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LATela research lab
design and performance
Conceptual Apparatus 2005
readings on transdimensional multimedia
and computational environments
go back to readings
on video and space
go forward to conceptual essay on
"The Telematic Dress"
essay 1
Sha Xin Wei / Satinder Gill
Gesture and Response
in Field-Based Performance
ABSTRACT
Ambience and immersive technological environments allow us to explore
some basics of human pragmatics that lie beyond linguistics, intentionality
and the subject-agency perspectives of human interaction. We focus
on gesture and the body in sense-making and propose a discussion
drawing on non-dualist and agent-free account of embodied, material
experience. By agent-free we mean an approach that does not presume
a monolithic subject. Moreover, we deal with the problem of intersubjectivity
by studying the human co-ordination of activity without appealing
to a transmission theory of communication.
We achieve this by considering how gesture spans
multiple bodies and how aesthetic design works with this and facilitates
it. The paper is in two parts, the first part covers movement studies,
focusing on gesture and body movement, drawing on the acting and
pragmatics, and the second part develops this with an example of
TGarden, a responsive play space for experimental performance augmented
by gesturally nuanced computational media.
INTRODUCTION
We ask the following questions: how do people collectively and individually
improvise meaningful gestures in a highly responsive media space
like the TGarden environment? (9) How can we build environments
in which people can become more virtuosic in their performance with
continued play? How can people co-ordinate powerful experiences
without appealing to verbal language or to a linguistic representation?
In order to sustain such improvisatory but non-random play, TGarden
is built explicitly from metaphorical, dense tangible material substrates
and field- based rather than object-based or agent-based responses
to gesture and movement. These material substrates include live,
gesturally parameterized projection video, gesturally modified sound,
and image bearing or sensate fabrics.
Body Moves is an analytical method by the second author (4) that
deals with the pragmatics of meaning where salient body rhythms
span more than one body, and are in relation to each other. In extending
this work to the responsive media environment of TGarden, the relation
is not limited to the rhythm of one body with another, but of one
body with the salient responsive elements in the environment. Learning
to master this responsive space is to be skilled in extending one's
own body field.
As people are creating the TGarden, they are very receptive to
fields and conscious of their gestures emerging out of the field
through rhythm, with precision, and reflexivity.
BODY MOVES-GESTURE (GILL)
Body Moves are a form of what we will term meta-communication, which
means they serve 'to instruct about or alter the ongoing communicational
process' (8). Body Moves are rhythmic configurations between persons,
a form of rhythmic synchrony (1). These rhythmic co-ordinations
shape the engagement space they inhabit, and maintain form and re-form
it. Each body moves in a composite of rhythm of more than one person.
Two kinds of Body Moves, having sequential and parallel structures,
have been identified and analysed within the engagement space: sequential
Body Moves have the structure of action-reaction motion, whilst
Parallel Coordinated moves have the structure of parallel motion
(1,3, 5). They have different priorities in their functionality.
Sequential moves serve to maintain the steady-state communication,
whilst parallel moves serve to transform the communication. There
is a pulsation in the movement from the sequential to the parallel
action that facilitates the process of the building of a common
ground or sense-making in the interaction environment. Each person
has a body field of engagement, and together, the aggregate of their
fields, forms the engagement space. This space is therefore also
called, the Body Field of Engagement. It is a variable field and
alters with the degrees of comfort and discomfort, expressed in
our work as 'contact.'
Within the engagement space, persons cooperate to sustain the space
that enables them to remain committed to be together. It necessitates
that the membranes of the person's body fields are in contact, the
degree of which alters with levels of commitment and nature of attitude.
Overlap or mergence of the fields occurs when bodies move in parallel
coordinated action, where the overlap is complete for the period
of that action. However, this overlap is only meta-communicatively
shared, and does not denote a common focus of attention. In fact
in parallel co-ordinated action, persons are acting autonomously
but simultaneously in rhythmic pulsation on different foci of attention,
and in doing so they are aware and attending to each other at the
same time (5, 3, 4). Space is considered as a resonating space.
TGARDEN
The TGarden (9, 11) is a responsive media space in which small groups
of ordinary people costumed in expressive sensors create and modulate
fields of sound and visual texture as they move. The first author
proposed TGarden a space filled thickly with visual and sonic media
in which people could improvise gestures that would stir together
meaningful and, with practice, even symbolically charged patterns.
Over two years TGarden was built by a consortium of 26 artists and
engineers associated with the Sponge and FoAM art research collectives
(9), and exhibited in 10 cities. It is one of a series of public
experiments in phenomenology of performance, whose context and construction
is described in an accompanying paper (7).
When you walk into a TGarden, you choose from a set of sumptuous
garments, each with a different unfamiliarity. Some billow around
you in clouds of fabric so that you grow three times larger but
no heavier. Some add an odd elasticity to your body so you tend
to flop as you walk. Some may rip as you walk, or glue to each other
or the walls so you must tear yourself free as you disambiguate
your body from the ambient matter.
You notice that there are no well defined objects in the room,
but as you play in it over time (minutes or days of repeated visits)
you learn certain ways of playing that characteristically elicit
more or less well defined entities, whether they are acoustic or
visual, or perhaps socio-psychological objects. In time you discover
people who have invented virtuosic ways of playing and engaging
this responsive space, and without a word you are able to learn
from their deft action or inaction. As you walk past another body,
you leave behind material traces of yourself: shadow, hair echoes,
and air currents. Even if you do not explicitly and actively acknowledge
the passer-by, your residues intertwine with the others and conduct
material conversations in your wake. The dynamic physical and symbolic
matter of these residues and traces constitute a continuous substrate
or field of activity.
A particular gesture does not always elicit exactly the same sound;
it seems as if you are dragging your fingers and limbs across materials
like wool or metal sheet or rubber. As your movements couple to
the responsive dynamics of the dragged sounds or visual textures,
you learn to intentionally 'bow' or brush calligraphically through
the medium.
In TGarden, salient rhythms occur within the substrate of the combined
activity, indicating particular resonances as body fields move in
response to each other. We will illustrate how the TGarden creative
space works through some examples of activity that span how an individual
and a group are coupled with the environment and with objects in
the environment.
ILLUSTRATIVE ANALYSIS OF TGARDEN (SHA AND GILL)
Hop-Skip Example
In the documentary video titled 'Hop-skip,' a person is hopping
up and down periodically every 8 or 9 beats to sound patterns. The
strong beats in the musical textures in this Hop-skip environment
elevate the overall excitement in the room, but our question is
why and how does the human first begin to hop and skip about the
room. At 3 beats after the first hop, the person leaves their position
and begins to hop and skip around over the floor space. The analysis
of this sudden change in movement helps in understanding the TGarden.
During the third hop (21 seconds into the action) there is a white
flash on the floor. Just following the hop, the flash re-emerges
and moves across under the feet space and shadow of the person.
This is the salient response change in the environment that cues
in turn the response of the person. Why does the flash re-emerge?
The 3D graphics is filled in with a 'texture map' and this texture
of pale light colour is filled by using 2 rules: a) it is triggered
by the person's hop, and b) it is interpolated such that its echo,
the echo of the person's hop, goes on. In other words, the texture
map is continuous function of both the internal clock of the machine,
as well as the rich real-time data from the human body's ongoing
physical movement.
We look more carefully at what is happening with the dynamic response.
There are two kinds of responses in the TGarden environment to a
person's movement. The first is the response of the real-time video
synthesis software to the person's physical movement, as measured
by accelerometer on his chest. In the video, for example, a bright
texture map fills in as an immediate response to the person's hop.
The other is the system's programmed, retraction of the texture
map back to a plain, open mesh, interpolated over a fixed time interval.
However, there is a recoil, an echo of the accelerometer on the
chest of the human body.
The filling in of the mesh by texture comes from prior logic, but
the echo of the flash - that recoil - comes from the recoil of the
physical body. Hence the responsivity in the TGarden arises from
both software dynamics and body dynamics, the intertwining between
simulated physics or body physics.
Another critical aspect of this responsive system is how it deals
with the characteristic time of decay or response. If the characteristic
time is too long, the environment begins to feel decoupled from
the person and if it is too short the environment responds as a
simple discrete series of stimulus-response events. With just the
right characteristic time of response, the player imputes a strong
sense of elasticity to projected, structured light shining on a
hard floor.
Since the TGarden is engineered with such low latencies as to produce
computed media that the human perceives as concurrent with his or
her activity, the human interprets the computed response not as
a macroscopic interactive reply but as a tangible quality. In the
hop-skip example, this tangible quality derives from the micro-physics
of the body intertwined with the synthesized dynamics of the visual
texture and the rhythmic sound.
V2 Professional Dancers Example
In the second example, 'TGarden V2 dancers', four professional dancers
walk into the space, and as they do so and find positions for themselves,
the textures and colours on the floor move with them and connect
together. The form their positions in relation to each other, coming
towards each other in the centre and then working from that (24
seconds).
Once positioned the dancers begin to warm up in an improvised rehearsal,
sensuously moving with sounds and colours. The shifting shapes on
the floor occasionally and very momentarily detach from a dancer
who then reaches out and regains contact. As they move in the space
the dancers quickly (within 51 seconds) find resonant connections
with each other as an engagement field.
By the end of their performance, they are fully rhythmically coordinated.
This enabled through grounding their coordinations with the environment
and each other during discovery and improvisation.
In analyzing how they coordinate or attending to each other, it
is not essential to know their gaze activity, which is subsumed
as background knowledge to their body movement. In the TGarden,
gaze is not a core part of 'attention'. In much cognitive work,
visual attention or gaze is often used as an explicit indicator
of attention. However, to correlate gaze with cognition and attention
is to reduce the connectivity in the field space of the TGarden.
Our analysis focuses body movements as fields, i.e. of the whole
body and thereby avoids reduction to solely geometric data and visual
perception.
Slo-mo Example
The 'Slo-mo' video illustrates body movement fields. About 41 seconds
into the action, there is a scene where four dancers converge around
the centre of the play space and move with four large balls.
As they do so, there is a change in their rhythmic coordination.
The dynamics and tempo of their field space shift from a smoothly
coordinated rhythm to a seemingly staccato random tempo, affected
by their individual movement with the balls and the physical contact
between bodies that comes with rolling the balls to each other.
The rhythm alters again as they disperse and their body fields engage
in smoother coordinated autonomous choreographies. In analyzing
this, one could produce an agent-based description of a sequence
of actions, for example, a) the person with the tiger striped costume
initiated the movement of the balls in the centre of the play space,
and this entrained the others to do likewise. Alternatively, and
as we do, one could produce a field-based analysis where the overall
movement in the space and the relations of engagement undergoes
change. In this example, the 'tiger stripes person
' description
is an ego-based and object orientated account, whilst the latter
description of rhythm and tempo is an account of the entire scene
in terms of rhythmic fields.
TGARDEN: SUBSTRATE AND CONCURRENCY (SHA)
Within the environment we are always permeated, coincident with
fields of physical and symbolic material. A core concept of the
TGarden is the 'substrate'. In the Slo-mo example above, the agent-based
description of activity is that of individual beings and it takes
the form of a graph. However 'substrate' is a way of looking at
the entire room as a continuous distribution of, for example, sound,
light, fabrics, costumes and bodies, and more abstractly, gestures,
and fields of speech or attention. Considering the changes in the
distribution over time of fields is a dynamic approach that lends
itself naturally to notions such as waves and rhythms. By 'substrate'
we mean the union of all these continuous, time-varying distributions.
Concurrency
Concurrency is a crucial aspect of the TGarden's field-based computationally
mediated experience. It substantially differs from the standard
graph-theoretic model of agent-to-agent information-passing and
causality, which is an analytic framework whereby humans and devices
are seen to operate in sequential chains. In the TGarden, however,
all the environmental processes evolve in semi-autonomy coupled
by relatively long-time (0(100) sec) state information and relatively
short-time (0(10) msec) time series derived from sensor data. In
any case, the visual and the sound processes are engineered under
the requirement that they compute their responses to new sensor
data within the threshold of human perception of concurrency: sensor
data and sounds and visual imagery are computed fast enough to appear
phenomenologically concurrent with human gestures. This concurrency
enables people to become coupled with the room and with one another.
In a sufficiently small space the concurrency sustains an embodied
sense of co-present experience rather than a combinatorially complex
game of atomic agents.
CONCLUSIONS AND REFLECTIONS
The TGarden has been reflexively constructed by creators who are
expert students of the interactive and responsive strategies operating
in the human performers and the computational media systems. In
the design, the creators explicitly designed the environment to
allow gesturing bodies to emerge from and dissolve into various
kinds of fields: music, sonic textures, choreographical bodies,
kinetic visual textures, and fabrics. The construction carries on
a phenomenological research agenda that explicitly informs the design
of the responsive space and includes the following questions: How
is agency diffused? What is meaning-making movement? What is individual
and group agency? And what is nature of continuous materiality.
These questions are addressed by 'concurrent activity' that is made
possible through conceiving of the responsive space as 'material
substrate', whereby the entire room is bathed in sound. This research
agenda is described in detail in (7).
The TGarden as constructed does not interpret movement presuming
intentionality or a model of the ego subject. The salient rhythms
are essentially resonances of spontaneous actions and non-symbolic,
providing an example of an 'a-linguistic semiology of human performance'
(10). We extend the concept of the Body Move based on its essential
fields of resonant performance to movement based on fields instead
of particular human bodies. We consider how the players in a TGarden
form tacit awareness in overlapping and autonomous space and gauge
elements and patterns of connectivity, and through this tacit learning,
shape the media space and are concurrently shapes by it.
References:
1. Birdwhistle, R.I.: Kinesis and Context. University of Pennsylvania,
1970.
2. Gill, S.P., Kawamori, M., Katagiri, Y., Shimojima, A. : The
Role of Body Moves in Dialoguie. Interantional Journal for Language
and Communication (RASK), 12, (2000), 89-114.
3. Gill, S.P. : The Engagement Space and Parallel Coordinated Movement.
Case of a Conceptual Drawing Task. CKIR (Centre for Knowledge and
Innovation Research) Working Paper series, CKIR-1. 2002.
4.Gill, S.P.: Body Moves and Tacit Knowing. In: Gorayska, B. and
Mey, J., eds., Cognition and Technology. Amsterdam: John Benjamin,
2004, pp. 241-65.
Gill. S.P. and Borchers: Knowledge in Co-Action: Social Intelligence
in Collaborative Design Activity. AI & Society, 17:3 (2003),
322-39.
Harris, R.: Signs of Wriring, London: Routledge, 1997.
Salter, C. and Sha, X.W.: "Sponge: A case Study in Practice-based
Collaborative Art Research," Creativity and Cognition2005.
Scheflen, A.B.: How Behavior Means; Exploring the Contexts of Speech
and Meaning, Kinesis Posture, Interaction, Setting and Culture.
New York: Anchor Press/Doubleday, 1974.
Sponge. Tgarden Project TG2001. http://sponge.org/projectsm3_tg/intro.html
Sha, X.W. : "Resistance is Fertile: Gesture and Agency in
the Field of Responsive Media," in "Makeover: Writing
the Body into the Posthuman Technospace, Configurations, 10:3 (2002),
439-472.
Sha, X.W.: "the Tgarden As a Phenomoneological Experiment,"
(in preparation)
Permisison to make digital or hard copies of all
or part of this work for personal or classroom use is granted without
fee provided that copies are not made to or distributed for profot
or commercial advantage and that copies bear this notice and the
full citation on the first page. Sha Xin Wei / Satinder Gill: "Gesture
and Response in Field-Based Performance."
Creativity & Cognition2005, London 2005, pp. 102-08. Copyright
2005 ACM 1-59593-025-6/05/0004.
essay 2
Christopher L. Salter/Sha Xin Wei
"Sponge: A Case Study in Practice-based
Collaborative Art Research"
Introduction: Sponge
Founded in San Francisco, California, in 1997 by Laura Farabough,
Christopher Salter, and Sha Xin Wei, the collaborative art research
collective Sponge has described itself
as an "entity realizing hybrid media spaces and performances
utilizing investigative art, speculative design, techno-scientific
research and critical public discourse." (13). Yet, another
description in a 1998 brochure devised by the group stated the following:
"Sponge creates problems and inquiries regarding the nature
of experience in the technologically augmented world [
] its
ongoing conversation fuses its members interest and expertise in
computer science, mathematics, experimental performance, visual
art, computer generated sound and electronic music and philosophy"
(Sponge internal publication, 1999).
Sponge further described its work succinctly in a 2002 interview
for the French publication £EcArts: "
thus we are
interested in setting up compelling conditions which enable people
to make their own meanings out of built spaces and environments
(spaces being architectural, symbolic and media)" (14). One
review aptly described the group as a "decentralized association
of ideas and tactics with countless points of entry and use"
while other critics and participants in its work exhibited in more
than seven countries and in international media venues such as Ars
Electronica, V2 Rotterdam, and SIGGGRAPH, among others, have described
it as "hermetic," "groundbreaking," "utopian",
"highly cerebral and potentially, wholly practical." (6).
Community of practice:
What makes Sponge unique enough to warrant these pages goes beyond
the group as a fruitful case study of collaborative, practice-based
research in creative art and design utilizing media and computational
technologies. Rather, we wish to examine the work of such groups
(in laboratories, workshops, projects, sci-art collaborations) as
a salient example of a specific kind of community of practice (cf.
Jean Lave/Etienne Wenger: social groupings involving the sustained
pursuit of a common enterprise and a shared repertoire of communal
resources developed by its members over time).(4)
The practice of the group, its manner of doing and approaching
things shared by the members over several years, has been an effort
to expand as well as question the boundaries of artistic production
with technology. This is done by exploring dissemination avenues
normally not associated with artistic contexts such as peer reviewed
publication and academic conference settings in areas ranging from
computer science, computer music, gaming, and social studies of
science and technology, but also by using artifacts associated with
the sphere of cultural production (public exhibition and performance)
as study objects to rigorously examine the permeable boundaries
between aesthetic practice, techno-scientific research and philosophical
inquiry. What is also interesting to examine is how such groups
(e.g. Sponge), as both a collective entity under a single signature
as well as through the personalities of its individual members,
has utilized the space of artistic expression as a vehicle for the
production and transfer of knowledge from its internal community
of practice into the larger public realm.
The other aspect of Sponge's work (and the collaborative mechanisms
deployed by the group) which is interesting for our purposes here
are the theoretical and practical issues the group has explored
and encountered in its attempt at maintaining a collaborative, transdisciplinary
practice. Here, we use transdisciplinary in Michael Gibbons' sense
as "research involving a stronger 'interpenetration of disciplinary
epistemologies.'" Effectively, this means new fused horizons
become possible, beyond or transcending paradigms existing within
single disciplines.(2)n Due in part to the multi-disciplinary backgrounds
(mathematics, computer science, theatre, computer music and philosophy),
of its core founder members, Sponge from its start has recognized
the difficulties inherent in such collective enterprises that initiate
play and blurring between different 'epistemic cultures"(3)
while simultaneously making such an enterprise an integral part
of its practice. It is in this respect that the study of Sponge
bears import for the domain of practice based research and continued
work in areas such as the social study of science and technology,
knowledge formation and production and the burgeoning field of art
research: the creation of knowledge from different fields that results
in the production of artistic artifacts, events, and practices.
The group:
Sponge originated out of a Stanford University Humanities Center
co-urricular seminar entitled "Interactive Media: Theories
and Technologies of Representation" (code name :IMG: Interaction
and Media Group). A course first co-organized by Sha Xin Wei (mathematician
and human-computer systems architect). The aim of the seminar was
to seek ways of articulating, conceptualizing and working with digital
media and more generally, computer-mediated interaction. IMG's strategy
was to examine interaction and media paradigms from a number of
complementary and contrasting disciplinary perspectives across the
humanities, arts, and sciences, and through this, expose the participants
to a multiplicity of languages, techniques and approaches. What
seemed interested was the way certain fields yield unexpected and
fruitful clues for practical development in technology. For example,
theatre may provide models for user-interface design, topology and
geometry for media structures and urban architecture for 'cyberspace'
design.
Shared versus common languages
The group sought ways to articulate and conceptualize working with
digital media and computer-mediated interaction. More specifically,
IMG was engaged in a study of issues related to interactive media,
hoping to find a way toward a constructive theory of how people
compose and inhabit interactive media
A second, and more ambitious goal, lay in the attempt to bring
individuals from divergent disciplines together in the hopes of
articulating not just a specialist language for media and interaction
but a shared, publicly developed one. The aim of creating such a
shared language contrasts markedly with the notion of a common language:
the presumption that individuals from radically different epistemic
cultures can eventually agree on the same connotations, contexts,
and meaning of words.
While the goal of a shared language was not to be underestimated,
the ambition to create a space of discourse based on shared concepts
and constructs rather than a collage or dictionary of mutually-alien
expertises that had little common epistemological ground (theatre
and mathematics, computer science and literature, organizational
behavior and art practice) lay at the core of the mode of operation.
Organisational behavior in art practice (The Coal Mine)
The group's sessions exemplified how different epistemic cultures
create meaning by mixing and annealing language. In vigorous and
heated discussion, words would be interrogated and dissected by
the group or subject to explanation based on the particular disciplinary
context they would be deployed in. In this way, this struggling
with language bears similarity to what Humberto Maturana has described
as "consensual domains" - the community of common practices
and mutual interactions that is catalysed and generated by the language
of its participants. Within this community of practice, language
was used not only as transmitter of information or as a system of
description (as Winograd and Flores have labeled it), but also as
a means of creating a cooperative domain of interpretations. "A
language exists among a community of individuals and is continually
regenerated through their linguistic activity and the structural
coupling between them generated by that activity." (Winograd/Flores).(20)
Materialized conversation: How do collectives emerge?
Sponge emerged as a collective out of both the general IMG discussions
as well as a spin off dialogue initiated by Sha, Laura Farabough
and Chris Salter, three of IMG's core members. If IMG's stated interest
was not only a theoretical exploration of the interplay between
interaction and media but also how to compose and inhabit such media,
why not then utilize techniques from artistic practice to bring
the conversation to a broader public by way of real time experiments?
What bears mentioning here is that Sponge derived from the need
to create a site of continued discourse for a group of individuals
who felt they were pressing up against the epistemological limits
of their own disciplines (performance, mathematics, computer science,
music) and were searching for new techniques and knowledge from
other forms of practice. "Sponge is interested in setting up
compelling conditions which enable people to make their own meanings
out of built spaces and environments (spaces being architectural,
symbolic and media) and for this reason we are looking outside of
the domain of art - to fields such as human-computer interaction,
ethnography, and information design. These sorts of enterprises
use methods very different from the convention of narrative to construct
a compelling or meaningful experience."(15) This inadequacy
of singular disciplinary approaches to pose broader investigatory
questions also marks a second characteristic of the trend towards
transdisciplinary research and knowledge production that we spoke
of earlier.
Of course, artistic production has a firmly established historical
tradition of such disciplinary fusions from Brunelleschi to the
Oulippo. Yet, what we feel distinguishes Sponge's mode of practice
from other 'interdisciplinary' and 'cross-disciplinary' projects
is the desire to take the interplay between the epistemic cultures
of techno-science and artistic production and to use such cultural
production contexts as Gedankenexperimente, a forum for the posing
of specific thought-experiments and the production of concepts.
What is even more relevant is the role that Sponge serves as a
factory creating "boundary objects," Susan Leigh Star
and James Griesemer's term for objects that inhabit a space of negotiation
and serve to support cooperation between the participants without
agreeing on the classification of such objects or their actions.(17)
Such boundary objects arise over time from "durable cooperation
among communities of practice. They are working arrangements that
resolve anomalies of naturalization without imposing a naturalization
of categories from one community or from one outside source of standardization."(18)
Sponge's boundary objects are actually more boundary events, with
definite temporal and social extent, in which people from different
communities of discourse and practice, local citizens, media festival
goers, school-children, visual artists, performance artists, designers,
musicians, philosophers, programmers jointly create and reshape
responsive media in a common location using their respective manipulatory
techniques.
Micro and Macro Performance
Another theme that distinguishes Sponge from many digital media
practices concerned with object creation, data representation and
virtuality is its emphasis on performance and materiality. This
approach is partly rooted in the collective professional and personal
histories of the group's members. Yet, it is also based in the desire
to utilize performance heuristics and intentions to enlarge the
scope of questions normally associated strictly with technology
as well as to apply performance experience towards the design of
richer human-computer interaction environments.
Sponge's use of the word "performance" is interpolated
from several different contexts culled from performance theory,
architecture, mathematics and philosophy and does not completely
subscribe to traditional connotations, either in artistic production
or as a term denoting the efficiency and optimization characteristics
of technical systems, most often utilized in HCI and human factors
contexts.
Sponge's notion of performance is first distinguished (in view
of their interest in creating sensor driven responsive media environments
for the audience-as-player) by micro and macro scales (and a distinction
of "gestures"):
At the micro level, performance signifies the unintentional or
intentional ordinary gesture; drawing, writing, shaping objects,
throwing away something, walking....
What is important to note is that such gestures, although enacted
either consciously or unconsciously by individuals may not be noticed
as being performative - that is, as deliberately enunciating some
meaning or action. In fact, such gestures may not be deliberate
or signify anything at all at the level of communication. This is
the micro level, low-key activity of performance (the making of
traces, the making of symbols, the shaping of objects which are
temporally-embedded processes... something you can fall into or
step out of but usually fall into......). (16)
This sort of microperformance is quite different from the normally
accepted sense of performance at the macro level: the conscious
construction of an event between an "actor" and a spectator.
Here one can invoke performance in an accepted theatrical context
in order to point out a crucial distinction between micro and macro
scales. While the micro scale of gesture may not even be noticed,
i.e. may remain under a certain perceptual threshold and thus not
depend on a spectator, the macro scale of the performance event
assumes a clear cut between looking versus doing or acting versus
spectating. The consequences of shifting between (or blending together
over time) the micro and macro scale of performance by amplifying
or diminishing the thresholds of gestures and actions, however,
begins to make the border between performing and observing more
permeable.
Sponge argues that they are now interested in "dissolving
the stage itself." This means saying good bye for the time
being to the traditional set relations between performer and viewer.
Sponge is not trying to do this in a forced way, as many 1960s theatrical
experiments that 'democratized' the stage did by pulling spectators
over the proscenium and onto the stage itself. Sponge is after something
much subtler, designing situations and events where unpredicted
spatial and social conventions emerge out of locally-situated actions."(16)
Material Agency
Still a third and more nuanced notion of performance doesn't come
from the arena of art at all, but from work in the history of science
and technology that sees performance as the real time articulation
of material agencies in the world between human and non-human socio-technical
apparatuses, systems, processes and agents. In his 1998 study The
Mangle of Practice: Time, Agency and Science, historian of science
Andrew Pickering persuasively describes science as inhabiting what
he terms the performative idiom: 'an idiom capable of recognizing
that the world is continually doing things and that so are we."(7)
The world is "shot through" with agency and "does
things that bear upon us not as representational, observational
statements of facts and figures on disembodied intellects but as
forces on material beings." Pickering's move towards performance
calls us to think beyond the purely human-centered nature of agency
(and performance's enunciation of that agency) but towards an interconnection
between human agency and material agency. Human practices are captured
in machines in continual, real time process of intertwining: what
Pickering terms 'interactive stabilization.'
If performances, then, can be seen as an intertwining of human
and material agencies, continually performing and 'dancing' together
in a "dialectic of resistance and accommodation," then
performance may become a characteristic and quality of numerous
material agencies (gestures, bodies, machines, architectures, data).
Sponge writes: "Our laboratory, which is partly made of responsive
media, is itself not a fixed object - its form is deformed under
the action, the impact of these subjects who go through the space.
And finally, our subjects may not be subjects at all, human or non
human, but rather diffused flows of agencies - fleshly, fabric,
computational or media agencies." Performance at this fundamentally
other level includes shaping and playing in the material substance
and substrate of the world itself and enables performance to diffuse
and move among many agencies simultaneously. "The world makes
us in one and the same process as we make the world."(9)
The account of material agency presented here underscore a strong
difference between Sponge's method of approach and many reigning
modes of digital art making aesthetics fascinated by the informatic
and cybernetic representation of data as knowledge. As Pickering's
articulation of human and material agencies constitute an attempt
to move away from seeing science as semiotic practice with representations
of facts, Sponge's deliberate performance turns aims to shift away
from pre-defined, a priori objects of representation that are already
given in the world (i.e. schemas, models, etc) outside of experience.
Instead, the focus falls on an ongoing process where bodies and
subjects emerge through play and performing within the material
field of the world itself. It is here where part of Sponge's interest
in the potential pliability and responsiveness of computational
media technology lies: not in media and data as respresentation
but in its material substance. "We are equally fascinated by
the agency of the material, the friction of cloth, the decay of
data, the elasticity of MIDI-controlled sound, and by the agency
of disciplines - grammar, algebra, systems of orthography, legal
systems, and so forth. These are all larger than any one of us,
and yet they are born out of our own actions."(16)
The move to seeing performance as a means of articulating the play
and friction among different types of agencies is potentially fruitful
for examining the consequences and experiences involved in the interaction
of humans and machines. This seems to us particularly useful given
the turn in some circles of HCI away from models of representation
and towards theories of "situated action" (Suchman), "interactive
cognition" (Gedenryd) and "embodied interaction"
(Dourish). Ironically, however, much of the influence of performance
(macro) that has entered into the HCI dialogue still clings to theories
of dramatic representation, through concepts of mimesis, character,
identification, and catharsis.(5)
We believe that the notions of performance described here may provide
more potent ways of thinking of the design and subsequence experience
between human and machine systems.
Projects: M1, M2, Tgarden
M1 (1997)
(1) After an extended period of conversation among its three founders,
Sponge's first experiment, which took place in the spring of 1996,
was ironically an experiment in investigating performance from the
ground up. Beginning a study of gesture, the project sought to research
the relationship between intentional and unintentional gesture,
and to investigate the potential emergent social patterns that may
evolve in a situation fluctuating between scripted and aleatoric
events.
Questions that provoked the experiment included the following:
Where does the threshold lie where an ordinary gesture becomes performative?
How are ways we can mark a gesture in such a way that it becomes
performative to an 'ideal spectator' that recognizes such a gesture
but doesn't call it out so that others will notice it?
M1 test experiment (6 performers carrying our a pre-scripted sequences
of ordinary gestures and actions for 35 minutes in a crowded public
eating area at Stanford university: each of the participants was
assigned a series of gestures and actions that were "embedded"
into the social climate of the eating area - embedded to such a
degree that most, if not all of the gestures would go virtually
unnoticed to those inhabiting the site. Everyday gestures such as
unwrapping a sandwich, throwing something into a trash container,
walking out of a store reading a newspaper, among others, were performed
first in a straight sequence and then marked through various techniques
to change their "thresholding": repetition, architecture
and geometry of bodies, patterns of movement over defined time sequences,
and the purposeful ignoring of ambient intentions and environmental
feedback.
In viewing the videotaped results of the experiment after the fact,
one could see a kind of spontaneous choreography of gestures (as
seen from without) emerge and spread among the participants over
the duration of the thirty-five minutes. What was perhaps more revealing,
however, was the fact that such gestures and patterns appeared to
be perpetuated and 'picked up" not only from the pre-scripted
performers but also from those who were not "officially"
part of the scripted performance. The question of whether or not
such mirroring or imitation of gestures was deliberately intended
by observers in the scene who had "discovered" or recognized
the artificial performance in progress, or instead only inferred
from Sponge in a post-experiment phase of observation constitutes
part of M1's overall inquiry.
Gestures and actions in the form of imitation, doubling and further
repetitions from "spectators" in the scene were in hindsight
perhaps subjected to the question of observer bias (i.e. what kind
of pattern one is looking for) or just the result of chance occurrence.
Finally, in something that would play a continued role in Sponge's
later, more specifically media-compositional investigations, the
question of how recognition and propagation of patterns from such
gestures contribute to the gradual building up of meaning over time
would be fully explored in Sponge's later work of conceiving and
building sensor-activated , responsive spaces.
M2 (1998)
Produced in San Francisco in 1998, Sponge's next project M2 was
the result of a one-year concept, design, and implementation period
and moved much further into work with digital systems than M1. In
what would become a standard approach to developing projects, individual
members would work outside of the group on independent projects
both for financial as well as creative reasons. Whether conscious
or not, such work in more complex (and financially lucrative) projects
in the then-burgeoning multi-media industry in san Francisco and
Silicon Valley had an indirect influence on Sponge's approach to
project development, planning and management.
The issues of emergent patterns that were undertaken and studied
in the M1 experiment directly transferred into the conceptualization
of M2 yet resulted in a decidedly different manifestation. From
the start of the process, it was agreed that the site of presentation
should be more controlled than the earlier M1 experiment in a public
space. Indeed , the contextual shifting between public-outdoors
space and controlled environments would become an important hallmark
of Sponge's subsequent work. This level of control not only is relevant
in terms of the logistical complexity of the physical event that
Sponge constructed (a six-room walk-through architectural/media
environment through which small groups of spectators were cycled
over varying time lengths) but also provides the background horizon
for the central question that drove the M2 project. How is it despite
the instability of symbolic, linguistic, and representational systems
that we make and produce that a fundamental material stability still
exists at the deeper, sedimented part of human experience? In other
words, despite the instability and anxiety we afford to symbolic
systems, there still exists a deep, sedimented stability that is
afforded to us by the world of matter. The starting point of M2
attempted to place this relationship into question.
In the san Francisco realization of the environment, five individual
spaces were architected inside a large empty gallery. Each of these
spaces was assigned a particular thematic significance that related
to the individual spaces as well as to the overall event. As visitors
moved from space to space with the help of assistants carrying specific
time instructions, the participants encountered themes of 'waiting"
(the waiting room), "control" (the room where performers
controlled and played the audio/visual systems), "immersion"
(a space of floating screens and projections and physical heat generated
from live stove top heating coils suspended inside mesh cages) and
"transformation." Cycling through the environments, the
density of elements, degree of media overload and ways of interpreting
the sequence and meaning of individual elements of the experience
fluctuated in both emotional affect and perceptual complexity. Disjunctive
images and sounds evoking erotic experience, solitude, abandonment
and transformation, instability and deformation of media were played
and edited live from prerecorded narratives burned onto laser discs
and projected onto floating, miniaturized screens in the second
environment (the immersion space). Such emotionally charged media
reappeared several times throughout the installation in increasingly
mutated forms, while perspective shifts were continually re-introduced
throughout the sequence of spaces. Through such a process of meaning
accretion, the experience for the visitors was akin to a physical
and emotional journey through increasingly layered fields of architectural,
media and symbolic affect.
While this brief description of the event clearly doesn't suffice
in conveying the overall experience of participants (audience members
later described physical sensations of vertigo, stillness, confusion,
solitude) what is useful in this context is to briefly examine how
Sponge's collaborative strategies enabled the transformation of
conceptual and philosophical constructs into a material, performative
event between bodies, heat, media, and architecture. What is interesting
are the ways in which real time, performative process of talking,
sketching, drawing and writing were utilized by Sponge to render
ideas from multiple perspectives into concrete, material form. In
initial concept and eventually, design sessions, ideas brought to
the table were consistently subjected to a rigorous process of "translation"
from one epistemic culture and form to another. This process of
translation marks another key characteristic inherent in Lave and
Wenger's understanding of communities of practice. For example,
an idea about the instability of matter was translated into several
different contexts, ranging from philosophical (interpretative)
notion to one rendered in the mathematics of manifolds to one based
on the thinking of centers of gravity in the physical performing
and dancing body.
A further process involved the constant "performing"
of ideas between members, where communal writing and sketching served
as material for creating ideas and sharing them amongst the group.
Indeed, this process of struggle and accommodation in communal sketching,
marking and writing is acutely evidenced by the endless series of
notebooks and sketches generated during the M2 process featuring
page after page of diagrams, flow charts, notes and illustrations
on things ranging from the time cycles of the environment to philosophical
inquiries on the nature of phenomenal experience and mathematical
notation. This theme of writing and performing would later take
on further weight, in both the group's work with its long term project
M3 as well as with individual members' research.
What also bears noting here is the disciplinary diversity of audiences
who attended the three-week event in May 1998. Veterans from Silicon
valley research labs, video and well known theatre artists, mathematicians,
curators, electronic musicians, philosophy students from Stanford
and Berkeley as well as computer scientists and literary scholars
all were initial participants in Sponge's first attempt at bringing
a discourse and set of practices that had originated under IMG's
umbrella outside of the confines of the academy and the gallery
space and into the broader sphere of its participants.
M3 (1999-2003): Perturbing the Informatic : TGarden
Sponge's next project, developed in 1999 after an extensive period
of evaluation and re-grouping, was to become its most ambitious
one, in theoretical and practical terms. It is also in M3 where
the notions of threshold performance, materiality and agency set
out in M1 and M2 would reach their full fruition in the design of
new kinds of sensor-driven responsive media environment. Originally
conceived as a set of three large-scale spaces which would take
the visitors/players (as the "audience" would from hence
be called) through a performative manifestation of Sponge's multivalent
research exploration, visitors to M3 would begin with a critique
of the informatic world view (Room 1, entitled Puzzle), then segue
into a space focusing on the perceptual experience of the world
undergone in spaces of immersion (Room 2: Sauna) and, finally, arrive
inside a social play space where media and social activity could
be collectively and continuously shaped by the participants in real
time (Room 3: TGarden).
While conceived as a total event, financial, logistical and creative
complexities prohibited the simultaneous realization of all three
parts of the work. Thus, between 1999-2002 Sponge focused on the
production of two components of the project: Sauna and TGarden.
The project Tgarden (which we will focus on here), realized between
1999-2002 in an international co-production between premiere arts
and technology venues in the US, Canada and Europe (Banff Center,
Ars Electronica, SIGGRAPH, V2 in Rotterdam), is arguably Sponge's
most ambitious work in technological, aesthetic and philosophical
concerns. The project aimed not only to further (and more rigorously)
explore the theme of performance and intentional/unintentional gesture
whose groundwork was already laid in earlier work but also to develop
a suite of sensor-activated, responsive media and computational
technologies that would embody Sponge's philosophical concerns.
More to the point, TGarden attempted to design what Sponge member
Sha Xin Wei has labeled "substrate" technologies, where
computational processes at the low level would actually percolate
upwards to the highest metaphorical and experiential level for the
general participants who would visit the environment.
In other words, perhaps through the conscious design of such "substrate"
technologies (in Tgarden's case these included wireless and wearable
sensing, responsive materials, software for choreographing continuous
room state changes, and phsyics-based image and sound instruments),
the low level (in conceptual terms) of such substrates would provide
the foundation for a different kind of participant experience at
the phenomenal rather than the cognitive level. As Tgarden has been
written about extensively in other publications (10,11,12), we will
provide here only a brief description of the project, Instead, our
emphasis will be on the kinds of collaborative methods and work
heuristics that arose in the course of the project development.
The initial aim of Tgarden was the creation of anexperimental media
environment where small groups of general participants could play
with real time generated sound and image through improvisational
gesture and movement. Its "performers" are the performing
public who, within the environment can socially construct and shape
media together on the fly based on their own movement as well as
the movement and social proximity of others around them. Although
adapted to the specifics of individual venues, the general space
in which the installation took place is a large (10x12 m) performance
environment, with real time computer graphics projected onto the
entire floor of the performance space and multi-channel spatialized
sound.
As visitors enter into the Tgarden environment, they are escorted
to private dressing cabinets where they will find various types
of clothing. The clothing itself is designed with specific physical
and material constraints in order to interfere with the visitors'
standard ways of physically relating to the world. The clothing
is also embedded with accelerometers that measure the degree of
acceleration, tilt and gravity of each person's movement. Such on
the body computing enables the visitor's movement, acceleration
and balance to be measured and sent, via wireless Ethernet, to a
central logic computer that forms the core of the Tgarden system
architecture. This logic system interprets data from the sensors
(both on the body and room tracking), analyzes what is happening
in the overall Tgarden system and sends commands to the sound and
computer graphics system based on its judgement. This central system
("Oz") contains the microscopic logic of how the environments
responds to visitors' actions over various time scales: thus, the
system is designed to operate across multiple time scales (person
as well as room). The different sound and image systems then modify
their own internal states on the basis of Oz's hints and also on
the basis of the continuous output from the sensors themselves.
What is essential to note here is the reliance on non-rule based,
improvised "on the fly" gestures and movement that provides
the compositional and performative material fror Tgarden. Gestures
and movements are not predetermined or subjected to a series of
rules or behavioral and spatial codifications (i.e. you stand here
and this happens), As visitors enter the Tgarden environment and
movement initiates responsive processes of sound and image, the
participants gradually become conscious not only of themselves but
also how other bodies around them effect, shift and shape the environment.
Furthermore, in contrast to many projects where a strong separation
exists between performer and spectator, Tgarden attempts a dissolution
of this distinction in order to bring interaction into the realm
of haptic, felt and senses experience. This interaction "close
up" can be precisely articulated, for example, in the physics-based
models utilized in the Tgarden software. "players who expend
effort by jumping, bouncing and dragging themselves in space encounter
musical and visual equivalents of this physicality in the lowest
levels of software: phantom masses and springs, virtual kinetics,
friction and energy. Here, in this software physics "the physicality
of the performance interface gives definition to the (musical) modeling
process itself," writes Joel Ryan, one of the project's collaborators,
suggesting that there must be a resonance between the space, interface
(i.e. sensors) and software."(10)
The disintegration of the dichotomy between performer and observer
is crucial to the overall setup of the Tgarden project so much so
that there exists no singular spectator (either spatially or formally)
outside of the participants in the event. Tgarden's visitors/players
not only engage in an oscillating social game of performing with
and watching each other, they also perform with the visual and sonic
media that inhabit the environment itself. In this sense, the physical
performance space occupied by the public "players" is
conceived from the start as a mediated substance that is shapeable
by the way of social play. By this definition, Tgarden provides
a space to begin investigating how new experiences of spatiality
and felt, embodied experience begin to emerge out of computationally
augmented environments where the distinction between viewer and
participant is interrogated and purposefully blurred.
Outside of its role as an experiential artistic event, the complex
development process of Tgarden also provides a rich example for
examining a specific set of methodological issues involved in transdisciplinary
collaboration. In terms of these collaborative issues among the
different participants during the Tgarden project, we want to focus
here on four pertinent ones: (1) difference in co-present design
discussions versus distributed communication in the development-production
process, (2) difference of approach in disciplinary languages and
individual artist-designer cultures, 93) incorporation of heterogeneous
design methodologies and methods, and finally, (4) difficulties
encountered in the application of techno-scientific research and
development paradigms to a project in cultural production.
As in earlier Sponge projects, the extensive development period
for Tgarden involved cross-disciplinary discussion, brainstorming
and collaboration with individuals of diverse training and expertise.
The Tgarden development process, however, reached further than earlier
work in geographic and disciplinary terms through its joint collaboration
with FoAM, a decentralized network of artists and designers sited
in Brussels but spread across Europe. The contrast between Sponge's
face to face (i.e. co-presence) practice of concept generation through
the consensual domain of verbal and non-verbal language and the
distributed, non co-present methods (email, chat, etc) necessary
to sustain collaboration with the international team added an additional
dimension of complexity to the project.
The second issue arising in the Tgarden process involved the heterogeneity
of disciplinary languages and epistemic cultures that came together
to realize the project. Whereas the three main members of Sponge
had continually worked on an evolving conversation, the entrance
of a wider range of participants and an even wider range of fields
(fashion and textile design, computer graphics, physics, etc) and
cultures (scientists trained in the research lab, anti-system hacker
artists, artists used to working in large scale infrastructures)
increased the level of working complexity. A collaborative design
workshop held at the Banff Center for the Arts in the winter of
2001, already in the key year of development for the 2001 presentation
of TG in Europe acutely points out the challenges of such heterogeneous,
transdisciplinary collaboration as well as the different work cultures
(hacker culture versus performance production verfsus students trained
in the techno-scientific lab context).
Despite the presence of the boundary object of a performance/installation
event (Tgarden), in essence, the challenges that the Tgarden team
encountered reflect back on the challenges encountered by a so-called
community of interest in trying to build a shared understanding
and common ground. As Ernesto Arias wrote in 1996, "fundamental
challenges facing communities of interest are found in building
a shared understanding of the task at hand (which often does not
exist upfront, but is evolved incrementally and collaboratively)
Members
of communities of interest need to learn to communicate with and
learn from others who have a different perspective and perhaps a
different vocabulary for describing their ideas. [They need to]
establish a common ground and a shared understanding."(1)
Aspects of languaging, different professional cultures, and intentions,
contextual conflicts and relationships already manifested themselves
at the start of the workshop - in essence, a period devoted to construct
a set of shared goals for the overall production of the work - and
continued throughout the development and presentation process of
the project. Such issues point up the complexities inherent in transdisciplinary
work like Tgarden, particularly in the merging together of artistic
and technsocientific goals and intentions in one context.
A further issue arising in the Tgarden production period was the
degree of incorporation of so-called iterative and participatory
design methods into the artistic process. By now it is evident that
the turn toward artistic projects where user/viewer/player participation
is a central feature of the work has resulted in the increased incorporation
of iterative and participatory design methodologies in the domain
of artistic practice.
Despite this, the 1;1 transfer of such methodologies is directly
complicated by the heterogeneity of disciplinary approaches. In
other words, no singular technique or methodology can be said to
apply to such complex projects much to the chagrin of those who
would see the use of such methods in the conceiving, producing and
evaluating of a complex artistic work as comparable to the usability
cycle for commercial product development or software design.
It goes without saying that the design/production processes for
clothing and fashion, engineering and software development and live
performance (all of which were incorporated into Tgarden) have radically
different life cycles and requirements. For example, introducing
so-called iterative design procedures (prototyping, user evaluation),
particularly in terms of continually reevaluating and redefining
the project utilizing user testing and feedback was continually
complicated by institutional obstacles, including lack of user testing
time to accurately tune the system. Along the same framework, user
evaluation, one of the central facets of participatory design, was
also brought into the Tgarden process. Partly based on a grant from
the Arts Council of the UK examining the constitution of new audience
formations in art science creative production, the Tgarden team
undertook an extensive series of user interviews incorporating 1st
first methods in the form of video taped interviews.
The complexity of evaluating the multidimensional axes of experience
in the project was consciously integrated into the Tgarden developmental
process due to the project's central reliance on an audience of
participants rather than simply observers and the need for real
world testing (in the wild) outside of the constraints of the design
studio or the lab. This was complicated, however, by institutional
conditions.
Sponge and the Topological Media Lab
A final issue concerns the complexity of combining techjno-scientific
research cycles and cultural production cycles within the same framework.
Given that no single framework can sustain such incommensurate practices,
in 2001, as faculty in critical studies of technology and media
in the School of Literature, Communications and Culture at Georgia
Institute of Technology, Sha Xin Wei founded the Topological Media
Lab (TML) for art research. Housed in the College of Computing's
Graphics, Visualization and Usability Center, the TML has provided
a protected space within which students and visiting artists and
researchers can build experimental technologies of performance.
These experimental works are driven by artistic and philosophical
questions, so the heuristics are largely external to techno-science.
However, in order to pursue these questions, the TML strategically
applies resources at carefully chosen points on the frontiers of
engineering and media research.
The TML's goals are neither to produce singular works of art nor
to produce singular demonstrations of technology, but to create
phenomenological understandings of philosophical questions regarding,
for example, gesture, agency, and materiality, substantiated by
embodied, holistic experiments in a setting free of the compromises
imposed by a performance and entertainment calendar. The TML's fusion
of organizational-pedagogical practices drawn from art studio, team-based
engineering lab, and performance collective has attracted students
from visual arts, digital media, architecture, electronic music,
computer science, industrial design, and electrical and mechanical
engineering.
Conclusion
We have reviewed the transdisciplinary art research collective Sponge
as a social organism hybridizing diverse modes of conceptual research
and artistic practice conducted at the limits of the respective
disciplines. The projects described in the M1, M2 and M3 series
have tested our questions in experimental settings progressively
more embedded in live performance situations. We have contributed
modified senses of performance, interaction and response and have
introduced other notions such as substrate, materialized conversation
and non-egocentric agency that may be useful for carrying on such
experimental work. In the next year, we hope to harvest some results
from the TML and employ them in a new M4 series of public experiments
and invite other artist researchers to join the material conversation.
(19)
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13. Sponge website: http://www.sponge.org
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Ec/arts #, ed. Eric Sadin. Paris, 2002.
15. Sponge. Ec/arts (2002), 99.
16. Sponge. Ec/arts (2002), 99-100.
17. Star, Susan Leigh and Griesemer, James. "Institutional
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18. Star and Griesemer, 1999.
19. Topological Media Lab, http://topologicalmedia.net
20. Winograd, Terry amd Flores, Fernando. Understanding Computers
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1986, 48-52.
Permisison to make digital or hard copies of all
or part of this work for personal or classroom use is granted without
fee provided that copies are not made to or distributed for profot
or commercial advantage and that copies bear this notice and the
full citation on the first page. Christopher L. Salter/Sha Xin Wei:
"Sponge: A Case Study in Practice-based Collaborative Art Research,"
Creativity & Cognition2005, London 2005, pp. 92-101. Copyright
2005 ACM 1-59593-025-6/05/0004.
Project directors: Johannes Birringer
& Michèle Danjoux
DAP LAB
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