Cathode Ray Tubes (2016)
Installation Synopsis
"Four CRT TV’s are set up each on its own small TV stand in a semicircle. In front of each TV is a Nintendo hardware emulator (Retron) with its circuitry exposed. The TV’s and the Retrons are all connected in one large 8bit-‐glitch feedback loop. As the interactee approaches one of the TV’s they are able to lay their hands on the bare circuit board; inserting their body into the installations circuitry, effecting the video on all four of the displays. The Video from each of the Retrons is sonified in real time using custom video decoding circuitry."
Installation Proposal for WaveCave Gallery in Nov. 2015
Four Retron NES hardware emulation consoles are removed from their original casings and repackaged in clear acrylic
boxes. In the repackaging all the critical circuit boards are exposed to the outside of the case while the control
ports and cartridge slot are removed (effectively turning the device inside out).
When the Retron consoles are turned on with no game cartridge inserted the circuitry ‘floats’ creating interesting
simple geometric glitch displays. The pins are floating without any proper pull-‐up or pull-‐down mechanisms and
the circuit becomes “live” and extremely susceptible to outside interference.
Each of the Retrons are placed in front of a CRT TV (close enough for the CRT’s electrical field to start to
interfere with the Retron circuitry). Whatever is displayed on the TV starts to directly effect the output of the
Retron. While the audio outputted from each Retron does go to the TV it sits in front of, the Video output is sent
to the next TV in the installation as well as being sent to custom video to audio circuitry. (see electrical diagram
below) This wiring schema effectively connects all four TV’s and all four Retons in one large feedback loop.
While the system will generate interesting visuals and sounds on its own, Cathode Ray Tubes is an interactive space
and interactees are encouraged to “play” the feedback loop. Interactees are able to inject data into the loop by
touching one of the exposed circuit boards, if they touch multiple circuit boards at once they are able to create
sub-‐loops as the electricity flows through their bodies (its safe). If they touch the TV screens they will
temporarily add resistance to the feedback loop by removing the static electricity from the TV which acts as the
transfer mechanism between the TV’s and the Retrons. If the interactee is uncomfortable with touching circuit boards
or crackling TV screens they can effect the system by simply changing the position of the Retron in relation to the
TV as even small adjustments can drastically effect the images produced.
Cathode Ray Tube strives to bring people closer to the technology they use and exploit every day by having people
hear, touch and even feel electricity. Cathode Ray Tubes seeks to explore our relationship with electronics and
electricity by visualizing, sonifying and exposing aspects of electronic circuitry that is usually hidden from our view. Cathode Ray Tubes
strives to make people think about the magic of all the electronic devices around them while having fun.
Interactions with Electronics
The installation, Cathode Ray Tubes, presented in this section provides multiple ways users can
affect the system while refraining from establishing a hierarchy of value over the varied
interaction options. It employs a non-linear interaction structure, in direct opposition to the
interaction rail interaction schema, which strives to present all possible interactions to
visitors at all times. This approach seeks to construct a rewarding experience for both
participants that are willing to fully explore the capabilities of the space, in addition to
wallflowers which are uncomfortable touching things in front of strangers in an art gallery.
Cathode Ray Tubes builds a feedback loop out of four cathode ray tube (CRT) televisions (TVs)
and four Retrono synthesizers: modern knock-offs of the Nintendo Entertainment System
(NES) video game consoles which have been slightly modified. The Retrono interfaces are
sensitive to changes in the electromagnetic field surrounding them resulting in a vulnerability to
the presence of human bodies. The Retronos, with no game cartridge inserted, produce the
varied and evolving visuals. Each of the CRT TVs which the Retronos are
placed in front of, create a strong electro-magnetic field which acts as an input stimulus to keep
its corresponding Retrono in an active state of flux. Changes in the visual output of the TVs
result in corresponding modulations in the EM field surrounding the units affecting the audio
and visual outputs. This feedback loop between the Retrono and its TV generates an electrical
system with numerous interactions while refraining from showing favor over one interaction
over another. The goal of the technology is to create a reactive system which passively
encourages folks to participate in whatever manner they are comfortable with.
Cathode Ray Tubes was initially exhibited in the WaveCave gallery at CalArts in Valencia,
California from April 5th, 2016 through April 11th, 2016. Subsequently, the installation has been
shown at the 2016 Digital Arts Expo and was installed in the Kadenze Inc. corporate
headquarters in Valencia, California from May 2016 through June 2017.
The experience of interacting with Cathode Ray Tubes is envisioned to be ripe with discovery,
creating no rules to force, or limit, any type of interaction between the technology and gallery
visitors. The video and audio synthesized by the Retrono devices can be effected by gallery goers
in many distinct ways. For the installation, the desired interaction is both none and all of the
options proposed in this writing. What is important, and the primary goal of the installation,
is that the viewer discovers their own unique relationship with the space. It is preferable that
visitors are able to forge a personal backstory and explanation of the space over them acting in a
particular manner or doing any specific thing.
Related Works and Further Reading
This installation was realised using a group of Retrono video synthesisers which are discussed
in more detail on this page HERE.
Meanwhile, this project deployed some circuit bending and hardware hacking techniques. Some of my writing on
these topics can be found on this page HERE.
Alternatively, this work demonstrates some unconventional interaction paradigms. Some writing addressing interactions with technology within sonic installations artworks
can be found on this page HERE.
Lastly, some of my writing discussing the origin, some brief history, and other topics related to sonic installation artworks
can be read HERE.