Hello again.
Surveying the blog we identify four areas of networked performance
practice
which current work explores in various combinations. We have
categorized
these as (1) telematic events, (2) locative media, (3) wearables, and
(4)
active objects and responsive environments.
Telematics connect people to people or people to objects through a
network,
such as telerobotics or haptics; locative media provide location aware
engagement; smart environments enable architecture and objects to
respond to
environmental changes of state generated by occupants/inhabitants; and
wearables extend the body's senses through technological prosthesis.
We see lots of overlap and combinations in the works we survey, so
these are
not to be considered rigid categories but an effort at broad
representation.
We’re keenly interested in the commonalties across emergent
art/technology
practice with attention to artist/audience/object/environment,
performativity and the open work.
1. TELEMATIC EVENTS
To date this has been the most prolific, comprehensible/understandable
area
of practice, encompassing the exploration of networked performance by
the
traditional performing arts where new technologies are integrated into
existing forms (dance, music, theater). Examples of this would include
the
musical performance. InteraXis with Jesse Gilbert, Mark Trayle and
Wadada
Leo Smith and dance performances such as those created by AdaPT, an
interdisciplinary association of artists, technologists and scholars.
http://www.turbulence.org/Works/interaxis
http://www.dvpg.net/adapt.html
Others move us onto new terrain. Jeff Mann and Michelle Teran, for
instance,
create performance events that explore new ways for computers to
support
social experiences in the physical environment. Their objective is not
performance for an audience but creating a shared experience in which
everyday social spaces become “electronically activated play
environments,
capable of transmitting the physical presence and social gestures that
comprise…human interaction” across time and distance. No longer
dependent on
the work-based screen and keyboard, in these environments ordinary
goods and
wares – furniture, cutlery etc. – “come to life as both kinetic art and
telecommunications interfaces”.
http://www.lftk.org/tiki/tiki-index.php
http://www.lftk.org/tiki/tiki-index.php?page=Telepresence+Picnic
http://www.interaccess.org/telekinetics/template.php?show=intro
2. LOCATIVE MEDIA
Locative media practice has exploded since the public availability of
GPS
and its consequent inexpensive and ubiquitous availability in mobile
electronic devices. Some of this practice makes urban areas into game
boards
and city infrastructures into play spaces. Blast Theory, a London-based
group, is renowned internationally for their contribution to this
genre with
works that make a public space ‘playable’ by participants in the
street and
online.
http://www.turbulence.org/blog/archives/000221.html
http://www.turbulence.org/blog/archives/000033.html
Others create “geo-annotation projects.” This involves assigning
geo-spatial
coordinates to media content so that it can be accessed at a specific
geographical location with an enabled device. While the “true”
location of
the content is a database, by making it possible to access that
content from
a particular location, its place (so to speak) migrates into the
physical
environment, making urban streets and the landscape “programmable.”
Urban
Tapestries and the Aware Platform are examples of this. Both are
location-based wireless platforms that allow users to access, author
and
share location-specific content (text, audio, pictures, and/or movies)
– But
there are many more: Yellow Arrow, Grafedia, MapHub, and, as Anne
Galloway
says, “ and oh, about a million others now.”
http://www.turbulence.org/blog/archives/000151.html
http://www.turbulence.org/blog/archives/000555.html
There are also projects specifically designed to enable communication
and
shape transient networked communities. Yuri Gitman’s Magicbike turns
common
bicycles into WiFi hotspots that broadcast free WiFi connectivity to
their
proximity. And Jonah Brucker-Cohen and Katherine Moriwaki’s
UMBRELLA.net
develops ad-hoc networks based around the haphazard and unpredictable
patterns of weather and crowd formation. The system consists of a set
of
umbrellas as nodes that can spontaneously form a network when unfurled.
http://www.turbulence.org/blog/archives/000114.html
http://www.turbulence.org/blog/archives/000051.html
3. WEARABLES
Wearable computing enlarges the use of computers to include wearing
them on
ones body—much as eyeglasses or clothing are worn—and facilitates
interaction with the user, and between users, based on specific
situations.
Fionnuala Conway and Katherine Moriwaki’s Urban Chameleon, for
instance, is
comprised of three skirts: 1) “Touch” changes visual properties upon
contact; 2) “Speak” reacts to urban noise; and 3) “Breathe” visualizes
pollution and urban exhaust as it travels through the garment.
http://www.turbulence.org/blog/archives/000146.html
Tina Gonsalves’ Medulla Intimata is responsive video jewelry. The
overall
function of the piece and its video content is to reflect the full
character
and content of the wearer’s emotions and thus present a fuller living
portrait: the wearer as he/she is in unmediated interaction and the
wearer
as he /she feels at that moment.
http://www.turbulence.org/blog/archives/000137.html
4. ACTIVE OBJECTS AND RESPONSIVE ENVIRONMENTS
Increasingly, through ubiquitous/pervasive/ambient computing paradigms
and
wireless sensing, artifacts, objects and physical space itself are
being
charged with properties traditionally associated with living bodies.
In their recent Benches and Bins, Greyworld creates furniture that is
able
to roam freely through the new public square in Cambridge, England and
respond to its surroundings and ambient movement.
http://www.turbulence.org/blog/archives/000335.html
http://www.junction.co.uk/HTMLTemplates/our_work/news/digital/
Bins___Benches
_to_be_Unleashed.htm
http://www.greyworld.org/contact/index.html
While Chris Salter, in the environment-inhabitant interaction
Suspension/Threshold, focuses on the theme of thresholds or bardo (in
between) states, and creates a body responsive environment where the
aggregate breathing patterns of the collective audience/participants
lighten
an otherwise dark environment.
http://www.turbulence.org/blog/archives/000053.html
Much of this work is conceived to provoke interaction between people,
and
between people and their spaces. More than not it encourages people to
be
performers within the work and thus to enable or realize the work. This
calls into question the accepted nature of performance and introduces a
shifting relationship between the artist, artwork and audience.
We locate this practice within an historical continuum (Kaprow’s
“Happenings,” Galloway’s “Electronic Café,” “Experimental Art and
Technology
(EAT),” the Situationists, Fluxus, etc.) and suggest that this
trajectory is
redefining the performative as a socially networked, collaborative
model for
artistic and cultural practice.
The overarching question, then. is:
“How do we understand performance in relation to these new activities
that
are between the existing and the developing, and what can we learn by
stretching our understanding of performance in light of these
perspectives”?
Other questions we are interested in include:
1. How is performance changing in response to networked computing
technologies (mobile, satellite/GPS, internet)?
2. What is the relationship of 'real-time' computing to liveness and
performativity?
3. What is the relationship of agency and authorship to
performativity? Is
performativity synonymous with being an actor, agent, or author? Is
“performer” another label for the user/viewer/visitor/ of an
interactive
work?
4. As the use of the network becomes more social, adopting the
peer-to-peer
model, what does this imply for performance and net.art as
performative?
5. How are network processes (algorithmic, procedural rule-based
systems,
generative) influencing or being investigated by performance?
6. How are networked concepts as modes of communication (granularity,
open
source, emergent behavior, affordance, latency, ubiquitous computing)
impacting performance?
-- Helen and Michelle
_______________________________________________
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre