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Digital Live Art

Digital Live Art [1] is the intersection of Live Art (art form), Computing and Human Computer Interaction (HCI). It is used to describe live performance which is computer mediated - an orchestrated, temporal witnessed event occurring for any length of time and in any place using technological means. Digital Live Art borrows the methods, tools and theories from HCI to help inform and analyze the design and evaluation of Digital Live Art experiences.

Theory edit

Central to the understanding of Digital Live Art is the concept of performance framing (social sciences). First identified by Gregory Bateson,[2] the performance frame is described as a cognitive context where all the rules of behavior, symbols, and their interpretations are bound within a particular activity within its own structure. The concept has since been used extensively in ethnography by Erving Goffman in his discussions of face to face encounters in the everyday, in discourse structures;[3] in theatrical and ritual events;[4][5] sporting events and festivals;[6] and trance phenomena [7] (see:[8]).

Goffman's work uses the concept of performance frame to broadly mean a constructed context within the limits of which individual human agency and social interaction takes place. For example, a theatrical frame,[9] pp. 124–155) involves the construction of a higher-level frame on top of a ‘primary framework’, i.e., the reality in which the fantasy takes place. In this example, actors assume a character, audiences suspend disbelief and events have their meaning transformed (e.g., compare the use of a mobile phone in public with its use in a theatre). Additionally, framings are temporal, meaning that they have specific beginning and endings. While many theorists argue that all social interaction may be seen from a dramaturgical perspective, meaning all everyday social interaction becomes performance in some sense,[9] Digital Live Art theorists often deliberately align their work with Richard Schechner,[10] narrowing their analysis to cover more stabilized ‘established’ forms of performance so that performance framing is defined as an activity done within the intended frame ‘by an individual or group’ who have some established knowledge about the frame, and are ‘in the presence of and for another individual or group’.[11] Performance framings then, are intentional, temporal and for an audience.

Method and Tools edit

The goal of interaction in Digital Live Art goes beyond that of traditional HCI methods and theory which focus on usability, functionality and efficiency. HCI and CSCW models often focus on workplace activities and their tasks, artefacts and goals. This research often leads to a better understanding of how to increase efficiency in the workplace by providing more efficient and usable interfaces. For example, one could conduct usability testing or task analysis of how a DJ uses his DJ decks and one could then use this information to design a more efficient system.

However, traditional HCI models tell us little about how the performer-audience relationship develops as a result of users wittingness to interact with the system. The intention with Digital Live Art is not to make more "usable" systems but rather to allow for "participatory transitions"[1] - transitions between "witting and unwitting",[1] between observation and participation, between participation and performance. Since the goal with Digital Live Art systems is to "mediate wittingness"[1] rather than task-focused interaction, the application of many HCI models, frameworks and methods become insufficient for analyzing and evaluating Digital Live Art.

Performance Triad Model edit

Sheridan first introduced the Performance Triad Model [12] for analyzing "tripartite interaction" - interaction between observers, participants and performers. In the Performance Triad Model, tripartite interaction where technology binds tripartite interaction to context and environment. Reeves et al.[13] draws a distinction between a performer and a spectator and how their transitioning relationship as mediated by the interface.

Formal Method edit

Dix and Sheridan[14] introduced a formal method for analyzing "performative interaction"[1] in Digital Live Art. This formal method provides a mathematical technique for deconstructing interaction between witting and unwitting bystanders and observers, participants in the performance and the performers themselves. The work attempts to formalise some of the basic attributes of performative interaction against a background of sociological analysis in order to better understand how computer interfaces may support performance. This work shows how this generic formalisation can be used in the deconstruction, analysis and understanding of performative action and more broadly in live performance.

Key People/Groups edit

BigDog Interactive

Blast Theory

Lady Gaga

Mixed Reality Lab 2013-11-15 at the Wayback Machine

.:thePooch:.

See also edit

References edit

  1. ^ a b c d e Sheridan, J.G. (2006). "Digital Live Art: Mediating Wittingness in Playful Arenas". PhD Thesis. University of Lancaster: Lancaster.
  2. ^ Bateson, G. (1955). A Theory of Play and Fantasy. Psychiatric research reports, 2, 39-51.
  3. ^ Tannen, D. Framing in Conversational Structures. Cambridge University Press, Cambridge, 1993.
  4. ^ Schechner, R. The Future of Ritual, Writings on Culture and Performance. Routledge, New York, 1993.
  5. ^ Turner, V. From Ritual to Theatre: The Human Seriousness of Play. PAJ Publications, New York, 1982.
  6. ^ MacAloon, J. editor. Rite, Drama, Festival, Spectacle. Institute for the Study of Human Issues, 1984.
  7. ^ d’Aquili, E., Laughlin, C. D., and McMannus, J. editors. The Spectrum of Ritual jacks . Columbia University Press, 1979.
  8. ^ Rush, M. Security art. Journal of Performance and Art - PAJ, 26(1):113–115, January 2004.
  9. ^ a b E. Goffman. Frame Analysis: An Essay on the Organization of Experience. Harper and Row, 1974.
  10. ^ R. Schechner. Performance Theory. Routledge, 1988
  11. ^ Benford, S., Crabtree, A., Reeves, S., Flintham, M., Drozd, A., Sheridan, J.G., Dix, A. The frame of the game: Blurring the boundary between fiction and reality in mobile experiences. In Proceedings of SIGCHI Conference on Human Factors in Computing Systems (CHI), April 2006
  12. ^ Sheridan, J.G., Dix, A., Lock, S. and Bayliss, A. (2004) Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas. S. In Fincher, P. Markopolous, D. Moore, & R. Ruddle (Eds.): In People and Computers XVIII-Design for Life: 18th British HCI Group Annual Conference, pp. 3-17, Springer-Verlag, 6–10 September, Leeds, UK. ISBN 1-85233-900-4.
  13. ^ S. Reeves, S. Benford, C. O’Malley, and M. Fraser. Designing the spectator experience. In Proceedings of SIGCHI Conference on Human Factors in Computing Systems (CHI), April 2005.
  14. ^ Dix, A., Sheridan, J.G., Reeves, S., Benford, S. and O'Malley, C. (2005) Formalising Performative Interaction. In Proceedings of the 12th International Workshop on Design, Specification and Verification of Interactive Systems (DSVIS), pp. 15-25, Springer Lecture Notes in Computer Science, 13–15 July, Newcastle, UK.

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Digital Live Art 1 is the intersection of Live Art art form Computing and Human Computer Interaction HCI It is used to describe live performance which is computer mediated an orchestrated temporal witnessed event occurring for any length of time and in any place using technological means Digital Live Art borrows the methods tools and theories from HCI to help inform and analyze the design and evaluation of Digital Live Art experiences Contents 1 Theory 2 Method and Tools 2 1 Performance Triad Model 2 2 Formal Method 3 Key People Groups 4 See also 5 ReferencesTheory editCentral to the understanding of Digital Live Art is the concept of performance framing social sciences First identified by Gregory Bateson 2 the performance frame is described as a cognitive context where all the rules of behavior symbols and their interpretations are bound within a particular activity within its own structure The concept has since been used extensively in ethnography by Erving Goffman in his discussions of face to face encounters in the everyday in discourse structures 3 in theatrical and ritual events 4 5 sporting events and festivals 6 and trance phenomena 7 see 8 Goffman s work uses the concept of performance frame to broadly mean a constructed context within the limits of which individual human agency and social interaction takes place For example a theatrical frame 9 pp 124 155 involves the construction of a higher level frame on top of a primary framework i e the reality in which the fantasy takes place In this example actors assume a character audiences suspend disbelief and events have their meaning transformed e g compare the use of a mobile phone in public with its use in a theatre Additionally framings are temporal meaning that they have specific beginning and endings While many theorists argue that all social interaction may be seen from a dramaturgical perspective meaning all everyday social interaction becomes performance in some sense 9 Digital Live Art theorists often deliberately align their work with Richard Schechner 10 narrowing their analysis to cover more stabilized established forms of performance so that performance framing is defined as an activity done within the intended frame by an individual or group who have some established knowledge about the frame and are in the presence of and for another individual or group 11 Performance framings then are intentional temporal and for an audience Method and Tools editThe goal of interaction in Digital Live Art goes beyond that of traditional HCI methods and theory which focus on usability functionality and efficiency HCI and CSCW models often focus on workplace activities and their tasks artefacts and goals This research often leads to a better understanding of how to increase efficiency in the workplace by providing more efficient and usable interfaces For example one could conduct usability testing or task analysis of how a DJ uses his DJ decks and one could then use this information to design a more efficient system However traditional HCI models tell us little about how the performer audience relationship develops as a result of users wittingness to interact with the system The intention with Digital Live Art is not to make more usable systems but rather to allow for participatory transitions 1 transitions between witting and unwitting 1 between observation and participation between participation and performance Since the goal with Digital Live Art systems is to mediate wittingness 1 rather than task focused interaction the application of many HCI models frameworks and methods become insufficient for analyzing and evaluating Digital Live Art Performance Triad Model edit Sheridan first introduced the Performance Triad Model 12 for analyzing tripartite interaction interaction between observers participants and performers In the Performance Triad Model tripartite interaction where technology binds tripartite interaction to context and environment Reeves et al 13 draws a distinction between a performer and a spectator and how their transitioning relationship as mediated by the interface Formal Method edit Dix and Sheridan 14 introduced a formal method for analyzing performative interaction 1 in Digital Live Art This formal method provides a mathematical technique for deconstructing interaction between witting and unwitting bystanders and observers participants in the performance and the performers themselves The work attempts to formalise some of the basic attributes of performative interaction against a background of sociological analysis in order to better understand how computer interfaces may support performance This work shows how this generic formalisation can be used in the deconstruction analysis and understanding of performative action and more broadly in live performance Key People Groups editBigDog InteractiveBlast TheoryLady GagaMixed Reality Lab Archived 2013 11 15 at the Wayback Machine thePooch See also editFine art Visual arts Performance artReferences edit a b c d e Sheridan J G 2006 Digital Live Art Mediating Wittingness in Playful Arenas PhD Thesis University of Lancaster Lancaster Bateson G 1955 A Theory of Play and Fantasy Psychiatric research reports 2 39 51 Tannen D Framing in Conversational Structures Cambridge University Press Cambridge 1993 Schechner R The Future of Ritual Writings on Culture and Performance Routledge New York 1993 Turner V From Ritual to Theatre The Human Seriousness of Play PAJ Publications New York 1982 MacAloon J editor Rite Drama Festival Spectacle Institute for the Study of Human Issues 1984 d Aquili E Laughlin C D and McMannus J editors The Spectrum of Ritual jacks Columbia University Press 1979 Rush M Security art Journal of Performance and Art PAJ 26 1 113 115 January 2004 a b E Goffman Frame Analysis An Essay on the Organization of Experience Harper and Row 1974 R Schechner Performance Theory Routledge 1988 Benford S Crabtree A Reeves S Flintham M Drozd A Sheridan J G Dix A The frame of the game Blurring the boundary between fiction and reality in mobile experiences In Proceedings of SIGCHI Conference on Human Factors in Computing Systems CHI April 2006 Sheridan J G Dix A Lock S and Bayliss A 2004 Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas S In Fincher P Markopolous D Moore amp R Ruddle Eds In People and Computers XVIII Design for Life 18th British HCI Group Annual Conference pp 3 17 Springer Verlag 6 10 September Leeds UK ISBN 1 85233 900 4 S Reeves S Benford C O Malley and M Fraser Designing the spectator experience In Proceedings of SIGCHI Conference on Human Factors in Computing Systems CHI April 2005 Dix A Sheridan J G Reeves S Benford S and O Malley C 2005 Formalising Performative Interaction In Proceedings of the 12th International Workshop on Design Specification and Verification of Interactive Systems DSVIS pp 15 25 Springer Lecture Notes in Computer Science 13 15 July Newcastle UK Retrieved from https en wikipedia org w index php title Digital Live Art amp oldid 1201748221, wikipedia, wiki, book, books, library,

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