948 research outputs found

    Kehollistuneet vuorovaikutuskoreografiat. Kinesteettinen lÀhestymistapa ÀlykkÀiden ympÀristöjen suunnitteluun

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    Research investigates interaction design through application of the concept of choreography. Special attention is paid to assess what kind of influences technological designs have on the user’s body and movements. Choreographic approach to interaction design emphasizes the felt experience of movement as content to interaction design and offers methods for conducting multi-level choreographic analysis. The concept of kinesthesia, which refers to the felt sensation of movement, is regarded as the foundational concept for both understanding and realizing the choreographic analysis. Choreographic method is applied in studying a future vision of intelligent information and communication environments. Intelligent environment refers to development where objects in everyday environments become connected and form a communicating-actuating network that possess abilities to collect information on the environment and of its users, and enables processing of this information for serving the user’s needs. The research data consists of two visions on intelligent environments in video format, introduced by Microsoft. Visions are analyzed through choreographic analysis with intention to investigate interactions between the user, the intelligent environment and the computer system. Micro level choreography analysis focuses on how the user experiences choreographies as movement continuums. Also local level choreographies that address the broader interaction context will be analyzed. Task based analysis focuses on two functions, first, sending and fetching digital information and, second, real time re-modelling of data and visualizations. Phenomenological methodology that enabled embodiment of the choreographies through dancing was applied in the analysis. Dancing aimed at internalizing the choreographies and enabled the analysis of felt sensation of movement. Key finding of the study is that choreographic analysis and hermeneutics of the body work well to be utilized in tandem in conducting a case study research on intelligent ICT environments. Dancing is considered as choreographic practice that provides understanding on the unfolding of interactions in space, time and movement. Furthermore, dancing integrates the designer’s explicit technological information to the design context and highlights the kinesthetic dimension of interaction. Presented methods provide relevant support for defining technological systems in intelligent ICT environments that are grounded in the embodied experience of interaction. I suggest that ‘dancing as choreographic practice’ is to be applied in user-centered design of intelligent information and communication environments.Tutkimus tarkastelee vuorovaikutussuunnittelua koreografian kĂ€sitteen kautta. Koreografinen lĂ€hestymistapa tarkastelee teknologian kokonaisvaltaista ohjausvaikutusta kĂ€yttĂ€jĂ€n liikkeeseen teknologian kĂ€yttötilanteessa. Koreografinen suunnitteluote korostaa liikkeen kokemuksen huomioimisen tĂ€rkeyttĂ€ vuorovaikutussuunnittelussa ja tarjoaa menetelmiĂ€ monitasoisen vuorovaikutusanalyysin toteuttamiseen. Kinestesian kĂ€site, jolla tarkoitetaan liikkeen kokemista kehossa, nousee yhdeksi koreografisen lĂ€hestymistavan keskeisistĂ€ kĂ€sitteistĂ€. Sovellan koreografista menetelmÀÀ tulevaisuuden Ă€lykĂ€stĂ€ informaatio- ja kommunikaatioympĂ€ristöÀ kuvaavan vision tutkimiseen. ÄlykkÀÀllĂ€ ympĂ€ristöllĂ€ viittaan kehityskulkuun, jossa jokapĂ€ivĂ€isissĂ€ ympĂ€ristöissĂ€mme lĂ€snĂ€ oleva teknologia verkottuu, kykenee kerÀÀmÀÀn ja jakamaan tietoa ympĂ€ristöstĂ€ ja kĂ€yttĂ€jistĂ€ sekĂ€ mahdollistaa tiedon jalostuksen kĂ€yttĂ€jĂ€n tarpeita palvelevalla tavalla. Aineistona on kĂ€ytetty Microsoftin teknologiavisioita, joissa esitetyt kuvaukset Ă€lykkĂ€istĂ€ ympĂ€ristöistĂ€ sekĂ€ esimerkit kĂ€yttĂ€jĂ€n ja teknologian vĂ€lisistĂ€ liikkeellisistĂ€ vuorovaikutuksista nousevat analyysin kohteeksi. Analyysissa keskitytÀÀn ensinnĂ€kin kĂ€yttĂ€jĂ€n toteuttamien mikroliikkeiden jatkumon kokemuksen analyysiin. Toiseksi analysoidaan yksilön kokemusta paikallisen tason koreografioissa. TĂ€llĂ€ analyysitasolla huomiota kiinnitetÀÀn teknologista vuorovaikutusta laajemman vuorovaikutustapahtuman kontekstiin jolloin mm. sosiaaliset tapahtumat ja tilan vaikutus vuorovaikutukseen tulevat huomioiduksi. Analyysi toteutetaan tehtĂ€vĂ€perusteisena ja analyysi kĂ€sittÀÀ kaksi toimintoa: tiedostojen jakaminen ja vastaanottaminen sekĂ€ datan ja visualisointien muokkaus. Toteutin tutkimuksen nojaten fenomenologiseen metodologiaan, joka mahdollisti koreografioiden henkilökohtaisen omaksumisen tanssin eli tutkimuksen kohteena olevien vuorovaikutustapojen kehollisen harjoittamisen kautta. Teknologiavisioissa esitetyn liikemateriaalin perusteella jĂ€sentyi koreografia, jonka tanssiminen mahdollisti liiketiedon sisĂ€istĂ€misen ja vuorovaikutusten kehollisesti koettujen ulottuvuuksien arvioinnin. Tutkimus osoitti koreografisen analyysin ja osittain tanssimalla toteutetun ruumiin hermeneuttisen lĂ€hestymistavan soveltuvan hyvin sovellettavaksi yhdessĂ€ Ă€lykĂ€stĂ€ ympĂ€ristöÀ kĂ€sittelevĂ€ssĂ€ tapaustutkimuksessa. Tutkimuksen johtopÀÀtöksenĂ€ koreografisen menetelmĂ€n ja vuorovaikutusten kehollisen harjoittamisen todetaan auttavan suunnittelijaa tilassa, ajassa ja liikkeessĂ€ tapahtuvien vuorovaikutusten jĂ€sentĂ€misessĂ€, ja arvioimaan miten teknologisen jĂ€rjestelmĂ€n suunnitteluratkaisut vaikuttavat kĂ€yttĂ€jĂ€n kehoon ja liikkeeseen vuorovaikutustapahtumassa. EsitĂ€n ’tanssimista koreografisena kĂ€ytĂ€ntönÀ’ sovellettavaksi Ă€lykkĂ€iden ympĂ€ristöjen kĂ€yttĂ€jĂ€keskeisen suunnittelun menetelmĂ€nĂ€

    Moveable worlds/digital scenographies

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation

    How do dancers want to use interactive technology? Appropriation and layers of meaning beyond traditional movement mapping

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    There has been an increased interest in HCI research regarding the possibilities of interactive technology applied to the field of dance performance, particularly contemporary dance. This has produced numerous strategies to capture data from the moving bodies of the dancers and to map that data into different types of display formats. In this paper, we look at the role of interactive technology in dance performance from a broader perspective, aiming at understanding the needs of dancers and their relation with the audience. To this end, we ran a focus group with ten dancers with expertise in technology. We analysed the focus group using thematic analysis. We discuss the implications for design of our results by framing the role of technology in dance performance, proposing design guidelines related to the communication to the audience, use of technology, and mapping. Moreover, we propose different levels of ambiguity and appropriation related to the creators of the performance and the audience

    Beyond the Electronic Connection: The Technologically Manufactured Cyber-Human and Its Physical Human Counterpart in Performance: A Theory Related to Convergence Identities

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    This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.College of Fine Arts at the University of Texas at Austin, Department of Theatre & Dance at the University of Texas at Austi

    Geographical Counterpoint to Choreographic Information based on Approaches in GIScience and Visualization

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    This study provides geographical counterpoint to existing knowledge of a dance piece through approaches from GIScience and visualization by focusing on spatio-temporal movement of dancers in a large dataset of the dance. The goal of this study is to introduce a new application to bridging art and science in the domain of dance and geography disciplines. The study utilizes existing methodologies in GIScience, including exploratory spatial data analysis (ESDA), spatial analysis, Relative Motion (REMO) analysis, and Qualitative Trajectory Calculus (QTC) analysis for the reasoning of the dance data. The results of the study demonstrate the following. First, spatio-temporal information in the dance can be better understood by using approaches in geography, including ESDA, spatial analysis, REMO analysis, QTC analysis, and visualization. Second, the REMO analysis measured relative azimuth, speed, and ÎŽ-speed of the dancers per space and time and intuitively visualized their interactions. Third, the QTC analysis showed an example of measuring similarity and difference between repetitive movements of the dancers. The study exhibits how approaches of GIScience in geography could contribute to finding new knowledge of choreographic information that has been, in general, hard to recognize through other disciplines such as dance and statistics

    Digital Dance

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    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

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    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis

    Creative interactions between visual technology and sound art in a live performance context

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    For introducing this thesis, it is important to place it in a context of: models of interactivity – systems, systemic work, mediation, participation, collaboration, interfaces, dance, drawing, video, sound, interaction, multimedia, Digital versus analogue, layers, physical time versus performance and film time, physical space versus virtual space, material (paper ink etc.) versus light projection and sound, wearable technology, and to briefly pinpoint artists who are working in relevant ways for the discussion arising. Within dance itself the use of new technology is also varied and has seen the creation of different contexts for Dance The main question is on how to achieve a creative solution for nonintrusive technology for dance expression and a dialogue between different parts like drawing, video, dance improvisation, interactive performative dialogues and sound. By nonintrusive technology one means technology that does not physically interfere with the ability a dancer has to move freely like cables, wires or heavy suits that restrict movement instead of promoting it. Finding a research framework that goes towards this idea is at the forefront of this research as well as testing a system that goes towards this idea of allowing the dancers to perform freely without physical constrictions or barriers. The main research question is therefore split into several smaller items that will be looked at within the body of this research like where did the interaction between Dance and Technology had its roots? This research focuses on finding a way to marry video technology, drawing, sound and live performance from the performer’s point of view, to enhance the performerÂŽs ability to interact with the elements, for the performers freedom to move without technological constrictions. This project is about creating a situation that allows for observation of the performers, exploring and educating themselves through experimenting and experiencing technology brought together thinking about movement itself. It uses improvisation as a language tool to facilitate a dialogue between technology and live performance. ‘LFPF’ is proposing to develop a new approach to relationship between performer, stage and sound better still between performance and its special environment/context. It offers innovative possibilities without being intimidating. Once in place (once set up) it provides a new approach for artists to collaborate, it provides a common ground for Dance Performance and Fine/Sound Artists to merge their skills through experimentation with a live performance as the ultimate goal. ‘LFPF’ – Live Film Performance Facilitator tests and provides a new approach to the relationship between live performance, film and sound when combined in live performance situations. It enables the use of improvisation as performance language, giving birth to a constructive dialogue between video technology and live performance. ‘LFPF’ is a structured environment for exploration of movement through film concepts with the input given by drawings. It enables a live video to develop in front of the audience. It enables the performers to inhabit a truly responsive environment that changes depending on their reaction. It is a twoway dialogue between performers and spatial context powered by a second performer inputting drawings. It also frees the performers from directly having to manipulate any technology and deal with just the artistic result of it. It is therefore a human mediated technological environment. ‘LFPF’ was tested in a series of performances. There are various ways in which Video and Technology are nowadays integrated into Live Performance. It is only natural that the marriage between these elements is going to create an increasingly fluid language for the future. I feel it is essential to think about creating a performance language which supports the ideas of artists, therefore the technology at the service of the artists and never the other way around. That is the idea when I refer to technology in the introduction as a tool for developing creativity.Para realizar a apresentação desta tese serĂĄ necessĂĄrio, antes de mais, colocĂĄla no seu devido contexto: modelos de interactividade – sistemas, trabalho sistĂ©mico, mediação, participação, multimĂ©dia, representação digital versus analĂłgica, camadas, tempo fĂ­sico versus tempo de performance e vĂ­deo, espaço fĂ­sico versus espaço virtual, material (papel, tinta, etc.) versus projecção de luz e som, tecnologia vestĂ­vel, e salientar resumidamente quais os artistas que se encontram a desenvolver trabalho relevante na presente ĂĄrea em discussĂŁo. Dentro da ĂĄrea da dança em si, jĂĄ se assiste tambĂ©m Ă  utilização de variadas novas tecnologias e Ă  criação de diferentes contextos. A principal questĂŁo que aqui se coloca, Ă© como alcançar uma solução criativa relativa Ă s tecnologias nĂŁo invasivas para a expressĂŁo na dança, e como estabelecer um diĂĄlogo entre as diferentes partes, como o desenho, o vĂ­deo, a improvisação na dança, os diĂĄlogos interactivos e performativos e o som. Quando fazemos uso do termo “tecnologia nĂŁo invasiva”, estamos a referirnos concretamente a qualquer tecnologia que nĂŁo interfira com a integridade fĂ­sica de um dançarino e com a sua capacidade de se mover livremente, tais como cabos, fios ou roupas pesadas, que restrinjam os movimentos em vez de os fazerem fluir. Esta constitui a base do meu projecto: encontrar um quadro de investigação que vĂĄ ao encontro desta ideia, assim como encontrar um sistema de ensaio que permita ao dançarino actuar livremente, sem condicionantes ou barreiras fĂ­sicas. O tema principal de investigação encontrase, como tal, dividido em vĂĄrios pontos, que irĂŁo ser analisados individualmente ao longo da tese, como por exemplo: quando Ă© que surgiu a interacção entre a dança e a tecnologia? O enfoque principal desta investigação Ă© o de tentar casar a tecnologia de vĂ­deo, desenho, som e performance ao vivo do ponto de vista do performer, de forma a melhorar a sua capacidade de interacção com os outros elementos, com total liberdade de movimentos e sem constriçÔes tecnolĂłgicas. Este projecto pretende criar uma situação que permita a observação dos performers, explorando e educandose a si mesmos, atravĂ©s da experimentação e do uso de tecnologia aliadas ao movimento. A improvisação Ă© utilizada como uma ferramenta de diĂĄlogo, de forma a facilitar a comunicação entre a tecnologia e a performance ao vivo. O ‘LFPF’ propĂ”e desenvolver uma nova abordagem para a relação entre o performer, palco, som e ainda, entre a performance e o seu ambiente/contexto particular. Oferece possibilidades inovadoras sem se tornar intimidante. Uma vez colocado (devidamente configurado), proporciona novas possibilidades de colaboração entre os artistas e uma base comum para que o espectĂĄculo de dança e os artistas plĂĄsticos/sonoros possam fundir artes, atravĂ©s da experimentação e do objectivo Ășltimo: a performance ao vivo. O ‘LFPF’ (Live Film Performance Facilitator) testa e oferece uma nova abordagem Ă  relação entre a performance ao vivo, filme e som, quando combinados em performances ao vivo. Permite a improvisação como linguagem de performance, dando origem a um diĂĄlogo constructivo entre a tecnologia de vĂ­deo e a performance ao vivo. O ‘LFPF’ Ă© um ambiente estruturado, destinado Ă  exploração do movimento atravĂ©s da projecção de vĂ­deo, cujo input Ă© fornecido por desenhos. Desta forma Ă© possĂ­vel desenvolver um vĂ­deo em directo para uma audiĂȘncia, permitindo que os performers se movam num ambiente verdadeiramente interactivo, que se altera de acordo com a sua reacção. É, portanto, um diĂĄlogo nos dois sentidos, entre performers e contexto espacial, complementado por um segundo performer que nos vai apresentando desenhos. Esta dinĂąmica liberta tambĂ©m os performers de manusearem directamente qualquer tipo de tecnologia, lidando apenas com o respectivo resultado artĂ­stico. Tratase assim de um ambiente tecnolĂłgico mediado pela acção humana. O ‘LFPF’ jĂĄ foi testado em vĂĄrios espectĂĄculos. Hoje em dia, as componentes de vĂ­deo e tecnolĂłgica encontramse integradas de vĂĄrias formas nas performances ao vivo. É, por isso, perfeitamente natural que o casamento entre estes elementos vĂĄ criar uma linguagem cada vez mais fluĂ­da no futuro. Creio que Ă© fundamental pensar em criar uma linguagem de performance que harmonize as ideias dos artistas, no sentido de colocar a tecnologia ao seu dispor e nĂŁo o inverso. É este o princĂ­pio base que defendo quando, ao longo da introdução, faço referĂȘncia Ă  tecnologia como uma ferramenta para desenvolver a criatividade
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