Marco Gillies, Andrea Kleinsmith, Nina Kov, Max Worgan, Bruno Zamborlin
Movement is, more often than not, about interaction. In many cases the importance of a movement is not so much in the movement itself but in how that movement interacts with the setting for that movement. The meaning of the non-verbal communication, the bodily signals we send out while interacting with other people, is as much in the relationship between two people’s movements as in the movements in the individual. In dance the interaction between dancers and their relationship to the music is critical. Most of our movements are therefore situated within an environment and are aimed at acting within that environment. We follow a line of argument originating with Heidegger and Merleau-Ponty that our behaviour is embodied in the sense that’s meaning arises through action and interaction within a world. This argument has recently been picked up by thinkers in interactive technology, such as Dourish, who stress the importance of embodiment in our interaction with technology. This point of view raises a question for digital representation of movement: if the meaning of movement arises out of interaction with a world, how do we capture that interaction.
We will explore the technologies and practices that are required to reproduce this type of interaction in digital form, within a number of application contexts where interaction is critical. We will take three case studies of our work:
We will present a technological framework we have developed for this based on interactive machine learning; an exploration of artistic practices using this framework and a theoretical framework based on the philosophy of embodiment.