Event in Review: NYC Media Lab Summit ‘19

Photo: Janet Liu 2019

My event in review is on the NYC Media Lab Summit that I attended on September 26, 2019. Organized by the NYC Media Lab, the summit brings together people from various industries and universities in NYC to discuss the emerging technologies of today and the future. The event was split into a morning and afternoon session that was held from 8:30 AM to 5:00 PM at the New York City College of Technology (CUNY) and NYU Tandon School of Engineering.

Media 2030 panel led by Justin Hendrix, Executive Director of NYC Media Lab.
Photo: Janet Liu 2019

The morning session began with an innovation panel discussing the challenges and future vision for Media 2030. The list of speakers includes Yaël Eisenstat, R. Luke Duois, Desmond Upton Patton, and Tony Parisi. It was inspiring to hear different professionals’ takes on what they thought will be the most critical challenges facing institutions in 2030. Even though the speakers come from different industries, it was surprising to hear all of their responses towards AI and algorithm bias. This made me think about Posner’s discussion on the inefficiency in having a binary mindset to make sense of the world, and how binary groupings in digital humanities projects are causing further marginalization of groups (Posner, 2016). It is concerning to learn of all of the bias we have in our society today, and how it will remain a critical challenge ten years later.

Following the panel were two keynote presentations given on AI and storytelling. The first was from Amir Baradaranand, an artificial artist and art-based researcher at Columbia University. The second was from Heidi Boisvert, CEO & Founder of futurePerfect Lab and Director of Emerging Media Technology at CUNY. It was fascinating to see AI creating immersive storytelling experiences and artworks. This made me think about Norman’s argument of machines as ‘rigid, inflexible, and fixed’ (Norman, 2018). We can see these traditional views shifting, as innovators like Baradaranand and Boisvert show us a vision where artists, creatives, and AI technologies can work together. Perhaps, as Norman imagined, humans and machines will form a complementary team and take on both a human-centered and machine-centered approach to learning.

The afternoon session began with a Demo Expo that included 100 student prototypes. I was looking forward to this event the most as I wanted to see what kind of emerging technologies students were currently working on and excited about. It was immediately evident that there was a big trend in VR. I saw many VR products used for prototypes such as designing an online retail store, an immersive travel experience, and a chemical lab. One project that really stood out to me was the Hip Hop data visualization project, ‘Mapper’s Delight’ designed by Rap Research Lab. Instead of showing a list of lyrics, the lab explores the “global distances traveled by the lyrics contained in each rap artist’s career while exploring the secret flows of Hip-hop’s spacetime through a panoptic interface.” (“Mappers Delight VR,” 2017). It was cool and clever to see over 2,000 lyrics connected by geography and transformed into a virtual platform, which also brought an emotional engagement as I was able to find lyrics connecting me to Hong Kong. Projects like these make us think about new possible ways to provide meaning and context to big chunks of data.

Stuart Trafford’s workshop, “Magic Leap in the Enterprise: How Spatial Computing is Revolutionizing Education, Media, Entertainment and More.”
Photo: Janet Liu 2019.

The last part of the summit included a hands-on workshop where attendees had the choice of picking one out of the fourteen to attend. I decided to go with Magic Leap, a leading VR company presenting on extended reality, spatial computing, and how it is transforming the industries. I wanted to attend this workshop to understand why there is such a big fascination with these types of products. Stuart Trafford, the Education Lead of Magic Leap introduced its newest product called Magic Leap One, a mixed reality product that creates immersive experiences. One point that stuck with me was when Trafford said the experience of information is changing as technology has allowed these online experiences to be personalized instead of appealing to the masses. It was fascinating to see how MR products can be applied to future industries such as in hospitals and construction sites. This workshop inspired me to write my research paper on VR and understand if there will be a demand for such a product in future museums, as I still find VR products to be very gimmicky.

Overall, I was very impressed with the structure of the summit. I expected more students to attend as tickets cost a hefty $200 but students can attend for $30. I loved the order of presentations. It started with broad topics discussing the challenges and future use of emerging technologies, to the current uses demonstrated by students, and then to workshops that show specific examples of how these types of technologies are used. Also, it is important to note that the event relied on the WHOVA conference app, which allowed you to keep track of the full agenda, learn more about sessions, take notes, chat, and most importantly, sign up for workshops. Even though the app was really convenient, it made me think about the accessibility of information. How will the experience change for people who don’t have the app downloaded and can’t sign up for workshops? Will their experience be different since the event heavily relied on the app to connect with other attendees and speakers?

I appreciated how the summit not only showcased all the fancy cool products but also emphasized on the downsides and challenges technology brings. By doing so, the summit did a good job of providing transparency. One thing that really stuck to me was when Boisvert spoke of her research findings at Limbic Lab that shows how technology is rewiring our brain. As Boisvert comments, it will be important for us to take a human-centered approach to reverse the harmful effects caused by technology. This seems to be a central theme in the summit as well as our discussions from class. As Norman, and what other speakers have repeated throughout the summit, future designers and technologists will not only need training as technicians but will also need to receive training to learn what it means to be ‘human’ (Norman, 2018).

References

Mappers Delight VR. (2017). Retrieved from: https://rapresearchlab.com/#portfolioModal2.

Norman, Don A. (1998). Being Analog. Retrieved from: http://www.jnd.org/dn.mss/being_analog.html.

NYC Media Lab ’19. (n.d.). Retrieved from: https://summit.nycmedialab.org/

Posner, Miriam (2016). What’s next: The radical, unrealized potential of digial humanities. Retrieved from: http://miriamposner.com/blog/whats-next-the-radical-unrealized-potential-of-digital-humanities/.

Suhair Khan, Street Museum of Art, Little Robots Friends

Person: Suhair Khan

My person is Suhair Khan, project manager at Google Arts & Culture. A click on the link will immediately pull up the world’s array of art collections, stories, and cultural sites onto your screen. You can check out the local Guggenheim Museum to see what exhibitions are happening or hop over to Vienna to see your favorite painting of ‘The Kiss.’ If you’re feeling adventurous, you can use one of Google’s VR tools to stroll down the murky paths of the Catacombs of San Gennaro in Naples and discover a new collection of mosaics. The beauty of this platform is everything is up to the viewer to decide where they want to go, what they would like to see, and how long they want to be there for. And the best part? This viewing experience is free and meant to be enjoyed in the comfort of one’s home (or in my case, a tiny coffee shop in Greenwich Village).

So what is Google Art and Culture? Simply put, it is a platform launched in 2011 to “provide access to art and culture to everyone and everywhere” (Gajardo & Lau, 2017). Google Art and Culture has kept this mission true. So far, Suhair and her team of engineers have partnered with over 1200 non-profit cultural institutions, galleries, and artists across 70 countries to share, preserve, and present some of the most beautiful artworks and curated stories online.

Suhair is no stranger to multicultural experiences. She grew up in Milan, London, and South Asia and have led projects in the UK, Australia, Indonesia, and Korea. Her mission is to have art and culture accessible to people who can’t travel and “make sure distance and culture doesn’t get in the way of resources and sharing” (Appleby, 2018). This is what technology has allowed us to do: break down the barriers and show art no longer needs to be confined to a physical space but can be made accessible anywhere online. Suhair is reconstructing the way people engage with art by making the experience easier and less intimidating. Instead of traveling to a particular place, the artwork is brought to the viewer. This reminds me of the ‘armchair traveler’ when early photographers would send souvenir photo albums to loved ones back home so they can feel like they were visiting these faraway places without leaving their seat. Technology has allowed us to revitalize the role of a digital ‘armchair traveler’ by making the experiences even more realistic and interactive.

So how can we relate Suhair’s work to the information field? First, Google Art and Culture is showing us a way we can present digitized information meaningfully by “creating networks of connections with context” (Appleby, 2018). We can see this with museum curators’ taking the role of digital storytellers as they now need to consider writing stories for audiences outside of the typical museum-goer realm. Second, we can take note of Google Art and Culture’s broad ways of searching for information. Categorizing artworks by color, popular topics, place, time, historical movement, etc., can inspire us to think outside of our usual groupings and be more ambitious in the pathways we create. Third, a look into Google’s features such as shared birthdays or their famous art selfie app that matches viewer’s face with an artwork provides more intimate and personal ways of engagement that IXD professionals can consider. Finally, the biggest takeaway is the multidisciplinary approach to sharing information. By collaborating with institutions and including tools that compare artworks from various cultures, the information no longer exists as a single narrative in support of one view but is transformed into a collection of narratives in support of cultures around the world. Thereby, viewers are able to get a well-rounded understanding of society and adopt a different cultural perspective.

Place: The Street Museum of Art

I decided to take a more unusual and unconventional route by picking The Street Museum of Art (SMoA) as my place of interest. I would say this is unusual than the rest because SMoA isn’t actually a physical museum, but it is an international, public art project that takes their exhibitions onto the streets and uses the city’s urban environment as their canvas. So far, the exhibitions have been held in New York, London, and Montreal. A look on SMoA’s website reveals their projects have transformed city streets into gallery walls where “admission is always free and the hours are limitless” (“The Street Museum of Art”, n.d.).

In Plain Sight’ is an exhibition held in Williamsburg, Brooklyn and features the works of eleven artists “to encourage visitors to rediscovery this city through a street artist’s perspective…. And imagine the artists on their search for the ideal urban canvas” (“In Plain Sight,” n.d.). As mentioned, most of the artworks are hidden or have been cleverly positioned so the viewer would pay attention to sites that are usually ignored and thereby, ‘rediscover’ the urban city. This won’t apply to me as much as I have never been to Williamsburg before. With nothing but a digital Google map, I took the subway to Williamsburg on a sunny Friday afternoon to embark on my urban scavenger hunt.  

Screenshot of ‘In Plain Sight’ Google Map

While searching for these artworks, it made me think about some of the topics discussed in class, such as the concepts of permeability and permanence. What happens when these places don’t exist anymore, will the artworks still be archived? How will it be archived – through photographs snapped and shared? I was only able to find two out of eight artworks and gave up on the last three. It may have been partly my fault, as I chose to go with the exhibition from 2012. However, this exhibition made me also think about the art world- how does this experience differ from an exhibition at a museum or gallery setting? In my opinion, the biggest difference was that this urban museum experience became much more personalized. I wasn’t confined to a physical space, I didn’t feel intimidated, and I loved how customizable the guide was. I could listen to music, pause the exhibition and grab a bite to eat, or even complete it over a span of a few weeks. It was also nice to know that my exhibition journey is unique in the sense that there was no specific path given to see the artworks, while museum settings usually give viewers a direct path to follow.

This exhibition also varies greatly from the online ‘In Plain Sight’ on Google Art and Culture. Instead of having everything presented at once on a single platform, SMoA was completely opposite: I had to physically go out and search for all these places myself. Unlike the ‘armchair traveler’ experience that Google Art and Culture provides, SMoA builds upon the ‘in situ’ concept of experiencing the art at its original place. Even though most of the artworks are no longer on view, I would say art in situ becomes more of a valuable experience because I had to physically travel and search for the places. Not knowing what to expect, then being incredibly amazed to find the artwork became a much more memorable, emotional, and personal experience than it would have been seeing it as a digital exhibition.

Thing: Little Robot Friends

I chose the Little Robot Friends (LRF) for my thing. I was searching for fun gift ideas for my nephew when these little tiny adorable creatures caught my attention. Hours later, I found myself still watching their YouTube videos and I ended up almost buying a robot myself.

LRF are programmable, customizable robots that teach kids aged seven or higher how to code. For $49.99, you can purchase a DIY kit or already assembled kit, which also comes with its own coding software filled with open-source-code to program new robot behaviors.

“They can sense the amount of light in a room, they can hear with a small integrated microphone, they can detect your touch and they can also communicate with other Little Robot Friends using infrared light (like your TV remote). They have two RGB LED eyes and a 250mW speaker for expressing their current mood. The brain is an 8-bit 32K microcontroller that provides a lot of space for coding behaviours and storing memories.”

(“Little Robot Friends,” 2016)

This project is similar to Google Art and Culture and SMoA because of the flexibility of customization for its users. For instance, you are welcome to alter LRF’s personality. I would say LRF is able to create an even more engaging experience than the rest because of the emotional connect. They are robots that are personalized, tangible, meant to be held in one’s hand that can elicit empathy with the robots, and empathy with coding.

“Each interaction with your Little Robot Friend is stored as a memory, and changes how it will behave over time. We are working hard to make this a profound experience, one that can surprise you and make you smile as you watch your Friend grow up.”

(“Little Robot Friends,” 2016)

This makes me think of our previous discussions of provenance, and the idea of treating archives as objects. If we are able to adopt this view and see archives as tangible, living objects such as the little robot friends, then perhaps we will be more mindful and remember that our interaction with the objects will also affect its context and memory.

References:

Appleby, E. (Producer). (2018, May 03). Episode 33: The Art of Connectivity: Suhair Khan from Google Arts & Culture. [Audio podcast]. Retrieved from http://sotapodcast.com/episodes/33

Gajardo, T., & Lau, Y. (2017). The Woman Who is Bringing Museums & Cultural Sites from All Over the World to your fingertips. The Artling. Retrieved from https://theartling.com/en/artzine/interview-head-google-arts-culture-suhair-khan/

In Plain Sight. (n.d.). The Street Museum of Art. Retrieved from http://www.streetmuseumofart.org/in-plain-sight-1

Little Robot Friends. (2016). Aesthetic Studio. Retrieved from https://www.kickstarter.com/projects/aesthetec/little-robot-friends

The Street Museum of art. (n.d.). The Street Museum of Art. Retrieved from http://www.streetmuseumofart.org/about