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1 TechArt: Journal of Arts and Imaging Science, Vol. 2, No.

2, May 2015

Case Study on Four Interactive Self-portraits: Technology


for Empathy
Hyunil Kim and Hyung-Gi Kim*
Chung-Ang University / Seoul, Korea
*Corresponding Author (unzi@cau.ac.kr)

Abstract: Self-portraiture has historically been used by artists as representation of themselves. First used in the
17th century, the term “self-portrait” expresses the idea of the self being presented. Beginning in the 19th
century, self-portraiture was produced in the forms of painting, drawing, etching, and sculpture of the face,
among others. The advent of new media expands self-portraiture as an exploration of the self and of the artist’s
facets. Indeed, the digital age brings new concepts and ideas to the expression of self. In the age of high tech,
interactive technology prompts physical participation and intense engagement with works of art. Interactive self-
portraiture has emerged as a compound of representation, performance, and technology of the artist’s own
identity, producing expressions of the self and empathy..

Keywords: Interactive Self-portraiture, Empathy, Post-humanism

Received Feb. 02, 2015; revised manuscript received Apr. 22, 2015; accepted for publication May. 27, 2015; published
online May. 28, 2015. DOI: 10.15323/techart.2015.05.2.2.1/ ISSN: 2288-9248.

1. Introduction 2. Self-portraiture
The advancement of technologies has brought new A self-portrait may have various definitions; in general,
media to the discussion of self-portraits. Self-portraits as it is a portrait produced by an artist of themselves [2]. In
“selfies” have become more familiar to the public as the traditional sense, self-portraits are a visual
image-making technologies have become more accessible. representation of the face or head and shoulders. This
The Hockney-Falco thesis discusses the concept of stereotypical image of the self-portrait arose in the
realistic and accurate depiction through the development of Renaissance period; art historians and researchers specify
optical apparatus technology. Earlier self-portraits were this period as when the self-portrait was conceived as
made with the aid of camera obscura devices, mirrors, and autonomous. According to Woods-Marsden, the
photography. At present, there are artworks that portray autonomous self-portrait is a representation that depicts the
idiosyncrasies, character, behavior, and other aspects of artist as central figure, as opposed to being the owner of a
the autobiographer beyond physical likeness. Visual artists face of one of the characters in a historical illustration [3].
utilize hi-tech apparatuses and digital technology to create Mirrors and other optical devices have assisted artists in
images of themselves, adding interactive elements to their painting, drawing, etching, and sculpting their likeness.
work to express their individuality and bring spectators Soon, they sensed the need to perform their image as
closer into their world to the extent of empathy. The artists, by posing with tools-of-the-trade and carefully
following four works involve interactive technology and selecting related backgrounds [4]. Fast-forward to the 20th
convey a desire to reach out to others and feel understood. century, self-portraiture and autobiography become
The interactive element itself reflects certain aspects of the connected. Avgitidou claimed that “self-portraiture in the
artist, from which participants and spectators gain context of autobiography is a self-exploration as much as it
expanded insight into the artist. The works are analyzed in is a self-representation… Artists adopted this idea and
terms of visual and technical aspects: the visual went on to produce self-portraits that explored, acted out
autobiographical elements in Section 2, and the or performed the self [5].” This genre of self-portraits,
participatory functions for assessing their self-expressive which Avgitidou coined “self-portrait as autobiography,”
and empathetic qualities in Section 3. The study is used in visibility politics to explore stereotyped social
acknowledges that empathy can encompass a wide range and cultural identities [6]. Identity is fluid within personal,
of emotional states, including experiencing emotions that cultural, and societal boundaries, and relative to one
are in accord with another person’s emotions, caring for another. Self-portraiture began from a face to represent
other people and having the desire to support them, and facets. Artists reflect this notion in various methodologies
discerning what another person is thinking or feeling [1]. and manners, which will be the focus in this section in
The four aforementioned self-portraits exhibit one or more terms of the four works.
emotional states of empathy.
H. Kim et al.: Case Study on Four Interactive Self-portraits: Technology for Empathy 2

the body is that of a cyborg. The smooth sensation of the


encapsulated digital print reflects the suggested glossy feel
of the feminine robotic figure’s skin. A touch sensor
activates the artificial muscle for the butterfly’s wings to
move. Participants enter Cadet’s fantastic world of “the
naturally artificial,” which is where “living and artificial,
erotic and robotics, interior and exterior, real and unreal…
intermingle [7],” by activating the piece through stroking
an image on the forearm.

Fig. 1. Baek, RMP-Panorama

A. Baek, RMP-Panorama (2014)


Korean media artist JungKi Baek has presented a piece
utilizing VR photography in his work Ridable Multimedia Fig. 2. Hawkinson, Emoter
Player-Panorama (2014). Baek is an artist working with
themes of alternative media. He revamped a bicycle; the
seat has no cushioning, and the traditional rubber tires are C. Hawkinson, Emoter (2000)
replaced with wooden ones. The work under review is his
Tim Hawkinson’s Emoter (2000) is a photograph with
documentation of a performance in which an
cutouts of his facial features connected to motors that
uncomfortable ride from Seoul to Daebu Island is recorded
make them move. The movement is not in sync, and
on six GoPro cameras; the six separate footage sources are
creates skewed facial expressions of various emotions, not
stitched together. The photography includes digital noise,
all of which can be named. The face is tethered to sensors
nauseating shaking, blurry focus, and the noisy rattling
pointed toward a black-and-white TV set, and movement
sound of the wooden tires rolling along different surfaces.
becomes activated by the movement on the screen.
Baek used technology to simulate his ride on a
According to interviews done with the artist [8],
“multimedia player” for spectators. The image also acts as
Hawkinson is shy when discussing his own work. One can
a self-portrait. Spectators can observe the artist’s
draw parallels between his sheepishness and the sensors
immediate reactions to his alternate medium, the traffic
directed toward a TV screen in the corner and not toward
situation, and pavement, and even see him figure in an
spectators. He is known for his low-tech aesthetics formed
accident. His reactions reveal his character, and spectators
into offbeat self-portraits. He utilizes ordinary objects and
virtually experience the physical hardship of his journey.
puts them together in elaborate and extraordinary manners
Although the artist looked toward his destination,
to create his works. Emoter is about inventiveness and
spectators in the gallery could choose their point of view
process [9], and he is interested in the mechanics of
with a mouse set up in the gallery. They could navigate the
various objects. Hawkinson has said that Emoter had not
photographed space and get a sense of the location. The
started with a face; it was intended to be about generating a
experience can be termed “hyper-real,” as the actual ride
random pattern [10]. The handmade aesthetics of the piece
would have only allowed the view of the direction the rider
mirrors the artist’s idiosyncrasies as the indirectness of his
was looking at, at any specific time.
interactive technology..

B. Cadet, Proposition (2013) D. Stelarc, Prosthetic Head (2002)

French artist France Cadet’s piece, Proposition (2013), Stelarc’s Prosthetic Head (2002) is a 3D-rendered
is an illustration of a cyborg in the artist’s own image with animated avatar head in the likeness of the artist that is
a blue butterfly that flutters its wings when the cyborg’s projected largely in a darkened gallery space. The Cyprus-
forearm is touched. Cadet is a digital and robotics artist, born Australia-based performance artist equipped it with
whose work questions diverse aspects in debates of science an ultra-sound sensor to detect the presence of users and
and contemporary anxieties on biotechnology. Her work then initiate a conversation with those who approach. It is
explores the imagined sensuality of biomechanical beings a talking head; it lip-syncs in real time, has the capability
with a tactile sense. The image is an embodiment of her to synthesize speech, and has a digital voice. The head can
own self as a robot. The face resembles the artist, whereas change its facial expressions, thereby reflecting the artist’s
3 TechArt: Journal of Arts and Imaging Science, Vol. 2, No. 2, May 2015

behavior. It tilts and turns, and can change its eye gaze. A temporal proximity but also empathetic immediacy, with
keyboard is placed in front of the bigger-than-life-size the advantage of multiple perspectives.
projection for users to type questions, which the head can Baek’s work offers a sense of presence, immediacy, and
answer. The head is programmed with autobiographical empathy. The inherent distortion of flattening the 360-
information and philosophy of the artist. The head’s degree panoramic image makes the artist look comical
answers mirror Stelarc’s personality. It is embedded with owing to the exaggerated head and facial expressions. The
algorithms that enable it to generate novel poetry and touch of humor from the distortion and the unorthodox
singing on demand. Stelarc’s piece questions issues of the medium experiment appeal to spectators, and all emotional
body and human consciousness as it has an immaterial states of empathy can be expected. The interactivity of the
virtual body and fact-based intelligence. His work is based technology offers participatory spectators control of
on his concept that the human body is obsolete; “a physical multiple views, which strongly suggests feeling in accord.
body has been exposed as inadequate, empty and
involuntary” [11]. This particular piece demonstrates and
questions this concept. Artist/writer Julie Joy Clarke
described, “The Prosthetic Head and its facial expressions
highlight the fact that the human face is a feature of our
body that we use sub-consciously to convey meaning,”
claiming that pathos is absent in it [12]. Nonetheless, it is a
piece that thoroughly shows multiple aspects of the artist,
in a post-human and human way, and builds an empathetic
relationship with its viewer.

Fig. 4. Cadet, Proposition

B. Cadet, Proposition
In Cadet’s self-portrait, a “caress” opens up the artist’s
personal world of the body, mind, emotions, sensuality,
and machine. The interaction functions in the manner the
artist wants to evoke in the spectator–with intimacy. The
spectator may feel traces of warmth left behind by another,
and such a fleeting feeling connects the spectator to her
Fig. 3. Stelarc, 3D Model of Prosthetic Head and her work.
The intimacy of the interaction in Proposition through
3. Interactive Technology its physicality and fantastic qualities propose feeling in
accord with another person’s emotions. The artist’s love
A. Baek, RMP-Panorama for robotic beings and the imagined futuristic world they
may inhabit are latent in the work and then extended to
The technology involved is designed to provide a sense spectators.
of presence in another environment. Interactive VR
panoramic photography conveys presence and provides a
sense of location and space [13]. Baek’s desire to create C. Hawkinson, Emoter
“alternative media” is documented in this technology with
Hawkinson’s Emoter mirrors the expressions and
all the side effects of the actual alternative, which is the
emotions of gallery visitors. The interactive sensor is
modified bicycle. The friction with the pavement is seen
installed indirectly; it receives input from a TV screen,
and heard, and in many directions. Spectators can search
which activates the motorized cutouts to tilt and skew to
for reactions of onlookers, which the actual cycler may
create recognizable and fictional facial expressions. The
have missed and is only available upon review. One would
indirect installation of the sensor can be interpreted as the
also have to maneuver the mouse in the proper direction so
artist being private and/or shy. Judging from interviews
as not to miss the onlooker or onlookers. This technology
with the artist, he can be humble and reticent [4], [14].
in this specific case not only offers the sense of spatial and
Viewers may never meet the artist in person, but they can
H. Kim et al.: Case Study on Four Interactive Self-portraits: Technology for Empathy 4

observe a moving image of a surrogate or a fictionalized the artist presents the spectator with a choice to view
proxy that performs his character. This approach elicits different angles of the scenery, his performance, and
empathy, as many claim a little shyness. himself. Cadet’s Proposition welcomes spectators into a
fantastical illusive moment through the stroking and
fluttering. The avoidance of direct interaction with the
D. Sterlac, Prosthetic Head spectator seen in the reaction of fictional emotive
The Prosthetic Head employs advanced computer expressions in Hawkinson’s randomly moving photograph-
technology, 3D modeling and animation, audio speech sculpture is a tell-tale sign of the artist’s personality.
synthesizing, and text-to-speech systems to emulate the Stelarc’s avatar is an embodiment of its technology with
artist. It is an enhanced and modified Alice chat-bot that the purpose of reflecting the artist’s mentality and intellect.
acts as a surrogate of Sterlac. Embodied conversational
agents (ECAs) are tools for communicative behavior and 4. Conclusion
are employed to achieve communicative likeness with real-
time recognition and response. The ECA software is based Self-portraiture is in a new age of expression, in which
on Richard Wallace’s Alicebot software. Alice is an the expression is a fusion of technology and art. Through
acronym for Artificial Linguistic Internet Computer Entity the case study of the four works by visual artists and
and utilizes Artificial Intelligence Markup Language performers, the representation of the self is demonstrated
(AIML), which is a form of artificial intelligence that can to be both visual and experiential. The indirect interaction
form responses to users’ questions. The artist is planning in Emoter and direct contact in Proposition show not only
to develop the project by installing a vision system, which the face but also facets of their respective artist. The works
will enable the Head to detect the color of the user’s of Baek and Stelarc connect with participants in different
clothing and be able to analyze the user’s behavior. Hence, high-tech manners, yet both performance and performing
the additional information obtained will allow the works display the artists’ identity in their own ways. All
conversation between the Head and the user to be more four works use face and interfaces to construct the artists’
convincing. In this case, the Head would become more biographies in an interactive method, which attracts
interactive; it would respond to the user in a dynamic and viewers to participate, relate, and empathize. Florence
engaging manner. This addition may allow the Prosthetic stated that “a measure of technolization of how humans as
Head to convince its empathetic qualities to future users. artists construct themselves has been inevitable” [15].
Interactive technology is a crucial part of self-expression
and identity; the interactive self-portrait is a composite of
E. Comparison of the interactive technology in the face and user interface, used by participants and the creator
four artworks in terms of self-portraiture to express oneself to the extent of empathy.

Table 1. Comparison Table References


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[7] F. Cadet, “France Cadet,” Variation, October 2014.


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Biographies
Hyunil Kim was born in Hamilton, Ontario,
Canada. He received his MFA in Studio Arts from
Hunter College at the City College of New York in
2007. Currently, he is pursuing his Ph.D. in Art and
Technology at the Graduate School of Advanced
Imaging Science, Multimedia and Film, Chung-
Ang University, Seoul, Korea. He also teaches
photography at various colleges. His research
interests include photography, video, experimental
film theory, critical race theory, and media art.

Hyung-gi Kim was born in Korea in 1960. He


lived in Paris for 15 years. Currently, he is a
professor of Art and Technology at the Graduate
School of Advanced Imaging Science, Multimedia
and Film, Chung-Ang University, Seoul, Korea.
He received his D.N.S.A.P. of Multimedia Art
from l’Ecole Nationale Supériure des Beaux-Arts
de Paris in 1991. He received his D.E.A. of
Multimedia and Media from Conservatoire
National des Arts et Métiers in 2001 and his Ph.D. in Media Art from the
Graduate School of Soongsil University in 2009. He launched 11 solo
media art exhibitions and participated in many group exhibitions. He was
Chief Director of the Incheon International Digital Art Festival in 2009
and Director of SBS Tomorrow Festival in 2010. His research interests
are 3D display systems, projection mapping, media façades, kinetic art,
interactive media art, and media performance.

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