Anthony Tran
Wire less, 2012
Wire less is a visualization and exploration of electromagnetic space and its effects on identity and the body.
Humans naturally give off electromagnetic radiation, but as we store more digital information on us through technologies such as cell phones or laptops, that radiation grows exponentially and in complexity.
These wireless emitting devices are not only communication tools, but also sensors of the invisible electromagnetic environment that surrounds us, making us aware of what is called Hertzian space.
Hertzian space is the cloud of electromagnetic radiation that always surrounds us. This space not only envelops our body; our body is a mediator of it. Our neurological synapses intertwine with the data we transmit.
With increased usage of wireless technologies to interface between humans, we sift our bodies through this electromagnetic space, exposing, disassembling and dispersing our identities to the open air. We text message through unencrypted networks, browse Facebook under corporate surveillance and curate pictures for peers to interpret us. As we leave these fragmented traces, others then compile and reinterpret them as our imaginary present
Utilizing 3D body tracking and ambient radio frequency sensors, Wire less deals with the state of our bodies in a saturated world of overlapping and scrambled signals that we sense but cannot see. Wire less seeks to make these invisible signals visible.
This lends itself to a new cartography where the merging of our projected, virtual selves now coincides with our physical, current selves. We no longer look at the screen and see a digital echo, a modern mirror image of us; rather we have become a version of Narcissus that has fallen into a sea of self-created reflections. Our bodies remain, but are engulfed in distorted radiation.
Biography
b. 1989, New York, NY
works St. Paul, MN
Anthony is a new media artist, researcher and technologist.
I create temporary spaces to expose the relationship between technologies and the extrasensory mythologies they produce. I reappropriate newly mass adopted technologies in order to subvert their persuasive notions of security and reliance. We live in a society obsessed with the “new,” often letting our guard down to embrace the so-called promise of the future. I seek to bring a hyperawareness of the present through modern cultural artifacts, to bring an heightened awareness to a very external focused world.
He writes about his work
I am passionate about science and art. The blurring of the two domains pervades the modern world, as it increasingly becomes more collaborative and connected. Contemporary digital art inherently mingles with art & science as well as the reinvention of the present to create the future. My work delves into the feedback loop that occurs between machine and man. Through creating spaces that are neither completely virtual nor fully real, I attempt to extend reality into a space that is transitional. I believe that this is representative of our time as there is still a gap between human consciousness and computer logic. Through making this explicit, I hope to lessen this gap and thus progress this transition, while realizing that it is the problemitization of the past and present that informs this future.
His proposal is for
The XBOX360 Kinect controller is a “controller-free gaming and entertainment experience.” When it first came out, a large community of hackers and computer scientists successfully reverse engineered the hardware and released open source drivers a mere week after its launch. Consequently, the Kinect is the first cheap, commercially available 3D camera. It has both an RGB and infrared camera, which uses voxels rather than pixels as its constituting medium. Through voxels, background subtraction no longer needs to rely on finicky parameters, such as a green screen; rather, one can take a voxel-based image of a room and subtract the non-relevant objects in space. Although a single Kinect only captures one perspective, teams have been able to capture and track bodies in a 3D space with multiple Kinects. This is the central concept in implementing this installation. I plan on creating an immersive space that has projections all along the walls. Participants will enter the space and multiple Kinects will immediately capture their physical bodies. These recordings will then be remixed, remade in four dimensions (i.e. time) and projected as snippets on the walls. A program will generate new scenarios, where multiple snippets may interact with each other, through the manipulation of perspective, adjusting frame rates/breaks, and rendering techniques. Participants will then react to them, starting a recursive feedback loop.
Links
Touchscreen, 2009
Wood, PVC, WiiMotes, Gloves, Computer

