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Computer-driven media are changing our environment, delivering images, sound and kinetic objects with ever greater density. Given that increasingly complex information technology verges on the limits of intelligibility and manageability, we face the challenge of building and inhabiting our spaces in ways that can make sense to us individually and collectively. How can we build rich responsive environments for shelter, sociality or play? How do people experience computer-mediated environments that now include not only virtual reality games and experimental theater, but also classrooms, airports and public spaces? In short, how can we build a world that is not complicated but rich?
In order to answer these practical and conceptual challenges, the
Topological Media Lab was established to study gesture and embodied use
of hybrid computational-physical materials. Dr. Sha and TML
researchers investigate how we build, inhabit and use sensate or active
matter. By this we mean combinations of computational and physical
materials sensitive to environmental features or activities, responding
by changing their form or appearance. We say material because the
emphasis is not so much on objects or devices, but on continuous
substrates.
The experimental aspect of this work proceeds at two scales. The micro
scale concerns topological responsive media, which includes time-based
media and computationally-augmented fabrics. The macro scale concerns
the architecture of responsive media spaces, which includes augmented
reality, sensor-based interactive environments, projected and
ubiquitous media.
The experimental approach is based on a critical, theoretical
project which treats the world as a continuous ontology. Prof. Sha’s
theoretical work explores the limits of discrete representation,
finding alternatives to linguistic-semiotic analysis in the form of
non-metric topological, dynamical, potential-theoretic and other
material patterns. This theoretical project is informed by a material
and social phenomenology. This investigation is substantively based in
a fusion of computer science, science studies and critical studies of
new media.
Intertwining scientific work with cultural practice gives meaning
and context to guide the research. Prof. Sha and associates collaborate
with fellow creators such as the sponge and FoAM art research networks
to materialize these ideas as artifacts, installations and public
conversations such as the TGarden responsive media spaces.
PROPOSED RESEARCH THREADS
We describe some of TML’s principal inter-related areas of
research: gesture and performance, realtime media choreography, active
garments, responsive media, hybrid architecture.
PERFORMANCE AND PHENOMENOLOGY OF GESTURE
We investigate what performance means at the fine scale of gestures
inside a responsive media space. The approach is not typical of what is
traditionally called performance theory, but synthesizes insights from
activity theory, studies of material agency, user experience design,
the study of writing, and other domains.
TGarden Projects. We investigate what meaningful, compelling
gestures are possible with sensor-augmented experimental clothing
modifying computer-generated fields of sound and video.
The series of TGarden projects has already yielded a path-breaking
hardware / software / garment / media system – TG2001 – that has been
deployed under harsh performance conditions at Ars Electronica and V2
Rotterdam. Since then, in 2001-2002, we have built a lab testbed for
media choreography and have extended it to incorporate live synthesis
of rich video transformations. Its elements been extended in the
txOom responsive spaces (Italy, UK 2002) and a physical game system by
other groups working in the public cultural sphere (FoAM, Belgium;
Times Up, Austria).
(See videos of past TGarden installation experiments Siggraph New
Orleans 7/2000, Medi@terra Athens Greece 11/2000, Ars Electronica Linz
Austria 9/2001, V2 Rotterdam Belgium 11/2001, plus an extension, txOom,
Future Physical 12/2002.)
Inspired by the on-going cycle of the TGarden responsive
environments, we will focus on developing wireless and sensor
technologies that work well embedded in clothing in socially marked
ritual spaces. We investigate how gestures can be mapped in
compelling ways to continuously varying fields of sound and video. We
are particularly interested in how people collectively and individually
habituate themselves to dynamically varying responsive media-fusion
play environments without resorting to ordinary language.
Some of the technical questions concern the mechatronics of body-borne
sensors and sensate clothing, un-tethered gesture and body tracking,
wireless systems. Some of the most interesting challenges lie in the
realtime statistical analysis and interpretation of improvised gesture.
Based on the TGarden testbed, the Topological Media Lab is extending
the continuous evolution state engine as an infrastructure that can
marshall, hint, coordinate the synthesis of rich video and audio
material in realtime response to people’s gestures. At the same time,
this authoring paradigm allows designers or composers of responsive
spaces to give a potential shape to the dynamics and the aesthetics
without mapping them into a procedural programming language. The key
conceptual contribution here is to make the representations and
transformations from topological dynamical systems usable in a fully
controllable but not overly finely deterministic and metrized
mechanism. The research is predicated on the conjecture that the
“qualitative” but rigorous logic employed by designers of interactive
media systems can be well-represented and even effectively computably
represented by realtime systems using this topological approach.
Preliminary results over the past year and a half encourage us to
develop this approach into an authoring system for a greater range of
designers and responsive media spaces.
Of course interaction designers can control, or choreograph the media
choreography via the authoring system, but an essential aspect of the
TGarden is the distribution of agency to the inhabitant players and to
autonomous computational or even material/physical processes for live,
realtime expression. Usually this sort of relinquishing of control
raises great chances of system failure due to unanticipated input, but
our topological approach is also designed to produce qualitative
effects robustly in the face of perturbations of input. Indeed, this
sort of robustness plus richness of behavior is one of the strategic
long-term research interests of the TML. In sum, our experimental
approach to managing complex media logics and environments extends to
the interaction designers as well as inhabitants a way to manipulate
media using dynamical metaphors that are rich and simultaneously
operational.
This work is substantively informed by deep expertise derived from experimental theater, performance and dance.
SOFTWEAR: RESPONSIVE GARMENTS AS EXPRESSIVE INSTRUMENTS
Another research project evolving from the TGarden project is the
construction of sensate and active garments. The active garments
research capitalizes on engineering advances in sensor technology,
wireless technology and experimental textiles. However, beyond the
wearable technology, this work depends critically on ideas from
experimental performance, costume design and choreography, and most
importantly, on live musical performance.
In fact, this work capitalizes on the past century of expertise and
rich design intuition from the domain of live electronic music and
electronic instrument design. We continue our collaboration with J.
Ryan and M. Waisvisz and colleagues in STEIM and other institutions for
electronic music and sound (e.g. CNMAT at University of California
Berkeley, and Sony Computer Science Laboratory in Paris).
This work also builds on collaboration between the Topological Media
Lab and experts in the domain of active fabrics. A recent result is
the TCostume garment with sensate liner provided by Prof. S. Jayaraman
that conducts signals from TGarden sensors along signal-conducting
fiber embedded into the garment to the TGarden wireless computer.
In the domain of active textiles, we are collaborating with J.
Berzowska at Concordia who is one of the pioneers in active material
and aesthetic computation and media. With such techniques we propose to
create a set of expressive, symbolically charged garments that can be
tested singly or in conversational settings.
This represents the first of several technical stages of the wearable instruments initiative:
(1) Embed current TGarden sensors and wearable gear using conductive fiber or cable on custom costumes.
(2)
Experiment with alternate garment body affordances and constraints,
designed with alternate sensors, gesture-tracking, maps to sound and
video processes.
(3a) Adapt realtime visual/audio synthesis system to emissive,
electronically addressable imaging fabric-based materials, and
establish new designs for such materials.
(3b) Adapt realtime visual/audio synthesis system to kinetic,
electronically deformable fabrics, and establish new designs for active
materials.
(4) Stage integrated experiments with multiple people wearing active garments in responsive environments.
These garments are designed as instruments that can work alone, but
come alive in most compelling patterns in the presence of TGarden-based
environments.
HYBRID ARCHITECTURE AND HABITATION OF URBAN SPACE
In this macro-scale research thread, we investigate how people
build, destroy, modify and inhabit city environments using embedded
computational systems. The first part of this study is social and
historical, employing methods of field observations as well as insights
from phenomenological and anthropological studies. We intend to
combine this work with insights of colleagues from the domains of urban
design and architecture to design computer-mediated, responsive
environmental systems for urban space.
The HUBBUB research series presents an foray in this domain of urban
responsive architecture. As you walk through a Hubbub space, your
speech is picked up by microphones, your speech is partially recognized
and converted to text. Associate text is projected onto the walls,
furniture and other surfaces around you as animated glyphs whose
dancing motion reflects the energy and prosody of your speech. Hubbub
is an investigation of how accidental and non-accidental conversations
can take place in public spaces, by means of speech that appears as
glyphs projected on public surfaces. The installation takes its
meaning from the social space in which it is embedded, so its
"function" depends on the site we select. Some of the technical issues
concern realtime, speaker-independent, training-free, speech
recognition; realtime extraction of features from speech data;
multi-variate continuous deformation and animation of glyphs in
open-air public display systems, such as in projection or in LED
displays.
We will investigate how embedding such responsive media as the Hubbub
speech-painting technology as well as TGarden technologies into the
urban environment can modestly support rich, playful forms of
sociality.
REFERENCES:
Hubbub, http://www.gvu.gatech.edu/people/sha.xinwei/topologicalmedia/hubbub
Melting Pot or Fruit Salad: Experiment in Autonomously Producing Culture, in preparation for CODE volume, 2003. (PDF)
Pliant Research, http://www.pliant.org
Resistance Is Fertile: Gesture and Agency in the Field of Responsive
Media, in preparation for MakeOver volume, Configurations 2003 (PDF).
Sauna, http://www.sponge.org/projects/m3_sauna_intro.html
TGarden Media Choreography System, with Y. Visell and B. MacIntyre, 2003 (PDF).
TGarden Research, http://www.gvu.gatech.edu/people/sha.xinwei/topologicalmedia/tgarden
TGarden Performance, http://sponge.org/projects/m3_tg_intro.html
TML, http://www.gvu.gatech.edu/people/sha.xinwei/topologicalmedia/
http://www.lcc.gatech.edu/~xinwei/
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