Accumulated-Memory-Landscapes is Inspired by Jim Campbell's “Accumulated Psycho”, a piece which collects and interprets by averaging the monolith of cultural memory stored in Hitchcock's film “Psycho” as specific, precise data, transforming it, staging it in present experience; a transformation which devours memory, erasing its perceptual vividness by literally overwriting it with fuzzy averages - condensations of computational memory. Accumulated-Memory-Landscapes, as a conceptual process, explores how technology can mediate and enhance human memory as a process; expanding the possibilities of interaction, experiencing and sharing of these packages of information. This project, rethinks the 3 main steps involved in human memory (Encoding → Storage → Retrieval) by finding parallels between the biological human process and the technological devices and algorithms used for capturing, storing and recalling data. Using a custom-made electroencephalogram (EEG) with an embedded camera and internet access we have built a wearable device able to measure attention levels (proven to be responsible in many ways for memory capturing and retrieval) and alpha-waves patterns (used to measure visual cortex activity) of a user, in any given moment. The device records significant moments of the wearer, in the form of image sequences, which are sent in real-time to a server that algorithmically processes these. The result is an immersive 3D procedural landscape built from these memories; a space where the wearer and any other individual can experience and share (as in the model of a social network) these accumulated memories in more spacial ways.

Group_1: Accumulated Art Landscape

Group Members: Chen Yiyun, Zeng Ni , Chen Yan ,Yunqian

An experiment involving the recording of people's brain data while being exposed to 10 different well known paintings. The data collected was later used to run the images (paintings) through an algorithm that accumulated this (blended them together); giving more importance (in terms of the influence of the pixel data in the averaging and blending process) to those images which captured more attention from the subject/user during the observation test.

ABOVE: Images/Paintings used during the experiment


The averaged image was then used to render a 3d-online landscape. Any user can enter this space and experience it in First Person View. Not only the visitor is able to get immersed in the averaged image/memory from the user (submitted to the previously mentioned experiment) but they might also encounter the artworks/images used during the experiment inside this landscape; almost like totems inside this world.

LEFT: Result image after processed throug the averaging/merging algorithm

RIGHT: Top/Aerial-view of the rendered landscape