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| Scott deLahunta on 13 Mar 2001 15:28:51 -0000 |
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| <nettime> corporeal performances |
[An essay posted to the dance-tech list a few days ago in response to a
posting about interactive sensor systems]
++ invisibility/ corporeality ++
The process of computation is invisible in the simplest sense that the
labor of the software programmer or engineer is largely taken up in the
'writing' of an instruction that tells the computer hardware and connected
peripherals how to execute (perfectly) an operation. (1) This writing and
subsequent rewriting/ editing is part of the creative process whereby
something gets 'made' in terms of digital technologies. While some might
decide to write code (or simply 'coding') for code's sake -- generally this
activity is done in order to enable something else to happen or get made.
Where the primary creative activity is in relationship to the 'second
order' activity can only be determined on a case/ field by case/ field
basis... but it will vary (i.e. there is variation in this regards between
the music field and dance field)
The other day I was having a discussion with someone about dance making and
interactive systems and the 'transparency' issue as regards the receptivity
of an audience to the aspects of the work that might be invisible. What is
being considered *invisible* in this context is the mapping from input to
various forms of output -- and this mapping is essentially the consequence
of someone providing the instructions for the computer, telling it what to
do. Input in the case of BigEye occurs through the analysis of performer
movement/ action in a video image that then generates a stream of 'movement
tracking' data. Thus performer movement/ action is used to trigger some
sort of event (sonic, visual, robotic, etc.) in the space around or in some
proximity to the performer. The connection between the performer action
that activates the stream of data and the output event is determined by
'mapping' the input to the output in the computer in some way. Christopher
Dobrian (U. of CA, Irvine) expresses it simply: "The interpreted data
provides information about the speed, direction, and location of moving
objects in the video image, and that information can be used to provide
input control data to music-generating software". This is essentially what
is referred to as an interactive system. (2)
Mapping is at the heart of the creative process as regards these systems --
which Marcelo Wanderley (researcher based at IRCAM) in a detailed
presentation on interactive systems at ISEA in December 2000 pointed out.
In a paper entitled *Towards a model for interactive mapping in expert
musical interaction* (2000), Wanderley and Ross Kirk review the ways
"performer instrumental action can be linked to sound synthesis
parameters". (3) Their precise definition of 'mapping' uses the word to
refer to the "liaison or correspondence between control parameters (derived
from performer actions) and sound synthesis parameters. Within this they do
not include in the concept of mapping the "actions related to data
preparation, such as segmentation, scaling, limiting, etc." In the paper,
they point out that generally two main 'mapping' directions can be derived
from an analysis of past work: a) the use of generative mechanisms (e.g.
neural networks) to perform mapping; and b) the use of explicit mapping
strategies. For Wanderley and his fellow researchers in the field of
electronic music, mapping is clearly a topic of immense creative interest
and focus of artistic practice. However, it is the manifestation of mapping
that enters the field of perception of the viewer/ listener, not the
mapping itself. Once completed, the instructions that comprise the mapping
itself are relegated to the invisibility of computation. How this invisible
mapping works or how it might work is of interest primarily to those who
are engaged in its construction. [These last few sentences form the core of
a polemic -- which is completely refuted by the work of medical researcher
Greg Kramer -- see note 4 below]
There might be two directions for artistic work with interactive systems --
One: towards allowing everyone audience/ user access to all facets of the
systems -- input, mapping and output. Today, dance performances using
interactive systems tend to allow an audience access only to the output,
installations allow access to the input and the output -- so why not
include exposure to the mapping itself?
Another direction is towards the user/ performer who might work with
(practice) these systems in order to enter into a realm of higher level
skill and 'virtuosic' activities within them. Combining input measurement
that responds to a higher level of detail in performer action with more
complex mappings. Wanderley/ Hunt conclude their article by stating that
"complex mappings cannot be learned instantaneously, but then again, we
have never expected this from acoustic instruments". Assuming that the
reference to learning can be seen as a reference to training -- it begs the
questions, where in the dance field do we discuss and debate notions of
dance 'learning' (training/ technique) overlapping with the development of
interactive systems? There are a handful of practioners/ artists (i.e.
troika ranch/ palindrome) whose efforts over time are accumulating richness
and depth through personal determination and diversification // but their
activities are focussed on artistic output, not training.
To return to this concept of the invisibility of computation -- in
relationship to interactive systems. I am curious about the long term
outcome of creative activity that is proportionately shifting its centre of
labor from the physical spaces to the virtual spaces. Any dance artist
working with interactive systems will tell you that so far the amount of
work involved in 'getting the technology' to work is immense and seems
disproportionate to the amount of work done in the studio, perspiring and
flexing. A shift away from the physical is by consequence in aesthetic
terms a shift away from the formal and towards the conceptual... could we
see audiences who develop a taste for mapping coming better prepared to
watch/ contemplate dancing in interactive systems?
Perhaps there is a future that holds both possibilities -- where the
invisibility of computation is displaced by its contemplation in the
context of corporeality. Where 'interactive systems' are infiltrated
increasingly by sweating/ flexing bodies who spend more time in them
sweating and flexing... while an audience/ user's understanding of
performance may increasingly see this body as one that is intimately
involved with the invisible electro/ digital spaces within which it performs.
***********************
1) Writing is arguably not the best descriptive metaphor for software
programming -- building is preferred as often coding more often requires
the reuse or reassemblage of previously written code.
2) For a very useful and straightforward breakdown, I recommend Dobrian's
website 'video motion tracking for musical input'
http://www.arts.uci.edu/dobrian/motiontracking/default.htm
3) You can download the Wanderley/ Ross PDF here:
http://www.ircam.fr/equipes/analyse-synthese/wanderle/Gestes/Externe/Hunt_Towards.pdf
4) For a completely radical and fascinating look at 'mapping' -- take a
look at this article on *Mapping a single data stream to multiple auditory
variables* by Greg Kramer on the sonification of data from Radionuclide
Ventriculography (RVG)—a non-invasive means for obtaining the blood volume
change of the left ventricle. The article details how by working with
complex mappings rather than a 'one to one' mapping auditory
representations of a 'diseased heart' for example can become much more
compelling to listen to -- don't miss downloading the .wav files
http://www.santafe.edu/~icad/ICAD96/proc96/kramer.htm
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