CubeLife History, Sources and Updates

When I first returned to making art in 1996 after a gap of around 15 years (I had suspended coloured drawing for writing between 1985-1996) I thought about creating a multimedia piece based on some written material I’d then been working on—drafts with mutating images and the text as a spoken soundtrack; starting off garbled but gradually becoming clearer, accompanied by a montage of the environments where I worked, with clickable details (I still like the idea). But I was aware that new digital art (known as “media art” for awhile) was then already being produced in two main formats: multimedia work with strong personal content, and impressive Shockwave, Flash or early JavaScript web material with high graphic content, often referencing the machines on which it was created. I didn’t want to work in a similar way, so instead decided to explore the roots of art-technology, while picking up a few threads lingering after my Fine Art degree, which used the mathematical patterns of magic squares (I only recently discovered that the late Vera Molnár used the same patterns). This work has now expanded into more mathematical areas too (see this presentation to Symmetry 2021), and into a magic square webapp created with my wife Fania. Our first paper based on this work “Creative Visualisation of Magic Squares” is published in the Proceedings of EVA London 2020. One print is now part of the CAS permanent collection. However, cubeLife uses magic cubes…
The exhibited cubeLife screen is blank—the work only starts when someone uses the heartbeat monitor (finger clip or later wireless hand grips), which enables participants to create a new magic cube and audio in virtual 3D space. Given a finite life, the cube travels about the space, leaving tracks and combining its sound with the cubes of others, building a non-repeating audio presence. Each cube eventually dies, leaving only tracks. At any point, the work represents the collective heartbeat inputs of every participant. Static screen shots between 1999-2011 capture only a partial range of visual outputs. ^
Becoming a Digital Artist
While searching for a structure and a medium, I received timely exposure to two of the pioneers of digital art practice, in the form of seminars hosted by Loughborough University’s then-active Gallery of the Future. One was by the late Harold Cohen, who—using the programming language Lisp as a medium (when I naïvely asked why, he said it was good for Artificial Intelligence)—is an example of how computer science and art can interact (he programmed his machine AARON to create and colour paintings in his own style. Harold Cohen’s process is covered here). In the other seminar Paul Brown described how he adapted the ABC of artificial life theory to create evolving images. At the time—coming from a design background in my former employment—I found it mildly encouraging that both preferred Apple machines for personal use (Cohen’s work also used other platforms) but what struck me most was how they’d pursued their work with impressive consistency. After this, I trawled the web to find out what was being shown online (and discovered a now-dead review in Wired News of a 1997 New York show based on artist-modified 512K Macs, a homage to their digital art pedigree); I also read many of the then-sparse publications on the subject and found out about Furtherfield (1996, Ruth Catlow and Marc Garrett)—one of the artist-led groups who rose with the advent of the web, but I was far less socially-engaged (at least in my artwork) and inspired more by the loner careers of older artists who had been working with technology since the 60’s and 70’s. ^

Code as a Tool
At that time I was beginning to combine creative art, hobby mathematics and computer skills. I was familiar with the fundamentals of programming logic, having cut my teeth on Apple’s venerable (and sadly discontinued) RAD Hypercard and it’s HyperTalk language, the syntax of which prepared me for other languages. I was also familiar with the basics of artificial life, certain mathematical patterns, and the images that can be formed from these. Java was then an emerging and conveniently cross-platform language, and (at the time) worked in web browsers. I wanted to explore a more mainstream language by collaborating with a far better programmer (Greg Turner), since scripting or RADs (like Director/Lingo, and x-talk languages like HyperTalk) then had limits, although the Hypercard programme (image, right) I wrote to research and test magic square patterns was a useful research tool (I wanted to port it to Live Code (then “Runtime Revolution”) but eventually worked with my wife Fania to rewrite and extend it in JavaScript—see squares.cubelife.org). During the process of creating, custom programming allows for open, non-standard approaches. The heavy lifting was done by Greg as part of his Masters. Once development of cubeLife really began, my skills only took me so far—my role after starting the process by writing pseudocode—was to guide the logic and overall intent and process. The development of cubeLife is covered in the 2002 edition of Explorations in Art and Technology (see GoodReads) by Linda Candy and Ernest Edmonds, who ran various research projects within the HCI department at Loughborough Uni. Ernest is also a pioneering artist in the field, and his overall support was valued. I documented other work from that time in the 2018 edition. ^
Computing as a Medium
After listening to Harold Cohen and Paul Brown I realised that as an artist working directly in a programming language, the optimum amount of control over the computer as a medium is directly enabled—I can create my own tools, to use the way I want. Anything I can’t create with my own skills, I develop in collaboration. As with the laziest use of AI now, work generated by commercial software can look formulaic or bandwagon, not created; just as image manipulation tools like Photoshop used to contain baggage that remains visible in the finished work. The clever stuff in the code of commercial applications can sometimes warp the path of the creative process. Although AI was already present in art practice, the recent rise in third-party AI tools has encouraged a new swathe of bandwagon work and ethical/critical concerns, as well as creative opportunities. ^
CubeLife Research
Number

The use of number pattern in cultural symbolism is a rich resource, connecting apparently disparate material—for instance Leibniz’s binary numbers and the Chinese I Ching. As another example, Albrecht Dürer’s Melencolia I contains the first known representation of a magic square in European art, and his straddling of the mathematical and artistic worlds is an early example of art-science crossovers. His famous engraving also hints at the lost Renaissance view of melancholy as a creative portal, explored fully in Frances Yates’ pioneering book The Occult Philosophy in the Elizabethan Age.
As well as the artistic and cultural sources informing cubeLife, I am also interested in the mathematics. I’ve become mildly serious (for a non-mathematician, anyway) about number theory and combinatorics, two branches of pure mathematics that can be used as tools to examine magic squares and cubes. During a separate residency at Loughborough University’s computer science department in the early 2000s, I began working on a (discontinued) project with programmer Simon Nee to construct a tool in C++ to examine magic square structures, initiated communication with some of the web’s magic square specialists, started minor explorations, and finally—with with my wife Fania—a magic square webapp, leading to presentations and papers on the subject. ^
New Interfaces

At Loughborough around the early 2000s, working as an artist in an HCI department meant I could pursue ideas in computer science that explore unconventional interfaces to computer-driven art (there were other projects with Mike Quantrill that used Silicon Graphics machines, including a movement sensor grid, and other public work under the EmergencyArtLab). The idea behind the single heartbeat-only input to cubeLife is to facilitate a warm instant biological connection to an otherwise cool mathematically-based structure. I liked the idea of bridging the schism between digital space and meatspace in a direct physical way, without resorting to a computer interface
. Everyone alive has a heartbeat, so as far as audience input goes, cubeLife aimed to be the most widely accessible work possible.
As far as I can tell, the exhibited version of CubeLife in 1999 was actually the first heartbeat-driven interactive artwork, so I took some time to document it at the Archive of Digital Art. Before then, I can only find Bill and Louise Etra’s video work Heartbeat from 1973. Bill was a pioneering inventor of video effects machines. ^
Possibilities
Each magic cube object and sound in the virtual 3D space has a finite life granted by the data provided by each participant’s heartbeat, and will eventually die. As of version 2 (around 2010), more movement and other options were added by collaborator Greg Turner, including flocking and online participation (never implemented due to server security, but due to be revisited). Stills from some of these dynamic interactions are shown in the cubeLife galleries with images from 1999-2011. Audio is only available when exhibited.
- the current routine shows heartbeat pulses as the object grows on-screen, after which the duration or life of the cube is determined
- once the heartbeat input stops, the cube is free to roam the virtual space and interact with the others (flocking, anti-flocking…)
By including wider research into magic matrices, cubeLife has become a wider, long-term project and may (or may not) develop further in unforeseen ways according to collaboration, ongoing research and emerging technology. The latest iteration (2010) used hand-grip heartbeat monitors but requires repairs to the host machine. The original heartbeat clip also stopped functioning after many weeks of exhibition time, so one current aim is to restore original functionality with the 1999 code (for archival purposes) as well as repairing the updated 2010 version with the hand-grips.
At cubelife.org there are gallery images from two exhibitions, as well as the current allied magic square research that expands on the more mathematical work that provided the foundation for cubeLife in the 1990s. ^