Professional Documents
Culture Documents
International Journal of Performance Arts and Digital Media | Volume Three Number Two and Three
Performance Arts and Digital Media
Volume 3 Number 2&3 – 2007
Special Issue: Performance and play: Technologies of presence in
3.2&3
performance, gaming and experience design (Guest editor: Lizbeth
Goodman with Deveril, Esther MacCallum-Stewart & Alec Robertson)
Editorial
97–99 Performing and Being (There) live and online
Lizbeth Goodman International Journal of
Introduction
Performance
101–102 Part 1: Performance futures: Bodies in movement, viewed through multiple screens
Introduced by Lizbeth Goodman
Article
103–121 Performing self beyond the body: Replay culture replayed
Lizbeth Goodman
123–138 Performing in (virtual) spaces: Embodiment and being in virtual environments
Introduction
Media
167–168 Part 2: First, second and third spaces: Digital narratives and the spaces of performance
Introduced by Lizbeth Goodman
Article
169–181 Hotel Pro Forma’s The Algebra of Place; destabilising the original and the copy in intermedial
contemporary performance
David Fenton
183–195 Orienteering with double moss: The cartographies of half/angel’s The Knitting Map
Deborah Barkun and Jools Gilson-Ellis
197–208 The warfare of the imagined – building identities in Second Life
Dr. Esther MacCallum-Stewart
209–222 Embodied narrative: The virtual nomad and the meta dreamer
Denise Doyle and Taey Kim
223–236 Playing the third place: Spatial modalities in contemporary game environments
Axel Stockburger
Introduction
237–238 Part 3: Complexity: The theory into the practice
Introduced by Alec Robertson
295 Index
ISSN 1479-4713
03
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96 PADM 3(2&3)
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International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Editorial. English language. doi: 10.1386/padm.3.2&3.97/2
Editorial
Performing and Being (There)
live and online
Lizbeth Goodman SMARTlab, University of East London
engineering (with work that engages with artificial intelligence and robotics,
including computer vision, sonic design etc.), psychology (with virtual
reality studies), education (with the increasingly common focus on role play
and interaction design in virtual learning environments and online games),
on gender studies (in terms of avatar role play), philosophy and phenome-
nology), critical theory (with the theoretical framing of time-based arts and
media in terms of their cultural status and complex ideological systems and
impacts). The list goes on . . .
Within this increasingly interdisciplinary academic world, scholars and
practitioners are, quite sensibly, seeking out new methods of working
together to address key concerns with shared vocabularies and joined-up
thinking and implementation strategies.
The authors in this special double issue of IJPDM were all encouraged
to address their own work in relation to the wider field: to consider the
impact of play in its widest forms to their own work, and to show some of
the steps that lead between performance, digital media, game studies and
play in design.
In Part 1, the focus is on Performance Futures, with a focus on Bodies in
Movement as viewed through Multiple Screens. The authors in this section
were invited to address their own subjects whilst framing larger issues from
the fields of Performance and New Technology, Psychology and Virtual
Reality, and Dance Studies.
In Part 2, the focus shifts to the domains of scholarship that reach back
towards performance from Gaming and Experience Design, with authors
contributing from the fields of Theatre, Game Studies, Cultural Studies and
Digital Media, and Art and Design.
Finally, in Part 3, the last four papers engage with the theory of complex-
ity as it is employed and evolving in both the scholarship and the practice of
design, from performance to play to the design of new modes of thinking
about design. This last section includes work gathered at the Design for the
21st Century event on Magic In Complexity, held in London in February
2007. That work brought together an unusual group of artists, designers,
technologists, performers and scholars, engaged in two different strands of
work and thought, from Emergent Objects to the theories of Complexity
Science as applied to the 3d and 4d design arts.
As all the papers in this double issue show, the technologies that allow
us to view and review, play and replay, both ourselves and our technological
framing of selves, have developed to such an extent in the past few years
that what was unimaginable only a decade ago is now ‘reality’ or embodied
in ‘virtual’ reality.
The authors whose work now fills the pages of this double issue have
addressed these ideas, these modes and modalities, in their bodies, their
performances, their interactive films and digital narratives . . . and have re-
viewed their work for scholarly presentation here, in order to invite
response and ‘replay’ from the wider community of readers too.
Yet, it is notable that there is an increasing resistance in the scholarly
community to fixing ideas in time by printing on paper. Some scholars, and
98 Lizbeth Goodman
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International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Introduction. English language. doi: 10.1386/padm.3.2&3.101/2
Introduction
Part 1: Performance futures: Bodies
in movement, viewed through
multiple screens
Introduced by Lizbeth Goodman
The first section of this special double issue on play in performance and
new media looks, and relooks, at the body and its frames. Each frame is
considered as a reflective surface in the hall of mirrors of multiply layered
fictions and mediated stories, that John Barth describes in ‘Lost in the
Funhouse’, as discussed in the first paper in this part.
The term the body, refers, for the purposes of this section at least, to the
visceral form of the human as s/he engages in space and time, and makes
an impact on others through the act of being present, whether live or on
screen. The focus here is on the body as placed: the space it takes up in
lived experience and within the alternative frame of screenic presence. The
work revolves around the notion that each body and each body memory,
gesture, deliberate and multiply framed staging of self in performance leads
to another layering of communication as bodily inscription. The four papers
have thus been gathered around the central theme of multiplicity in framing
embodiment, and each engages in a deliberately polysemic act of writing
about the body and embodiment, with an awareness of the presentation of
the ideas both in print and in digitally mediated formats. In each of the
papers, the themes of replay are considered: in other words, each piece
engages with the theme of the role play of self in the increasingly media-
tised and theorised worlds in which we live and present ourselves daily.
The first paper tackles a subject of long-standing concern to researchers
working on the body and embodiment: the subject of self in replay culture.
This paper reaches back through a decade of ideas and critical, performa-
tive and screenic experiments in re-presentation of bodies of all shapes and
abilities, across a wide range of media formats. The paper is deliberately
wide ranging, as the themes set the scene for the papers that follow in all
three sections, even as they summarise and analyse a set of ideas that have
been developing for a decade, and that will be replayed in new form in work
to come. The focus on the emergence of new forms of body images in the
age of ‘mechanical reproduction’ takes up Benjamin’s classic argument and
applies it to the body as an increasingly commodified and designed ‘object’
in its framing and reframing in early 21st century culture.
The second paper, by artist/scientist Jacquelyn Ford Morie, draws upon
the author’s long career in virtual environments and experience design,
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.103/1
Abstract Keywords
This paper re-views the field of performance studies through the lens of a large performance
body of the practical work in new media performance and technology tools cre- play
ation. It thus engages critically with the author’s own earlier ideas about play, replay
replay and the performance of self: taking a new position informed by an altered presentation
view of performance that has developed in recent years with benefit of both re-presentation
hindsight and the applied method of multimodal vision. Working live as a mover self
and director who has taken a visible physical place in mixed ability performance presence
work, the author argues that the framing of self in performance which is per- engagement
sonal, is complicated not only by theories of agency and the frames in which per- erasure
formance and performance theory are both viewed and reviewed, but also by the digital media
shifting nature of ‘self’ as the body and one’s ways of engaging through the body live art
both age and change. The paper has been written specially to set the scene for live text
and raise key issues discussed elsewhere in this double issue of IJPDM. It shares blog
the body of a decade’s research (1987–1997) and another decade’s further wiki
research and reworking of ideas around the omni-presence of media and the per-
formance of text and other forms of representation in the digital age (work con-
ducted since 1997, but focussing on original practice-based research
performance experiments and shows staged for these purposes between 2000
and 2005). The paper takes its own media, for example the paper on which it is
to be printed – as one of the subjects of study – exploring key theories of repre-
sentation and gendered performance re-viewed from the lens of the new media
age of the early years of the 21st century, as they are now ‘replayed’ here, but for
the first time in print, on paper.
Even the most perfect reproduction of a work of art is lacking in one element:
its presence in time and space, its unique existence at the place where it
happens to be. This unique existence of the work of art determined the history
to which it was subject throughout the time of its existence. This includes the
changes which it may have suffered in physical condition over the years as
well as the various changes in its ownership. The traces of the first can be
revealed only by chemical or physical analyses which it is impossible to
perform on a reproduction; changes of ownership are subject to a tradition
which must be traced from the situation of the original.
(Walter Benjamin 1936)
of Clive Barker and by subsequent years of work in physical theatre and 1 RADICAL: Research
comedy, has all informed our professional theatre practice, which Agendas Developed in
Creative Arts Labs, a
addresses a core theme; that of being in a state of being that is in constant partnership of
replay, time-shifting between body states and memories of body states. This SMARTlab (UK), the
BBC (UK), the WAAG
recognition of the importance of re-placing the embodied self, or of the Society for Old and
body in real space and in screenic space, in the age of the digital, was the New Media
starting point for a new phase of research that coincided with a series of (Amsterdam), L’ecole
Superiore
events (see Goodman 2007a,b) that led to collaborations with a new group d’Angouleme (France),
of performers and technologists who were, and remain, equally engaged in et al. Funded under he
Framework V IST
a quest for re-embodiment in multiple spaces. (Interactive Society
These performances have involved six years of dancing with women and Technologies)
men in wheelchairs: some of whom have suffered spinal break or other Programme. See
Goodman 2002b and
serious injuries, others of whom dance despite chronic severe Cerebral 2003b.
Palsy, and related conditions that limit their freedom of voluntary move-
ment and speech. The SMARTlab team has become in effect, adept at
looking away from itself in order to sense and become part of the body of
someone else in dance, virtual interaction or synthesised speech and
musical interface experimentation (see for instance, the results of the The
Interfaces Project, detailed online: www.smartlab.uk.com).
The story of self in replay culture, is the story of sexuality in perfor-
mance (the title for the book that I chose not to publish when it was first
ready to print, as discussed below) as framed and reframed over a number
of years with feedback and interaction from a number of sources. It is a
story of stories within stories, many told by pictures and some told by ges-
tures. It is a story reframed in a house of mirrors like John Barth’s
Funhouse. This paper is the first sustained attempt to remove the story
from the funhouse and to look at it from each of a series of modalities, and
perspectives, at a time.
2 The original QTVR and in real time improvisation by the ‘flow’ of another person, deserves
Globe is now a classic major consideration here: not only as a stage in the body of work under dis-
example of ‘old
technology’ but as the cussion but more generally, in terms of a larger argument developing about
first to be made on the liveness of improvised ‘being in space’, in the age of the digital.
the reconstructed
Globe, it remains as a As part of another person’s body, the move back through the frame to
marker in time. See: live embodiment on stage did not seem so radical at the time, as it did not
www.smartlab.uk.com/ feel ‘like me’ on stage. At the same time, or in parallel, this body of work
QTVRShakesGlobe.
Also see Owens and involved a large and very conscious element of translation between disci-
Goodman 1996; and plines: as project director yet not only devising, choreographing and per-
the Theatre Games
workshop video for forming in the showcases, but also researching, writing, presenting,
the BBC OU, new chairing, moderating the UK lectures, seminars and symposia – and this is
Shakespeare course, the part that made the most lasting difference to the academic work and its
discussed briefly in
Goodman 2007. The phase shift – I also engaged in the academic and practical translation of the
interactive strategies meanings, needs and intentions of the engineers and robotics experts to
developed by the BBC
team are discussed in the dancers to the animators to the theatre directors to the visual artists to
Goodman 2007 and the medical teams and disability experts . . .
in Goodman, The earliest experiment with stillness on a mainstage that set the path
Williams, Coe 1998
(transcript of our in this direction (of stillness and reflection) for the SMARTlab team was the
BAFTA awards Globe Theatre 3d render: the first widely available 3d (Quicktime VR, or
lecture).
QTVR) reconstruction of Shakespeare’s Globe, in which London Equity
3 VIP: staged at the union actors were not permitted on stage. Therefore, the academic
Theatre Museum as
an experimental research team for the BBC Open University Project – the same team who
workshop on still make up the core of the SMARTlab today – took up still positions at key
puppetry, people and
performances on places in the space, and held those poses for a full day of still shoots. In
stage and screen. BBC that work, there was plenty of time to think about the role of the body in
production crew, with space as a marker of presence.2 Through this work the idea of the body as a
footage gathered
specially for the MA in marker for others and as a vehicle of translation and imagination for others
Gender and was developed, in many senses, at many levels. And in that time, invisibly
Performance (Live and
through the Screen), even within the research team, our focus shifted from solo performance
known as the experiments single authored works in what was then still recognisable as
Extended Body Project Performance Studies, to multiply authored work by interdisciplinary teams
(course co-directed
with Susan Kozel). with common goals: from the ‘art’ to the ‘science’ model.
See Goodman 2001b But here, discussion of a show which played out the theme – self
and 2002a.
replayed – brings us to the Flutterfugue: danced live with a paraplegic
dancer, an able bodied dancer and virtual dancer (in this case a butterfly
avatar in 3d controlled by a Midi slider/puppetry interface and also by early
motion tracking technologies), in which the audience viewed the live show
through 3d spectacles to take in the full effect of the image mix – all this
gave a new frame to the notion of self in performance.
Thus, Flutterfugue, along with the previous major experiment in limited
movement (in the VIP Project, which positioned the sole living body on
stage with massive great marionettes made by Forkbeard Fantasy: listening
to choreographic calls from many but allowing my body only to make the
same small movements that the puppets could make, and only to follow
their lead3) marked a turning point in the research. This heralded a return
to embodied work after years of considering the text and political contexts
of performances. The shift happened in real time and I remember it vividly,
6 The MINDtouch to communicate beyond the body6). While the engagement with ourselves
Project (SMARTlab & and others whose bodies has been altered and whose understanding of
BBC R&D) addresses
these issues with both body politics had thus also shifted was influential to the team’s work at this
technology and time, so too were the evolution of new design concepts in the parallel fields
people. See
http://smartlab.uk. of architecture, product design and systems engineering. For in the models
com/2projects/ of user-centred design and participatory design, a good deal more about
mindtouch.htm the body as part of a complex performance system became apparent.
The work undertaken in this period with people who could not move or
speak re-awakened an awareness of spending time as a method that was not
valued in academic circles: that was not taken account of in practice-based
work where rehearsal, production and documentation of live performances
was included as but made invisible in academic timetabling for performance
researchers. In the increasingly management-led structures of universities, it
was hard enough to argue for reasonable timings for process-based courses
and assessments, without bringing in the additional demands of what is
often referred to as ‘disability time’, where site based witnessing of people’s
own ways and means of interaction could take significant amounts of time
beyond the rehearsal space. And yet this was the time that mattered, that led
to multimodal understanding an awareness of the meaning of the term
‘presence’ in practical as well as theoretical contexts. So, if universities were
unable to deal with the basic truth that some forms of user-centred design
take considerable amounts of time, it seemed impossible that industry or
business environments would consider these issues.
It was with this new and frustrating sense that there would never be
enough time to spend to make a real difference, nor an appropriate
medium through which to enable a rich mix of performers and people to
share their forms of expression equally, that the SMARTlab research shifted
towards Assistive Technology tools creation: a research focus that drew
engineers and haptics engineers to our core team, and that produced a
more scientific style of writing for technology journals and conferences.
That body of group work is now, after it has settled with time, the
subject of study in performance terms once more: it now sits as an example
of a form of interactive performance that demands embodiment in the
system, and a simultaneous ability to look from both sides of the system,
both sides of the frame, to translate the work to the participants and to
audiences and readers alike.
Much of the SMARTlab history (or herstory) has been written over the
years, and that body of work has placed the evolving SMARTlab method in
the context of performance theories and concurrent practices in new media
art, from the earliest writings performance and its political and cultural con-
texts, to the later team articles about the interconnectedness of disciplines
in the making of interactive works: see the short list of the most relevant
publications below for entry to that work. Rather than recap that body of
performance work here, this section will instead review earlier theories of
performance and replay culture from the more up to date frame of a body
that no longer plays as it used to, in an age of technology that replays
before we even have time to play . . .
Replaying replay
The first articulations of theory of ‘replay culture’ (first penned, or written
with digital ink back in the 1990s) was researched and written up in the old
days of technology, when the ability to ‘time shift’ a television programme
to video for viewing at a more convenient time was still a new and relatively
important development.
The published extracts that became best known from this period were
first outlined in the wake of the death of Diana, and likened to the perceived
mass-scale media developments impacting on the fields of performance and
representation at the end of the last century. With numerous books already
published, widely taught and translated, there was no perceived need to put
yet more onto paper in those early years of this new century. Instead, the
focus became reflective of that earlier output, and engaged in a practical and
ethical debate about the value of trees as opposed to more print publica-
tions that could reach wider audiences for free, online, and without the
destruction of the world’s resources. Much of the research output of those
years was thus shared online, in what would now be called a wiki format.
As the subject of the work was ‘replay’, and the multimedia innovations
that could make a difference to our perception, documentation of the live, it
seemed particularly important to take a stand of this kind while also
respecting the needs of scholars, students and the publishing industry. The
arguments of the book seemed to contradict the cultural trend towards
publication in print, and were better supported – and more easily updatable
and customisable by other scholars, performers and students internation-
ally – when the work was made available for free, online. Each iteration of
the argument has been reworked with the participating students and schol-
ars offering feedback and new layers of performance material and case
study footage.
So, this section cites short extracts from a larger body of work that set
up a dynamic of scholarly exchange that continues to this day: The set of
Routledge Readers in Gender and Performance and Politics and Performance,
first published in the years 1999 and 2000 respectively, and the writings
shared in pre-wiki format, online:
Many of the authors whose work appeared in those Readers took posi-
tions on the political aspects of the performative, some in relation to
gender and the performance of sexuality and gendered role play, and others
in relation to more ‘party political’ or historical issues around performance
theory. A dialogue has thus developed over time between authors and prac-
titioners who did not, prior to those publications, often converse directly
about their work. While many other readers have been published before and
since these, they are cited here as markers in the sands of time for a spe-
cific set of debates and collaborations arising from an early invitation to
In dance and other types of performance, the live event now questions its own
ephemeral nature; the moment of performance is complicated by asynchronous
participation by audiences and collaborations, while any event is increasingly
likely to be represented, shared, archived, and stored in digital form. The strug-
gle of the performer and artist today, then, must include battles with the real
and the virtual, with ways of making work which are informed by knowledge of
‘new media’ and respect for more traditional and visceral live art practices. The
same might be said for those who wish to study ‘sexuality in performance’: the
spaces in which our bodies and senses of identity are ‘performed’ and ‘replayed’
will influence the forms of representation as well as the types of reception.
Sexuality is process; performance is process; to replay gender in theatre and
culture is continually to reconsider the place of our bodies in many different
kinds of space, and to replay our own embodiment(s) in both physical and intel-
lectual terms, on a daily (performed but still ‘real’) basis.
(Goodman 2000)
In her book on time-based arts, Andrea Phillips also argues that: ‘perfor-
mance and technology have been intimately bound up since photo-mechan-
ical means enabled firstly, static, and then, durational representation to turn
around our notions of the real, literally re-focusing our idea of our bodies
and, consequently, ourselves’ (Phillips 1998: 11). This statement, even when
replayed nearly a decade after it first appeared in print, still summarises a
number of the concerns addressed in my early writings on sexuality in per-
formance (back in 1999), wherein Walter Benjamin’s notion of ‘the work of
art in the age of mechanical reproduction’ was considered with reference to
still images, video and live performance.
But here, the aim is to replay that argument, considering the impact of
embodied presence in the text and the image simultaneously.
So – take two:
Here is Benjamin on the actor and the image (citing Pirandello): a key
passage, somehow overlooked the first time around:
The feeling of strangeness that overcomes the actor before the camera, as
Pirandello describes it, is basically of the same kind as the estrangement felt
before one’s own image in the mirror. But now the reflected image has
become separable, transportable. And where is it transported? Before the
public. . . . Never for a moment does the screen actor cease to be conscious
of this fact. While facing the camera he knows that ultimately he will face the
public, the consumers who constitute the market. This market, where he
offers not only his labor but also his whole self, his heart and soul, is beyond
his reach. During the shooting he has as little contact with it as any article
made in a factory. This may contribute to that oppression, that new anxiety
which, according to Pirandello, grips the actor before the camera. The film
responds to the shriveling of the aura with an artificial build-up of the ‘per-
sonality’ outside the studio.
. . . Any man today can lay claim to being filmed. This claim can best be
elucidated by a comparative look at the historical situation of contemporary
literature.
(Walter Benjamin 1936, web)
Years before I first trawled Benjamin for ways to frame the late 1990s page
and stage debates, Peter Wollen took up a similar set of issues in his book
Raiding the Icebox: Reflections on Twentieth-Century Culture (1993: 35–72).
Wollen applied Benjamin’s ideas about art and mechanical reproduction to
7 Lillo-Martin published the development of cinema which, Wollen argued, ‘can be condemned as a
a revised verion of her simulacrum, a masquerade, a display’.
paper, based on work
presented at the IV These are among the core set of ideas investigated back in the late 1990s.
Congresso But it was not until the research team had engaged, in embodied form live
Internacional de
LÌngua e Literatura do and onstage as well as on screen, in dance with severely disabled people that
Mercosul, the arguments took on research meaning again, in the context of SMARTlab’s
Universidade Luterano work. The research process itself took bodily shape and meaning in the
do Brasil: now
available at process of standing still and then moving on stage, in the freeze frames of
http://web.uconn.edu/ those first complex multi-camera shoots and live performances – wherein
acquisition/CLESS.pdf
[Cited 28 September movement was literally frozen into frames: first for the QTTV camera model-
2007]. ling (wherein hundreds of still images were stitched together to make a
deceptively simple 3d model that could be viewed from many perspectives),
and then in a conscious modelling of bodily gestural language to match those
of the puppets and robots that shared the stage spaces. And in that process,
movement and stillness, sound and silence, became readable and choreo-
graphable, but most importantly, meaningful, in ways that the theorised study
of movement and freeze frames’ had not shared.
The focus in those early writings on Sexuality in Performance was not so
much on the nature of that display, nor on any given aesthetic or philo-
sophical questions, but rather on the content of the ‘display’ (sexuality, rep-
resentations of gender) as always already at odds and yet engaged in a
strange encounter with the context in which all such displays are replayed:
that is, contemporary theatre and culture, in an age when we have all come
to terms with the fact that we can, if we so desire, take control of the basic
media of recording and replay so that we frame our own experiences of
interaction as ‘theatre’.
A text cited years ago still speaks to these key issues: Jeff Ross, in his
book The Semantics of Media (1997) provided an engaging analysis of the
ways in which we use spoken and written language to describe media,
along with discussion of ‘possible worlds’ and semantics for analysis of
implicit and explicit content in multi-media. Ross’s book included discus-
sion of the ways in which we see, and describe what we see, in films and
other performative and representational dynamics, paving the way for
further exploration of the semantics of virtual performance. Intriguing work
on sign language and the grammar of gestural communication (see for
instance Lillo-Martin 1991, and her work – which seems more important
now, reviewed with a decade’s hindsight on its first framing in my arguments
about layered communicative gestures7) might be applied in exciting ways
to the field of performance, while research bridging the fields of computers,
‘natural language’ and visual communications is opening up new areas of
interest to those of us making and writing about live and virtual perfor-
mance (see for instance McKevitt 1995).
From the vantage point of late 2007, Lillo-Martin’s words sound out to
different effect:
Here, Lillo-Martin and her colleagues discuss their CLESS Project, which
studied learned communication patterns in control groups of deaf children
from families where signing (ASL or American Sign Language) was or was
not used at home, and/or was or was not used from birth. The links to my
own practice with deaf children from different language backgrounds is
highly relevant in terms of a comparative frame for my own work, and also
harks to Peggy Phelan’s groundbreaking work on sign systems and the
‘unmarked’ body in the frame of representation.
But there is another relevant frame to weave into this particular house
of mirrors, or this particular funhouse of interpretation. It is the bridge to
the virtual, or the linkages between spoken and written languages and the
language of 1s and 0s which make up digital computer code. Here, Brenda
Laurel led the way in her framing of the debates at an early stage of the
development of ‘virtual theatres’.
In Computers as Theatre, one of the earliest major comparisons between
methods and models of trans-discipliinarity, Brenda Laurel argued that the
intensity of contemporary response to and debate about VR (virtual reality):
. . . mirrors the nature of the medium itself: by inviting the body and the
senses into our dance with our tools, it has extended the landscape of inter-
action to new topologies of pleasure, emotion, and passion. A similar trans-
formation occurred in the Middle Ages, when theatre exploded out of the
textual universe of the monastery into the sensory fecundity that gave rise to
Commedia Dell’Arte, . . . in a wave of sensory, passionate, and archetypal
imagery. It was this coming together of text, body and narrative polyphony
that opened the way for Shakespeare, Grand Opera, and all the vital permuta-
tions of the dramatic impulse that have come down to our day.
(Laurel 1993: 213–214)
In the late 1990s when this ideas was newly coined, the response that
seemed most appropriate was that VR could best be seen, not so much as
a medium to mirror reality, but more as a type of performance, or a mode
of presentation of the live. The term ‘computer-assisted performance’ was
used a few years later, in the rich and evolving field of ‘CAD: computer-
aided design’. VR, then, was a form that differed mechanically and there-
fore functionally from other forms or modes of performance, whether on
stage or in the streets and private spaces (however defined and limited) of
daily life. And years later, students and colleagues including Jacki Morie
(in this journal) have shown through both practice and theory just how
complex and rewarding this journey through VR to virtual embodiment
can be.
But back to the hall of mirrors.
Considering that futurists predict that the most profound shift to occur in the
Twenty-first Century will be the shift from a place oriented to a ‘placeless’
society, this is something I want to know. As we conduct more and more of our
communication, research and commerce on-line and as the world around us
shifts from analog to digital, physical location becomes less and less of a deter-
mining factor in our ability to do our work, access information, keep in touch
with friends and buy or sell. Having an email account, internet access and a
computer, of course, become increasingly important to our ability to function
as members of a community, to interact with our peers, to access and to make
work. What does this mean for performance? It’s one thing to publish text on
the internet, but how can one conceptually, atmospherically and emotively
make the leap from atoms to electronic bits when it comes to Annie Sprinkle’s
cervix? Scan the cervix, upload it and program it to blink on and off, create
some roll-over text, embed an element of interactivity for the audience, forge
hot-button links to other cervix-related sites? No doubt people would then say
things like, ‘I went to Annie Sprinkle’s cervix last night’, because people tend to
talk about sites they have downloaded as places they have ‘been’.
(Curious 1998, web)
8 And it is not Murray’s work, like Laurel’s, made an indelible mark in the sand of digital
insignificant that Celia understanding. Both of these critics expressed early and deep understand-
Pearce also
successfully defended ings of the possibilities of the digital in relation to theatre, text, story, per-
her PhD ‘in game’ or formance and replayable images.
in avatar form:
demonstrating in real Looking back, it is possible to see a sense of premonition in their words:
space and time that for what they recognised in the marking out of VR as a form of theatre, was
the role play of avatar a need for documentation of the live within the virtual, and also a need for
presence is integrally
related to the self- individualised routes through the funhouse of VR.
conscious craft of the This is the very terrain that the SMARTlab team have explored and built
performance of self in
everyday life. in recent years, from the assistive technologies that have made both live
performance and the communication spaces of the digital domain more
accessible, to the through critical and theoretical explorations of these
domains made by PhD graduates including Sher Doruff, Anne Nighten,
Mary Flanagan, Jools Gilson-Elllis, Helen Paris, Sara Diamond, Axel
Vogelsang, Chris Hales, Vesna Milanovic and Fiona Wilkie for example (see
www.smartlab.uk.com/docsmarts for full details and abstracts), but also
and perhaps most strikingly in the very recent PhD submissions of two pre-
vious students and long time contributors to the realm of ‘Replay Culture’:
for example in the work of Celia Pearce, whose ethnography of self and
avatar in the migratory worlds of online gaming and massively multiplayer
environments broke new ground in the fields of experience design, game
studies and performance studies simultaneously,8 and also in the remark-
able work of Jacki Morie, who has invented a new theoretical framework for
understanding gendered ways of making and using virtual environments
based on years of work in creating archetypal virtual memories and testing
these with audiences using botanical and synthetic scent triggers, sounds
and visuals that encourage the viewer to re-frame herself again and again in
the funhouse of what Morie calls VE (virtual environments, or virtual expe-
riences) rather than VR . . . There is nothing ‘real’ about it.
As Steve Anderson argued in his work on ‘Past Indiscretions: Digital
Archives and Recombinant History’:
. . . the narrative logics of the database and search engine have resulted in two
divergent movements – one that seeks to articulate a ‘total’ history that is ency-
clopedic in scope and rooted in relatively stable conceptions of historical episte-
mology; another that exploits digital technology’s potential for randomisation
and recombination in order to accommodate increasingly volatile visions of the
past. . . . Both are enabled by the proliferation of digital information systems.
(Anderson 2004)
What we do, how we choose to act and interact and ‘spect-act’, perform
and play and replay, will differ for each of us, at each moment, and for many
political and personal reasons. One thing only is certain: we will be faced
with such choices in real life and in any number of digital or virtual perfor-
mative spaces as well – even in our own imaginations and dreams: in the
spaces of our own desires.
So we return to the beginning.
9 Jack Hanna, Irish I remain, at the end of this dive back into replay culture, as thoroughly
journalist, was the engaged and immersed as I was a decade ago, yet also, in the words of Jack
father of award
winning poet Davoren Hanna (expert survivor of life lived in time-shifted attentiveness to those
Hanna, who died whose speech came differently and in its own time), ‘astounded’ to be here,9
tragically young of
Cerebral Palsy and astonished at the major shifts in technology of recent years, and equally at
related conditions, yet the levels of commitment and energy that scholars, so many, clearly still
who left a legacy of have for reading words on pages rather than screens, at least sometimes.
strong words on
paper that demanded, It is therefore a privilege to share these words, on paper as well as
and still demand, a online, and to challenge thought leaders in many disciplines to share their
certain presence. The
father described his own views, perhaps by responding online.10 The point of all research and
astonishment of scholarship is surely about keeping it alive, keeping thoughts relevant. The
surviving the death of publication of this paper is part of a process of re-engagement, which
both the son and the
mother and pondered begins with the publication but will now evolve as the ideas here are inter-
his continuing acted with by others.
existence and
continuing ability to
write words in The The Invitation
Friendship Tree: a And so to end at the beginning: this paper goes to press, to ink on paper,
remarkable book, and
one that inspired even as a new media experiment is about to be launched by the SMARTlab
some of the practical team. This piece will push the limits of the notion of an event in space and
performances and
also the return to time by performing moments of self for multiple players in real and virtual
writing marked in this space simultaneously.
paper. The team for the next performative research project, called GLAM
10 Readers and (Games, Life and Media). has decided to continue with its dedicated open
encouraged to
respond and to source and creative commons ethos, and in this instance, to share ‘owner-
suggest future ship’ of the ideas of this project, and of the avatars, to the vast and as yet
projects, uncharted communities of East London: the people who currently live
collaborations and
experiments via the where the new Olympic City will be built and whose personal stories and
wiki set up specially journeys and histories will be mapped there. The GLAM team is thus
for this purpose on
the SMARTlab site). drawing a massive to-scale 3d Pirate Map, to show the real treasures of the
social networks embedded in the real spaces of these neighbourhoods.
These can be analysed and experienced, and will be mapped and made
manifest alongside more official government documents and strategies for
the ‘regeneration’ and ‘build’ projects as the clock ticks on towards 2012.
The team is interested in the legacy, in asking not what will happen for a
brief period in 2012, but rather what will be left?
Time will tell. And, as Benjamin predicted, the outcomes of the 2012
build, just like the outcomes of our next major performance experiment
with people of mixed ability inter-acting in person and online in many lan-
guages and dialects, will challenge the very idea of ownership for this part
of London, and for the traditions of its many people, which must ‘be traced
from the situation of the original’.
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Suggested citation
Goodman, L. (2007), ‘Performing self beyond the body: Replay culture replayed’,
International Journal of Performance Arts and digital Media 3: 2&3, pp. 103–121,
doi: 10.1386/padm.3.2&3.103/1
Contributor details
Lizbeth Goodman is Chair in Creative Technology Innovation at the University of
East London, where she is also founder and Director of the SMARTlab Digital Media
Institute and the MAGIC Multimedia & Games Innovation Centre. She is also
Director of Studies for the UEL practice-based PhD programme in Performance &
Digital Media: a large cohort of professional artists and engineers conducting col-
laborative research into the transdisciplinary fields of technology development and
performing arts, e-health, e-inclusion, wearable tech, virtual environments, haptics
and ‘artsci’. Her main field of speciality is the creation of performances, workshops
and learning games developed WITH, not only for, people with disabilities and ‘non-
standard gamers’ including communities of women, children, and young people at
risk in the ‘developed’ and ‘developing’ worlds. Contact: Professor Lizbeth
Goodman, Chair in Creative Technology Innovation, SMARTlab, University of East
London, 4–6 University Way, London, E16 2RD, UK.
E-mail: lizbeth@smartlab.uk.com
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.123/1
Abstract Keywords
This paper focuses on how the body has been recontextualised in the age of virtual reality
digital technology, especially through the phenomenon of Virtual Reality, and virtual environments
specifically on fully immersive VR environments made as art or performative immersive
installations. It discusses the progress\ion in form and function from other presence performance
digital media or ‘cybermedia’ to fully immersive virtual environments (VEs). art
This paper attempts to explicate the specialised and intrinsic qualities of ‘Being’ embodiment
in immersive VEs, and how it impacts both the experience of the embodied Being
person in the virtual environment, and our thinking about everyday reality. The role play
unique state of Being in immersive VEs has created a paradigm shift in what
humans are now able to experience, and affects how we understand our embod-
ied selves in an increasingly digital world. Because of this, the contributions of
visual and performance artists to VE’s continued development is key to how we
will know and comprehend ourselves in the near and far future as creatures
existing in both the physical and the digital domains. The paper draws upon
twenty years as a professional Virtual Reality ‘maker’ who has trained in both
Computer Science and in Art, and finds fascinating affinities between these dis-
ciplines in the space of the VE where people and performers interact in new
embodied modalities.
The body is the zero point of the world. There. Where paths and spaces come
to meet, the body is nowhere. Michel Foucault Utopian Body.
(2006: 233)
promotes the concept of downloading the essence of the human mind into
a computer, so one may live forever. However, technology is not infallible.
Beyond the fact that most computers have life spans that do not even reach
that of a half-grown child, what of long-term maintenance? Will there be an
army of servant bodies left behind to tend to the machine-encapsulated
brains? Or worse yet, human slaves? Or, will the machines simply be pro-
grammed to tend to themselves until the inevitable post-apocalyptic power
failure? Then wither the no longer electrically sustained silicon-embedded
minds?
I believe, as Erik Davis has stated, that these ideas could be seen as
‘symptoms of an arrogant and deadly rift with nature’. Our meat shell is
that which connects us to the natural world most directly. To deny it is to
break not only with what we know but also with how we know.
Body as meat can be contrasted with the concept of body as container
for information, promoted by Katherine Hayles in How We Became
Posthuman. As many feminist critics assert, Hayles maintains that body
concepts reflect gender differences at their core and that the body is a
female concept; disembodiment is a male one. Direct sensory input is
messy, the ‘wetware’ limited and confining (which according to Hayles par-
allels the state of women in society), whereas the realms of thought and
silicon are clean and noble. Yet, Hayles says that today’s situation moves
us beyond this dichotomy, starting to fuse these ideas. Describing this as
the age when we became posthuman, she recognizes that the body is an
integral part of an ‘information/material circuit that includes human and
nonhuman components, silicon chips as well as organic tissue, bits of
information as well as bits of flesh and bone’. The virtual body needs both
aspects: ‘the ephemerality of information and the solidity of physicality or,
depending on one’s viewpoint, the solidity of information and the
ephemerality of flesh’ (Hayles 1996).
Neither has modern science lent much credence to the ‘arrogant rift’ of
Stellarc, Moravec and their similarly minded colleagues. The cognitive sci-
ences, strongly influenced by recent findings from neuroscience, is support-
ing and justifying a mind/body union, finding extreme interdependencies
between our brain’s development and our embodied human state. In
pointed terms, there would be no mind as we know it without the body that
engenders, contains and nurtures it.
This move away from mind as a computer where neurons equate to
electronic circuitry, has begun to take hold in philosophy as well. Lakoff and
Johnson’s foundational work The Philosophy of Mind brings this debate to a
clear resolution, which echoes the neuroscience findings:
The perceptual world created by our senses and the nervous system is so
functional a representation of the physical world that most people live out
their lives without ever suspecting that contact with the physical world is
mediated . . .
(1992)
While virtual environment technology still suffers from lack of access by the
general public (due to its historical roots in militaristic strongholds and
concomitant high cost) those who have been fortunate to experience com-
pelling virtual environments have been put in touch with something won-
drous and expansive. An early, yet pivotal example is the Placeholder project,
done in the early 1990s by Brenda Laurel, Rachel Strickland and team,
which is arguably one of the most embodied virtual experiences ever to be
created.
Placeholder directly recalls Donna Haraway’s notion of our relationship
to other gendered creatures. (Haraway 1985) In Placeholder you are embod-
ied, but not as a human being. You take on the persona and characteristics
of one of four totemic animals: spider, crow, snake or fish, performing from
their point of view, speaking in their voice, seeing with their eyes and even
leaving messages in the virtual world for others to find. The human body is
thus transformed, or, as Hayles says, ‘resurfaced and reconfigured by its
interface with the technology’. This reconfiguration, even if not directed at
performing other species, is nonetheless necessitated by one’s emplace-
ment within the virtual environment, in both the embodied and cognitive
sense. The space and the ontological framework of the space we experience
is an extremely seductive form of reality.
1 Presence is a specific
term used by virtual
reality researchers to
indicate the state
where one believes
that the computer
mediated world is
real, to the exclusion
of the physical world.
Much work has gone
into trying to find
what induces a full
state of presence.
Figure 1: The bifurcated self – existing isochronically in both the
real and the virtual worlds.
How are users best immersed in virtual environments? I mean this from a
technical-ontological point of view. Should users feel totally immersed? That
is, should they forget themselves as they see, hear, and touch the world in
much the same way as we deal with the primary phenomenological world?
(We cannot see our own heads – just part of our noses – in the phenomeno-
logical world.) Or should users be allowed and encouraged to see themselves
2 Most avatars in VR, if as cyberbodies? Should they be able to see themselves over their own shoul-
they exist at all, are ders? Should they be aware of the primary bodies as separate entities outside
not customisable,
though the myriad the graphic environment? Should they be able to see other primary bodies
representational interacting with virtual entities? Or should they suspend physical experience?
possibilities inherent
in digital games may Should we see the primary bodies of others in virtual worlds, or does telep-
exert a strong resence mean that we will never be certain of the society we keep, how much
influence on future of it is illusory or artificial? Should we make up the avatars that represent us
decisions about
representational form or be given various identity options by the software designers?
in virtual (1998)
environments.
computed with the camera lenses situated at the approximate location of 3 Krueger started
each eye (as there is a wide range in the actual physical parameters of each working in
unencumbered full
experient). This corresponds to the mental model we have of the self that body computer
inhabits the physical world, but in a virtual form within virtual space. applications in the
1960s before virtual
While we are perceptually aware of our physical bodies (seeing the nose reality was named a
in our field of view as Heim mentioned, or even looking down and seeing concept. He coined
our laps), not having a representational body is not usually disconcerting. his own term for his
work – artificial reality
The exception is when we consciously look to see ourselves and don’t, for – and later wrote a
example, when we look down to ensure correct placement of our feet upon book by that name,
espousing his ideas.
a stair, and we see no corresponding virtual foot to place. As Bruce Wilshire His term never caught
explains, ‘. . . in perception it is only because the body is perceptually on, rather Jaron
engaged with the perceivable world that the world is perceived at all, yet it is Lanier’s term, virtual
reality, became the
only because the body gives way to this world beyond it (it is not focally per- accepted designation
ceived itself) that perception of the world can occur’ (Wilshire 1982) (empha- for immersive
environments.
sis mine).
Many immersive environments use this mode of (non)representation. 4 Kreuger’s work brings
to mind Lacan’s
Char Davies’ worlds fall into this category, as they are specifically designed concept of the child’s
to take one outside of the ordinary body, even while using aspects of the first experiences with
mirror, and how these
physical body (i.e. breathing) to navigate the environment. She says her encounters help form
work is meant to ‘. . . reaffirm the role of the living physical body in immer- the image of self.
sive virtual space as subjective experiential ground’ (Davies 1995). She Krueger’s work is
extremely attractive to
believes having a body representation would interfere with the connection children and adults
to the physical body. This type of (non)imaged embodiment can allow one alike, not only for, I
suspect, its playful
to remain in touch with their inner conception of their own native, imag- qualities, but also due
ined self. This is the underlying premise for my own virtual environments, to the mirror image
which also use this first-person point of view. present during the
interactions.
Some VR critics have a very different view of the non-representational
form of Being in virtual environments. Writing in the early days of VR,
Nell Tenhaaf (1996) calls the human in concert with the VR experience a
‘bioapparatus’, and argues that the ‘absence of representation’ in VEs is
what allows them to seem unmediated, and produces a ‘new order of
transcendence’.
The mirrored self: This form presents the participant with a view of
himself as captured (typically) by video cameras or other devices that keep
track of the body movements of an individual. Few VEs have yet to fully
employ the mirrored self, with one prominent exception. Myron Krueger,
pioneer of immersivity,3 believes the human body to be the ultimate interface
between the mind and the machine. He insists the body of the participant be
unencumbered, and has worked for many years to build interactive media
based on this philosophy. In Krueger’s installations, the movement and
actions of the body alone cause the desired results to occur, by integrating
mirrored representations of participants. The body image presented in
Kruger’s work is typically a single colour, flat field video silhouette of the par-
ticipant, seen by him (and others) on a screen at the same time as he moves
his own body(Krueger 1983). The mirrored image is intuitive, in that we have
become accustomed to such representations of self since we first learned to
recognise ourselves in a mirror.4 It is nevertheless a dualistic form, though,
5 This was a state I separating the representation from the physical body spatially, but not tem-
found myself in porally. Such a representation is isochronic with the physical body.
recently. In one demo
world, I had an avatar Graphical personification (partial, whole): When a body image is used, it
representation that raises a more ontological question concerning the nature of that image and
was a graphical
human figure. When I its correspondence to the experient’s own body. Unlike Krueger’s video
looked down at my image that was a spatial translation of the ‘own body’ some VR creators
virtual body, however, elect to use a spatially coincident graphical avatar for the body representa-
I found I was a male
figure, and a naked tion. In other words, the avatar appears to be in the space occupied by the
one at that! person’s mental construct of where they are in the VE.
Designers are not yet able to create a specialised image for each indi-
vidual without a great deal of advance planning, and therefore use a generic
3D model. The design of this model is up to the creator of the work who
can decide to make it humanoid or not, or limit the representation to a
single gender, whereby one could find their female self housed in a male-
modelled body.5
Third person/observed avatar: In this form of embodied image the partic-
ipant takes on an embodied image at an experiential locus that is outside
their perceptual self. An avatar appears, at some distance out in front of the
experient’s physical and imaginal locus. It is obviously related and con-
nected to the experient, in that its motions and actions may be controlled
by the participant’s actions and corresponding decisions. This is what
Freud might call the ‘observer’ or third person view as opposed to the ‘field’
or self view.
This form of body image is most common in games, where players
control an avatar to move through the objectives of the game world, but it
is far less common in immersive virtual environments. Rebecca Allen does
use this form of representation in her Bush Soul series of virtual environ-
ments, allowing the participant to inhabit the 3rd person view/body of an
intelligent virtual agent. The graphical depiction of this agent is not a
human form, but a set of swirling geometric shapes that twirl and spin as
the experient directs it, via a force-feedback joystick, across the colourful
virtual bush landscape. In fact, however, Allen’s design allows the avatar
some autonomy. While the experient provides suggestions to the character,
ultimately it may not fully follow those directions. The avatar/agent has its
own intrinsic behaviour set that can take precedence during the experience
(Allen 2000). This situation sets up a phenomenal dichotomy that ques-
tions whether I myself, or another controls me. In fact, one of Allen’s stated
research goals for this series was to investigate the relationship between
the avatar and the human.
Shared environments: In shared virtual realities, there is also the ques-
tion of the representation of others in the environment with the experient. A
representation of some form seems mandatory, for absent it, the worlds
will appear empty. This poses a larger question: how are forms of self and
other determined? Are there guidelines that might govern how we see rep-
resentations of self and others in shared spaces?
Benedikt maintains that participants should have a body representation.
His Principle of Personal Visibility (1991: 177–179) actually addresses two
rules of visibility: that you must project an image within the digital realm,
and you must have the right to decide which others in the environment you
want to see. (This strikes an odd note in the name of privacy. If I must be
visible to everyone, but I can turn off representations of others, then others
can turn off my representation. This seems to defeat the purpose of having
a representation at all, and in any case it works only for realms of the virtual
that are truly shared spaces). Part of his rationale for this is to foster
accountability in cyberspace and to nullify voyeurism, but curiously, he sug-
gests a ‘small blue sphere’ as a minimal presence marker for cyberspace
denizens. In spite of a shared space, he argues for a way to be alone, by
turning off the representations of others. What if that is done, but others
can still see you? What sort of snobbery might they conclude is behind
being ignored by that out-of-touch blue ball?
Private, meaningful, immersive worlds are my primary interest here, so I
will conclude with a few more thoughts on the subject of self-representation
within them. A form and metaphor of my body icon that I cannot control
may compete with my own inner representation of self in inhabiting this
environment. In such cases, it may be better to have nothing at all. As
Davies’ work shows, the virtual environment becomes a sacrosanct enceinte;
a sacred, encompassing space, where mind transcends body even as it refer-
ences the body, felt organism even in visual absence. This body, as felt phe-
nomenon, is how we know the world, true as much within the virtual as in
the real. To have no body icon might even be perceived as an antidote to the
commodification of the body in our consumerist, product-saturated world.
Finally, from the phenomenological standpoint, while Merleau-Ponty
views the body as ‘the common texture of which objects are woven’ (1964),
he never had to grapple with new forms of immaterial bodies beyond the
phenomenal, nor with questions about how we might weave new forms of
‘common texture’ from them. This is up to us.
some participants an aversion to playing the lead role of the scout directed
to find information. We found people wanted to able to choose – even in an
ersatz discovery mission – to play different parts. One participant wanted
to be able to see the world through the eyes of a refugee; others thought it
would be more helpful to achieving the mission’s goals to be inside the
mind of one of the suspected rebels.
Role-playing in virtual environments ties neatly into Brenda Laurels’
concept of computers as theatre (Laurel 1991) and relates directly to other
performative aspects of virtual environments. The word performance con-
jures images of the theater, which itself comes from the Greek word the-
atron, a place for seeing, not simply in the sense of watching, but also as
the deeper meaning to see – to behold, grasp or understand. Post-human-
ist theorists maintain that interaction with our technologies allows us to
gain new understandings of our self. Immersive virtual environments
proffer exceptional insights, through expanded concepts of body and iden-
tity and understanding of essence, agency and meaning in life.
In real life we put on different personas to perform specific social roles.
These are often referred to as masks. Within private, immersive virtual envi-
ronments, we most often (though not always, depending on the maker’s
intent) play ourselves. Viewed thus, virtual environments become not so
much a mask waiting to be put on, as an enabling methodology, allowing
us to cast aside the social masks that everyday conduct requires. Despite
some having equated the HMD to a physical mask, it can actually serve in
reverse, a mask that removes other masks. Because of this, I view the per-
formance within the virtual environment more as a metaphorical door that
leads to an understanding of a private and personal self.
The view available to the observer of a person wearing VR gear is that of
the physical body as a text, the body as performer of the virtual experience
for the enjoyment of others. This is a very different kind of performance
than the first person one from within the virtual environment. Many partic-
ipants in virtual experiences are not aware they are performing in a dual
mode. However, there are few instances where a participant is alone while
in the environment; most often others are watching, listening and may
themselves be involved with either facilitating or observing. At some level,
the participant knows this to be the case. Such knowledge can engender
actions that the participant intends to be seen. Yet, if the experience creates
deep involvement on cognitive and emotional levels, then the experient
may become much less aware of their body’s physical performance.
If an experience is convincing and meaningful, the experient primarily
performs the text of the experience, and not the reflexive meta-text of
herself experiencing the VE. This private performance requires no audience
save the performer, observing the inwardly focused experience.
In many forms of new media, the performance aspects have a functional
role. Grounding virtual environments in embodied performances gives rise
to particular phenomenological issues, some of which may share philo-
sophical territory with other forms of embodied performance, such as
ritual, performance art, theatrical or social roles.
its lived state. The symbol and the experience cannot co-exist temporally. In
living, in our direct experience, we are unaware of our meaning. It is only
when we put on the distancing goggles with their semiotic lenses that we
can observe the signs engendered by that experience. The views are com-
plementary, but not congruent. We move back and forth between these
modes, experiencing and assimilating, in an endless dialogue that informs
who we are, and how we will respond to the next experience.
Ritual action, with its intrinsic, socially construed meanings, may be an
exception because it provides an immediate means of signification during
the actual living experience, while at the same time, as Robert St. Clair says
(1992), it predates and precludes any linguistic retelling of it. Instead we
have a multisensory enclosure, a space apart that serves as a respite from
the layers and simulacra (in Baudrillard’s sense) that confound our day-to-
day existence. Immersive virtual environments, imbued with meaning, are
opportunities for post ritual formulations, created by the shamanistic
efforts of the modern, technologically savvy artist. The VE experience itself
must precede and inform any narrative retelling of it.
Our intimacy with technology – its pervasiveness – appropriates every-
thing, from social activities to those that press deeply into our private
selves. Where is there escape? What respite do we have? Paradoxically,
immersive virtual environments may serve as an antidote to this constant
flux of technology in our lives. It is hard to be alone in this day and age, and
yet, within Char Davis’s work, in a museum full of people, and with specta-
tors looking on, I could be alone with, and find myself at last.
References
Allen, R. (2000), The Bush Soul: Travelling Consciousness in an Unreal World.
Available online at http://emergence.design.ucla.edu/. Accessed 7 April 2004.
Anstey, J., Pape, D. and Sandin, D. (2000), The Thing Growing: Autonomous
Characters in Virtual Reality Interactive Fiction, Proceedings of the IEEE Virtual
Reality 2000 Conference, New Brunswick, NJ, pp. 71–78.
Benedikt, M. (1991), ‘Cyberspace: Some Proposals’, in M. Benedikt (ed.), First Steps
in Cyberspace, Cambridge, MA: MIT Press.
Biocca, F. (1997), ‘The Cyborg’s Dilemma: Progressive Embodiment in Virtual
Environments’, Journal of Computer-Mediated Communication, 3: 2.
Csikszentmihalyi, M. (1997), Finding Flow: the Psychology of Engagement in Everyday
Life. New York, NY: Basic Books, a member of the Perseus Books Group.
Damasio, A.R. (1994), Descartes’ Error: Emotion, Reason and the Human Brain, New
York, NY: G. P. Putnam’s Sons.
Davies, C. (1995), ‘Osmose: Notes on Being in Immersive Virtual Space,’ Colin B.,
Lone M. and Masoud Y. (eds.), in Digital Creativity, Vol. 9, No. 2 (1998), The
Netherlands: Swets & Zeitlinger, Lisse, pp. 65–74.
Davis, E. (1998), Techgnosis: Myth, Magic + Mysticism in the Age of Information, New
York, NY: Three Rivers Press.
Garner, S.B., Jr. (1994), Bodied Spaces: Phenomenology and Performance in
Contemporary Drama, Ithaca and London: Cornell University Press.
Hansen, M.B.N. (2006), Bodies in Code: Interfaces with Digital Media, New York, NY
and London, UK: Routledge.
Haraway, D. (1985), A Manifesto for Cyborgs, Socialist Review 80: 65–108.
Hayles, N.K. (1996), ‘Embodied Virtuality: On How To Put Bodies Back into the
Picture, in M.A. Moser and D. MacLeod (eds.), Immersed in Technology: Art and
Virtual Environments, Cambridge, MA: MIT Press.
Heim, M. (1998), Virtual Realism, New York, NY: Oxford University Press.
Krueger, M.W. (1983), Artificial Reality, Reading, MA: Addison-Wesley Publishing.
Lakoff, G. and Johnson, M. (1999), Philosophy in the Flesh: The Embodied Mind and
Its Challenge to Western Thought, New York, NY: Basic Books.
Laurel, B. (1991), Computers as Theater, Reading, MA: Addison-Wesley.
Loomis, J. (1992), ‘Distal Attribution and Presence’, Presence: Teleoperators and
Virtual Environments, 1: 1: 113–118.
Merleau-Ponty, M. (1962), Phenomenology of Perception (trans. C. Smith), London,
UK: Routledge.
——— (2002), The Structure of Behavior, 7th Printing, (trans. A.L. Fisher),
Pittsburgh, PA: Duquesne University Press (originally published 1942 in French
as La Structure de Comportement).
Moravec, H. (1998), Mind Children: The Future of Robot and Human Intelligence,
Cambridge, MA: Harvard University Press.
Morie, J.F. (1992), Personal Conversation with Stellarc, ISEA 1992, Sydney, Australia.
Palumbo, M.L. (2000), New Wombs: Electronic Bodies and Architectural Disorders,
Basel, Switzerland: Birkhäuser.
Rogers, K. (2006), From personal website. Available at http://www.kathleenrogers.
co.uk/2006/01/sleepless_dreaming_1.htm. Accessed 23 February 2007.
Schechner, R. and Schuman, M. (eds.) (1976), Ritual, Play and Performance, New
York, NY: Seabury Press.
St. Clair, R.N. (1999a), ‘Cultural Wisdom, Communication Theory, and the
Metaphor of Resonance’, in W.G. Davey (ed.), Intercultural Communication
Studies, Special Issue on Language and Interculturalism, Vol. 8, No. 1, Institute
for Cross-Cultural Research, USA, pp. 79–102.
Suggested citation
Morie, J.F. (2007), ‘Performing in (virtual) spaces: Embodiment and being in virtual
environments’, International Journal of Performance Arts and digital Media 3: 2&3,
pp. 123–138, doi: 10.1386/padm.3.2&3.123/1
Contributor details
Jacquelyn Ford Morie is a professional artist and computer scientist, widely known as
a passionate VR maven. She is currently a Senior Scientist at USC’s Institute for
Creative Technologies in Los Angeles, California. She has worked in both animation
and visual effects entertainment (Disney, Rhythm & Hues Studios) and has spent two
decades developing virtual environments in US government-sponsored research labo-
ratories. She has recently completed her PhD with the SMARTlab, London. Contact:
Jacquelyn Ford Morie, Senior Scientist/Project Director, University of Southern
California, Institute for Creative Technologies, Los Angeles, CA 90089, USA.
E-mail: morie@ict.usc.edu
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.139/1
Abstract Keywords
The phenomenological tradition and Heidegger’s theory of Da-sein – literally phenomenology
‘Being there’ – speaks with distinct resonance to virtual and interactive com- new media
munication, games and telematic performative experiences. In fact, the notion Internet
of presence has greater currency, now that its correlate – absence, and virtuality community networks
supported by technology and the Internet – has become ubiquitous. virtual communication
Hermeneutic interpretation may be used as a lens for current technologically
mediated performance, and the intoxicating idea of being in the world as a con-
stant beginner is translated into a foundational construct for telematic practice.
Mood determines our being in the world. We are always in some mood or
other. Mood is a ‘state of mind’. Although we can drive ourselves into a
mood, the essential characteristic of moods is that they arise, seep into us,
creep up on us, pounce on us. We are not the master of them. In mood we
experience the limits of our self-determination.
(Safranski 1998)
Being there: Heidegger and the phenomenon of presence in telematic performance 141
PADM_3-(2-3)_05-LADLY 11/27/07 5:27 PM Page 142
Being there: Heidegger and the phenomenon of presence in telematic performance 143
PADM_3-(2-3)_05-LADLY 11/27/07 5:27 PM Page 144
The allure of virtual gaming is the freedom to slip out of one’s skin and
invent another persona in the game world; the ability to communicate and
play with people one has never met, in places one may never visit; to be
operating in a constructed fantasy environment; and the God-like potential
to stand outside our bodies, and watch ourselves perform. All of these phe-
nomena offer gamers a powerful form of immersion, and explain the
tremendous popularity of ‘first person shooters’ such as Doom and the Halo
series. These games, designed from the point of view of the player, place the
participant as the star performer in the game scenario. The player takes on a
persona, sometimes pre-packaged, sometimes more personalised, inside
the virtual environment. In this way, ‘first person shooters’ emulate a sort of
telematic fantasy experience, with the player as a disembodied interactor,
able to control and navigate the environment. Without the direct use of our
bodies we find it difficult to understand, interpret and have a modicum of
control over experience, and so for virtual gamers, the interface device or
‘controller’ has become an important and elaborate performative device. The
Nintendo Wii gaming console offers the best performance of any controller
device to date, with a wireless remote handheld controller that can detect
acceleration in three dimensions. Using one’s body to manipulate one’s
virtual body affords the user an experience of heightened reality and reso-
nance. Experiments in full-body movement within screen-based interactive
environments, via sensors and/or triangulated cameras that translate body
movement, have proven to be even more effective. This allows the player to
use their whole body, not just their fingers, hands and arms, to control the
movement of their character (or ‘avatar’), thus allowing players to become
more embodied within the game activity (Morgenstern 2005).
But even with enhanced control, are players able to savour their experi- 2 http://www.dpsinfo.
ence, and is this highly mediated telematic performance fulfilling and com/dps/index.html.
Accessed 20 August
authentic, in the phenomenological sense? If authenticity is understood as 2007
the conscious self coming to terms with Being in the world, and within 3 http://virtual-
one’s own experience, then an authentic response to the pressure of says memorials.com/.
of Being in the virtual world, is to adapt one’s body for virtuality. How then Accessed 20 August
2007.
to gauge authenticity, when the aim is to make the liminal threshold
disappear?
In the inception of its history, Being clears itself as emerging and disclosure.
From there it acquires the cast of presence and permanence in the sense of
enduring.
(Martin Heidegger, An Introduction to Metaphysics, 1935)
Heidegger did not condemn technology; but believed that it was instru-
mental, a means to an end, and hoped that it might also free humanity to
return to the authentic task of Being (Heidegger 1977). Heidegger also
noted the dangers of technology, with its ability to enframe authentic
Being there: Heidegger and the phenomenon of presence in telematic performance 145
PADM_3-(2-3)_05-LADLY 11/27/07 5:27 PM Page 146
4 http://www.flickr.com/. experience. His criticism of technology took the form of a warning against
Accessed 23 July 2007. the perceived technological transformation of entities into essentially
5 http://www.youtube. meaningless resources, intended only for optimisation. The enormous
com/. Accessed 23
July 2007. power of technology is in the conversion of Being into an undifferentiated
‘standing reserve’ of available energy, to be put to uses that ultimately sub-
6 http://www.myspace.
com/. Accessed 23 ordinate the will of the human subject (Thomson 2005).
July 2007. Heidegger identified the distinctive problem with technology as ‘the end
7 http://www.facebook. of distance’. Grant Kein, in his work on Phenomenology and Technography,
com/. Accessed 23 identifies this phenomenon, and describes the affect of technology:
July 2007.
The speed of modern technology leads to de-distancing of the world, both
8 http://en.wikipedia.
org/wiki/Facebook_
expanding and destroying the everyday world that surrounds. De-distancing is
(website). Accessed 23 not only a spatial issue. Being is temporally grounded, in that time structures
July 2007. the world, ordering the everyday. The everyday is what is familiar, by which we
9 http://www. interpret and estimate our worldly experiences, and it is this everyday experi-
profilesnoop.com/.
Accessed 20 August
ence that is problematised by the de-distancing of the world (Kein 2005).
2007. As the everyday is re-ordered by technology, so that distance evaporates,
the process of Being in the world is internalised, so that one is left with the
belief that all experience comes merely from oneself. Taken to its logical
end, this takes the form of solipsism. This is a nihilistic view, and it is
encouraging that most young adult users employ technology not so much
as a place to get lost, but more as a highly effective form of social glue. In
fact, the end of distance, for them, is highly desirable. It allows them to be
here, there, and everywhere, in their social interactions (Rheingold 1993).
Personal community networks and sharing sites such as Flikr4 called ‘the
best online photo management and sharing application in the world’,
YouTube,5 which allows users to broadcast themselves and share videos,
MySpace6 ‘an online social networking service, allowing users to share mes-
sages, interests and photos with a growing body of friends’ and Facebook,7
‘the social utility that connects you with the people around you’, have
become the communication tools of choice for the ‘Echo’ generation (Baby
Boomer’s kids). Facebook is one of the biggest success stories in the pack,
with 34 million active members worldwide. Created by Harvard graduate
Mark Zuckerberg, the site started out in 2004 as a digital version of an
incoming freshmen’s photo guide. It expanded over two years to more than
2000 colleges and universities, and then high schools, and when, in 2006,
the founder invited the rest of the world in, Facebook’s website became the
most trafficked site for photo sharing in the world. According to ComScore
Marketing, Facebook ranks as the 7th most trafficked site in the United
States.8 Its popularity has no doubt been due to its functionality, but ubiq-
uity also plays a big part, if you subscribe to the thinking that the larger your
network is, the more effective your network becomes. As on-line social net-
works expand, self-regulation and effective official moderation becomes
more difficult. As a consequence, opportunities for inappropriate activities,
such as Internet stalking, flourish. MySpace users became so concerned,
that a user-group called ProfileSnoop developed a snippet of code to
embed into their profiles that takes a snapshot and allows them to view
anyone who has been looking at their online profile.9
I check it everyday. It’s really easy. I use it for making plans online, it’s faster
than calling, and you can plan things or share homework by IMing, in private
or in public. Most people use the public messaging, and then you can see
who is talking to whom, and about what. I think it’s also about popularity.
Everyone asks each other ‘how many people do you have in your network?
How many people have added you today?’ You can check out anyone’s profile
in your school’s own network and also your friends at other schools, people
who have accepted you into their networks. When someone adds you, it’s fun
because you can check out their photos, see who has added them, and find
out who they have been talking to. The only thing is that it’s pretty addictive;
it eats up a lot of your time. I almost wish I hadn’t joined.10
So we can deduce that most students use their Facebook profiles for thin
communication, as a support for such ordinary routine activities as sharing
music, making plans, meeting up and socialising together, or sharing their
latest experiences of social events, by exchanging photos. And, through
hermeneutic observation, the reduction of this telematic social performance
is found in the virtue of near-presence. An interpretation might be that
virtual social networking and performative activities constitute a phenome-
nological sense of Being in the ordinary world, much as Heidegger would
have described it (Collins 1998).
May this feast day of homage be joyful and life-giving. May the contemplative
spirit of all participants be unanimous. For there is need for contemplation
Being there: Heidegger and the phenomenon of presence in telematic performance 147
PADM_3-(2-3)_05-LADLY 11/27/07 5:27 PM Page 148
whether and how, in the age of technological world civilization, there can still
be such a thing as home.
(D, 187, Safranski 1998)
Thus Da-sien is a Being that looks across to itself and sends itself across –
from one end of the bridge to the other. And the point is that the bridge grows
under our feet only as we step on it.
(Safranski 1998)
References
Collins, R. (1998), The Sociology of Philosophies: A Global Theory of Intellectual
Change, Cambridge: The Belknap Press of Harvard University Press.
Diamond, S. (2004), ‘Hello, Hello! A Short History of Networked Performance
Art.’ HorizonZero, Issue 13, Perform: the stage is everywhere. http://www.
horizonzero.ca/textsite/perform.php?is⫽13&file⫽1&tlang⫽0. Accessed 27
September 2007.
Downes, D. (2005), Privileged Play Spaces, Interactive Realism: the Poetics of
Cyberspace, Montreal: McGill-Queens University Press.
Duffy, M. (2006), ‘A Dad’s Encounter with The Vortex of Facebook’, New York
Times, 27 March 2006, Vol. 167, Issue 13.
Fuentes, R. (2006), ‘Could Someone Be Stalking You on MySpace?’ E-Zine Articles.
http://www.ezinearticles.com/?Could-Someone-Be-Stalking-You-on-
MySpace?&id⫽157988. Accessed 20 August 2007.
Galloway, K., Sherrie R. and Linda J. (eds.) (1992), ‘Welcome to Electronic Café
International’, in Cyberarts: Exploring Art and Technology. San Francisco: Miller
Freeman.
Being there: Heidegger and the phenomenon of presence in telematic performance 149
PADM_3-(2-3)_05-LADLY 11/27/07 5:27 PM Page 150
Suggested citation
Ladly, M. (2007), ‘Being there: Heidegger and the phenomenon of presence in
telematic performance’, International Journal of Performance Arts and digital
Media 3: 2&3, pp. 139–150 , doi: 10.1386/padm.3.2&3.139/1
Contributor details
Martha Ladly is an Associate Professor of Design at the Ontario College of Art and
Design (OCAD) specialising in interactive communication, a Registered Graphic
Designer (RGD), a faculty member with the Canadian Film Centre’s Media Lab, and
a senior researcher with the Mobile Experience Lab, in Toronto, Canada. Martha
worked for ten years as a designer and producer with Peter Gabriel’s Real World
organisation, in the United Kingdom. As Principal Investigator, Martha led the
Mobile Nation International Conference in Toronto in March 2007, and is editing an
anthology on current mobile research and design practice. Contact: Associate
Professor of Design, Ontario College of Art & Design, 100 McCaul St. Toronto, ON,
Canada, M5T 1W1.
E-mail: mladly@faculty.ocad.ca
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.151/1
Abstract Keywords
This paper will focus on the practice-led research of dance–theatre company, dance
Ersatz Dance and how the Company has negotiated and defined the relation- choreography
ship between live and mediated performance in their work. It will track the access grid
evolving relationship the Company has with a range of technologies. It will stereoscopic video
focus on the impact of recent research using virtual research environments digital performance
(VREs). It will consider the ways in which VREs can provide a new context for
practice-led research in dance. It will focus on the role VREs have played in
defining new methodological approaches to composition and the contribution
to the ongoing debates concerning ‘presence’, ‘liveness’ and ‘virtual embodi-
ment’ in performance.
Introduction
In the last year there has been a flurry of new publications that address,
from a range of perspectives, the interface between live performance and
digital technologies. These publications Broadhurst (2006), Popat (2006),
Dixon (2007) are timely and demonstrate the plethora of recent profes-
sional arts and academic research practice that investigates what has been
variously termed ‘digital performance’, ‘mediated performance’ or ‘perfor-
mance and new technology’.
This discussion will make a contribution to the development of this
recent discourse by considering specifically the relationship of practice-led
research in dance to a range of digitally mediated environments through
the choreographic practice of Ersatz Dance. It will explore the ways in which
the work of the Company has shifted its concerns from an exploration of
projected pre-recorded video through to the integration of digital anima-
tion, virtual reality and stereoscopic video within live performance, and
more recently the use of the Access Grid as a telematic performance
context. This article will consider how these technologies enable new forms
of practice through the development of new research methods as well as
new practice-led performance outcomes. It will go on to consider how col-
laborative research environments, made possible by Grid technologies, can
contribute new knowledge and understandings to the debates concerning
‘liveness’ and virtual embodiment in performance.
Ersatz dancing: Negotiating the live and mediated in digital performance practice 153
PADM_3-(2-3)_06-BAILEY 11/27/07 5:34 PM Page 154
Ersatz dancing: Negotiating the live and mediated in digital performance practice 155
PADM_3-(2-3)_06-BAILEY 11/27/07 5:34 PM Page 156
frame of reference. From a research perspective there are themes that have
remained consistent in terms of driving the various experiments. Each
example discussed, from a research perspective, aimed to explore concep-
tualisations of space, spatialities and embodiment within hybrid live/medi-
atised performance contexts. However the key constraining factor to these
experiments was the professional arts funding imperative to create a
product for public performance. From 2004 the Company decided to shift
emphasis methodologically, to a less product orientated approach by locat-
ing the practice-led activities exclusively within an academic research
context.
Ersatz dancing: Negotiating the live and mediated in digital performance practice 157
PADM_3-(2-3)_06-BAILEY 11/27/07 5:34 PM Page 158
Figure 6: Ersatz Dance in 2004 undertaking practice-led research for the DIRAViS
project at De Montfort University’s Virtual Reality Environments Centre.
forms as they moved in the shared space. The improvisation score initially
focused on physically avoiding the virtual structure and generating move-
ment responses in relation to that task. During these early experiments, it
became clear that the performers had to predict the relative spatial position
and motional trajectory of the helix forms, as the three-dimensional image
was calibrated for the spectatorial perspective and not from that of the per-
formers, who were literally immersed in the environment. As the dancers
became more in-tune with these aspects of the environment, the improvi-
sation score increased in complexity. The score developed to focus on the
movement of the performers extending, extruding and reiterating the
motional trajectories established by the helix formations as the computer
operator’s flight path navigated in and around them.
‘Improvisation’ took on a trans-disciplinary function and provided a
score for not only the dancers’ actions but also the actions of the computer
operator. Thus these improvised performances became a ‘trio’, comprising
two dancers and one computer operator driving the VR simulation. All of the
‘performers’ (the computer operator and the dancers) adopted a generative
role in the motional production of a hybrid real/virtual space (Figure 7).
The function of ‘motion’ as a means of establishing this meshing of the
real and the virtual was further developed through the improvisatory struc-
ture. As the improvisations developed the motional properties of the differ-
ent performers became overlaid with a subtle feedback loop of dynamic
movement qualities. This aesthetisisation of the environment through the
performative interplay of the virtual and the real was particularly provoca-
tive. However the computer generated, simulated environment although
‘animated’ by the computer operator in terms of spatial orientation, prox-
imity and motion, was still pre-constructed, it was not ontologically depen-
dent on the improvisation and therefore not truly interactive. Rather the live
performers (both dancers and computer operator) could only ever be reac-
tive to the simulated environment. The constraints of the system meant
that the flight paths navigated through the simulated environment could
not be documented and repeated, therefore the relationship of the dancers
3 Coniglio, M. Troika
Ranch website,
www.troikaranch.org
4 Turner, M. SAGE
website,
http://www.kato.mvc.
mcc.ac.uk/rss-
wiki/SAGE
Ersatz dancing: Negotiating the live and mediated in digital performance practice 159
PADM_3-(2-3)_06-BAILEY 11/27/07 5:34 PM Page 160
5 JISC VRE Virtual The Stereobodies project arose in part, out of considering these very dif-
Research ferent definitions of ‘presence’ and how we might develop a further under-
Environments
programme, standing of these divergent, yet necessarily interrelated, concepts through
http://www.jisc.ac.uk/ practice. The initial concern was to explore ways in which a representation
whatwedo/
programmes/ of the ‘real/live’ performer’s body could be directly intergated into the
pogramme_vre.aspx virtual/simulated environment without having to undergo the disembodi-
6 This refers to Rudolf ment and translation of motion capture and the creation of avatars. We
Laban’s concept of began work, in June 2006 with the CSAGE project at Manchester
‘actual body design’
as the physical Computing, University of Manchester, where Martin Turner had developed
embodiment of shape, a system of integrating stereoscopic video into the access grid context, as a
for example a dancer virtual research environment (VRE).
places her hand on
her hip and creates a
triangle shape Stereobodies and the dancer’s double
between her arm and
torso, the shape is CSAGE is a VRE project that is funded by the Joint Information Services
literally delineated by Council (JISC). A definition of what might constitute a VRE has been pro-
the materiality of her vided by JISC – ‘A VRE comprises a set of online tools and other network
body.
resources and technologies interoperating with each other to support or
7 Laban refers to ‘virtual
spatial pathways’ as
enhance the processes of a wide range of research practitioners within and
spatial traces that are across disciplinary and institutional boundaries. A key characteristic of a
perceived as a result VRE is that it facilitates collaboration amongst researchers and research
of the body or a part
of the body in motion. teams providing them with more effective means of collaboratively collect-
For example a dancer ing, manipulating and managing data, as well as collaborative knowledge
could trace the shape
of a circle in space
creation’.5
with her hand. It is CSAGE was originally designed for scientific purposes and in particular
through the dancer’s the sharing of visualisations for collaborative research projects. The stereo-
motion that the virtual
shape of the circle is scopic environment has the ability to utilise a large, curved projection
made manifest to the screen and multiple data projectors, modified to provide stereoscopic pro-
spectator.
jection. The user wears polarised glasses in order to experience the effect of
8 This refers to the three-dimensionality created by the stereoscopic projection. The use of two
technique of Contact
Improvisation that synchronised video cameras is necessary to generate stereoscopic video.
was originally The research focus for the Stereobodies project was concerned with the
developed by
American Post-
concept of presence, and how the interrelationship of the virtual and actual
modern Dance dancing body in live performance that this technology offered, might
Practitioner Steve provide new understandings of this relationship. From a choreographic per-
Paxton. It is a duet
form that requires spective this broad aim was clarified into two compositional approaches;
performers to use the firstly to explore the interrelatonship of bodies in space both in terms of
momentum and
weight of each other’s
actual body design6 and virtual motional spatial pathways7 across and
bodies in close between the virtual and real contexts, and secondly, to explore physical
physical contact with ‘contact’,8 or rather the illusion of touch between performers in the real and
one another to create
movement. virtual contexts.
We began by creating a short duet that included five points of contact
between the two performers. The choreographed duet movement material
emphasised virtual pathways in space. We then removed one of the per-
formers, Amalia Garcia, from the duet material. James Hewison, the
second performer then reworked his part of the duet as a solo, which he
danced with an imagined, absent partner. This solo version of the duet was
videoed stereoscopically. This stereoscopic recording of the solo version of
the duet was then projected within the CSAGE virtual research environ-
ment. The virtual representation was projected in life-size. Amalia Garcia
then performed the duet with this virtual partner (see Figure 8).
The performance of this hybrid real/virtual duet reproduced the points
of contact that were apparent in the ‘live’ version of the duet. Because the
virtual performer was reproduced stereoscopically the virtual representa-
tion appeared to literally inhabit the same space as the actual dancer. From
the spectatorial position they appeared to move on the same planes in
space, at one point in the duet the virtual reproduction of the dancer, James
Hewison, traced a virtual pathway with his arm through space that seemed
to pass over the top of the live dancer’s head and also reach beyond her
into the space between her and the audience. This use of stereoscopic
video challenges the spectator’s pre-existing frame of reference (the two-
dimensional projected video image), and allows the perception of the spec-
tator to draw on the kinds of responses usually associated with the viewing
of live performance (Figure 8). In this sense the experiment tested the sci-
entific notion of presence within an asethetic context. As with the DIRAViS
project, the use of a pre-constructed virtual environment, in this case a pre-
recorded video representation, provided the illusion of physical intercon-
nectivity and interactivity.
Steve Dixon (2007) suggests ‘when the body is “transformed,” . . . into
digital environments, it should be remembered that despite what many say,
it is not an actual transformation of the body, but of the pixilated composi-
tion of its recorded or computer generated image. Virtual bodies are new
visual representations of the body, but do not alter the physical composi-
tion of their referent flesh and bones. Virtual bodies may appear to be
bodily transformations to the (receiver’s) eye and mind, but no actual meta-
morphosis takes place within the (sender’s/performer’s) actual body. The
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Ersatz dancing: Negotiating the live and mediated in digital performance practice 163
PADM_3-(2-3)_06-BAILEY 11/27/07 5:34 PM Page 164
References
Bailey, H., Hewison J., Garcia A. and Turner M. (2006), ‘Stereobodies:
Choreographic Explorations between Real and Virtual Spaces’ at Digital
Resources in Humanities and Arts conference, Dartington College of Arts, UK.
Broadhurst, S. and Machon, J. (eds.) (2006), Performance and Technology: Practices
of Virtual Embodiment and Interactivity, London, New York: Palgrave MacMillan.
deLahunta, S. (2002), ‘Virtual Reality and Performance’, Performing Arts Journal 70:
pp. 105–114.
Suggested citation
Bailey, H. (2007), ‘Ersatz dancing: Negotiating the live and mediated in digital per-
formance practice’, International Journal of Performance Arts and digital Media 3:
2&3, pp. 151–165, doi: 10.1386/padm.3.2&3.151/1
Contributor details
Helen Bailey is a dance artist and academic. She is Artistic Director of dance
theatre company, Ersatz Dance and Principal Lecturer in Dance at University of
Bedfordshire, UK. She has toured nationally and internationally and receives
funding from both research and arts councils. She has taught in UK, Europe and
USA. Her research focuses on the interrelationship between dance, visual technolo-
gies and e-Science. Contact: Faculty of Creative Arts and Technology at University of
Bedfordshire, Luton Campus, Luton, LU1 3JU, UK.
E-mail: Helen.Bailey@beds.ac.uk
Ersatz dancing: Negotiating the live and mediated in digital performance practice 165
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PADM_3-(2-3)_07-GOODMAN 11/27/07 5:51 PM Page 167
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Introduction. English language. doi: 10.1386/padm.3.2&3.167/2
Introduction
Part 2: First, second and third spaces:
Digital narratives and the spaces
of performance
Introduced by Lizbeth Goodman
In this second section of issue 3.2/3.3, the focus of the work shifts from
‘real’ bodies in space and time – as viewed through a variety of lenses and
screens – to virtual bodies and imagined or invented bodies as rendered
across a range of disciplinary spaces. This is a cartography of virtual per-
formers and their journeys.
Here, the questions addressed range from spatial mathematics and the
notion of the copy, to the mapping of the artefacts of real people who have
imagined better spaces in performance and cultural art forms, through to
the interwoven narratives of avatars in their invented spaces, to the ‘warfare
of imagination’ in second life, and finally to the construction of art-based
games based on solid design principles. In each discipline, in each paper,
the solid outline of the human body dissolves a bit further into the medi-
ated frame of technologised states and depictions of being.
David Fenton’s paper opens this section. His study of ‘Hotel Pro Forma’
considers some of the same questions about authenticity and the role of
the ‘copy’ addressed in the opening paper on replay culture. But just as that
piece framed each section with arguments regarding the body in space and
time (as represented by words on paper and images on screen), so this
paper is framed through the addressing of the role of the original and the
copy in the domain of intermedial performance. In terms of ‘The algebra of
place’, the author positions the subject of performance in relation to the rel-
atively stable frame of the stage as compared to the destabilising frames of
complex multimedia formats.
In the next paper, by Deborah Barkun and Jools Gilson-Ellis, the
mapping of cultural impact is given a new frame altogether, in the context
of a folk art/craft project of major proportions. The Knitting Map was made
not only by performance company half/angel but also by scores of volun-
teer knitters in the city of Cork: women who wove the stories of their lives
into a woollen design symbolising and encapsulating the pulses and flows
of each day of the weather and movements of real bodies in the real spaces
and weather patterns of the city. This paper raises questions about art and
craft, creation and design, collaboration and direction, and also about the
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.169/1
Abstract Keywords
This paper examines two questions that emerged from a viewing of Hotel Pro contemporary
Forma’s contemporary performance The Algebra of Place. It questions how performance
and why the viewer’s perception altered when observing the convergence of live Hotel Pro Porma
and mediatised performance, with particular reference to an altered perception intermediality
of original and copy. It also questions the perception of space, time and the per- mediatised
former’s identity in the performance. In an endeavour to address these questions mimesis
two examples from The Algebra of Place are examined. Theoretically the paper The Algebra of Place
applies intermediality as a conceptual framework to assist in the examination of
these concerns. Then the paper reviews in more detail theories of space and time
in contemporary performance, and theories of performative identity. The result
of this theoretical exploration, in conjunction with the examples from The
Algebra of Place, is a provisional concept – digital mimesis. By articulating a
contemporary repositioning of mimesis beyond imitation, mimesis is proposed
in an attempt to articulate the complex power relations between the original
and the copy in live and mediatised performance. As such, the paper ventures to
provide a lens for theorists and practitioners who examine and create interme-
dial contemporary performance that destabilises the original.
Introduction
In early 2006 I was invited to observe the creative process of Kirsten
Dehlholm. Kirsten is the Artistic Director and founder of Hotel Pro Forma, an
internationally renowned contemporary performance company based in
Denmark. The new work that I observed from bump-in to opening night was
The Algebra of Place. Dehlholm describes this performance work as ‘. . . a
filmic arabesque . . . an art installation, a film, a performance, seen from
above. An architecture with optical illusions. A filmic narrative that, like an
arabesque, winds its way through many spaces’ (Dehlholm 2005).
Throughout the eighteen days that I observed her process, Kirsten deftly
juggled the technical demands of three video installations, the mechanics of a
revolving screen and the fusion of a DJ and live performer. The result was a
one hour work viewed with a bird’s eye view from the five landings above the
central foyer of Axelborg Tower – Copenhagen. The Algebra of Place proved to
Figure 1: The Summit Ballroom from The Algebra of Place (2006), photo by
David Fenton.
An intermedial
conceptual framework
First it is necessary to artic-
ulate how intermediality
forms a conceptual frame-
work for my investigation.
Intermediality is a term
adopted by the Theatre and
Intermediality Working Group
(Chapple and Kattenbelt
2006). The working group’s
task was to construct theo-
ries of media and perfor-
mance primarily from
performance theorists, Figure 2: The Club Room in The Algebra of
instead of constructing a Place (Fortuna 2006).
framework from theorists
outside of the field. As a result, they adopted the term intermediality
because it best summed up the interrelationship of different media in per-
formance. Accordingly, I apply intermediality as a conceptual framework to
this investigation because it destabilises the binary position of media
through convergence. Intermediality proposes a change in the position of
the media, the performer and the audience.
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PADM_3-(2-3)_08-FENTON 11/27/07 5:52 PM Page 172
Recognition of the textual, the semiotic and the performative models in the
same space, irrespective of whether or not one model or the other is domi-
nant in a particular performance, is an important part of intermediality.
(Chapple and Kattenbelt 2006: 22)
In particular the semiotic codes of space, time and ‘the body’ are privileged in
my investigation, however and unavoidably, this initial theoretical position
inevitably becomes enmeshed in theories of the performative and the textual.
When considering of space and time in contemporary performance
practice, Chapple and Kattenbelt’s intermedial framework appears to be
complementary to David E. R. George and Alan Read’s theorising on space
and time in performance. George and Read theorise on the potentiality of
contemporary performance generated by its ambiguity. Provocatively,
George asserts that ‘To create one version of a performance is simultane-
ously to evoke others’ (George 1996: 20). Here George is addressing the
ambiguity of meaning created by multiple potentials evoked in a contempo-
rary performance. His comment agrees with Read’s understanding of impo-
tentiality, in what he refers to as Live Art. ‘It is the exposure to an equivalent
state of impotentiality, shared by performer and audience within Live Art
acts that mark out the experience for me as remarkable . . .’ (Read 2004: 247).
To clarify, Read and George are asserting what does not happen in contem- 1 Chapple and
porary performance is just as potent as what happens. In this way the ambi- Kattenbelt are utilising
Lehmann’s
guity of contemporary performance generates possibilities which contentious term for
imaginatively evoke other versions of the work for the viewer. contemporary
performance,
This notion of ‘potential versions’, supports George’s assertion that Postdramatic Theatre
space and time in performance is doubled. ‘A performance is “present” in a (Lehmann 2006).
spatial as well as a temporal sense, it is happening here. That “here”
however, is similarly doubled and ambiguous . . .’ (George 1996: 21).
Accordingly, both Read and George contend that space and time in con-
temporary performance is destabilised because of a change in the audi-
ence’s perception provoked by the work’s potentiality.
Similarly, Chapple and Kattenbelt contend that it is also the observer’s
response to the work, positioned as they are in-between media that manipu-
lates the space and time of the performance.
Performative identity
For decades performance theorists have considered contemporary work
from the perspective of space, time and the body. Conversely, this investi-
gation does not utilise ‘the body’ as a theoretical concept to answer my
questions concerning contemporary intermedial performance. Instead of
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PADM_3-(2-3)_08-FENTON 11/27/07 5:52 PM Page 174
‘the body’, identity is used as a theoretical construct, derived from the per-
formative theories of Butler (1990), and influence by the poststructuralist
theories of Derrida (1976), to create an alternate theory complementary to
Chapple and Kattenbelt’s framework of intermediality. The distinction
between ‘identity’ and the ‘body’ is understandably a subtle one, however
‘identity’ has been chosen to circumvent the dialectic of gender, which for
the most part leads the investigation into a binary discourse on perfor-
mance from a somatic perspective.
Paradoxically, to understand Butler’s theories of performativity, gender
is the first construct she questions. Butler’s theories on performative iden-
tity challenge the fixity of gender. In her investigation of the body as a site of
socialisation Butler writes, ‘There is no gender identity behind the expres-
sion of gender . . . gender is performatively constituted by the very “expres-
sions” which are said to be its results’ (Butler 1990: 25). Butler is
significantly influenced by the renowned socio-historical postmodernist
Michel Foucault. She subscribes to Foucault’s notion of ‘subject intention-
ality’, where the subject considers they are the origin of their intent, and yet
have no way of knowing the extent of their actions upon other events, polit-
ical or otherwise.
. . . the effects of the instrumental action always have the power to proliferate
beyond the subject’s control, indeed, to challenge the rational transparency of
that subject’s intentionality, and so subvert the very definition of the subject
itself.
(Butler and Scott 1992: 10)
argues . . . that every sign can be “cited, put in-between quotation marks”
and made to signify in unintended, unexpected ways’ (Salih and Butler
2004: 141). These ‘unintended, unexpected ways’ is where Butler takes her
cue for reframing citation from the textual to the performative.
This theoretical pathway eventually leads us to Butler’s most relevant
assertion for this investigation. Butler contends that gender through reiter-
ated performance is ‘. . . a kind of imitation for which there is no original’
(Butler 1998: 1520). This has significant implications for the performer’s
identity in contemporary performance, for Butler’s assertion calls into ques-
tion not only the stability of gender but the fixity of original identity.
To summarise, Foucault asserts that the subject’s actions proliferate
beyond their control, and as such this challenges the definition of the
subject (Foucault in Butler and Scott 1992). In addition, Derrida asserts
everything is text (Derrida 1976: 156); the performance of our gender and
therefore our identity is a text that can be cited. This citation can change
and therefore Butler is suggesting that gender and identity are fluid con-
structs predicated on performance. Not, as we commonly consider them,
stable constructions.
With this field of theory in mind, my question as to what was happening
to the performer’s identity in The Algebra of Place has clarified. I have used
‘identity’ instead of ‘the body’ to frame my question, because I consider
identity avoids traditionally fixed notions of gender. In so doing, I have con-
centrated on the performativity of identity rather than Butler’s theories of
gendered performance. As such, when investigating a live performer from
an intermedial perspective, the performer’s identity can be considered as
unfixed media, or a media continually under reconstruction through perfor-
mative citations. This answers, to some extent, why my perception of per-
former’s identity altered when viewing The Algebra of Place. The performer’s
identity was replicated through the mediatised form, which ‘re-cited’ her
identity, creating her instability.
Repositioning mimesis
Fundamentally, the question about my altered perception of the original
and the copy in The Algebra of Place, as well as the status of the space, time
and the performer’s identity, are questions about the meaning of represen-
tation. Notions of the original and the copy are bound up in traditional
understanding of imitation through mimesis. Equally, in a fictional context,
space, time and identity are also bound up in our understanding of
mimesis which we attribute to Aristotle. But is mimesis purely about imita-
tion? Can mimesis serve in a performance context without fiction? And as
such, does mimesis have a fixed meaning?
Halliwell states, ‘All disciplined arts follow procedures which Aristotle
takes to be analogous to the workings of nature: but only the mimetic arts
have as their specific purpose to produce representations or fictional ren-
derings of the world’ (Halliwell 1990: 11). Halliwell understands from
Aristotle’s Poetics 25 that mimetic acts can represent one or a combination
of three things, ‘actual reality, past or the present, (popular) conceptions of,
Hotel Pro Forma’s The Algebra of Place; destabilising the original and the copy . . . 175
PADM_3-(2-3)_08-FENTON 11/27/07 5:52 PM Page 176
or beliefs about the world; or normative ideas of what the world “ought” to
be . . .’ (Halliwell 1990: 11). Therefore, considered with its traditional
meaning, mimesis is imitation, or more simply ‘. . . where something
stands in for something it is not’ (Piem 2005: 75).
However, contemporary theorists have expanded upon these traditional
understandings of mimesis and the concept is now being repositioned in
consideration of contemporary performance, where fiction and imitation
are not governing poetics of the work. With this in mind Egbert J. Bakker
identifies the principle of mimesis as ‘what people do’ and explains
. . . mimesis is an action noun informed from the verb mimeisthai (to repre-
sent or imitate) . . . Mimeisthai is what people do, not what things are. Thus
mimesis originally does not denote a relation between the text . . . and its ref-
erent, but between an action (i.e. a process) and its model.
(Bakker 1999: 13)
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PADM_3-(2-3)_08-FENTON 11/27/07 5:52 PM Page 178
3 Virillo frames the how space and time are fractured in this live and mediatised performance,
continual flux of space for performance cannot exist without space, whether it is real or virtual, and
and time in the virtual
similarly to the way space cannot be performed without time.3 However, in order to understand
David E.R. George how the performer’s identity is fractured it is necessary to acknowledge
explains the ambiguity
of space and time in Butler’s theory of performative identity. In Figure 1 the performer’s identity
live performance: ‘we is re-cited by the live body performing in juxtaposition to its mediatised
are seeing the identity. In this way Figure 1 is a somewhat literal moment of praxis in
beginnings of a
“generalized arrival” accord with Butler’s theory that identity is not fixed but continually recon-
whereby everything stituted through performative citation (Salih and Butler 2004).
arrives without having
to leave’ (Virillo 1997). Therefore Figure 1 affirms my concept of digital mimesis, where space,
As such, time in both time and the performer’s identity are dispersed and yet simultaneously flirt
the live and the virtual with potential coalescence. This is not a traditional performance of
is associated with the
performance of space, mimesis, one based upon imitation. Rather, it is an example of a contem-
in as much as both porary theory of mimesis, a process where ‘. . . the image affecting what it
are ambiguous and
doubled in intermedial is an image of, wherein the representation shares in, or takes power from
performance. the represented . . .’ (Taussig 1993: 8). In this example the live and media-
tised forms create an intermedial in-betweeness of perception for the audi-
ence. The performance literally confuses the space, the time and the
performer’s identity, provoking the question, `which is the original and
which the copy?’
So far Figure 1 limits the interaction of a live performer to a scale avatar,
but not all examples in The Algebra of Place were this clear. For instance, in
Figure 2 the live performer was placed in a digital field which did not
produce a mimetic imitation of her. Rather, a man was represented, whose
scale varied significantly. Could this be considered an example of digital
mimesis?
Figure 2 includes live and the mediatised forms, and as a consequence
space and time are fractured, yet once again with regard to the performer’s
identity this example is complex. The digital image in this example is
mimetic because it represents one or a combination of these three things,
‘actual reality, past or the present, (popular) conceptions of, or beliefs
about the world; or normative ideas of what the world “ought” to be . . .’
(Halliwell 1990: 11). Yet if the digital field is not mimetically specific to the
live performer how then does her identity fracture? Equally, how can a con-
temporary definition of mimesis, the power exchange between copy and
original, be applied in this example?
I propose that the key is the fracturing of space and time, that when a
live performer interacts with a clearly representational digital image a
translocation of identity occurs. This translocation of identity simply means
that the identity seems to be in several places at once (Giannachi 2004).
One place is the live performer in the corporeal world, the other is the per-
former located in the virtual, where her scale, proportions and even her
interaction with gravity can vary. This is of course an optical illusion.
Nevertheless, what it provides is a fracturing of the performer’s identity
because of the fracturing of space and time. Accordingly, the notion of
translocal identity in performance engages our contemporary understand-
ing of mimesis. A confusion of perception is created in the viewer through
In conclusion
What then is similar and or different about these two examples? Figures 1
and 2 are similar in as much as they both provide an example of the frac-
turing of space and time because of the convergence of live and mediatised
performance. However, this is the minimum of my criteria for digital
mimesis.
Figure 1 advances the illustration of digital mimesis through its content,
which demonstrates a literal split of identity. Nevertheless, Figure 1 is
limited with regard to the destabilisation of the performer’s identity as it
does not provide a convincing translocation of identity by mimetically repre-
senting another space and time. Instead it provides an abstracted field of
light, rather than a representational one. The only mimetic quality we can
attribute to Figure 1 is the content, the performer’s literal split through the
mediatised image.
Whereas in contrast to Figure 1, Figure 2 demonstrates the fracturing of
space and time through other locations. And as such, it is the translocation
of the identity, appearing as it were in different space-times, which offers a
more convincing illustration of the concept of digital mimesis.
If digital mimesis can be succinctly defined as a process where space,
time and the performer’s identity are simultaneously dispersed and coalesced in
intermedial contemporary performance, destabilising the perception of the orig-
inal and the copy, how then do these examples collectively contribute to a
better understanding of the concept? Together they illustrate that once a
performer’s live performance converges with a mediatised performance,
their identity fractures because of their translocation in different space and
times. However, and more importantly, the examples affirm that both
aspects of the performance must be representational, that they must have a
mimetic relationship, but not strictly one governed by imitation. Rather, in
this case the mimetic replication must supersede a traditional imitative
understanding of mimesis, to embrace a contemporary understanding
which creates an altered perception of original and copy.
With this regard the concept of digital mimesis answers both of my initial
questions concerning the confusion of original and copy, and the perception
of time, space and the performer’s identity in The Algebra of Place. I contend
that there is a causal relationship between the two questions. And that
space, time and identity were in flux when I observed The Algebra of Place,
which led to my altered perception of copy and original. Consequently, the
concept of digital mimesis answers both questions, it is chiefly concerned
with unpacking what appears to be an ontological destabilisation of original
and copy between live and mediatised performance, where the fixity of the
original is challenged through intermediality. As such, I propose that since the
intermedial practice of Hotel Pro Forma is not uncommon in contemporary
Hotel Pro Forma’s The Algebra of Place; destabilising the original and the copy . . . 179
PADM_3-(2-3)_08-FENTON 11/27/07 5:52 PM Page 180
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Taussig, M. (1993), Mimesis and Alterity: A Particular History of Senses, New York:
Routledge.
Virillo, P. (1997), Open Sky, London and New York: Verso.
Suggested citation
Fenton, D. (2007), ‘Hotel Pro Forma’s The Algebra of Place; destabilising the original
and the copy in intermedial contemporary performance’, International Journal
of Performance Arts and digital Media 3: 2&3, pp. 169–181, doi: 10.1386/
padm.3.2&3.169/1
Contributor details
David Fenton is an Australian contemporary performance maker, theatre director
and academic. Currently, he is lecturer in Performance Studies at the Creative
Industries Faculty of Queensland University of Technology, where he completed his
Phd, ‘Unstable Acts’ – a practice-led investigation in Performance Innovation –
2007. David has been a freelance theatre director in Australia for seventeen years.
His theatre works have toured nationally and internationally. From 2000 – 2002
David was Festival Director for Sydney Gay and Lesbian Mardi Gras Festival; and
from 1996 – 1999 he was Artistic Director of Riverina Theatre Company. Contact: 8
Moriac Street, Moorooka, Queensland, Australia 4105.
E-mail: d.fenton@qut.edu.au
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International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.183/1
Abstract Keywords
This article analyses The Knitting Map, a large-scale, durational textile installa- performance
tion by the performance production company half/angel. It examines the ways digital media
in which technology was used in The Knitting Map to connect the weather and knitting
the levels of busyness in Cork City (Ireland) to a community of knitters, and a craft
year-long process of hand-knitting. The article focuses on processes of translation art
as a fundamental operation within this ambitious work; translation of digital women
data into knitting patterns, as well as technology into something familiar to a data
community of knitters. The article suggests that by contextualising The Knitting
Map’s digital technology, the processes and language of ‘knitting Cork’ became
dialogic across generations. The Knitting Map is then framed within a broader
history of radical textile projects, and community art works. The article closes
with an analysis of a year-long series of knitting performances by Jools Gilson-
Ellis, staged in public sites in Cork City and used as a performative strategy of
engaging participants both actually and symbolically in the project.
In half/angel’s project The Knitting Map, software was written to translate * half/angel: half/angel
information about how busy Cork City was, into knitting stitches, and what has been making
performance and
the weather was like, into wool colour. This information was uploaded to visual art work for
digital screens as a simple knitting pattern (knit this stitch in this colour), theatres, galleries and
outside spaces since
and volunteer knitters sat at twenty knitting stations in a wooden amphithe- 1995. The company
atre in the crypt of St. Luke’s Church and knitted. And they did this every works across
day for a year . . . disciplines and sites,
as well as across a
range of urban and
Jools: Introduction rural contexts. These
have included an
The Knitting Map was a large-scale, durational textile installation commis- urban dock, a rural
sioned by the executive of the European Capital of Culture: Cork 2005. As a headland, a university
completed textile sculpture, it has also been exhibited at the Millennium quadrangle and a
community of knitters.
Hall in Cork, Ireland (2006), and at the Ganser Gallery, Millersville We are interested in
University in Pennsylvania (2007). The project was always an audaciously how to take your
breath away. We have
ambitious one; half/angel 1 rehearsed for it by spending ten years making projected poetry onto
contemporary dance and installation works, which involved various falling rice; threaded
40,000 sewing
needles with red
thread and hung them
from a ceiling; we
have made air ghosts
for dancers to tangle
with in performance;
we’ve asked you to
take off your socks
and walk on grass
inside the gallery, and
we have dissolved
reveries in water for
you to find again.
www.halfangel.ie.
1 Directed by Richard
Povall as well as Jools
Gilson-Ellis. All
software and digital
environments were
designed by Richard
Povall.
Figure 1: The Knitting Map on exhibition in The Millenium Hall, Cork City,
June 2006.
they captured, but to use software to analyse just how much movement
was happening in front of their eyes. Through processes of averaging and
collating2 the data from these cameras, Richard programmed the system to
translate how busy the city was into one of 25 knitting stitches of equivalent
complexity.
How do you knit the weather? In his design of the software used to
average copious amounts of data produced by our weather station,
Richard attempted to capture a sense of the phenomenal experience of the
elements. His programming combined a range of different data streams
including temperature, precipitation and wind speed, and scaled them to
produce a number between 1 and 26 for every day of the year.3 Our palette
of colours for the map were a muted range of mauves, blues, greens,
greys, creams, and other earth tones, (but no reds, oranges or yellows),
and we mapped these colours onto Richard’s 26 gradations of Cork
weather. So that every day our system generated a single stitch/colour
combination
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language of care (which is what knitting mostly is). The Knitting Map
enabled the dynamics of community – both synchronous (a community
now together) and diachronous (over a calendar year – communities need
time to develop and sustain themselves) to engage directly with technology
through a process of knitting. Knitting in this project was clearly both a
literal as well as a metaphorical labour. Most of the women regularly 4 Open Honeycomb
involved with The Knitting Map were unfamiliar with technology in any form, Cable (knitting pattern
where K = knit, and
and this was mostly generational. The Knitting Map installation space was P = purl):
made from elements familiar and essential to the generation of community. The pattern begins on
Knitters could choose to sit beside their friends, or meet new participants. the wrong side, so
It was easy to chat whilst knitting. There were regular breaks for scones and work 1 row knit before
starting. Row 1: K2,
tea and a sandwich at lunch time. The actual physical use of technology p8, k2; rep to end.
whilst knitting was relatively minimal – a screen, on which was displayed Row 2: P2, C4B (slip
next 2 sts onto cable
the generated stitch/colour, and an easy alternative for beginners, or those needle and hold at
with learning difficulties. But the technology that generated these stitches back of work, k2, k2
was inherent in these knitting patterns, and the fusion of the ordinary and from cable needle)
C4F (slip next 2 sts
the extraordinary was part of its power. These women were knitting the onto cable needle and
weather through their use of yarn colour; the normality of choosing one’s hold at front of work,
k2, k2 from cable
own wool colour was given up in favour of an openness to what the wide needle), p2; rep to
and close skies of a year of weather might bring. Such a communal gesture end. Row 3: As 1st
brought frosts and floods, and heat into the domestic and ordinary act of Row 4: P2, k8, p2; rep
to end. Row 5: As 1st.
knitting. It opened its close, domestic and feminine associations to the Row 6: As 4th. Row 7:
literal and metaphorical sky. It allowed the mathematical complexity of knit- As 1st. Row 8: As 4th.
These 8 rows form
ting difficult stitches to be brought into proximity to a frantic city, clogged pattern. Repeat’
with traffic and queues, and crowded streets. In keeping track of shifting (Matthews 1984: 63).
numerical combinations to produce (for example), an open honeycomb 5 St. Luke’s church is on
cable4 these women re-worked the actual digital information about busy- a hill overlooking Cork
City.
ness being sent up to them from the city,5 and they did so, by integrating
this data with their hands (their digits) in processes of communal hand
knitting. The Knitting Map allowed the prevailing cultural peripherality of
middle-aged women to make a collectively original and beautiful thing and
in doing so re-mapped their own apparently tangential geography.
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PADM_3-(2-3)_09-BARKUN 11/27/07 5:54 PM Page 190
6 Double moss was one Seated at these digital knitting stations, below a bank of Romanesque
of the knitting stitches arched windows, the twenty knitters resembled a choir, voices materialised
used regularly in the
map – it was placed in rivulets of knitted wool, spilling over a wooden embankment and
towards the quiet end merging at a confluence of expanding colour, pattern and texture.
on the levels of city
busyness. half/angel conceived The Knitting Map as a secular project that wedded
technology with handwork, blurring the boundaries between masculine and
feminine, labour and leisure, art and craft. Yet, for so many of the partici-
pants, themselves practicing Catholics, the crypt of St. Luke’s implied the
communal experience of worship. Cullen, a devout Catholic, labelled the
design of the knitting stations a ‘coptic circle’ for its visual affinities to a
Coptic cross (McCarthy 2005: 36–38). Regardless of the participants’ reli-
gious convictions, these contours transformed the wired and cavernous
space into a place of intimacy, in which knitting became a communal expe-
rience. By effectively contextualising The Knitting Map’s digital technology,
the very processes and language of ‘knitting Cork’ becomes dialogic across
generations. Here, digital media is rendered meaningful to participants pre-
viously unfamiliar with its codes. Likewise, knitting, a traditional art form, is
passed to young participants, more conversant with technology than textile.
Here, half/angel deploys digital media in the service of art to perform poetry
in translation.
Duet
This essay is a duet between the Director of half/angel Jools Gilson-Ellis,
and the art historian Deborah Barkun. We are orienteering, using The
Knitting Map as compass as well as map. We are hunting for curious
stitches in the millions before us; we fly skywards and gasp at the topography;
we sweep sideways and see the map from a different perspective – there it
is amongst so many other collaborative art works, and there it is again, this
time amongst the traditions of Textile Art. Finally we sit down exhausted,
and wonder at how ordinary geographies are made extraordinary by such an
object; how the exhibition in the Ganser Gallery reverberates between rural
textile communities in two countries. And finally we stay very quiet, and
watch as one community takes the pulse of another as silent figures take
time to witness the pleated complexity of billions of stitches; a complexity
brought together to make a single thing.
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References
Gilson-Ellis, Jools and Richard Povall (1997), mouthplace (CD-ROM), Hanover, NH:
Frog Peak Music.
Matthews, Anne (1984), Vogue Dictionary of Knitting Stitches, London: David &
Charles.
McCarthy, Kieran (2005), Voices of Cork: The Knitting Map Speaks, Dublin: Nonesuch
Publishing.
Parker, Rozsika (1984), The Subversive Stitch: Embroidery and the Making of the
Feminine, London: The Women’s Press.
Plant, Sadie (1997), Zeroes and Ones: Digital Women and the New Technoculture,
London: Fourth Estate.
Robins, Freddie (2002), Cosy (catalogue), Colchester: Firstsite.
Sturken, Marita (1997), Tangled Memories: The Vietnam War, The AIDS Epidemic, and
the Politics of Remembering, California: University of California Press.
Suggested citation
Barkun, D. & Gilson-Ellis, J. (2007), ‘Orienteering with double moss: The cartogra-
phies of half/angel’s The Knitting Map’, International Journal of Performance Arts
and digital Media 3: 2&3, pp. 183–195, doi: 10.1386/padm.3.2&3.183/1
Contributor details
Deborah Barkun is an Assistant Professor of Modern and Contemporary Art History
at Millersville University of Pennsylvania. She holds a B.F.A. from Carnegie-Mellon
University in printmaking and an M.A. and Ph.D. in History of Art from Bryn Mawr
College. She is the recipient of a series of research and teaching awards including a
Whiting Fellowship in the Humanities (2004 – 2005). She has presented papers at
Vanderbilt University, the Philadelphia Museum of Art, the Pennsylvania Academy of
Fine Arts, and the Philadelphia Art Alliance. Her essay “Four-letter Words: LOVE and
AIDS in the Age of Appropriation and Proliferation” will appear in the forthcoming
Eros and Ambiguity: Essays on Love throughout the Ages. She is currently working on a
book entitled Art, AIDS, and Collective Identity: The Collaborative Body of General
Idea. Contact: Deborah Barkun, Ph.D., Assistant Professor of Art History,
Department of Art, Millersville University of Pennsylvania , Pennsylvania, USA.
E-mail: deborah.barkun@millersville.edu
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International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.197/1
Abstract Keywords
Much has already been written about the potential of Second Life as a virtual Second Life
space, but this paper examines the tensions created by its disparate population, virtual world
one which has that has grown with incredible swiftness. By examining the game studies
history of protest in the game, from large scale events to individuals who have protest
publicly left the game, a fundamental difficulty is unearthed. This is the dishar- online communities
monious nature of a world where residents are told that they are the producers,
rather than the customers. The virtual freedom of action granted to residents
within Second Life clashes with the real producers of the worlds, Linden Labs.
As the population has grown, this has led to increasing media attention, forcing
Linden to take steps contrary to its own ethos, and threatening the already
unstable communities within the virtual world.
Introduction
pertinent case-study of ‘outward show’ within virtual worlds, demonstrating 1 Residents in Second
how these can be turned into performance/protest sites for different ends. Life can use areas
called ‘sandboxes’,
which allow them to
Identity and place use ‘primitives’ or
‘prims’ (the name for
the building blocks of
Communities are to be distinguished, not by their falsity/genuineness, but by the world) to create
the style in which they are imagined. objects such as
buildings, clothes,
(Anderson 2006: 6) machines, art
installations and new
bodies.
In Second Life you can create anything you can imagine with powerful, highly
flexible building tools, using geometric primitives and a simple, intuitive inter-
face. Building is easy to learn, yet robust enough to inspire your creativity.
And once you’ve built something, you can easily begin selling it to other
residents, because you control the IP Rights of your creations.
What if you want something but don’t quite have the time or skills to
make it? Just do a quick search to find and buy what you want.
(Linden Labs 2007a)
A core aspect of Second Life involves forming ones identity within the social
space available. Residents can look like almost anything that can be
designed from the sandbox development tools,1 from a floating brain to a
Napoleonic soldier, but transforming ones default figure into an original
masterpiece (or masterpieces, since residents can change appearance at
will) of sculpted pixels is not easy. One of the largest industries within the
game revolves around creating a virtual self, with designers selling clothes,
accessories, and body parts from hair to genitals to foxtails. Given that the
user is represented to others through their manufactured embodiment,
there is an emphasis on looking good; an aspect which gains kudos within
communities:
Here, identity is granted when effort has been put into appearance (the
author needs to find a penis that is not the popular version he has been
given!). And since, like all communities, first impressions count, the ability
of Second Life to make an avatar look like anything is vitally important.
Conformity is inherent within this formation; to fit in with a community, res-
idents must dress the part. At the same time, the demands for specific
appearances – only the right type of penis is allowed into the area above –
are specific to a type of community which may not exist elsewhere in the
game. Since walking naked into a casino or educational classroom is not
socially acceptable, whereas in ‘Shemale Gardens’ it appears to be manda-
tory, this causes a natural segregation of SL into disparate communities.
something that can be resolved – humans are, after all, individuals – it is equipment, or other
not always recognised by players (or in this case) residents, who not only value or status
indicators that reside
wish to be integrated into society, but also want others to conform in order as data on Linden
to reinforce their own sense of belonging. There is a fundamental confusion Lab’s servers. These
data, and any other
between the rules of content, and the rules of behaviour, with residents/ data, account history
players often (wrongly) expecting content managers to supply them with and account names
answers. Thus, Second Life is an anarchistic state in which most people residing on linden
lab’s servers, may be
crave utopia, and because everyone’s utopian ideals are different, there can deleted, altered,
be no accord. moved or transferred
at any time for any
Castronova identifies this in his discussion of online world states when reason in Linden Lab’s
he argues that the enforced absence of authority means governmental sole discretion.
systems set up by players/residents have no impact (Castronova 2005a: You acknowledge that,
213–218). He argues that ‘while in principle governments could exist in syn- notwithstanding any
copyright or other
thetic worlds, in practise they do not’, since there is a fundamental clash rights you may have
between ‘government’ as coding authority and players/residents as ‘cus- with respect to items
tomers’ (213). The perception that the designers have divine authority (End you create using the
service, and
User License Agreements, the ability to change the world) prevents players notwithstanding any
from ever successfully establishing their own governmental systems as ulti- value attributed to
such content or other
mately their actions will have no agency over the design and implementa- data by you or any
tion of the world. If you buy into a world, you cannot therefore be its ruler. third party, linden lab
The result is therefore an anarchistic state where players are often pro- does not provide or
guarantee, and
foundly unhappy with their lot, but have little ability to change it. This can expressly disclaims
be seen through the rise of protests such as Cristiano N. Diaz’s Project (subject to any
underlying intellectual
Open Letter, which calls for Linden Labs to address the problems caused by property rights in the
population growth and an overburdened server (Diaz 2007). His requests content), any value,
include moves to address such concerns as items lost from personal inven- cash or otherwise,
attributed to any data
tories, to the instability of the server ‘grid’ itself. In this respect, Diaz’s residing on Linden
grassroots organisation echoes similar protests in other online worlds – Lab’s servers.
from the infamous Ultima Online strike in 1999, to The Gnome Tea Party You understand and
(Foton 2005a, b), to early protests in Second Life such as the War of the agree that Linden Lab
has the right, but not
Jessie Wall (see below), but they all exhibit a profound tension between user the obligation, to
and producer. It is to these protests that I shall now turn. remove any content
(including your
content) in whole or
Protest within in part at any time for
any reason or no
reason, with or
. . . the nature of these political events and their replication under different without notice and
circumstances in different worlds suggests that they reveal something funda- with no liability of any
kind (Linden Labs
mental. Running a virtual world is a service, as we are often reminded, but it 2007c).
is more than running a BBS or a shopping mall or an amusement. There’s a
4 The Big Six are
nascent politics. There’s policy. There’s speech and assembly. There’s terror Intolerance,
and reaction. If destroying the world and banishing people are not terror and Harassment, Assault,
Disclosure, Indecency
reaction, respectively, I don’t know what would be. and Disturbing the
(Castronova 2005b) Peace. For more
information see
Linden’s ‘Community
Anderson’s Imagined Communities argues that shared identities create a Standards’ page
sense, if not an embodiment of nationalism. In virtual worlds, his writing (2007d).
not only seems to apply in a literal manner, but is directly pertinent to the
ways in which people use online spaces to negotiate their identities through
the expression of protest and dissolution. Whilst protests within Second Life
are numerous and varied, they all reach towards what Anderson finds so
distressing in the formulation of nationalism – aggressive attempts to
promote homogeneity within the community.
As the world grows, so does the discontent with its perceived lack of homo-
geneity. In online gaming, this can often be witnessed by players flaming or
grieving each other for not roleplaying or otherwise playing the game ‘incor-
rectly’. In virtual worlds, where the ludic does not exist so strongly, there is no
set way in which to ‘play’ (Caillois 1962). In virtual worlds, the identity of the
resident is far more strongly tied into the identity of the user. Thus protest has
far more personal nuances. These often relate to real life concerns which are
expressed through avatars, or demonstrate a discontent with the tension out-
lined previously between game designer and frustrated customer. Most impor-
tantly, however, as the community has grown, protest has moved from
in-game squabbles, to real world ethical concerns which in many ways have
little to do with the virtual world, and more to do with ethics in real life.
The first real conflict in Second Life is characteristic of this tension,
expressing discontent with colonisation. In 2003, ‘The War over Jessie Wall’
broke out after a group of WWII Online (WWIIOLers) gaming enthusiasts
moved into SL’s Outlands area (Au 2003a/b, Carr and Pond 2007: 79–82).
Previously, Second Life had had little gun culture, although the Outlands
was a place where combat was allowed. Almost immediately a Mexican
Standoff developed. Pacifist posters and confederate flags were plastered
all over the Jessie Wall area behind which the WWIIOLers had been moved,
and the residents both inside and outside began to shoot and ‘kill’ each
other. The WWIIOlers were criticised for bringing aggressive elements into
Second Life at a time where the Gulf War was reaching its initial apex, the
WWIIOLers responded by asking why they had not been welcomed for
adding significant numbers to the community as a whole, and the place
became ‘a battleground where people with differing opinions about the real
life war antagonized one another’ (Carr and Pond 2007: 81–82).
The protest is symptomatic of a disrupted community as it demon-
strates several things. The emergence of substantially greater gun culture in
Second Life, was counterpoised by the existing residents on both sides who
felt that the WWIIOlers were ‘poaching’ their territory, including existing
Outlands residents who felt that the WWIIOlers were intruding on their
space. The WWIIOlers highlighted an obvious intrusion of violence into an
allegedly peaceful world. They brought a far more serious series of issues to
bear on the flippancy of the Outlands (which had a rather baroque Wild
West Outpost atmosphere), including the identification with the ongoing
Gulf War. At the same time, their actions were perceived as an aggressive
act of colonisation since they represented a significant population increase
in a minority area. All of these latter aspects render the arguments over
guns and violence redundant – in fact this was a classic territory dispute.
The intrusion of real life (Gulf War) into a virtual one also destabilised the
community, forcing it to recognise its ‘false’ roots.
people entering the world, but also the implantation of serious real world
issues in the game. Whilst Second Life can easily house forums for debate
and discussion, its concerns have usually remained insular. However as it
gained more international attention, so too did its protests become more
directly politicised, speaking more to issues from outside of the Second Life
world than those within it. Riots between French political groups in January
2007 made international news (More4News 2007; Kane 2007). The riots
followed the establishment of an embassy for French nationalist group
French Front National within the world. Importantly, this was a protest
about real world politics being played out within Second Life, not an internal
dispute.
Finally, an exterior protest about in-world ethics had a real effect on the
Second Life grid. In December 2006, Terranova author Ren Reynolds pre-
dicted that a real world backlash against Second Life would cause moral
panics about the world’s content (Reynolds 2006). In early 2007 he was
proved right, as a debate over ageplay (residents who had sex with other
residents whose avatars looked like children) brought to bear real life fears
over paedophilia. In this case, protest came mainly in the form of the
media, seizing on what one commenter to Reynolds’s entry identified as
the ‘most sensational possible headline’ (in Reynolds 2007), and forums
debating the topic. Crucially, although the topic was also debated in-world,
the main argument took place outside within the public domain of the
media. Linden Labs, who had previously stated that ‘If this activity were in
public areas... it would be viewed as being broadly offensive, and therefore
unacceptable. What consenting adults do in private, however distasteful others
may find it, is allowed under these standards [original emphasis]’ (Robin
Linden, 2005, in Psaltery: 2007), were forced to retract their previous posi-
tion. On 7 March 2007, the company decided that despite their earlier
statements, various international laws (most specifically, laws against
pornographic images of children in the Netherlands) meant that they
should begin to ban this behaviour and began to shut down areas and
groups that promoted it. On 31 May 2007, they took this further, issuing
specific guidelines banning the following:
Real-life images, avatar portrayals, and other depiction of sexual or lewd acts
involving or appearing to involve children or minors; real-life images, avatar
portrayals, and other depictions of sexual violence including rape, real-life
images, avatar portrayals, and other depictions of extreme or graphic vio-
lence, and other broadly offensive content are never allowed or tolerated
within Second Life.
(Daniel Linden 2007)
Ageplay was ultimately prevented because of real world legal fears, not
those enforced by Linden Labs (Metropolitan 2007). The issue highlighted
the difficulties inherent in creating a community which nominally promotes
free expression, but has nebulous guidelines as to what this is, and no
internal law system that can enforce these. In this case, Linden were
Conclusion
Second Life has been regarded as the golden ticket to virtual reality, a hotbed
of insurrection, the most useful tool on the web for interaction, and a pass-
port for virtual wealth. It is all of these things and none of them; with critics
and residents alike often forgetting that it is a world entirely within the
hands of the users. The contradictions caused by its rapid expansion have
curtailed some of its early freedoms, whilst at the same time opening the
door for many others. It is an imperfect tool that many find dazzling, bewil-
dering, or simply incomprehensible. As a progenitor to something greater it
shows how a sustained online community has the potential to bring people
together, but its size and lack of cohesion also demonstrates that it is like
any other community – riven with dissent. As an imagined community it is
diffracted; perhaps this is for the best. Some contradictions within the
world are too large ever too meld, although this multiplicity of approaches
shows that the world does have the potential to innovate. Second Life has
certainly revolutionised the world of cybersex, bringing a new integrity to
this particular society. Similarly, perhaps ironically so, its ability to develop
online and distance learning is incredible.
At the same time, Second Life’s inability to control its people and form a
stable community has led to a gradual movement away from the virtual
world itself. Whereas early protests spoke to residents about issues within
the world, these have gradually exploded outwards. Politicised motives
from outside now cause riots, not squabbles over virtual land. Despite their
professed delight in free expression, some aspects proved too extreme for
the community, yet real world concerns were what eventually prevented
ageplay within the game. The developers found that their own rules could
not prevent it, and it was only an external law coupled with an external
moral panic, that finally meant they could act against it.
Overall, Second Life demonstrates a community that is not only imag-
ined, but is totally out of control, and at present the population growth is so
dramatic that there is currently no way to stop this. Whilst early communi-
ties within Second Life were able to resolve their differences within the
context of the world itself, overspill into the real world, alongside the inclu-
sion of real issues, has proved very problematic. Whether the lessons that
are still being learned from the development of Second Life will have a posi-
tive effect on future virtual worlds (or Second Life itself), remains to be seen.
References
Actual News Guy (2007), ‘You Tube pulls video of giant penis attack in Second Life’
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Anderson, Benedict (2006), Imagined Communities 2ed, London, Verso.
Anon (2007), ‘Second Life Safari, Room 101 vs Anshe Chung’, Google Video. 5 January.
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[Cited 22/05/2007].
Au, Wagner James (2003a), ‘The War Over Jessie Wall Parts I-V’ New World Notes 7
July. Available at http://secondlife.com/notes/2003_07_07_archive.php [Cited
22/05/2007].
Au, Wagner James (2003b), ‘The War Over Jessie Wall Parts VI-X’. New World Notes.
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[Cited 22/05/2007].
Caillois, Roger (1962), Man, Play and Games, London, Thames and Hudson.
Castronova, Eric, (2005a), Synthetic Worlds; The Business and Culture of Online
Worlds, Chicago, University of Chicago Press.
Castronova, Eric (2005b), ‘Synthetic Statehood and the Right to Assemble’, Terra
Nova. 1 February Available at http://terranova.blogs.com/terra_nova/2005/02/
the_right_to_as.html [Cited 22/05/2007]
Diaz, Christiano (2007), ‘Project Open Letter’. 30 April. Available at http://www.
projectopenletter.com/ [Cited 22/05/2007]
Ellis, Warren (2007), ‘Please Stop Doing that to the Cat’, Reuters Online 23 February.
Available at http://secondlife.reuters.com/stories/2007/02/23/second-life-
sketches-please-stop-doing-that-to-the-cat/ [Cited 22/05/2007].
Foton (2005a), ‘The Gnome Tea Party’, AFKGamer, 28 January. Available at
http://afkgamer.com/archives/2005/01/28/the-gnome-tea-party/ [Cited 22/05/
2007].
Foton (2005b), ‘The Gnome Tea Party in Pictures’ Available at http://
afkgamer.com/archives/2005/01/31/the-tea-party-in-pictures/ [Cited 22/05/2007].
Kane, Margaret (2007), ‘A piggish political protest in Second Life’ News.com. 18
January. Available at http://news.com.com/8301-10784_3-6151114-7.html [Cited
22/05/2007].
Linden, Daniel (2007), ‘Keeping Second Life Safe Together’, Second Life Homepages.
31 May. Available at http://blog.secondlife.com/2007/05/31/keeping-second-life-
safe-together/ [Cited 22/05/2007].
Linden Labs (2004), ‘End User License Agreement’ at ‘Second Life Modifies End user
Licence Agreement’ Second Life Herald. 10 June. Available at http://www.
secondlifeherald.com/slh/2004/10/sl_modifies_ter.html [Cited 22/05/2007].
——— (2007a), ‘Create Anything’. Second Life homepages. Available at http://
secondlife.com/whatis/create.php [Cited 22/05/2007].
——— (2007b), ‘What is Second Life?’, Second Life homepages. Available at
http://secondlife.com/whatis/ [Cited 22/05/2007].
Suggested citation
MacCallum-Stewart, E. (2007), ‘The warfare of the imagined – building identities in
Second Life’, International Journal of Performance Arts and digital Media 3: 2&3,
pp. 197–208, doi: 10.1386/padm.3.2&3.197/1
Contributor details
Esther MacCallum-Stewart is a Post-Doc Researcher at SMARTlab, who joined the
team in 2006, following completion of her PhD at the University of Sussex. She is
an expert in online communities, role play and gaming, and has written extensively
about the forms of interaction that develop online between communities of players.
Her research investigates digital narratives, and in particular the relationship
between history and popular cultural representations as expressed through games,
online resources and interactive media. She is interested in role play and dress up
as online characterological aspects of ‘play’ related to the domain of live perfor-
mance. Contact: 98 Rugby Road, Brighton, East Sussex, BN1 6ED, UK.
E-mail: neveah@gmail.com
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.209/1
Abstract Keywords
This article charts the relationship between and the experience of real and virtual metadata
worlds. Like the travellers of the earlier centuries who returned with information non-human body
and curiosities from distant and previously undiscovered lands we bring back with web 2.0
us our narratives, our stories and descriptions of our experience of embodiment in UGC (user generated
these new landscapes. We find that inhabiting the spaces of these virtual worlds is contents)
challenging our relationship to our own. We explore, through the construction of embodiment
digital narratives, the experience and journey of Wanderingfictions in her meta- virtual worlds
verse, Second Life and Dongdong’s trans-national travel in the physical world
exploring the Web 2.0 environment as metadata to articulate the user’s virtual
identity. Data was collected in the form of narrative; each took their turn to write
from their world; like a collection of postcards or snapshots of experience.
Through the emerging dialogue we discover a combination of dis-ease, fear, but
also wonderment of this new shift, this new view, where we are able to live in and
embody multiple realities. Exploring these various conditions challenges us to
investigate our physical availabilities as travellers in these virtual environments. A
non-human body as metadata offers us resources for thinking in more sophisti-
cated ways about virtual technologies. User Generated Contents and 3D Virtual
Worlds such as Second Life bring new forms of participation. These two main
waves on the net are contributing to the systems of informatics in their structures,
behaviours and interactions of digital knowledge and narrative. The narrative
reveals the complexities of dealing with identity politics in the environments of
virtual spaces. It observes how our early, though rapidly changing, sensibilities are
responding. We are in transition. This article finds that we will only truly become
post-human when our memory of being ‘only human’ finally fades.
Introduction
over 9 million, or at least those who hold a Second Life account.1 Following 1 Information shown on
the logic of the ‘real’ world, it follows (most of) the rules of our Cartesian http://www.secondlife.
com on the 21st
space, providing earth, sky, water, gravity, day and night, moon and sun on August 2007; there
a three-dimensional networked grid. Second Life has its own ‘time’ – SL were 9,019,209
accounts created.
time, set to the equivalent of pacific coast ‘earth’ time. The sun rises at
dawn and when it sets the moon rises. If you are a land owner you can set 2 Paul Graham
(November 2005).
the sun/moon cycle as you choose based on a 24-hour clock cycle. Or you Web 2.0. Retrieved on
can keep a constant ‘nature time’ – always midnight, always sunset, always 2007-08-23. “I first
heard the phrase ‘Web
sunrise. The ‘Force Sun’ command enables you to override an area’s set- 2.0’ in the name of
tings wherever you are, or rather your avatar. It is possible to have any rep- the Web 2.0
resentation of yourself, your avatar, though many choose to represent conference in 2004.”
themselves in human form. Whilst there is gravity, your avatar can defy it, 3 Wikipedia, Blythe
(doll) Retrieved on
through the Fly command and as of August 2007 your avatar can now run 2007-08-23.
as well as walk, talk as well as text. Still no lips moving. Jones (2006: 10–11) http://en.wikipedia.
notes that, whilst Second Life could not be described as an immersive org/wiki/Blythe_
%28doll%29
virtual world based on Heim’s set of characteristics of virtual worlds, it still
sits ‘squarely in the discourse of virtual reality because it provides a high
level of interactivity and tele-presence within a parallel world that allows for
the construction of place and self’. Wanderingfictions has ‘resided’ in
Second Life for over one year and she is there to explore this virtual world
through digital narrative.
Embodied narrative: The virtual nomad and the meta dreamer 211
PADM_3-(2-3)_11-Doyle_Kim 11/28/07 8:29 PM Page 212
for over two years and acts like an individual creation. She is representing
this ‘I’ notion in the web 2.0 community in the Asian Internet world. When
MySpace, Facebook and Flickr are coded in Western (ISO-8859-1) in the
metadata, there are Web 2.0 online communities based on Unicode (UTF-
8), which allows users to see various languages encoding. The fan-sites and
avatars in this post game community operates as an underground group
compared to a social media network group. However, these fan groups are
planting the energy around Web 2.0 to create multiple personas in their
virtual life. These users are highly committed to the community. Dongdong
is exploring how users are appearing and formulating their identity within
the platform. She is also the representation of data itself. Dongdong inhab-
its the web 2.0 environment.
Narrative as process
Already actively exploring the virtual personas of ‘Wanderingfictions’ in
Second Life and ‘Dongdong’ in the Web 2.0 environment, we initiated our
article in April 2007. We took the virtual nomad and the meta dreamer as
the subjects of our dialogue. One is a virtual character who acts and moves
as though she is real in the (virtual) world, the other is a real/physical char-
acter who only exists as a real being in the web community. We wanted to
separate from our own personas when we wrote from these two character’s
voices to enable us to observe our different experiences as post-human
bodies. The dialogue exchange between Dongdong and Wanderingfictions
took place over a period of a month and entirely by email. It was intentional
that we did not speak during this time, to enable the text itself to be the
carrier of the meaning. Our main intention of this initial writing was to
explore the hypertext of the cogito.
This process of narrative exchange allowed us to playfully explore,
absorb and transform of each other’s texts: ‘any text is constructed as a
mosaic of quotations; any text is the absorption and transformation of
another’ (Kristeva 1980: 37). As Kinder (2002), in writing of the database
narrative, says that in our dreams the cerebral cortex:
Embodied narrative: The virtual nomad and the meta dreamer 213
PADM_3-(2-3)_11-Doyle_Kim 11/28/07 8:29 PM Page 214
6 On the mainland it is go and then within a moment I can ‘teleport’ there. Some would say that
possible to move from that makes it easy to know every place, because you don’t need to spend
region to region
without teleporting. your time travelling. You don’t need to plan your slower journey, work out
Elsewhere, most what transport you need or where you would need to stay if the journey
islands are not
connected therefore would take more than a day. But here’s the thing: I miss being able to phys-
prohibiting movement ically move through the space of this world; to travel from region to region.6
across large spaces. If I try to, something always stops me: some invisible barrier. That’s where
7 Network Position: we make the connections, crossing the borders, the boundaries. It is in the
8 Network Position: process of travelling itself, of journeying that we dream. You ask me what
FuturePerfect, ‘moving’ or ‘travelling’ means to me: it is about transformation ‘through’
215,63,53.
dreaming, through imagining. I am freer to dream when I am moving. One
9 You can ‘create’ a
family in Second Life:
has to journey to dream.
have a partner, get Of course I can fly here. But it’s like having invisible wings that you
married, have cannot really spread widely or fully or freely enough. Sometimes I fly
children, even have
siblings. upwards as fast as I can, so I can feel that sensation of freedom, and I can
dream of flying a great distance along the horizon. Eventually I get to a
point where gravity pulls me back down, but I do seem to be able to have
the fantasy of escaping gravity, at least for a moment.
10 Network Position:
Acropolis Gardens,
Delia, 93,67,323.
Here, there is always a lot of discussion about who we are and what this
new world is. Almost always you can join a group. Sometimes I go to dis-
cussions and they call us post human. Can you explain that a little to me?
Yours, Wandering.
Dongdong
The system of classification for my map makes my journey interesting. I
used to have small boxes to collect the smells of different locations. But
Embodied narrative: The virtual nomad and the meta dreamer 215
PADM_3-(2-3)_11-Doyle_Kim 11/28/07 8:29 PM Page 216
11 A long time ago, since I moved to the virtual world I do not really have a sense of smell now.
people who had I categorise with tags, which are small labels, which tell you about the key
exquisite taste for
marvellous objects points of the places. Those are creating my entire map now. I easily recog-
and paintings started nise the places and memories, but it is not as vivid as the smell boxes. How
to collect and display
their collection in do you make your map? How do you see your world as your landscape?
boxes. They had
money and authority Wanderingfictions
to put their collections
in a place to keep and I am uncertain of my own geography. I don’t even know where I live.
display their pleasure Conceptually, that is. If we looked on the map I would not be able to point to it
of collectiveness. They
called that box a and say ‘there, that is where I live, that is my home’. Perhaps this is something
‘cabinet of curiosities’ that happens with a virtual geography. I need a tagging system like yours. The
also known as only way I can navigate is through the visual patterning on the map, unless I
Wunderkammer or
wonder-rooms. am given an exact co-ordinate position to teleport to. Once I have established
12 Admirers’ group: This a region I want to explore I zoom in close enough to enable me to recognise
refers to Fanbase site the patterning in the geography, an interesting shape outlined.
for the Blythe doll, I am being defined as a pattern not a presence. I have the experience of
owners have certain
worship for this embodiment, although I know my body is virtual. Of course I do. There is
figures. They are little true form here, only a series of associations. I took a friend of mine to
between late 20s to
late 30s, who usually a volcano last night. He was in awe of it. In his mind’s eye, in his imagina-
have a creative tion he saw before him a real volcano. Well, real enough to evoke his awe. Is
profession and diverse that not ‘real’ enough for it to contain a form of reality? A form of presence?
cultural understanding
in Asia.
13 Network Position:
Dongdong: cabinet of curiosities
Unknown. Curious cabinets11 of modern people (giant figures to me) are becoming
invisibly vast in this virtual life. You could take your friend to a volcano
there, make hundreds of skyscrapers, build bizarre shaped houses, you are
able to control the sun and moon too. If that is the form of the creation, I
wonder whether these people make something other than real life figures.
Is this a new world? Or is this a reflection of our desire of wandering as an
extension of travel? The Net is a place similar to the ‘curious cabinets’.
Collecting, presenting, showing off and textualising.
The documentation of my travel became important, as I also reside as
data. So I would talk about my net travel experience. My admirer group
treats me as a baby, pet, lover, and favourite toy in their reality.12 But they
treat me as an intangible data when we fly peer to peer. I represent their
identities through the image. Image data tells more than text data in such a
platform. In this platform, network between the users are the main key.
When they connect to another user group, I am transformed as metadata,
which changes the representation (Figure 3).
Wanderingfictions13
Without a shared network, my world could not exist. If we had individual
micro (meta) worlds in which each of us lived, in separate pieces of space
and time, I fear that it would not last. We would become extinct almost
before we began.
Could an old cabinet of curiosities exist in my world? Would we know
what to do with it? Would it seem too strange to interpret? I fear that the
world itself is its own curiosity. A new world curiosity. Metanarratives are
created by placing objects (or data) next to each other as is ‘displayed’ in the
narratives of the cabinet of curiosity. Each decade (piece of time) has its own
curiosity. We move in waves. There are few curiosities here. There has not
been the time to build those objects that exist and embody something of
their own ‘time’. The curiosities are not objects here but architectures. Here,
it is the scale that has changed. They have built the Taj Mahal, but there is
still no India here. Few people know that the Taj Mahal was to be one of two
parts. One each side of the river, calling to each other. One side is the white
side (the one that we know), the other the black. It was intended to be a
material and grand recognition of the greatest love between two people.
However, only one side has ever existed. I am intrigued as to why, given the
opportunity, that the Taj Mahal, here in this world, wasn’t built as it was
intended to be in yours. After all, the black marble does not need to be
moved great distances at great cost. It would not take the years it would
need to build where it currently exists. Now, this is curious.
The moments you mean something to your admirer group, I wonder if
you fill the space that completes their metanarrative? At those points you fit,
you enable them to make tangible an uncertainty they have. Although it’s
only momentary. That is why you become intangible again. Time is the most
intangible notion of reality we have. To document is to say ‘I did that. I have
been there. This is what happened’. This is a peculiarly post-human activity.
Even if that form becomes data again. Is this why we travel? Is that why I
travel? Because when I travel I am immersed in moving in space and time.
Embodied narrative: The virtual nomad and the meta dreamer 217
PADM_3-(2-3)_11-Doyle_Kim 11/28/07 8:29 PM Page 218
14 Network Position: ourselves with communications and the creation of our expression towards
Garden of Immersive this blurry world we exist. Text will expand in every direction. We will not live
Sound, Marni,
171,234,23. in a horizontal timeline any longer. You will be able to create nameless
nations and unauthorised territories, paradoxical zones like the Taj Mahal
without India in your virtuality. I would love to meet my admirer in real life.
But I know that they are sitting in a back supported chair with a gorgeous
new machine, waiting for the icon to blink. The sign of ‘being’. It is all about
the confirmation and recognition in this cabinet. If we are in the wave
moving, how can we find an epicentre? We are shrinking, growing, expand-
ing, deforming, deleting, creating, modifying and metamorphosising and
disappearing.
And my fear becomes exposed. My (virtual) body will reveal its meaning in
time. As will yours. Soon, though, there will be no paradoxes, because soon
our view will not contain what it was to be only human.
Epilogue
About the dialogue of Dongdong and Wanderingfictions
We have investigated these transitions in our locations, along the techno-
logical thread stream, which can reach another kind of crisis by going
across territories. The fears are still operating in us as much as we are
excited about treading new paths. Nonetheless, we are trying to overcome
our dizziness on the borderland in between worlds.
Embodied narrative: The virtual nomad and the meta dreamer 219
PADM_3-(2-3)_11-Doyle_Kim 11/28/07 8:29 PM Page 220
A number of ‘I’s travel through different spaces and times. Massumi (2002:
3) suggests that every body subject is so determinately local; it is boxed into
its site on the culture map. Grid lock. Wanderingfictions and Dongdong’s
substantial experience of mapping in each of their environments shows
that this grid proves that the idea of positionality begins by subtracting
movement from the picture. This freeze frame shows one moment of a
body’s fluidity. However in the virtual world, the body travels as a continuity
of movement.
[. . .] Virtual worlds rest within a discursive space that have been constructed
upon the struggle between the strengthening and blurring of boundaries of
corporeality and transcendence, the real and the virtual, where and nowhere,
and the unitive and multiplicitous self. It is this tension that makes virtual
reality and virtual worlds so compelling to the contemporary imagination.
Jones 2006: 15
Conclusion
Working with the process of digital narrative as ‘embodied narrative’ and the
non-human body as metadata describes our experiences in virtual worlds in
new ways. As we see from our dialogue, understanding our geographical
position in this digital era is absolutely essential. As we read the exchange
we find confusion, disorientation, fear, but also wonderment of this new
view, where we are able to live in, and embody, multiple realities. Exploring
these various conditions challenges us to investigate our physical availabili-
ties as travellers in this virtual environment. A non human body as metadata
offers us resources for thinking in more sophisticated ways about virtual
technologies. User Generated Content and networked 3D Virtual Worlds
such as Second Life bring new forms of participation. These two main waves
on the net are contributing to the systems of informatics in their structure,
behaviours and interactions of digital knowledge and narrative. The Second
wave of user orientated contents from Web 2.0 and Second Life is not about
today’s up to date information technology. We believe that we will be able to
see the 4th generation of web development, and more in our lifetime. Our
‘I’s will travel through multiple spaces and times.
Whether we will be happier than in the past about our living in a virtual
environment or not is not a question we can have any longer. Nevertheless
if we hold to the past then we can keep a certain sense of orientation. We
have to have enough of the past in our memory to connect to our ‘imag-
ined’ future to be able to make the patterns that materialise, retrospectively.
Dongdong and Wanderingfictions will still whisper to each other about their
discoveries in their own worlds.
References
Bachelard, G. (1969), The Poetics of Reverie, Boston: Beacon Press. First published 1960.
Griffiths, J. (2004), A Sideways Look at Time, New York: Penguin. First published 1999.
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Grosz, E. (2001), Architecture from the Outside: Essays on Virtual and Real Space,
Cambridge, Massachusetts: MIT Press.
Haraway, D. (1999), ‘A Cyborg Manifesto: Science, Technology, and Socialist-
Feminism in the Late Twentieth Century,’ Simians, Cyborgs and Women: The
Reinvention of Nature, New York: Routledge.
Hayles, N.K. (1999), How We Became Posthuman: Virtual Bodies in Cybernetics,
Literature and Informatics, Chicago and London: The University of Chicago Press.
Jones, D.E. (2006), I, Avatar: Constructions of Self and Place in Second Life and the
Technological Imagination, Gnovis, Journal of Communication, Culture and
Technology, 6.
Kinder, M. (2002), ‘Hot Spots, Avatars, and Narrative Fields Forever’, Film
Quarterly, 55, pp. 2–15.
Kristeva, J. (1980), Desire in Language: a semiotic approach to literature and art (trans.
Thomas Gora, Alice Jardine and Leon S. Roudiez), in Leon S. Roudiez (ed.),
New York: Columbia University Press.
Linden Labs (2007), Economic Statistics: Population. Second Life. Accessed 22nd
August 2007. http://www.secondlife.com/whatis/economy_stats.php
Massumi, B. (2002), Parables for the Virtual: Movement, Affect, Sensation, Durham &
London: Duke University Press.
Rymaszewski, M. et al. (2007), Second Life: The Official Guide, Hoboken, New Jersey:
John Wiley & Sons.
Suggested citation
Doyle, D., & Kim, T. (2007), ‘Embodied narrative: the virtual nomad and the meta
dreamer’, International Journal of Performance Arts and digital Media 3: 2&3,
pp. 209–222, doi: 10.1386/padm.3.2&3.209/1
Contributor details
Taey is a visual media artist and PhD candidate at SMARTlab, University of East
London. Her practice background is narrative based photography and interactive
multimedia installation. In her virtual space, she examines the position of media art
itself as an ‘elsewhere’ construction, a borderless method of overcoming political
boundaries in the search for self-identity as far-east Asian and sexual minority in the
postcolonial phenomenon. Her various exhibitions have travelled to London, Paris,
Doncaster, Koln, Seoul, and many other international cities. Contact: Taey Kim,
University of East London, The SMARTlab Digital Media Institute, 4-6 University
Way, LONDON E16, UK. Web: http://www.taey.com
E-mail: taey@taey.com
Denise is a Senior Lecturer in Digital Media at the University of Wolverhampton
and PhD candidate at SMARTlab, University of East London. She contributes to the
contextual and practice-based strand of the UG Digital Media programme at
Wolverhampton as well as undertaking research in the use of virtual worlds in
learning. She is a theorist and new media practitioner. Her research interests
include: interactive film, database cinema, virtual worlds, philosophies of the imag-
inary, practice-based research methods, critical theory and applied media arts,
digital narratives, and multiplayer games and virtual learning environments.
Contact: University of Wolverhampton, School of Art and Design, Molineux Street,
Wolverhampton. Contact: Denise Doyle, University of Wolverhampton, School of
Art and Design, Molineux Street, WOLVERHAMPTON WV1 1SB, UK. Web:
http://wanderingfictions.net
E-mail: D.Doyle@wlv.ac.uk
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.223/1
Abstract Keywords
The article identifies the specific nature of spatiality as one of the most important digital games
aspects of contemporary networked game environments and presents a close game studies
reading of Henri Lefebvre’s spatial theories in order to gain a different perspective spatiality
towards the subject. Artistic interventions in the form of online performances by game art
artists such as Eddo Stern and Joseph DeLappe are discussed as exemplary forms media studies
of critical engagement with these emerging immersive environments. interactive art
Introduction
In recent years digital games have evolved from single player systems to
arenas of mediated performative action for large groups of players. One
does not even have to mention a phenomenon like Second Life, a kind of
branding echo chamber that seems to fuel the imagination of journalists,
media agencies and artists around the globe in order to realise that digital
gaming has undergone a veritable phase shift with the introduction of
immersive online environments that are rendered in three dimensions. If
one considers that Blizzard, the company responsible for the MMORPG
World of Warcraft, has recently announced that it is reaching 9 million
subscribers, each single one paying a monthly fee it is easy to imagine the
economical impact of the medium. However, simultaneously it becomes
evident that such game environments represent economical and social uni-
verses in their own right and that they amount to public spheres which are
owned and maintained by private companies. Artists such as Eddo Stern or
Joseph DeLappe have started to critically engage with these mediated
spaces and have developed different strategies that amount to artistic per-
formances in digital spaces. Their work will serve as exemplary for the
nascient potential for performative arts embedded in those structures, but
before anything else a fundamental issue has to be clarified.
If one agrees to the fact that the kinds of digital games that have been
brought up above are novel media phenomena rooted in a specific spatial-
ity, since they serve as realms for performative actions on a global scale,
questions regarding the nature and qualities of this kind of spatiality
emerge. In this context it is interesting to note that so far, very few attempts
at understanding the multi-dimensional nature of this spatial form have
emerged from the field of game studies. Although there exist numerous
approaches that address diverse aspects of spatiality of digital games in
Playing the third place: Spatial modalities in contemporary game environments 225
PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 226
A triadic structure
‘A triad: that is, three elements and not two. Relations with two elements
boil down to oppositions, contrasts or antagonisms. They are defined by
significant effects: echoes, repercussions, mirror effects’ (Lefebvre 1991:
39). Here, Lefebvre is clearly indebted to Hegel’s and Marx efforts to sur-
mount the structural dualisms and binary oppositions, which defined
Cartesian as well as Kantian, post- and neo-Kantian thought. Referring to
philosophical projects based on subject–object opposition Lefebvre writes,
‘[t]heir dualism is entirely mental, and strips everything which makes for
living activity from life, thought and society (i.e. from the physical, the
mental and social, as from the lived, perceived and conceived)’ (Lefebvre
1991: 39). Such systems of thought tend towards complete transparency
and intelligibility, thus not leaving any room for the material, physical and
social aspects of life. Therefore, in order to understand social space as a
product of forces that manifest themselves beyond the mental sphere, it is
sensible to consider the body as a starting point.
Firstly, a body in a group or society is geared towards (social) spatial
practice that presupposes bodily activity, such as movement, gestures and
the use of sensory organs. This activity amounts to what Lefebvre advances
as ‘perceived space’ or ‘[t]he practical basis of the perception of the outside
world, to put it in psychology’s terms’ (Lefebvre 1991: 40). Secondly, repre-
sentations of the body, derived from science, such as medical sciences,
anatomy, physiology, form the conceived space of the body. These scientific
representations of the body are obviously prone to be mixed up with
Playing the third place: Spatial modalities in contemporary game environments 227
PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 228
ideological contents and constantly evolve over time. This field of spatial
representation is posited as ‘conceived space’. Thirdly, bodily, or ‘lived
space’, in constant mediation between the former two, is highly influenced
by social and cultural conventions and is accompanied by an ‘illusory’
immediacy that is prefigured by symbolisms evolving from religious tradi-
tions and mythologies.
Game space clearly has to be regarded as a cultural product and
practice that is informed by spaces created through the use of verbal signs
or language (narrative spaces), yet it appears equally informed by a spatial
practice operating on the basis of bodily involvement in the form of ges-
tures (user action) as well as non-verbal sets of symbols and signs (repre-
sentational spaces). All of these dimensions of space are equally present in
digital games and are constantly mediating between each other.
The question that needs to be addressed here is how this process of
mediation could be understood in spatial terms. Lefebvre defines the
contingencies of spatial practice as follows: ‘The object of knowledge is,
precisely the fragmented and uncertain connection between elaborated
representations of space on the one hand and representational spaces
(along with their underpinnings) on the other; and this ‘object’ implies
(and explains) a subject – that subject in whom lived, perceived and con-
ceived (known) come together within a spatial practice’ (Lefebvre 1991:
230). It follows that if ‘representations of space’, the results of a process,
are the sole objects for the study of spatial practice, lived experience and
with it the genesis of the process would be omitted. In other words, it is
important to consider the processes that surround and run through cultural
artefacts, namely how they come into being and how they are experienced.
Thus, in order to fully comprehend game space, the spatial practice of cre-
ating and playing computer games has to be considered equally important
as the formal aspects of spatial representation.
It is crucial to stress the fact that the particular spaces generated by
computer and videogames have to be regarded as the result of a dynamic
process that involves numerous distinct elements such as the rules, the
programme, the player’s active involvement as well as audiovisual symboli-
cal elements. Thus, it would be quite short-sighted to concentrate on one of
these particularities without taking into account the other elements in the
process. In other words, rather than studying computer games as things in
space, the particular process of the production of game space has to be
taken into consideration as well. On first glance, the fact that most games
are finite cultural products seems to justify an approach that is focused on
the visible and audible content alone. Yet, precisely because they appear as
coherent entities, and the scaffolding that leads to their production has
vanished, it is crucial to investigate the process beyond the technological
product within the wider realm of cultural activity. And it is here that one
can attempt to answer the question how the interdependence between
the ‘artificial’ socio-cultural aspects of spatiality and those based on the
‘natural’ shared grounds of bodily perception could be examined. This
interdependence between culture and nature seems to be exactly what
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PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 230
of abstract conceptions and mental models that can be highly theoretical and
out of touch with everyday live. In contrast, ‘Representational space’ is under-
stood as a layer of non-verbal sets of symbols that is superimposed upon
physical space. It is a realm of space that is directly lived rather than negoti-
ated by conscious logic. ‘Representational space’ is a first hand experience
rather than an abstract conception. The ‘spatial practice’ of a society is the
result of a complex interaction between ‘representations of space’ and ‘repre-
sentational spaces’. How do ‘spatial practice’, ‘representations of space’ and
‘representational spaces’ relate to computer and video games in detail?
In Lefebvre’s view, ‘[t]he spatial practice of a society secretes that
society’s space; it propounds it, in a dialectical interaction; it produces it
slowly and surely as it masters and appropriates it’ (Lefebvre 1991: 38). He
characterises spatial practice in neo-capitalist society as follows: ‘[i]t
embodies a close association, within perceived space, between daily reality
(daily routine) and urban reality (the routes and networks which link up the
places set aside for work, ‘private’ life and leisure (ibid)’. Seen in this light,
the spatial practice emerging from computer games reveals a lot about the
conditions of post-industrial societies. For instance, one can witness a con-
tinuous blurring of the boundaries between leisure and work. Not only do
play and work take place at the same physical location and on the same
device, the individual’s PC, mobile phone or PDA. Moreover, networked
games bring about a spatial practice that facilitates global participation
and have led to the inception of novel micro-economic systems. With the
enormous growth in the trade of virtual objects in MMORPG’s such as
Everquest, Ultima Online or World of Warcraft that has been thoroughly
researched by Edward Castranova (Castranova 2001), forms of play increas-
ingly take on the characteristics of paid work. Another aspect of this erosion
of the border between cultures of play and work has been examined in
detail in relation to the modes of production in game companies (Kline,
Dyer-Witheford and De-Peuter 2003). Increasingly the production of digital
games is presented as a kind of game of its own, a playful and creative
activity that can be enjoyed without thinking too much about overtime and
extreme ‘working hours’, because it is ‘fun’. Simultaneously, concepts and
practices in the vicinity of ‘user generated content’ point in a similar direction.
Computer and video games have to be regarded as products of neo-
capitalist economic structures and the spatial practice associated with
them accordingly, to paraphrase Lefebvre, ‘secretes that society’s space’. In
other words, the myriad forms of territorial domination, spatial contest and
individual struggle that appear in those artefacts are clearly related to the
underlying drives of post-modern culture. Moreover, one could argue that
contemporary ‘spatial practice’ in Western societies is increasingly perme-
ated by various forms of ‘representational spaces’ due to the enormous
increase of digital devices operating with spatial sets of non-verbal
symbols. After all, the GUI’s of operation systems in daily use by millions of
people all deploy non-verbal spatial metaphors. In this context, it is hard to
find a better example for ‘representational space’, than the kind of space
that is directly lived through its associated images and symbols, generated
by the audiovisual spatial illusion of video and computer games. Yet, at the
same time, other aspects of computer games are clearly dominated by ‘rep-
resentations of space’, that is specific conceptions of space, which can be
highly abstract and clearly based on language and the logos. A spatial nar-
rative or a set of rules that defines spatial action in a game belongs to this
dimension. The game designer who programmes the movement of objects
in a game according to mathematical rules and algorithms within a coordi-
nate system generates specific ‘representations of space’. The player con-
tinuously switches between these dimensions while playing the game. On
the one hand the player experiences the space directly through non-verbal
sets of signs and on the other hand consciously generates an abstract
mental map of the space and devises strategies of action. Thus ‘spatial
practice’ in video and computer games has to be regarded as a result of the
highly dynamic mediation between ‘representations of space’ and ‘repre-
sentational space’. How does this dynamic mediation unfold itself?
Lefebvre writes, ‘[t]o take in theatrical space, with its interplay between
fictitious and real counterparts and its interaction between gazes and mirages
in which actor, audience, “characters”, text, and author all come together
but never become one. By means of such theatrical interplay bodies are
able to pass from a “real”, immediately experienced space (the pit, the
stage) to a perceived space – a third space which is no longer scenic or
public. At once fictitious and real, this third space is classical theatre space’
(Lefebvre 1991: 188). Here we are dealing with theatre, a cultural form that
has already served Brenda Laurel (Laurel 1991) as the central metaphor, for
her examination of enactment and active performance in human computer
interaction.
Lefebvre points out that ‘[t]heatrical space certainly implies a represen-
tation of space – scenic space – corresponding to a particular conception of
space (that of the classical drama, say – or the Elizabethan, or the Italian).
The representational space, mediated yet directly experienced, which
infuses the work and the moment, is established as such through the dra-
matic action itself’ (Lefebvre 1991: 188). This is a crucial point in relation to
game space and it can be paraphrased as follows: the spatial practice sur-
rounding computer games is on the one hand defined by spatial modalities
that belong to the field of ‘representations of space’, such as particular
rules defining spatial performance, verbal conventions of spatial narrative,
conceptions guiding the construction of audiovisual spatial representations
(various modes of perspective) and on the other hand established by directly
‘lived’ experience and active construction of ‘representational spaces’. In
other words, there are elements, which act as foundations, as basic spatial
conceptions, for the fluid and action-based directly experienced (per-
formed) space of the moment, resulting in a coherent ‘spatial practice’.
Here we need to address the importance of Lefebvre’s notion of ‘lived
space’ from a slightly different perspective by briefly introducing one of the
most prominent commentators of Lefebvre’s work. Edward Soja presents
his re-reading of the spatial triad in the form of what he terms the ‘trialectics’
of ‘First-, Second- and Thirdspace’. He provides a post-modern reading of
Playing the third place: Spatial modalities in contemporary game environments 231
PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 232
and/or speech based elements) and rule space (the rules of the simulation
system) are language-based abstract dimensions and thus belong to the
realm of ‘conceived space’. Thirdly, the modality of kinaesthetic space (the
bodily connection between player and game space facilitated via the inter-
face) is closely linked with Lefebvre’s notion of ‘lived space’, since it desig-
nates the bodily link between player and game, which is established
through the interface in conjunction with the non-verbal sets of spatial
symbols produced by the audiovisual representational modality of space.
What makes Lefebvre’s theory so significant for the development of a
novel perspective on game space is his precise analysis of different types of
space and the notion of the dynamic interplay between them, resulting in
the notion of ‘spatial practice’. Accordingly, all of the above categories have
to be regarded as interlinked modalities in a dynamic process that results in
the ‘spatial practice’ of computer game play. To illustrate, the ‘spatial prac-
tice’ emerging from playing an online MMORPG like World of Warcraft
could be sketched as follows: it takes place in a specific user space (the
home of the player or a public internet cafe) and it involves representations
of space such as narrative space (you are in a specific region of the game
universe azeroth and can travel to different regions in order to find items or
play quests) and rule space (which defines the values and behaviour of
objects in the game space) as well as the audiovisual representational
aspects (the threedimensional rendering of the game universe, objects and
avatars) and finally the kinaesthetic modality (the link between the player’s
body, via the keyboard and mouse interface to the avatar) that makes the
game a directly lived, visceral experience. Furthermore, the spatial practice
emerging from World of Warcraft also includes the continuous develop-
ment of new territories and maps by the company Blizzard as well as the
social interactions before and during gameplay. As this brief sketch demon-
strates, on the one hand, it would be impossible to deny the connections
between those spatial modalities; on the other hand they all have individual
and distinctive characteristics that have to be accounted for.
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PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 234
that there was somebody typing these odd texts into the gamespace. The
strategy was to exist as a neutral visitor – I did not engage in the gameplay –
at least not in the prescribed manner. There was also something quite
curious about performing poetry, only to be killed and reincarnated again,
and again. Bringing the performative aspect into these hyperviolent spaces
was, in a way, an intervention, an aesthetic protest. There is a level of wry,
satirical humour to it as well. It was also very poignant, particularly doing
“The War Poets”. I started doing these after September 11th when we were
invading Afganistan and into the present as we were heading into Gulf War 2’
(Winet 2006: 98). DeLappe’s practice can be regarded as an attempt to
engage with the audiences of online games in the form of a performance
based on the narrative modalities that make up the game space. As he has
pointed out in other interviews, his work sometimes leads to highly contro-
versial discussions in the chat channels that are part of the games and thus
initiate a critical discourse that reflects the actions of players. However mar-
ginal this approach might seem at first, it amounts to a realisation of the
fact that contemporary game environments represent public spaces that
can be used for performance based artistic interventions. This practice only
hints at the kinaesthetic potential inherent in these games since the artist
leaves his own avatar to be continuously shot and killed. However, this
practice can be seen as a perfect example for performances in digital games
that are geared towards the symbolical field provided by the representa-
tions of space.
A work that addresses what we have introduced as the kinaesthetic
modality of game space, namely the bodily link between the player’s motoric
space and the game space can be seen in Eddo Stern’s ‘Runners Everquest”
(1999–2000). The installation confronts the user with three different pro-
jections and three computer mice connected to them. Each mouse steers
the movement of a character, which is present in real-time in the popular
online MMRPG Everquest. In this sense the piece also amounts to an
online game performance and Eddo Stern notes on his website that the
game performance ran for exactly 180 days. Stern deliberately confuses the
player’s kinaesthetic link between interface device and avatar by multiplying
the options. Since it is impossible for a single player to control three
avatars simultaneously, the direct link between interface device and avatar
is put into question. Stern writes ‘[u]sing a custom made “Triple Mouse”’
participants can, and must control all three characters, who simultaneously
navigate a separate area of the game world, respectively. The player is
forced to make a decision about which character to embody and which to
abandon, while a varying live web-audience of thousands follows his or her
performance within the online game’ (Stern 1999). The simple multiplication
of avatars/interfaces sharply highlights the questions regarding embodi-
ment and kinaesthetic space. Furthermore, ‘Runners: Everquest’ develops a
highly complex spatial setup since the piece connects one user space (in
this case the gallery) with three different locations in the game space of the
online game and thus three different audiovisual representational spaces
(although they all follow the same pattern defined by a 3rd person camera).
In this way, the singular connection between player and avatar that guaran-
tees the function of embodiment within the game is shattered and the
player has to come to terms with the fact that he/she has to simultaneously
control 3 different Game Egos in three different locations of the game
universe. Stern’s piece amounts to a critical study of game conventions and
clearly highlights the central role of the kinaesthetic link between player and
avatar. In this sense it amounts to a questioning of the realm that is highly
specific for digital game environments and that reverberates strongly with
Lefebvre’s lived space. In Stern’s installation the link between physical
embodiment (lived space) and sign based audiovisual space (representa-
tional space) is deliberately interrupted and thus brought to the foreground.
Here the impact of game space on the potential of contemporary perfor-
mance pieces becomes obvious. For example, it might be very productive
for contemporary performance artists to consider the possibilities of avatar
multiplication as a means of increasing the echo of embodied presence in
digital game spaces.
It is hoped that the close reading of Levebvre’s spatial theories that has
been undertaken in this article may provide directions for further research
into the unique spatiality that forms the core of contemporary digital game
environments. If we consider that these game spaces have become a stage
for contemporary artists and performers it is necessary to understand how
his unique spatiality inform these works. Most importantly, the proposed
theoretical approach might enable a way of integrating issues that that are
often considered in separation, such as the socio-economical and political
impact of those immersive universes, thereby encompassing the perspec-
tives of producers, players as well as artists who are starting to intervene
and reflect the consequences of mediated performative actions. The growing
importance of this ‘third place’, that emerges from the complex interplay of
spatial modalities, for contemporary artists and audiences has become a
highly dynamic field of action that ranges from fan culture to the arena of
fine arts in the 21st century and thus has to be considered worthy of further
investigation.
References
Aarseth, E.J. (2001), ‘Allegories of Space: The Question of Spatiality in
Computergames’, in Eskelinen, M. and Koskimaa, R. (eds.) (2002), Cybertext
Yearbook 2000, Jyväskylä: Research Center for Contemporary Culture, University
of Jyväskylä, pp. 152–169.
Castranova, E. (2001), ‘Virtual worlds:A First-Hand Account of Market and Society
on the Cyberian Frontier’, The Gruter Institute Working Papers on Law,
Economics, and Evolutionary Biology, 2. Accessed 8 August 2006. Available at
http://www.bepress.com/giwp/default/vol2/iss1/art1/current_article.html
Juuls, J. (1999), ‘A Clash Between Game and Narrative’, MA Thesis, University of
Copenhagen, Institute of Nordic Language and Literature, Copenhagen.
Kline, S., Dyer-Witheford, N. and De-Peuter, G. (eds.) (2003), Digital Play: The
Interaction of Technology, Culture, and Marketing, Quebec: McGill-Queen’s
University Press.
Laurel, B. (1991), Computers as Theatre, Menlo Park, CA: Addison Wesley.
Playing the third place: Spatial modalities in contemporary game environments 235
PADM_3-(2-3)_12-STOCKBURGER 11/27/07 5:57 PM Page 236
Suggested citation
Stockburger, A. (2007), ‘Playing the third place: Spatial modalities in contemporary
game environments’, International Journal of Performance Arts and digital Media 3:
2&3, pp. 223–236, doi: 10.1386/padm.3.2&3.223/1
Contributor details
Axel Stockburger is an artist and theorist who lives and works in London and
Vienna. He studied at the University of Applied Arts in Vienna with Peter Weibel and
holds a PhD from the University of the Arts, London. His films and installations
are shown internationally. Among other projects he has initiated the independent
art television channel TIV in Vienna in 1998 and collaborated on international
projects with the London based media art group D-Fuse (2000–2004). At present
he works as scientific staff member at the Department for Visual Arts and
Digital Media/Academy of Fine Arts in Vienna. More information can be found at
http://www.stockburger.co.uk. Contact: Axel Stockburger, Academy of Fine Arts
Vienna, Institute of Visual Arts, Lehargasse 8, A-1060 Vienna, Austria.
E-mail: a.stockburger@akbild.ac.at
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Introduction. English language. doi: 10.1386/padm.3.2&3.237/2
Introduction
Part 3: Complexity: The theory into
the practice
Introduced by Alec Robertson
This third section of the special issue of IJPADM tracks the results of rela-
tionships which formed during the ‘Magic in Complexity’ Event in February
2007. The Event, hosted by SMARTlab of the University of East London and
convened by myself with Professor Lizbeth Goodman and Professor Jeffrey
Johnson, brought together a range of people within the performing arts,
design practice and research.
The focus of that event was upon digital games design which looks
beyond the current saturated market of computer and video games – or
what has been thought of as the ‘shoot-em-up’ genre, reaching towards
new forms of game making and game play. In this, the MAGIC event took a
cross section of ideas and approaches to performance informed by the
entertainment domain, offering a range of playful game-like designs for
socially engaged projects informed by ‘the science of complex systems’.
The Event was one of a series and part of a research project led by
Professor Jeffrey Johnson of the Open University and entitled ‘Embracing
Complexity in Design’ set within the ‘Designing for the 21st Century, initiative
jointly organised by the UK AHRC (Arts and Humanities Research Council)
and the EPSRC (Engineering and Physical Sciences Research Council).
The papers in this section cover a variety of perspectives in this trans-
disciplinary context, and the nature of ‘collaboration’ in the context of
exploring the arts and new media is discussed, together with the nature
and understanding of ‘complexity’ itself. For example, a (D21C) project –
‘Emergent Objects 2’ is outlined by its researchers who attended the event,
which is an example of collaboration in design research between artists, sci-
entists, engineers and designers. Suggestions, terse statements, open ends
and partial completion are integral to the emerging nature of the research
outlined in the section. Some recommendations are made in the papers to
provide pointers for further academic work and practical action.
Specifically, in summary drawing from the paper Abstracts the contribu-
tions include a paper led by Dave Everitt, which outlines issues concerning
collaboration, group behaviour, complexity and organisations. This is in
some relation to specific events organised by the ‘Embracing Complexity in
Design’ (ECiD) project of the D21C AHRC and EPSRC UK research Cluster
aimed to encourage ‘emergence’ of new ideas within trans-disciplinary
research dealing with design research, complexity, performance and new
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.239/1
Abstract Keywords
This paper outlines issues concerning collaboration, group behaviour, complexity complexity
and organisations with some reference to specific events organised by the emergence
‘Embracing Complexity in Design’ (ECiD) project of the D21C AHRC and collaboration
EPSRC UK research Cluster. These events aimed to encourage ‘emergence’ in transdisciplinary
transdisciplinary areas dealing with design research, complexity, media art with art-technology
live or participatory elements and new media. They involved group work in a cliques
performative context along with on-line proceedings. The authors’ research per-
spectives in art-design-technology, performance art and collaboration informed
the paper, which explores possible prerequisites and conditions that stimulate
or inhibit emergent behaviour among groups of creative individuals, drawing
upon concepts from the fields of Complexity Theory and the Social Sciences.
Suggestions, terse statements, open ends and partial completion are integral to
the emerging nature of the research outlined, although a tentative framework is
proposed in which to position work observed. Some recommendations are made
to provide pointers for further academic and practice-based work.
Introduction
Transdisciplinary research is increasingly productive in pushing the boundaries
of knowledge, particularly in the creative fields of the arts and design, in which
new methods to encourage productivity are needed just as they are for other
specialist domains. For example, methods of inquiry from complexity theory
and the social sciences can be applied to the arts and methods from the arts
within some sciences. Although the scientific paradigm (with systematic defin-
itions and the need for explicit evidence and processes) once appeared con-
trary to creative approaches there is now increasing collaboration between the
arts and sciences, and recognition of the role of ‘creativity within research’, as
evident in a remark from Professor Sir Christopher Frayling:
The need for more ‘contract research’ involving collaboration is also encour-
aged by the Lambert Review of Business-University Collaboration (Lambert
2003), while the ‘CREEM’ network of researchers and practitioners is a
current example from transdisciplinary research and practice (CREEM 2007).
Complexity science researches the property of ‘emergence’, in which the
independent activities of agents or ‘actors’ in strong interaction with each
other produce unpredictable results of value (Gell-Mann 1995). These kinds
of complex situations often exist in groups of transdisciplinary researchers
acting creatively. Specifically, group work in the performing and especially the
mediated arts necessitates a degree of collaboration not always evident in tra-
ditional arts and design disciplines with a more strongly individual ethos. The
skills required for practice in digital media stimulate collaborations across
disciplines, and this invites new methods for research and practice.
With an understanding of the required conditions, collaboration and
group behaviour can be designed to encourage the emergence of new ideas
and knowledge. This is perhaps more prevalent in the arts and design than
in other areas, with its tradition of ‘studios’ and non-linear serendipitous
processes. There are clear implications here for transdisciplinary inquiry, and
this paper outlines issues, first concerning collaboration, group and emer-
gent behaviour, then complexity and organisations; with some reference to
specific events organised to encourage ‘emergence’ within transdisciplinary
arts and design research, complexity, performance and new media.
Through being excluded from the mainstream arts canon until around
2002–3 (Grau 2007) artists working with technology (‘media artists’)
formed groups to exchange skills and information. The web and other com-
munications technologies enabled a kind of distributed group behaviour to
emerge, where participating individuals may or may not physically meet,
During many conversations with artists working in this area, common experi-
ences in overcoming ‘concept barriers’ often crop up. Technologists are often
educated to be concrete thinkers who use language precisely. The same
phrase can thus mean different things to people with differing backgrounds.
(Everitt 2002)
The artist attempting to describe a process can end up finding that the
technologist requires more precision in the terminology used. For example,
a data model ‘ontology’ in information science is more specific an applica-
tion than its usage in conceptual analysis, while the words ‘array’ and
‘object’ in computer science have precise meanings to the computer pro-
grammer (or media artist . . .).
Each mode of activity has evolved to address specific creative needs that
function (in the above order) to:
1. Research and initiate creative ideas while protecting them from exces-
sive interference during the process (the individual).
2. Respond and react to environmental influences, and test new ideas
against existing ideas (the reactive and interactive).
3. Extend territories and interactions with others, thereby transcending the 1 Beyond the scope of
boundaries of individual practice (the collaborative and potentially this paper, but for
useful triple models
complex interactive). in psychology, see
Alderfer’s existence –
relatedness – growth
Incidentally, triple models offer rich cross-disciplinary parallels and appear Hierarchy of
to be common in attempts to model human behaviour.1 Motivational Needs
Emergent behaviour can arise in transdisciplinary groups, both individu- http://chiron.valdosta.
edu/whuitt/COL/
ally and within the group. The recognised indicators of emergence are motivation/motivate.
present, since individual artists already tend to: html (or for a brief
non-academic
summary – ignore the
• follow working methods that produce unforeseen outcomes, which they graphics! – see: http://
value motivationcentre.
blogspot.com/2006/
• pursue several lines of inquiry simultaneously 03/alderfers-
• be sensitive to the significance of slight initial differences in producing erg-theory.html). Both
accessed 21 July 2007.
significantly varying outcomes
• regularly adjust these slight differences towards a result that – while
perhaps remaining indefinable – is nevertheless perceptible to them
and (hopefully) their audience.
When these methods are mixed with the complex nature of group interac-
tions, relationships become ripe for the unpredictable generation of emer-
gent outcomes.
Co-operative human behaviour in the field of Complexity has been most
famously researched and applied to conflict resolution by Robert Axelrod
(1984, 2000) and Hoffman (2000) and continues as a component of Agent-
Based Modeling in the Social Sciences (Axelrod and Tesfatsion 2007; for
details on social interaction in complex networks see Klemm et al. 2003).
Some basic principles of complexity theory can also provide insight into
this process. Rzevski (2005) outlines three:
1. Autonomous units (Actors, Players and Agents) each pursue their own
goal in a strong interaction with each other.
2. The interaction can be competitive, cooperative or a combination of the
two.
3. Goals of individual players may or may not be disclosed to other
players.
We are all familiar with decisions that once made are difficult to reverse, and
also perhaps with the feeling that we are being drawn into a situation against
our will. Consider life then as a complex landscape full of hills and valleys. We
try to navigate from attractor to attractor, using energy to climb to the top of a
2 A basin of attraction nearby hill – changing state, so that we can reach a better valley, a new (hope-
in this case is a fully more rewarding) steady state – or attractor.
dynamically stable
focus of activity (Lucas 2004)
resulting from
collective attention
and acting as an This view is expanded by Sher Doruff (while discussing development of the
attractor to current KeyWorx extensible application framework, designed for New Media
and potential Performance):
participants.
3 Noise-Induced
Transitions are studied There are three types of attractors; point (stable), loop (oscillating) and
in a range of fields strange or fractal (chaotic) and they form, within the phase space of the
such as population model, ‘basins of attraction’. Their positions in phase space describe the pat-
dynamics, electrical
circuits, chemical terns and behaviours of the system. Most basins remain stable (homeostatic)
and photochemical through negative feedback but some have ‘thicker’ bifurcators that tend to
reactions. For a classic
text see: Horsthemke make the basins more sensitive to the slightest movement and MAY (element
and Lefever (1983). of chance, potential catastrophe) trigger a move to another basin of attrac-
tion, causing a new pattern to emerge.
(Doruff 2006)
Cliques
Cliques are worth special mention as a threat to emergent behaviour. Viewed
as a super-type of the solitary and reactive behaviour modes (1 and 2), but
extended to a group and having a similar influence over the surrounding
environment, they arise from internally-reinforced collective behaviour
(defensiveness, lack of confidence, arrogance, professional pride, etc). The
difference between cliques and ‘basins of attraction’ is that the latter can be
responsive and fluid, whereas cliques tend to:
The crucial point here is that human individuals and their interactions are
already highly variable, so ABM as it is usually used (with ‘independent
agents’ obeying small sets of rules) may not capture an effective range of
possible outcomes without modelling a great deal of human behaviour and
interaction itself. However, the restrictions of ABM can force variables into
a compact essential set and, since segregation has already been famously
modelled (Schelling 1978) it may be also be possible to reproduce – say –
the outcomes of clique behaviour within a basin of attraction. However,
current research into cliques, where ‘it becomes necessary to allow update
of the beliefs of an agent upon receipt of the beliefs of another agent
(Valtorta 2002)’ appears to be primarily focussed on the need to under-
stand the threat of terrorism (Sandia 2004), while research into collabora-
tive creative groups has a lower priority, if it is to be found anywhere.
Another key factor when considering organisations is the understanding
that traditional structures and their centralised information system are now
recognised as inflexible:
Many of the deeply hierarchical organisations that support creative practice will
take some time to implement these findings. However, there exist opportuni-
ties to create conditions favourable to emergence in the more ‘agile’ territory of
seminars and related events, a practical possibility explored in the next section.
The sciences of complexity have shown that for an entity such [as] an organi-
zation to survive and thrive it needs to explore its space of possibilities and to
encourage variety.
When far-from-equilibrium, systems are forced to experiment and explore
their space of possibilities and this exploration helps them discover and
Conclusion
There is potential in examining current research from the Social Sciences in
cooperation, group behaviour and complexity to assess implications for
References
Ars Electronica (English version), http://www.aec.at/en/. Accessed 21 June 2007.
ASCI (Art & Science Collaborations, Inc.), http://www.asci.org. Accessed 21 June
2007.
Axelrod, R. (1984), The Evolution of Cooperation. Basic Books.
Axelrod, R. (2000), ‘On Six Advances in Cooperation Theory’, Analyse & Kritik, 22,
pp. 130–151.
Axelrod, R. and Tesfatsion, L. (2005), ‘A Guide for Newcomers to Agent-Based
Modeling in the Social Sciences’, Appendix A in Leigh, T. and Kenneth, L.J.
(eds.), Handbook of Computational Economics, Vol. 2: Agent-Based Computational
Economics, Handbooks in Economics Series, Amsterdam, the Netherlands:
Elsevier/North-Holland, 2006. PDF available at: http://www.econ.iastate.edu/
tesfatsi/GuidetoABM.pdf with support materials at: http://www.econ.iastate.edu/
tesfatsi/abmread.htm. Accessed 21 June 2007.
Baronchelli, A., Luca, D., Alain, B. and Vittorio, L. (2007), Non-equilibrium phase
transition in negotiation dynamics. ‘Deviations from purely herding behavior are
considered by introducing a certain level of noise. [. . .] the presence of noise
can induce non-equilibrium phase transitions from the consensus state to dis-
ordered configurations, in which more than one opinion is present. Recently, a
new class of models has been proposed, in which the mere herding behavior is
replaced by a more complex interaction process, based on the principle of
bounded confidence. This principle consists in enabling interactions only
between agents that share already some cultural traits’ (references removed),
Available at arXiv: http://aps.arxiv.org/abs/cond-mat/0611717v1 or PDF at: http://
aps.arxiv.org/PS_cache/cond-mat/pdf/0611/0611717v1.pdf. Both accessed 21 June
2007.
Belbin, M. (1993), Team Roles at Work, Oxford: Butterworth-Heinemann. For a
summary, see Team Types: Know Them by Their Slogans. Available at: http://www.
srds.co.uk/cedtraining/handouts/hand39.htm. Accessed 21 July 2007.
CAiiA-STAR (2006), ‘International Research Conference Consciousness Reframed:
art and consciousness in the post-biological era, has been held at the Caerleon
Campus of the University of Wales College Newport in 1997, 1998, and 2000’.
See http://www.planetary-collegium.net/conferences/. Accessed 21 June 2007.
Callon, M. (1986). ‘Some Elements of a Sociology of Translation: Domestication of
the Scallops and the Fishermen of St Brieuc Bay’, in J. Law (ed.), Power, Action
and Belief: A New Sociology of Knowledge, London: Routledge & Kegan Paul.
Candy, L. and Edmonds, E. (2006), ‘Creative Expertise and Collaborative Technology
Design’, Available at: CiteSeer: http://citeseer.ist.psu.edu/732096.html. Accessed
21 June 2007.
Catlow, R., Marc, G., Patrick, S. and Kate, S. (2006), as an example: NOVEMBER – a
networked performance, http://november.gloriousninth.net. Accessed 21 June
2007.
Creativity and Cognition. http://www.cs.umd.edu/hcil/CC2007/. Accessed 21 June 2007.
CREEM (2007), based in the Institute of Creative Technologies (IoCT), De Montfort
University, Leicester. http://creem.dmu.ac.uk. Accessed 24 September 2007.
Di, Z., Jiawei, C., Yougui, W. and Zhangang, H. (2004), ‘Emergence of Specialization
from Global Optimizing Evolution in a Multi-Agent System’, (date not given), in
Jef Allbright’s blog (http://www.jefallbright.net/node/2775); PDF available at
Suggested citation
Everitt, D. & Robertson, A. (2007), ‘Emergence and complexity: Some observations
and reflections on transdisciplinary research involving performative contexts and
new media’, International Journal of Performance Arts and digital Media 3: 2&3,
pp. 239–252, doi: 10.1386/padm.3.2&3.239/1
Contributor details
Dave Everitt is an artist and researcher whose work concerns biological input, the
interplay of order and disorder in mathematical pattern and collaborative live art-
technology projects. A former visiting researcher at Creativity and Cognition
Research Studios, recipient of Arts Council England funding and research fellow at
Leicester’s Institute of Creative technologies, he has two ongoing collaborative pro-
jects: the ‘Emergency artlab’ and ‘cubelife’. His principal interests are the implica-
tions of the interdisciplinary sciences for artists and creators, and computer
programming culture; he runs a media information design consultancy, lectures and
researches in New Media and art-technology partnerships. Contact: Dave Everitt, 30
Woodland Avenue, Melton Mowbray, Leicestershire, LE13 1DZ, UK.
E-mail: deveritt@innotts.co.uk
Alec Robertson’s research interests include dissemination problems of design research
and ‘4D Design’ for which he has organised several related design conferences and
events, where the website Cyberbridge-4D at http://www.4d-dynamics.net, includes
some multimedia archives of these. Alec is a graduate of the Royal College of Art,
and he has held several elected Council Officer posts of the Design Research Society,
and was Chair of the long established RCA Society (06–07). He is an independent
consultant, as well as an academic in the Dept. of Imaging & Communication
Design at De Montfort University; is a member of the Chartered Society of Designers,
UK, and a Fellow of the Royal Society of Arts, UK. Contact: Alec Robertson, Faculty
of Art & Design, De Montfort University, Leicester, LE1 9BH, UK.
E-mail: alecr@dmu.ac.uk
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.253/1
Abstract Keywords
Structuralism, post-structuralism and semiotics underpin core teaching methodolo- digital media
gies in art, design, media and cultural studies and crucially, provide common interactive art
ground for the analysis and design of divergent cultural artefacts from literature, the reflexive practice
visual and performing arts and the media. However, there are as yet, no established post-structuralism
paradigms stemming from this methodological approach to allow the reflexive complexity theory
practitioner to address the nature of digital interactivity; neither in virtual reality
through a graphical user interface, nor in the augmented reality and embodied
interfaces of interactive art installations and participatory performances. In artistic
compositions, the design of open structural relations rather than closed objects finds
its roots in the participatory performance and installations of systems art, yet the
dynamic capacity of digitally interactive systems in use, places digital interactivity
well within the realm of complex systems science. A digital interface may, for
example, allow multiple ‘authors’ and multiple ‘readers’ to participate in a simul-
taneous and instantaneous reproduction and dissemination of their divergent inter-
pretations of an artefact as part of a networked participatory process; such a process
demonstrates self-organisation and emergent behaviours, which are key attributes
of complex systems. This paper proposes a ‘reconstruction theory’ as a design
methodology for the ‘space of possibility’ in such ‘complex media’ in order to under-
pin critical practice in digital media arts. Such a proposal would also provide the
foundations of a much sought after theoretical continuum from established art,
design and media theory to the divergent manifestations of digital culture by estab-
lishing the common relations between structuralism, systems theory and systems
art, to post-structuralism, complex systems science and the digitally interactive arts.
Introduction
‘Superstructuralism’ (Harland 1987) is a useful term encompassing key crit-
ical movements such as structuralism, post-structuralism and semiotics
and their attendant methodological practices such as deconstruction and
textual analysis. Such practices have proved extremely useful in providing
common ground for deconstructing and analysing the form and function of
diverse cultural artefacts and practices and are today well established as
core teaching methodologies in art, design, media and cultural studies
(Danesi and Perron 1999).
Superstructuralism has been used to analyse heterogeneous manifesta-
tions of different media from a common theoretical ground, for example
• self-organisation
• emergence
• interdependence
• feedback
• space of possibilities
• co-evolving
• creation of new order
Figure 2. Technosphere, Jane Prophet, Gordon Selley and Mark Hurry (1995).
1 The work of Charles The Saussurian approach to the study of the synchronic systems of lan-
Sandres Peirce must guage underpins European schools of thought, which focus upon human
be acknowledged here
and his concept of signs and discourse; an intentional process of representation, significantly
semiology. Whilst very different to Aristotlian traditions, which are concerned with broader ‘univer-
similar to Saussurian
semiotics, Pierce is sal’ sign systems.1 As such, Saussurian concepts have come to underpin
concerned with much of the theoretical basis for art, design, media and cultural studies,
‘universal’ sign which is of course, also the study of human signs and discourse. Indeed for
systems above and
beyond human many Saussurian successors, such as Jean Baudrillard, representation of
discourse; e.g. similar any kind does not distort, reflect nor represent some kind of prior reality, it
to the Stoics for
whom ‘natural’ is all there is (1988: 32).
signs were medical Such a statement can perhaps be better understood in the light of the
symptoms. Pierces key structuralist technique of ‘textual analysis’. Structuralism takes the key
semiology thus
posits a potentially concept of the literary text and expands it to address any cultural artefact as
unworkable 56,049 a ‘text’ which can be ‘read’ because, just as the written sentence consists of
different sign types.
His initial triad of combinations of words, all cultural artefacts have a communicative func-
signs; iconic, indexical tion and consist of combinations of ‘signs’. Saussures defined these sign
and symbolic have as a dyad, consisting of a ‘signifier’ or material aspect and a ‘signified’ or
proved invaluable
however (see Cobley the attendant mental concept. The concept of the ‘science of signs’ is
and Jansz, 1997). known as ‘semiotics’.
A seminal work of textual analysis using semiotics is Roland Barthes
‘Mythologies’ (1968) where he deconstructs popular artefacts such as
advertisements (Figure 3) to reveal common myths in French society and
the ideologies that propagate those myths. For example, an advertisement
for pasta sauce uses combinations of common European signs such as a
wooden kitchen table and fresh vegetables spilling from a shopping bag to
denote the ‘myth of Italianicity’ and its connotations of ‘family’ and ‘home’.
It is only in specific combinations and contexts that such signs denote the
desired signifier and its preferred connotations. Meaning is thus defined as
an emergent property of the interaction between component parts of a
message; thus, meaning is an emergent property of a complex system.
Does textual analysis demonstrate that an advertisement is a complex
system? Advertisements tend to be ‘closed’ texts; that is they are con-
structed using the denotations and connotations of signs in common
usage at any one time as they are aiming to communicate to as many
people as possible. However, the meaning of all texts changes diachroni-
cally, as the denotations and connotations of their component signs
change; for example the sign of passenger aircraft before and after 9/11.
This is the structuralist concept of the ‘open work’ (Eco 1962), where
meaning is established not only as an emergent property of the interaction
between component parts of a message but also as an emergent property
of interaction between the text and the reader.
Systems art
Whilst theorist Phillip Galanter describes all art as involving some degree
of systems of rules (Galanter 2003), Francis Halsall (2001) defines a
‘systems art’ from a systems theoretical perspective. Halsall gives a thor-
ough definition of systems art as ‘emerging in the 1960s and 1970s as a
of the interaction between the component parts of the message, which are
in themselves part of a diachronic complex adaptive system.
‘Post-structuralism’ is a self-reflexive discourse marked most distinc-
tively by a rejection of totalising world views and the proposition that there
is no external reality outside of language and ideology. Post-structuralism
thus became a concern with the meta paradigms of ‘knowledge’ itself. Jean
Francois Lyotard took the structuralist concern for the analysis of cultural
texts to its logical conclusion in The Post Modern Condition; A Report on
Knowledge (1984) where he describes postmodernism as a loss of faith in
‘meta narratives’, the totalising philosophies of history, upon which ethical
and political decisions are made for society. For example, the progressive
liberation of humanity through science is a cultural meta-narrative rather
than a truth.
The work of post-structuralists such as Barthes, Baudrillard and Lyotard
offers us the notion of all cultural artefacts, including meta narratives such
as mathematics, science and religion, as texts or systems of signs. The
meaning of such systems are not fixed but rather sustained by networks of
relationships that change, both synchronically and diachronically. This is
post-structuralist discourse analysis, where all sense of reality is the
product of discourse; put simply, of interaction. It was Jacques Derrida who
took this proposal to its logical conclusion with ‘deconstruction’; an
attempt to demonstrate that any text can be deconstructed to into multi-
tudinous interpretations. The pluralism of deconstruction is at the core of
all post-modern thought which is best described simply as ‘a concern with
the generation, sustenance and social ramifications of systems of intelligi-
bility’ (Shotter 1975).
Digital interactivity
Digitally interactive media is a recent development and is defined here as ‘a
machine system which reacts in the moment by virtue of automated reason-
ing based on data from its sensory apparatus’ (Penny 1996). Interactivity is
most commonly an attribute of server based multimedia on the internet and
is a specific attribute of digital media, although interactive systems are not
necessarily screen based. This type of interactivity is new, and the core crit-
ical debates in art and design at present centre around the search for a
theoretical continuum between ‘traditional’ mediums and ‘new’ or digitally
interactive media.
There are abundant autonomous theories of interactivity across an
entire spectrum; ranging from the stubborn conviction that digital interac-
tive media is not important as a medium (Manovich 2001) which does
nothing to help the reflexive practitioner contextualise their work; to rea-
sonable ideas of remediation (Bolter 1999) that, by reducing mediation to
technique alone, fail to account for the socio-cultural dynamic of human
interaction; to full blown radical ideas of reframed consciousness (Ascott)
and post humanism (Hayles) which, whilst intellectually important, can be
difficult to apply tangibly to the more basic critical questions of the nature
of interactive art.
Digital interaction through a GUI is a graphic model of interaction. For
example, compare the traditional top down model of news generation, dis-
tribution and consumption (Figure 6) to the ‘emerging media eco-system’
(Figure 7) (Bowman and Willis).
To the traditional news organisations, such a ‘democratization of pro-
duction’ (Mc Luhan 1968) has been a huge cause for concern, they are now
lost in a global miasma of competing perspectives. What is important here
for us is that such a shift demonstrates in practice the theoretical difference
in linear modes of production, and dissemination to non linear, interactive
modes where the meaning emerges from the interaction between people and
text and texts, the study of information has largely failed to exploit post
structuralist theory’ (Tredennick 2006). Whilst it is not difficult to anticipate
the potential of a basic overlap to inform information management, it has
yet to be appreciated that digital interaction in its entirety can be appre-
hended from a post-structuralist position and in a wholly digital environ-
ment post-structuralist theory is tangible complexity.
For example, Petra Gemeinboeck describes her installation ‘Uzume’ as
‘evolving unforeseeably based on a dynamic interplay of input and response’
(Figure 8) between the user and the system. Here, the author has designed the
system incorporating the potential ‘space of possibility’, for unknown out-
comes of the interactive process. Whereas less sophisticated works are essen-
tially reactive, like ones interaction with a light switch, this work is designed for
emergence which is an inevitable development in an adaptive system.
It is in design for interactive media arts, where algorithms meet images,
and the user can interact, adapt and amend the artefact, that self-organisa-
tion, emergence, interdependence, feedback, the space of possibilities, co-
evolution and the creation of new order are embraced on a day to day basis
by artists, designers and users alike. A digitally interactive environment
such as the world wide web, clearly demonstrates all the key aspects of a
complex system. Indeed, it has already been described as a ‘complexity
machine’ (Qvortup 2006).
It is important to remember that this ‘complexity machine’ has been
designed. It is an intentional facility. For example, Tredinnick details its
evolution through the Memex machine of Vannevar Bush’; Ted Nelsons
hypertext system Xanadu and Tim Berners-Lees Enquire (Tredennick 2006).
The internet may display all the characteristics of complexity but it has not
emerged spontaneously itself, it was engineered. So, whilst we may not be
able to entirely predict complex behavior, we can, and do, quite clearly
design the space of possibility within which it can arise in design for digital
References
Ascott, R. (1991), ‘Reframing Consciousness, Art, Mind, Technology’, Intellect
http://beallcenter.uci.edu/shift/screens/techno.html. Accessed 13 September 2007.
Barthes, R. (1968), Mythologies, London: Paladin.
Barthes, R. (1977), Image, Music, Text, London: Paladin.
Baudrillard, J. (1988), Selected Writings, Cambridge: Polity Press.
Suggested citation
Cham, K. (2007), ‘Reconstruction theory: Designing the space of possibility in complex
media’, International Journal of Performance Arts and digital Media 3: 2&3,
pp. 253–267, doi: 10.1386/padm.3.2&3.253/1
Contributor details
Karen Cham is an artist, lecturer and researcher working with Digital Media. She has
been working with audio visual technology since 1987 making performance, installa-
tion and screen based works exploring the relationship between aesthrtics, seman-
tics and technology. Current research interests include how media semantics might
inform computational media aesthetics, algorithmic and data driven video. She is
pursuing a theoretcial methodology on design for interaction and emergence, which
can be applied transdisciplinarily, and also actively involved in promoting and
exploring the application of artistic methodologies within complexity science
research. Contact: Karen Cham, Dept Design & Innovation, The Open University,
Faculty of Technology, Walton Hall, Milton Keynes, MK7 6AA, UK.
E-mail: k.l.cham@open.ac.uk
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.269/1
Abstract Keywords
This paper presents Emergent Objects 2, a portfolio of sub-projects funded by the Collaboration
EPSRC/AHRC ‘Designing for the Twenty-first Century’ (D4C21) initiative. Our design process
focus is on the way interdisciplinary exchange and collaboration allows fluidity interdisciplinary
and responsiveness in uncertain design contexts. Resisting the Modernist, instru- play
mental conception of design, Emergent Objects 2 does not propose an alterna- embodied knowing
tive model for direct emulation. Rather, the aim is to defamiliarise the design responsiveness
process; and to play with its nature and possibilities. The notion of a singular
designer is displaced by the notion of a collaborative design process, whereby
any participant is an active design agent, partaking in design functions. The
paper explores how key performance concepts of play and embodied knowing
are employed within our design practices, with illustrations from the three sub-
projects: Snake, SpiderCrab and Hoverflies.
Emergent objects
Emergent Objects 21 is a portfolio of sub-projects funded by the EPSRC/ 1 For full details
AHRC Designing for the Twenty-first Century (D4C21) initiative. It adopts of projects and
personnel, see
an interdisciplinary and cross-sector standpoint to promote new ways of http://www.
thinking about design and designing from a performance perspective. It emergentobjects.
co.uk/. EO2 builds on
involves artists, designers, choreographers, performance academics, com- perspectives gained in
puter specialists and roboticists from the academy and the professional the similarly-funded
sphere. Emergent Objects 1
Cluster (2004), also
The portfolio name plays with the concepts of emergence and objectile. led by the University
Emergence addresses three areas: self-evolving performances engendered by of Leeds.
complex products and systems such as gaming; productive complexity in
design processes and the complex and shifting context of design practice
itself. Design thinking and performance knowledge intersect particularly
when considering the potential for an expressive and affective interaction
between the designed object and the human subject, and this is the terrain
that Emergent Objects explores. We consider the designed object as an
‘objectile’, a continuous variation of matter and development of form:
2 Jan Overfield, a the object becomes an event, always in the process of becoming through
participant in EO1, interaction (Deleuze 1993).2 Such a perspective doubles as an impetus to
used performance
perspectives so the development of new design thinking and practices.
successfully as The portfolio comprises three sub-projects and one meta-project. Each
Strategic Arts Officer
for Hinckley and sub-project addresses its own concerns through practice-led methodologies
Bosworth Borough founded on the hermeneutic spiral (Trimingham 2002). Design and perfor-
Council, to be put mance theory/practice imperatives develop iteratively, through a structured
in charge of the
development of the series of encounters, drawing on groundwork established between researchers
Hinckley Master at University of Leeds and Shadow Robots (see Popat and Palmer 2005).
Plan. She conceived
of a disused The sub-projects inform each other through regular joint meetings.
factory building Simultaneously, the meta-project informs the sub-projects by mapping
as a Deleuzian design- and performance-related models and paradigms for reflection or
‘objectile’ – constantly
transformed through application. In addition, the interpenetration of the sub-projects is observed,
the use of the charted and theorised.
community in their
rehearsals and The design processes of the three sub-projects are deliberately at differ-
modelling of their ent stages of emergence:
material environment. Snake (Nottingham Trent University) principally investigates the per-
formed engagement between an interactive sculpture and human agent.
The key objective is to design an interface to facilitate a direct responsive-
ness that is conducive to a corporeal, tacit engagement. The sculpture will
engage the viewer in a ‘dance duet’ through use of sensors, both respond-
ing to existing mood and suggesting/creating alternative mood. The design
of the moment of engagement between duet partners takes account of its
emergent nature, arising from a real-time encounter where the partners
have equal influence.
SpiderCrab (University of Leeds and Shadow Robot Company) is a robotic
agent conceived of as a multisensorial mediation between architectural
environment and dancing partner. As with Snake, performative merging is a
key concern, and Popat proposes that the ‘Turing Test’ will be the dancer’s
sensation of SpiderCrab as another dancer. The fully-realised 6-limbed,
3.3 metre high, robot will have pseudo-human characteristics including
precoil and recoil in gesture, learning, aesthetic choice, redundant move-
ment, mood and physical temperament. As objectile, it will set continuing
evolutionary challenges to software design, robot engineering, performance
specialists and human agents.
Hoverflies (Universities of Huddersfield and Leeds) is at the earliest
design stage, where the objectile is in its most fluid state of emergence.
The aim is to design and build an interactive object, which entices perfor-
mative interaction and play. Using accelerometers as the mediating tech-
nology and the performing body in flight, the work investigates how
motion, gravitational pull and velocity might be projected into a variety of
digital outputs. The guiding principle is to investigate hyper-physical inter-
faces where the traditional notion of ‘user’ is supplanted by ‘participant-
performer’. Hoverflies will be installed in a number of different social
contexts (e.g. playground, festival, public space) to investigate how posi-
tioning and spatiality impact on people’s willingness to participate (see
Figure 1).
270 Alice Bayliss, Joslin McKinney, Sita Popat and Mick Wallis
PADM_3-(2-3)_16-BAYLISS 11/27/07 6:10 PM Page 271
Contexts
Performance devices (role-play, scenarios) have long been employed directly
and indirectly by design researchers, primarily as a means of accessing and
understanding human factors within the design process. The role of perfor-
mance-based techniques and scenarios in participatory design (Muller
2002) and in design of interactive systems (Iacucci, Iacucci and Kuutti
2002) has been examined. Whilst endorsing these studies, we aim to
mobilise a deeper understanding of the value of performance knowledge to
design practice and thinking about design.
Designing
While the Snake team, formed before EO2 started, has designated designers,
the other two projects comprise design teams. The Meta-Project Briefing states:
This contrasts with the currently dominant conception of the designer and
their place in the design process. Addressing the Cox Review (2005), the
Meta-Project Briefing notes that Cox’s linear sequence of three defined
terms neatly maps traditionally good business practice:
272 Alice Bayliss, Joslin McKinney, Sita Popat and Mick Wallis
PADM_3-(2-3)_16-BAYLISS 11/27/07 6:10 PM Page 273
But the Briefing suggests that, in order to better understand the actual and
possible place and nature of design, we might play with these definitions
and the relation of terms. Rather than think of ‘Design’ as ‘creativity
deployed to a specific end’ (ibid.), we might ask:
Play
Play theory has regained importance in performance studies through its
appropriation for instance by games design and theory. EO2 makes
its own strategic appropriations. Huizinga (1949), Caillois (1958) and
others conceive of play as a framed activity, where the frame both defines
a space of freedom and provides a productive restraint. Csikszenmihalyi
(1996) associates play with the condition of ‘flow’ – the absorbed concen-
tration, non-contradiction of goals, and immediate feedback essential to
creativity.
For a conventional designer, the non-contradiction of goals necessary to
a creative design solution often equates to a clear design brief. Such has
been the habitual expectation of software designer John Bryden from the
SpiderCrab team, for example. But EO2 works to deny such teleological
prompts, by opening out a complex space of play from the outset. At the
same time, it offers easily graspable models for self-management of the
newly-opened space. In particular, the Meta-Project Briefing provides
Caillois’ two key mappings of play for reflection and experimentation: first,
the four categories agon/competition; alea/chance; mimicry/illusion and
illinx/vertigo; and second the continuum between paidia/sheer playfulness
and ludus/rule-bound play. The first question for an EO2 designer, then, is
‘Am I playing, and how?’
(1) Post hoc reflection on existing – Have I been playing; and how?
practice
(2) Conscious framing – I am consciously using a frame
of play to guide or inform my
design process
(3) Reflection-in-action – I am aware that I am playing,
and how, but my principal
focus is the process
(4) Tacit understanding – I am fully immersed in the
process; I am playing but am
unconscious of this
(5) Post hoc reflection on – Have I been playing; and how?
developed practice is there a qualitative difference
from (1)?
Contributing to the meta project, Bryden reports that such tools have pro-
vided him with what might itself be identified as a frame of play – the license
and the protection within which to play. That he began with an inclination to
experiment outside his ‘safety zone’ was of course crucial (Figure 2).
Caillois’ categories of play have been directly exploited early in the
Hoverflies process, with each member of the design team in turn leading the
others in a play-based activity prompted by their initial self-briefing. Playing
between the striations of play categories and the smoothness of open
experiment (Deleuze and Guattari 1980), the team thereby generated a
complex system of prompts for their design process through inductive
experiment. The intention is to allow the nature of the process itself to
project into the designed object which, in turn, will encourage playful shifts
between roles of performer, participant and observer – as defined in the
model of tripartite interaction (Bayliss, Lock, Sheridan 2004).
Schechner (1988) adapted the notion of the frame of play to consider
what might otherwise be called determinations on the performer’s playful
creativity: it happens within concentric frames of play, from the logic of the
part through the director’s desires to the prevailing performance conven-
tions. While ambiguous – which is the most potent frame, the nearest or
all-encompassing? – Schechner’s model provides a useful tool for the nego-
tiation of internal and external determinations on the design process. In
other words, it provides a metaphorical space in which a complexity of
determinations – the contradictions of interdisciplinary praxis; funding
imperatives; scheduling, etc. – can be managed by the group as a group.
Further, Schechner’s model became for some in the SpiderCrab group
a ready means to figure towards the outer frame of Bryden’s emergent
274 Alice Bayliss, Joslin McKinney, Sita Popat and Mick Wallis
PADM_3-(2-3)_16-BAYLISS 11/27/07 6:10 PM Page 275
Embodied knowing
Recourse to Schechner’s frames of play for the understanding of complexity
mediates between the modes of knowledge and knowing. On the one hand,
a reified map of determinations begins to precipitate out; on the other, the
ambiguity and mobility of the model tends to dissolve precise boundaries.
Our formulation here draws on Williams’ (1973) notion of a ‘structure of
feeling’: while we may feel able to objectify historical data into clear struc-
tures, our grasp of the present necessarily remains fluid, more a matter of
feeling. Structure remains emergent. Arguably, one challenge for the cul-
tural historian is to retain the ‘structure of feeling’ dialectic when address-
ing the past; to grasp the ‘knowing’ that precedes ‘knowledge’: to
re-imagine the emergence of seeming historiographic artefacts from the
complexity of human interaction.
Such knowing requires an open body, and the EO2 Briefing foregrounds
the role of the designer’s own body as much as it asks what kind of embod-
ied relations we want our designed objectiles to draw their human co-agents
into. The SpiderCrab team have reflected, for instance, on the habitus –
defined by Bourdieu (1998) as ‘the deeply-installed set of cultural frames
within which our physical improvisations can occur’ – that we bring to the
designing process. Allowing, as many do, habitus to include intellectual
and emotional as well as physical dispositions, we might suggest that two
vectors of Bryden’s habitus at the start were his openness to experiment
and his discomfort at the lack of a clear brief. Physical games in particular
assisted him in his desire to experiment outside his ‘safety zone’. Professor
David Hogg, also from the Leeds School of Computing, described the early
initiation into physical play as at first ‘terrifying’ and then liberating: the
habitus frame was recalibrated within the frame of EO2.
Popat and Palmer (2005) report on a mask exercise by Popat and Wallis
in experiments with Shadow Robots in late 2003. Dancers contemplated a
robot so as to identify fully with it, to embody it. Drawing on regular mask
technique, the exercise proved to have significant value in the context of
technological design. The performer contemplates the mask so deeply that
it can ‘possess’ – fully inhabit or in-form – their body when worn. In 2003,
this embodied performance of the robot by the dancer, one instance of
knowing, served also as a second. Designers and mechanics from Shadow
in turn had the sensation of haptic, kinaesthetic, encounter with the dancer-
as-robot. Their knowledge of their robot was for a time supplanted by a
more immediate knowing. New perspectives on the robot, its design and
potential, emerged with a palpably exciting rapidity. SpiderCrab adopted the
mask exercise as a foundation.
The protocol of knowing aligns broadly with Heidegger’s (1949) techne–,
a kind of relationship with the world, its objects and processes that works
through an attitude of in-dwelling. Truth is not extracted; rather, space is
made for the essence to make itself manifest. And when complexity theory
276 Alice Bayliss, Joslin McKinney, Sita Popat and Mick Wallis
PADM_3-(2-3)_16-BAYLISS 11/27/07 6:10 PM Page 277
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Press.
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of Illinois Press.
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London: HMSO.
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Invention, New York: HarperCollins.
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University of Minnesota Press.
Deleuze, G. and Guattari, F. (1980, 1987), A Thousand Plateaus. Capitalism and
Schizophrenia (trans. B. Massumi), London: Continuum.
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of Conference on Designing Interactive Systems: Processes, practices, methods &
techniques, New York: ACM Press, pp. 396–405.
Garner, S.B. (1994), Bodied Spaces: Phenomenology and Performance in Contemporary
Drama, Ithaca, NY: Cornell University Press.
Heidegger, M. (1949), ‘The question concerning technology’ in The Question
Concerning Technology, and other essays (trans. W. Lovitt), New York, London:
Harper and Row, 1977.
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Routledge & Kegan Paul.
Iacucci, G., Iacucci, C. and Kuutti, K. (2002), ‘Imagining and Experiencing in
Design: The Role of Performances’, Proceedings of 2nd Nordic Conference on
Suggested citation
Bayliss, A., McKinney, J., Popat, S., & Wallis, M. (2007), ‘Emergent objects:
Designing through performance’, International Journal of Performance Arts and
digital Media 3: 2&3, pp. 269–279, doi: 10.1386/padm.3.2&3.269/1
Contributor details
Alice Bayliss is Lecturer in Applied Theatre and Intervention at the School of
Performance and Cultural Industries at the University of Leeds, UK. She is an active
researcher in the field of interactive performance, club culture and play, creating
Digital Live Art works and installations for free parties and underground club
spaces. In particular she investigates new technologies for performance and strate-
gies for enhancing mutual engagement and participation within creative collabora-
tions. She is co-convenor of the (re)Actor: International Conferences on Digital Live Art
278 Alice Bayliss, Joslin McKinney, Sita Popat and Mick Wallis
PADM_3-(2-3)_16-BAYLISS 11/27/07 6:10 PM Page 279
International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3.
© Intellect Ltd 2007. Article. English language. doi: 10.1386/padm.3.2&3.281/1
Abstract Keywords
This paper introduces a transdisciplinary approach to the design of interactive applied choreography
environments, including digital new media created for urban spaces, with refer- architecture
ence to choreography, architecture, the science of complex systems and 4D interactivity
design. Relationships between architectural structures of buildings and the hybrid urban space
flux of bodies, moving images, sounds and choreographic designs are discussed. A 4D design
number of issues about ‘static’ and ‘dynamic’ aspects of the built environment in complex systems
public spaces are raised. It embraces ‘movement’ as an important element in the
processes of conceptualisation and design of architectural space and also dis-
cusses wider uses of choreography of movement in the building itself as what
might be termed ‘applied choreography’ along with notions of 4D design and
‘complexity theory’. This framework can facilitate developments in expanding the
context for application of choreographic knowledge through taking into account
the full potential of the dynamic properties of the built environment. The paper
concludes with some provocations as to future design possibilities.
Introduction
Making connections between architecture and choreography has been
encouraged by recent developments of new digital media available for
urban spaces and technologies for the sensing and control of interactive
environments. Significant use of computers to control building services
and systems started in the 1980s, with pioneering development of comput-
erised control in large buildings, such as the NATWEST Tower in London
(Vincent and Peacock 1985). In the early 1990s notions bubbled of the
‘intelligent building’, cyber-control systems (in contrast to automatic),
archionics engineering (analogous to avionics for aircraft) and ‘kinematic
buildings’ (in contrast to static) (Robertson 1993). Performance and dance
events in public spaces have also been happening since the 1970s. In 1973,
American choreographer Trisha Brown created Roof Piece, in which fifteen
dancers were placed across the roof of buildings in Manhattan, NYC and
were instructed to copy from each other a series of choreographed move-
ments, so that a ‘telegraphed message’ travelled from one person to the
next (Robertson and Hutera 1988: 196). Similarly, during the 1970s British
choreographer Rosemary Butcher created a number of outdoor pieces such
as Passage North East (Jordan 1992: 169) and White Field (Tufnell and
Crickmay 1990: 83). Since the early 1990s there has been a proliferation of
dance performance work, which employs interactive technologies, created
for professional performers and theatre stages – such as the work of
American company Troika Ranch (Coniglio and Stopiello 2007), or interac-
tive installation work created by dance artists such as Sarah Rubidge (2007)
for audience participation, however this has been happening in specially set
up installation spaces rather than as part of ‘everyday’ environments.
Therefore, until recently the control of media displays within public
spaces through movements of the regular users of these spaces has not
been used in relation to the development of artistic work and was limited to
problem-solving in relation to traffic on the roads. For example, design
research was done in the early 1970s on targeting a traffic message to one
driver (Robertson 1977). Here, messages on road-side signage were
designed to help keep vehicles a safe distance apart by warning an individ-
ual of dangerous driving behaviour. A sensor in the road picked up the
speed and distance between vehicles and with a road side sign flashed a
message at the driver. Incidentally human behaviour with such designs can
be unpredictable, as it was found in interactive road signs designed to
reduce speeding. In some locations it was noticed vehicles occasionally
speeded up! The reason was found to be children in the cars saying,
‘Daddy . . . daddy light up the sign please!’ More recently, complex systems
scientists have used computer simulation extensively to investigate the
movement of human beings in constrained environments. For example,
Helbing et al. (2005) report studies that investigate the rules underlying the
emergent group behaviour based on experiments of human subjects and
mathematical models derived from the observations. Creating bridges
between the use of complex systems, choreographic practices, architectural
approaches and design communities can add significantly to these devel-
opments. Unpredictability in complex design situations will be briefly dis-
cussed later.
More economical and technologically sophisticated digital media are
now available for design of interactive environments. With expanding under-
standings of choreography as a compositional method generally, new possi-
bilities arise. The idea of ‘applied choreography encourages application of
useful choreographic knowledge into everyday life situations (outside theatre
stages and without trained dancers). It expands the influence of performing
artists. The distinction made in the fields of science between pure and
applied science, and also in the traditional object based arts of fine arts and
applied arts can be useful too in the performing arts field.
In addition, there are transdisciplinary theoretical connections that can
be made with this kind of ‘performing’ work. For example, ‘complexity
science’ provides notions that can be applied to both human situations and
the design of the built environment. ‘Complex systems’ is a general term
used to describe systems that are diverse and made up of multiple interde-
pendent elements (Johnson 2006). It is a multidisciplinary and holistic
approach concerning interactions between component parts and subsys-
tems, and their relationships to each other and their environment.
The next section gives an overview of the science of complex systems
from the perspective of Jeffrey Johnson. This is followed by the notion of 4D
design as described by Alec Robertson at the 4D Dynamics Conference in
1995, along with a brief discussion of the choreographic proposal
IntelligentCITY made in 2002 by Sophia Lycouris, Yacov Sharir and Stan
Wijnans. The purpose is to make tentative connections of relevance to
design research speculation of new possibilities for creating a more engag-
ing aesthetic experience within architectural contexts and urban space.
Various systems exhibit many of these characteristics. Any one of them can
make systems appear complex, but together they can make systems very
difficult to understand and control (Johnson 2006).It would be nice to give
a simple definition and to have a single, easily applied test for complexity.
In his paper ‘From Complexity to Perplexity’, Horgan (1995) quotes 31 defi-
nitions of complexity, and selects the following to illustrate the diversity:
entropy (disorder), information (surprise), fractal dimension, effective com-
plexity (regularity versus randomness), hierarchical complexity, grammati-
cal complexity, thermodynamic depth, time computational complexity,
spatial complexity and mutual information (between parts). Edmonds
(1999) gives a list of some fifty approaches to measuring complexity,
varying between concepts of size, variety, information, connectivity, decom-
posability, irreducibility, computation and description. This illustrates the
impossibility of reducing complexity to a single measurement, or even a
simple definition.
In 1956, W. Ross Ashby wrote, ‘Science stands today on something of a
divide. For two centuries it has been exploring systems that are either
intrinsically simple or that are capable of being analysed into simple com-
ponents. The fact that such a dogma as “vary the factors one at a time”
could be accepted for a century, shows that scientists were largely con-
cerned in investigating such systems as allowed this method; for this
method is often fundamentally impossible in the complex systems’.
In fact there are further points of departure for the new science of
complex systems. Traditional scientific approaches include experiment and
replicability, but this may be impossible in complex systems. For example, if
one party is voted into power we cannot know what would have happened if
another party had been elected?
So, what can we know about the behaviour of complex systems? One
possibility is the set of states that the system might take in the future.
Another possibility is likelihood of a particular state in the future. Another
possibility is how dangerous a possible future state might be. Another
possibility is the trajectories of states that start from the current state and
end in some future state. In this context managing or controlling complex
systems can be seen as the attempt to keep the system on a relatively
‘good’ trajectory, steering it towards desirable states and away from unde-
sirable states.
Complex systems research attempts to provide an holistic approach
that views whole systems based upon the links and interactions between
the component parts and their relationship to each other and the environ-
ment within which they exists. It is accepted that it may not be possible to
analyse systems in terms of independent subsystems. In complex systems
small changes can cause large changes: a change in one part of a system
can adversely affect another apparently decoupled part of the system.
One way that complex systems scientists try to explore future possible
states depends on computer simulation. This has the ‘can you trust it?’
problem in which one can question the underlying model, the quality of the
data, the correctness of the computer programme and the interpretation of
the results. Nonetheless, it is the best we have at present as we grope in the
dark towards new ways of understanding systems that can behave in very
perplexing ways.
This is the context in which we ask the question as to whether art can
contribute to the new science of complex systems. Where so many of the
old certainties have had to be abandoned, why should we not look to
unconventional sources to new approaches to scientific investigation?
Sciences must develop new methods of representing systems, new ways of
seeing and interpreting what we see, and new ways of communicating new
kinds of synthesis. That visual arts such as drawing, painting and photogra-
phy can contribute to science is not so challenging, since all these modes of
expression can readily be found in scientific publications. That performance
art might contribute to science is less obvious, and that is what we are
investigating in this paper. A simple example of a complex system is a team
game, which is both ‘evolutionary’ and ‘behavioural’. The dynamics emerge
from the interaction of players, who are autonomous agents, yet all have a
common aim. Although the rules of a team game provide some certainty,
what actually happens is unpredictable. Minor changes in one area of the
field can be catalytic and cause significant changes in another. The compo-
nents of a ‘complex system’ are often ‘adaptive’ with the capacity to change
and learn from events, as teams and their players are in this example. The
choreography of dance performances using new interactive media is an
example of ‘complex systems’ in action, as are the ‘everyday’ actions of
‘everyday’ people having a performative effect on the built environment. A
broad philosophical article entitled ‘Complexity Theory: Actions for a Better
World (Calresco.org 2007), argues that a better world will result when rich
interactions within a system (a dynamic collection of interconnected parts)
allow it to self-organise by being critically connected, that is, neither static
(with disconnected parts) nor chaotic (with over connected parts) arriving
at an improved state in-between. It adds that (positive) evolution can occur
through random mutation, through internal learning or through selection
4D Design
4D design, as ‘the dynamic form resulting from the design of the behaviour
of artefacts and people in relation to each other’, focuses upon designing
cultural expression within dynamic situations in the everyday ‘designed’
world. Figure 1 depicts Alec Robertson’s conception of 4D design showing
the relationship of the performing arts with functional action of people and
dynamic technologies.
The diagram depicts four basic domains of practical knowledge. Two
cover the physical dynamics of intangible media and artefacts – robotics
and multimedia technology, the other two the dynamics of people in work
and play – ergonomics – the study of people in their functional working
context; and, the performing arts – involving dynamic cultural expression
and meaning. In the diagram above there are sub-set domains shown, and
these are as follows: the new discipline of ‘interaction design’, focusing on
the usefulness of digital technological objects; ‘interface design’, focusing
on the usefulness of digital informational media, for example, screens and
surfaces; the ‘electronic arts’ which deals with expression through intangi-
ble digital media; and ‘kinetic sculpture’ which focuses on dynamic expres-
sion of material art objects. The arrows added to the original diagram here
pass through the ‘4D design’ core and highlight that 4D designs can
involve mainly with ‘the artificial’ of digital multimedia with robotics tech-
nologies, or mainly with people and both the utilitarian perspective of
‘ergonomics’ and the more playful performing arts. In other words, 4D
designs can result in artefacts alone acting in relationship to each other,
such as robots dancing interactively with digital graphics on screens, or
people acting (without much technology) in relationship to each other,
such as the elegant performance of an up-market restaurant waiter
(perhaps using a portable credit card reader) with a customer. The profes-
sional design of this service is a creative challenge. (Robertson 1994 2001).
As digital media is advancing and getting easier to use, the 4D perspec-
tive is developing in the arts within the built environment, as outlined by
Guest Editor, Lucy Bullivant of the Special Issue of Architectural Design –
‘4dSocial: Interactive Design Environments’ (Bullivant 2007). The following
section provides a specific example of a design proposal for a choreo-
graphic project called ‘IntelligentCITY’, within which people, who are ‘doing
their own thing’ while shopping, interact in a performative context with a
variety of digital media involving sound or image or both in a shopping
mall.
1 IntelligentCITY
(http://www.
futurephysical.org/
pages/programme/
commissions/intel_
city.html, accessed
11/09/07) has been a
FUTURE PHYSICAL
commission
(http://www.
futurephysical.org/
pages/programme/
commissions.html, Figure 2: Grafton Shopping Centre – Figure 3: Architectural features of
accessed 11/09/07) by Grafton Shopping Centre worthy of
Shinkansen (London, view of the Mezzanine and glass roof.
UK) and East England attention of shoppers.
Arts (East England,
UK) also
co-commissioned by composer Stan Wijnans and American choreographer/multimedia artist
The Junction
(Cambridge UK), an Yacov Sharir.1 The project was designed to use the dialogue between chore-
artistic centre ography and interactive technologies in order to generate a ‘re-newed’ per-
committed to new ception of everyday built environments (with particular emphasis on public
artists, new art and
new audiences spaces) for the regular users of these spaces. The proposal suggested the
(http://www.junction. use of an interactive system inserted in Grafton Shopping Centre, which
co.uk/, accessed
11/09/07). The project would be triggered by the movements of the visitors through the Centre.
received a Research & These movements would be captured through camera-based sensors in
Development grants order to trigger visual, sonic and dynamic transformations of the space,
by London Arts
(London, UK) and The manifested as multiple video screenings and surround sound. In this way,
Nottingham Trent the physical presence of the Shopping Centre’s visitors and their movement
University
(Nottingham, UK) reactions would generate a media space, appropriately inserted into the
plus support in kind physical space of the building. The design of the interactive system had an
by various additional purpose of encouraging the visitors to initiate their own journeys
organisations
including the in the Centre, and augment through play and interaction their perceptual
Department of Dance experience of this public space, which is part of their everyday lives. Figures
of The University of
Texas (Texas, USA) 2 and 3 below show visual details of the venue, which would be brought to
and The Jerwood the attention of users of this environment.
Space (Art centre, However, a question to briefly address here is ‘what is a public space’?
London, UK). Finally,
IntelligentCITY was the Bunschoten (2000: 5) suggests that ‘public spaces must have a prototypi-
last phase in a series cal character’ in the sense that they should function as instruments of
of practice-based
research projects change. He explains that because a ‘prototype is a programmatic condition’
exploring the nature of it has dynamic properties. By being a model for testing, a prototype inher-
interdisciplinary ently contains a number of different sets of possibilities that could give rise
choreography which
were undertaken to new qualities. Bunschoten (2000: 6) perceives public spaces as the play-
between 2000 and ground of society, ‘the playground in which society re-invents itself’. With
2003 by Sophia
Lycouris with the reference to ‘complexity theory’, which explains how new forms ‘emerge’
support of a three-year from unpredictable interrelationships between relatively autonomous ele-
Fellowship for the ments which have a common goal, it becomes clear why public gatherings
Creative and
Performing Arts are prohibited in some circumstances, particularly those which are politi-
awarded in by the Arts cally volatile.
and Humanities
Research Board IntelligentCITY’s main commissioning bodies (Future Physical and The
(Bristol, UK). Junction) requested an amended proposal so that the project could be used
to celebrate the opening of Junction’s new building in 2003. This building
buildings and the hybrid choreography of bodies, images and sounds, this
project was aimed, amongst other things, for attracting the viewers’ atten-
tion to the 3D architectural features themselves. As a result visitors should
notice architectural elements they had not seen before, or see them differ-
ently, and access in this way the opportunity for a renewed perception of a
familiar space, which can enrich their everyday lives, in addition to the
delight of physically engaging with this interactive environment.
Porter (1997) suggests that the perception of the architectural space is
caused by the interrelationship between body, movement and space.
McCullough (2004: 13–14) further indicates that ‘the modern space was all
about freedom of movement . . . the act of design became the shaping not
of buildings, but of space . . . space became conceived in relation to a
moving point of reference’. Indeed the perception of the architectural space
as static has been challenged by various theorists, practising architects
such as Lars Spuybroek and Peter Eisenman, as well as hybrid artists with
architectural background such as Marcos Novak. Additionally, the fusion
between new technologies (or other disciplines such as ecology) and archi-
tectural practices in highly challenging interdisciplinary articulations has
also supported the development of appropriate conceptual frameworks for
an understanding of architecture as a discipline which can accommodate
change, instability, as well as material and conceptual flexibility (Brayer and
Simonot 2002).
The work of Peter Eisenman has significantly contributed to a new
understanding of non-linear conceptions of space, employing deconstruc-
tive methods which question static notions of the architectural space and
prioritise dynamic techniques through which architectural designs are
developed. Galofaro (1999: 59) suggests that Eisenman’s methodology crit-
icises the prioritisation of the sense of vision in the experience of the archi-
tectural space and generates buildings which offer ‘a tactile, emotional
experience, which contains a strong realistic connotation based on body
sensations’. The advantage of creating architectural space with an inte-
grated understanding of its dynamic potential is that such space can
increase the corporeal responses of the viewer/user, in the sense that as
they move through the building, they perceive it more intensely as a result
of the generation of multiple physical sensations. Eisenman’s ideas allow
for the consideration of an example of how contemporary architectural dis-
course could share a partially common language with choreographic theory
and practice. This opens up possibilities for the development of a produc-
tive dialogue between the two, with the potential to push each others’
boundaries, thus expanding the applicability of their core concepts towards
multiple interdisciplinary articulations. Indeed the concept of ‘applied
choreography’ as mentioned in the introduction of this paper would not be
operational without the support of architectural theory which recognises
the relevance of movement into the users’ experience of architectural
space. Furthermore, the very idea of ‘applied choreography’ would be
almost inconceivable without the understanding of space as a dynamic
entity (which includes objects and animate agents such as humans and
animals) as this has been made possible by theories of 4D design.
Therefore, another challenge of the static character of architectural
design conceptions and manifestations generally, can be made through
using Alec Robertson’s concept of 4D Design (1995) also mentioned earlier
in this paper. It makes conceivable the integrated choreographic under-
standing of all manifestations of movement in a given physical space beyond
the typical use of interactive digital displays in the built environment. In the
architecture of public spaces, the concept of 4D design brings together phys-
ical objects, media and the activity of people in the situation within spaces
and can thus engender a dynamic multisensory expression of culture.
Some speculation on design possibilities can be made. Experiments
with animated architectural lighting are beginning to show some dynamic
possibilities in the built environment beyond visual display screens (Bruges
2007) and indicate future potential of alternative dynamic technologies.
The changing environments through generation of local climate, the func-
tion of buildings with changing organisational functions, all these instances
provide examples of the ‘kinematic building’, where a building incorporates
motion through use of dynamic technologies. For example, at a simple level
solar heat collectors that follow the path of the sun across the sky would
create a changing building form, and at a more complex technological level,
windows may ‘act’ like super environmental filters that operate in a similar
way to the iris of an eye. Light, heat, air and noise might be filtered by intel-
ligent and dynamic membranes allowing buildings to develop ‘moods’ and
‘personalities’ defined by physical changes in localised environments. It
may well be that the architectural structures themselves could be made sig-
nificantly more responsive to the people in the space. A building could be
as beautifully responsive as a plant is physically to its environment, and as
graceful as a ballet dancer with gentle articulation of its components on an
urban stage. This gives rise to dynamic architectural expression within the
whole public experience; designs involving choreographic expression within
articulated artefacts, media displays, and people.
This perspective may empower the choreographer in transdisciplinary
projects to influence designs of the built environment. When taken with a
number of other conceptions relating to the use of new technology that can
be incorporated into design this indicates emergence of new architectural
possibilities.
Conclusion
The tentative linking of the disciplines of choreography, architecture and
complex systems in the design of the built environment relies on a robust
transdisciplinary framework which can clearly define the character of the
exchange between them. Through emphasising dynamics, interaction and
relationships between the behaviour of artefacts and their users, rather
than 3D iconic form, it should be possible to expand the potential for col-
laborative ventures between choreography and architecture, choreographers
and architects. This dialogue can be driven by a purely practical process of
References
Ashby, W.R.(1956), An Introduction to Cybernetics, London: Chapman & Hall.
Bourgine, P. and Johnson, J.(2006), ‘The Living Roadmap for Complex Systems’, EC
ONCE-CS Report, http://complexsystems.lri.fr/main/tiki-index.php?page=living+
roadmap. Accessed 9 September 2007.
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Proceedings, 31 May – 14 July, Orleans, France: Editions HYX.
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able at http://www.jasonbruges.com/. Accessed 4 Sept 2007.
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Suggested citation
Robertson, A., Lycouris, S., & Johnson, J. (2007), ‘An approach to the design of
interactive environments, with reference to choreography, architecture, the
science of complex systems and 4D design’, International Journal of Performance
Arts and digital Media 3: 2&3, pp. 281–294, doi: 10.1386/padm.3.2&3.281/1
Contributor details
Alec Robertson of the Dept of Imaging & Communication Design at De Montfort
University, Leicester UK, and also an independent consultant is interested in dis-
semination problems of design research, innovation modelling and 4D design. He
has organised numerous design research events – where some archives are at
www.dmu.ac.uk/4dd/. Contact: De Montfort University, The Gateway, Leicester. LE1
9BH, UK.
E-mail: alecr@dmu.ac.uk
Dr. Sophia Lycouris is Director of the Graduate Research School at the Edinburgh
College of Art (Edinburgh, UK). Her research is concerned with the use of interac-
tive technologies in interdisciplinary choreographic projects and the role of choreo-
graphic approaches in interdisciplinary projects which address issues of movement
in the social and public space. Contact: Edinburgh College of Art, Lauriston Place,
Edinburgh, EH3 9DF, UK.
E-mail: s.lycouris@eca.ac.uk
Jeffrey Johnson is Professor of Complexity Science and Design in the Department of
Innovation and Design at the Open University. He is principal investigator of the
Designing for the 21st Century Cluster ‘Embracing Complexity in Design 2’ funded
jointly by the AHRC and EPSRC. Contact: Open University, Walton Hall, Milton
Keynes. MK7 6AA, UK.
E-mail: j.h.johnson@open.ac.uk
Index – Volume 3
Bailey, H., Ersatz dancing: Negotiating the live and mediated in digital performance
practice, pp. 151–165.
Barkun, D. & Gilson-Ellis, J., Orienteering with double moss: The cartographies of
half/angel’s The Knitting Map, pp. 183–195.
Bayliss, A., McKinney, J., Popat, S., & Wallis, M., Emergent objects: Designing through
performance, pp. 269–279.
Cham, K., Reconstruction theory: Designing the space of possibility in complex media,
pp. 253–267.
deLahunta, S. & Bevilacqua, F., Sharing descriptions of movement, pp. 3–16.
Doyle, D. & Kim, T., Embodied Narrative: The Virtual Nomad and the Meta Dreamer,
pp. 209–222.
Everitt, D. & Robertson, A., Emergence and complexity: Some observations and reflec-
tions on transdisciplinary research involving performative contexts and new media,
pp. 239–252.
Fenton, D., Hotel Pro Forma’s The Algebra of Place; destabilising the original and the
copy in intermedial contemporary performance, pp. 169–181.
Fenemore, A., Dialogical interaction and social participation in physical and virtual per-
formance space, pp. 37–58.
Goodman, L., Performing self beyond the body: Replay culture replayed, pp. 103–122.
Ladly, M., Being there: Heidegger and the phenomenon of presence in telematic perfor-
mance, pp. 139–150.
MacCallum-Stewart, E., The warfare of the imagined – building identities in Second
Life, pp. 197–208.
Morie, J.F., Performing in (virtual) spaces: Embodiment and being in virtual environ-
ments, pp. 123–138.
Robertson, A., Lycouris, S., & Johnson, J., An approach to the design of interactive
environments, with reference to choreography, architecture, the science of complex
systems and 4D design, pp. 281–294.
Sheridan, J., Bayliss, A., & Bryan-Kinns, N., The interior life of iPoi: objects that entice
witting transitions in performative behaviour, pp. 17–36.
Stockburger, A., Playing the third place: Spatial modalities in contemporary game envi-
ronments, pp. 223–236.
Taylor, F. Scott, Metaphors and mirrors in digital performance: Dress rehearsal for social
autism, pp. 59–81.
International Journal of Performance Arts and Digital Media | Volume Three Number Two and Three
Performance Arts and Digital Media
Volume 3 Number 2&3 – 2007
Special Issue: Performance and play: Technologies of presence in
3.2&3
performance, gaming and experience design (Guest editor: Lizbeth
Goodman with Deveril, Esther MacCallum-Stewart & Alec Robertson)
Editorial
97–99 Performing and Being (There) live and online
Lizbeth Goodman International Journal of
Introduction
Performance
101–102 Part 1: Performance futures: Bodies in movement, viewed through multiple screens
Introduced by Lizbeth Goodman
Article
103–121 Performing self beyond the body: Replay culture replayed
Lizbeth Goodman
123–138 Performing in (virtual) spaces: Embodiment and being in virtual environments
Introduction
Media
167–168 Part 2: First, second and third spaces: Digital narratives and the spaces of performance
Introduced by Lizbeth Goodman
Article
169–181 Hotel Pro Forma’s The Algebra of Place; destabilising the original and the copy in intermedial
contemporary performance
David Fenton
183–195 Orienteering with double moss: The cartographies of half/angel’s The Knitting Map
Deborah Barkun and Jools Gilson-Ellis
197–208 The warfare of the imagined – building identities in Second Life
Dr. Esther MacCallum-Stewart
209–222 Embodied narrative: The virtual nomad and the meta dreamer
Denise Doyle and Taey Kim
223–236 Playing the third place: Spatial modalities in contemporary game environments
Axel Stockburger
Introduction
237–238 Part 3: Complexity: The theory into the practice
Introduced by Alec Robertson
295 Index
ISSN 1479-4713
03
intellect