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Reviving Abandoned Tech: Repurposing the Myo Armband to Control Ephemeral Pneumatic Sculptures


Core Concepts
Strain is an emotive sculpture that explores "unmaking," disposability, and reuse by resurrecting two orphaned digital artifacts - the Myo armband and the Programmable Air - to control an organic, reactive pneumatic sculpture made of common disposable objects.
Abstract
This paper details the development of an interactive sculpture built from deprecated hardware technology and intentionally decomposable, transient materials. The authors created "Strain" - an emotive prototype that reclaims two orphaned digital artifacts, the Myo armband and the Programmable Air, to power a kinetic sculpture made of common disposable objects like condoms, bamboo skewers, and 3D printed PLA plastic connectors. The Myo armband, an abandoned myoelectric device, is used in concert with the Programmable Air, a soft-robotics prototyping project, to manipulate a pneumatic bladder array. The resulting sculpture achieves surprisingly organic actuation, with the goal of producing reusable components like software to resuscitate the Myo Armband and homeostasis software for the Programmable Air. The authors explore the relationship between disposability as it applies to mass-produced small objects and limited-production HCI devices. By intentionally designing for the "unmaking" of the sculpture through the use of biodegradable and transient materials, they examine how this approach can promote more sustainable and emotionally resonant relationships with interactive artifacts.
Stats
The Myo armband pioneered subtle gesture control through a combination of electromyography (EMG) and inertial sensors. The Programmable Air is a pneumatic control kit designed to help people prototype small-scale soft robotics by combining a series of 12V pumps, solenoid valves, and an integrated pressure sensor.
Quotes
"Soft robots can elegantly adapt to the huge variety of shapes and sizes that people come in...[they are] inherently soft, and also therefore more adaptable." "Allowing parts to degrade over time could help refocus attention on product life cycles that are often obscured in commercial spaces, emphasizing continual iteration speed and technological advancement."

Deeper Inquiries

How can the concept of "unmaking" be further explored in the design of interactive art and technology?

In the realm of interactive art and technology, the concept of "unmaking" can be further explored by delving into the creative potential of destruction, decay, and transformation of physical artifacts. This approach challenges traditional notions of obsolescence and waste by reframing disposal as an ongoing process of metamorphosis that can imbue objects with new meaning and value. Designers and artists can intentionally incorporate elements of impermanence and transience into their creations, allowing them to evolve and change over time. By embracing the idea of unmaking, interactive artworks can invite viewers to reflect on the lifecycle of objects, the passage of time, and the beauty of decay. This approach can lead to the development of more sustainable and emotionally resonant interactive experiences that engage audiences on a deeper level.

What are the potential drawbacks or unintended consequences of embracing ephemerality and planned biodegradation in interactive systems?

While embracing ephemerality and planned biodegradation in interactive systems can offer numerous benefits, such as promoting sustainability and encouraging reflection on the lifecycle of technology, there are also potential drawbacks and unintended consequences to consider. One concern is the balance between planned obsolescence and planned biodegradation – ensuring that products degrade in a safe and environmentally friendly manner without causing harm. Additionally, there may be challenges in maintaining the functionality and reliability of interactive systems that are designed to degrade over time. Users may also have varying perceptions of value and longevity, which could impact the adoption and acceptance of ephemeral technologies. Furthermore, there may be logistical and ethical considerations related to the disposal and recycling of biodegradable components, especially in terms of waste management and environmental impact.

How might the insights from this project on reviving abandoned technology be applied to other domains beyond art, such as education or sustainability initiatives?

The insights gained from reviving abandoned technology in the context of interactive art can be applied to various other domains, including education and sustainability initiatives. In education, the concept of repurposing and revitalizing obsolete technology can be used to teach students about innovation, problem-solving, and resourcefulness. By engaging students in projects that involve salvaging and reusing old devices, they can develop valuable skills in engineering, design thinking, and sustainability. Additionally, the focus on reanimating abandoned technology can inspire creativity and critical thinking in learners, encouraging them to explore new possibilities and applications for existing resources. In sustainability initiatives, the principles of reusing and repurposing abandoned technology can contribute to reducing electronic waste and promoting a circular economy. By extending the lifespan of outdated devices through creative interventions and software updates, organizations can minimize their environmental footprint and conserve valuable resources. This approach aligns with the goals of sustainability by encouraging responsible consumption, waste reduction, and innovation in product lifecycle management. Overall, the insights from this project can serve as a model for leveraging existing technology in novel ways to address challenges in diverse fields beyond art.
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