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Crosstalk: Making People in Interactive Spaces

Published: 16 June 2014 Publication History

Abstract

Crosstalk is an interactive performance work by media artist Simon Biggs, choreographer Sue Hawksley and composer Garth Paine. The work employs real-time multi-modal sensing and interaction systems, including three-dimensional tracking of multiple performers combined with multi-source voice recognition for speech to text and an interactive multi-channel data driven sound score.
The three artists have previously collaborated on Bodytext, an interactive multimedia solo performance work in which a spoken (described) and performed dance are simultaneously interpreted by both the performer and the computational system. Crosstalk developed out of the processes undertaken in Bodytext, specifically the 'drama of the performance', which arose from an antagonistic but interdependent human/machine relationship. Created for two performers, Crosstalk engages social relations as articulated through performative language acts. The project explores ontologies of self-hood within the generative potential of a technologically mediated social space. The elements in the system, including performers and machines, affect how each adapts from state to state, as the various elements of the work - language, image, movement and sound - interact with one another.
Developed as an enactment of the proposition of 'making people', inspired in part by contemporary anthropological ideas, Crosstalk begins with two dancers speaking descriptions of each other. Automatically transcribed in real time into a virtual three-dimensional world, using speech to text software, these descriptions become textual objects that inhabit the environment and interact with other elements within the system, both human and non-human. The spoken texts form the foundation for an evolving sonic environment. When moving the performers collide with the text objects, causing them to also move. As the text objects interact, they re-write each other, facilitating the emergence of new textual and sonic material, created through the recombinant computation of the texts in the collided objects. Through this generative mechanism, the interaction situates each dancer as a product of their initial perception, the evolving environment, their interaction with it and their interrelationships. Crosstalk thus presents the multidimensional emergent properties of perception, interaction, place making and identity.
In both Crosstalk and Bodytext, the performers are enmeshed in a public/private drama within an interactive system, to which the audience is witness. Movement gesture is further enacted through multi-channel spatialisation of audio, enveloping the audience in the 'dance as sound' through the placement of the loudspeakers around them. As the dancers move, bodily and vocal sounds are acquired and processed, the resulting sounds and texts dynamically shifting around the audience. The spatialisation of texts and sounds immerse the audience within the morphology of the dancers' gesture and the act of revealing the dancers' inner voice. In some presentation scenarios (such as art gallery settings) the audience members can interact directly with the Crosstalk system and become part of the ecology of the work.

References

[1]
Biggs, S. and Leach, J. 2004. Autopoiesis, Novelty, Meaning and Value, London, Artwords.
[2]
Coniglio, M. 2005. The Importance of Being Interactive. In New Visions In Performance, G. Carver and C. Beardon, Eds. Taylor & Francis e-library, pp. 5--12.
[3]
Hackney, P. 1998. Making Connections: Total Body Integration through Bartenieff Fundamentals, New York, Routledge.
[4]
Leach, J. 2003. Creative Land: Place and procreation of the Rai Coast of Papua New Guinea, Oxford, Berghahn Books
[5]
Maturana, H. and Varela, F. 1980. Autopoiesis and Cognition: the Realization of the Living, Dordecht, D. Reidel Publishing Co.
[6]
Paine, G. 2007. Playing and Hearing Sonic Environments. In Hearing Places: Sound, Place, Time and Culture, R. Bandt, M. Duffy and D. MacKinnon, Eds. Newcastle, England, Cambridge Scholars Press, pp. 348--368.

Cited By

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  • (2020)Creating with the Digital: Tool, Medium, Mediator, PartnerInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-030-53294-9_2(13-28)Online publication date: 28-Jul-2020

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  1. Crosstalk: Making People in Interactive Spaces

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    cover image ACM Other conferences
    MOCO '14: Proceedings of the 2014 International Workshop on Movement and Computing
    June 2014
    184 pages
    ISBN:9781450328142
    DOI:10.1145/2617995
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • SFU: Simon Fraser University

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 June 2014

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    Author Tags

    1. immersive performance environment
    2. multi-modal full body interaction
    3. speech recognition

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    MOCO '14 Paper Acceptance Rate 24 of 54 submissions, 44%;
    Overall Acceptance Rate 85 of 185 submissions, 46%

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    • (2020)Creating with the Digital: Tool, Medium, Mediator, PartnerInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-030-53294-9_2(13-28)Online publication date: 28-Jul-2020

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