Based on Notes about the film, “Red+Green+Blue” (Leggett 1975), the project and its context, the generative system using 16mm film, an analogue-based medium, is evaluated in the light of recent discussion of digital/binary-based generative mediums. (Third Iteration, Generative Art Conference, Monash University, Melbourne.)
Author: Mike Leggett
Meta-Design Approaches to Indexing Digital Media
The contemporary burgeoning usage of digital media – videos, audio and photographs – and media distribution through networks both electronic and physical, will be considered in the context of a convergence of these media with a contemporary and popular interest in personal and community history. I will outline some research that seeks to develop tools for storing and retrieving audio-visual digital media whilst accommodating the perceived needs of the ‘memory worker’, both amateur and professional, whether as an individual, or a closed or open group.
Paper presented at the Speculation & Innovation: applying practice led research in the Creative Industries (SPIN), Brisbane, 2005.
Early Video Art as Private Performance
Paper for Re:live Media Art History, Science and Technology conference, University of Melbourne, Australia.
Abstract: The adoption of video by artists responded to the affordance of immediacy and portability for the making of a motion picture recording. In the early 1970s in England, the potential of this facility was as novel as it was without precedent in the photo-time-based arts and collaborative work between artists generated a range of approaches to working with the new media of the day.
This paper draws on two sets of detailed notes the author made in 1973, now held in the British Artists’ Film & Video Study Collection in London and the Rewind archives in Dundee, that record his reflections on the creative potential of the Portapak video recorder and Closed-Circuit Television (CCTV) systems, during the making
of The Heart Cycle during 1973.
Paper for Re:live Media Art History, Science and Technology conference, University of Melbourne, Australia.
Abstract: The adoption of video by artists responded to the affordance of immediacy and portability for the making of a motion picture recording. In the early 1970s in England, the potential of this facility was as novel as it was without precedent in the photo-time-based arts and collaborative work between artists generated a range of approaches to working with the new media of the day.
This paper draws on two sets of detailed notes the author made in 1973, now held in the British Artists’ Film & Video Study
Collection in London and the Rewind archives in Dundee, that record his reflections on the creative
potential of the Portapak video recorder and Closed-Circuit Television (CCTV) systems. The making
of The Heart Cycle during 1973 commenced as a series of experiments with a roll of 16mm film and a
CCTV system, recording a series of procedures and adjustments made to the system during experiments
and ërehearsalsí. With references to the work of Donald Schön (1983), contemporary VJ and digital
video culture, the paper reappraises the creative process for framing and making the artwork. The
conclusions reached at the time about synthesising the videotapeís final form as private performance are
explored in the context of contemporary motion pictures and the expanded public contexts for reception.
The Heart Cycle has been selected for the Rewind/LUX DVD boxed set, An Anthology of Early British
Video Art, 1972-82.
video art, performance, archiving
Introduction
This paper addresses an immediate concern of the Re:live conference by seeking to record a firsthand
account of working with electronic media at its early inception. As Simon Biggs has recently observed:
ìÖwhilst the subject of intensive historical study, [research] is nevertheless typified by incomplete
documentation and hazy recollections of events that were either not documented or which, in their
mediality, could not be documented appropriately with the tools of the day.î (Biggs 2009)
The paper draws on two sets of documents on paper, now held in the British Artistsí Film & Video Study
Collection in the University of the Arts, London and the Rewind archives at the Visual Research Centre
in the University of Dundee. They record my reflections on the creative potential of the Portapak video
recorder and a Closed-Circuit Television (CCTV) system, shortly after the technologies became available in
the early 1970s to artists and other researchers. Together with case-study notes on the videotape The Heart
Cycle (1972), the material will form the basis of a critical reappraisal.
At this time many film and visual artists were averse to the ënon-materialityí of the electronic image and
the restricted range of acuity the bandwidth could support. The materiality of the film image was much
debated throughout the 1970s, less so the video image. The non-materiality of the video image arises from
a perceptual paradigm: light emitted from the video monitor is an asynchronous rendition of electronic
information stored on the surface of the videotape. This is in contradistinction to the image on the filmstrip
in the gate of the film projector, which is in synchronous relation to the image reflected from the screen.
The illusiveness of the material base for the video image became one of the themes of experimental work
produced from this point onwards.
A poster, ëVideo + Video/Film ñ Some Possibilities Suggested by Some Experience,í prepared during
1973 and exhibited at the Experimental and Avant-Garde Film Festival at the National Film Theatre in
June of that year, recorded the process and outcomes of six exploratory projects pursued during 1971 and
1972 (Leggett 1973). The projects included various CCTV configurations: in 1971 for Ian Breakwellís
ONE event at the Angela Flowers Gallery; the Moving Wallpaper in the Television Lounge project at the
Somerset College of Art (1972); the Whittingham Hospital performance, The Institution (1971) with Kevin
Coyne at Art Spectrum exhibition, Alexandra Palace (Fig 2); and the Artistsí Placement Group (APG)
exhibition (1971) at the Hayward Gallery (Leggett 1973/2005).
As performances, the events established their asynchronous materiality through the presence of cameras,
Re:live Media Art Histories 2009 conference proceedings 96
cables, monitors and the general paraphernalia of the CCTV video studio, where the formation of the image
and its reception happened in the same physical space. The series was an approach taken in the spirit of
what Duncan White identifies as ì..Expanded Cinemaís principle concern with context and the social spaces
of receptionî (White 2008).
Practice
Several of my completed films set out to make available to the audience the means, the forms and the
materials that constructed the filmic phenomena as experience. In an encounter with ëfilm as phenomenaí,
as film ëabstractedí, an opening-up of the spaces between its component parts is created. This is in
contradistinction to the narrative conventions of Cinema, intent on concealing the many joins that hold the
illusion in place. The problematics of cinema were addressed using this framework through a problemsetting
process of a conceptual, substantive (material) and procedural kind. This is in contrast to traditional
problem-solving approaches intent on delivering outcomes as product for a market place. My initial
approaches to experimenting with video were similar, with the additional aim of developing skills with the
new medium and understanding the aesthetic principles emergent from practice.
The outcome of this practise-base was a body of artworks in several media exhibited both nationally and
internationally during the 1970s. The focus here will be on one of the video works, The Heart Cycle, for
two reasons: firstly it has been curated into the Rewind/Lux DVD, An Anthology of Early British Video
Art 1972-1982 (to appear 2009); secondly, a detailed typescript account of the making of the video was
ërediscoveredí on the Rewind online database (Leggett 1973). The level of detail in the notes indicates they
must have been made soon after the events they record. Some [editing] has been applied to improve syntax,
as well as adding explanation and comment on the now obsolete technology and the affordance it provided
in the process of making art with Video.
My initial encounters as a filmmaker with the Portapak (Fig 3) were revelatory. I found: ì..on playback, after
each attempt, that additions and alterations become quickly apparent.î(Leggett 1973). In the contemporary
context this may seem mundane, but in the early 1970s the potential of this facility, as others have noted,
was as novel as it was without precedent (Frampton 1974, Marshall 1996, Donebauer 1996, Elwes 1996,
Critchley 2006).
The opening sentence of the notes made in July 1973 evoke the spontaneity the technology made possible:
ìDriving home with the Portapak in the back ñ stop at the bridge and walk to the stream and set-up tripod
in water ñ the idea, the location.î By beginning a process of recording the scene in front of the camera and
then determining where this decision would lead, brought the conceptual framework for commencing the
making of a motion picture recording into closer proximity than had previously been possible. While these
experiments were proceeding, forays into the studio occurred to explore the possibilities of working with
CCTV using three studio cameras connected through a vision mixer to the Portapak.
The Heart Cycle: selected annotated notes
ìSet-up the studio to look at some film ñ added another camera to relay off the monitor through mix box;
[vision mixer] Öî (Fig 4) The intention was clearly to explore the relationship between the film image and
the video image when the film image was used as a source to make a video image using a film projector and
video camera. ëTo relay offí the monitor meant that another camera was pointed at the monitor capturing
the image coming from the film projector, a ëfeedback loopí connected through the vision mixer.
My first time encounter with the vision mixer required me to understand the various effects selectable by
combining knobs, faders and buttons. ì.. became confused by mix box; the temptation being to ëuseí the
various effects [and thus] making even simple switching obscure after a while ñ went back to beginning
and tried again, forgetting the FX! [effects] î The pre-set effects for combining camera outputs with various
graphical shapes tended to ape the effects with which we had become familiar on television. These visual
devices ñ wipes, irises, boxes, etc – had evolved from silent cinema traditions; the adjustable matte (Key)
effect however, was worthy of further investigation.
Re:live Media Art Histories 2009 conference proceedings 97
“Came to ëfeelí the [vision mixer] box, the mix, superimpose and cutting ñ introduced third camera
through Key channel and got to know the box with this very seductive FX ñ finally found the Key image
which seemed to work the best, being simple in area and rhythmic in action – this was the film spool on the
projector, which after a while was lit with a small spot to improve the outline of the white to black areas.
This was controllable using a Key Control knob, such that the area affected by the white key could be
altered from zero ñ a blank screen – to maximum, which produced a distorted image of the spool.”
Experimenting with the relation between the object in front of the video camera ñ the film spool turning on
the projector ñ and the real-time control of the keyed white and black areas, produced a rhythmic device
upon which to build the composition. The feedback loop created with one of the cameras and a monitor, was
controlled through the use of the sliding faders on the mixer. The zoom lens (framing) and focus controls on
each of the cameras added further variables in the system. During my interaction with each of these control
surfaces, a shape and order began to emerge.
“Finally all the elements were combined on the final monitor. The combined images were of great interest,
the only problem being where – in terms of start and finish – the [duration of the] combined [images] might
exist. A series of takes [recordings] were made onto the P[ortapak] and again played back at the end of each
one.”
The facility of the system being developed to show immediate results was quite unlike the experience of
making a film, when there is the inevitable delay between exposing the image to film and being able to see
the result as a motion picture image. The feedback from the video system encouraged spontaneity similar to
making music, drawing, or writing: working with the system was something plastic and responsive.
“The [vision mixer] box proved difficult again but gradually on watching playbacks bits were noticed and
technically improved by rehearsing certain box manipulations. Work on [a] short piece [at a time] ñ record
then playback. Ö Finally something had sedimented out which needed final structuring – the backend of
the film seemed to provide the most sympathetic images. The [use of the] Key was to start the piece with a
white line on black; there would be a cut to feedback [from the camera facing the monitor] plus [the] key
image [of the rotating film spool, which was] also white on black; then the introduction of the [images from
the] film; then the reintroduction of the Key into the image.”
The process of investigating the convergence of these various elements gradually improved not only my
skills of interacting with the various control surfaces but also the outcomes delivered as a live composition.
The investigative activity shifted away from learning the system to understanding how the different
components were determining the shape of the composition and the images it contained. The appearance
of the film spool had been abstracted by use of the Key: the rounded shapes of the spool accentuated by the
Key giving the visual impression of an electronically generated image, the source of which is not ërevealedí
until the very end of the tape – a treated electronic image of a real object”.
The Heart Cycle therefore developed from the manipulation of primary elements contained by the video
system, with the images in the emulsion on the acetate of the film occupying a secondary position within
the structure. The next question was how to fit the elements of the composition so far constructed into an
overall time span.
“It was noticed during one of the final takes that the film spool would speed up imperceptibly as the film
came closer and closer to the centre [of the spool]. such that The rate was noticeable frenetic before the film
would actually run-off and suddenly stop the spool [rotating] dead. It was decided that this would complete
the cycle.”
Problem solved, the duration of the performed procedures with the video system would match the length of
the found footage on the projector. The experimental stages had consolidated the procedures to arrive at a
series of ërehearsalsí peaking as a final unedited performance, the extent recording of The Heart Cycle.
The recording ended with a coda, where the physical elements of the performance are revealed using a
zoom out and track: the spool and the projector, the cameras and monitors, the vision mixer and Portapak,
Re:live Media Art Histories 2009 conference proceedings 98
and then the artist entering left to sit at the mixer and move a fader to take the image to black and the end of
the recording.
“Three takes were needed to get the acceptable one Ö the obvious joy was the making of the tape as much
as the collision of its various elements. To ëperformí the tape each time was the obvious ideal ñ here
anyway was the recording of one of these performances.”
The observation that the ideal would be to ëperformí the procedure ëeach timeí to a live audience was a
realisation that the black and white ëlow-bandí video recording delivered with a large television monitor,
tended to undermine aesthetic value. Rather than expecting an audience to focus their attention on a
television set styled in the domestic taste of the day, what was envisaged was something more expansive.
This would share the spontaneity and ëlivenessí of the proceedings with an audience responsive to the
presence of the artist and the workís development, a response in part, to the audienceís material presence:
incorporation, feedback and looping becoming the key to performance of the workís elements.
Though the Notes presciently anticipate the live performances of contemporary VJs and the dynamic
architectures of digital video, analogue video had strict limitations when it came to the live performance
involving complex manipulations. Though video experimentation pursued during this greyscale era could
expand into gallery spaces as CCTV or prepared tape installations using multiple monitors, the restraints
were nonetheless severe compared to film: by the low resolution of the image, lack of colour, imprecise
editing options, random interference from poor quality recording tape, etc. When scale, colour and acuity of
the image was necessary for a project and if the considerable costs associated with the alternative could be
covered, film remained the medium of choice for single and multiple-screen presentation.
It is in the nature of experiments to be unclear about direction and the time needed to pursue them. The
approach described here for making art with video is echoed in the work of Donald Schön and his analysis
of professional practice, based not on problem solving but problem setting. The artist or researcher makes
and tests ì.. new models of the situation Ö to function as transforming moves and exploratory probes.î
(Schön 1983) In the case of The Heart Cycle a point was reached in the investigations where the identified
elements, emergent from the working procedures, were brought into states of proximity with one another ñ
as images, as durations ñ and gradually incorporated into the process of composition, sustained for a finite
period. As the series of procedures converge on the durational and physical end point of the film, abstraction
seeks to undermine the ëauthorityí of the instructional documentary, creating a durational space through
which the dialectic develops between the representation and its antithesis.
Liveness, Performance and Video
The making of The Heart Cycle was a series of live real-time performances, live in the sense of performed
iterations proceeding toward the workís final completed duration. The ëtransforming moves and exploratory
probesí employed in performing the medium is reflected in the heuristic production of evidence in viewing
the completed art work; light as abstract movement, with synchronous/asynchronous sound, as image of
place and surface, as image of presence and agency, interrogated within a continuous present. Kacunko
describes the performative state as of ì..a kind of highly unstable entity [where] liveness should be regarded
as an authenticity guaranteeÖî(Kacunko 2009). This is in the face of traditional archivists (or anyone
else for that matter), who regard the recording, (as a storage medium), as the authentic artefact. From
ëperforming the mediumí the tendency developed in the following years towards the medium framing
performance, and as the technology became more ëfilm-likeí in handling and image appearance, encouraged
the use of video for the hermeneutic ends of producing meaning from performance through interpretation.
As improvements and upgrades were made to the technology throughout the 1970s ñ colour and general
image quality, editing using dual-VCR controllers ñ the affect was to consolidate video being used as
ësubstitute televisioní and as others have observed (Spielmann 2008, Rees 1999), as a documentation
and documentary tool, using a language made increasingly familiar in the 1980s with the expansion of
ëindependentí television production in Britain and throughout the Western world.
The migration process from the analogue version of The Heart Cycle to the digital artefact in 2007,
introduced further interruptions and interferences to those already evident: horizontal white lines flick
Re:live Media Art Histories 2009 conference proceedings 99
across the screen, the sign of decay caused by the metallic oxide dropping off the tape mylar substrate
ñ ëdrop outí. Within the overall schema of the composition this ëvariableí becomes a manifestation of
the rendition of magnetic and electrical fluctuation into digital data, stored on a hard disc or DVD and
asynchronously reproduced on replay through microprocessor array onto the screen.
Duration and extreme duration were outcomes of artistsí work with the new media of analogue video, a
medium specific for delivering to artists for the first time, motion pictures that displayed in ëreal timeí, the
state of a system in synthesis. The Heart Cycle as a record of the synthesis of a performance event, retaining
the finite time span of the artistís film, a singular event when replayed on the screen of a video monitor.
However, in the act of viewing, it retains in the electronic genesis of the black and white DVD image, a
provisional gesture in private performance towards a contemporary present.
References
Biggs, Simon. 2009. Correspondence with author.
Critchley, David. 2006. Video Works 1973-1983. In Experimental Film and Video: an Anthology, edited
by J. Hatfield. Eastleigh, UK: John Libbey Publishing.
Donebauer, Peter. 1996. A Personal Journey Through a New Medium. In Diverse Practices – a critical
reader on British Video Art, edited by J. Knight. Luton, UK: John Libbey Media.
Elwes, Catherine. 1996. The Pursuit of the Personal in British Video Art. In Diverse Practices, edited by
J. Knight. Luton: John Libbey Media.
Frampton, Hollis. 1974. The Withering Away of the State of the Art. In On the Camera Arts and Consecutive
Matters: the Writings of Hollis Frampton, edited by B. Jenkins. Cambridge, Mass: MIT Press. Original
edition, Open Circuits: the Future of Television, Museum of Modern Art, NYC.
Kacunko, Slavco. 2009. M.A.D.: Media Art Database(s) and the Challenge of Taste, Evaluation and Appraisal.
Leonardo 42 (3):245-250.
Leggett, M. 1973. Video + Video/Film – some possibilities suggested by some Experience. Exeter: Exeter
College of Art & Design.
óóó. 1973/2005. Video+Video/Film: time-based media, the New, and Practice-based Research. In CCS
Reports, edited by A. Johnston. Sydney: University of Technology Sydney.
Leggett, Mike. 1973. An account of working with video and the new Portapak. In Rewind Archive.
Dundee: Duncan of Jordonstone College of Art, University of Dundee.
Marshall, Stuart. 1996. Video: from art to Independence – a short history of a new technology (1983). In
Diverse Practices, edited by J. Knight. Luton: John Libby Media.
Rees, A.L. 1999. A History of Experimental Film and Video. London: British Film Institute.
Schön, Donald. 1983. The Reflective Practitioner. New York: Basic Books.
Spielmann, Yvonne. 2008. Video: the Reflexive Medium. Edited by S. Cubitt, Leonardo Books. Cambridge,
Mass. MIT Press.
White, Duncan. 2008. Expanded Cinema in the 1970s: Cinema, Television and the Gallery. In Expanded
Cinema: the Live Record. National Film Theatre, London.
Biographical Note Mike Leggett has been working across the institutions of art, education, cinema and
television with media since the late-60s. He has film and video work in archives and collections in Europe,
Australia, North and South America and practises professionally as an artist, researcher, curator, writer and
teacher. He has a MFA from the University of New South Wales and has recently submitted a PhD to the
University of Technology Sydney on hypervideo and mnemonics. He has curated exhibitions of interactive
multimedia for the Museum of Contemporary Art in Sydney, (Burning the Interface<International Artistsí
CD-ROM> also in Brisbane, Perth, Adelaide and Melbourne); the 1996 Brisbane International Film Festival;
the 5th International Documentary Conference; and Videotage Festival of Video Art, Hong Kong. He
contributes to journals (Leonardo
Presence, Interaction and ‘data space’
This paper examines the concept of ‘data space’ and sentient ‘presence’ in relation to practice-based research being pursued by myself and others working in the institutional space that lies between the disciplines of art and science. It will consider the broader Western cultural context for the idea of presence and the contemporary literature produced by presence researchers. The artefacts of three contemporary artists working with presence in the physical spaces of public museums and galleries, will be described in the context of telepresence in the domain of cyberspace. (Interaction: Systems, Practice and Theory – A Creativity & Cognition Symposium hosted by the Dynamic Design Research Group, Faculty of Information Technology, University of Technology Sydney,
Image Con Text (1978 – 2003) Film / Performance / Video / Digital
Reconsideration of the work of the 70s, the methods and approaches used by artists, might reveal whether relational changes were anticipated and fulfilled, or whether the investigations, without an agreed program of work at the time, (‘work on representation’ would continue for ever), nonetheless encouraged a confidence amongst younger artists to embrace the ‘multiplicity of interactions in data space’ as the opportunity to do so emerged through the 80s and 90s. (Anthology of the Moving Image (ed Dr Jackie Hatfield) John Libbey, London.)
Electronic Space and Public Space: museums, galleries and digital media
The work of contemporary artists working with ‘new media’, or more accurately, developing media technologies, is having a considerable impact upon established galleries and museums, the traditional sites for encountering visual art and artists. Photography and video, and more recently, computer mediated work and telematic networks, extend demands on the resources required by these institutions to act as both an archive and a forum, as well as challenge traditional notions of culture and heritage.” Continuum V13 N2
Based on a paper prepared for the one-day conference, (Crack the) Binary Code, convened by Dr Kevin Murray for the Centre for Creative Photography, Melbourne, in association with Interact Multimedia Festival November 1997.
PathScape prototype: audio-visual indexing in a landscape
The interactive multimedia prototype of PathScape has been developed with an interface and navigation system which gives access to knowledge through a connection with a specific place or location. It seeks to enable the navigator to associate digital documents with a (fragmented) representation of contiguous cinematic space and thereby offer a means of retrieval based on visual memory.
Re-establishing visual memory as a primary indexing system for access to personal and public narrative documents will be asserted, and directions
proposed in the pursuit of research resources.
(Presented at the 18th Computer & Art History Conference, ‘Digital Art History?’)
The Proximity Interface and Human Computer Interaction
Abstract
The tools with which the media artist works and the infrastructure within which the artwork is
made and exhibited are critical determinants of how work is received and considered. This paper
will build upon earlier investigations by myself and others into interactive art installation as models
for informing development of HCI. These areas of practice-based research and the resources
available online for the development of solutions based on modular electronics, suggest there
exists common ground for scientist and artist to explore for revising the interface as an
experience built from components – of presence, of devices and of code.
(Presented at the Biennale of Electronic Art Perth)
Pathscape (Strangers on the Land – WT Sontel)
“The Australian people are mostly newcomers. They and their land must form a bond …. otherwise we will always remain poor, confused strangers in our own lands.”
Tim Flannery ‘The Future Eaters’
Concept
Land is central to Australian culture and history. For indigenous people it is the source of spiritual as well as material nourishment and has been for more than 40,000 years. As a predominently urban culture much of what Australians experience and understand about the land is conveyed and interpreted to us by a whole range of media: cinema, television, painting, photography etc. This mediation process places a frame around the subject, whereby ‘the land’ becomes landscape, an object for distant appreciation.
“Landscapes are culture before they are nature; constructs of the imagination projected onto wood and water and rock.” Simon Schama
The series of narratives, commentaries and interactions which are encountered by the user explore the transitions that occur between people and the land, the individual and the landscape, place and memory. The interactive design allows each individual’s cognitive and assimilation processes to operate in correspondence with what is experienced.
Interface: the Experience
The interface design approach is demonstrated in the prototype and based upon three principles:
• a rapid, experiential encounter with a familiar landscape, poetic to the senses, with different narratives and different voices speaking from various perspectives: it is vivid but unsettling.
• a more measured pace which, like a pause during a bushwalk or a break from a task, encourages reflective thought on conjective, even disputative, information: it is didactic but in the active sense, like absorbing a well constructed novel, or examining an archeological site.
• a text-based point of access which enables the narratives and the information and the images they contain to be explored using linkings based on sources, word associations, indexes and titles.
“I am before a moving image – it is an image of the sea, the horizon line bisecting the frame of the image, top to bottom – the surf rolls in, endlessly. ”
Interface: the Audience
The user determines the degree of their involvment in this process by being able to identify and select different ‘levels’ of immersion. The experience can be about enjoying the sound and image which construct this multimedia landscape, and it can become a resource tool for gaining knowledge and insight into the contemporary and historic environment, an interactive documentary about this time and place.
Interaction
The prototype has been developed with an interface and navigation system which will enables the user to enjoy a rich visual diffusion of landscape images collected from NSW South Coast locations. The interface design provides a pleasurable experience and then as an option, provides intuitive access to knowledge and information related to that experience, via the path through the landscape or through the text-based ‘sources’ feature.
The many stories, both historical and contemporary, which lie hidden in the landscape, compel the user the piece together the real picture, often at variance with the image of landscape, a picture much richer than being simply the backdrop to events.
Content
The options for interaction offer a choice between the experiential, and a combination of the experiential and the knowledge-based. The choices are governed by the gestures made with the Mouse and may respond to questions such as:
What lies behind the beach?
What lies in the Bush?
What is obscured by what I see?
What is beyond more than the eye can see?
Motivation for the short-term encounter or sustained involvement over the long-term will rely on a compelling interactive process which leads the user through a series of remarkable encounters with short, narrative sound and image sequences, offering as an option to the user an engagment with areas of knowledge designed to intrigue and inform, linked together by the landscape in view.
The content will be conveyed through a series of discourses encountered at the various Nodes within each Zone. The two broad areas of knowledge arising from human interaction with the material circumstances of this country, the contemporary and the historical, part fact and part belief related to this landscape, will form the researched substance of this fully developed version.
Zones
The zones form the skeletal structure for exploring the landscape, its appearances and its stories – each zone is signalled by colour-coded margins which frame the central image.
The number of zones traversed will expand from the six in the prototype to twelve in the full version:
0 Sea and Headlands Not in prototype
1 Beach In prototype
2 Creek “
3 Dunes “
4 Light Bush “
5 Wetlands “
6 Rainforest “
7 Highway Not in prototype
8 Rainforest Gulleys “
9 River Flood Plain “
10 Ranges Slopes “
11 Ranges Peaks “
Content Threads Summary
1. Anecdotal and contemporary evidence:
a) ‘Living on the land’ : indigenous and non-indigenous anecdotal accounts.
b) representations through Popular Culture; movies, publishing, advertising etc.
2. Historic and other empirical description:
a) Historical: local, national and international archives including official recorded colonial history, recorded personal history both indigenous and non-indigenous, reports by media both local and national.
b) Geographical: topographical, flora and fauna, farming and mining, industry and commerce, settlement, etc
3. Ideas and Analysis and the authorial presence: the function of the chorus or benshai – comment, conjecture, and projection – moving scale outwards from the local and the specific to the global and the general. This will be effected in part by the use of the Web search engine feature to deliver links that will stay current with issues raised by the interactive.
Development from Prototype
Content development will affect three aspects of the production:
• the density of material within the already established zones 1 – 6;
For instance, expanding the numbers of stories in the beach zone could include further ‘first sightings’ narratives based on imaginative interpretations of entries in the diaries of the crew of the Endeavour during their three-year expedition in the Pacific – dreams of riches, of salvation, of the erotic. These would be set with narratives dealing with the lives of the Yuin and Thawal peoples who would have lived in these places at that point in time, stories based on oral histories and upon reports made by anthropologists and archeologists.
• further collaboration with the Budamurra Aboriginal Corporation to develop narrative sequences (such as above) that describe the land as ‘country’ from the perspective of indigenous people in this region who are its traditional custodians and who have the authority to relate stories and lore.
• the gathering of fresh images and sounds to represent the landscape zones up to and including the coastal ranges. To characterise this development, the non-indigenous narratives encountered in zones not covered in the prototype will include:
The Road Builder’s Stories – like the surveyor, measuring and cutting the bush to liberate it from the ‘chaos’ of underdevelopment, without reference to traditional owners or proposed users, linking one urban centre to another.
The Story of the Bitumen Thread that circles the continent and the stories of the travellers who use it – the truckers, the tourists – where are they going? Why are they on the move? What will they find at their destination? These are stories which bind this region to other parts of Australia and the rest of the world – the Easter Show and the Reconciliation March in Sydney, the AFL Grand Final in Melbourne, the woolens factories of Korea, Italy and Britain.
The Motorcycle Cop’s Stories – several narratives from a retired magistrate who sat with the first Aboriginal JP in NSW and in his younger days was a patrol officer covering the whole of the South Coast.
The Marketer’s Story, the grower of beans, other vegetables and fruit, the employer of indigenous people and the itinerent swagmen in the early days of colonisation, who is now part of agribusiness and using modern technologies.
The Bloodstock Breeder’s Story – the horse enabled the settlers to colonise the land, to work and exploit it and then, as motor transport and road-making replaced animals, the horse became the focus of the new industries of pastimes, hobbies and gambling.
The Riverboatman’s Story – using the inland waterways for the movement of settlers and their goods to and from the interior during the 19th Century. River navigation changes to farming fish and oysters and meeting the demands of tourists during the late 20th Century.
The Logger’s Story – set in the coupes of the State Forests, the struggle for sustained employment and a sustained ecology are fought out between timber workers, biologists and greenies.
The Grazier’s Story – the dairy for Sydney, and grower of beef, lamb and wool for the world.
As in the prototype, these stories would be examined from the different viewpoints of historical and contemporary polemics – see Content Threads Summary.
Indigenous People
A meeting with the Ulladulla Land Council and the Budamurra Aboriginal Corporation in Ulladulla at which the prototype was demonstrated has led to the Land Council expressing a desire to contribute stories to a full version. A non-exclusive licence to include these stories would be purchased. In addition, we are currently researching ways in which Budamurra could become the producers of the narrative sequences through a related customised training program designed with advice from Metro Screen, Sydney.
Should Budamurra not be in a position to produce all sound and image material then the project producers will provide copies of material collected during Budamurra sequences and the final production, to present to the community and to the archive of the AIATSIS library.
The aim of the project is to retain and develop the methods of consultation and collaboration with the Budamurra Aboriginal Corporation that has existed amongst the crew and copyright holders during the making of the prototype. This will preserve the integrity of stories licensed to the production, and their context, within the structure of the overall work.
Content Research and Copyright
The ‘content assets’ database has been established during Phase One of PathScape as a production and project management tool. It enables efficient storage of ‘raw’ material both images, sound, graphics and text, (complete with source and copyright information), prior to selection for useage. For the Sources level of PathScape, text is transferred directly from the database into the authoring tool. The tracking of potential rights payments to, and permissions from, copyright holders will be further developed in this sytem though it is envisaged that much of the historical material will be outside copyright. The active collaboration of scholars in the field, (Healy, Carter, Goodall et al), will also be sought.
Kathryn Wells, the researcher, will liase and develop with Budamurra, cultural protocols and a contract for the production or joint-production of suitable material based on the non-exclusive rights to stories. The project will respect Budamurra’s desire for overall product integrity and benefit, including in the process of production, the contribution of multimedia production knowledge and skills by crew members to Budamurra community members.
Interface Programming
Following adjustments and improvements to the programming from the first prototype (Sontel), further improvements to the second prototype (PathScape phase 1 – see attached report) are proposed:
• the ‘speed’ at which the image in the central screen moves will be made variable in relation to the position of the mouse cursor viz. starting movement slowly and then accelerating as the mouse is moved progressivily toward the edge of the screen. This will assist in the ‘capturing’ of margin images and the launching of narratives.
• a sample of sound from a narrative corresponding to a margin image ‘captured’ will be looped, before clicking to launch that narrative.
• margin images will indicate narrative options in the 360˚ morphing pans.
• the colour-coded buttons which offer options at the end of each narrative will ‘grow’ from dots to almost fill the screen – see images above and below.
Index Menu amendments will include:
• fully functioning keyword index – each narrative sequence will have between 1- 5 keywords associated with it. After a keyword or phrase is selected, a list of Stories will be displayed which share that same word or expression – see illustration below. Stories can then be launched by clicking on an item in the list;
• improvements to the appearance of screen layout, use of font and colour, design of scroll bars, print option, etc;
• pre-scripted Web Search options may include the ability of the user to amend the recommended boolean search string;
• the ability to print material from the Transcript screen – see illustration above.
Sound
A stereo track will be introduced to the sound design, running in conjunction with parallel mono tracks and ‘spot’ effects to provide a richer sound presence tied closely to zone character and ecology – volume level could also become relational to location within a Zone. Budamurra and Bruno Koenig the sound designer have both indicated a desire to collaborate closely in this respect. Stereo sound design will also considerably enhance the sense of place during the morphed pans, for instance.
In close collaboration with the interface programmer, sounds to indicate sequence transitions and to confirm option-taking, together with the creation of silent spaces will extend the dynamic operation of sound throughout experiencing the process of interaction.
Spoken Text
Describing the natural world, ie a geological setting, or relating the events of the past, ie the development of the timber industry, will be communicated through the use of the narrative form rather than that of the lecture as is current in both prototype versions. The Geologist’s Story, The Timber Worker’s, The Sawyer’s Story etc. will be related in the first person or as a dialogue between two or three people and will be broken into shorter sections – thus the user will have the option of discovering more about the off-screen character by using the ‘circles’ menu at the end of each story in addition to being directly accessible through the index/content section. A greater variety of voices will read the prepared texts than was possible in the prototype, in order to create more surface and expression and convey the sense of many players who pass through the landscape.
Exhibition, Distribution & Marketing
The audience will have a broad set of interests in art, ecology, history, social relations, media study, communications theory, etc. They are most likely to be working in industries such as visual art, multimedia, education, conservation, tourism, government, publishing etc.
The complete version of PathScape is regarded as having several objectives for how different audiences may use it and thus has a full range of exhibition and marketing options available including:
• installation in a gallery or museum with large screen projection and surround-sound to enrich the experiential aspect. Software design would enable migration to a high end platform to improve performance and image and sound quality and with further funding and research could enable a sensing system to be developed based on spatial zone proximity sensors or ultrasonics and thus remove the need for mouse control of the interface.
• duplication and inclusion as part of an existing teaching kit for secondary and tertiary students or within the development of a new teaching kit.
• distribution and marketing on-line and through Websites concerned with the related themes and issues – ecology, tourism, social history, indigenous affairs etc.
• marketing as consumer item at point-of-sale in tourist retail areas.
Careful design of the software has also make it possible for different data sets of sound and image files to be substituted and thus enable other landscapes, (both the ‘real’ and the metaphorical), to be explored. Thus the project can in effect be used as a third-party software tool with full functionality enabling navigation of different kinds of ‘content’ – this would be achieved through a licensing arrangment and contracted management and programming services.
Summary of Interface Design Features in Prototype
Navigation in the prototype is centred on:
gesture, to control direction of travel through the landscape (Level One)
• the movement forward with the mouse to cause the central image ‘go’ forward;
• a movement back to centre to stop the image still;
• a movement backwards, (with the cursor to the bottom of the screen) to ‘turn’ through 180˚ and look backwards;
• a further movement backwards to make the central image ‘go’ backwards;
• a movement to centre to stop the image still.
selection, to take a branch from the pathway to listen to a short story or music or watch a movie (Level Two)
• a movement of the mouse to left (or right) to provide a 360˚ panorama of the zone through which the user is passing;
• by ‘capturing’ one of the images that appear to the edges of the frame (by halting the movement on the central moving image that conceals their central section) and then clicking to launch a story.
options, to move deeper into a story (Levels Three and Four), or return to the pathway
• the blue, yellow and green buttons colour code to correspond with Anecdotes, History and Commentary/Analysis – delivered as movies, slide shows, or audio with user control of picture framing – which develop, extend or provide background on what has gone before;
• the red button moves back to the previous level. This ability is also possible at any point in a narrative sequence by dropping the mouse/cursor to the bottom of the screen. Time out periods likewise move back through levels to the Surf screensaver movie.
resources, that enable the material assembled for the interactive – the ‘content’ – to be accessed from the ‘backend’ (Level Five)
• the black button provides access to data about picture and sound sources, story contents, transcripts, keyword index, Web search option and bibliography.
The various levels which the user can explore can be summarised with the following diagram:
Technical Development
The project has developed several innovative uses of the authoring software during Phase One of PathScape, including the use of .xml and .dcr files. The re-design of the folder layout and linkings has not only improved the handling of the interface but extended its ability to respond to input from the user – for instance, the desire to know about sources of material seen and heard and the ability to access material from a text-based content/indexing vector.
In addition, by thereby defining resources as external media, the project is provided with great flexibility when it comes to means of delivery. The interactive could besides functioning as a one-to-one CD-ROM in the home or classroom, could be re-purposed at modest cost to be accessed on the Web, with different components on seperate servers to improve performance. A forum or listserv function could be incorporated.
By developing its visual quality and user interface, ie spatial sensing, and utilising projection and multi channel sound, the immersive and experiential aspects could be amplified in a large open space or gallery, for the art and museum market. This could include, given its external media design, the migration of programming and content to high-end platforms.
Production methods will continue to develop more efficient means of assembling narrative sequences from component assets including a move away from resource hungry Quicktime movies made in labour intensive Premiere, towards rapid assembly in Director of more efficient .dcr file formats.
Hypermedia for Portable Video Players (PVP)
Abstract: In this paper we propose the exploitation of high mobility portable battery operated Video Players (PVP) for the retrieval of video associated with the location in which it may be used. Reporting on an earlier interactive multimedia location-based prototype, we assess the possibilities for specific ontologies of a taxonomy of indexing procedure which avoids text-based retrieval methods, using instead the mnemonics of image association. We outline the proposed development of PVP firmware and a related user application enabling users to construct indexing procedures appropriate to their needs, using a metadesign approach,.
Keywords: hypermedia, video, video player, authoring
1 Introduction
The proposal emerges from current interdisciplinary research into machine memory as a context for understanding its relation to human memory and methods for storing and retrieving movie files. It proposes an approach to indexing audio-visual media utilising an ‘index-movie’ file as the taxonomy of the indexing procedure, to which is linked related movie files. An interactive experimental prototype, PathScape, has provided initial evaluation of the concept using a real-world time-space representation as the basis for indexing. Further practice-based research approaches to user-defined storage and retrieval systems for the video iPod and other PVPs as advanced portable video systems, will be described.
The proposal is for the PVP user to interactively navigate the linkages between movie files, either as an exploration of a creative maze, or as a means of recalling a particular series of operations, directions, sequences explained in pictures and sound, but under the direct and immediate control of the PVP user. This feature will enable complex data structures often represented visually – land surveys; mining topographies; design or biological sequences; architectural spaces; construction progress; cultural artifacts; etc – to be made accessible relationally rather than sequentially.
Whilst positioning of a pointer on a visible timeline provides instant access to a particular part of a movie in a conventional computer-based movie player, this is not an option in PVPs. However, the visibility of images during high speed spooling on a PVP, could assist locating entry points to a hyperlinked movies system utilising frame number metadata and mnemonics. An indexing approach of this kind implies special concerns in the design of such a system, for individual, specialised and public groupings and communities, for which metadesign approachs are being developed.
2. Navigation Principles
Interface design for multimedia databases has been the subject of investigation by earlier researchers for desk-based systems, though few have achieved avoiding the use of words or on-screen graphical devices to aid navigation. [1] [2] [3]. Experimental approaches by artists have included Twelve of My Favourite Things, effecting navigation using a touch screen over an image composite of three movies linked to other movies related by a colour selected on the screen.[4] In the late 1990s a website appeared documenting the Exeter Cathedral Vaulting: “There are two main routes into the material, Visual and Verbal. ….. The Visual route is for those who are more at ease with images than text.” The ceiling, built in the 14th Century, used the vaulting bosses as a mnemonic system related to the stories both sacred and profane, of an oral culture in the West Country of England of the time. The designers of the website echoed the memory system by using a plan of the vaulting and its bosses to access the database containing detailed photographs of each item together with several layers of metadata.[5] More recently the Digital Songlines project at the Australasian Centre for Interactive design in Queensland uses graphical representations familiar in game engines, to map the GIS data relevant to ‘country’ and cultural artefacts, related to an indigenous community.[5]
The principle of this taxonomy does not seek to index video libraries or collections, nor provide machine-based ‘importance sampling’. [7] The concept of detail-on-demand is a means of working with specific video material that avoids “…having to use a separate interface such as keyframes or a tree view”. [8] As a means of navigation it has been explored by others [3, 9, 10, 11] based on earlier experiments with video and hypermedia theory [12].
The central novelty of an approach to mnemonic movies indexing is to enable an accelerated usage of movie based data or information. The movie being watched will provide the link to the related movie(s), without the need to return to scroll a text-based index menu at the root. It will enable PVP users to engage interactively with videos using links to move from one movie to another according to relational rather than sequential connections.
These approaches overlap with the Greek oracists and rhetoricians, who before the alphabet had been handed down, developed an elaborate form of artificial memory, described so fully in Yates’ Art of Memory. Ars memoria, “…a series of loci or places. The commonest, though not the only type of mnemonic place system was the architectural type ….. We have to think of the ancient orator as moving in imagination through his memory building whilst he is making his speech, drawing from the memorised places the images he has placed on them.” [13] It could be claimed the first movies were a conceptual model made by the Greek rhetoricians, complete with wide shots, tracking shots, panning, tilts, close-ups and flashbacks. Played in the cinema of the mind’s eye, the first ‘classic film narrative’ guided his oratory from theme to theme, detail to detail, by associating each element of the speech with the loci and the objects placed there and visible only to him.
2.1 Pathscape
Our familiarity with cinema and the reading of Cartesian spatial representation is exploited in the PathScape prototype system. It explores through demonstration, a means for augmenting human memory for the purposes of storing and retrieving movie files. The detail-on-demand principle employed however, has no overarching narrative, but a series of interactive option prompts. These access movie files in the system using a taxonomy based on fragmentary images, sounds, colours and shapes. The ‘index-movie’ file (I-MF) produces apparent motion in a central image for forward direction along an X-Y axis, perceived as a movement ‘into’ the cinematic space recorded, a landscape.
Figure 1: Screen images
The movement is controlled by gesture, using a mouse in the prototype (Figure 1 & 2) to ‘move’ towards point X accessing file I-MFX; by gesturing to the central image, movement ceases; gesturing to the bottom of the screen instantly loads I-MFY movie file, swinging the image through 180˚ to return along the path previously followed towards point Y.
Figure 2: Screen area images and Cursor gesture outcomes
The taxonomy of the Path which the user traverses is ordered by three indexical devices. Two are located in the border area that surrounds a central image. The first level of indexing is within this border and seen at particular points as fragments of images, visible for short durations. These indicate a nodal junction which, when ‘captured’ by using gesture to halt movement in the central image, will enable with a click, the launch of a movie and associated sound from the database, replacing the central image movie of movement along the path.
Thus along the X-Y axis are the 1, 2, 3, …. 4, 5 etc interactive options, ‘narrative branch nodes’, which in effect are groups of movie keyframes representing a loci or location linked to an associated movie file. (Figure 3)
The second device uses changes in background colour in the border area and background sound to signify changes of zone. (In this prototype different colours represent different ecological zones). When a colour is visible in the border, gesturing to the left or right of the screen will launch the movie of a 360˚ panning movement of the landscape, (Figure 1 & 2) a movie representation of the zone through which the user is currently ‘passing’ – gesturing to the right will pan right, to the left will pan left : AA, BB, CC … FF. (Figure 2 & 3) Within the pan will be ‘found’ further narrative branch nodes from where to launch movies set during the authoring process, associating each movie with the visible appearance of each locale.
Figure 3: Schematic for accessing database
At the completion of a narrative, the third indexical device appears as a series of circle shapes that appear over the final frame of the movie. Blue, yellow and brown and green circles function as ‘buttons’ to linked topics, colour coded to symbolically represent a narrowing of the index path from the broad to the specific. [14, 15]
The encounter in this prototype enables the user to orientate within a given topography in a way not dissimilar to a regular route followed in the country or the city. Similarly, interaction with the surroundings reveals hidden evidence, concealed information and comment, delivered as stories, as samples of discrete information enabling the interacting subject to put together knowledge of this place through information gathered. The interactive process is not through query structures addressed to a database, but as embodying gestures, using the relational terms, “more, same, less” within the interface of mnemonic cues to linked movie files. The experience is a procedure of constructing meaning through familiarity as part of a gathering process that adds to the individual’s knowledge base accumulated during this and subsequent visits.
2.2 Prototype Outcomes
The prototype explored the means and the cinematic syntax of creating a multi-layered representation of the landscape, through time as well as space. As a multi-voiced ‘interactive documentary’ over which the visitor has agency to ‘move’, to be able to order the stories and the depth of detail which could be retrieved in the prototype, revealed four main areas of response:
visitors who wholly embraced the visual and navigational experience together with the knowledge building process;
visitors who wholly embraced the experience without much concern for the documentary and informational aspects;
visitors for whom the knowledge acquired was unacceptable and without authority or specificity;
visitors who resisted the responsibilities of interactive engagement.
The prototype demonstrated a wide range of responses from users but most acknowledged the novelty and applicability of the approach to a field of their interest. This indicated to us the need to develop an authoring tool that would enable individuals and groups to design their own system for linking their movies.
2.3 Video Acquisition
The prototype was completed in 2000 and since that time the video data stream has become more ubiquitious. Whether generated by a digital video handycam, mobile-phone, a web-based stream or download, optical media and broadcast television and video-on-demand databases, an ever increasing amount of digital media images and sounds need to be managed, whether for professional or recreational purposes. The PVP is an affordance for making use of the video data stream in a variety of ways in a range of ontological contexts.
2.4 Navigating the PVP
Codecs for video files and devices to handle them in creatively useful ways have developed exponentially. The Apple video iPod for instance, can store up to 3 hours of video playback and delivers high quality video using several codecs, 320 x 240 pixels at 30 frames per second with stereo audio. Interacting with the device is through gesture related to the navigational principles used in the Pathscape prototype (Figure 2) mapped to the device front panel (Click Wheel, Figure 4):
Figure 4: Click Wheel navigation controller on PVP
A simplified mapping, based upon the ‘stories in a landscape’ approach, will achieve similar outcomes (Figure 5):
Figure 5: Click Wheel mapped functions
3 Metadesign and Authoring Principles
The use of consumer technology for productive as well as recreational purposes requires an adaptable design approach to the authoring process. Fischer and Giaccardi have shown that metadesign serves the interests primarily of the community of practice (CoP), the consumers, where the community of interest (CoI) are able to provide expert input to a complex design problem. Metadesign gathers potential from these convergences and becomes “…an emerging conceptual framework aimed at defining and creating social and technical infrastructures in which new forms of collaborative design can take place.” [16] The metadesigner as CoI, in working with the CoE could advise in establishing a consistent (or even ideosyncratic) relationality for a specific collection of video files by advising on syntax, ‘a connected order or system of things’, [17] within an image-based indexing system.
In the context of using a modified consumer device to interactively produce outcomes based on relational rather than sequential ordering, it is important that the authoring principle of syntax to be applied in each design and authoring process is determined. The authoring tool framework can then be applied to set the coordinates for the hyperlinking Node() governing the navigation options. Thus the design task can be seen to deal with mnemonic cues as much as the normally associated temporal aspects of ‘editing’ film or video, (though duration will be part of that decision-making process).
We propose two approaches to the design of the system. The first, On-Board Authoring is effected on the device itself and is capable of setting very basic relationships between the (suitably compressed) movie files uploaded to the PVP. The second, Off-Board Authoring, is more generic and involves an application external to the device on which the files and their relationships are established using drag and drop procedures before upload to the PVP.
As APIs for iPod are not publicised, we have developed a simulation to indicate how users of iPod or similar PVPs could author and navigate movies. The system was modelled with Java v.1.4.2 on Mac OS X.
3.1 On-Board Authoring
As the PVP has a limited interface, the authoring operations need to be simple and incorporated within the device’s firmware. The prototype model has the following basic functions: (1) selecting; and (2) marking the related movies. The authoring operation is:
1.Select a file to use as the “IndexMovie”. (Figure 6)
Figure 6: Choose movie. Figure 7: Play movie.
2. Play >|| (Figure 7)
3. Push >|| to Pause to stop the movie at the point a link is to be created.
4. Push “Menu” to see the movie list, and Select another file to link to;
5. Push ‘Enter’ to set the link, Node(), and return to Index movie.
6. Play >|| to continue
7. Repeat steps 3 – 6 to create additional movie links.
In this simulation the indexing information is stored as a simple text file recording movie file name and frame number from the IndexMovie for the PVP to reference during use. When IndexMovie is played a small arrowhead in the corner of the frame appears for two seconds to indicate where a linked movie can be played by pressing Enter. Otherwise the movie runs, (at fast speed if desired, in either direction, as is standard on PVPs), until the next required indicator is reached. The function of the indicator becomes redundant as the user becomes familiar with ‘incidents’, or specific images on the movie. Operating as mnemonics these enable the user to recall and so launch, the hyperlinked movie connected to Node() in the IndexMovie.
3.2 Out-Board Authoring
An out-board approach to authoring provides greater flexibility for linking, even to the extent of ‘cascading’ related movies without using one file as the key indexing file such as the Hyper-Hitchcock project have demonstrated. [8] The more recently demonstrated HyVal system uses authoring visualisation of video objects, metadata and the overall hypermedia document as parts of an Editor tool. Shot detection algorithms effect a semi-automatic function, giving it great potential for working quickly with large video file collections or through using search engine routines. [18]
The out-board authoring we propose for the PVP would employ a timeline similar to existing video editing applications, such as iMovie, as the receptor for linking the metadata associated with the linking options – a sprite dragged to position provides a pop-up window into which the linked movie thumbnail is dragged and dropped from the movie clip viewer. Following playback in the editing tool, adjustments and changes can be more easily effected than within the PVP itself.
4 Applications
Video acquired from many sources can be indexed using visual, non text-based protocols, determined by the individual, group or corporation, at a level of complexity appropriate to the ontological context or immediate application. Practical applications would be characterised through a need for dynamic non-linear navigation of movies, represent pedagogical issues for instance, or research data, media production study or methods, visualisation of spatial or temporal dimension etc. For example:
as a user-centred product design / protocol analysis / software architecture analysis aid, the PVP becomes a mobile research tool;
explaining the life-cycle of the frog, at various points in the tadpoles development, the PVP as personal teacher is able to show the detail of a specific moment in that development;
the PVP as personal electronic tour guide enables the visitor to a place to determine, as with museum audio guides, at what point in a tour more detail is required;
for the redevelopment of a city area the PVP becomes a planning tool, capable of integrating video-based data with the location in which the data was gathered, at which it is later referred;
as the recreational device for which it was intended, the Singer Not the Song option will have the user command the iPod view behind the scenes of the recording session and concert footage.
In the creative space of a classroom, the PVP as a teaching tool in the context of its well promoted use as an entertainment and recreational device will be promoted, in conjunction with an authoring tool, as a valuable learning system, engaging critical and creative assets amongst the student body.
5 Discussion
PVPs are ‘hard-wired’ devices with no facility at present for dynamic linking of the indexing movie(s) to external databases. Navigable media spaces of the kind described in which individual files can be accessed and / or updated from more centralised media resources and databases, become a ‘soft-wired’ installation possibility, using the appropriate protocols.
The user of the ‘mnemonic movie’ option on the PVP is also the designer. Design principles in each case will be approached according to the domain in which it will be employed. As a commercially marketable entity such as a music-based package, the design of the ‘bundle of files’ will reflect the ‘culture of connections’ of the target group. For a town planner, collecting data and compiling on-the-fly for examination by other stakeholders, the design approach will be different again. For the artist, hyperlinking will reflect a different set of issues to be explored by the interacting audience, as the mobility of the device enables the city or country environs to be used as the exhibition gallery.
6 Conclusion
PathScape, an experimental interactive prototype, provided initial opportunity to evaluate the concept of indexing audio-visual media utilising a real-world time-space representation as the taxonomy of the indexing procedure. We propose a system for the PVP user to interactively navigate the linkages between movie files as a means of recalling a particular series of operations, directions, sequences explained in pictures and sound, but under the direct and immediate control of the video iPod or other PVP. The feature will enable complex data structures often represented visually – land surveys; mining topographies; design or biological sequences; architectural spaces; construction progress; cultural artifacts; etc – to be made accessible relationally rather than sequentially.
The contemporary burgeoning usage of the video data stream, whether generated by a digital video handycam, mobile-phone, a web-based stream or download, optical media and broadcast television and video-on-demand databases, determines an ever increasing amount of digital media images and sounds to be managed, whether for professional or recreational purposes.
We have proposed two practice-based research approaches to authoring suitably prepared digital video files, either on-board the PVP or off-board such that the hyperlinked prepared files are uploaded to the device for use ‘in the field’ of management and development professionals, or in the more familiar recreational ways for which the PVP is enjoyed.
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