up to long distances without us even noticing.

MouseMiles attempts to collect and measure these movements (like similar applications including the Mouse Odometer , Kodo, a Linux Mouse Odometer,and the Odometer Applet), but instead of keeping them local to one machine, MouseMiles collects the information over the network to discover how our collected movements could be implemented on a large scale. The physical model train that moves in real-time is a testament that our small movements can and do have real-world consequences.

System

MouseMiles works on two levels:
a.) Web-based networked interaction
b.) Physical output over time

a.) Web-based networked interaction

When launched, the application automatically logs into the server where it stays connected waiting for activity from the mouse. The application also configures itself for the width and height (in pixels) of each users screen to calculate the exact mileage being collected. Every 40 seconds or so, the miles are sent to the main server where an application keeps track of the collected distance traveled. Vertical (V), horizontal (H), and total (T) miles are tracked along with total number of laps of the train and collected total miles (TM) of everyone who has contributed to the miles.

b.) Physical output over time

In the physical space, the miles are collected and sent to a microcontroller which then allows power to flow to a model train. The train moves in real-time - both in speed and in distance according to the amount of change of miles coming in compared to the last input. As the train moves around the track, every lap it makes (approximately 10 ft = .001943 miles), it records the lap number and total mileage on an LCD screen and simultaneously sends the data back to each MouseMiles client. Therefore each user can see how their mileage measures up to the collective mileage and how far the train has moved over time.

Link: mousemiles.net (Shockwave Plug-In Needed)

Video:
(320x240) MouseMiles_Small.mov (5 MB)
(640x480) MouseMiles_Big.mov (15 MB)

SEARCHENGINE- 2001

Generate live Internet search terms with a real engine.

Overview
SearchEngine is a physical search engine interface. By pulling the motor starter cord, search terms are pulled live from the Internet and projected on the wall as a rising cloud of exhaust.

Prototype
SearchEngine is the sixth installment of my Physical Web Interfaces projects. The idea is to fully realize the concept of the search engine by actually connecting the process of starting a real engine with the experience of searching the web. Instead of finding results from a search, this engine produces the terms themselves that are pulled directly from a live source on the web. I wanted to turn the metaphor of "search engine" back onto itself and see what it really meant to use a real engine that conducted searches.

System
The system is a physical installation made of plexi-glass tubes, an old PC computer case, a DC motor, and a PIC16F84A chip that communicates serially with the computer and the motor and reads in the switch information. When someone pulls the starter cord, the engine starts spinning and live search terms are pulled from the Metacrawler site and projected on the wall as exhaust along with fake smoke.

Video:
View a video of SearchEngine (4MB QT) (Quicktime)


 
 
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