www.nettime.org Nettime mailing list archives
| Scott deLahunta on Sun, 26 Jan 2003 04:50:34 +0100 (CET) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
| <nettime> ISADORA: in dialogue with Mark Coniglio |
Hello...
Faster cheaper processors and growing familiarity with software interfaces
(by learning and/ or design) mean that artists working in live performance,
dance and/ or theatre are seeing more software show up on their stages in
the form of 'real time' sampling and cross media synthesis tools. This
article/ interview tells the story of one of these tools with the aim to be
accessible to those who are perhaps not as familiar with the practices and
discourses of software, code, digital and net art as many nettimers.
Below is Part I. Part I and II are available on line at:
http://huizen.dds.nl/~sdela/sfd/isadora.html.
Scott
***********************************************
ISADORA "almost out of beta": tracing the development of a new software
tool for artists
Part I: in dialogue with Mark Coniglio
Part II: comments from Jean-Baptiste Barrière, Jem Finer, Armando
Menicacci, Giorgio Olivero, Steina Vasulka
Edited by Scott deLahunta
15 September 2002
INTRODUCTION:
The field of real time multi-media software tools created by artists for
artists emerged from the hardware and software developments of the early to
mid 1980s. Fifteen plus years later hundreds of individuals and groups are
working consistently with these tools in their own creative practice, often
to some degree customising them; creating tools within tools and sharing
these with other practitioners. However, there are a handful of key artist
programmers who have devoted themselves to developing major software
contributions to this field; amongst them Tom Demeyer, David Rokeby,
Netochka Nezvanova and Miller Puckette. This article focuses on one of the
latest of these contributions, Isadora, which is programmed by Mark
Coniglio. It is intended to provide some insight for those who may be
relatively new to this area of software tool development for artists by
artists; and in particular the development of multi-media tools to be used
in the context of live performance practices.
BACKGROUND/ BIOGRAPHY:
Mark Coniglio is an artist whose work crosses the disciplines of music,
dance, theater and interactive media. Dubbed an "interactive performance
pioneer" by the New York Times, his work has been performed nationally and
internationally primarily with Troika Ranch, a New York City based
performance company committed to creating multidisciplinary works of which
he is Co-director with choreographer Dawn Stoppiello. A native of Nebraska,
Mark studied at the California Institute of the Arts with electronic music
pioneer Morton Subotnick and received his degree in music composition in
1989. He was on the staff of the Center for Experiments in Art, Information
and Technology at CalArts teaching courses in Interactive Music from 1990
to 1994. In 1993, they started Troika Ranch while Dawn was dancing for
Bella Lewitzky, and in 1994 they moved with the company to New York City.
Besides the rehearsals, performances, symposia appearances and residencies
that make up the bulk of their creative contribution to the field, Troika
Ranch regularly conducts their popular Live Interactive (Live-I) workshop
which gives participants the opportunity to explore the use of interactive
computer technology in the creation of live performance artworks.
Participants also have a chance to learn to use the custom hardware and
software Mark has created.
While the building of new interactive instruments has a robust tradition
within the electronic music field dating to the early 20th century, Mark is
one of a handful of artists who have specialised in creating these
instruments to monitor the movements of dancers and use this information to
control other media events in real time. The MidiDancer, a wearable device
Mark first built in 1989, measures the angular change at several joints on
the dancer's body. This information is then sent over a wireless link to a
computer where the data (input) is used to control a variety of media
events (output), e.g. sonic, video, lighting and/ or robotic. A software
programmer for as long as he has been a composer, Mark has written two
programs to map this data flow; the first was Interactor and the second is
Isadora. Interactor was made available for others to use, however it
required time to learn (made easier with some knowledge of software like
Max, a graphical programming environment for music and multimedia). Isadora
(named after the renowned early 20th century modern dance pioneer) has been
designed to be used by a non-programmer after only the briefest of
introductions; placing the control of the instrument in the hands of the
dancers themselves. Another key development is that while Interactor was
focussed on handling MIDI data (a communications protocol that allows
electronic musical instruments to interact with each other); Isadora, while
it can also work with MIDI, is designed primarily for the manipulation of
video.
PART I: DIALOGUE:
Scott deLahunta: You have been programming actually longer than you have
been composing. So do you consider your programming a part of your artistic
practice?
Mark Coniglio: I definitely do, but it does feel a bit secondary to my
composition and/or media art making in that I see it as more of a "support"
activity. The software I program allows the creation of the artwork,
whether sonic and/ or visual in some combination with live performance,
that I envision. I always seem to resort to musical metaphors for things
like this. The artwork is like a musical composition; the software tools
are like the instruments in the orchestra. If you can develop a more
advanced instrument, you can create more advanced music. The French Horn is
a good example; early versions required removing a piece of tubing from the
instrument and replacing it with another piece of a different length to
change key. About 1815 the modern version of the instrument with valves was
invented. This technological innovation meant that you could now include
the horn in passages where there were rapid changes of key. This was
immediately taken advantage of by composers, notably by Beethoven in his
symphonies. The difference between Beethoven and me is that he was not
driving the innovation directly. I am both artist and instrument inventor.
My artistic ideas drive the development of software and hardware I need to
realise them; while simultaneously the programming I do expands my world of
expressive possibilities.
Scott: I understand the analogy with the French Horn, but software
'instruments' are comprised of another type of material altogether. Instead
of metals being forged into shapes; one could speak of algorithms, formal
abstractions and language. As another way to relate programming and art
making, I am curious about the creative process of writing code compared to
working with other materials. It seems that most programming is driven by
the assumption that the software will have a purpose (more like the notion
of the instrument). Once that purpose is understood and defined so there is
a goal, only then does the programmer get down to the work of coding. If
this is true then programming is a very different creative process than,
say, how the choreographer might work with movement material.
Mark: When writing software it is useful to have a clear goal in mind, and
this may not be true with other types of art making, as you suggest. Having
a goal that is too specific can be detrimental to the process of making a
dance for instance or composing music. I don't think I understood that
early on, but over the last 3 or 4 years I found myself exploring much more
organic, open-ended approaches to art making. Being involved in dance in
particular, which relies on improvisation as a primary source of generating
material, has profoundly influenced my way of working. Now, my approach is
a much more, "try everything and follow your nose." By this I mean, try not
to preconceive as much, make lots of stuff and follow through with the
material that seems interesting and let the material begin to tell you what
it is about. Now, it's pretty difficult to program that way, a kind of
"goalless" coding. The architecture of the microprocessor, from which all
programming languages derive, is actually antithetical to such behaviour.
However, this "follow your nose" approach has definitely influenced the way
I program. I still have a goal, but I don't often plan out the algorithms.
I simply write towards my goal, improvising my approach to solving the problem.
Scott: There is quite a big discussion about 'software as art' these days
in Europe and I'm sure it's going on in North America as well. Besides its
utility, its usefulness in helping to support your art works, do you
consider Isadora a work of art by itself?
Mark: In a word, I don't - not in and of itself anyway. It's bit like
asking if the telephone system is a work of art. Does the creation of the
technology to support that system display an incredibly high level of
inventive thought and uber-craftsmanship? Definitely. I have the utmost
respect for the creative people that designed and implemented such a
robust, complicated, and reliable system. But that particular technology is
dormant until you pick up the receiver, ring your lover, tell her that you
no longer desire to see her, and a heated conversation ensues.
Scott: It seems to me that the telephone system is the collective result,
over time, of a multiplicity of individuals and institutions labouring
together, and it's difficult to locate individual contributions in that, or
at least I don't use the telephone system and sense that I am in contact
with one of its creators. But when someone opens up Isadora and begins to
build a patch that will map an arm motion to the speed of a video clip, do
they not encounter your presence directly, as the primary creator, in the
look and feel of the interface?
Mark: Well, I guess the only way that I WOULD consider Isadora to be an
artwork is the personal stamp that I have on its design and functionality.
To take that a bit further, in a broad sense I could say that I collaborate
with each Isadora user as they use the program. Because I can't totally
erase myself from the software I create, they have to embrace some of my
predilections to make use of the program; which is what happens whenever
you choose to collaborate with another artist. It's just a question of how
apparent the influence of the software's creator is. That's where software
designers and artists who make software may differ, I think. A typical
software designer does everything he or she can to filter out their
personality and create something that is useful in a general way.
Scott: Maybe we could say that the extent software like Isadora is an
artwork is dependent on the degree to which the maker tries to remove him
or herself from it? I suppose Isadora then is more of an artwork than say,
Photoshop, but is maybe less of an artwork than something like
Auto-Illustrator by Adrian Ward (which won the Software Art prize at the
Berlin 2001 Transmediale Festival). Auto-Illustrator looks like a vector
graphics program, but it doesn't act like one. It misbehaves frequently
because it has seemingly autonomous behaviours built into it that take over
for you. Adrian creates these behaviours using certain algorithms when he
does the coding, so as such his authorship is revealed every time the
software does something you did not expect it to which is frequently.
But let's talk a little bit about the background of Isadora as a graphic
programming environment for real time manipulation of media. You made
something similar with Interactor first didn't you?
Mark: Here's a bit of history. In 1986 my soon-to-be mentor and Interactor
collaborator Mort Subotnick had just come from a residency at MIT where he
was using a program called Hookup created by a student there named David
Levitt. Hookup was the first program I know of that used the "patch-cord"
metaphor, i.e., modules that manipulate data are linked by virtual wires,
the connection of which is determined by the user. For those in the world
of early analog, patch-cord programmed synthesizers, this was a familiar
interface. Mort was using David's program to do tempo following of MIDI
instruments -- this allowed him to lock hardware MIDI sequences to the
tempo of the live performers. I was a composition student at CalArts at the
time, and word had gotten around that I was a good programmer. So Mort
contacted me to see if I could hardcode some of the ideas he had
implemented in Hookup on a Mac, so that he could use them in his next
performance. That program (used in Mort's 1987 multimedia work "Hungers")
would eventually become Interactor. Mort designed the functionality of the
early versions, but I became more influential in the design as time went on.
Scott: I guess the hardware and software development of the early to mid
1980s where we saw the advent of the personal computer and more importantly
the graphical user interface (marked by Apple's introduction of the
Macintosh to the consumer market in 1984) created a context out of which
the 'computer' could emerge as a creative instrument or tool. The
electronic music field was already well advanced in analysing and exploring
the formal and physical properties of music as part of compositional and
performing practice, so moving to programming real time graphic interfaces
for this seems like a rather natural progression.
Mark: Yes, that's true and importantly a kind of creative intuition was
creeping back in through the development of these new visual interface
possibilities for software. Part of the thing I reacted to in Hookup was
the way you could easily drop modules into the program and try things; a
lot like you could do with the patch-cord synthesizers. I may not have
realized it explicitly then, but this ability to program improvisationally
allowed for that kind of artful playfulness that is so important. So I set
out to make a similar user interface for Interactor. The creation of
Isadora was a natural outgrowth of Interactor. In 1996 Troika Ranch had a
two-week residency at STEIM, where I first saw Tom Demeyer's real-time
video processing program Image/ine. I first started using Image/ine in
concert with Interactor, because Image/ine didn't allow the kind of
complicated interactive decision making that I was used to having in
Interactor. So, Interactor would process the MIDI data from my interactive
sensors, and then tell Image/ine what to do. By 1998 I was using Image/ine
in a major way in my performances with Troika Ranch.
But, while I loved what Image/ine did, I wasn't fond of its table-based
interface. And there were problems with crashing during performance, which
is unacceptable when there is an audience. Furthermore, we were teaching
our Live-I (Live-Interactive) workshops using Interactor and Image/ine, and
the students (especially the ones with weak computer backgrounds) found
learning both programs, and figuring out how to have them communicate with
each other daunting at best. I wanted Isadora to take the qualities that
made Interactor and Image/ine great, and put them together in one package
that was easy to learn but still offered enough depth to satisfy "power"
users. And, I wanted it to be more affordable to members of my community,
which I consider to be choreographers, because of my involvement with
Troika Ranch.
Scott: How does Isadora compare to Max, which is probably the most
successful and widely used graphic programming environment for controlling
and mapping data flow?
Mark: Isadora and Max both inherit the modules linked by the patch-cord
metaphor from Hookup. But unlike Max, each Isadora module shows the
parameter names and current values for all of its inputs and outputs, and
many modules give real-time graphic feedback about their operation. This is
important from the perspective of helping new users understand what's going
on right away. But perhaps the biggest difference is that Max is a very
powerful, open-ended programming language in which you could solve any
number of problems. Isadora isn't that. It is a lot like Interactor in that
each module is essentially a macro that accomplishes some specific
function. This approach helps people who are just beginning to do this kind
of work, as it means that useful functionality is already embodied for you
and it's very easy to start doing things and getting interesting results
quickly (like with Image/ine). Max allows the most flexibility, but may be
somewhat more difficult to program because more things have to be built up
from scratch. Isadora offers somewhat less flexibility, but is still
open-ended enough for the user to imprint his or her aesthetic on the result.
Scott: You have told me that your most important Isadora user is yourself.
How do you use Isadora in Troika Ranch's performance work and in particular
in connection with the MidiDancer which is the sensor system you built to
get data input from a moving body.
Mark: I first created MidiDancer in 1989 while I was still a student at
CalArts. While it is now much smaller and more reliable, the basic
functionality has not changed much since then. Basically, it is a set of up
to eight sensors that measure the flexion of joints on a dancer's body.
Thirty times a second this information is sent over a wireless, radio link
and a receiver up to 150' away decodes the information, reporting the angle
of each joint in the form of a MIDI (Musical Instrument Digital Interface)
message. Any computer with a MIDI interface can accept and process these
messages as desired.
The problem with MidiDancer is that, to really play it, and for the
audience to see that the dancers are playing, you need to move like a
musician. What I mean is that the movement of the dancer needs to be in
service of the sound or image that they are generating or controlling. We
have worked hard to find ways to make this work choreographically, but it
is quite difficult to do. My basic instinct in putting the sensors on the
"gross" joints (elbows, knees, hips, wrists) was correct, in that these
angular changes can be clearly seen by the audience. But, I have really
been seeing lately that this is not the gestalt that we perceive when we
watch a dancer move. We really see energy -- that's a bit vague, but it's
the best word I can think of to describe it. We're not looking at the
individual angles of the joints, but the way that the dancer moves through
space and the overall articulation of the movement.
Scott: Well, electronic musicians have been building sophisticated playable
interfaces for a long time, but these tend towards either the
hyper-instrument (extending an existing musical instruments capabilities)
or a few unique hand orientated interfaces. But, I've always thought that
one would need to think quite differently to develop an appropriate system
for a trained mover or dancer. I think more research is needed with various
sensor input devices and maybe not always towards the aim of live stage
performance, but maybe just experimenting much longer with what might
emerge from the kind of feedback conditions for the senses interactive
systems can generate.
Mark: That's why we'll be using a residency we have next year to make some
changes to the MidiDancer. I want to start working with accelerometers in
addition to the flexion sensors. The act of turning, or stopping suddenly,
or shaking the whole body, now becomes something that can be measured. My
instinct is that using this information to manipulate the media will be a
more natural linkage between what the audience sees in the dancer and the
resulting sonic or visual manipulation. I can then use the position of the
limbs to allow the performer to enhance their level of control -- but I
suspect that being able to sense the impulse of movement may become the
primary source of manipulation. I think that, not being a dancer or
choreographer myself, I have been slow to let go of the notion of being a
musician. In fact, I have often described the MidiDancer as allowing a
dancer to be "both musician and dancer." I now think that is incorrect. I
need a device that allows a dancer to be a dancer, with the media taking
its cue from what it sees the dancer doing.
Scott: Isadora is just about finished with its public beta testing phase
during which I know you have been working with several artists who have
been trying out the software for different projects and giving you feedback
and suggestions for additional functions, etc. I have invited some input
from some of these individuals [Part II], but first I just wanted to ask
you to say something about how long you have been working on Isadora and
your decision to sell the software instead of using an Open Source approach
(in which software code is released for free into a collaborative
development environment).
Mark: As I think I've indicated Isadora has grown out of a need Troika
Ranch had for a reliable relatively easy to use but also sophisticated
software for both workshops as well as performance. The end result is that
I have taken two plus years to develop Isadora in my spare time so it has
grown quite organically. In regard to deciding to sell Isadora, I don't
have much interest in starting a real business, so I am feeling out my
progress quite slowly. But in the U.S., arts funding is very difficult to
come by, and discovering ways to supplement what we can get from the
government or foundations is essential. I have always had to hold a day
job, so I wanted to see if I could make a tool that would be: 1) useful to
me; 2) useful to others and; 3) perhaps generate enough income to help me
spend more of my time making my artwork. Obviously, an Open Source model
would not generate any income, and thus wouldn't help to support my
artistic pursuits. As I have mentioned, it is important to me that the
Isadora is affordable to those in the dance community, so I figure, for
what the program does (and will do as it grows) the single license fee is a
reasonable amount. I have yet to make a final determination about site
licenses for schools etc, but they will definitely get a break if they
purchase a 5-seat license for example. I have no idea at this point if this
whole plan will work, and if the burden of supporting a growing user base
will actually be more work than the day job, but I am hopeful.
Scott: Thanks Mark. Now, what I would like to do is to invite some comments
from some of the artists who have been working with Isadora and are
familiar with the history and evolution of artist software tools to reflect
on some of our dialogue and to talk about how it is they use or may use
Isadora in their work.
*****************************************************************************
See Part II on line at: http://huizen.dds.nl/~sdela/sfd/isadora2.html
*****************************************************************************
---------------------------------------------------==|
---------------------------------------------------==|
Scott deLahunta
Writing Research Associates, NL
Sarphatipark 26-3, 1072 PB Amsterdam, NL
mobile: +44 (0)797 741 2060 [voice messages too]
fax: +44 (0)870 121 9311
[there is no fax signal, begin faxing anytime]
email: sdela {AT} ahk.nl
www: http://huizen.dds.nl/~sdela/
---------------------------------------------------==|
---------------------------------------------------==|
# distributed via <nettime>: no commercial use without permission
# <nettime> is a moderated mailing list for net criticism,
# collaborative text filtering and cultural politics of the nets
# more info: majordomo {AT} bbs.thing.net and "info nettime-l" in the msg body
# archive: http://www.nettime.org contact: nettime {AT} bbs.thing.net