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MC: I noticed that The Smile Project and Farklempt!
deal with very similar issues. Are the two projects
indeed in any way related? Are the underlying concepts
of the design of Farklempt! based on, or influenced
by, the production of The Smile Project?
JVA: The Smile Project has taken over six years
(so far) to create - and its development has been ongoing.
Everything involved in creating Neil and Iona was from
the ground up, down to the custom made circuit boards
controlling their stepper motors. When Rhizome.org solicited
commissions for game art - I saw this as an opportunity
to create a piece with more immediate instant gratification.
Farklempt! leverages the code and ideas that drive Neil
and Iona's improvisational behavior.
MC: You mention that the software based systems
that simulate human interaction that you have created
are inspired by behavior you observed taking place while
in ongoing group therapy. Can you describe how these
group dynamics inspired your work? Can you please elaborate
on what specific aspects are relevant to the project
Farklempt!?
JVA: I observed every member of my group repeating
the same actions and choices, myself included. This
was evidenced both in the complaints they would report
to the group of their real life, and the way in which
members interacted in the sessions with one another.
Typically this had to do with maintaining a feeling
of hopefulness by staying in the same place. My understanding
of this is that once something you hope for is attained,
it can be very terrifying to give up that hope if it
has become part of the way in which you perceive yourself.
This situation creates a loop where someone hopes, while
at the same time avoids attaining the thing they hope
for. Loops of course are the mechanism that makes computer
programs work.
MC: In both your works, Farklempt! and The Smile Project, inflating bubbles are used to represent emotional
states. Can you explain why you have chosen this specific
form of visual metaphor? How has your own personal experience
with managing emotional health and maintaining relationships
help shape the nature of the metaphors you have chosen?
JVA: Farklempt! was a byproduct of the application
I wrote to drive The Smile Project (SP). Bubbles were
used in SP because they were like fat points - allowing
different bubbles to overlap in order to construct personality
files.
MC: You discussed the phenomenon of maintaining
a feeling of hopefulness by staying in the same place,
of avoiding attaining what is hoped for in order to
avoid change in the perception of oneself. Achieving
a balance and staying in the same place may evoke a
sense of comfort and safety, but if one was to avoid
attaining anything and everything that is hoped for,
is that not problematic? Is it intentional that the
project Farklempt! conveys this feeling of not achieving,
or even aiming to achieve, any specific goal at all,
as the viewer interacts with the piece? Was this experience
considered as part of your intended meaning? If not,
are you aware that the audience's perceived meaning
will differ from your intended meaning?
JVA: The feeling of not achieving was unintentional,
and not deliberate or conscious. I see the framework
of games as setting up rules and boundaries with enough
information for the player/viewer to arrive/come to
their own conclusion. The Farklempt! 2.0 installation
provided me with lots of audience feedback, both in
the form of comments and how people played the game
in a live setting. Not everyone felt hopeless - some
even set goals, like I will stop when I get to a million.
In guess that my interpretation of my own creation is
just as relevant as anyone else's, once it's made.
MC: Farklempt!, was initially designed to exist
as an online computer-based system. I understand that
you have created an installation version of Farklempt!
which opened just recently. Can you please describe
to me the differences between these two versions, such
as the composition, organization and function of the
piece, and the characteristics of interaction between
the viewer and the piece? Do you consider one to be
more successful or effective than the other? Why?
JVA: You can find mockups of the installation
here: http://www.smileproject.com/proposals/2005/bc
I enlarged and altered the Meshugina (playspace) and
projected it on a wall, and separated the Mishegas (feeling
bubbles) into Formica consoles with touch screens which
people click on with their hands. There, it is a completely
different piece. For one thing, it's more social, which
adds a new dimension. The people become another element
of the piece - which I found pretty interesting. I can
only imagine what took place when people played it at
home (really).
In some sense, online is to installation as painting
is to sculpture.
MC: The selection of universal expressions of
emotions used in your projects seems to have been influenced
by Paul Ekman's studies on the seven universal facial
expressions. Were your projects influenced by Ekman's
work? If so, why have you chosen to reference his work?
JVA: I think Ekman is terrific. I bought one
of his books during the development of The Smile
Project - but I did not use his work (deliberately)
as a reference. The hand drawn facial expressions were
the beginning of this piece which came from considering
how we visually communicate with one another on a very
primitive and abstract level. Ekman is a scientist that
has defined things that artists (and now animators)
have observed and expressed throughout art history.
My work has also been compared to that of Cynthia Breazeal's
robot KISMET at MIT. Although it is great to be associated
in people's minds with such super brainiacs, where we
differ is that these are scientists and I am an artist.
Our products and goals are very different even though
our interests lie along the same path.
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