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Linking together my works since the mid-1990s is the idea of novel social relations that emerge in our interactions with digital media. These have to do with basic dynamics that we think of as interpersonal, e.g., reciprocity, authority or empathy. My work draws out the agency that an artificial entity can exhibit when participating in such dynamics. These artificial entities are actants in their own right and have a kind of ontological status in how we study and otherwise come to understand them.

Artifacts that come out of computational research, such as interactive software or robotics, have begun to take on a more complex participant role in our social exchanges. There are many facets of this that interest me, among them: the impact that it has on our own subjectivity; the possibility that it may lead to a less human-centred view of the world by embracing the non-human both in the form of artificiality and of other living beings; the history of the research area and its historical and contemporary links with science, from computational to biological; and, new possibilities for electronic art practice.

I completed two major works in the period 2004 to 2012 in collaboration with Dr. Melanie Baljko in the York University Department of Computer Science and Engineering, audio artist John Kamevaar, and artist/electronics designer Nicholas Stedman (the lo-fi project). Each of these works addresses interactivity and interfaces, in a process of modeling a social exchange between the art object and the viewer. The first work, Push/Pull (2009) requires viewers to map their movement in real space onto the virtual space of a sculpture-in-the-round. The second work, WinWin (2012) requires viewers to investigate stillness and concentration while seated in front of an interactive sculpture.

I am interested in mapping dynamic interactions and feedback loops, the flow of human information through and with our digital systems.