Hostname: page-component-78c5997874-dh8gc Total loading time: 0 Render date: 2024-11-03T08:10:47.639Z Has data issue: false hasContentIssue false

Mimetic Dynamics

Published online by Cambridge University Press:  11 January 2001

Natasha Barrett
Affiliation:
Avdeling for Kunstfag, Hogskolen I Tromso, 9005 Tromso, Norway [email protected]
Oyvind Hammer
Affiliation:
Paleontological Museum, University of Oslo, Sars gt. 1, 0317 Oslo, Norway [email protected]

Abstract

The ‘art’ we produce today attempts to incorporate an increasing level of computer technology. There are many reasons for this trend, the most significant being a thirst for an exploration of the ‘new’, and the desire to parallel the increasing level of technology seeping into everyday life. However, when surveying recent developments we find an array of technology-related arts projects that instead of reaching forward into the previously unknown, often reproduce the past simply in a digital form, designed to appeal to our immediate senses but lacking in depth and substance. Likewise, it can be observed that in many cultures (ancient and modern), mimesis grows out of what seems to be a human reaction to technological change. Qualities familiar from past usage tend to be reproduced in new materials and with new techniques, regardless of appropriateness. This may have religious origins, or simply result from inertia, reworking concepts within the current paradigm. Parallels can be drawn from evolution, which can be observed to progress in a series of large advancements alternating with periods of extremely slow or zero development (Eldredge and Gould 1972), and from the progress of science, which seems to be similarly stepped (Kuhn 1962).

This paper describes Mimetric Dynamics – an audiovisual interactive installation exploring one of the many possible relationships between nature and technology. In this work, real and simulated fluid dynamics are presented simultaneously, allowing both artist and viewer to explore the relationship between ‘digital’ and ‘analogue’ media in both sound and visual dimensions. It gains insight from physical laws and time flows derived from the natural world, where digital technology is used to produce mathematical models simulating real physical attributes. In doing so we are able to harness qualities of the ‘natural’ and use their characteristics to control aspects of the ‘artificial’ (virtual).

Type
Research Article
Copyright
© 1998 Cambridge University Press

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)