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invisibility/corporeality
by Scott deLahunta
pdf (12 Kb)
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.
NOTES
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/analysesynthese/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
[Scott deLahunta began in the arts as a dancer and choreographer.
Since 1992, as a partner of Writing Research Associates (WRA),
he has organised several international workshop/symposia projects
in the field of performance including recently the third session
of Conversations on Choreography at the Institute for Choreography
and Dance, Cork, Ireland. He taught theory and composition classes
from 1994-1998 at the School for New Dance Development, Amsterdam
and returns there to teach on occasion. In 1996, WRA organised
Connnecting Bodies, the first conference in the Netherlands on
the theme of the overlap between dance and emerging technologies.
From February-May 1999, Mr. deLahunta was a guest professor with
the Department of Dramaturgy, Aarhus University, Denmark where
he was also co-organiser of the Digital Theatre Experimentarium,
a project investigating the relationship between motion capture,
animation and live performance. From 1998 to 2000, he was a consultant
for the Laban Centre London on dance and technology applications
and implementation. He is frequently invited to give presentations
and contribute to publications on the overlap between dance and
new media technologies at both small and large scale events such
as DEAF (Rotterdam) and ISEA2000 (Paris). He is currently a Research
Fellow and guest lecturer at Dartington College of Arts, UK where
he is conducting research, also supported by the Arts Council
England, into the conditions for collaborations between performing
arts and applied science practitioners. In Autumn 2001, the WRA
initiative *Software for Dancers* will conduct the first in a
series of research labs/thinktanks looking to develop new software
tools for performance artists.]
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