Anne Scott Wilson
'X' Marks the Spot
Seeing Not Looking
‘X Marks the Spot’ and ‘Seeing Not Looking’ are art works that explore tensions between Artificial and Human Intelligence. Using an inverted game technology, in which the performers become active participants ‘seen’ by an automated drone camera, power relationships rise to the surface over time. Problems inherent in the notion of AI thought of as communicative, are challenged, raising questions about what is it to be human when measured or surveill-ed by drone technology. By presenting video excerpts of both works I would like to talk to these problems through an analysis of the artistic decisions made in each work and what is revealed through practice led research.
Anne Scott Wilson is a Lecturer in Art and Performance at Deakin University, member of the Art and Architecture research group #VacantGeelong. She sustains a solo art practice, curates and devises projects with colleagues at various Universities. Anne is a Committee Member of the Wyndham Council’s Art and Heritage Portfolio in 2018/19. She is a recipient in 2018 of an Australia Council for the Arts Development Grant which has facilitated research with ARS Electronica and has received grants and residencies from Government Funding bodies, and philanthropic organisations. She received her PhD from Monash University in 2009 titled ‘Memory, Motion and imagination: an investigation into the subjective experience of studio practice.’ 'X' Marks the Spot is in collaboration with Shelley Hannigan and Cameron Bishop.
Anna Munster and Michele Barker
Ecologies of Duration
Ecologies of Duration is comprised of several infinitely looped moving image works, using up to three monitors, that have emerged from experimentation with drones: filming in close proximity to trace geoformations; developing techniques in which the moving image appears to both zoom in and recede from its ‘target’; and filming in visually obscured natural circumstances such as fog or mist. Each ‘ecology’ (each pair of monitors) presents a doubled view ‘from below’ or alongside nonhuman ‘natural’ landscapes’. These ‘ecologies’ try to imagine a nonhuman nonaerial drone scape and together ask: how else might drones see? In the panel presentation, we will discuss the making of these works in the context of the above problems posed by an ongoing aesthetics of the aerialised earth.
A/ Prof Anna Munster is the Acting Deputy Director of NIEA. She has international profile as both a practitioner and prominent theorist in art. Munster has two published books: Materializing New Media (Dartmouth College Press, 2006) and An Aesthesia of Networks (MIT Press, 2013). She has been a Chief Investigator on ARC Linkage and Discovery Projects focused on new media, visualisation and digital art.
Dr Michele Barker works in the field of new media arts, exhibiting extensively both in Australia and overseas. Barker has contributed to the field of new media arts extensively via her engagement as a research-oriented practitioner. Her artwork addresses issues of perception, subjectivity, genetics and neuroscience, and her research has focused on the relationship between digital technologies, medical and scientific applications, and end-user responses..
Drone warfare adumbrations in Robert Smithson’s Site/Nonsite artworks
8-10 December 2020
UNSW Media Futures Hub
Drones and Deep mapping for Heritage Visualisation
Drones and Deep mapping will screen on Thursday 10th December at 11am (AEDT) as part of the Drone Methods Panel.
This paper explores the use of 3D drone mapping as part of the complex visualisation workflow of an archaeological site in Serbia. It explores not only the application of photogrammetric and orthophotographic techniques to the development of site data and interpretation of the site, but the logistical and cultural challenges faced in deploying a drone in a politically sensitive area.
Andrew Yip's research explores applications for immersive visualisation and experimental digital technologies to the preservation and interpretation of important cultural heritage sites, collections and museums. His is interested in how we can use new media platforms to create new, embodied sensory experiences that allow us to understand heritage in innovative ways. I'm also interested in the mechanics of immersive design.
Andrew works closely with the GLAM sector on digital conservation, exhibition design and interaction design projects. His 2018 exhibition Henry VR at the AGNSW was the Gallery’s first virtual reality and conservation science exhibition, which used VR technologies to not only communicate complicated scientific data to large audiences, but to enable conservators to analyse and interpret cultural material in new ways. Similarly, his 2017 exhibition Sidney Nolan’s Ned Kelly Unmasked: Virtual Reality allowed Heide Museum of Modern Art to communicate the social history of the Heide site and the significance of Nolan’s practice to Australian identity and mythology through the experimental installation.