6,689 research outputs found
Tracing image and bodily displacement in modern and postmodern dance
Through time the dancer has been both celebrated and disadvantaged by antithetical ideas: the division of soul and body, form and matter, life and death, artist and audience. For the romantics, the dancing body stood in a relationship to poetic thought in much the same way as the dancer stood to the body. Notions of the body in early modernism arose from cultural and political constructs through which poets and writers examined the nature of truth. These poets, Yeats in particular, hinted at a premise that a whole history of culture may be necessary to explain why women and art may not be considered as \u27thinking bodies\u27. The notion of truth and of the female dancing form became bound up in the idea of the symbol of art, beauty and truth. Contemporary dance forms have evolved in various movements which either celebrated and lauded or rejected and satirised the dancer and the dancing image. Either way, the cultural and political movements of the twentieth century have bequeathed a residue of impressions surrounding bodily image. The current processes employed in today\u27s dance practice, all of which contour the scope and diversity of contemporary dance, are couched in the multifaceted presence of postmodernism. Alongside such constructs is the fact that the twentieth century has been centred in the desire to \u27create an image\u27 and a subsequent preoccupation whole bodily image. But there are also many other channels through which the idea and use of image in postmodern dance are expressed. For instance, postmodern artists orchestrate and play with the idea of image to deconstruct forms, to lay bare the object of the dance process and in so doing, they disrupt, fragment and question established precepts and perceptions of culture. Postmodern theorists and artists also examine the literary, cultural and philosophical phenomena of politics, technology, identity and change. An examination of postmodern treatment of imagery can illuminate some of the particular processes by which choreographers explore ideas and incorporate them into their work. Postmodern dance can produce positive images for women and illuminate the conditions of men and women in defiance of the dominant constructions of gender and the hegemonic views of existence working in our culture. Gendered constructions in modernist dance forms have effected the evolution of body image whilst postmodern dance offers a complexity that \u27deconstructs\u27 these images
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Machine Performers: Agents in a Multiple Ontological State
In this thesis, the author explores and develops new attributes for machine
performers and merges the trans-disciplinary fields of the performing arts and artificial
intelligence. The main aim is to redefine the term âembodimentâ for robots on the
stage and to demonstrate that this term requires broadening in various fields of
research. This redefining has required a multifaceted theoretical analysis of
embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as
the construction of new robots for the stage by the author. It is hoped that these
practical experimental examples will generate more research by others in similar
fields.
Even though the historical lineage of robotics is engraved with theatrical
strategies and dramaturgy, further application of constructive principles from the
performing arts and evidence from psychology and neurology can shift the perception
of robotic agents both on stage and in other cultural environments. In this light, the
relation between representation, movement and behaviour of bodies has been further
explored to establish links between constructed bodies (as in artificial intelligence)
and perceived bodies (as performers on the theatrical stage). In the course of this
research, several practical works have been designed and built, and subsequently
presented to live audiences and research communities. Audience reactions have been
analysed with surveys and discussions. Interviews have also been conducted with
choreographers, curators and scientists about the value of machine performers.
The main conclusions from this study are that fakery and mystification can be
used as persuasive elements to enhance agency. Morphologies can also be applied that
tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In
fact, if this lack of presence is left out of human replicants, it causes an âuncannyâ
lack of agency. Furthermore, the addition of stage presence leads to stronger
identification from audiences, even for bodies dissimilar to their own. The author
demonstrates that audience reactions are enhanced by building these effects into
machine body structures: rather than identification through mimicry, this causes them
to have more unambiguously biological associations. Alongside these traits,
atmospheres such as those created by a cast of machine performers tend to cause even
more intensely visceral responses.
In this thesis, âembodimentâ has emerged as a paradigm shift â as well as
within this shift â and morphological computing has been explored as a method to
deepen this visceral immersion. Therefore, this dissertation considers and builds
machine performers as âtrueâ performers for the stage, rather than mere objects with
an aura. Their singular and customized embodiment can enable the development of
non-anthropocentric performances that encompass the abstract and conceptual patterns
in motion and generate â as from human performers â empathy, identification and
experiential reactions in live audiences
A Seeing Place â Connecting Physical and Virtual Spaces
In the experience and design of spaces today, we meet both reality and virtuality. But how is the relation between real and virtual construed? How can we as researchers and designers contribute to resolving the physical-virtual divide regarding spaces? This thesis explores the relations between the physical and the virtual and investigates ways of connecting physical and virtual space, both in theory and practice.\ua0The basic concepts of the thesis are Space, Place, and Stage. The central idea is that the stage is a strong conceptual metaphor that has the capacity to work as a unifying concept relating physical and virtual spaces and forming a place for attention, agreements, and experience â A Seeing Place. The concept of seeing place comes from the Greek word theatre, meaning a âplace for seeingâ, both in the sense of looking at and understanding.\ua0In certain situations, the relations between physical and virtual spaces become important for usersâ experience and understanding of these situations. This thesis presents seven cases of physical-virtual spaces, in the field of architectural and exhibition design. The method of these studies is research by design. The discussion then focuses on how each setting works as a stage, and how conceptual metaphors can contribute to the connection between physical and virtual spaces.\ua0Building upon the explorations and experiments in different domains, the thesis contains a collection of seven papers concerning the relations between physical and virtual space in different contexts outside the world of theatre. These papers range from more technical about Virtual Reality (design of networked collaborative spaces) to more conceptual about staging (methods in interaction design) and virtual space (using a transdisciplinary approach).\ua0The results of those studies suggest that the Stage metaphor of a physical-virtual space can contribute to the elucidating of relations between physical and virtual spaces in number of ways. Conceptually, the stage metaphor links together the semiotic and the hermeneutic views of space and place. And, from a practice-based perspective, A Seeing Place view opens up the way to creating contemporary spaces and resolving the physical-virtual divide
Landscapes of Affective Interaction: Young Children's Enactive Engagement with Body Metaphors
Empirical research into embodied meaning making suggests specific
sensorimotor experiences can support childrenâs understanding of abstract
science ideas. This view is aligned with enactive and grounded cognition
perspectives, both centred in the view that our ability to conceptualise emerges
from our experiences of interaction with our environment. While much of this
research has focused on understanding action and action processes in
individual children or children in pairs, less attention has been paid to affective
dimensions of young childrenâs group interaction, and how this relates to
meaning making with body metaphors. Indeed, Gallagher describes how no
action exists in a vacuum, but rather revolves around a complex web of
affective-pragmatic features comprising a âLandscape of Interactionâ (2020,
p.42).
This research project addresses gaps in research in understanding young
childrenâs affective engagement from an enactivist cognition perspective. It
takes a Design-Based Research approach with an iterative design orientation
to examine young childrenâs interaction with multisensory body-based
metaphors through an embodied participation framework. A series of empirical
studies with young children, aged 2-7 years, comprising of experiential
workshops, build iteratively upon each other. A novel theoretically informed
method, Affective Imagination in Motion, is developed involving several
purpose-built multisensory body metaphors prompts to enable access to
dimensions of young childrenâs affective engagement.
This research makes theoretical and methodological contributions. It extends
the theoretical notion of âaffectâ from enactive and grounded cognition
perspectives through identifying key interactive processes in young childrenâs
engagement with multisensory action metaphors. In addition, the novel
method offers a contribution as a way of âlookingâ at affect within a group
situation from affective-pragmatic and social embodiment perspectives.
Finally, the research contributes to embodied learning design frameworks
offering a guideline for designers wishing to inform their work from enactive
cognition perspective
Poetics of Reception: a phenomenological aesthetics of bodies and technology in performance
This study examines the provocative claim by Performance Studies theorist Philip Auslander (1999) that there is no ontological distinction between live and mediatised forms because they participate in the same cultural economy. This claim has led to something of a stagnation of debate between, on the one hand, scholars who privilege the live over the mediatised and on the other those who extinguish the live in favour of mediatisation. Moving beyond the limitations of ontology, this project proposes and develops a phenomenological aesthetics in order to investigate the essential structures and modes of experienced phenomena from within audience. The phenomenological approach understands the complexity and dynamism of the relationship between bodies and technologies in performance, reorienting the investigation away from a rehearsal of established and unhelpful ontological positions. The methodology for the project draws primarily upon methods from the N orth-American tradition of practical phenomenology (Herbert Spiegelberg, Edward S. Casey, Don Ihde, and Anthony Steinbock), and the transcendental philosophy of Edmund Husserl. Through a series of specially designed workshops, in which audience participants are trained in phenomenological techniques of bracketing and attention, A Poetics of Reception tests the potential of practical phenomenology to break the ontological impasse set up by Auslander. The method elicits the grasping of experiences of embodiment, kinesthetic empathy, temporality, orientation, imagination and poetic language. Participants were trained and required to write their experiences of the interaction between bodies and performance technologies, creating texts that then underwent hermeneutic analysis. The results of this interpretation yielded six interactive encounters, and revealed the constituted structures and modes of the relational phenomena experienced in performance by the participants. This studyâs methodology has both practical and philoso! phical i mplications, including its proposed use as an audience-based dramaturgy for digital performance, and a method of inquiry into the kinesthetic dimensions of aesthetic experience
FACING EXPERIENCE: A PAINTERâS CANVAS IN VIRTUAL REALITY
Full version unavailable due to 3rd party copyright restrictions.This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology.
Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Platoâs Allegory of the Cave. Next it examines the biological origins of âmaking special.â The research will discuss how this concept, combined with the ideas of âactionâ and âreaction,â has reinforced the view that art is fundamentally experiential rather than static. The research emphasizes how present-day virtual environment art, in providing a space that engages visitors in computer graphics, expands on previous immersive artistic practices.
The thesis examines the technical context in which the research occurs by briefly describing the use of computer science technologies, the fundamentals of visual arts practices, and the importance of aesthetics in new media and provides a description of my artistic practice. The aim is to investigate how combining these approaches can enhance virtual environments as artworks. The computer science of virtual environments includes both hardware and software programming. The resultant virtual environment experiences are technologically dependent on the types of visual displays being used, including screens and monitors, and their subsequent viewing affordances. Virtual environments fill the field of view and can be experienced with a head mounted display (HMD) or a large screen display. The sense of immersion gained through the experience depends on how tracking devices and related peripheral devices are used to facilitate interaction.
The thesis discusses visual arts practices with a focus on how illusions shift our cognition and perception in the visual modalities. This discussion includes how perceptual thinking is the foundation of art experiences, how analogies are the foundation of cognitive experiences and how the two intertwine in art experiences for virtual environments. An examination of the aesthetic strategies used by artists and new media critics are presented to discuss new media art. This thesis investigates the visual elements used in virtual environments and prescribes strategies for creating art for virtual environments. Methods constituting a unique virtual environment practice that focuses on visual analogies are discussed. The artistic practice that is discussed as the basis for this research also concentrates on experiential moments and shifts in perception and cognition and references Douglas Hofstadter, Rudolf Arnheim and John Dewey.
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Virtual environments provide for experiences in which the imagery generated updates in real time. Following an analysis of existing artwork and critical writing relative to the field, the process of inquiry has required the creation of artworks that involve tracking systems, projection displays, sound work, and an understanding of the importance of the visitor. In practice, the research has shown that the visitor should be seen as an interlocutor, interacting from a first-person perspective with virtual environment events, where avatars or other instrumental intermediaries, such as guns, vehicles, or menu systems, do not to occlude the view. The aesthetic outcomes of this research are the result of combining visual analogies, real time interactive animation, and operatic performance in immersive space.
The environments designed in this research were informed initially by paintings created with imagery generated in a hypnopompic state or during the moments of transitioning from sleeping to waking. The drawings often emphasize emotional moments as caricatures and/or elements of the face as seen from a number of perspectives simultaneously, in the way of some cartoons, primitive artwork or Cubist imagery. In the imagery, the faces indicate situations, emotions and confrontations which can offer moments of humour and reflective exploration. At times, the faces usurp the space and stand in representation as both face and figure. The power of the placement of the caricatures in the paintings become apparent as the imagery stages the expressive moment. The placement of faces sets the scene, establishes relationships and promotes the honesty and emotions that develop over time as the paintings are scrutinized.
The development process of creating virtual environment imagery starts with hand drawn sketches of characters, develops further as paintings on âdigital canvasâ, are built as animated, three-dimensional models and finally incorporated into a virtual environment. The imagery is generated while drawing, typically with paper and pencil, in a stream of consciousness during the hypnopompic state. This method became an aesthetic strategy for producing a snappy straightforward sketch. The sketches are explored further as they are worked up as paintings. During the painting process, the figures become fleshed out and their placement on the page, in essence brings them to life. These characters inhabit a world that I explore even further by building them into three dimensional models and placing them in computer generated virtual environments. The methodology of developing and placing the faces/figures became an operational strategy for building virtual environments. In order to open up the range of art virtual environments, and develop operational strategies for visitorsâ experience, the characters and their facial features are used as navigational strategies, signposts and methods of wayfinding in order to sustain a stream of consciousness type of navigation.
Faces and characters were designed to represent those intimate moments of self-reflection and confrontation that occur daily within ourselves and with others. They sought to reflect moments of wonderment, hurt, curiosity and humour that could subsequently be relinquished for more practical or purposeful endeavours. They were intended to create conditions in which visitors might reflect upon their emotional state,
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enabling their understanding and trust of their personal space, in which decisions are made and the nature of world is determined.
In order to extend the split-second, frozen moment of recognition that a painting affords, the caricatures and their scenes are given new dimensions as they become characters in a performative virtual reality. Emotables, distinct from avatars, are characters confronting visitors in the virtual environment to engage them in an interactive, stream of consciousness, non-linear dialogue.
Visitors are also situated with a role in a virtual world, where they were required to adapt to the language of the environment in order to progress through the dynamics of a drama. The research showed that imagery created in a context of whimsy and fantasy could bring ontological meaning and aesthetic experience into the interactive environment, such that emotables or facially expressive computer graphic characters could be seen as another brushstroke in painting a world of virtual reality
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