The Synesthetic Mediator

Malin Zimm

 

 

Synesthesia (greek, syn- together and aisthesis- perception) is a neurological condition of involuntary cross-modal association, where a stimulation causes a perception in one or more different senses. It denotes the rare capacity to hear colours, taste shapes, or see music. It is an additive experience, where two or more senses are combined into a more complex sensation without losing their own identities.

Synesthetic architecture is about fusion, not only in the sense of joining materials together to enclose space, but as a method of joining ideas on all levels. My architectural proposal is an amplifier of sensations, in some levels taken to the extreme, where maximum reverses to minimum. The Synesthetic Mediator is a tool for inducing perceptual fusion, merging senses and combining concepts to release the energy of alternative perception. The structure will, by spatially causing a distortion of the senses, invoke the synesthetic multimodal state in order to deepen the direct experience into a meditative state of perception. The Synesthetic Mediator is a visitor centre in the back of your mind.

 

 

Synesthesia, synesthetic, cross-modality, architecture, neurology, mediating perception, fusion, sensory deprivation, reconditioning, waves

 

 

altered states of perception

³I can reach my hand out and rub it along the back side of a curve. I can't feel where the top and bottom end: so it's like a column. It's cool to the touch, as if it were made of stone or glass. What is so wonderful about it, though, is its absolute smoothness. Perfectly smooth. I can't feel any pits or indentations in the surface, so it must not be made of granite or stone. Therefore, it must be made of glass.²[i]

 

The neurological condition known as synesthesia denotes involuntary physical experience in which the stimulation of one sense modality causes an additional perception in a different sense or senses. The above quote is a synesthete explaining his tactile experience of the taste of mint. This additional perception is regarded by the synesthete as a real and vivid experience, often outside the body, instead of imagined in the minds¹ eye.

Synesthesia is "abnormal" only in being statistically rare. An estimated 1 in 25000 people2 has, not necessarily suffers from, synesthesia. It is in fact a normal brain process that is prematurely displayed to consciousness in a minority of individuals. Neurological research offers different theories of synesthetic mediation although many aspects of the condition still remain a medical mystery. Psychophysical experiments and measurements of cerebral metabolism indicate that synesthesia is a left-hemisphere function, relying on limbic brain elements more than cortex regions. The limbic system shares structures and pathways for attention, memory, emotion, and consciousness and is unique in its way to act on incomplete information. The limbic system enhances cortical processes by determining the value of incoming information before uploading it into consciousness as a perception. Continuously creating order from the incoherent sensory stream, it has the rare capacity of reducing entropy, due to the development of operating with optimal efficiency at the least energy cost. Recent research has shown that infants do not discriminate between sensory input and that synesthesia could be a normal phase of the cognitive development. This supports the theory that synesthesia is a normal brain function in every one of us, but that its workings reach awareness in only a handful of people as a conscious peak of a normally unconscious neural process. In the dawn of humanity, we could have perceived the world synesthetically, an ability that disappeared as the evolutionary trend was an increasing anatomical separation of function. Synesthesia is a violation of conventional perception in a world that has emphasised objectivity and rational behaviour.

 

inducing synesthesia

The site-bound physical space of the Mediator is just like the human body: a container for individual experiences, a tool for communication, interaction and transportation. The experience of the physical space of the Mediator is secondary to this experience of the synesthetic features of the brain. The aim of the proposal is to induce a synesthetic experience in the visitors, by taking both architecture and function to the limits of perception, to the critical point where synesthesia might occur in ³normal² brains. Synesthesia can be induced in various ways, of which most include chemical interventions or surgery. How can we get the brain to produce synesthetic hallucinations as a normal response? Sensory deprivation proves to be an efficient method: the reaction of the neurological system in absence of any stimuli is­ to invent its own. A brain deprived of external input starts to project an external reality. The Mediator is a device for breaking down sensory preconceptions, resulting in a zone of alteration and pulsation, misbehaving space ruled by confused time, where the individual inner perspective is the only true vantage point of perception.                                                                                         

the stigmatised site

The site for the project is located on the beach outside Sellafield nuclear power station in Cumbria, on the north west coast of England. The choice of site is partly motivated by the presence of waveforms ranging from high-frequency radiation to slow ocean waves and the topography of the dunes. Sellafield is Britain's largest nuclear power plant and the most controversial industrial site in the country: originally constructed to develop the atomic bomb, only later redefined to meet the increasing demand of electricity for British industry and households. The industrial complex has changed name three times during its operational history­from Windscale to Calder Hall to Sellafield­ in an effort to erase the negative stigma of the name after various nuclear incidents. The site illustrates the fundamental questions of the project: fluctuating waveforms, energy and entropy, fusion and fission, deconditioning and rebranding. Sellafield is associated with the destructive forces of fission, the method that has been prevalent in most areas of research: releasing potential information and energy by dividing and splitting, by breaking entities down to parts. The Synesthetic Mediator attempts to counterbalance the hazardous process of the nuclear power plant, operating by the principles of fusion, focused on combining ideas rather than dissecting them.

File written by Adobe Photoshop® 5.0

the Synesthetic Mediator

 

informotion

The common denominator of all sensory input is the mode in which it travels. Displacement of information is a result of travelling waves of energy. Sound, light, chemical and mechanical energy all translates into auditory, visual, olfactory and tactile experiences respectively. Since the brain is an electrochemical organ, the activity emanating from the processing of incoming data can be displayed in the form of brainwaves of different frequencies.

The observation of oscillations of matter has brought science to wave mechanics and a scale almost beyond comprehension, and still, nothing seems to come to a stop, everything is in motion. The architectural approach is inspired by the dynamic qualities of waveforms and the consistency by which all sensory perception is transferred. The building proposal is derived through a digital synesthetic reading of the site. Processed through synesthetic software, the recorded sound of the site, as well as the image of the site, were translated into two waveforms. The first waveform was accomplished by visualising captured sound from the site, using software called SoundView. The second waveform was derived by processing visual data from the site in MetaSynth, a software package that translates images into sound. The third waveform is the natural topology of the dunes and the beach. The three representational waveforms were finally extruded, scaled and intersected to form the architectural layout for the Mediator.

           

dynamic points of convergence

The visitor will encounter a series of chambers, located on three different levels, corresponding to the conceptual organisation of the nervous system and the associative routes of synesthesia. The chambers on the first level aim at breaking down sensory preconceptions by distorting space and time. They also evoke an initial questioning of normal sensations and the body¹s relation to physical space. The entrance hall is the first step in the de-conditioning process. The Time delay chamber is blurring the boundaries of the interior and exterior space, where the exact view of the site is continuously displayed on the opaque interior walls with an eight hour delay. The illusion of displacement in time is achieved by a 360-degree view camera and a realtime projection on the interior walls, which function as a domed screen. At 4 pm, you take shelter from the rain and enter the chamber where the walls display the view from 8 am and a man is walking a dog on the beach in the dimmed morning sunshine. You follow the pathway sloping further into the building, and enter the Lie detector, a conference room and an indicator for the deceptiveness of the body. The conference table and the chairs are fitted with sensors that detect skin resistance and microphones that pick up signals for voice stress analysis. Indicators on the furniture allow the users to identify physiological changes when a subject is knowingly engaged in deception.

 

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the Ray forest chamber                        the Lie detector

                       

As you proceed further inside, you will be mentally prepared for the intermediate level chambers, spaces that require interaction. You pass by the Whispering gallery and listen to the wall of memories, random recordings of previous visitors, and your comments are captured for other visitors to hear. The Ray forest chamber down the path takes your picture and displays it on the floor as rays of coloured light. The rays work as a giant theremin, electromagnetic amplifiers translate the vision into sound so that each ray triggers a tone as you move, creating music from the image of yourself.

Getting ready for the sensory process to be bared to consciousness, you pursue to the chambers on the deepest level, extreme spatial conditions that will constitute the final immersion into alternative perception, and release the full potential of the mind. The Anechoic chamber is an echo-free enclosure with a near total sound absorption level, achieved by area maximisation. Fibreglass sound absorbing wedges cover all six sides, also blurring the visual boundaries of the chamber, adding to the experience of the diminished sound levels that enables you to hear your own heartbeat and breathing. The brain compensates the loss of auditive input by heightened attention to all other senses, and hallucinations can occur after only a short while. The Floating crypt is located in the depth of the Mediator, featuring isotanks filled with body-tempered salt water. Sensory deprivation is synonymous with conditions of darkness, silence and a lack of a sensation of gravity. The float tank works like a de-conditioning tool, separating the body from all external stimuli and normal perceptional relations with the world. Ninety per cent of all the activity affecting our central nervous system is related to gravity. The lack of sensation of gravity therefore decreases sensitivity to and awareness of the external and internal reality. In floating condition the left hemisphere facilities of the brain are suspended and the right hemisphere ascends in dominance. This makes the iso-tank the most reliable mediator for inducing synesthesia, within controllable means.

 

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the Floating crypt                                   

 

The self-conscious system

A spatially induced synesthetic experience is a preview of a future that undoubtedly will make use of new technology ­in media, games and interfaces­ to simulate and stimulate all senses to a higher degree. The Synesthetic Mediator illustrates the state of creative confusion that we are most often protected from. What we could be looking into is the immersion of the body into the digital realm and the introduction of a broadband of misbehaving senses: a perception process allowing us to experience sensory effects beyond the normal. The translation of biological impulses into computational commands by use of neural signals is part of the technical process that will lead to digital synesthesia.

Sensory input is processed in the unconscious levels of the mind before it reaches the higher cognitive levels in form of perception. Since language is a function of the ³higher², more abstract parts of the brain, the senses can not be described without the use of metaphors. The Glass Bead Game, described in the novel Magister Ludi by Herman Hesse in 1943, is a semantic mediation tool where metaphors are put into a system of rules where they reach beyond their initial linguistic function and turn into new constellations. The analogy of the Glass Bead Game is consistent with this project as an attempt to illustrate the maximum integration of the individual into a realm ruled by the understanding of links between ideas. The meditative discipline of the game takes place in a future where the players reconfigure the total contents and values of all cultures so as to devise surprising configurations that convey new insights. The circle is beginning to close between the Glass Bead Game and the media that, although unmentioned by Hesse, to this date has ineffably accomplished the ideas in the novel- the internet and the notion of hypertext. The introduction of a parallel virtual realm marks the transitional state from one way of thinking into another. The present society is the evolutional stepping stone that Hesse refers to as "the Age of the Feuilleton", a medial climate characterised by fragmented information. Hesse does not describe the game in detail but focus on the revolutionary power of this new model of the mind, something that appeals to a growing web community of Glass Bead Game developers and players. Hesse tells us that the game soon developed to a high degree of flexibility and capacity for sublimation, and began to acquire something approaching a consciousness of itself and its possibilities. All different disciplines began to measure linguistic configurations: " ... the visual arts soon followed, architecture having already led the way in establishing the links between visual art and mathematics."

The Synesthetic Mediator provides a forum within which the principles of the Glass Bead Game can metamorphose into physical models. In a space where normal perception is challenged, the capacity to adapt, even if it means to engage in a process of unlearning, will be crucial. Architecture is the platform for multidimensional mediation and bi-sociation, linking conceptual frameworks that appear to have nothing in common. The neurological alchemist is a seer of patterns and maker of connections.

 

³What are you waiting for? Let¹s perform. Let¹s open those neural floodgates.²

                                                                                                                        Videodrome

 

References:

Baron-Cohen, Simon & Harrison, John 1997. Synesthesia: Classic and Contemporary Readings.

Oxford: Blackwell

Cronenburg, D. 1982. Videodrome

Cytowic, R.E. 1993. The Man who Tasted Shapes. Cambridge: MIT Press

Cytowic, R.E. 1989. Synesthesia: A Union of the Senses. NewYork: Springer Verlag.

Hesse, H. 1943. Magister Ludi- The Glass Bead Game (orig. title Das Glasperlenspiel)

New York: Henry Holt & Co

www.microweb.com/ronpell/MusicVisualizers.html

www.uisoftware.com/PAGES_COM/ms_presentation. html (MetaSynth)

www.SwRI.edu/soundview.html

 



[i] Michael Watson, synesthete: subject study by Dr Richard E. Cytowic in The Man who Tasted Shapes, Cambridge: MIT Press

2 http://www.cnn.com/HEALTH/9511/synesthesia/index.html (march 2000)

 

 

 

Biographical note:

 

Malin Zimm is employed as a PhD researcher since july 2000 in the School of Architecture at the Royal Institute of Technology, Stockholm, Sweden, where she also started her education in 1991. After interim studies of fine arts and crafts, as well as furniture design,  she moved to London in 1997 and completed her architecture diploma in 1999 at the Bartlett School of Architecture,  UCL and shortly thereafter got her architecture exam at the Royal Institute of Technology with the work presented above.

During the last year, Zimm has been employed as an architect in Stockholm and co-tutoring an architecture diploma unit at the Royal Institute of Technology. Alongside with the recent employment as a researcher, Zimm is engaged as a freelance writer for swedish architectural magazines, as well as architect assignments and product design commisions. Zimm has been working as a production designer for two swedish long films and has participated with product design, sculptures, installations and performances in various exhibitions in Sweden, Berlin and London during the last ten years. The exhibition activities have been focused on visualising and undermining familiar concepts of space, personal territory and everyday objects and products.

In her research, she will be looking  further into the field of spatial perception and distorsion, parallel realities and the future functions of architecture in digital and physical space.