Abstract central the works related pursued conclusion appendices

Part Four: How the Project was Pursued

The next chapter documents the eight stages of this research project. These have been divided into two major sections: the preliminary stages during which the research topic and research questions were developed and; the main stages of the project in which the final works were developed.
 

Preliminary Stage

1)    Moving from online media to a medium of sensations
2)    Methods for developing ideas with time-based media
3)    A move to interactive images
4)    Interactive spaces in place of interactive images

The Main Project

5)    Experimentation in physical spaces
6)    The works as a whole
7)    The sound re-mix
8)    The final versions
 
This material is summarised from personal journals. The accompanying hypertext version of the exegesis on the CD-rom contains video documentation of the installations in progress.

Stage One: Moving from online media to a media of sensations

When this research project was commenced, the main area of my practice was collaborative internet-based work. The project was started with the working title ‘Order and Chaos in a digital world’. The intent of this topic was to explore the desire to control and order information and its fluid uncontrollable nature when approaching information overload. The plan was to continue working with web-based media and to integrate streaming media. One of the first activities was attending the Polar Circuit 2 media arts workshop in Finland [1] . The purpose of attending this event was to be influenced and to open up new directions. One of the last projects I had completed prior to starting this research was a collaborative theatre production and I felt that theatre had many possibilities for and influences on digital media. I took part in the Kalevala Moo workshop which was a text-based multi-user environment and performance loosely based around the Finnish myths of the Kalevala [2] . I was able to attend workshops by Ken Gregory [3] and Daniel Jolliffe on sensors and electronics for artists which created new possibilities for working with interactive installations.
 
After attending this event I spent five days at ZKM Centre for Art and Media [4] in Karlsrühe Germany, researching interactive artworks in the collections, watching how people moved around and interacted with the works and viewing ZKM’s extensive collection of video art. Over the previous five years my practice had moved away from using video; this time was an opportunity to once again engage with the medium.
 
On returning to Hobart I was planning two works, both interactive installations. One was a video projection where the closer the viewer moved to the screen the more chaotic the imagery on the screen became. The other was an installation where there would be three rock-like objects in different parts of the world. When viewers put their hands over the rock an image of their hand would appear on the rock in front of them as well as on the rocks in the other parts of the world. This would allow for a new class of non-verbal tele-presence between people. Time was spent researching the possible technology to achieve these works, eg how to sense distance and use of machine vision systems to be able to realise the rock piece.

Evaluation of this stage

New directions and possibilities had been opened up, important international connections had been made and a number of international works had been evaluated. The possibilities of having control over alternative means of sensing user interactions suggested new directions. Many significant artworks in the area had been viewed and some of these later informed the central argument of the research. Studio practice was minimal at this stage. The reason for this became a major area of my research project, that is, what are the methods for a solo artist to develop interactive video installations? There were ideas but not concrete spaces, technologies or research rationales for evaluating and developing these works. What was needed was a method of working that developed out of studio-based experimentation, instead of developing ideas from the possibilities of applying specific technologies.

Stage Two: Methods for developing ideas with time-based media

This stage was marked by the development of a new methodology. The planning and development of interactive artworks is a complex activity. One of the main hurdles was the initial phase when there might be a clear conceptual idea of the finished project, but there might also be many technical hurdles to overcome before a prototype could be developed. This can be a time-consuming and convoluted phase. The possible production models that exist in software, film or game development, or other areas such as set design or interior design, do not transfer readily to a comparatively low-budget studio-based research project. Parts of the process can be related to film production, others to game development and others still to a more traditional studio practice. To spend time away from some these complex problems a number of video sketches were developed. The intent of these sketches was to work with a non-narrative moving image and to develop a number of possibilities.
 
The first of these was an attempt to explore the concept of a sudden fracture in a rhythm.
 
20. Robin Petterd, Hit, 1999, video loop.
 
This evolved into a video loop consisting of a red stick-like image seeming to hit the surface of the screen in a tight binary rhythmical way, like a metronome. Then a large smashing sound is heard and the screen goes black and. The sequence then repeats itself. The next step could have been to include the smashing sections at random times. However at this time the focus was not on using interactive media. The concerns I had with the video loop were:
·       the binary nature of the hit and smash was too literal;
·       it became a narrative and part of the intent was to start to explore the notion of non-narrative moving images.
 
The next sketch was a more subtle way of working with tension and the relationship between two images and sounds within a frame, instead of across time.
 
21. Robin Petterd, Fish loop, 1999, video loop.
 
This was a video loop of a fish swimming around the frame and at the centre bottom an image of a foot stepping in and out of the frame. The image of the fish is fluid and smooth, while the sound associated with the foot provides contrast with a mechanical organised sound.
 
The next development was an interactive interpretation of the sketch. This was attempted by allowing the user to alter the speed and the rhythm of the two different sections of the image by moving the foot image left to right and clicking on the fish section. This was completed with online streaming media [5] , using Apple QuickTime wired sprites. The video and sound for both of these was edited using After Effects [6] .
 
At this stage a preliminary draft of the research proposal was prepared. It was:
 
The project will explore the cyclic harmonies that exist in the relationships between what is structured and highly controlled and what is fluid and changeable. As part of these cyclic harmonies the act of contemplation will be introduced in the process of viewing and interacting with new media. The project will be completed using emerging interactive video technologies and will use images and sounds of repetitive actions, movements and environmental images and sound.
 

Evaluation of this stage

At the completion of this stage the contrast of elements over time, the use of repetition and of violent interruptions to the flow of events had been adopted. These formal aspects were more fully developed in later stages of the project. The use of After Effects allowed the imagery and audio to be highly malleable, allowing for an almost painterly fashion of working. The linear version of the fish loop was more successful than the interactive version. The interactivity did not have a clear interface and lacked a strong linkage to the image. This type of interface may have been more successful if it had been combined with more media elements and the users had greater control over their effect on the media. The type of interactions that were being explored were simple and subtle and would have been more successful as physical interfaces.
 
The imagery and sounds were leading into a method of working that focused on the expressive nature of the moving image over the importance of narrative. The lack of success in transferring this to an interactive vision highlighted the issue that the methods of planning and developing a project define the outcome of the work. In the later stages of the research the imagery, sounds, spaces and interaction were worked on in conjunction, instead of attempting to place interactive or spatial interfaces onto the imagery or sounds after they had been finalised. The use of video for its expressive sensory qualities developed into the question of ‘How can video installations be used to evoke sensory experience?’
 
The first draft of the research proposal began to define the intent of my research. There was confusion between attempting to explore a corporeal sensation and the aim of providing a contemplative experience. While this started to develop experience design as a core part of the research area, it did not define what those experiences should be and how they were going to be evoked. The plan to explore contemplative moments evolved into an interest in experiences that have a powerful effect on the viewer.

Stage Three: A move to interactive images

At this stage I needed to return to the possibilities of physical interfaces as the workshops completed at Polar Circuit were only introductions. I wanted a system that would be simple to set up and would give me the ability to work with aspects of the viewer’s motion and positions. One of the common ways of achieving this at this stage was with ultrasonic sensors which, for someone new to the area of electronics, are relatively complex to construct. The resulting sensing technology used was a machine vision [7] Xtra [8] for Macromedia Director [9] developed by Danny Rozin [10] an artist/programmer working at New York University.
 
I then attended Siggraph [11] in Los Angeles, where part of the Archiving Imagination project was being shown, and Invenção in Brazil where I presented a paper [12] . At Siggraph there were a number of interactive artworks exhibited and the artists were often available and willing to talk about how they had realised their works. I discovered that most artists working with motion sensing were using machine vision and they were solving the lack of processor speed by networking two or more computers together. Another significant observation was that the works which used simpler interactivity were often the most successful at an exhibition-style event like Siggraph. When I returned to Hobart, some time was spent working on building a flexible system to network computers together using the multi-user compatibilities [13] of Director. Each computer was able to send messages to other machines on the network. This system was more complex than was needed at that stage but allowed for flexibility. One computer was used for the machine vision system and another for the playback and processing of video. This message passing system was later used to prototype some of the multi screen systems. The control software which integrates all of the final installations is based on these scripts.
 
The next installation work I developed went through a number of variations. The three most significant stages are outlined below.
 
22. Robin Petterd, Untitled, 1999, interactive video installation, dimensions variable.
 
The starting point emerged from the previous video sketches. The initial idea was to contrast two images to explore the relationship between a fluid ephemeral steam image and rhythmic image of someone kneading dough. The layout of the installation consisted of a rear-projected image floating in the gallery with a pool of light in front of it. The movement of a viewer in the gallery triggered the fading-in of the kneading image. This was not pre‑computed, which meant the fading in and out was computed in real-time. The focus was on the types of movements people naturally do in an art gallery: walking in and stopping, observing and then walking out. One of the problems was that it was too complex and people did not perceive that they were influencing the projected image. The work need to be more focused, both in terms of the images and sounds and in the character of the interactions.
 
23. Robin Petterd, Untitled, 1999, interactive video installation, dimensions variable.
 
The second version focused on the movement of the imagery reflecting the movement of the viewer, ie when the viewer moved the imagery moved. This opened up new possibilities for the research. There was a strong, direct relationship between what the viewer did and how the imagery responded. Some viewers tried to be as still as possible, to control it. Others were very active so they could watch the video in full.
 
Different aspects of this interaction explored were:
·       If the viewer moved towards the left, the hands moved towards the left, which was a basic form of gesture recognition.
·       As the viewer moved more, the sound got louder.
·       Multiple images were trialled; these included those that reflected the viewer’s position.
 
24. Robin Petterd, Unsteady Motions, 2000, interactive video installation, dimensions variable.
 
The next stage applied the same interactive situation to a different type of imagery. An image of a tree being blown around in a storm was utilised. It responded to the viewer’s motion but did not respond to a lack of motion. What become apparent was the interaction did not start a fluid dialogue between the viewer and work. The interaction was only a simplistic binary reaction that did not behave in the more complex manners that are possible with interactive technology.
 
In the final version of this work the viewer paused in front of the screen to contemplate the image. The imagery froze if movement in the gallery stopped as in the other versions. As the viewer starts to ponder the still image and the silence in contrast to the turbulence of the storm, the imagery slowly faded to black. When the viewer moved the image erupted again. The addition of the fade created a dialogue between the viewer and the work. The focus of the work became the tension between the desire to contemplate a moment in time and the states of change that are part of stillness. The piece was titled Unsteady Motions. The opposite to this interaction was trialled. The imagery moved when the viewer was static and the imagery paused and faded out when movement was sensed.

Evaluation of this stage

This installation started to move towards a simplified solution to the problems of contemplation by action as outlined in the research proposal. The viewers became conscious of their actions and these actions were reflected in a manner where there was a direct response to both action and inaction.
 
A number of concerns that I had with this installation could not be solved or refined within its parameters.
·       The goal was to engage the viewer in a physical spatial way, but the layout centred around an image-based viewing situation.
·       The viewers’ actions and experiences of the installation were broad: some people lept around the room like a storm tossed tree, other people did nothing.
·       Some people did not realise the work was interactive. It was necessary to consider whether or not the intent of the research project meant that the viewers needed to realise they were affecting the installation.
·       An interrelated set of imagery or types of imagery needed to be developed. While imagery and sounds such as of hands or steam were interesting, the most successful aspect of them was the movement and the fluid nature of the imagery. The imagery of the natural environment held more possibilities for this project than the figurative imagery of the body.
·       What happened when there was more than one person in the room? If the focus of the project is on reflecting the movement of the viewer, when there is more than one person in the room then the works cannot function as a personal dialogue.
 
From this stage the question of ‘How can unobtrusive interactivity be used to enhance the viewer’s engagement with the works?’ developed. The focus on the movement and being still as common viewer behaviour in a gallery grew out of this stage and was based on observations of works at Siggraph and viewers’ engagement with my installations.

Stage Four: Interactive spaces instead of interactive images

The next two installations were started as a reaction to the above observations and have evolved into the works in the final exhibition. Around this time I took an extended family holiday travelling and camping in the north-east of Tasmania. The weather in late autumn can be changeable. At times the wind speeds were around forty knots, it became hard to sleep at night, the trees turned into roaring noise machines above the tent. While I was at Eddystone Point, the wind died down enough for it to be safe to enter the water. Submersion in water is unlike other activities. This time the contrast was heightened because of the recent experience of the tent, wind and rain. The environment was a soft blue-green blurred space, which induced an eerie calm. The strong physical experience of this contrast helped to change the direction of the research. The focus of the imagery and sounds was on aquatic environments from this stage onwards.
 
25. Robin Petterd, Wake – in progress, 2000, interactive video installation, dimensions variable.
 
From this, the first version of Wake was developed. An image of turbulent shallow water mixing and hitting a rock edge is projected onto the floor of a room. To the left is a small walkway across which viewers walk. When viewers stop, the image stops moving. Then, as they pause for long enough to start to become comfortable a larger wave comes towards the walkway. If they choose to step off the walkway into the projections, the images and sounds erupt into a flow of white water that slowly disappears or continues depending on the viewer’s motion. There was a change from processing aspects of the imagery in real-time to displaying and delivering different imagery to the viewer as part of the interaction.
 
The intention was to evoke the environment close to water: where water is rushing by, near rocks or being on board a boat and watching the water slip by beneath. Time was spent determining how to best use the machine vision system to sense what was happening, eg where the viewer was and whether or not there was movement. It was decided a more suitable technique to do this was to use a simple motion sensor and contact sensors made from non‑conducting foam between plates of metal mounted inside the walkway. These were interfaced to a computer via a modified keyboard.
 
The installation was complex and needed to be refined. While the walkway was meant to be a clue to the interaction, viewers did not naturally walk across the board. This was due to the scale of the walkway compared to the imagery and the space around the projection. People’s reaction was to walk around the edge of the image.
 
26. Robin Petterd, Wake – in progress, 2000, interactive video installation, dimensions variable.
 
In the second stage of this installation the walkway was removed. When viewers moved the imagery quickly flicked past the viewer. When they paused, the sound of a roaring wave played; as it approached the maximum volume the imagery changed to a soft blurred image and the sounds became gentler. When the viewer moved again, the image of water rushing by returned.
 
Another new work was started, which evolved into Dropping. This was the first experiment with using a waterproof housing for a video camera. The casing was weighed down with lead weights and lowered from the side of a boat. While the experience of being in the water is normally a peaceful, calm experience, combining it with technology that is fragile and could be destroyed by water means that shooting the imagery for these installations has never been a relaxing contemplative experience
.
27. Robin Petterd, Dropping – in progress, 2000, interactive video installation, dimensions variable.
 
In the first version of this work the image was projected into a corner of a room. When the viewer moved, the image was of the surface of the water; when the viewer paused, the image dropped down to the bottom of the water to show a barren muddy bottom with almost no movement. When the viewer moved again, the imagery and sounds erupted as the image and the camera viewpoint rushed to the surface.
 
The intent from the early stages of Dropping was to evoke the experience of slowing down in the water and the contrast between being at the surface, then diving down and rushing back up to the surface. As a child I would attempt to sit at the bottom of the pool for as long as I could and then when I could no longer hold my breath I would push off the bottom of the pool with all my strength to burst back to the surface of the water.
 
This work was experimenting with using the projector as a source of light and shadow as well as a source for forming the imagery. Viewers were meant to enter the lighted space and become surrounded by the image and merge into the projection. The optimal position was close up to the wall, inside the triangle of the projection. The viewers did not approach the image very closely; they stood back and did not enter the beam of the projector.

Evaluation of this stage

These early versions of Wake and Dropping represented a shift from previous works. The move away from the configuration of the space as simple cinema-like layouts represented a major development in the investigation. It became evident that there was a difference between how people moved around the space and what the intended movement through the space was. A problem was that most people did not like to enter the light beam from the projection because of a fear of interrupting the image and affecting the viewing experience for other viewers in the room at the same time. The quality of the sound compared to the quality of the image was also a problem.
 
The issue of how the viewer interacts had been resolved by simplifying the interaction to the binary detection of movement. Simpler technology to sense this was used. As a result of this simplification of technology and interaction, options for more subtle interactions, in terms of how long someone has been moving or stationary, became practical. This represented a move from spatial sampling to temporal sampling techniques. While the interaction at one level is a binary event those binary events, when combined with statistical temporal sampling techniques, open up the possibility of more complex interactions [14] .
 
This stage brought into the open many new directions which called for a refinement and rewriting of the research proposal. This finalised the preliminary stages of the project.

The start of the main project

The investigation to this point had clarified the aims of the research and it was time to redraft the topic to reflect this intent. The research topic was redrafted to:
 
What are the new aesthetic and technical issues involved in evoking corporeal sensations related to being submerged in water with interactive video installations?
 
This concentrated the project on the creation and evocation of elements that then create a potent sensory experience. From the preliminary investigation three questions concerned with the challenges of working with interactive video installations had developed. Many of the final solutions to these problems had started to evolve.

Stage Five: Experimentation in physical spaces

28. Robin Petterd, Dropping – in progress, 2000, interactive video installation, dimensions variable.
 
Dropping was developed in a desktop situation for a period of four months. The room in which it was next trialled was eight metres long and four metres wide. The layout consisted of an image projected into two corners of the room. There were six sound sources: one below and above each of the projections, and two speakers in the middle of the room at the sides. The sounds panned left to right and up and down in the space. Each projector had its own sensor placed so that it sensed the viewer’s movement at that end of the room.
 
The first version of the temporal sampling technique was tested. This allowed for logging of the duration of movement and stillness in the room. The data was divided into thirds, one third being more than the average activity, another the average activity and the final third was less than average activity. When the installation was running, the average of the last eight events was compared with values gained from previous interactions to determine the level of current activity. Depending upon the current level of activity one of three different groups of media was played.
 
As each projector was controlled by a separate sensor, when viewers were in only one area of the space, this could lead to the situation whereby one end of the space could be at the surface and the other at the sea floor. The two sensors were used to allow for multiple viewers in the room at the same time. However, this conflicted with the sensations Dropping was attempting to suggest. The use of the multiple sound sources was the most successful component of this layout. The panning of the sounds up and down was hardly noticeable. The layering effect of the multiple channels was exciting. The system to achieve this used the multiple computer message software, which was a cheap way of making multiple channel sound, but it did not give control of the positions of the sounds and required the use of multiple computers just to play the sounds. This led to the use of surround sound in the next version of Wake.
 
The next stage of Dropping involved the extensive testing of different spatial configurations of the work, exploration of screen types, size of room and size of the projected imagery. The use of multiple sensors in a single installation was abandoned for the reasons mentioned above.
 
In a larger room that was eight by four metres, the following configurations were trialled:
·       Two large projected images approximately five metres wide and three metres high at either end of the room projected on the walls by projectors placed on the floor;
·       Smaller projected images approximately one and a half metres wide and one metre high, side by side in a corner of the room.
 
The use of interactivity in a large room means that more people can be in the same room at the same time, however this makes it harder to create an easily recognisable link between each of viewer’s actions and the installation’s reaction.
 
The installation was moved to a smaller room approximately four metres wide and five metres long, with an entrance at each end of the room.
 
The first stage of experimentation in this room was with projecting the images onto different parts of the wall, in both high and low positions.
29. Robin Petterd, Dropping – in progress, 2001, interactive video installation, dimensions variable.
 
Custom-made rear projection screens were introduced. These were placed facing each other and the projectors were then placed under the screens. There was one metre as a walkway between the screens and the end walls of the room. The walkway between the screens and the side walls was half a metre. This forced the viewer to be physically closer to the image, while not interrupting the projection. It allowed other viewers to walk through the central walkway of the room and interrupt the projections. The rear projection screens created a sense of more sources of imagery than there actually were in the room and the light from the projections reflected around the room.
 
30. Robin Petterd, Dropping – in progress, 2001, interactive video installation, dimensions variable.
 
The next stage was to experiment with three projectors and it was quickly discovered that working with three projectors in a small room was problematic. The room became constricted by the technology, the viewer was not able to pass through the space comfortably without colliding with equipment.
 
The work was then moved into a room that was eight metres wide, nine metres long and three metres high.
 
A number of layouts were trialled in this room:
·       all three projections alongside each other on a wall to form a panoramic image;
·       one projection on three of the walls in the room;
·       The use of three rear projections in a U-shaped arrangement in the middle of the room. This allowed the viewer to walk around the images (on the outside) or to stand in the middle of the images.
 
The most successful of all these version were the two parallel rear projection screens in the smaller room. The combination of the size of the room and the placement of the rear projection screens created a suggestion of being surrounded by and close to the image. The large projections became a spectacle. The physical feelings being evoked in Dropping are intimate and close to the body. The spectacle aspect of the large projections contradicted the closeness of this experience. The use of screens that could be walked around created a feeling of being in an environment, instead of viewing cinematic narrative, the screens giving a structure to the space.
 
The intention of Wake was refined to focus on the experience of water engulfing the swimmer that happens when entering the water from a beach and the calm once past the surf.
 
31. Robin Petterd, Wake – in progress, 2001, interactive video installation, dimensions variable.
 
The room was eight metres long, five metres wide and three metres high. In this version the imagery was projected on to the floor of the room. When there was movement in the room the image was of water lapping at the shore/beach. When the movement ceased the image froze and a roar started. When it reaches its peak an image was projected onto the wall at the end of the room. The sound was encoded as surround sound [15] . When there was an image of the wave coming towards the viewer, there was a corresponding diagonal panning of the sound through the room. When there was an image of water lapping around the viewer’s feet the sound was placed in the middle of the room.
 
The problems included the dullness of the projection on the floor. This was due to the projector needing a new globe and the dark textured carpet of the gallery not making an ideal surface for projecting onto. The loud rushing sound gave the installation a strong violent presence, at times it was too loud and harsh.

Evaluation of this stage

At the end of this stage the spatial layout of the works started to evolve towards the final configuration. The use of surround sound added a presence and physicality to the imagery. The other development was the recognition of the importance of time spent working in the gallery with the works set up, to be able to test and modify aspects of media and scripts rapidly. Testing on a desktop and the sketching of plans for the works is different to being able to trial, compare and make alterations to the layout with projectors and other equipment in a gallery space.
 
The two projects developed at this point represented three types of sensations of being in the water: floating and sinking and attempting to remain stationary in the surf. The resulting installations have a physical presence but at times they are uncharacteristically violent. Future developments addressed this by constructing softer and smoother media for the work. In addition, only the floor projection started to move away from the paradigm of an image on a wall or vertical surface. These issues needed to be addressed by developing another installation.

Stage Six: The works as a whole

The piece that was developed out of this need for a ‘soft’ experience is Under. One of the most pronounced aspects of being in the water is the consciousness of our breath. This is because we are unable to breathe under water and breathing out creates odd feelings and sounds from this relatively simple bodily act.
 
32. Robin Petterd, Under – in progress, 2001, interactive video installation, dimensions variable.
 
The installation Under is a projection onto the ceiling of a room. When no activity is detected in the room the image is just under the surface of the water. When movement occurs bubbles float to the surface. This was the first time the still state was conceived as the main condition for an installation. When there was no-one in the room for a period of time the work timed out to a still state. In the previous two installations the timeout state was a moving state. A new version of the activity sampling system was a feature of this installation. The system now mapped the current activity state to a number between one and twenty. This was based on a standard deviation [16] . If the measured duration for which viewers in the gallery were still deviated for longer than the standard deviation, the activity state decreased. The activity state was increased if the deviation of the duration of movement was greater than the standard deviation of movement. In the case of this installation, it was then mapped to twenty different segments of bubble footage that were sorted so the soft, slow bubbles played when the activity state was low and the faster, larger, louder bubbles played when the activity state was higher.
 
In the first version the shape of the projection was a square. This was changed to a circle, evoking the sensation of restricted vision through a face mask.
 
33. Robin Petterd, Under – in progress, 2001, interactive video installation, dimensions variable.
 
A breathing sound was triggered when movement stopped in the room, in an attempt to suggest the moment when a breath is taken before diving down under the water. Unlike s the other sounds, this was recorded out of the water. This crisp sound was odd when combined with the other sounds.
 
Under was installed with Dropping and the next progression of Wake. This was the first time that more than one installation had been tested in a room at a time. This room was twelve metres long by six metres wide.
 
34. Robin Petterd, Dropping – in progress, 2001, interactive video installation, dimensions variable.
 
This next development of Dropping tested a different type of screen material. The problem with the screen material was its shiny surface and tendency to develop creases easily.
 
35. Robin Petterd, Wake – in progress, 2001, interactive video installation, dimensions variable.
 
The next version of Wake incorporated the feedback of twenty different sections of footage based on the activity state. The issue of the projection’s darkness versus brightness on the floor was explored by projecting onto a thin layer of sand on the floor. This created a richer almost tactile projection. The use of a screen on the ground meant there was a separation between the projection and the surrounding floor. Only one viewer walked on the sand into the projection. The conclusion was reached that most people will not step onto or into an image. They are trained in a protocol when watching video to view the image from a single viewpoint and not spoil the viewing experience of others by interrupting the light beam of the projector. It proved practically impossible to tempt viewers to break out of this pattern.
 

Evaluation of this stage

This was the first time multiple installations had been set up in a single room, so new problems and possibilities of how the works could interrelate were introduced. These included the issues of sounds overlapping and whether or not the installations should be in discrete areas. Wake and Under had been planned to be in the same room, separated by a wall. But the large roaring sound and the hit of wave were in contrast to the soft, rippling bubble imagery and forced a reconsideration of this plan.
 
The lack of sound quality from the microphone in the waterproof casing was in stark contrast to the quality of the imagery. One of the challenges of underwater sound recording is that there is a difference between how sounds are perceived underwater and the sounds that result from underwater recordings. Diving into the water, it seems the sounds that are heard are slow and have a relaxed heavy character. This adds to the sensation of time slowing down that occurs when submerged. Water conducts sounds in a different way to air and sounds are often sharper and harsher when recorded, or there is complete silence.
 
This problem with the sound created an opportunity to rework the sounds and at the same time investigate using the sounds as a method to integrate the three works.

Stage Seven: The sound remix

The purpose of this stage was to rework the sounds as a means of orchestrating the totality of the works and to start developing the spatial configuration of the works.
 
The first step was re-recording many of the sounds. There are few choices of techniques for underwater sound recording; these include the use of hydrophones and microphones inside plastic casings. The sounds recorded by a hydrophone are very different to the sounds that a person actually hears in the water. Much of what we expect to hear underwater can only be heard at the surface. Liquid Sensations only deals with experiences that are near the surface and do have an audible component. After research into sound design for underwater film productions and watching films that used underwater footage, it was found that most sound production for these is completed in pools and streams. The sounds recorded in synchronicity with the imagery do not give the impression of the environment that filmmakers are trying to create.
 
The sounds in the installations can be divided into groups: the surface sounds, the underwater sounds and the sounds that are played when activity is sensed in the room. Many of the sounds such as the breaking wave were not completely rerecorded but were processed further, mixed and overlaid with new sound recordings. It is common to associate a roaring sound with breaking waves. Close to the wave the sound is different to this. The roar of a wave breaking was mixed and overlaid with the actual sound of the wave hitting the camera casing. The underwater sounds were recordings taken in streams and pools and were recorded with a mono microphone encased in plastic covering.
 
The sounds were then developed as a linear mix. The use of surround sound was replaced by a complex stereo sound mix. With three installations in one gallery, using surround sound would mean fifteen sound sources close together. Some of the immersive effect of surround sound would be lost. What was adopted was a method of working where the six sound sources from the installations become a combined multi-channel sound mix. During the reworking of the sounds I changed from using the built-in sound features of After Effects to using Pro Tools Free [17] . A number of versions of the linear mix were developed. One common aspect that developed was a return to a similar base sound, with a strong cyclic rhythm. This was based on the sounds and type of sensations experienced when swimming through the water. It became a form of sound that strokes the viewer’s body. There was a change in focus from the sounds that exist in water, to the sounds that I hear in my head whilst in the water.
 
This stroking effect and the remixed sounds were then incorporated into the control system for the installations. The stroking sounds were incorporated in a script where the current activity state of the three installations was averaged and then this was used based on a sine function to control the timing, volume and panning of the sounds [18] . The number of sounds played in the underwater mix was dependent on this average activity value. The actual sounds played were chosen randomly from a set of forty sounds.
 
The works were then set up just as a sound installation without imagery. This was tested to determine if the interactive versions were viable using sound alone. The louder, more violent sounds of Wake were still a concern compared to the softness of the sounds of the other works. The room used was eight metres long and four metres wide; the sound sources were closer together than they would have been with imagery. If the works were going to function as an orchestrated whole, the relative success or failure would be evident when they were placed close together. The installations were set up in a linear sequence. The viewer walked into the room, into one work, and then moved another two metres forward to the next.
 

36. Plan of possible positions for the works when they were set up as sound-only installations.

A number of options were tried to test Wake in different places, relative to the other pieces. These include:
 
  
·       Wake as the first work that the viewer encountered;
·       Wake as the second installation in the sequence;
·       Wake as the final work experienced;
·       The sounds from just one of the installations in all three positions in the room was also trialled.
 
These were documented by a stereo microphone being moved around the room.
 
What became evident from this experimentation was that while the aural experience of Wake was different from the other components, the contrast that it brought to the whole was important. When Wake was removed from the sequence a sameness developed across the works. Where Wake was not at the beginning of the sequence, it had a jarring effect on the overall works. The wave sounds in Wake were synced to the imagery and there was a total of twenty sequences to reflect all of the possible activity states in the system. Some of these were short and the shorter ones meant the sounds quickly cut out. After testing, this led to the conclusion that the sequences with the wave hitting needed to be reworked and extended. It became evident that the activity states calculated needed to be more responsive to changes in the room.

Evaluation of this stage

The reworking and remixing of all the sounds for the installation became a large undertaking, which was successful. The sound-only experiences were possibly the most tactile, fluid and liquid environments that had been developed. The overlapping sounds from the multiple sources created a physical presence that was co-ordinated. The interaction became a side effect of the viewer being in the room, it was a reflection of activity in the room instead of a direct relationship with a single viewer.
 
The general spatial sequence of the works had been resolved. Wake was to be the first installation viewed, then Dropping and finally Under. There was a need to rework and extend the wave-hitting sounds in Wake. Likewise Dropping only had three states and needed to be reworked to reflect all of the possible activity states. The sound-only versions of the installations were suggestive of an aquatic environment. Previously the imagery had possibly been too literal. The reworking of the imagery would allow more ambiguous qualities to be developed in the imagery.
 
Removing one aspect from the installations for a period of time allowed a global approach to the project to be developed. It reduced the complexity of the installations for a period allowing refinements to be made to the works as a whole.

Stage Eight : The final versions

The data used to calculate the activity values was exported from the installation control software and imported into Excel [19] .
 
37. Plot of stillness durations and moving durations.
 
Once this data was plotted in a graph, it was discovered that occasionally there were values that were larger compared to the balance of the distribution of data and this occurred most often when inactivity was detected. The Lingo [20] code was checked to make sure this was not an error in the algorithm. A statistical measure such as standard deviation would be skewed by these unusual values.
 
 A number of options were trialled to solve this problem. The first thing that was tested was reducing the time before the system went into a timeout mode. Then new data was collected with one of the installations set up. The lower timeout value did not result in higher values skewing the standard deviation. The optimal time of two and a half minutes was decided based on the plotted data. The use of smoothing algorithms to flatten the spikes was investigated. A median [21] filter was tested. This is a filter where a value is replaced by the median value of a range of nearby values. Ignoring these spikes, by changing the values that are close to the maximum to the median of the data, was tested. This last solution was found to give the best overall results.
 
The use of standard deviations still was not giving an accurate reflection of what was occurring in the gallery relative to past events. Because the data was in Excel a number of different solutions could be applied quickly to the data. Probability [22] was found to be most successful in this context of comparing the current events to past events. A type of ‘model’ of the space developed. Over time the system settled to calculating similar values if the events were close to normal activity but if an event was unusual the system would reflect this.
 
The sections where the waves hit and the underwater sections of Wake were re-shot. The descending, bottom and going back up footage of Dropping were re-shot. This allowed many of the successful aspects of the sounds-only version to be integrated into the visual components of the work. One example of this was making the edges of the images softer by a method using sections of footage as masks. The imagery was collaged and layered together more than in previous versions. The media displayed when the extreme activity states occur were created to have a greater contrast to the ‘normal’ states.
 
Out of the sound-only experiments, a general outline of the gallery layout had been developed. This needed to be finalised. A number of sketches were completed of possible configurations and views from different positions in the gallery. The problem was that these did not always reflect the correct scale of the projections or where it was possible to place temporary walls in the gallery. A three-dimensional scale model of the gallery and installation was developed to allow for greater accuracy in planning.
 
Using this 3D model a number of variations were evaluated. These included:
·       different positions for temporary walls between Wake and Dropping;
·       the use of fewer temporary walls between the works;
·       different positions for Wake in the first area of the gallery;
·       Wake and Under both in the taller section of the gallery;
·       the addition of more projections on the floor in Wake and more projections on the ceiling in Under;
·       the use of a temporary wall to define a small foyer in the gallery;
·       not blacking out all of the gallery ceiling near Under.
 
The final option was then tested in the gallery.

Evaluation of this stage

Exporting the data from Director allowed it to be examined in a different way so that an understanding of what the sensor data was showing could be developed. Working with a program such as Excel allowed algorithms to be prototyped and the results to be plotted more quickly than working with Lingo allowed. The use of a three-dimensional model of the gallery allowed options to be checked rapidly. But this did not allow for the fully integrated experience of the multiple sounds and interactivity to be simulated. The reworking of the imagery to reflect the ambiguous effect of the sounds allowed the works to evoke the sensory experience of submersion in water more successfully than with images alone.

Summary of how the project was pursued

During the preliminary stages of the project the research questions were formulated. These developed from studio experimentation and observation of other interactive installations. The main stages of the project involved extensive testing and evaluation of solutions to the research questions while resolving the works. From the successful aspects of this process the methodologies outlined in Appendix One were developed.

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[1] Polar Circuit is an event where a group of international new media artists and writers gather over a period of one month to work together, to show work to each other and to take part in workshops. The focus of the event is developing collaboration and having longer periods of time than are commonly available in conferences to develop contacts and projects.
[2] The workshop was run by Adrianne Wortzel. The Kalevala is an epic collection of poetic stories based on songs and oral stories handed down from generation to generation of Finnish people which represents an important part of their identity and culture.
[3] http://www.gatewest.net/~kgregory
[4] http://www.zkm.de/
[5] During this time I was working on a collaborative online project with writer Diane Caney, so I had not completely abandoned the use of simpler web-based interactive works. The image of the fish developed out of this collaborative process. This work can be seen at http://www.archiving.com.au/
[6] Adobe After Effects is an application used for video effects and animation. It allows for precise control of the visual aspects of a video image.
[7] Machine vision is a technology which uses video cameras and computer algorithms to allow a computer to see and recognise. The most common machine vision solution used by artists is a piece of software called BigEye produced by Steim (http://www.steim.nl/) in the Netherlands. It uses midi signals to communicate with other programs. I investigated the use of Steim’s Image/ine effects program, but chose not to use it and other midi-based systems such as Nato 242+55 (http://www.eusocial.com/) because of the need to introduce even more new technologies such as MAX (http://www.cycling74.com/) into the process whereas Director was an application that I had previously used extensively. This meant the working versions of installations could be developed relatively quickly without the need to learn new applications. The use of Nato 242+55 had become widespread in the area of interactive video during the later stages of the project and new software to work with video with other applications such as jmax (http://www.ircam.fr/equipes/temps-reel/jmax/en/index.php3) and Pure Data (http://www-crca.ucsd.edu/~msp/) have been developed. But at this early stage of the project these video plug-ins had not yet been developed. They were largely developed out of a recognised need for this type of software.
[8] Xtra is a piece of software that is added to Director to expand the functionality of the program.
[9] Director is an application for developing interactive multimedia content. It uses the metaphor of a theatre production for its interface. It includes Lingo which is a scripting language that can control all aspects of the application and allows for rapid development of interactive multimedia.
[10] See http://www.smoothware.com/.
[11] A report on these events was published in Australian Network for Art and Technology News, Dec 99 Feb 2000, Issue 39.
[12] Invenção (http://www.itaucultural.org.br/invencao/invencao.html) in Sau Paulo, Brazil was a conference organised by Itaú Cultural Institute in collaboration with the Inter-Society for the Electronic Art, Arts Leonardo/ ISAST Centre for Advanced Inquiry in the Interactive Arts, University of Wales College, Newport and the Centre for Science Technology and Art Research, University of Plymouth. It sought to examine the convergence of art, science and technology. At Invenção I delivered a joint paper that explored some of the work and ideas that came out of the text based virtual world work that I completed while in Finland. The conference paper was titled ‘Rewrapping the real world: using hyper-narrative in virtual spaces to create un-common realities’ Dr David Casacuberta, Robin Petterd, Adrianne Wortzel, for INVENÇÃO in Brazil 25th-29th August online via http://www.itaucultural.org.br/invencao/invencao.html .
[13] Director’s multi-user compatibilities are designed to allow messages to be sent between applications developed with Director. The most common uses are online chat systems and multi- user games.
[14] Jim Campbell in his article Delusions of Dialogue: Control and Choice in Interactive Art discusses interaction systems as a spectrum that ranges from controllable systems to responsive systems. For Campbell binary interactions are a characteristic of simple controllable systems and systems where the viewer’s actions are interpreted as complex responsive systems. He states that the use of controllable systems is one reason why interactive art often does create rich engaging viewing experiences. The area he sees as having undeveloped potential is the use of systems where software develops a memory of the environment it is installed in and reacts in both a short-term and long-term manner. The use of statistical temporal sampling techniques in my installations means the software is interpreting events in the room and becomes responsive to the viewer.
[15] This was encoded as Pro Logic Surround sound, using PanHandler, which is a sound plug-in for Adobe Premiere. Surround sound systems involve the use of multiple sound sources, normally arranged with three speakers at the front of the room near the screen and two speaker at the rear of the room behind the viewing position.
[16] Standard deviation is a measure of where data is clustered around the mean of a set of data.
[17] Pro Tools Free is a limited capabilities version of DigiDesign Pro Tools software. It is an application that is used for multi-track sound editing, mixing and midi sequencing.
[18] thevalue = sin(the current time * averaged activity for all the installations)
[19] Excel is a spreadsheet program.
[20] Director’s built-in scripting language.
[21] The median is the value that occurs most often in a data set. This is less likely to be affected by an unusually large or small number in a set of data than the mean.

[22] Probability is a measure of the likelihood a number will occur. It is calculated by dividing how many times a number has occurred in a data set by the total number of values in the data set.

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Abstract
central
the works
related
pursued
conclusion
appendices

 

This page is part of the web version of 'Liquid Sensations: Evoking sensory experiences with interactive video installation art' written by Robin Petterd as part of a PhD by studio practice at the Tasmanian School of Art, The University of Tasmania.

robin@otherdge.com.au