Golan Levin’s article, “Computer Vision for Artists and Designers: Pedagogic Tools and Techniques for Novice Programmers,” introduces us to the world of computer vision, which involves computer algorithms that enable computers to understand images and videos. In the past, this field was primarily the domain of experts in fields like signal processing and artificial intelligence. However, things have changed, and computer vision is now becoming more accessible to regular people, especially students and artists, thanks to improved software tools and open-source communities. This accessibility has led to a surge in the use of computer vision for creating art and interactive experiences that bridge the gap between humans and computers.
One notable example mentioned in the article is the “SuicideBox” installation by Natalie Jeremijenko and Kate Rich. This installation serves as a thought-provoking exploration of technology, surveillance, and social issues. It was designed to measure the hypothetical “Despondency Index” of a location but inadvertently captured real data related to suicide jumpers from the Golden Gate Bridge. This project vividly illustrates the power of technology, particularly machine-vision-based surveillance, in revealing hidden aspects of society. It raises ethical questions about recording such events and underscores the unique role of artists in addressing sensitive, often overlooked issues.
What struck me most in the article was how computer vision, initially perceived as something artistic and cool, can be used to tackle complex real-world problems. “Suicide Box” serves as a powerful reminder of the intricate moral and ethical dilemmas that can arise at the intersection of art, technology, and sensitive real-world issues.
Levin also provides insights into the technical aspects of computer vision, explaining how components like Background Subtraction work. This ties in with the “SuicideBox” project, as it used this technique to trigger recording when a vertically moving object was detected while ignoring stationary objects. It piqued my interest in seeing how technical terms in the interactive world can be applied to solve real-world problems and make human life more manageable, which is the essence of what technology should achieve.