Digital Cubes is an aesthetic "dominoes"
game played with a set of electronic cubes. Each of the cubes' surfaces
is 8 cm (about 3.15") square, and each cube contains a high-performance
16-bit microprocessor. On the top surface is a display consisting of 8
x 8 light diodes. Externally invisible infrared interfaces on each of
the four vertical surfaces enable each cube to communicate with neighboring
cubes without being physically connected to them.
When two cubes are placed side by side, they continually exchange data
with each other, and the initially darkened displays on their top surfaces
are activated. The light pattern they display symbolizes the flow of information
in the cubes. The adjacent surfaces are its source.
One source alone generates uninterpretable information and thus random
patterns on the display surface. It is only when the flows from two data
sources are combined in one cube that the visual static sharpens into
a decoded pattern and words become legible.
Each cube accommodates four terms, one per contact surface. Depending
upon which vertical surfaces touch, their orientation, and the number
of connected cubes, combinations of the following word groups scroll across
the displays "marquee" style: evil, good,
smart, dumb; happy, sad, bored, excited; big, small, plenty, nothing;
now, never, yesterday, tomorrow.
The aesthetic quality results from the dynamic reaction of the light pattern
in real time to the respective position of the cube and from the element
of discreteness that is inherent in the form of the macroscopic pixel
and in the jerky depiction of the light pattern. The cubes themselves
are building blocks-i.e. pixels of a modular image. They in turn contain
8x8 picture points, 64 chunky light diodes each measuring 10 mm square.
The Digital Cubes feature internal microprocessors,
an illuminated display on their top surfaces and invisible data interfaces
on their four vertical sides. It is easy to pick them up and arrange them
in different combinations on a tabletop. The computer becomes a game of
"dominoes."
Each of the 8 x 8 cm digital building blocks is an autonomous computer
system with a CPU, a display and infrared interfaces. Adjacent cubes form
a simple data network and, depending on how they are arranged, variable
graphic patterns appear on the cubes' top surfaces. Here, visual static,
legible texts and picture interference symbolize different configurations
of overlapping data flows.
The physical form of these handheld devices has been monolithically reduced
to the cube - there are no cables, switches or other user-operable elements
- and they are thus very different in appearance from a conventional PC
with its choppy surfaces that maximize information flow - e.g. the keyboard
or a richly detailed graphic display.
The active top surface-the 8 x 8 matrix of glowing quadrants - offers
a view into the inner workings of these black boxes in white. When two
vertical surfaces of adjacent cubes come into contact, they continually
exchange information; a reciprocating data channel is opened up. These
points of contact function alternately as data sources, data transceivers
or data receptacles, depending upon the individual cube's position in
the overall arrangement. The resulting data flows throughout the entire
network of intercommunicating cubes are propagated step-by-step, line-by-line
of illuminated information from the receptor surface to the adjacent cube
surface. As this takes place, all four potential directions are overlaid
free of interference. If only one stream of data flows through the cube,
then a random pattern of visual static appears on the top surface. Once
two flows mix from perpendicular or opposite in-line directions, the image
pattern is transformed into a legible text. If a third flow of data from
another direction is added to the mix, it interferes with the existing
pattern and makes it illegible once again. This interplay of random noise,
visually clear information and mixed-up data symbolizes the dynamic processes
taking place as the cubes communicate with one another.
The illuminated matrix's legible text, which is the result of the interplay
of several cubes, scrolls in "marquee style" across the display
surfaces. The text consists of a combination of words, the number of which
corresponds to the number of cubes involved in the flow of data; the text
is also dependent upon the relative orientation of the cubes to the scrolling
direction. Thus, each cube contributes one word depending on its orientation
to the overall text. The total of four cubes contain the following sets
of terms: Cube 1: evil, good, smart, dumb;
Cube 2: happy, sad, bored, excited; Cube 3:
big, small, plenty, nothing; Cube 4: now,
never, yesterday, tomorrow.
The chief significance of these expressions has to do with human beings.
As pure data material automatically moving from cube to cube, they provide
a stark contrast to their angular and grid-shaped technical substratum.
In this context, however, the terms do not entirely shed their role as
bearers of meaning. A remnant of their normal everyday use remains intact
and constitutes a reference to the tense interrelationship of human and
machine.
The Digital Cubes behave in highly dynamic
fashion. On its own, a single cube is dark and seems passive. It fits
perfectly into the palm of the hand. But when you take two of them and
place them alongside each other, graphic patterns spread out across the
top surfaces of the cubes on both side of the contact plane. Just like
striking two flints together to produce sparks, glowing information springs
out of the gap between the two cubes. This entices users to experiment
further. Arranging the cubes in a variety of different ways first brings
forth light from the darkness of the display screens; in a second step,
the random patterns are transformed into recognizable texts.
It is fascinating to discover how Digital Cubes
behave when they interact with each other. They also enable us to grasp
essential characteristic traits that are inherent in the digital technology
that surrounds us in everyday life.
The present form of Digital Cubes has been
reduced to a few functional elements. Its rough angularity can be diminished
by revising its mission. Considering the cubes as a modular picture screen
that can be assembled any way the user desires opens up new possibilities
as a medium. More fluid animation as well as funny or educational graphic
elements are conceivable. Increasing the degree of resolution from 8x8
pixels to allow for a more detailed and more colorful depiction ultimately
yields new utilization concepts for picture display. The effect of such
a system, however, will be smooth and flawless, and thus fundamentally
different from the sharp, square-cut design of Digital
Cubes in its current f
|