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Eugenio Tisselli Vélez

by vera_bighetti last modified 17/05/2005 11:47

seminário : interactivity and physical interfaces- MECAD- julho de 2004

 

Computerized or digital media (from now on we shall call them "new media" for ease of reference) start precisely from the reproduction capacities of traditional technological media, which they expand via specific processes. In fact the new media, in addition to reproducing, have the capacity to produce totally new contents of a synthetic nature; in other words, they generate themselves within the same medium through different processes. If we try to find out where these production capacities come from, we discover the following chain: in the case of images, the "traditional" media are based on the photogram or frame. This constitutes the atom of such media; it is the smallest unit on which work can begin. As we all know, a film or video is nothing more than a linking or sequence of photograms. The new media also work with photograms and sequences, but they start from an earlier point, which is the pixel. The pixel is the visual atom of the new media, on the basis of which we can create photograms, and by manipulating the pixels of each photogram we can create animations.

However, the new media have a very important capacity - the capacity to calculate - and it is this capacity that allows us to create synthetic images from pixels. In a photograph, for example, what appear are light phenomena reproduced on some kind of medium. It is true that we can carry out certain manipulations and "create" images with filters or development techniques; nevertheless, at no time does the camera generate images from a non-physical source. Whereas with the computer we can generate totally fictitious images, which originate from the result of some calculation or algorithm. A mathematical algorithm can be mapped and its results transformed into pixels, giving us the visual representation of an internal process in the machine.

 

1.1. Computerized or digital media

So the computer as a medium is very suitable for achieving a fusion between reality and fiction, since it allows us to produce and reproduce both images and sound.

As we delve a little deeper into production and reproduction capacities, we can see that "traditional" media allow us to create objects that can be reproduced mechanically, meaning that such objects are disseminated in the form of identical copies, while the new media allow generative reproduction. With this type of reproduction, copies will not be identical, but similar to one another, with variants that adhere to certain basic rules or patterns. In this way, objects created with the new media possess - at least potentially - an inherent polymorphism, something in the way of a "genetic code" that allows them to appear in a different form each time. We shall call this "genetic code" a "system of rules", and it is a fact that a system of rules, explicit or otherwise, is in play behind each of these objects.

.2. Algorythms and rule-based systems

This system of rules, considered as a series of formal instructions marking the development of a piece, gives us the key to go back and analyse the sentence that we used to introduce this first topic. We said that technological devices could be used as tools or as media for creation. What is the difference between a tool and a medium? A tool is a device that we use to create an object existing as an entity separate from the tool. On the other hand, a medium allows us to create "objects" that also exist within the medium itself. A simple example follows: a camera allows us to take photographs that, once printed, exist independently of the camera. We can say that the camera is a tool. On the other hand, a computer allows us to write a code that, each time it is executed, generates a random image based on different algorithms. That image exists within the computer and is a synthetic product generated by the machine. It is true that we can also print the image and show it as an independent object, but this is not essential. We can therefore confirm that, in this case, the computer becomes a medium. It is precisely this use of the computer as a medium that allows us to generate environments and experiments that otherwise could not exist.

1.3. Aesthetical particularities of new media

.4. Aesthetics of New Media: a theoretical approach

Before we begin to delve into the central topics of this text, and then to discuss the creation of interactive environments and physical interfaces, we should mention a number of general aesthetic considerations regarding works created through the new media. We also need to make two brief chronologies, in which we shall be able to appreciate how art, thought and science have been developing, first in parallel and later jointly, until they have become what we now call interactive works. This exercise will be especially useful, since there seems to be a kind of "amnesia" around the computerized media. We rarely stop to think about the history of such media, and we have a tendency to consider them as completely new. Perhaps the reason for this is the very speed with the history of the computerized medium has come about, especially in latter years. Nevertheless, learning how the new media have developed, both conceptually and technologically, will enable us to achieve a more in-depth understanding of them.

As mentioned above, we cannot speak of one unified aesthetic doctrine characterizing works created with new media. We can, however, say that these works are a clear example of how artistic work is moving increasingly towards the intangible and fragmentary. We can also say that certain features common to such works correspond to what is known as the post-modern aesthetic. According to Frederic Jameson, a thinker who provided perhaps one of the profoundest definitions of the aesthetics of post-modern creation, works belonging to this aesthetic (which he calls "texts") do not have a definitive length; they do not have a beginning or an end, unlike a classical work that must be interpreted as a whole in itself.

 

While we are considering computers as media that make innovative works possible, we need to ask some questions on the nature of such works. What are the aesthetic characteristics of works created with the new media? In general, we can say that there is no unified aesthetic attached to the new media and digital art. Formal manifestations in the area of electronic art are tremendously varied, and can range from environments that simulate, almost to perfection, some aspect or other of our physical reality, to pieces that are calculated and generated entirely by the computer's internal processes. There exist a great variety of formats, such as audiovisual installations, net art, software art, virtual reality and augmented reality, and so on. Nevertheless, we can make a start on understanding works created with the new media by studying the various special features that they have in common:

Interactivity, or the new media's capacity to involve the spectator directly in a work; the fusion of reality and fiction that, as already mentioned, is the fruit of the computer's combined production and reproduction capacities; the fusion of art and science, which occurs naturally in any work of art created with technological media; and a relational capacity that consists in the new media's ability to create pieces where the importance lies not in one isolated object, but in the relations between object systems, between the piece and the spectator, or else between the piece and the environment.

.4. Aesthetics of New Media: a theoretical approach

While classical works narrate a sequence of events that involve an interpretive process, "texts" or post-modern creations are fragmentary and devoid of all interpretation. In a classical work, thematic order is essential and time-based, whereas post-modern creation is without any kind of theme, and has an exclusively spatial dimension in which there are places without sequence. Jameson further develops this dichotomy between the classical work and the post-modern "text", concluding that the work is connected with memory, while the "text" is connected with forgetting, considered not as the absence of memory but rather as a conscious emptying of memory.

And so, as we advance through these topics, we shall realize how works created with new media have characteristics that remind us of post-modern creations as described by Jameson. We shall see, for example, how random access, which is the computer's capacity to display immediately any piece of information stored in its memory, allows us to speak of administrable fragmentation and of a sequence of places that do not follow a concrete line, but permit multilinear reading.

 

.3. Specificities of digital media

These special features lead us to the three basic topics that we shall be discussing throughout this text: interactivity, the interface (that we shall define provisionally as "the device or devices that allow us to interact") and the code (system of rules).

There are other characteristics inherent to the new media that we shall simply mention here, although our brevity does not imply that they should not be given their due importance. These are hyperspeed, over-abundance and accelerated aging. The dizzying speed of the technological market causes constant, accelerated structural renovation, which raises the problem of preserving works created with electronic media. What happens when we create a work that functions in a given operating system, if that system no longer exists a few years later? Although the question remains open, the most reasonable solution would seem to be for works to be preserved with their complete infrastructure, meaning the system of rules that defines the work (code), and the hardware - the actual machine that allows it to operate. As for accelerated aging and overabundance, we note the example of videogames (some of which, at least aesthetically, are on a blurred frontier between art and entertainment). Every year approximately 2000 videogames come onto the market, with an average lifespan of three months.

Later we shall return to these reflections and discuss them in greater depth, since our intention in this text is to deal with the practical questions of creating interfaces without ever neglecting the conceptual angle. This intention reflects very exactly the hybrid nature of creative work using the new media: a nature that is part science, part art. The history of the new media is closely linked to the history of the modern era, in which the idea of "progress" - understood as improved standards of living thanks to technology - plays a key role. Such progress can be described as an evolution of the human experience of reality, in which humans become emancipated from the myth of nature (pre-industrial agricultural societies) and surrender themselves to the myth of technology. The history of the link between art and science is full of convulsions: romanticism, for example, fought for the autonomy of art from science and technology, both associated with industrialization. The struggle lasted until the middle of the twentieth century, when it was still considered a barbarity to connect art and technology. As we shall see in the following topic, historical attempts to connect art and technology were linked at the beginning to non-artistic, anti-academic and sometimes socio-political motivations. We shall also see that such attempts had to justify themselves, and that successes were always tinged with failure. To conclude, we shall simply state that the current boom in the new media is due, in great measure, to the boom in contemporary capitalism and the production/consumption system sustaining it

2. Chronology of technique

In the previous topic we talked about how electronic media, both "traditional" (photography, cinema, television and video) and "new" (computer) allow us to create works that exist in a hybrid space in which art and science mingle. We also mentioned how the link between such disciplines was almost considered to be an aberration until the middle of the last century. Well, these considerations lead us to study two separate but parallel chronological developments: on the one hand, the evolution of technology that has led to the existence of the new media as we know them today; and on the other, the evolution of art and thought that has led us to envisage the use of such media to create and produce aesthetic objects. In this topic we shall establish a chronology that begins in the 1940s and concentrates exclusively on providing an overview of the origin and development of the multimedia capacities of computers. We could go further back in time and discuss inventions such as the abacus in Chinese culture, considered to be the most ancient calculator in the history of humanity (around 190 of our era), or the "difference engine" invented by Charles Babbage in 1821. However, that kind of historical review goes beyond the aim of our text, so we shall concentrate on more recent research and inventions that have resulted directly in the audiovisual and interactive capacities of computers.

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2.1. Context

The first computers

We shall now talk briefly about computers. The first computer, invented in 1946 and called "ENIAC", was physically accommodated in a room at the University of Pennsylvania . In 1951 the "UNIVAC" computer became the first commercially available model.

From then on the size of computers progressively decreased as their processing capacity increased. We shall see how the true digital "revolution" started at the beginning of the 1980s, a decade during which home computers came onto the scene. It is important to note that, in addition to the evolution of the computer itself, the invention of virtual "environments" also made such a revolution possible.

First, we have the first Graphical User Interface (GUI), developed by Douglas Engelbart, Ivan Sutherland and Alan Kay in Palo Alto , California , in 1970. This "virtual" interface allowed users to interact with computers via visual representations, much more intuitive and direct that the command lines that until then had been the only way of programming a computer or carrying out tasks with it. This graphic interface led, in 1983, to the first commercially available "desktop" operating system in the Macintosh computer.

Secondly, we have the creation and development of computer networks. The forerunner of these networks was the United States Department of Defense's "Arpanet", which was designed to interconnect different nodes or computer terminals without hierarchical relations.

 

Before we begin, however, we should mention that the greater part of such research and inventions flourished in the context of the North American war industry. This was in the middle of the last century, at a time when the United States was beginning to consolidate its position as the major world power and therefore needed to strengthen its capacity for war. A great deal of energy, both intellectual and economic, was invested to achieve this, and the fruit of this development resulted in many of the computerized capacities that we now use on a daily basis. This brief consideration is not meant as a value judgement on the technology that we use today (we affirm that technology, intrinsically, has neither a positive nor negative value; it is the use made of such technology that generates creativity or suffering). Our aim is simply to create an awareness that will enable us to appreciate more objectively such technology. Let us begin, therefore, by talking about certain personalities now considered to be the "founders" of the computer's multimedia capacities.

We open our technological chronology with Norbert Wiener, since it was in the nineteen-forties that he first introduced the term "cybernetics" for a study area analysing the symbiosis generated between humans and computers. When we come to study definitions of interactivity and interfaces in later topics, it will be very important to bear this term in mind, since we shall use it to qualify certain electronic objects in which the union between humans and machines makes completely new environments and experiences possible.

In that same decade, John Turkey used the word "bit" for the first time to describe binary digits (0 and 1), the basic unit or atom of data stored in a computer.

In 1945, Vannevar Bush published "As we may think", an article in which he proposed "MEMEX" an analog system for information storage and consultation. This system was based on mechanisms that enabled information to be handled on microfilm (a medium still used in libraries, for example, for storing and consulting old newspapers and periodicals). Although "MEMEX" was never physically constructed, it was planned using the metaphor of the desk as a space for work, analysis and information storage. The importance of "MEMEX" lies in the fact that it was a direct forerunner of our current operating systems such as Windows and Macintosh. These systems, like a number of others, are also based on the metaphor of the desk: there are folders for storing files, there is a waste bin, and so on. If we place this development within the context of this text, we can say that such operating systems constitute "virtual" or "digital" interfaces since they allow us, via visual representations on a screen, to interact directly with the computer.

The first physical interfaces

Turning for a moment towards physical interfaces, we find the first "mouse", invented in the 1950s by Douglas Engelbart. The mouse that we use every day can be seen as a physical interface that translates certain gestures or movements (hand movements over a surface, finger-click on a button) into digital signals. It is especially significant that the same Engelbart also invented, in that same decade, what we know today as the "bitmap" or "map of bits", meaning the visual representation of data stored inside a computer. For the first time it was possible to look at a screen and see what was happening inside the machine. We can thus declare that this was the first step towards computer graphics, inaugurating the visual production capacities of the new media.

As for programming languages, meaning the languages that make it possible to enunciate the systems of rules or codes that govern the behaviour of computers, we know that in 1955 John Backus invented Fortran, the first language to order the interminable 0s and 1s making up the computer's natural language into a series of commands and structures that humans could read.

Still on the subject of the computer's visual capacities, we see that in 1962 Ivan Sutherland invented "Sketchpad", the first computer graphics system. The system was composed of a sensitive screen and a "lightpen" using optic technology for drawing directly on the screen. The screen and lightpen together (we could draw a parallel between paper and pencil) constitute another example of a physical interface that, in this case, allows the user to draw. Curiously, Ivan Sutherland was also the inventor, even before the term existed, of the first "virtual reality" helmet (the "Sword of Damocles"). This is an example of how, in many cases, technology precedes theory: initially an interface is built and experimented with, provoking later reflections on the part of researching theorists. It does not always happen like this, but many other examples can be observed in computer technology.

In that same decade, the 1960s, Theodor Nelson first spoke of "hypertext" and "hypermedia", meaning interconnected texts, images and sounds that the user can read (or navigate, if you prefer the term) in multilinear form.

We also find the first applications intended for multimedia, such as Morton Heilig's "Sensorama", which offered a multi-sensory environment to spectators experiencing pre-recorded visual, auditory, olfactory and tactile sensations, or "Space War", developed by Steve Russel of MIT (Massachusetts Institute of Technology), which involved real-time visual interaction and is considered to be the first computer game made with digital graphics.

Out of "Arpanet" came "Ethernet", a system of intercommunicating networks invented by Bob Metcalfe in 1973; the communication protocol TCP/IP (1978), which is used to this day for exchanging information on the Net; and HTTP (1989), the protocol that allows us to create and consult Web pages.

As for physical interfaces, a subject directly connected with this text, we also find significant forerunners, which successfully sought to establish links beyond the purely functional (mouse, keyboard, screen, etc.) between the physical world and the digital domain. We shall mention two of these: 1982 marked the creation of "Skeleton Animation System", the first system for detecting movement via cameras, which enabled a human being's actions to be reproduced in a given space and represented in a 3-D model on the computer screen. That same year the first "Data Glove" was created, which, as its name implies, is a glove that perceives degrees of flex in different articulations of the hand and converts these into digital signals. In "Data Glove" we see the will to involve certain human gestural manifestations more intensely in interaction with the computerized medium.

Machine and Technology in art

Interactive technology and physical interfaces in art

Among the most famous instruments designed and developed at STEIM are Michael Waisvisz's "The Hands", consisting of two "artificial hands" attached to the performer's real hands, which contain a series of switches activated by finger pressure and an array of sensors including sonars, which allow the performer to modulate the auditory signal in direct proportion with the distance between the two hands; Laetitia Sonami's "The Glove", a more sophisticated device than "The Hands" that incorporates finger-flexing as usable information; and Ray Edgar's "Sweatstick", an instrument that "maps" the flexing exerted on it.

It is perhaps from the field of music that some of the most interesting developments for what we know as interactive art have come. In the next topic, we shall begin to talk about the interaction that can occur between humans and computers, and we shall see how the instruments and devices developed at STEIM have acquired great relevance if we look at them from the cybernetic angle, meaning the symbiosis between man and the machine that generates totally new experiences.

 

We continue with our brief chronology, studying the different human developments in history that have led to our being able to talk today about "electronic art", and more specifically about "interactive art". Having finished our brief journey through the technological developments that made our area of study possible, we shall make a parallel journey through the domain of art and thought; through the movements, works and trends that represent major forerunners or foundations. The order of these is purely chronological, with important topics - some of them recurrent - emerging at different points.

Let us start in 1907, the year when Filippo Marinetti became the spokesperson for what we know today as the futurist movement. The basic values of this avant-garde movement, which reached its peak in the 1920s, were mechanization and the dynamism associated with industrialization and urban life. Luigi Russolo's "Intonarumori" was an especially significant piece created in the futurist context, consisting of a machine that functioned with no other purpose than that of producing noise, considered at that time as an aesthetic element to be incorporated in the sphere of music. We have here a clear example of a machine used "to make art", and it is particularly interesting to note how, from that moment on, many of the physical interfaces that we shall be studying originate from musical fields and from the notion of "instrument".

That same era gave us the work of art considered today to be the "incunabulum" par excellence of techno-culture. This is Marcel Duchamp's "Bicycle wheel", the original of which dates back to 1913, although different versions were built later. This piece consists of a bicycle wheel mounted on a stool, and is an early example of a purely technological object "elevated" to the category of art.

During the same decade, more exactly in 1915, Constructivism was founded. This group sought the fusion of art, technology and architecture, while trying to maintain a close relation between technology and society. Bear in mind that some of the major representatives of this movement were Russian artists (Wladimir Tatlin, Lissitzky), and that many of the pieces were created in communist regimes, which placed a particular value on technology as a fundamental element of progress.

Kinetic sculptures were the first artistic objects to involve movement and its repercussions as material for a work of art. Such was the case with Marcel Duchamp's "Rotoreliefs", which consisted of disks which, when turning, produced different patterns according to the drawings on their surface, or with Laszlo Moholy-Nagy's sculptures that involved movement and even light, and the changing reflections that these caused. Kinetic sculpture represents an important turning point in the relationship between the spectator and the work. Not only does it demand an effort of observation; it also demands participation, since the work needs the public to act if it is to move and achieve its full dimension.

Another important reference for us is the activity that took place, mainly during the 1950s, at Black Mountain College in the United States . This faithfully reflected the modern era's requirement for art to be transformed into a living experience. A work of art was meant to be closer to something that would have to be experimented with, rather than simply appreciated, thereby blurring the existing barrier between art and life. By turning art into an experience, a successful rapprochement and mingling was achieved between artistic practices and everyday practices. The two most famous Black Mountain College personalities were Robert Rauschenberg and John Cage. Both focused their creative work on the direct inclusion of technology in art, and on developing works in which the spectator's participation was fundamental. In addition, Robert Rauschenberg became a founder member in 1967 of EAT (Experiments in Art and Technology), an association of artists and technicians who succeeded in reaching hitherto unsuspected limits in the world of technology and art, nowadays closely linked. Some of EAT's associate artists are famous, such as Andy Warhol, Jean Tinguely and Jasper Johns. Other artists began to experiment with technologies that were totally novel for the period; they included Bruce Nauman, who first used holography for artistic purposes, and James Turell, who created pieces with laser beams.

Machine and Technology in art

As for the musician John Cage, he delved deeply into the process of musical composition; themes ranged from the use of random algorithms to generate a score to the creation of works in which the importance lay not so much in the concrete result as in the series of formal instructions given to the performers. One especially interesting example is "Imaginary Landscape No. 4", to be performed using 12 radios. The "score" gave performers instructions as to the frequency on which the radio sets had to be tuned at a given moment, or changes in volume that had to be made. Not only do we have here a piece based on sound generated by human action on technological devices (radios), but a series of formal instructions that constitute a direct antecedent of what we call programming code: the series of instructions that have to be executed for an electronic piece to be performed.

We should also mention here the Ouvroir de Litterature Potentielle (Workshop of Potential Literature), or OuLipo, founded in France in the 1960s. OuLipo is composed of writers who practise their art by enunciating a rule or using an already-existing rule that will enable them to generate a text. For example, rule "n+7" means taking an existing text and replacing each noun, "n", by another noun, "n+7", according to the dictionary. Distinguished members of OuLipo include Raymond Queneau, Italo Calvino, Marcel Duchamp and Georges Perec, whose novel La Vie mode d'emploi (Life: A user's manual) is perhaps the only book written with algorithmic techniques that has managed to become a best-seller. We see in OuLipo's practices another antecedent of the importance of the algorithm or code in works of art.

 

We must not forget "Fluxus", a group that came into existence in the 1960s. Its artists were interested in, amongst other things, creating "environments" (the direct forerunners of interactive audiovisual installations) and "happenings" (the forerunners of performance art). Outstanding members included Nam June Paik, considered to be a pioneer in the use of moving images within artistic works, and Wolf Vostell, who included technological media as raw material for his artistic pieces.

Having reached this point, the next step was clearly the convergence and then total integration of technology within art. In 1963, Michael A. Noll generated the first computerized images created for artistic purposes, thus inaugurating the use of computers for aesthetic purposes. It is particularly interesting to note that, as mentioned earlier, "Sketchpad", the first computer graphics system, was invented in 1962. The first indications of the creative use of this technological tool occurred a mere year after its invention. Other artists of the same era having made incursions into early computer graphics include John Whitney, Charles Csuri and Vera Molnar.

In 1968 the first exhibition of electronic art, "Cybernetic Serendipity", was held at the Institute of Contemporary Arts in London . It included experiments in robotics, graphics and sound. Many of the pieces leaned too heavily towards technology, but all of them had some aesthetic intent.

From the 1980s to the present day, the forms of electronic art that we know - ranging from post-photography to animation, audiovisual installations, virtual reality, etc. - have been emerging.

Interactive technology and physical interfaces in art

It is at this point that we leave the chronology of art and thought, just as it is about to join paths with technological development. We shall now enter fully into the topic that concerns us, which is interactive technology and the physical interfaces in electronic art. By way of a conclusion, we shall talk briefly about STEIM , an institute created at the end of the 1960s in the Netherlands that, in the words of one of its founder members, Michel Waisvisz,"... was created as a laboratory for research in and the development of the modern practice of electronic music." STEIM is very important for us since, as its research is based on the paradigm of the instrument as an object that generates sound through a series of devices, the manipulation of which involves a whole gestural language, it provides us with an excellent illustration of what interface design is, and of the different ways of interacting with the electronic medium. STEIM has focused on developing new instruments that allow the electronic music composer-performer to approach sound in different ways. These instruments transform the performer's different gestures directly into electronic sound, and it can therefore be said that they "map" or create direct correspondences between physical energies and digital processes.

 

 

 

 

 

 


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