Workshop 10

We have now finished and concluded workshop 10 – playtest Play & Drama 1.

We are preparing the next workshop 11 – play & drama analysis – in Malmö Aug 2016

We are now in the process to write a analytic report on the experiences we had with the following events that we visited and took part in through 2015-16 which included, Walking Holding in Kødbyen, Bombina Bombast in Malmö – Dreambox och Video walks, and Walk Hands Eyes at Gamlegården Kristianstad.

We also decided to involve the city of Kristianstad a lot more in the final event in May 2017, with a close collaboration with Kristianstad Konsthall/the art museum, the city  and Gamlegården to secure possible venues for activities between september 2016 until May 2017

We are also analyzing all the student projects at HKR in the course Media services in mobile context from 2015-2016. We will put up this on a new project blog before workshop 11 for further analytics.
We are working on a timeline for artistic projects and residencies 2016-2017
We have a close collaboration with Do-Fi on AR programming of the app Wanderlost one of the projects that will be premiered in april/maj 2017 in Kristianstad.

We also contacted and pre-signed Andreas Zingerle (AU), Linda Kronman (FI), Olli Ma (GB) and Martin Rieche (DE) for the final event. Ulrich Gehmann and Matthias Wölfel are also supporting and collaborating how to implement parts from the Ideal Space exhibition in Venice to be shown as part of the main event.

We have been invited to show the exhibition Non-Places in Gdansk in september this year and Michael Johansson and Geza Ribberström Palyi will be present at the opening.

Things we not had time to discuss this time:

Is how to continue the work activity with stakeholders in Kødbyen regarding lights and video projection. We were invited earlier this year, were they asked us to host a workshop to show examples of contemporary projection based art and performance projects, as a reference for further discussions.

What and what kind of activities we will do at Kulturnatten in october 2016, who will be conducting the workshop and organizing the event. Here is an example of possible projects and partners to involve.

http://www.digitalartsonline.co.uk/news/creative-lifestyle/swedish-schoolkids-use-minecraft-redesign-stockholm-city-centre/

http://www.theregister.co.uk/2014/04/24/minecraft_players_can_now_download_denmark_in_11_scale/

Gallery

Meet the WanderLost guides

Welcome to WANDERLOST ! Discover KØDBYEN !

On the 9th of October Journey to Abadyl made it´s first public appearance in KØDBYEN Copenhagen. We introduced four of our six developed guides; The Vagabond, The Flaneur, The Tourist and The Player as part of the explorative work we will do during the autumn 2015 until april 2016. In this work we try through the perspectives of the guides develop knowledge and insights about KØDBYEN and it´s inhabitants.

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In december 2015 we will be launching four short movies about four of the guiding personas.

Journey to Abadyl

Where there is architecture there is nothing else. And this “Nothing else” is spreading. The built buildings, the laid out streets and marked out parking spaces are not just taking place, they take over the place.”

To encounter today’s European urban complexity means to integrate diverse forms of cultural practice and diverse groups of people into processes for common cultural intangible and tangible results. We see the art project “The city of Abadyl” as a way of knowing the world — a methodology for exploring, understanding, and building human realities. Abadyl is a proposed city, a fantasy, a set of codes and models, a library of artefacts and prototypes and foremost it is it´s co-creators.

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Map of Abadyl

In the  project  “Journey to Abadyl” we set out to create an interactive experience based on a framework of play-rules, fiction and role-taking we call “The Anatomy of Choice”. Here participants are invited to a series of thematic Portals; each bridging from one world to another, from the factual to the fictional, from virtual and the real. Guided and aided by performers in a mixed reality space, participants experience a kind of computer game in a spatial format, linking what we already know and spotting the new.

We ask: What are the qualities at play through history constructing this spaces and who is invited? Our answer is an experience structured as a matrix in which the participants are exposed to distinct choices that include both moral, ethical, and physical dilemmas and challenges.

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Portal sketch in Kødbyen

The Portals will be designed as thematic artistic elements – Ideal Space, The trick of the tale, Wanderlost, “The Residence Table”, People’s Choice, “Try walking in my shoes” – and function as an invitation to participate in the creation of events which can be experienced in the virtual city as well as in the staged events in Kødbyen. In this way people are given the opportunity to reflect on consequences of the growing social media reality seen in relation to the actual physical environment around us. The Portal format allows us to set up interventions and events during the 12th months of the project with different constellations (partners) and on different locations in Kødbyen. The culmination of the event will be the interactive performance event “Journey to Abadyl” in late 2017 where material from the Portals will be enacted and integrated.

We hope participants will go away feeling enchanted and empowered, challenged, moved, and inspired.

The real voyage of discovery consists not in seeking new landscapes, but in having new eyes.” Marcel Proust

 

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The upcoming three years 2015-2017 Kristianstad University, HKR, will be one of twelve project partners in the EU-financed “The People’s Smart Sculpture”. “The overall aim is to explore and document new strategies for involving digital media and Information and Communication Technologies in the development of user­centered culture.”

Kristianstad University HKR are one of the partners in “The People’s Smart Sculpture” with the project “Journey to Abadyl”. Michael Johansson at HKR are artistic director of the project in cooperation with the nordic network PRAMnet and live art scene Warehouse9 in Copenhagen.
Pressrelease (swedish only) – http://www.hkr.se/sv/om-hkr/media/pressmeddelande/kreativt-projekt-forandrar-stadsrummet/

The Journey to Abadyl set out to create an interactive experience based upon “The Anatomy of Choice” in which participants are faced with different dilemmas staged and presented. This mixed reality space contains digital film footage, sound, physical objects, augmented reality, computer games and hidden messages that are all part of a story waiting to be discovered. An experience structured as a matrix in which the participants are exposed to distinct choices that include both moral, ethical, and physical dilemmas and challenges. A kind of computer game in spatial format.”

In Journey to Abadyl – JTA – we will focus on research in digital narrative space, co-creation and audience participation. During the three years we will arrange a series of workshops and public events. The events will take place mainly at Warehouse9 in Copenhagen and the overall plan is to arrange an interactive performance in 2017 entitled Journey to Abadyl.

“Journey to Abadyl” should be seen as a synergy of the expressions of the theatre, the exhibition, the roleplay and the amusement park, using dynamic new media, a non-linear dramaturgy and theories from computer games, working with notions as “story world” rather than “script” and “game play” rather than “drama”.”

As an upstart for the project we arrange a symposium on the 25th March in Copenhagen, at the live art stage Warehouse9. Invited to this symposium are creators, researchers and media professionals who have experience and knowledge in this field. The symposium will be held in two parts – presentations of concrete projects by artists, researchers, producers in the field – group discussions and an concluding panel. The topics for the discussion are centered around audience involvement in a narrative space and strategies for using gameplay and interactive media. The topics will be forwarded together with a complete program for the day in short.

We hope you can participate in the symposium with reflections and experience from your perspective on the theme – digital narrative space, co-creation and audience participation.

At the symposium PRAMnet members will hold a short presentation of JTA with focus on our work with Practice based Research in Art and Media. http://pramnet.org/

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Bring the Noise

In this text  I will present how we developed different  processes for collectively producing a series explorative soundscapes and mechanical artefacts using specific constraints influenced by theories from art and architecture. I will show how we worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations, and give some examples of our different prototypes and iterations. I will also discuss how we tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match our artistic intention, and finally to bring some noise into Abadyl. Also infuencing the overall framework

Keywords: Art, design, interface, interaction, loop, music,3d, cityplanning

INTRODUCTION

Over the years working with different projects I have learned about and experimented with how to transfer methods from creative writing and worldmaking into my own work practice in the fields of art and design. In Postscript to the Name of the Rose, Umberto Eco writes on the generative logic he has adopted, a logic which both limits and expands creativity. The fundamental parameters of this logic guide what can and cannot be included in a fictional but plausible universe. In my own  work and together with others I have chosen to focus on the generative itself of this logic; that is, it is not about parameters resulting in a consistent, watertight universe, but rather what can be generated from a large number of predetermined real and fictitious parameters. These parameters resonate through a mix of creative writing, physical artefacts, virtual objects, and modified game engines in a constant loop that results in novels, film, interaction designs, and art installations. By letting them evolve in these different settings they will separately host detailed and comprehensive perspectives, which incorporate surprising visual and technical proposals. “At the heart of creativity lie constraints: the very opposite of unpredictability. Constraints and unpredictability, familiarity and surprise, are somehow combined in original thinking.” Boden (1997)

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Bring the noise

In March 2009 I started a series of collaborations called hit strip music, Timescapes and Abadyl of tunes with musicians and sound artists were we  tried to explore the soundscape of Abadyl and bring some noise to the city, and also to provide some ideas of how the locations in Abadyl sounds like.

Hit strip Music

In Hit strip music we follow a musical composer on the day when he decides to stop play and write music. How he turns to his paper shredder to get rid of all he scores and notes, but suddenly rediscover them in a way he never imagine. In this scenario the co-creators explore how short musical fragments connected to physical paper strips (that are tagged with rf-id tags) can be used to explore music making by play and combine musical fragments in real-time in different ways, and use them for composing new music.

  1. F1 DJ rfid based music generator prototype  2009

Timescape

In this project we use a physical object based on three independently rotating discs with different graphical elements that picks up external information on the internet and local network connected to different activities, statistics, news etc that will influence and change the expression of the object and at the same time be able to trig different media in an unpredictable way – mystical machine that both collect, express an actuate.

  1. Time scapes Adobe flash based digital prototypes

Abadyl of tunes

The quest in this project and that is going to be presented more thoroughly in this article as follows,  is to look upon how to create an awareness for the invited co-creators of the underlying programming structure that makes the interaction and execution of the music possible and at the same time make it visible interesting to play, interact, watch and listening to, and at the same time, where interface and

These different works illustrates in a good way how projects are set up and how we conduct them to extract content and assimilate it back to Abadyl.  To be able to conduct these different projects we use Fieldasy and three different perspectives on production we gained developed in the project a Journey to Abadyl.

  1. Artefact extraction and assimilation using Fieldasy (Johansson, 2003)

Fieldasy was a method we developed in 2003-2004, first presented as an exhibition in Malmo, Sweden at the Gallery Skanes Konst, and later as a research paper for the Pixel Raiders conference (Johansson and Linde 2004). In Fieldasy we tried to unify different methods into one creative process that attempts to understand and redefine our world in a situation where information is lacking (Figure 4). This lack of information is used as a resource, for example by providing ambiguous fragments as a starting point, removing constraints on the imagination. It was designed with respect to staging a conflict that has a mind triggering influence on the co-creator with a set of problems that only can be captured in a given material. Fieldasy is a process for engaging multiple perspectives in the creation of a world, and the mapping of its virtual space, by extracting artefacts and stories through the developed scenarios, partitur and game-boards.

To finalize a work of art in the field of digital media is not easily achieved, when often the different professions work separately and in different knowledge slots and black boxes, maintaining the linear and assembly line thinking from the past. We instead wanted to have a process were the actual development have to  be conducted simultaneously, with constant iterations in-between them.  In 2008 I started to developed a framework for working with digital and dynamic media and interaction in such a way with my colleagues in PRAMnet, in a project called “a Journey to Abadyl”. Here we  created three new perspectives that put traditional roles of production and research  in the area of digital media  aside to better bridge and mix the different professions in  new ways. The three perspectives are as follows:

  • Expression – is everything that has a n actuation and presence in the play/performance/installation. Here all the traditional media producers, put forward examples that can be tested and tried out in different ways. It is about calibrating and creating expressions in relation to the other exploration clusters, involving; actors, groups, audience, film, sound,  stage design, images etc.
  • Play mechanics – is about matching the story and the audience/players development through all forms of interaction, actuation and sensory input, designing the underlying structure that support the possible outcomes of all scenes in the play. Here scriptwriting, dramaturgy, scenography and interaction design propose and test different set-ups. This will be an layout of time and space to establish a dialogue with the other two exploration clusters involving; spacial and dramatic models, dramatic tension, sensors, actuators, spacial functions, interaction methods, interaction sequences, deliverance, believability
  • Dynamic behavior – is about matching every aspect of programming with time, space interaction and narrative progression. This will be an computer model and the program core which opens up and establish relevant in and outputs to the other two exploration clusters involving; processes, computer models, game play- architecture, state machines, sensor calibration, computer-vision, narrative progression, discrete mathematics

The overall goal with this set-up or approach was to look at how we can build a narrative and interactive framework, and create a testing and production environment for the different projects we are working on. We also saw a need to develop a format for creating and sharing knowledge in-between different professions and stakeholders in this process – from tests through rehearsals and prototypes into the finished productions, so the participants could work closer together exchanging knowledge and experiences between a broad range of discipline, to support the   quest for a surprise somewhere in between generative logic and artistic intentions.

Co-Creation

So the question is not only how  you go about exploring a complex digital space but also how that work is set up and how the actual production is conducted. We have for over ten years used the framework of Abadyl, and the fieldasy method to stage different events and spaces in the form of written scenarios. The scenarios are handed over to the invited temporary citizens and co-creators. They can then act in relation to the scenario,  in and by themselves chosen environment. That in the end helped them produce the artefacts. Our scenarios try to slowly create a discreet dynamic tension and/or displacement between person, objects, time, places, workprocess and events that are not usually – if ever – associated into new and surprising conjunctions. By using scenarios we are able to provide detailed and specific data, which the co-creator can use as background material for their action. Scenarios relation to the overall project is loosely defined as to allow the creation of artworks, that though enriching the database, still are autonomous from the mother project in the sense that they can be exhibited by themselves. They also act as generators while they generate new and unforeseen processes which extend into new and likewise unforeseen contexts.

Abadyl of tunes

In March 2011 I started a collaboration with the media designer Jim Hall.I was introduced to his work Isle of tune by one of my former students who saw his work and said that it had some similarities with The city of Abadyl and how we over the years used racing tracks to compose voice and sounds for different investigations and exhibitions. The idea was that we would make a Abadyl modification of the original Isle of tunes and produce sixteen soundscapes, one for each city part and a soundtrack for the city of Abadyl and release it as a multiple art piece over two years, and at the same time explore Abadyl sound and music wise. The proposed modification included different crossroad configurations such as random, clockwise and anti clockwise, to make variations of how a specific tune could be played and how the music developed over time.

Loops

When we are trying to follow the artistic intention or concept, we want and try to build our different prototypes to produce qualities not known beforehand. But to achieve this the prototype has to reach a certain state of a complexity, a complexity max Hoberg (2006) so we can begin to explore it thoroughly. Therefore a production environment such as the Abadyl framework, with its, constraints, obstacles, limitations, stories, is rewarding for conducting practice based research in the area of art and new media. To many art projects are just illustrations of technology, and to many design projects unreflected uses convention and qualities from art. We do art well, and computing more dubiously; we do computing well but the art is questionable. Bardzell (2009)

The underlying shapes of racing tracks or loops in the city has been used by us and other in many different projects in time based media. In our loop-based scenarios we try to employ parallel and repetitive elements, we can establish and create an open narrative field were creative input from the user can add new elements to the experience. The loops are static and dynamic and can be varied in length and tempo and be interlinked and/or crossed by other loops. The loop also, in its basic version can be seen as a tool for reflection, a moment to revere the constant streams of attractions and desires created and recreated in every digitally performed action and story. Since new media itself has matured, the process is no longer depended on the predecessors more traditional and linear methods of authoring, instead every part of the process is constantly changing the way we author, script and express a multithreaded open work.

When working with 3d graphics and sound we choose from a partly new, partly re-appropriated, palette of narrative tools as the loop. Were the timebased linearity can be substituted with other means of dramatic tension, in a mix of controlled, generative and random execution functions, accessed through the interface and at the same time creating the visual expression of the artwork itself. By closely integrate the interface, the visual expression and the programmable structure we wanted to facilitate an open tool for our collaboration.

Compositions

For Abadyl of tunes we used two basic concepts for the design of our editor on a more philosophical level. Firstly we used something that already been explored in the Abadyl project in earlier works. Coming from Scandinavia with a firm tradition of participative design, we wanted to contrast our design work in the relation to that by using some of Sol Lewitts (1969) Sentences on conceptual art.

Sentence no: 29

The process is mechanical and should not be tampered with. It should run its course.

Based on Sol Lewitts sentence we designed a fixed and nearly mechanical setup where only two options were available for the co-creators – adding sounds to the database and ordering of the interactive graphical elements, houses, tress, objects, roads and cars. Working with explicit and visual recognizable constraints triggers creativity. The “mapping” of a conceptual space involves the representation, whether at conscious or unconscious levels, of its structural features. Much as a real map helps a traveler to find – and to modify – his route, so mental maps enable us to explore and transform our conceptual spaces in imaginative ways. Boden (1997) At first it looked simple and trivial to the co-creators but they soon learned how complex a constraints system can be were its simple programming principles were revealed for the user. The paradox is that constraint enables creativity. By constraining the generative system into an appropriate conceptual space, a writer gains a conceptual structure that can be systematically explored and transformed. A conceptual space can be explored by testing the sounds by the existing constraints. Sharples (1996) In this way of constructing a city space for musical execution, the co-creators soon learned how in different ways make use of the space for exploring and designing their sound scape.

  1. Formula one story engines in collaboration with Jon Ovander 2003

Secondly we went back to one of the basic ideas we worked with when Abadyls architectural space was designed. Through Boden (1994) Creativity cannot only and simply be reduced to novel combinations of old ideas. For example, In Architecture and Disjunction, Bernhard Tschumi [ outlines a framework for multiple combinations and substitutions that exist simultaneously, including the following three operations:

Cross-programming;  the use of a space not as intended

Transprogramming;  the combination of disparate programs

Dis-programming; disparate programs that contaminate each other.

These operations possibilities of combinations and permutation of existing programs as well new programs. In the same book he also stated that there are four ways of working with architecture.

  1. Design a masterly construction, an inspired architectural gesture(a composition)
  2. Take what exists, fill in the gaps, complete the text, scribble in the margins (a complement)
  3. Deconstruct what exists by critically analyzing the historical layers that preceded it, even adding other layers derived from elsewhere, from other cities, other parks (a palimpsest)
  4. Search for an intermediary – an abstract system to mediate between the site (as well as all given constraints) and some other concept, beyond city or program (a mediation)

For this project we choose to work with the first one since the sounds and graphical elements in its final form have all the characteristics of a composition, a score, a sound player and a visual expression capture in one single unit.

  1. Abadyl of tunes map 18 musician Johan Salo Scenario

To be able to host complex and specific projects like this one in Abadyl. We provide scenarios of the city planning and architectural theories we use and misuse during the design of both the different city parts and the architecture of the city. In these scenarios we try to show how the city was constructed and to introduce both the city itself and the specific city part chosen for the invited co-creators. Our scenarios tries to bring field studies and fantasy together, to slowly create a discreet dynamic tension and/or displacement between persons, things, times, places, and events that are not usually – if ever – associated into new and surprising conjunctions. By using scenarios we are able to provide detailed and specific data, which the co-creator can use as background material for their action, choosing their sounds and music clips. Hopefully then, the co-creator themselves imports qualities into the world, which do not and cannot stem from the City of Abadyl itself.

  1. Interface, interaction and iteration.

  1. Interface  detail  for Abadyl of tunes

The elements we use in the isle of tune modification consists of ;

  • Forty four one second long audio tracks.  Fve provided from recordings from the actual locations were the fragments of the city part was originail captured  Thirty nine one second long audio tracks provided by the invited co-creators
  • Twelve graphical 3d rendered elements to represent the city parts architecture
  • Three vehicles

three_houses_for_Abadyl_of_tunes.jpgFigure 7.  3d houses modeled in Softimagel  for Abadyl of tunes

The structure for this setup we use the original isle of tune 2d grid that matches the different city-parts that constitute how the co-creator can layout the graphical elements, with connected sounds. The graphical elements are divided into six groups were four of them contains the sound database and the other two is used for layout the roads and the cars.

The importance in this project is to let the co-creators have full access to both the media database as well as the layout of the sounds and player objects on the grid. This establish a practice for the invited co-creator that make use of the geometrical or geographical space where interface and visual expression are inseparable units. The idea here is to reveal the certain levels of the programming structure of both the visual and sound-scape construction for the co-creators so they can easily understand its constraints.

The art and act of then letting the cars drive around in this constructed space, the cars become the pickup on a record player. Where the three cars follow the thick and thin of the urban tune, they shape, play and share the soundscape of Abadyl.

Worldmaking

Quite late in this project we recognized Nelson Goodman´s Ways of worldmaking (and recognized how we over the years in a similar way worked with his proposed activities of worldmaking that is:

Composition and Decomposition Weighting Ordering Deletion and Supplementation Deformation

Layout, ordering and editing the roads includes periodicity and proximity; and the standard editing and ordering of the tunes in the database as well as adjusting the rhythm and tempo of the different  tunes that are played by the cars.

Taking apart and putting together, analyzing the components at the same time composing wholes, by connecting features into complexes, by adding, breaking up, and restructuring. The importance  here is to let the co-creators have full access to both the media database as well as the layout of the sounds and player objects on the grid. Establish a  practice for the invited co-creator that make use of  the geometrical or geographical space where interface and visual expression are inseparable units in their making of their world. The idea here is to reveal the certain levels of the scripting structure of both the visual and sound-scape construction itself.

The art and act of letting the cars drive around in the constructed space is to the urban system what the pickup is to the record player. Where the three cars  follow the thick and thin of an urban tune. And by letting the cars drive through  the streets of  the  city one shapes, plays and share the sound scape of  Abadyl.

Conclusion

The three parts in the projects we have conducted so far has all proven that this limited approach challenges the co-creators presumptions about how to create sound scapes, play music and construct city-spaces, even though all of the different parts are already known beforehand.

This way of letting the co-ccreators redefine a world in a situation where information is lacking, has again proven both for us who are working with the actual framework and writing the scenarios but also for the co-creators themselves, were they both de and reconstruct their music making capabilities through limitations and constraints. So by providing ambiguous fragments (content/constraints) as a starting point we managed to challenges the co-creators assumptions in order to produce soundscapes and dwell the city of Abadyl at the same time. Where the question for us is how to create an awareness the underlying programming structure that makes the interaction and execution of the music possible and at the same time make it visible intresting to look and listening upon. By the interface revealing some of the scripting structures for co-creators with non or  limited scripting knowledge it adds a positive friction in relations to the co-creators own professional knowledge, and support them in bringing the  noise to Abadyl.

REFERENCES

Alexander, C., S. Ishikawa, et al. (1977)  A pattern language : towns, buildings, construction. New York. Oxford University Press.

Boden, M. 1997 The Creative Mind: Myths and Mechanism, Weidenfeld &Nicholson, London.

Bardzell, J. 2009. Interaction Criticism and Aesthetics. Proceedings of CHI’09: World Conference on Human Factors in Computing Systems. ACM: New York.
Goodman, N., 1978. Ways of Worldmaking. Indianapolis, IN: Hackett Publishing
Greenaway, P. and Akademie der Bildenden Künste in Wien.(1992) Hundert Objekte zeigen die welt = Hundred objects to represent the world : 100. Verlag erd Hatje, Stuttgart.
Hoberg, C 2006 Komplexitets Max, Dialoger Förlag, Stockholm, Sweden
Johansson, M. and Linde, P. Fieldasy, 2004 Fieldasy. Pixel Raiders. Sheffield, UK.
Poggenpohl, S. and Sato, K, 2009. Design Integration. Intellect: Bristol
Sharples M  1996An Account of Writing as Creative Design, A Writer’s Reference 6th Edition Books
Sol Lewitt 1969 Sentences on Conceptual art, Art-Language, Vol. 1, No. 1 .
Tschumi, B 1994 Architecture and disjunction. Cambridge, Mass, London, MIT Press

Thanks to Jim Hall letting us use Isle of tune and all of the modifications he implemented for making our explorations possible.