choreographing the extended agent: performance … · the marriage of dance and interactive image...

41
CHOREOGRAPHING THE EXTENDED AGENT : performance graphics for dance theater Marc Downie esis Proposal for the degree of Doctor of Philosophy at the Massachusetts Institute of Technology, November 2004.

Upload: others

Post on 08-Jul-2020

6 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

CHOREOGRAPHING THE EXTENDED AGENT : performance graphics for dance theater

Marc Downie

Thesis Proposal for the degree of Doctor of Philosophy at the Massachusetts Institute of Technology, November 2004.

Page 2: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

Executive Overview

The marriage of dance and interactive image has been a persistent dream over the past decades, but reality has fallen far short of potential for both technical and conceptual reasons. This thesis proposes a new approach to the problem and lays out the theoretical, technical and aesthetic framework for the innovative art form of digitally augmented human movement. I will use as example works a series of installations, digital projections and compositions each of which contains a choreographic component — either through collaboration with a choreographer directly or by the creation of artworks that automatically organize and understand purely virtual movement. These works lead up to two unprecedented collaborations with two of the greatest choreographers working today; new pieces that combine dance and interactive projected light using real-time motion capture live on stage.

As such the art context of this thesis might be that of “dance technology”. This is a field with many practitioners, few techniques and almost no theory; a field that is generating “experimental” productions with every passing week, has literally hundreds of citable pieces and no canonical works; a field that is oddly disconnected from modern dance’s history, pulled between the practical realities of the body and those of computer art and has no influence on the prevailing digital art paradigms that it consumes.

This thesis will seek to address each of these problems: by providing techniques and a basis for “practical theory”; by building artworks with resources and people that have never been assembled to date, in theaters and in front of audiences previously inaccessible to the field; and by proving by demonstration that a profitable and important dialog between digital art and the pioneers of modern dance can in fact occur.

This thesis will do this because of its methodological perspective — that of biologically inspired, agent-based artificial intelligence — and the technical depth to which this idea is taken. The representations, algorithms and techniques behind such agents are extended and pushed into territory new for both interactive art and artificial intelligence. In particular this thesis will focus on the control structures and the rendering of the these extended agents’ bodies, the tools for creating complex agent-based artworks in intense collaborative situations, and the creation of agent structures that can span live image and interactive sound production — each part an element of what it means to “choreograph” an extended agent for live performance.

2

Page 3: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

Contents

4 On Computation and Dance — Background

4 Outline of themes and arguments

23 Principle technical contributions

29 Principle artistic works

34 Goals and Evaluations

37 Time-line and resources

38 Biography

39 Works Cited

Page 4: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

4

On Computation and Dance — Background and Motivation

“Analysis of trajectories followed by hip, knee, and ankle during

lowering of the body on tiptoes”, from chronophotograph by Marey.

The Vicon optical motion tracking system capturing Merce Cunningham’s hands for the

piece Loops. The white points are retro-reflective markers that are seen by a large number of

cameras. Through the analysis of each video stream the position of the markers (and of the

cameras) can be calculated.

“Motion Capture” refers to a range of techniques used to record, transfer and process the position and movement of objects, typically human bodies. It has a long tradition, perhaps starting with the

pioneering chronophotography of Etienne-Jules Marey and Eadweard Muybridge and continuing today with contemporary, commercial, digital motion capture systems.

Many of the works presented in my thesis will be collaborations involving

choreographers. Three will be live projections for dance theater, the central

work will be a projection for interactive dance theater. These projections are

generated in real time, the computers “seeing” the positions and motions of

the dancers using state-of-the-art motion capture technology. The pieces are

difficult and expensive, and both this difficulty and expense comes directly from

the presence of these computers and the equipment required for them to sense

the stage even in a their rather impoverished way.

Why then accompany, indeed, project over, dancers in a theater?

This answer is difficult to generate in the abstract — dance clearly does not

require digital projections for its artistic viability, and there would be much

work left in both the visual arts and in computer graphics to be done without

contact with dance or performance. Further, the many recent “interactive”

works for dance and computer have thoroughly failed to make much lasting

impact on either the digital arts community or the dance world. But I believe

that there remains an uneasy but strong alloy of visual art, dance performance

and computation waiting to be made. This divides the question into two — is

there work to be done between dance and digital art that will bear artistic and

technical fruit? And what is the worth of that fruit?

This section seeks to motivate the principle artworks; each of which involves a choreographic component — either through collaboration with a choreographer directly or through the creation of artworks that automatically choreograph purely virtual movement. The goal here is to indicate both the significance and the originality of the contributions that these artworks can make to the cultures of modern dance and digital performance art.

Page 5: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

5

The answer to the second half of this question is perhaps open to issues of

personal taste and fashion, but the answer to the first half is important. In

answering it I argue as follows: firstly, that there is surprising common ground

between recent choreographic practice and computer graphics (as well as

computer science), so much, in fact, that one can identify a “computational

sensibility” in the work of many prominent choreographers in the last half

century; secondly, that choreographic practice is one where such algorithmic

concerns meet the realities, constraints, and meanings of the human body and

the eyes of the audience, and as such offers a foil for the worst tendencies of

technologically mediated art and a concrete platform for the best tendencies of

computer science; and lastly that such a union between digital art and dance

has not yet occurred — that to date the contemporary works laying claim to

the space where the union would occur ignore what both computation and

choreography could offer to each other, through a series of now almost conven-

tionalized technical and artistic compromises.

A Computational Sensibility — the mechanics of generalization and abstraction, choreography as representation, dance as computation.

Works referenced for Merce Cunningham are documented in the comprehensive book:

D. Vaughan, Merce Cunningham, Fifty Years. Apature, New York, 999. They are arguably better contextualized in R. Copeland, Merce Cunningham: The Modernising of Modern Dance, Routledge, 2004.

For Trisha Brown the encyclopedic: H. Teicher (ed.) Trisha Brown: Dance and Art in

Dialogue. MIT Press, Cambridge, MA, 2002.

For Bill T. Jones: E. Zimmer and S. Quasha, Body against Body: The Dance and other

collaborations with Bill T. Jones and Arnie Zane. Station Hill Press, New York, 990.

Although one could write a history of recent dance to separate this computational

sensibility out from the more general intellectualization of the art form that

has occurred over the last 50 years, to trace the thread of algorithmic concern

through all of 20th century dance in all its forms is beyond the scope of this text.

Instead, I’ll focus on a set of four central choreographers whose contributions to

and impact on dance is unquestionable — Merce Cunningham, Trisha Brown,

Bill T. Jones, and William Forsythe. It is my great fortune that three of them

— Cunningham, Brown and Jones — are collaborators on works discussed in

this thesis.

Page 6: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

6

On abstraction: “Any problem in computer science can be solved with another layer of indirection.”

David Wheeler (chief programmer for the EDSAC project in the early 950s)

A key tendency in computer science is the urge towards generalization and

abstraction. This inheritance from mathematics is powerfully exploited to

unmask problems as restatements of previously solved problems, to build generic

machines that become the site of confluences of data previously considered

disparate, suggesting new computations that can be carried out which in turn

makes for new frontiers and problems. It lies at both the heart of computer

science — in the form of the general Turing machine — and at the periphery

— of the everyday activities of the software architecting programmer.

The signature of this tendency is: a recasting of an established formal system

in new, more flexible terms, that immediately produces a range of new systems;

an often rapid exploration of the outcomes of these systems; a selection and

categorization of some of these “instantiations” into new framework; and a

resulting framework that is itself ripe for generalization.

See, for example, Cunningham’s comments

on both “relativity” (as in physics) and animal motion in his work Beach Birds for Camera in: J. Lesschaeve (ed), The Dancer and the Dance,

Merce Cunningham in conversation with Jacqueline Lesschaeve. Marion Boyars, New York, 985.

See also: M. Cunningham and D. Vaughan, Other animals: Drawings and

Journals. Aperture, New York, 2002.

In the abstract we can see this tendency throughout dance in obvious places:

the rapidly expanded palettes of Modern dance, generalizing the acceptable

motion vocabulary to include the everyday, the pedestrian, even the animal.

Cunningham’s earliest inventions and proclamations — the democracy of the

stage space, and the rediscovery of the dancer’s back as a point of origin of

motion can be interpreted as generalizations of a kind — that any point of a

stage can be a “front”, that any connected set of joints can be thought of as a

limb.

A particularly revealing interview with Forsythe by Paul Kaiser in Performance Research, Vol 4, No 2,

Summer 999. Available online at: http://www.kaiserworks.com/ideas/forsythe1.htm

But to find a concentrated and self-contained example of the generalization cycle

whole we turn to Forsythe’s choreographic practice. Many examples drawn from

his work have been described in the literature on the ideas behind choreography,

but seldom has any meta-methodological diagnosis been attempted. For

example, the most commonly mentioned strategy of Forsythe is his decentered

kinesphere. Forsythe took the established kinesphere of movement theorists

(most notably Rudolph Laban) — an geometrical framework for the description

of limb positions that forms the grounding of Laban’s extensive analytical and

Page 7: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

7

notational techniques — and freed it from its anchor to the center of the dancers

body. This new, roaming, kinesphere, now centered on an elbow, an ear, or the

midpoint between two hands, stands to inherit every analytical use that Laban

placed his kinesphere to, it is a generalization of Laban’s analytical framework.

Movements now, within this framework, acquire multiple explanations

(disparate problems are unmasked and seen as related), new impetuses for

moving are rapidly created as the ready-made machinery of Laban can be

brought to bear on new joints, limbs and points (the data of dance), the palette

radically expanded. Selection, categorization and reformulation then occurs as

Forsythe builds new formalisms to deal with the material — systems of “alpha-

betization” or hidden geometry. These new representations of dance are in turn

ripe for later generalization, a cycle that he himself makes much of. This is

generalization and specification as a computer scientist would recognize.

A body-centered kinesphere.

One of Forsythe’s “generalizations” (Video still from Improvisation Technologies).

Dance notation continues to generate conferences and discussions

but little permanent consensus. For a glimpse at the rather more

interesting, less academic, personal notations of choreographers:

L. Louppe, B. Holmes, Traces of Dance, Dis Voir / DAP

Publishers, New York, 994.

The creation of computer programs often turns on issues of representation — the virtual laying out of bits that represent, that stand for, an object. This

representation — be it of a number, an address-book, a musical note or a

dancer’s body — is not the object it stands for, but the object transformed and

transformable. Computers cannot do anything useful without representation,

so obviously much discussion occurs amongst practitioners about how best

to represent things to enable their manipulation and their reinterpretation, and

reconnection with new things. Issues of Notation and representation are often

related and in this computer science seems to share a notational concern with

music in the ongoing play of computer programming languages. Over the

centuries composers have developed notational representations that allow the

distribution, but more importantly the transformation and interpretation of

music, without the instantiation of sound. Its no surprise then that a focus on

the transformation of music into a representation, manipulations within and

with this new form and subsequent reinterpretation and retransformation back

into sound or other representations can be found all along the border between

computers and music — sound synthesis techniques, compression algorithms,

Page 8: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

8

set-theoretic compositional strategies or new instrument design. Computer

sciences representations and musics’ notations are not just ways of seeing the

world or music but locations for new ways of thinking about how to change

it. A central technique in this thesis then will be to import the techniques and

approaches of computer music into a new “computer dance” domain.

We have to borrow from other domains because border between computers

and dance offers a different geography. Not only is this far less charted ground,

dance itself has a different relationship within its own realm with notation.

Classical ballet is a set, a vocabulary for sure, but the signature of computational

representation — transformation, manipulation and retransformation — is

harder to locate until the middle of the century. Modern dance produced a

notational explosion similar to (but a little later than) that of music but never

had an equivalent of a stave, never had a notational tradition to respond to,

or a (pedagogically) stable point to return to. One result is the conferences

dedicated to the concern about the lack of permanence, transferability and

pedagogy of dance. But another is the relative obscurity of the representational

/ computational face of many choreographer’s work.

These tendencies are articulated in:

J. Lesschaeve, (ed.) The Dancer and the Dance, Merce Cunningham in conversation with Jacqueline

Lesschaeve. Marion Boyars, New York, 985.

They are “demonstrated” in: F. Starr (ed.) Changes: Notes on Choreography,

Something Else Press, New York, 968.

Cunningham’s earliest investigations of chance procedures had the flavor

of representation about them. Motions were broken up, atoms identified,

tokenized. These tokens rearranged by the toss of a coin, the fall of the I-Ching,

and the new lines and tables recast the new motion material for his dancers.

Cunningham shares this style with composer and collaborator John Cage at

this time, and much of their quest for new compositional strategies could be

re-read as a quest for useful representations that support useful compositional

actions.

But a particularly simple and effective example can be found in a number of

pieces by Trisha Brown in the 970s. A transformation of the dancer’s kinesphere

into boxes, the representation of these boxes by letters of the alphabet, the

manipulation of the temporal sequencing of boxes by the creation of words

Page 9: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

9

and messages and the retransformation of these messages into movement yields

a dance — a complex semaphore often intersecting with the representation’s

mirror —the spoken word. Since the space has been represented as a cube, new

transformations (rotations and translations) of the cube suggest themselves,

further interrupting this communication. This is the fundamental compositional

technique behind Locus (975).

One of Brown’s diagrams (Untitled).

Of course, what is missing inside this alphabetic representation is replaced

either by the choreographer while fixing the piece (in the case of many works

by Cunningham) or by the intelligence of the performer in the moment (in the

case of Locus), faced with the almost impossible task of computing the results

of the choreographic program. We as audience are presented with the act of

computation itself and its negotiation with the constraints and limits of the

human body.

This image of computation continues to appear throughout the history of dance.

Forsythe is infamous for issuing instructions to ensembles that recast entire

choreographies extremely late in the creative process (sometimes moments

before first curtain). The results of these manipulations of the systems that

produced the choreographies are literally “worked through”, computed, on stage

in front of the audience, the intelligence of the individual dancers on display as

much as their muscular memories. This image of performance as computation

leads us to improvisational techniques where the relationships between parallel,

often disparate, autonomous machines are negotiated live, where the performer

improvises simultaneously inside and with a machine of their own making.

See S. Rogers-Lafferty, Body Mécanique: artistic explorations of digital realms. Ohio State

University / Wexner Center for the Ars, 998.

This work is available as a video: T. Bowes, 2 w/Bill T. Jones, 987.

No clearer example of this tendency can be found than in choreographer /

performer Bill T. Jones’s piece 2 (983) in which a fixed, circular cycle of 2

poses is acted and reacted out, numbered and named, by the performer. After

declaring (quite pedagogically, unlike Brown’s Locus) almost all of its motion

Page 10: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

10

vocabulary, Jones begins to narrate while the numbered poses continue to appear

and disappear, his narration, the movement of his body and the declared name

of the poses all intersecting under the pressure and the limits of the structure of

the piece and the abilities of the performer to negotiate their connections.

Here we reach the limits of this “computational sensibility” in modern dance,

the limits of what the human body is capable of performing, the limits of what

choreography can be. For all of the fecundity of the “computational sensibility”

outlined here, none of these techniques or inventions exist outside of a dialectic

with the body and the theatre space. Cunningham’s proposal that there are no

fixed points in space meets the plain fact that the audience sits in one place, his

democratic use of the movements resources of the body pushes but goes no

further than the limits of bipedal balance. Brown, in the piece Man walking down the side of a building (970), produces a choreography that disrupts the

audience’s sense of orientation yet leaves the mechanics needed by humans to

defy gravity exposed for all to see. In Accumulation plus talking with water motor

(978/986) she shows simultaneously talking and dancing a choreography at

the limit of memorization of narrative and of movement, in Homemade (966)

the performer has her movements amplified by the film projector they carry on

their back in a dance of light, but it is a heavy and obvious burden.

Therefore the proposed dialogue between computers and choreographers takes

place around this computational sensibility — the digital artist could connect

to and radically expand the vocabulary of choreography that I have outlined,

for they are experts of generalization, representation and, if not computation

as performance, surely the performance of computation. In exchange,

choreographers and performers are experts of the negotiation between the

abstracted, the transformed, the mechanic and the theatrical, the human, and

spectator. This crucial expertise they offer in return for the digital artist’s

computational virtuosity in this dialogue.

Page 11: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

11

Interactive dance performance and video — a plateau

There is little tradition of this dialogue; rather, most contemporary “digital

dance” work falls short of such an exchange, failing to produce more than the

sum of its parts. In my view this is for a number of reasons. It is my belief

that the works made for and described in this thesis stand out as an attempt

to indicate an exchange.

See, Improvisation Technologies (CDROM), ZKM (Center for Art and Media

Technology) / Ballett Frankfurt, 993.

In the early 990s, Forsythe published many of his choreographic techniques

in a seminal pedagogical work — the CDROM Improvisation Technologies (993).

Crude, but effective, rotoscoped annotations of his inventions — generalized

kinespheres, hidden representations, and obscuring constraints — overlaid

Forsythe’s own dancing and were accompanied by examples from complete

choreographies made for the Ballet Frankfurt. Effective, this tool was still in

use for training new members of the company up until its dissolution. This

work could have acted as a “call to arms” for both choreographers (showing

that a powerful articulation of their ideas was possible and useful using new

media) and would-be digital dance specialists (showing that a relationship

could be made with dance on a level deeper than the visual appearance of the

dancer), but instead Improvisation Technologies indicates a path not taken.

Some recent examples of the ongoing trend towards video-based sensing and/or projection

in dance include the work by the dance company Troika Ranch Future of Memory (2003), by media artist Klaus Obermaier, Apparition

(2004) and Vivisector (2002), Wayne McGregor / Random Dance’s AtaXia (2004).

In each of these works, the primary sensing technologies (for both the real-time works and the

pre-prepared video materials ) and the primary body representation used digitally is the video frame.

There are a number of reasons why the field did not develop and unfold in

this way. I shall focus on diagnosing part of problem using only one symptom,

which will also be useful in highlighting some of the differences between the

work conducted for this thesis and the prevalent field. Part of the impasse

is caused, I believe, to the interactive dance communities use of video as

the computers’ way of seeing the stage. Video has a number of apparent

conveniences — it is cheaper than other sensing technologies, the interfaces

with computers have benefited considerably from recent consumer demand,

a video frame or sequences of frames seem to offer a large amount of data,

and finally it is, of course, easy to visualize how computation acts upon video;

there is even a sub-field of dance that is concerned with dance on camera.

Page 12: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

12

As such the number of dance performances using live and processed video is has

been growing for a decade, the tools to support these works are being standardized,

distributed and even sometimes supported. None of these things are true of the

technology used for many of the works described in this thesis — motion capture.

Not only can’t one buy in the store the tools used to build the pieces described in

this thesis, but my principle pieces (How long...? and 22) are the first use of real-time

motion capture in a major dance work. The underlying hardware technologies are

expensive, specialized, obscure, and rare and precious.

For a sustained discussion of what video can and cannot do in relation to dance (but in the absence of dancers themselves):

J. Mitoma, E. Zimmer, D. A. Stieber, Envisioning Dance on Film and Video, Routledge. 2003.

Video, however, is a poor digital representation of human movement. Poor because

it is not clear what transformations of pixel level representations have to do with

transformations of human motion, much less a choreographic dialogue; poor

because capturing it constrains the existing stage picture, the lighting and the set

elements that have a longer tradition of relating to dance than video; poor because it

is a fragile representation — slow it down, zoom in, or recast it and quickly video’s

own materiality comes to the fore, leaking onto the surface of the works created with

it and pinning the level of dialogue between the collaborators to a negotiation of

appearances.

Some of the earliest examples of computer vision meeting the theatre arts through digital

graphics has been conducted at the lab:

F. Sparacino, G. Davenport, and A. Pentland, Media in performance: Interactive spaces for dance, theater, circus, and museum

exhibits. IBM Systems Journal Vol. 39, Nos. 3 & 4, 2000.

C. Pinhanez and A. Bobick, “It/I”: A Theater Play Featuring an Autonomous Computer Graphics Character. In Proc. of ACM Multimedia’98 Workshop on Technologies

for Interactive Movies, Bristol, September 998.

However, this work remained far away from the uncontrollable spaces of the proscenium stage, or the

concerns of contemporary choreographic practice. Ultimately, visually, this work is unconcerned with the re-represention

of human motion or its choreographic causes.

The computational sensibility outlined in this argument suggests starting a little closer

to what it is that choreographers care about — human motion. Yet human motion is

hard for a computer to see in the sea of pixels that is video. Modern dance is perhaps

the worst-case scenario for the already challenging pursuits of the field of computer

vision, the sophisticated and experimental techniques that would be required to begin

to bring human dance motion out of the video frame are not yet stable enough for a

sophisticated and experimental piece to be constructed upon them.

See, for example, Hotwired’s ecstatic reporting of Cunningham’s use of the computer:

http://hotwired.wired.com/kino/95/29/feature/index.html

as well as countless post-performance interviews and discussions by Cunningham.

Similar situations exist in a related area — the digital tools for choreographers. As has

often been repeated in the press Cunningham has been using the Lifeforms software

for more than a decade now as part of his choreographic process. Ironically, however,

such software is entirely concerned with the appearance of the virtual human figure,

its technical concerns imported wholesale from linear key-frame animation rather

Page 13: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

13

than offering any computational support to the choreographer. The tools all lead

down the path of least technical resistance — the commodity hardware of computer

video, the tried and tested representations of photorealistic “Hollywood computer

graphics”. Despite his now expert use of computers to find shapes that he can no

longer find on his own body, Cunningham still throws his own dice.

Lifeforms is a now fairly standard mix of keyframe animation and inverse kinematics that has been put

together “specifically with the choreographer in mind”.

http://lifeforms.com

Choreographers and digital artists have more to offer each other.

Of course, motion capture is only a little closer to the concerns of choreographers

— it is still unreconstructed movement, the human form still has to be identified,

isolated, seen and be understood to some extent by the computers. Some of the work

of this thesis has been to develop some core algorithms for understanding enough of

human motion from motion capture data for the dialogue to begin.

This has been shown in a series of studies in the 70s and 80s, starting with G. Johansson, Visual perception

of biological motion and a model for its analysis. Perception and Psychophysics 973, 4: pp. 20-2.

This work and the work of people who followed, showed that, when presented with a few points of motion (effectively the “dots” of motion capture)

humans are capable of correctly labeling body parts in the absence of all of the points, recognizing gesture,

differentiating gender, recognizing familiar people, and even recognizing their own motion.

A more recent review of this matter may be found in J. K. Hodgins, J. F. O’Brien, J. Tumblin, Judgments

of Human Motion with Different Geometric Models, Transactions on Visualization and Computer

Graphics, December 998, Vol. 4, No. 4

Motion capture offers such a representation while also having the “benefit” that,

having never captured the appearance of a dancer through a camera there is no easy

way to regenerate it. Thus motion capture is in some sense immaterial, it has less

tell-tale trace of its own, no surface flavor. Further, a direct presentation of the data,

despite being orders of magnitude smaller than video, is shockingly readable. This,

then, is representation that supports transformation and recasting: it is a place to

begin generalizations from which abstractions can be made and on which algorithms

can act and their actions, made visible, might yet be related more, in the eye of the

audience, to human movement than they are to the representation that captured it.

Given the technical opportunity of working with such rich and ambiguous data, and

the artistic opportunity of working with Brown, Jones and Cunningham, the challenge

then is to build a dialogue that bridges the two opportunities. To face this challenge

there are considerable technical problems that need to be addressed that range from

the handling and “understanding” of the material, through how to synthesize a visual

presentation of it, to how to find, build and maintain digital forms that can support an

evening length performance. It is to my solutions to these problems that this proposal

now turns.

Page 14: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

14

Artificial Intelligence, Digital Art, Modern Dance and Music are fields that do not often mix and have not all come together in a single body of work or a single thesis previously.

The purpose of this section is to give an overview of the flow of the arguments as they weave through each of these area.

Outline of Themes and Arguments

. The radically extended agent

For example, horizontal decompositions can be found in: M. Minksy, The Emotion Machine, available pre-publication online at

http://www.media.mit.edu/~minsky

as well as (of most relevance to our discussion here) B. Blumberg, Old Tricks, New Dogs: Ethology and

Interactive Creatures. PhD Thesis, MIT 997.

“vertical” diagrams of the agent problem are found in the works of Rodney Brooks and Pattie Maes as well as many others:

R. Brooks, Intelligence without representation, Artificial Intelligence Journal, 47. 99. pp. 39-59.

P. Maes, How to do the right thing: an architecture for action-expression. International Conference on Autonomous Agents, ACM. 998.

Aaron Sloman articulates the integration of these two views succinctly. For example:

A. Sloman. Explorations in design space. In A.G. Cohn, editor, Proceedings th European Conference on

AI, Amsterdam, pp. 578–582, John Wiley, 994.

We begin with a description of the “classical” graphical agent, decomposed

into perception, action and motor systems. While different architectures and

practitioners emphasize different aspects of horizontal or vertical integration

across these categories, such a decomposition is typical throughout the academic

discipline, with agents sensing their environment (perception), deciding on the

behavioral impact of this sense data (action), and working out how to perform

that decision (motor). This will provide the basic ordering and vocabulary for

the discussion of many of the systems implemented in this thesis.

Page 15: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

15

Problems in digital art become AI problems when they reach a certain complexity.

The AI practiced here will be inspired by the competencies of animals rather than those of humans (c.f. Blumberg, above). Our thread

between such AI and art will be similar to that articulated in: M. Whitelaw, The Abstract Organism: Towards a Prehistory

for A-Life Art, Leonardo Vol. 34, No. 4, 200.

and indeed will not be too distant from this article’s primary text: P. Klee, The Thinking Eye, George Wittenborn, NY, 96.

A more sustained reflection on this artist’s relationship to contemporary art practice can be found in:

P. Boulez, Le Pays Fertile: Paul Klee, Editions Gallimards, Paris, 989.

The central argument here is to suggest that routes taken by digital artists

converge with technical problems that are within the domain of agent-based

AI. Space prevents the complete argument from entering here, for we should

show this by tracing historical passages through contemporary computer music,

technologically informed dance practice, and through an parallel analysis of the

tools made and made available to digital artists in these fields. As the ideas and

demands of these fields increase in complexity we as artists are faced with the

problem of making computer programs that meet us, as humans, on our own

territory — programs that “do the right thing” where the right thing is defined

in our terms. This is nothing less than the domain of the artificial intelligence.

The introduction to this argument is also an opportunity to sketch some of the

historical, aesthetic and methodological consequences of an AI-based approach

to art-making. This sketch will be further refined during the main arguments of

the thesis.

2. The agent body

This standard, conventional body representation (in particular, a hierarchical structure of general transforms) is prevalent throughout

computer graphics, video games and digital art. Papers where these issues are considered more than simply assumed include:

W. Shao, and V. Ng-Thow-Hing, A general joint component framework for realistic

articulation in human characters. In ACM SIGGRAPH 2003 Symposium on Interactive 3D Graphics, pp. -8.

N. Badler, C. Phillips, and B. Webber, Simulating Humans: Computer Graphics, Animation, and Control. Oxford University Press, 993.

In computer games / pedagogy: D.H. Eberly, 3D Game Engine Design : A Practical Approach

to Real-Time Computer Graphics, Morgan Kaufman, 2000.

In digital art, artists often implicitly accept the body model assumed by the tools that they used. A high-water-mark in the aesthetics of the hierarchical body model might be the

installation Kaiser and Eshkar Ghostcatching, 997.

Before focusing on revising the contents of these perception, action and motor

systems, we should first look at the graphical and sonic materials from which

we will construct the bodies of the agents and their virtual worlds. To motivate

this discussion one should take a detailed look at the structure and composition

of the graphic vocabulary of one piece — with Trisha Brown, entitled How long does the subject linger on the edge of the body? — where both the form and the

movement of graphical characters are constructed from real-time analyses of the

movement of dancers on a stage. This work is then an opportunity to present the

“blendable body framework” — an animation framework that unifies disparate

techniques for manipulating characters’ bodies in real time. This framework is

the site of an integration of traditional computer graphical techniques such as

inverse kinematics, mesh skinning, and multi-target blending, but also suggests

Page 16: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

16

novel extensions and reinterpretations of these techniques. This super-set

of conventional algorithmic approaches is the site of a “generalization and

abstraction” based dialog with Brown around the graphical formalisims used

in her piece. For rhis suite is used to create the abstracted movement of the

agents of the piece and can be described in contrast with the dominant body

representations in computer graphics, computer games and digital art.

The standard techniques for rendering, understanding and manipulating human motion are insufficient for the domain of interactive dance projections.

Non-photorealistic computer graphics has been slow to question these fundamental assumptions of

computer graphics, partly because of concerns for efficiency on commodity hardware. There are, of course,

some exceptions. Including new camera models:

A.S. Glassner, Cubism and Cameras: Free-form Optics for Computer Graphics, Microsoft Research

MSR-TR-2000-05, January 2000.

Consider the task of approaching Trisha Brown’s choreography computa-

tionally (that is, here, digitally). This seems to demand a number of abilities not

present in traditional computer graphics: a fluid, changeable hierarchy of point

connections within and between bodies and their environment and between

the memory of movement and the present, whereas the mainstream computer

graphics body is a single fixed hierarchy in a single fixed moment in time; the

fusion and interaction of multiple, simultaneous views of the stage into a single

presentation — in particular the stage-diagram plan view, the body-oriented

volume — whereas mainstream computer graphics has a trivial single camera

model; the simultaneous exchange between point, line and plane forms on stage,

whereas mainstream real-time computer graphics focuses almost exclusively on

the planar triangle. Each of these goals requires an innovation: the blendable

body representation is designed to approach the first, the re-projection renderers

attack the second, and the glue system enables an ad hoc distributed exchange

between systems for the third.

This piece’s aesthetics of “notation” will be discussed in relation to the technologies

that underpin it founded on examples taken from the piece, and from the process

of developing the piece. A systematic overview of the 2 notational techniques

used in this work will be used to articulate both the artistic goals of the digital

work and its relationship to the choreography. A technical description of the

Page 17: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

17

ways in which these notational techniques are implemented will be useful in

motivating later discussions concerning the computer scientific architecture and

artistic tools. How each of these live notations can be efficiently implemented

and connected together will be demonstrated in subsequent sections.

That non-photorealistic rendering on commodity computer graphics

hardware is beginning to be standardised is indicated by the emergence of such book as the comprehensive review W. Engel, Shaderx3, Charles River Media, MA, 2004.

In general the non-photorealistic techniques that will be described in this thesis go far beyond these, now

textbook, approaches, mainly because they do not have to fit into an conventional digital asset workflow.

Finally we will turn to consider the construction and illustration of the space

between the bodies on stage, at first noting the fundamental technical challenges

that such considerations present to contemporary computer graphics pipelines.

An example solution to some of these considerations is presented in the form

of the Re-projection Renderer — a class of rendering techniques developed

throughout the example work discussed to enable a fluid blending of view

systems and an efficient and effective reuse of geometric complexity. One

introductory example — an extension of an otherwise conventional cel-shader

— and two more fully developed examples: from How long... where both abstract

linear forms and planar “stage architectures” are rendered using these techniques

will be given; and, for contrast, from “22” , a collaboration with Bill T. Jones, where pre-

made representational computer animation and video are combined.

Page 18: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

18

3. Compositional approaches with AI agents.

Having discussed a broad range of materials with which to create graphical

characters, and a class of representations that we have used to animate them, we

have not yet given them any reason to move, nor have we described any control

structure for that movement or anything a choreographer would identify as an

organising formalism.

The generic posegraph motor system

The conventionalization of the character body representation has proceeded alongside the conventionalization of the

“motor systems” used to control those bodies, in computer games, animation software and computer graphics.

In computer games, a review: http://www.gamasutra.com/features/20030704/edsall_pfv.htm

In computer graphics it’s interesting to trace the influence (or lack of influence) of the kinds of control structures contained in:

K. Perlin and A. T. Goldberg. Improv: A system for scripting interactive actors in virtual worlds. In Computer Graphics

Proceedings, SIGGRAPH 96, pages 205–6. ACM, 996.

B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, MIT, 997.

C.F. Rose, M.F. Cohen, B. Bodenheimer, Verbs & Adverbs: Multidimensional Motion Interpolation. IEEE Computer

Graphics and Applications, Vol. 8, No. 5, 998.

on the popular software products such as:

Maya (the animation blender sub-package) — http://www.aw.com

3d studio max (in particular Michael Girard and Susan Amkraut’s Character Studio) — http://www.discreet.com

Progressing upwards through our motor, action, and perception decomposition

of the AI agent, we begin with a discussion of the responsibilities of the motor

system and its interface with the agent’s body.

As a solution to these often conflicting responsibilities, the generic, hierarchical

posegraph motor system is a representation that has been used throughout the

work of the Synthetic Characters Group. Beginning with a purely represen-

tational character we can move through the example work to the abstraction

of Loops and Fluid Canvas where the methodological and technical needs for

a motor system framework that is body representation agnostic can be most

clearly demonstrated.

Finally this motor system offers us the first chance to attack the decomposition

of the agent into clear layers, and, as greater decision-making complexity begins

to be required by the motor system, we can see that the boundaries between

systems become blurred — functionally and architecturally. With the modifiable

Page 19: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

19

“animations” of “22” (themselves complex assemblages of video, geometry,

skeletons and animations) we shall see a specific example: where the motor,

action and perception hierarchy becomes inverted, with aspects of perception

and action selection being embedded in a motor-system-like framework.

This will be an argument that starts with the example from “22” and builds

throughout the section, finally motivating a set of solutions described in the

final section — “tools” — and in particular the “Glue systems”.

New action selection techniques

The new action selection strategies described here will draw upon a number of diverse sources, both

AI and non-AI. Of particular importance are:

The c4 behavior architecture — B. Blumberg et al, Integrated learning for interactive synthetic characters.

Proceedings of the 29th annual conference on Computer graphics and interactive techniques, ACM, 2002.

As well as the more “reactive” architectures of Brooks, Maes and Blumberg.

The micro-agent architectures of Douglas Hofstader — D. Hofstader, Fluid Concepts and Creative Analogies: Computer

Models of the Fundamental Mechanisms of Thought. Basic Books, 996.

Theories of form bearing musical processes — e.g. F. Lerdahl, R. Jackedoff, A Generative

Theory of Tonal Music, MIT Press, 996.

and the attempts to implement these theories — e.g. D. Temperly, The Cognition of Basic

Musical Structures, MIT Press, 200.

An overview of the problems of action selection will be undertaken using four

incrementally complex action selection algorithms, which start with examples

from the Synthetic Characters Group’s “c4 character system”. A systematic

analysis of these approaches will yield a more general set of design patterns. The

scope and utility of re-engineering a generalized version of these techniques

shall be demonstrated in the installation work of Loops and its accompanying

music Loops Score where the manipulation, and indeed “scoring”, of a static set

of actions provides the fundamental long term compositional technique in the

piece.

An inspirational intersection of music, action and body can be

found in De la Ritournelle in Gilles Deleuze and Felix Guattari’s Mille Plateaux: Capitalisme et Schizophrenie, Minuit, 980.

Of course the Diagram system is a reference to and a response to Deleuze’s concept of the Diagram, perhaps most clearly

articulated in G. Deleuze, Logique de Senssatiion, Minuit, 969.

The introduction of the Loops installation, which consists of a colony of

interacting creatures responding to motion capture data of Merce Cunningham,

will then serve as a point where the technical and artistic limitations of the

idea of “emergence” begin to show themselves. By highlighting these points of

frustration in the design of a subsequent installation, which demanded a more

nuanced and multi-level control over the temporal patterning of creatures, my

installation Music Creatures points towards a radically new action selection

framework — the Diagram system. An overview of the goals of this synthesis

of classical AI planning concerns and real-time, behavior based implementation

will be discussed here, and the Diagram system’s fundamental blending of

perceptual and action-selection considerations will add further weight to the

ongoing structural argument. While the Music Creatures exploit some of the

Page 20: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

20

Diagram system’s capabilities to generate their behavior moment to moment,

we shall see that in How long... the system is used to structure everything from

the large scale flow of the piece to how the virtual agents on stage reconfigure

their points and lines.

Motor systems and the mapping problem

Any review of the proceedings of an interactive arts conference will show that Mapping remains a central concept to the

field (for example NIME 2002). Of particular concentration is the review: Organised Sound, vol 7. no 2. Aug 2002.

In dance and music: A. Camurri, et. al. EyeWeb: Toward Gesture and Affect Recognition in Interactive Dance and Music Systems.

Computer Music Journal, MIT Press, 24(): 57-69. 2000.

As well as, what might be the high-water mark for non-visual mapping from digital dance:

J.A. Paradiso, K. Hsiao, A.Y. Benbasat, Z. Teegarden, Design and Implementation of Expressive Footware, IBM Systems Journal, 2000.

In music alone the encyclopedic J. A. Paradiso, Electronic Music Interfaces: New Ways to Play, IEEE Spectrum, 34(2), 8-30, 997.

T. Winkler, Making motion musical: gestural mapping strategies for interactive computer music. Proc. of the 995

Int. Computer Music Conf., pp. 26–4. San Francisco, International Computer Music Association. 995.

I. Bowler et. al. On Mapping N Articulation onto M Synthesiser-Control Parameters. In Proceedings of the 990 International

Computer Music Conference. San Francisco, International Computer Music Association, pp. 8-84. 990.

Finally, having blended motor systems with action selection, and action systems

with techniques typically found in machine learning and thus perception

systems, we complete the triangle and discuss an example of perception and

motor system integration in the form of the Distance Mapping algorithm.

This algorithm, which enables cross-domain manipulations with very little

arbitrary specification on the part of the artist, was developed originally as a fast

motion-analysis technique for the dancers in How long... The same approach

has also been used as a core musical manipulation in Loops Score, as a graphical

manipulation in How long... and as a source of temporal modulation in “22”.

Through each of these examples, we can locate this particular approach to the

problem — dominant in contemporary interactive art practice — of cross-

media relationships inside a discussion of the conceptual reach and practical

limitations of digital art’s ideas concerning “mapping”.

Page 21: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

21

4. Tools and Craft

A suite of tools, techniques and core representations have been developed

during the creation of the work described in this thesis. Three factors demand

that these supporting technologies be approached as core problems. Firstly, of

central importance to the nature of the works has been the collaborative way in

which they have been realized — each artwork involved either other engineers

and researchers or other artists, choreographers and composers. This has often

required an improvisatory style which, in turn, necessitated environments for

improvisation over a non-static set of technical assets. Secondly, the sheer

range, aesthetically and technically, of the work has demanded the extraction

of reusable and generic components, principles and patterns. Finally, the very

nature of the work itself — that of complex assemblages of interacting elements

— forces us to look at the “glue” that holds the elements together and they way

they are manipulated by the artist during their process, not as an unfortunate

interstitial space but as a location for primary research.

The results of such research are presented in a variety of forms. The first is

the “Fluid” environment, the primary environment for the prototyping and

development of the artworks since Loops, which uses the existence — the

visualization and the malleability — of this code-glue to make a graphical

improvisation platform.

The currently prevalent tools and conceptual structures used in interactive digital art are insufficient and need radical revision.

The majority of interactive digital artworks are produced using a graphical dataflow programming environment. For example:

Cycling’74 / IRCAM’s Max/MSP/Jitter — http://www.cycling74.com/products/maxmsp.html

Meso’s vvvv — http://vvvv.meso.net/

Infomus Lab’s eyes-web — http://www.infomus.dist.unige.it/eywindex.html

Trokia Ranch Dance Company’s isadora — http://www.troikatronix.com/isadora.html

Miller Pukette’s pd — http://www-crca.ucsd.edu/~msp/software.html

IRCAM’s j-max — http://freesoftware.ircam.fr/

Notable, but less popular, environments that are not data-flow based include:CMU’s Alice — http://www.alice.org/

Barry Vercoe’s CSound— http://www.csound.org/

John Maeda / ACG’s Design by Numbers — http://dbn.media.mit.edu/

ACG’s Processing— http://www.processing.org/

James McCartney’s Supercollider— http://www.audiosynth.org/

With few exceptions these non-graphical, language based environments de-emphasize contemporary computer language trends

and techniques — be it object orientation, reusability, functional programming etc. — preferring, instead, a pedagogical simplicity.

The “Fluid” environment comes out of a systematic revisitation of the

assumptions and critiques of the data-flow paradigm dominant in contemporary

digital art practice. It will take the form of an unprecedented synthesis of design

principles drawn from and embodied in many disparate design environments.

Page 22: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

Four examples of constructing assemblages of the representations previously

discussed will complete the description of this environment: the modifiable

animations of “22”, the complex motor programs of Music Creatures, the

progression from improvisations to the finished work for How long..., and the

“debugging” of an pre-existing creature not made in Fluid.

Our relationship to digital craft, and our emphasis on the role of improvisation, practice and collaboration

is similar to that articulated in M. McCullough, Abstracting Craft, MIT Press, MA, 998.

The remaining forms are reusable design patterns that are common throughout

the works, but have not been articulated within either the AI literature nor the

digital art literature to date. While the AI community is increasingly focused on

the problems of large-scale systems, and digital artists are constantly pushing

the complexity limit of their tools, there is a paucity of general principles for

managing complex assemblages of interacting elements. At the same time,

digital artists have little need for yet another tool if it is unaccompanied by

significant theory and criticism of digital tools in general. The “Glue system” is

a set of practical and lightweight extensions to programming languages and

5 reusable design patterns that leverage both the Fluid system and existing

development environments and languages to re-enable modularity in the

presence of both finite technical resources, and a exploratory art practice. They

form the hidden technological underpinnings that make other contributions

such as the Diagram system, the generic motor system and the Blendable body

representation maintainable, extendable, controllable and deployable.

22

Page 23: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

This section summarizes the eight key technical contributions of this thesis work. These tools, algorithms and representations are behind the artworks that will be presented but have much broader applicability that those artworks — rather than visual art, musical composition, and projections for dance theater, they concern themselves with artificial intelligence, computer graphics and the languages and tools digital artists use. As such they possess evaluation criteria that stand independent of the artworks.

Principle technical contributions

. the Extended Posegraph motor system.

— a flexible, hierarchical and fast interface between action selection and

animation, used to power a range of works that are extremely wide-ranging

both in terms of their technical requirements and their aesthetics. The pose-

graph motor system uses a directed, weighted graph structure to represent the

space of motions possible for an agent to perform. New animation material

is then built by performing various searches across the graph structure. Care

is taken to ensure that the nodes of the graph, at each layer of the hierarchy,

can contain a heterogeneous mix of animation data, or even control logic

that drives the searching of lower levels. As the agent body is extended we

shall see a broad variety of graph “contents” developed — for each example

work discussed in this thesis will contain an implementation and at least one

instantiation of this system. However, throughout the gamut of agent bodies

presented the posegraph control structures and the interfaces remain the same.

This representation will be evaluated based on its ability to simultaneously

power believable, representational characters (such as dogs and wolves) that

learn about their bodies as well as the diverse range of less representational, less

conventional, creatures introduced in this thesis.

23

Page 24: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

24

2. the Blendable Body system.

a hybrid, “blendable” body from the work in progress, How long...

— a new representation of an arbitrary graphical body for an animated “character”

that allows a multiple, ad hoc set of competing processes to manipulate its

movement. The central representation is an hierarchical radial basis function

approximator that makes it easy to write constraints and body controllers that

appear and disappear over the time of the characters body even in situations

where the topology of the “body” is changing. Contained within the system,

as deployed in three of the example works, are algorithms that are supersets

of the conventional ways of manipulating and rendering graphical characters

— skinning algorithms, inverse kinematic approaches and motion interpolation

techniques. This system is presented as a design study in the challenges and

benefits of building motion architectures that are representation agnostic. It will

be evaluated based on its ability to support a sustained dialogue with modern

choreographers that result in artworks that recognise and that are integrated

with their practice.

Page 25: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

25

3. the Re-projection renderers.

(inverted) Man / ladder, rendered using a Re-projection renderer, from the work in progress, “22”.

(inverted) Child / door, rendered using a Re-projection renderer, from the work in progress, “22”.

— a core part of the rendering styles in many of the example pieces, a re-projection

renderer is an approach to achieving a variety of visual effects on contemporary

graphics hardware. The basis for these renderers is the re-texturing, through

projection, of distorted versions of previous frames of animation onto current

scene geometry. This technique thus plays to such commodity hardware’s core

strength — textural, or “fill-rate” complexity — while using very little dynamic

geometry. The result is a wide range of visual styles that are highly controllable

through a small number of control points and parameters; extensions to the

technique include a renderer that incorporates pre-rendered video, allowing a

range of graphical presentation that extends from the abstract to the photoreal.

These algorithms will be successful if they extend the current understanding of

the possibilities of relatively inexpensive graphics hardware.

Page 26: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

26

4. the Diagram system.

The c4 behavior architecture is described in B. Blumberg et al, Integrated learning for interactive synthetic

characters. Proceedings of the 29th annual conference on Computer graphics and interactive techniques, ACM, 2002.

— a new perception and action selection layer for agents that offers new ways

of composing simple perceptual recognizers into more powerful assemblages,

a design goal prevalent in both AI research and computer music. At it’s core is

an extension to a previously published probabilistic action selection framework

— the Synthetic Characters Group’s c43 system — to enable speculation,

backtracking and multiple hypotheses across both the action selection and the

perception system. The result is a system that draws on the strengths of reactive

systems — their responsiveness and interactivity — while making them much

more suitable for producing complex patterns in time — the central problem in

both “performance graphics” and computer music. This system was used for the

creation of autonomous creatures for two interactive installations and the piece

How long... and will be evaluated in two ways: firstly through a series of code

studies, drawn from the principle and secondary artworks, that demonstrate

significant decreases in the complexity of code required to solve problems that

repeatedly appear; secondly, by showing the Diagram systems applicability to

similar problems very prevalent in the digital art world.

5. the Distance Mapping algorithm.

The Distance Mapping algorithm, converging on an interpretation of a cyclic motion sequence.

— a new class of algorithms that are a super-set of multi-dimensional scaling

(MDS) approaches allowing disparate representations to be coupled together

by programmers. A fast, iterative, online MDS-like algorithm is used to build a

bridge between two domains, given only a description of two distance metrics

which can themselves, in turn, be learnt online or during rehersal. Manipulations

in one domain are converted intuitively and reversibly to manipulations in

another. This will be presented as a powerful technique to help solve mapping

problems in digital art, while specific examples from the domains of motion

analysis and musical time are developed for two different dance theater pieces.

Page 27: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

27

6. the Generalized B-tracker algorithm.

The “conditional density propagation” algorithm was first used for tracking complex objects through

complex scenes using essentially a population of simpler trackers.

M. Isard, A. Blake, CONDENSATION — conditional density propagation for visual tracking.

International Journal of Computer Vision, 29, , 998.

This algorithm is presented as a lightweight, reusable tool in the creation of the

perceptual layers of a diverse range of “radically extended agents”. It is a fusion of

an iterative graph-matching algorithm used to provide synthetic characters with

object persistence and a distributed “conditional density propagation” approach

for maintaining and fusing multiple simple hypotheses. Examples of its use

are drawn from two of the discussed works. This algorithm will be evaluated

by presenting new results in understanding data provided real-time motion

capture streams, specifically the relationship of Bill. T. Jones improvisations to

the established formal constraints of the piece 22.

7. Fluid — graphical dataflow programming reconsidered.

Designing a rhythmic cell generator for 22. A screen-shot from the Fluid environment.

— a new system for the rapid, collaborative construction of code assemblages

has been created and used during a number of residencies as a platform for the

prototyping of digital artworks and as a tool for live graphical improvisation.

This system was designed by systematically revisiting the assumptions and

conventionalities of the data-flow programming tools now dominant in the

digital art world. The completed system augments data-flow programming

with an extended version of the python scripting language, adds a language-

use aware version history database and a graphical constraint system. This

system will be evaluated through case studies drawn from the intensive, and

time-critical, collaborative residencies that have been used to create many of the

artworks here. These case studies shall exploit the database “back-end” of the

Fluid environment that provides detailed histories of the work done in each of

these residencies.

Page 28: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

28

8. the Glue systems — techniques and representations for architectural simplicity.

— a set of representations presented as the key design patterns behind all of

the example works and as the solutions to a number of more general problems

in the creation of complex assemblages of code. Specific implementations

include the addition of dynamic scoping, complex multi-method dispatch and

coroutines to the Java programming language through byte-code injection,

preprocessing and creative use of existing syntax. The goal is to bring to a

mature object oriented language some of the features of smaller, agile languages

while maintaining the features that make the language suitable for large,

complex projects — type safety and compatibility with conventional compilers

and programming environments. These extensions help maintain separations-

of-concerns and modularity while allowing the densely connected code forms

demanded by large-scale AI agents and complex digital artworks. They will

be described by case-history — showing code-examples from previous work

that become simpler to understand and easier to maintain when these ideas are

applied.

Page 29: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

29

Principle artistic works

. How long does the subject linger on the edge of the volume... — 2005

Interactive projections for a real-time motion-captured stage with choreography by Trisha Brown.

To premiere April 4, 2005, Lincoln Center.

This is the work in which I present the most complete picture of the radically expanded agent body, with graphical agents sampling and manipulating motion

captured from the stage, while constructing spaces around them that illustrate the

relationships between the live dancers. Interaction with Trisha Brown’s visual art-

making led to the revisitation of the aesthetics of drawn gesture, the development

of a formal, but dynamic, “stage architecture” for the piece and the diagrammatic

representation of motion processes. Brown’s computation as performance is met

with algorithms that “learn live” in front of the audience.

Almost all of the technical contributions of this thesis are exploited in this work.

The “Glue systems”, the family of core design patterns that connect algorithms

and representations, is fundamental to the creation of this piece. Further, the

piece owes much of its creation to extensive prototyping with the “Fluid” toolset.

The “Distance Mapping” algorithm provides a bi-directional connection with

the evolving musical score, while the perception and action selection techniques

developed in this thesis are the basis for both the analysis of the stage and the

control over temporal structure of the work as a whole.

(inverted) Images taken from current How long... performance system.

This section introduces the principle works that will form the examples, the source for the case-studies and the demonstrative proofs for this thesis.

Page 30: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

30

2. “22” — 2005

To premiere Walker Art Center, Summer 2005. Interactive projections for a real-time motion-captured stage with choreography and performance by Bill T. Jones.

(inverted) Images take from current “22” system.

While the visual elements of How long may be described as abstracted motion

on abstract form, the vocabulary in this work is the opposite: a series of pre-

composed graphical materials is twisted out of shape, both graphically and

temporally, by the motion and narration of a central performer. Taking as its

point of departure Bill T. Jones’s landmark 980s piece “2”, his performance

offers an unexpected demonstration of a non-linear, non-literal narrative form

inside which visual elements can cooperate with performance, narration and

music. Such formal structure enables a connection between the ideas in this

thesis and the “scripting based” views prevalent in computer games and some

interactive narrative techniques. In this piece I present my richest representa-

tional graphical forms using the “Re-projection renderer” — specifically to meet

Jones’s “pedagogic” presentation of is motion material, that demands a visual

presentation that can create danger while presenting the same cycle of material

repeatedly.

Page 31: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

31

3. Loops — 200-4

Internally interactive digital portrait of choreographer Merce Cunningham 200 version premiered Id/Entity show, MIT Media Lab. Versions shown at ICA gallery London, 2002, and at SIGGRAPH 2002. Most recent version, with synchronized, interactive visualizations, Ars Electronica Festival 2004.

(inverted) Images taken from Loops installation from Ars Electronica 2004.

A “digital portrait” of choreographer Merce Cunningham, based on his 977

piece for hands entitled Loops, formed the impetus behind the creation of the

“generic motor system” structure used and developed in each of the other works

presented here. It also represents the first direct point of contact between the

history of chance operations in art, in which collaborators John Cage and Merce

Cunningham play a major role, and the probabilistic action selection techniques

of artificial intelligence. Note that the dialogue between digital artist and

choreographer aimed for in this thesis could not have been said to occur in this

or the two other works with Cunningham, at a collaborative level for reasons

that, given his collaborative technique (that of avowed “non-collaboration”),

should be all too clear.

4. Loops Score — 2004

Music for Loops. Premiered at the Ars Electronica Festival 2004.

Images taken from Diagram system visualizer, showing the output of the Loops Score system.

This new musical component to the Loops installation has a competing colony of

musical creatures listening to the voice of Merce Cunningham and responding

through a sonic vocabulary of John Cage’s prepared piano. The work provides

the clearest example of the use of the Fluid graphical system, toy-examples

of the distance mapping algorithm, as well as reusing much of the “Diagram

system”. An inversion of the human charm of Cunningham / Cage’s How to Pass, Kick, Fall and Run where words, movement and time collide in performance.

Page 32: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

32

5. Music Creatures — 2000-2003

Multi-screen interactive animation and music installation. Versions shown at SIGGRAPH 2000, Ars Electronica 2003.

Images taken from Music Creatures at Ars Electronica 2003.

A set of installations where graphical creatures make music through the

movement of their bodies and illustrate their understanding of sound though

the construction and growth of those bodies. The most recent music creatures

installation formed the motivation behind the “Diagram system”. This work will

also serve as a focus for the discussion of the aesthetics of mapping, approaches

to the sound / image problem in digital art based in the understanding of

movement and the ability to produce it, rooted in choreography’s vocabulary of

relationships to music.

Page 33: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

33

6. The periphery — 200-

AlphaWolf (200) — interactive simulation of wolf social behavior with the Synthetic Characters Group.

Horizon (2007) — public art installation at Atlanta International Airport, Terminal 4.

Lifelike (2002) — projections for Merce Cunningham’s Fluid Canvas.

Toddler (2006) — an interactive “table top” investigation of motion learning.

Weather (200) — interactive visuals for Joe Paradiso’s “Tapper Window”.

These works are either being developed on a time-line outside that of this thesis or were completed en route. In either case they will simply act as supporting examples to the central arguments and are included solely to the extent that these arguments benefit from the context of a broad range of domains and applications.

from AlphaWolf (200)

(inverted) from Lifelike (200)

from Weather (200)

Page 34: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

34

How long does the subject linger on the edge of the volume... — Goals and Evaluations

The evaluation methodology described in B. Hubbard, A Theory for Practice. MIT Press, MA, 995, has been influential in

shaping the ideas for evaluating the non-technical contributions of this work.

From a purely artistic standpoint, this work can then be evaluated in terms of

its cultural impact against two different cultures. One, the culture of modern

dance specifically, and theatre arts in general and secondly, the culture of “dance-

technology” specifically and digital performance art in general. On the one hand

we aim to make our techniques and algorithms related to and be a genuine

response to modern choreographic practice, its rich “tradition” and its future.

On a technical level we seek a relationship with the core problems of digital

performance art and a broad applicability to not only the author’s art practice

but the practice of other artists as well.

A parallel, and no less important, way of evaluating the technical ideas described

in this thesis is to trace the relationship between technical contributions and

the artworks themselves. I am fortunate that there is a considerable body of

work to present that I can use to demonstrate the a narrative by which the

technologies built for one piece suggest, inspire or provoke the underpinnings

of the next. Thus, by going through a series of installations, theater productions

and compositions all created in collaboration with different people with different

means and media we shall see, in miniature, concrete examples of the broad

applicability that I claim.

Page 35: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

35

Further, in this proposal I have argued that there is a genuine dialogue that could take

place between a digital artist and a choreographer that is currently not present in the

field, that there is work to be done between them — the techniques that I present

underpin such a dialogue. In this last section I would like to suggest that there is an

aesthetic point of connection as well, although I will confine my argument to showing

how the visual elements for How long..? might tie in with the rest of the work in this

thesis.

There is a little history of motion capturing dance,

much of it is reflected in the work of Paul Kaiser and Shelley Eshkar (collaborators on many of

the works to be found in this thesis). Information available online: http://www.kaiserworks.com

For a review of a broader range of work: S. deLahunta Dialogues on Motion

Capture Proceedings of IDAT 999.

Generally, however, the dance-technology field is lacking in documentation, theory

and core scholarly works.

As a branch of computer graphics, there has been considerable interest in the technical problems

of manipulating motion capture data. A view of the state-of-the-art can be found between:

M. Gleicher, Retargetting motion to new characters, Proceedings of the 25th annual

conference on Computer graphics and interactive techniques, p.33-42, July 998.

V.B. Zordan, N.C. van der Horst, Mapping optical motion capture data to skeletal

motion using a physical model. Symposium on Computer Animation, Proceedings of the 2003 ACM SIGGRAPH/Eurographics

Symposium on Computer Animation. 2003.

A. Menache, Understanding Motion Capture for Computer Animation and Video Games, Morgan

Kaufmann Publishers Inc., San Francisco, CA, 999.

Since motion capture offers few pre-made ideas about how to present the data that

it offers, we are faced when deciding upon the surface appearance of the new dance

pieces with a blank page. Aesthetically, the projections for How long...? have take as

a point of departure Brown’s visual art, her dance diagrams, her notational systems

while simultaneously returning to my previous, hand-drawn, gestural graphical style.

Brown’s dance diagrams are fascinating in that they are not visual depictions of a

stage picture; rather they are illustrations of a processes that create dances; they are

visual programs ran on human computers. My programs are hidden programs run on

visual, virtual agents. The metaphorical field between choreographer and visual artist,

choreography and projections is one of description, illustration and communication

of process.

This starting point enables a recapitulation, in miniature, of the proposed dialogue

between digital artist and choreographer. The aesthetics of the projections for this

piece draw directly from generalizing, transforming, representing and computing what is

happening on the stage and indicating the audience that this is already occurring in

the theater and has already occurred in the creation of the work. A goal is to enable a

visual and interpretive mobility for the audience in their reading of the dance, and in

their writing of the dances mechanisms over-and-above what they normally are given

by a staging of a dance piece.

Page 36: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

36

This unclear clarity is vividly described by Wendy

Perron recounting her experiences working as a dancer with Brown in:

W. Perron Paying Heed To the Mysteries of Trisha Brown, New York Times, July 8, 200.

One danger is that the projections become authoritative, flattening into a single

reading the play of relationships before they even unfold. The other pole is that the

obscurity of the projections erase the connection between the dancers and any dance.

These dangers are faced by every piece labelled “interactive” but here the stakes could

hardly be higher — one of the most evocative aspects of Brown’s recent work is the

simultaneous choreography of appearance and occultation of movement — the

unexpected and alarming clarity of what ought to be complex, and the disorienting

disappearance of what should be visible. To prevent this alarming alchemy from

occurring would be a considerable failure. Several techniques are deployed in the

creation of the systems that, in turn, create the works described in this thesis, to

prevent the relationships between their media (be they projections over dancers or

animations with music) from either disintegrating or fusing solid. An articulation

of these strategies will be a thread between the technical discussions and the artistic

ambitions of this thesis.

However, while the goal of a single communicative result is jettisoned, the

communicative flavor of the dance diagram is retained in my own aesthetic and will

be central to the animated diagrams that will accompany the dance. This spirit is

very much in keeping with the central technical concerns of the whole body of work

— animation and music — that will be presented in this thesis.

Quote taken from: M. Imberty, The Questions of Innate Competencies in Musical Communication, in:

N.L. Wallin, B. Merker, and S. Brown, The Origins of Music, MIT Press, Cambridge MA, 999.

Ellen Dissanayake gives an evolutionary story to the term “temporal arts” in her review:

Antecedents of the Temporal Arts in early Mother-infant interaction. In:The Origins of Music.

Musicologist Ian Cross expresses and extends similar ideas in I. Cross, Music, Cognition,

Culture and Evolution, Annals of the New York Academy of Sciences, Vol 930, pp 28-42.

To quote music psychologist Michel Imberty, one of many to grapple with the

communicative in music:

All [music’s] temporal substance is nourished by our way of being in the world; that is, in

our time, out culture, our perceptions, our bodies, our emotions, and our sentiments. It

is not communication but a representation of our ability to communicate, it is a stylized

game for our opening to the world, it is communication without an object to communicate.

In this sense, music is indeed, the symbol of our fundamental relation to time, life, and

death.

This statement could easily be extended to include the other “temporal arts”, including,

of course dance. A deep engagement with this meta-communicative aspect of the

temporal arts — music and animation as well as dance — is central to the artistic and

technical work presented here.

Page 37: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

37

Four week-long residencies with Jones mean that “22” requires only rehearsal time in order to be finished. Three weeks with Brown will be augmented by another ten days in theaters in January and February. Due to the nature of the pieces presented in this thesis there are a number of rigidly fixed dates in this thesis time-line. All other principle artworks have been completed, documented and exhibited.

Time-line & Resources

January 8 “Keynote introduction” of 22 and How long... at Association of Performing Arts Presenters meeting

January 9-22 Development residency: John Jay Theater, Lincoln Center New York (With Brown)

February 0-7 Development residency: Arizona State University (With Brown)

March 30 — April 9 Development residency: Arizona State University (With Brown and Jones)

April 0 Invitational Premiere of 22 and How long...: Arizona State University

April 4 Public Premiere of How long...: Rose Theater, Lincoln Center New York

June 2 Public Premiere of 22: Walker Performing Arts Center, Minnesota

— November All fundamental code development for 22 has been completed and tested, and will now simply track changes of form that arise in rehearsals and meetings with Jones. Much of the documentation of the processes and the ideas behind 22 has been completed and edited during the collaboration.

December Condensation of writings and notes to date on previous works.

Review of fundamental code and Fluid scripting database history; extraction of design cases.

— January A first draft of the fundamental code was used in July during a residency with Brown, this will continue to be developed until early January.

Collaboration and dialogue with Brown continues via the production of short documents on the structures of How long... Taken together these will form the textural and graphical description of the work for the thesis.

March Complete “Radically Extended Agent Body” chapters.

Late April Complete “Tools” chapters

May Complete “Compositional approaches with AI Agents” chapters.

June Defend

Resources 22 and How Long... are fully funded by the National Endowment for the Arts, the National Science Foundation and by the Lincoln Center for Performing Arts. Additional engineering and equipment support for these performances and future performances has been made available by Motion Analysis Corporation.

Currently all Media Lab equipment required for the completion of this thesis has been allocated.

Page 38: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

38

Marc Downie — Biography

Marc Downie is an artist and artificial intelligence researcher who lives and works in Massachusetts, USA. Born in Aberdeen, UK he has an MA in natural science and a MSci in physics from the University of Cambridge. After graduating at the head of his class with the Mott Prize in the Natural Sciences, he packed his computer and left the UK to become an artist.

Downie has collaborated extensively with colleagues at the MIT Media Lab, leading projects such as AlphaWolf (A Prix Ars Electronica honorable mention in 2002), Dobie (SIGGRAPH 2002), and (void *) (SIGGRAPH 2000). These large interactive works presented advances in the fields of interactive music, machine learning and computer graphics. More recently, in 2003, his solo piece Music Creatures : Experiments in Intelligent Form was commissioned by the Ars Electronica festival.

In addition, Downie has created digital projections with artists Merce Cunningham, Paul Kaiser and Shelley Eshkar (Both Loops and Lifelike, for the recent Merce Cunningham Dance Company work Fluid Canvas 2002-3) and is currently constructing new works for interactive dance theater in collaboration with choreographers Bill T. Jones, Trisha Brown. The piece with Trisha Brown will premiere at the Lincoln Center, New York, in 2005. His work has been shown internationally at venues including Ars Electronica, ZKM, SIGGRAPH, ICA London, the Brooklyn Academy of Music and the Barbican Centre.

Page 39: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

39

Works Cited

AliasWavefront, Maya, software package, http://www.aw.com

N. Badler, C. Phillips, and B. Webber, Simulating Humans: Computer Graphics, Animation, and Control. Oxford University Press, 993.

B. Blumberg, Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD Thesis, MIT 997.

B. Blumberg et al, Integrated learning for interactive synthetic characters. Proceedings of the 29th annual conference on Computer graphics and interactive techniques, ACM, 2002.

P. Boulez, Le Pays Fertile: Paul Klee, Editions Gallimards, Paris, 989.

I. Bowler et. al. On Mapping N Articulation onto M Synthesiser-Control Parameters. In Proceedings of the 990 International Computer Music Conference. San Francisco, International Computer Music Association, pp. 8-84. 990.

R. Brooks, Intelligence without representation, Artificial Intelligence Journal, 47. 99. pp. 39-59.

T. Bowes, 2, video, with Bill T. Jones, 987.

M. Braun, Picturing Time: the Work of Etienne-Jules Marey (1830-1904). Chicago: The University of Chicago Press, 1992.

A. Camurri, et. al. EyeWeb: Toward Gesture and Affect Recognition in Interactive Dance and Music Systems. Computer Music Journal, MIT Press, 24(): 57-69. 2000.

CMU Alice , sofware package, http://www.alice.org/

R. Copeland, Merce Cunningham: The Modernising of Modern Dance, Routledge, 2004.

I. Cross, Music, Cognition, Culture and Evolution, Annals of the New York Academy of Sciences, Vol 930, pp 28-42.

M. Cunningham and D. Vaughan, Other animals: Drawings and Journals. Aperture, New York, 2002.

Cycling’74 / IRCAM Max/MSP/Jitter, software package, http://www.cycling74.com/products/maxmsp.html

G. Deleuze, F. Guattari, Mille Plateaux: Capitalisme et Schizophrenie, Minuit, 980.

G. Deleuze, Logique de Senssatiion, Minuit, 969.

E. Dissanayake, Antecedents of the Temporal Arts in early Mother-infant interaction. in N.L. Wallin, B. Merker, and S. Brown, The Origins of Music, MIT Press, Cambridge MA, 999.

D.H. Eberly, 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics, Morgan Kaufman, 2000.

W. Engel, Shaderx3, Charles River Media, MA, 2004.

M. Girard, S. Amkraut, Character Studio, software package, http://www.discreet.com

A.S. Glassner, Cubism and Cameras: Free-form Optics for Computer Graphics, Microsoft Research MSR-TR-2000-05, January 2000.

Page 40: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

40

M. Gleicher, Retargetting motion to new characters, Proceedings of the 25th annual conference on Computer graphics and interactive techniques, p.33-42, July 998.

J. K. Hodgins, J. F. O’Brien, J. Tumblin, Judgments of Human Motion with Different Geometric Models, Transactions on Visualization and Computer Graphics, December 998, Vol. 4, No. 4

J. Hodgson, Mastering Movement: The Life and Work of Rudolf Laban, Routledge, London. 200.

D. Hofstader, Fluid Concepts and Creative Analogies: Computer Models of the Fundamental Mechanisms of Thought. Basic Books, 996.

B. Hubbard, A Theory for Practice. MIT Press, MA, 995,

M. Imberty, The Questions of Innate Competencies in Musical Communication in N.L. Wallin, B. Merker, and S. Brown, The Origins of Music, MIT Press, Cambridge MA, 999.

Infomus Lab, eyes-web, software package, http://www.infomus.dist.unige.it/eywindex.html

M. Isard, A. Blake, CONDENSATION — conditional density propagation for visual tracking. International Journal of Computer Vision, 29, , 998.

G. Johansson, Visual perception of biological motion and a model for its analysis. Perception and Psychophysics 973, 4: pp. 20-2.

P. Kaiser in Performance Research, Vol 4, No 2, Summer 999. Available online at: http://www.kaiserworks.com/ideas/forsythe.htm

P. Kaiser and S. Eshkar Ghostcatching, installation, 997.

P. Klee, The Thinking Eye, George Wittenborn, NY, 96.

S. deLahunta Dialogues on Motion Capture Proceedings of IDAT 999.

F. Lerdahl, R. Jackedoff, A Generative Theory of Tonal Music, MIT Press, 996.

J. Lesschaeve (ed), The Dancer and the Dance, Merce Cunningham in conversation with Jacqueline Lesschaeve. Marion Boyars, New York, 985.

Lifeforms, software package, http://lifeforms.com

L. Louppe, B. Holmes, Traces of Dance, Dis Voir / DAP Publishers, New York, 994.

P. Maes, How to do the right thing: an architecture for action-expression. International Conference on Autonomous Agents, ACM. 998.

J. McCartney, Supercollider, software package, http://www.audiosynth.org/

M. McCullough, Abstracting Craft, MIT Press, MA, 998.

A. Menache, Understanding Motion Capture for Computer Animation and Video Games, Morgan Kaufmann Publishers Inc., San Francisco, CA, 999.

Meso, vvvv, software package, http://vvvv.meso.net/

Wayne McGregor / Random Dance’s AtaXia, dance performance, 2004.

M. Minksy, The Emotion Machine, available pre-publication online at http://www.media.mit.edu/~minsky

J. Mitoma, E. Zimmer, D. A. Stieber, Envisioning Dance on Film and Video, Routledge. 2003.

E. Muybridge, The Human Figure in Motion. New York: Dover Publications, Inc., 955.

K. Obermaier, Apparition, dance performance, 2004, and Vivisector dance performance 2002,

J.A. Paradiso, K. Hsiao, A.Y. Benbasat, Z. Teegarden, Design and Implementation of Expressive Footware, IBM Systems Journal, 2000.

J. A. Paradiso, Electronic Music Interfaces: New Ways to Play, IEEE Spectrum, 34(2), 8-30, 997.

K. Perlin, A. T. Goldberg. Improv: A system for scripting interactive actors in virtual worlds. In Computer Graphics Proceedings, SIGGRAPH 96, pages 205–6. ACM, 996.

Page 41: CHOREOGRAPHING THE EXTENDED AGENT: performance … · The marriage of dance and interactive image has been a persistent dream over the past ... the tools for creating complex agent-based

41

W. Perron Paying Heed To the Mysteries of Trisha Brown, New York Times, July 8, 200.

A. Pierce, Merce Cunningham’s Living Sketchbook. http://hotwired.wired.com/kino/95/29/feature/index.html

C. Pinhanez and A. Bobick, “It/I”: A Theater Play Featuring an Autonomous Computer Graphics Character. In Proc. of ACM Multimedia’98 Workshop on Technologies for Interactive Movies, Bristol, September 998.

M. Pukette, pd, sofware package, http://www-crca.ucsd.edu/~msp/software.html

S. Rogers-Lafferty, Body Mécanique: artistic explorations of digital realms. Ohio State University / Wexner Center for the Ars, 998.

C.F. Rose, M.F. Cohen, B. Bodenheimer, Verbs & Adverbs: Multidimensional Motion Interpolation. IEEE Computer Graphics and Applications, Vol. 8, No. 5, 998.

W. Shao, and V. Ng-Thow-Hing, A general joint component framework for realistic articulation in human characters. In ACM SIGGRAPH 2003 Symposium on Interactive 3D Graphics, pp. -8.

A. Sloman. Explorations in design space. In A.G. Cohn, editor, Proceedings th European Conference on AI, Amsterdam, pp. 578–582, John Wiley, 994.

F. Sparacino, G. Davenport, and A. Pentland, Media in performance: Interactive spaces for dance, theater, circus, and museum exhibits. IBM Systems Journal Vol. 39, Nos. 3 & 4, 2000.

F. Starr (ed.) Changes: Notes on Choreography, Something Else Press, New York, 968.

H. Teicher (ed.) Trisha Brown: Dance and Art in Dialogue. MIT Press, Cambridge, MA, 2002.

D. Temperly, The Cognition of Basic Musical Structures, MIT Press, 200.

Troika Ranch Future of Memory , dance performance, 2003

Trokia Ranch Dance, isadora, software package, http://www.troikatronix.com/isadora.html

D. Vaughan, Merce Cunningham, Fifty Years. Apature, New York, 999.

M. Whitelaw, The Abstract Organism: Towards a Prehistory for A-Life Art, Leonardo Vol. 34, No. 4, 200.

T. Winkler, Making motion musical: gestural mapping strategies for interactive computer music. Proc. of the 995 Int. Computer Music Conf., pp. 26–4. San Francisco, International Computer Music Association. 995.

E. Zimmer and S. Quasha, Body against Body: The Dance and other collaborations with Bill T. Jones and Arnie Zane. Station Hill Press, New York, 990.

ZKM, Improvisation Technologies (CDROM), ZKM (Center for Art and Media Technology) / Ballett Frankfurt, 993.

V.B. Zordan, N.C. van der Horst, Mapping optical motion capture data to skeletal motion using a physical model. Symposium on Computer Animation, Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 2003.