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A complex blend of art, psychology and technology,
Jason Van Anden's work explores feelings and approaches
are emotional health and management. His artworks invite
and challenge the viewer to better understand their
own expressions, emotions, while developing methods
for effective management of subsequent feelings. Significantly
influenced and fueled by his experiences in ongoing
group therapy, Van Anden creates interactive, innovative,
highly techno-charged pieces in order to investigate
how individual behavior impacts themselves and their
environment. Trained as both sculptor and software engineer,
Van Anden combines these two practices to create technologically
complex and artistically powerful imagery ultimately
addressesing the psychology of human interaction.
In Van Anden's installation, The
Smile Project, two cybernetic robots, Neil and
Iona, interact with the viewer through programmed emotions
and expressions. The emotional responses delivered by
the computer originals from a Linux software package
that computes mathematically specific emotional outcomes
based on probability. The emotions are represented by
mood bubbles, depicting the seven universal facial expressions
defined me Paul Ekman's: Sadness, Anger, Surprise, Fear,
Enjoyment, Disgust, and Contempt. To note, Ekman is
an influential psychologist publishing research in the
field of human emotions and responses in relation to
facial movement. Combinations of facial muscles will
define emotional expressions experienced by individuals.
The ability to recognize these facial expressions is
crucial to effective communication between individuals.
These universal facial expressions are innate; they
are not learnt. The ability to identify with other's
emotions makes individuals more capable in managing
one's own emotional responses. Van Anden utilizes universally
recognizable facial expressions to successfully communicate
human moods and emotions through his robotic sculptures
and computer programs.
Farklempt!
is a continuation of the ideas previously addressed
in The Smile Project . Currently, Neil and Iona's
improvisational behavior is extended and exists as an
online multiplayer game, Farklempt!, where the
game environment functions as a visual metaphor, through
which the player can explore the inner experience of
manipulating and maintaining feelings and emotions in
relation to each. This work invites players to become
aware of the process of managing one's feelings while
also showing how different actions can affect in the
immediate and surrounding environments. Game elements
use Yiddish terms; for example, 'Farklempt' means choked
up or not feeling good, 'Meshugen' means crazy person,
'Mishegas' means craziness, and 'Filn' means feel. The
use of these terms emphasizes an aspect of playfulness
Van Anden integrates into his projects. The goal of
this online game is to accumulate as many points as
possible by controlling a Meshugen, a game entity drifting
in different directions in the user interface or Meshugina
pane, while also attempting to manage feelings by inflating
and deflating filns or objects shaped like bubbles in
the Mishegas pane. Successfully maintaining clusters
of inflating filns allows the player to control the
Meshugen. Although the concepts at times are confusing,
the experience of the game overall is rewarding. Van
Anden's work illustrates the complex nature of feelings
and emotions while also demonstrating ways in which
actions can complicate interactions between different
individuals, each of whom will project their own unique
approach to managing emotional-health. More about Van
Anden's work and endeavours follows in the transcribed
interview below.
An Interview with the Artist: (March 2005)
Melody Chan (MC): In many of your projects, creating
an interactive visual metaphor for emotions plays an
important role. How do you think digitally constructed
representations of emotions resemble or compare to the
real experience of emotions? Do you think robots can
express or communicate emotions effectively?
Jason Van Anden (JVA): If enough people devote
themselves to the task of making robots express themselves
like human beings, I am sure they will eventually accomplish
this. If a painting can communicate emotions effectively,
I am certain that a robot can. I am much more interested
in the metaphor I have come to combining technology
with art and psychology - my work has become a productive
sublimation of a wish I had as a child - that if I could
control my surroundings then I would be safe. Computer
technology gives me the opportunity to indulge this
in the guise of work.
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