Seen / Unseen: Again

The frame of the camera in 1973 leaves unseen what the artist can see. These initial experiments with the new medium of video were revisited in 2005 using digital video to develop the precept. The original B&W video (seen) was made using a Sony Portapak (unseen) that had been acquired by Exeter College of Art where I had begun lecturing in 4D studies in 1972. In 2005 whilst pursuing PhD research at the University of Technology Sydney, I responded to a Call for work celebrating the Portpak. The new video (again) was first installed at Videomedja festival, Novi Sad, Bosnia, 2005. The objects remain, unseen. (2007) Original format : Digital Video and DVD.

2005 (1973)
15 min

The frame of the camera in 1973 leaves unseen what the artist can see. These initial experiments with the new medium of video were revisited in 2005 using digital video to develop the precept. The original B&W video (seen) was made using a Sony Portapak (unseen) that had been acquired by Exeter College of Art where I had begun lecturing in 4D studies in 1972. In 2005 whilst pursuing PhD research at the University of Technology Sydney, I responded to a Call for work celebrating the Portpak. The new video (again) was first installed at Videomedja festival, Novi Sad, Bosnia, 2005. The objects remain, unseen. (2007) Original format : Digital Video and DVD

The Body on Three Floors

THE BODY ON THREE FLOORS was a collaborative project that emerged from a dance class, between a dozen people with different professional art forms and science skills. The 4-minute extract highlights a moment between dancer Helen Roberts and musician, Keith Tippett. There is also a link to a 40-min version of the production (left column).
Co-ordinated by filmmaker Mike Leggett and produced with the technical and financial assistance of a regional arts board and a television station in Britain, the project concluded with a 50-minute free-to-air program transmitted by TSW, in the south-west of Britain. The disciplines represented included choreography and dance, playwrighting, art history, acting, ethology, clowning, contemporary dance, zoology, music and filmmaking. The program approach utilised the method of essay, the essay of imagination, working across television genres in a manner intended to be both serious and entertaining.
The production was featured in the 1987 Melbourne International Film Festival and much later at the Tele_Visions festival (2013) at Performance Space in recognition of the ‘switch-off’ of Sydney’s analogue television transmitters. (Catalogue PDF in left column)

1984
4-min extract (from 50mins)

Original text of Press Release

THE BODY ON THREE FLOORS [1984]

SOME BACKGROUND

THE BODY ON THREE FLOORS is a collaboration for television between a dozen people with different professional skills, co-ordinated by filmmaker Mike Leggett, and produced with the technical and financial assistance of Television South West in Plymouth [,England]. The 50-minute, programme was commissioned as a project jointly by TSW and South West Arts as the 1982 Film & Video Award, selected from proposals submitted by people living and working in the TSW transmitter area.

The Award, worth £4,000, was to enable a professional artist or filmmaker to prepare a script which the TSW director Kevin Crooks and his crew would complete through production and post-production stages in collaboration with the recipient. Working to a budget of £5,000 the schedule involved four days of filming and recording, and ten days of film and video editing.

THE BODY ON THREE FLOORS as a title comes from a line delivered by zoologist and ethologist John Colvin in the programme, but originating from the 18th Century philosopher Georg Lichtenberg:

"A certain friend of mine used to divide his body into three floors; his head, his chest, and his abdomen. He often wished the tenants of the top floor and those of the bottom would get along with each other better."

The aphorism makes wry and witty comment upon a predicament pondered over by generations of philosophers: the animal instincts of the human race frequently being at odds with its aspirations to intellect. Recognising the 'enormity of the description' such a subject requires, the programme utilises the essay format; the essay of method and the essay of imagination. Though the form has its roots in literature, the programme draws on its potential for wide and sometimes disparate reference in a manner intended to be both serious and entertaining.

Television tends to separate subjects and their representation into 'specialisms' which, as a different 'types' of programme, occur in more or less the same spot each week. The natural history documentary, the variety show, the drama play, the music 'programme, the educational slot, the chat show and the dance programme all occur with THE BODY ON THREE FLOORS as part of the essayist's experiment. Furthermore, the sections concerned with dance are choreographed in relation to the visual space defined by image size on the TV screen, rather than the space in which the dancer performs.

Play behaviour in humans and animals is the rubric around which the 'enormous description' revolves. In the spirit of play, and often without literal explanation, the programme creates space for events contributed by the collaborators: people speak, make music, make gags, make believe, make dance and make play. In Part One, the familiar but unseen commentator refers to the meaning of the terms 'character formation' and 'play behaviour'. Captions and titles provide guidance and comment through the juxtaposition of scenes and sounds that follow.

Part Two provides a less frenetic space, without commentary, with fewer signposts. It becomes more serious about what is seen and said, allowing musician and dancer to appear on their own terms with a full 14 minutes devoted to a complete piece by the jazz pianist Keith Tippett, during which the dancer Helen Roberts performs the third and final Dance for Camera.

Three weeks of intensive research and rehearsal commenced in August 1983, followed by preparation of the first programme outline by Helen Roberts and zoologist Dr. John Colvin, working with Mike Leggett, the project co-ordinator. All filming and recording locations were to be in the South West. As further requirements were identified, other collaborators living in the west of England were invited into the project (now with the working title PRIMATE) contributing their skills in response to viewing the rehearsal videotapes and discussion of the mass of accumulated material. They included Keith Tippett, playwright John Downie, art historian David O'Brien, Sue Rickards and Daniel Mayer working with ethologist Leonard Williams at the Woolly Monkey Sanctuary, and the clown Dick Gerrish (alias Burt Hollocks).

Recording over two days in October at Dartington Hall, Totnes, was followed by filming at Paignton Zoo and in Plymouth. Filming was later completed at the Monkey Sanctuary in Looe, Cornwall. Edited film was transferred to videotape, which was then transferred to videocassette to enable the collaborators and others to comment on and contribute the process towards a rough cut version of the programme. This feedback took place at Production Meetings of Bristol Film Workshop. Final broadcast editing was completed at the beginning of October 1984, using the recently installed 3-machine edit-suite and dubbing facilities at TSW's studios in Plymouth.

Whilst confronting the problems of presenting other art forms like music, dance and drama on TV, the programme refuses to exclude, (as is often the case) their sources and cross-references. Their implications and imaginative extension involve familiar languages (speech, gesture, etc.) unfamiliar languages (dance, movement, music, etc.) and the language of television itself, which has evolved over the last 30 years in amalgamation with the other forms to a state which, although familiar, still has far to go.

Mike Leggett 28/11/84.

 

 

Bosun’s Chair

https://vimeo.com/105757473 PLEASE VIEW AT FULL SCREEN

A soundscape of the comings and goings in a home precedes a description by a young boy of a bosun’s chair, a device for crossing stretches of water. A video in three scenes captured from Betamax video shot in 1983, the material of the image floats and ripples on the screen. Its subtle material presence defies a version in extract.

Premiered at the Australian International Experimental Film Festival, Melbourne.

2010

Sheepman & the Sheared : 4. Film Lane

A 3-minute extract from a 12-min, 16mm film made as part 4 of a series, Sheepman & the Sheared (1970-1976).

“The film series was made within the workshops and the theoretical context of the London Filmmakers Co-operative and structural / material film. In the series, the coincidence of flora, fauna, other objects, processes and activities, with the film frame are in no way paramount to an inspection of the total film process by which an observation of this kind is made possible- specific conditions to do with both Nature and human activity with Nature are recorded with the camera, but is essentially subject to the observation and reaction of the filmmaker.

Film is shot from a moving vehicle; from its roof pointing forward, from its rear pointing backwards. This occurs on two occasions; the summer of 1973 and the winter of 1974. The camera runs at either 24 fps or 12 fps The film is assembled according to pre-determined factors; (i) the 12 frame / half second bias as observed in Sheepman section; (ii) a double binary – alternating apparent movement away from and toward the surface of the screen, (a function relying on the perception of successive frames); (iii) combinations of one or other of these. The primary function of the 12 frame opaque film is, as in the Sheepman section, not so much as markers of time but as a constant factor comparative to those frames they surround.” (1976)

1974
15-min (3-min extract)

Circulation Figures

<p>In the early 70s I took part in a performance event organised by Anthony McCall. About six of us met at the Balderton Street annexe of Regent Street Polytechnic, (now the University of Westminster, and by coincidence the film studio in which I spent my final year of college). We brought film cameras, still cameras and sound recording gear to make images with the huge pile of newspapers that filled the space. TODAY, 14th June 2011, only forty years later, I heard from Anthony:</p>

<p>”I just completed Circulation Figures. I made an installation, an altered space like the original event, with facing mirrors and scrumpled-up newspaper. At the center, a floating, double-sided screen on which is projected the footage shot at the event. The footage is highly organized but not edited in the conventional sense. First, the color reels are alternated with black-and-white; second, the footage runs for 30 seconds and then freezes; each freeze lasts 30 seconds before the action resumes. Including the freeze-frames one complete cycles lasts 36 minutes. The moving-image sequences are silent, whereas the frozen sequences have live sound (walking on newspaper, camera whirrings and shutter-clicks). The images, the floating screen, and the newspaper-strewn floor are extended into infinity (as we were at the original event, and as visitors to the installation are).</p>
<p>The piece was installed in the exhibition “Off the Wall”, at Serralves in Portugal, a show devoted to performative actions (see http://www.serralves.pt/actividades/detalhes.php?id=1951).”</p>

 CFIGS-Photo03Sml

Digital Drawing: The Same But Different

Artlink, Issue 21:3 September 2001. “Drawing – the use of line and tone – is at the other end of a technology timeline currently unravelling in the digital age of information. The theory and practice of drawing ranges from a tool for honing perceptual disciplines to one that permits the free-flow of the obsessive-compulsive component of our personalities. Leggett looks at the works of artists Paul Thomas, Maria Miranda, Harriet Birks, Alyssa Rothwell, Mr Snow, Peter Callas, Simon Biggs and Damien Everett and the various digital tools they employ to assist in the documenting and drawing out of their individual ideas.”

2001
Mike Leggett

Interdisciplinary Collaboration and Practice-based Research

Practice-based research and actual collaborative projects between artists and scientists have shown that knowledge about each other’s fields, whilst necessary for identifying probable outcomes of mutual benefit cannot anticipate the emergence of the possible. Does knowledge in the form of written papers or installation-based artworks emerge from loose collaborations or the highly specified collective work? Case studies from early 1970s video through to contemporary digital projects examine collaborations between artists, scientists and technologists and the involvement of audiences with interactive media art that will, between respondent and correspondent, create human computer interaction of a different order, a new aesthetics of interdisciplinary spaces.

Convergence: The International Journal of Research into New Media Technologies: Vol 12(3): 263–269

2006
Mike Leggett

Practice-based research and actual collaborative projects between artists and scientists have shown that knowledge about each other’s fields, whilst necessary for identifying probable outcomes of mutual benefit cannot anticipate the emergence of the possible – does knowledge in the form of written papers or experiencial artworks emerge from loose collaborations or the highly specified kind? Case studies from early 1970s video through to contemporary digital projects examine collaborations between artists, scientists and technologists and the involvement of audiences with interactive media art that will, between respondent and correspondent, create human computer interaction of a different order, a new aesthetics of interdisciplinary spaces.

 

Interdisciplinary Collaboration and Practice-based Research

 

Developing new media artistic practices in interdisciplinary spaces is often perceived as a need for thorough research into each of the collaborators fields. Practice-based research and actual collaborative projects between artists and scientists have shown that knowledge about each other’s fields, whilst necessary for identifying probable outcomes of mutual benefit cannot anticipate the emergence of the possible. In other words, does knowledge in the form of written papers or experiencedial artworks emerge from loose collaborations or the highly specified kind? How are the outcomes assessed and by who in both public and private arenas?

 

By working from a position of mutual respect for their differences and armed with scepticism balanced by thorough research into each other’s respective fields, art and science can come together in modest ways on specific projects. (Munster 2004)

 

This description of a situation of ‘stand-off’, across which negotiated settlements can occur has now to move towards the next stage – the physical integration of disciplines within the universities. It has been underway for several years with projects such as Creativity and Cognition Studios at University of Technology Sydney, one of a number of several Australian initiatives. Sited within a Faculty of Information Technology it provides access to a range of computer-science research which can be described as so specialist that few researchers are able to comprehend the scope of the whole discipline. This replicates in a sense, the scope of the field of fine art, or design, which in collaborative practice may produce work that emerges from several different specialisms. In this sense, Munster’s comments could apply to the initiation of any act of collaboration between individuals who possess potential affinities.

 

It is only recently that interdisciplinary practice-based research has been formally recognised by academia as a basis for making art. Some would say the recognition has been at a cost, but benefits have been observed following the opportunity to work across the artificial divides created by disciplines and departments. Meanwhile the constraints, tradition maintains for probably administrative convenience and possibly professional anxiety, remain in place.

 

The divisions may have something to do with attitudes inculcated at an early age. Artists have skill, with tools, such as brushes and language, and sometimes rational thought, Scientists have knowledge, with evidence from, and logical thought about, the material world. Simplistic descriptions like this represent attitudes still promulgated by the media for instance and are held by the majority of Western populations.

 

The word scientist is quite recent and comes from the Latin scientia, meaning knowledge. It was a branding mission in 1834, recorded in the Queens Review, that sought to find a name for the person practising science: ‘…the want of any name by which we can designate the students of the knowledge of the material world collectively. … some ingenious gentleman proposed that, by analogy with artist, they might form scientist …’ (OED 2004)

 

So there we have it, artists have only ourselves to blame for inspiring one group of people to lay claim to knowledge. A few years later in 1840 Blackwell’s Magazine stated that ‘Leonardo was mentally a seeker after truth – a scientist; Coreggio was an assertor of truth – an artist.’ (OED 2004) If absolutes of this kind can be disregarded today we will be able to understand more completely the dynamics of creative people whether they are making stuff in the studio, office, laboratory, or workplace, and how they become initiators of changing practices.

Communication, in particular language, adapted dynamically through their practice, is a key.

 

Case Study

In an attempt to communicate to other artists, teachers and students in art school departments about the new media of the early-70s, video, I made a poster, recently unearthed. Between 1971 and 1972 I was working intensively with the first generation of ‘industrial’ video cameras, monitors and spool-to-spool recorders. As a part-time lecturer at various colleges of art I had access to low bandwidth video facilities. Teaching institutions, if not individuals, could afford to purchase low-band video at this point as it had low running costs as well as good pedagogical prospects. The poster, Video + Video/Film – Some Possibilities Suggested by Some Experience, (Leggett 1972) emerged from several converging circumstances. My background working with photography and 16mm film, both as a film-maker artist, and as a film editor and cameraman in the television and film industries, made my entry to working with this technology a soft one compared to those artists coming from the more traditional trainings in the 60s of painting, sculpture and print-making.

 

 

Video+Video/Film poster 100cm x 75cm (Leggett 1972)

 

The Poster records areas of and approaches to collaborative working, an activity not familiar to individuals trained to work as fine artists within a set group of art forms. The Poster is also the only remaining evidence of many of the video projects undertaken. This was the era of the immaterial in art and the elevation of the ephemeral was echoed by the ease with which videotape could be erased – not always intentionally – to be re-used: some projects were simply grist for the next. The Achilles’ Heel in the area of electronics-based technology – obsolescence – has accounted for many works from this time being lost. The new media of then is the lost media of now, giving the Poster added significance. 1

 

In the course of working with art students and collaborating with other visual artists during this period, the notes I made were later used as the basis for the Poster, observed the processes of understanding in others, whilst identifying the specificities of the video medium as they emerged. The instant feedback possible with the medium, unlike working with film, accelerated the development of a work, interweaving the plasticity of this time-based image with decision-making processes made materially tangible, until a final sequence, or series of versions, could be committed as completed to videotape.

 

The work of technologists in corporations resulted in the introduction of video, like hi-fi audio before it, into the consumer electronics market. The wider social effect of this has been discussed, (Williams 1974) but besides broadening the availability of modern mediums with which artists could work – as a tool for strategic intervention, or to freely experiment – encouraged some artists to go further by seeking collaborations with technologists. In so doing the ‘new media’ of video moved away from being a general tool to being a particular one displaying an aesthetic emergent from crossing the disciplinary divides of technology and language, art and television.

 

Peter Donebauer has described his building of the Videokalos Colour Synthesiser to ‘address some of the technical and image control issues’ of making abstract video using broadcast television equipment in the mid-1970s. Collaborating with an electronics designer of sound systhesisers, not only were several machines made capable of producing the sound/image combination Donebauer was seeking, but also skills transfer between the partners achieved. (Donebauer 1996 pp 87 – 98) From video art to music videos, from monitors to installations, collaboration was a necessity.

 

Practice-based Research

My approach to practice-based research in 1972 used a reflective approach to draw together into the Poster the various notes and diagrams that had been accumulating on paper and in mind. The format is a familiar mode of presentation at science and technology events, (the context in which I currently work), but virtually unknown in the art world. The reason, some would say, is that the artist expresses themselves through their art work, that other forms of expression about art are best left to those who communicate with words. However, the form was found useful for communicating to groups on the periphery of becoming a part of the community of interest within what is now called media arts, by displaying concepts, images or descriptions that potentially link to perceived concerns and issues. As A Poster, as with a gallery floor-talk, it is an element in the ‘inter-‘ function of interdisciplinary activity: creative, practice-based research, reported as a performance – not a lecture, nor a conversation – at a particular place and time.

 

As an interactive tool the inter-performance can be useful for closing the gap between the scientist or the artist, their peers and their audience. But it does present an additional load in preparing the meta-language to describe the work. A more efficient solution – avoiding diversions from the creative process – is to structure collaborating partners, disciplines and expertises with a framework that off-loads the description, the interlocutory, onto another technology communication channel. An integrated function rather than supernumary. Paper-based technologies like notebooks, through to language itself are such tools, with machines such as computers beginning to similarly mould themselves to our needs. They are all good examples of what Andy Clark has described as: ‘…the pervasive tendency of human agents to actively structure their environments in ways that will reduce subsequent computational loads.’ (Clark 1997, pp. 150)

 

It is of course the development of computer technology that has enabled us to restructure our environment, to greater degree by some, to lesser degree by many. This reduction of load has accelerated at extraordinary rates in ways that was not foreseen by many in the 1970s. It has also become the focus of re-appraising the false diversions instigated in the 19th Century and maintained for a variety of vested reasons until the present day. My own engagement with modes of interfacing with memory machines has brought together my earlier work with film and video and the recent work by researchers in interrelated fields. Partly motivated by personal necessity but also related to another of Clark’s observations that: ‘….our brains make the world smart so we can be dumb in peace…’ (Clark 1997).

 

The CACHe project set out in 2001 to recover early British computer art histories and in some initial observations have been made by one of the researchers:

‘…the field of early computer arts is a unique example of inter-disciplinary collaboration within Art History. … That there is little direct connection between this pioneering period and the New Media-based practice beginning in the 1990s, is in itself interesting. Contemporary digital art is often more involved with the computer as a platform for communications and issue based ideas, sometimes deconstructing the technology itself. Whereas early computer arts was about specificity of material and technique – as such it can be seen as one of the last aspects of Modernism.’ (Mason, 2005)

 

 

Artists in the Laboratory

I am in the early stages of interdisciplinary research into human memory and its relation to machine memory, methods of storage and retrieval of media elements in the current context of information and communication technology (ICT). It proposes an approach to indexing audio-visual media utilising a representational system that draws on a real-world time-space representation as the taxonomy for the indexing procedure. An interactive experimental prototype, PathScape, and further practice-based research, approaches author-defined storage and retrieval systems for digital video based on non text-based indexing. (Leggett 2005)

 

Recent work by Nigel Helyer and Mari Velonaki have both been working on distinctive projects over the past two years within interdisciplinary environments in partnership with industry, university departments, the Australian Research Council and the Synapse program of the Australia Council for the Arts.

 

Nigel Helyer has maintained over the past twenty years a consistent link between sound, the oral and transliteration, combining the technologies of electronics and digital media with sculptural form, his practice often including close working with technology industries, such as a recent research relationship with Lake Technology, a media electronics corporation. At University of New South Wales he has been working on a raft of partnership projects with a budget of some $AU360,000 over three years that include the AudioNomad series. (Helyer 2004)

 

Mari Velonaki, with her recent project, Fish – Bird, is developing autonomous three-dimensional kinetic/robotic objects, a large conceptual and technological shift from earlier work as a dancer and multimedia artist. (Velonaki 2005) ‘I felt I had to collaborate with people who were not only proficient with such technologies, but also were innovative thinkers in the use of such scientific knowledge. Working in a large-scale collaborative project requires time to think and evaluate, space to work and test, and sufficient shared activity for ideas to cross-pollinate.’ Velonaki reports that at the Australian Centre for Field Robotics at the University of Sydney ‘I felt welcomed and supported from day one. The Synapse initiative itself was extremely important, since it provides a framework within which artists can approach leading scientific groups with proposals for collaborations’ (Leggett 2004)

 

Catherine Stevens from a cognitive science background and Shirley McKechnie, a dance choreographer of long-standing, with significant funding from the Australian Research Council, are working on choreographic cognition, movement memory and audience response to contemporary dance – defined as movement deliberately and systematically cultivated for its own sake. ‘Creating and performing dance appear to involve both procedural and declarative knowledge. The latter includes the role of episodic memory in performance and occasional labelling of movement phrases and sections in rehearsal. Procedural knowledge in dance is augmented by expressive nuance, feeling and communicative intent that is not characteristic of other movement-based procedural tasks.’ The research focuses on approaches for developing, training and building means for refreshing ways of thinking about the discipline, using various communication modes including language, for the benefit of dancers, choreographers and audiences alike. (Stevens & McKechnie 2005)

 

Exhibition spaces are responding to the different expectations interdisciplinary outcomes are producing. They have more to work with than simply objects and texts. Some, like beta_space at the Powerhouse Museum in Sydney, (CCS 2005) include the audience in the research process, observing by various means, reflecting, modifying, developing and extending the meanings and possibilities of interactivity within the system. Likewise at the Australian Centre for the Moving Image, Zentrum fur Kunst und Media in Karlsruhe, MIT Media Lab, Artists’ in Labs in Zurich etc, the spaces for interdisciplinary research, production and exhibition are moved closer together.

 

Conclusion

With some official encouragement artists have begun to seek the scientists and technologists wishing to collaborate committedly on projects of mutual benefit. The arena of audience involvement with interactive media art for instance, will likewise shift and mutate into an interzone that creates human computer interaction of a different order, between respondent and correspondent. The role of initiator and auteur is becoming less dominant, less in charge of how an interactive encounter may proceed. By bundling and linking a variety of electronic and microprocessor devices, this moves the art activity decidedly away from the geographically installed and hard-wired artefact towards systems and processes that are definable, more mobile and harder to classify within the taxonomies of art and social behaviour.

 

Whilst some might prefer the term innovation, a re-emerging creativeness need not be about solving problems, nor be concerned with purveying the collectable object or reputation. The ‘creative industries’ need to be more about shared knowledge and less its commercialisation. Creative cultures of the kind encouraged by the Australia Council’s Synapse initiative, for instance, through active opening of doors and liberalisation of language need now to enable larger numbers of practitioners to move out of the audience and into the new aesthetics of interdisciplinary spaces.

 

 

 

References

CCS, (2006) beta_space, Powerhouse Museum Sydney, consulted 1.5.2006 http://www.betaspace.net.au/

Clark, A. (1997), Being there: putting brain, body, and world together again, MIT Press, Cambridge, Mass.

Donebauer, P. (1976/1996), ‘A Personal Journey Through a New Medium’, in J. Knight (ed.), Diverse Practices, John Libbey, London.

Helyer, N., AudioNomad, viewed 1.8.2005 <http://www.sonicobjects.com/ >.

Leggett, M. (1972), Video + Video/Film – some possibilities suggested by some Experience, Exeter College of Art & Design, Exeter.

Leggett, M. ‘Synapse’, RealTime #61 (June/July), Sydney, viewed 1.1.05 <http://www.realtimearts.net/ >.

Leggett, M. (2005), ‘Indexing Audio-visual Digital Media: the PathScape prototype’, Scan, vol. V2 N2, consulted 2005 http://scan.net.au/scan/journal/display_refereed.php?j_id=5

Mason, C. (2005) End of Project Report – the Cultural Institutions. in Brown, P. (Ed.) PAGE. London, Computer Arts Society.

Munster, A. (2004), ‘Collaboration or Complicity?’ RealTime #60 (April/May), Sydney, viewed 1.4.04 <http://www.realtimearts.net/ >.

OED 2004, Oxford English Dictionery, viewed 1.9.05 <http://dictionary.oed.com/ >.

Stevens, C. & McKechnie, S. (2005), ‘Thinking in action: thought made visible in contemporary dance’, Cognitive Processing, vol. 6, no. 4, p. 243.

Velonaki, M. Fish – Bird, viewed 1.8.2005 http://www.novamedia.com.au/artists.php ; also http://www.acfr.usyd.edu.au/

Williams, R. (1974), Television: Technology and Cultural Form, Fontana, London.

1 REWIND is a research project in the UK addressing this issue.

The Fluxus Reader

1999
Ken Friedman (ed)

I now have my own free downloadable digital copy of The Fluxus Reader in the run-up to the 50th anniversary of Fluxus in 2012. I was associated with Beau Geste Press for a while and so am listed as a book artist. BG were my neighbours in Devon, UK and I had many friends on the London Fluxus scene; but I was busy with the London Filmmakers Co-op so was not able to be more active with them all. Now I have the opportunity to catch up with what they were busy with…..

“Ken has long wanted to make a free digital edition available, but the small typeface has made it difficult to get a clean copy. Then Rebecca Parker, manager of the Research Bank at the Swinburne University library, went to a service to have them prepare, digitize, and proof a digital edition of The Fluxus Reader. So now, I’m pleased to report, the free digital copy is available for download at from Swinburne University”

Interface, Design and Visual Indexing

2003
Mike Leggett, Chris Bowman, Jacqueline Gothe, Daniel Ireland.

Each of the panel are working in related ways in the context of this session, to address the storage and retrieval of the stories of a modern oral and visual culture. Four distinct projects will open out the approaches and thinking being pursued and the overlap that exists between them. We have become aware of one another’s work over the last nine months, have been working on our separate projects for varying periods with and without budgets, and also have in common development cycles of from 5 – 10 years. These short presentations will each highlight the specific problem encountered or theoretical concept being tested and why the outcome of the project could be of wider social value.
KEYWORDS: interface, indexing, interactive,
hypermedia.
PAPER
Whatever the origin of our representations…..they
must all, as modifications of the mind, belong to the
inner sense. Kant
Introduction
Descriptions of Human Computer Interfaces rely
heavily on visual metaphors developed in the
mechanical machine age – the printed page, the
desktop, the map, the graph paper, the soundtrack
dubbing cue sheet…. These have provided models
towards HCIs which in the transitional sense
complement the workings of human memory but
which largely fail to stimulate the individual users
imagination upon becoming ‘immersed in
knowledge’, or other risks associated with the
computer-mediated experience.
Random access in the computer as opposed to the
book, is capable of extending the usefulness of the
written word and delivering, on-demand, the spoken
word, sound and picture. Though the means of
achieving this is currently in technical development
the general purpose interface capable of delivering
indexed sound and image beyond the notion of ‘the
thumbnail’ image set in a key word context, is an area
in need of further research. Whilst resources have
been invested in the imaging of data for systems
management, (in finance, security, aviation etc), little
has been expended in the expansion of tools for the
humanities and the development of human
consciousness that appeal to the intuitive mind or the
curious spirit.
Whilst the coding options within the literate society has
recently undergone rapid extension – email, hypertext,
server messaging, SMS – the rediscovery or reinvention of
an interactive oral culture using text, graphics, moving
images and sound delivered over high-speed networks
will be unable to produce similarly fundamental outcomes
without access to indexing that avoids the use of one
coding system – text – in order to access another – images
and sound. Whilst we acknowledge the impact of
computer-mediated gaming, the financial imperatives that
have driven this development has eclipsed the possibility
of advancing in areas unrelated to entertainment.
We will each speak to our printed position statements for
5-10 minutes, as the focus will be on comparing each of
the models we are working with in order to clarify the
ways forward, during a concluding discussion, in the
more universal adoption of the computer-mediated
presentation and reception of knowledge and experience.
Visual Indexing and the Language of Gesture
Chris Bowman:
Since the invention of cinematography motion pictures
have undergone continual advances in both technology
and content. Now, with the introduction of interactive
technologies, the conventions of storytelling through
motion pictures are being challenged and reshaped.
Primarily, a place is being constructed for the viewer to
‘enter’ the story and effect change, making choices and
seeing the consequences in real time. Given the basic
limitations of the computer as auditor, the creative effort
of interactive content developers, designers and artists
becomes focussed on how to build worthwhile options
and how to fashion sympathetic responses. Visual
indexing in this context works to move beyond the
dominant theory of film narrative to explore intuitive
storytelling in terms of mediation, gameplay and
meaning.
Currently, I am exploring the rich terrain of visual
indexing through the Orpheus Project. Orpheus, a work in
progress, will be a modern film interpretation of the
immortal story told through the symbolic artistry of
Sankai Juku, one of the world’s most outstanding dance
ensembles. In the world of interactive possibilities
Orpheus proposes to use a three part system of navigation
to enable the viewer to enter the story. I propose that the
three part system will consist of discrete forms of visual
indexing to facilitate viewer participation in the following
manner:
MelbourneDAC 2003
1) Polar Keys – present the viewer with the
opportunity to create changes, sometimes harmonious,
sometimes abrasive to the story. This is achieved by
providing the viewer access to alternative sequences
that explore contrasting subplots and metaphors.
These alternatives influence the events throughout the
story and most significantly, they are designed to
affect the motivational influences of the main
characters.
2) Portals – an opportunity to use modes of interaction
which explore the hidden architecture of the film and
graphic content. In particular, I wish the viewer to
manipulate the speed, depth of field, and layering of
audio/ visual content. The consequences of this
manipulation is to allowing the audience to experience
shifts in the key events in the story and experience the
sequences from another character’s point of view.
3) Narrative Gates – fashion an opportunity to engage
in elaborate passages of text (the Sonnets to Orpheus
by Rainer Maria Rilke and the 3rd Century AD Orphic
Hymns) and image accompanied with chorus/voice
over. These resonant passages create shifts in the story
which embody the spiritual relationship between
nature, humanity and the universe. The viewer will
explore these passages as sound and film
compositions.
Much of my work here is focused on the visual codes
and index systems used to build and shape this three
part system of navigation. In particular, I am
interested in further developing the mechanics of
computer interaction to enable the audience to remain
immersed in the story and its elaborations. From this
comes my conviction that the language of manual
gesture is the most promising way to proceed. The
dimensionality of simple hand movements may
tracked and these are translated into corresponding
visual and audio transformations.
With the generous support of the Australian Film
Commission and the Australia Council the Orpheus
project has moved through progressive phases of
script development for film, DVD formats and gallery
installation. At present, I am developing a prototype
for the gallery installation using a Narrative Gate as
content. This prototype will test the visual indexing of
a ‘set’ of immersive narrative experiences as they are
mediated through a 3D configured Virtual Reality
stereographic interface and ‘cinematic’ gallery
environment. This technical configuration and the
visual indexes are designed to offer a compelling and
absorbing sensory environment within which viewers
may interactively weave their own pathways to
explore the complexity of themes, characters and
settings. In this manner Orpheus will unfold before
them in a way of their choosing, which is both
personal and unique.
Orpheus is aimed at a broad audience which includes
not only those most interested in theatre, dance and
music but also those who appreciate the meld of art and
technology. It is intended that the convergence of the 3D
configured Virtual Reality stereographic interface and
cinematic content will, in part, lead towards networked
systems of communication in the fields of collaborative
medical/biotechnologies, nanotechnologies, art and
design.
Envisioning Corangamite
Jacqueline Gothe and Daniel Ireland
The process of interface design and related notion of
indexing find their form in this project in complex ways.
The understanding of indexing through this project
reveals itself, as a social phenomena, with an immutable
relationship between the real world/outside/corporeal and
the virtual world/inside/screen. In this scenario the
capability of providing an interactive consultation
function within a community and policy development
framework where the stakeholders range across a diverse
user profile provides a site of investigation.
The project team are interested in raising two areas of
indexing that is evident in the interface design. First is the
issue of the representation of consultation and how that
arrives in this project. Second is the indexing that enables
an immersive textual experience for the engaged user with
an ease of access to the underlying arguments,
information and data that support the strategic document.
Sustainable use of natural resources is a major task facing
Australia. It is complex and contested ground, where
communication between participants – scientists, technical
advisers, resource managers, landholders and
environmental groups – is central to reaching agreement
on problems, causes, goals, priorities and actions.
The project Envisioning Corangamite
(http://www.ccma.vic.gov.au/rcs ) – supporting
knowledge sharing through information design in the
planning for sustainability across real and virtual spacestakes
as its starting point the research, design and testing
of knowledge objects and interactions in planning for
natural resource management at regional and local levels
of scale. The issues of interface design and indexing are
major components in the focus of the project. The project
is currently in its third iteration of Stage 1. It is hoped that
the Project can move into Stage 2 and 3 over the next four
years. These next stages will provide the opportunity to
explore representations of the environment in a web, print
and temporal based forms.
This project is based on the communication strategy
Exploring the Communication Landscape (see
http://www.educ.dab.uts.edu.au/ccma/ccma.swf ) for the
Corangamite Catchment Management Authority for the
Corangamite region – an area of 13,340 square kilometres
in southwest Victoria stretching from Geelong along the
Great Ocean Road, north through Cobden and
Camperdown, Lake Corangamite and part of Ballarat. The
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region is defined by the aggregation of its four river
basins – Moorabool, Barwon, Lake Corangamite and
Otway Coast, plus three nautical miles out to sea.
The four strategic approaches are
1. Broaden models of communication to include an
interactionist perspective where the desired outcome is
shared meaning.
2. Design with an understanding of complexity
utilising principles of information design and visual
processing.
The indexing system that has emerged as a
representation of the consultation and its contribution
to the interface design is a direct result of the
articulation by the team that developed the Regional
Catchment Strategy of a commitment to community
empowerment in the process of natural resource
management and the determination that this would be
an ongoing process over the five year renewal. This
attitude was evident in the notion of the question and
the comment which becomes a major index to develop
the process of knowledge sharing in the region.
The second determiner of index and interface was a
commitment to the text as the foundational. The
Regional Catchment Strategy 2002-2007 is not one
document but rather a suite of documents comprising
a summary, a strategic overview, fourteen published
reports, supporting strategies and a record of the
regional discussion. This complexity is then placed in
the even more complex context of State and Federal
natural resource management strategies and policy
papers.
Maintaining integrity to the breadth and the ongoing
nature of the process demanded an acceptance of the
browsing nature of information gathering on the web
and the impossibility of easily grasping the whole. The
impetus to find simplicity was counter-pointed by an
understanding of the inability to mobilise reduction as
a satisfactory strategy in this context of what appears
to be vast amounts of information. However the depth
of relationships and the linked arguments across
policy documents was a major index. The design
strategy is evident in the linked reports, comments and
hyperlinks to other relevant websites. It is this textual
indexing that provides for an immersive non-linear
experience.
The aim, for the Corangamite regional Catchment
Strategy 2002-2007, in its real and virtual
manifestations is to facilitate the ongoing interaction
that results from the comments and questions, the
updated research in the form of scientific data, reports
and relevant strategies and regional news which will
be available on the web site, in addition to ongoing
live discussion in real spaces. The website becomes a
focus to manage this content so that in 2007 when this
Strategy is renewed the evidence of the conversation will
be maintained in the database supporting this site.
PathScape
Mike Leggett:
The PathScape project seeks an indexing system capable
of accessing personal and public digital documents placed
into a topographical context.
There exist several software tools (such as ArcView),
related to topography and recorded time and place. These
are widely used in the industries related to so-called
environmental planning – water and land management,
urban layout, national parks, mining and agriculture, etc.
They are ingenious, specialised tool sets based on data
derived from scientific method – measurement. Combined
with GIS satellite data and a range of plug-ins that enable
digital images, sound and text files to be attached to
specific coordinates, this allows extensive profiles of
geographical locations to be constructed and navigated in
real-time. The Humanities have adapted these tools,
archaeologists and social scientists most notably, with for
instance, TimeMap that links through a combination of
text and map metaphor, personal oral histories with
localities.
My problem with such tools is the plethora of styles and
codes they usually incorporate, using maps, diagrams,
graphical and typographic devices , each inflected with
current tools and fashions in interface design. The user’s
encounter is like a visit to the aquarium, gazing through
the glass at other peoples’ lives, before moving onto the
next container.
The PathScape project sets out to test the tide line
between the practicalities of delirious immersion and the
possibilities of indexing the cogent experience, as lived
by the subject and lived by others. In this sense it can
become a tool, like for instance those used by amateur
genealogists, for the accumulation of a library of personal
audio and visual material. It is related to the notion of
‘infovis’ as described by the mathematician Tamara
Munzner as being “about tools that exploit the human
visual system to help people explore or explain data.
Interacting with a carefully designed visual representation
of data can help us form mental models that let us
perform specific tasks more effectively.”
PathScape is an interactive multimedia project
progressing through several stages and adopting several
iterative forms. In the completed prototype audio-visual
indexing forms operate within an interface design
developed with a small team of sound and visual artists.
The project accesses representations of the natural world
through a combination of gesture and iconic image
fragment. The outcome of a recent iterative version,
GreenScape, the interactive encounter occurs in a public
gallery-type space utilizing a screen and sound
MelbourneDAC 2003
deployment which in conjunction with a gesture
recognition system that goes beyond mouse-scale
movement, will expand the meaning of a journey into
the realm of the performance, as each user in turn is
observed talking a walk through the landscape.
The appeal will be to the users knowledge and
experience of the natural world, however wide or
narrow, sympathetic or antipathetic that might be, and
its remediation as an artificial topography.
Encountering this range of immersive states will
engender a sense of a favoured space. In moving from
A to B, or backwards and forwards in parts of that
track in exploration, the user will learn the pathway as
a visual indexing system through the visual cues (loci)
that lead back to the combination of files that deliver
the most pleasure, meaning, or other stimulations. The
users cultural preference and temperament determines
this, whilst giving exposure to, (also as an observer),
the cross-cultural preferences of others. The Japanese
concept of ma for instance, connotes the complex
network of relationships between people and objects.
This notion of space-time continuum is distinct from
the neutrality assumed of post-Renaissance space,
which is then personally and collectively colonised.
The project seeks to reach both general and specialist
audiences and can be adapted to do so in disc,
installation (interactive cinema) or on-line format.
Media assets can be added or removed according to
the installational need quite easily, as the engine will
review folder contents at each reboot – the framework
is dynamic in this sense and can be regarded as a tool.
The project accesses representations of the natural
world through a combination of gesture and iconic
image fragment, so that as Nikos Papastergiadis has
put it: “..I seek to grasp the sense of place that is
created as art stimulates sensations and engages
relations with other people.”