[PD] [ot] [!nt] \n2+0\ TRANSDANCE REPORT
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integer at www.god-emil.dk
Sat Dec 15 03:45:38 CET 2001
Content-Type: CLAUDIA/zpoond; format=flowed
From: "ALAS" <alas at ath.forthnet.gr>
''e-phos 01'' TRANSDANCE REPORT
''e-phos 01'' athens' festival of digital culture
''phos'' light in greek
Apologies for cross posting
Here you will find the final report of the Research
Lab on body, motion and
technology ''TRANSDANCE'', produced and hosted by
festival ''e-phos 2001'',
in Athens, 23-31 May 2001.
For more info and photos click
<http://www.filmart.gr>www.filmart.gr
or
<http://huizen.dds.nl/~sdela/transdance/report>http://huizen.dds.nl/~sdela/transdance/report;
for the ones who are interested enjoy
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"T R A N S D A N C E''<?xml:namespace prefix = o ns =
"urn:schemas-microsoft-com:office:office" />
Research Lab on Body, Motion and Technology
Organised and hosted by festival "e-phos 2001''
23-31 May 2001, Athens, Greece
By Scott deLahunta (UK/ NL)
Description:
The TRANSDANCE research laboratory was conceived and organised by Yiannis
Skourogiannis of ALAS as a part of "e-phos 2001'', the 3rd International
Festival of Digital Culture, from 23 May - 2 June in Athens. "e-phos 2001''
was entirely devoted on the BODY KINESIS and BODY ANAMORPHOSIS and
included a wide range of activities such as telematic dance perfomance,
multimedia theatre perfomance, live electronic music festival, video games
festival, festival of documentaries on art, sm fashion show, lectures, and
new media exhibitions.
TRANSDANCE was advertised on the website
<http://www.filmart.gr>http://www.filmart.gr as a 'dance and technology'
research lab on 'body, movement, technology'. The dates of the research lab
were 23-31 May, 2001, the precise location was in two warehouses located
behind IME (Foundation for the Hellenic World) at 254 Pireos str., Athens,
Greece.
The lab was structured as a research project for professional artists with
established practices. This means there was no separation between
'students' and 'teachers', and all learning took place in the context of
peer to peer exchange. The international selection of invitees came from a
diverse range of artistic backgrounds: electronic music, the visual and
theatre arts, dance and performance art, interactive/ digital media and net
art. They were: Sophia Lycouris (UK); Jenny Marketou (USA); John McCormick
(AU); Konstantinos Moschos (GR); Alexandros Psychoulis (GR); Konstantinos
Rigos (GR); Yacov Sharir (USA); Christian Ziegler (DE). My role was
described as research or process advisor for the project. The production
coordinator was Maria Softsi,
<mailto:mariasof at compulink.gr>mariasof at compulink.gr.
Summary:
The TRANSDANCE (always uppercase) research laboratory explored a variety of
interfaces between the physical and virtual worlds. While taking the theme
of 'dance and technology' as a starting point, TRANSDANCE supported a wider
range of conceptions of the physical body or bodies, from the trained to
the everyday, the social and the collective. It focussed on the virtual
space as a networked space that can function as a performance space, a
shared, creative, social and playful space. Through exploring interference
and mapping processes, the participants worked towards realising the
transformative possibilities inherent in emerging technologies. The lab has
given rise to three extended projects (an animation and telematic project
and a documentary). Hopefully the following report presented as a set of
open conceptual tools and methodologies will help disseminate the results
of the research to the wider community where further artistic investigation
needs to continue to inform the technological developments in these areas.
The conditions for research:
Before TRANSDANCE, I had participated in four research projects of varying
scale involving digital media, electronic networks, live performance and
choreography (Migratory Bodies, Chichester College of Higher Education
[UK], Summer 1998; Digital Theatre Experimentarium, Aarhus University
[Denmark], Winter/ Spring 1999; Hot Wired Live Art, Bergen Electronic Arts
[Norway], Winter 2000; Cellbytes, Institute for Studies in the Arts
[Phoenix, AZ], Summer 2000). These projects each brought together a range
of creative expertise, e.g. choreographers, dramaturges, composers,
writers, digital media artists, programmers, scripters, graphic designers,
video/ filmmakers, telematic and installation artists, etc. They have
involved a variety of technologies from basic audio video graphic editing,
to interactive systems (sensors/ triggers), mobile technologies and high
end motion capture systems. Each project has involved the building of or
use of an existing electronic data network to a) facilitate the sharing of
materials and b) to support real-time performance interaction.
As one might expect, the research agendas and conditions for these projects
have varied widely, depending on the mix of organisers, participants,
cultural/ institutional contexts, funding and resources available, physical
location, preparation work, etc. The aims and objectives of each project
have not always been very explicit, partly because of the difficulty in
knowing precisely what these can be beforehand. Usually some area of
technology research that will be coordinated with an exploration of live
performance forms is articulated (such as was done for TRANSDANCE). Often,
some general cultural themes having to do with the transformation of the
physical world confronted with emerging technologies are taken as a
starting point for content exploration. The collaborative nature of these
events is sometimes made explicit and an object for analysis during the
working process while other times not. In all of these projects, there was
an effort made to present something at the end of the event in order to
give public access to the work that was done. Other forms of public
dissemination of research outcomes have been through making project related
videos, cdroms, websites and articles in journals.
Each of the projects mentioned above was a rich and productive environment
for learning and exchange, but amongst these TRANSDANCE provided an
unprecedented mixture of technical expertise and facilities, diversity of
artistic approaches and the space and time to do some very focussed and
specific research work.
The conditions for TRANSDANCE :
The organisation of the TRANSDANCE research laboratory followed a series of
lectures on digital and interactive dance organised for the Festival of
Dance of Kalamata in July 2000 by Yiannis Skourogiannis and the ALAS team.
His e-mail of 4 September 2000 to me outlined the initial concept for the
TRANSDANCE May 2001 event as follows: "... the invited artists will be
provided the necessary means to work towards a completed event or concept
that will use either the physical space, or the virtual space, or the
combination of both."
The preparations over the next several months were mostly left to Yiannis
until we had a confirmed list of participants. Following this, I took on a
greater role as process advisor for TRANSDANCE which involved making
regular contact with the participants and organisers via an electronic mail
list (yahoogroups.com), identifying what resources would be made available
and what sort of research everyone would be interested in pursuing (for a
short list of the hardware/ software that was available see below). From
these discussions, two main research areas were specified: 1) to set up for
some web streaming and possible influence from viewers/ on line audience;
2) real time 3-D environments. There was also an interest in exploring some
scenographic/ installation possibilities in the physical space, but due to
various circumstances, e.g. the Vicon system took up much of the space,
etc., it was decided to place less emphasis on this area.
"Web streaming" refers to the use of technologies such as Real Player
<http://www.real.com/>http://www.real.com/ and Quicktime that are able to
compress and deliver audio/ video to the desktop via what is referred to as
a 'live' stream. A popular technology for broadcasting using the internet,
the player software for viewing the streams is available for free and often
comes bundled with browsers such as Microsoft's Internet Explorer. The lab
participants were interested in going beyond the broadcast model and
exploring the interactive possibilities of using live streaming with the
involvement of an audience. Despite the fact we had on hand the
StreamGenie, Pinnacle's portable system for live, multi-camera web casting
<http://www.pinnaclesys.com>http://www.pinnaclesys.com, it proved difficult
to explore this area in depth as this would have required the organisation
of additional resources such as an online server and more technical
expertise to support artistic experimentation in the streaming medium. (For
some artistic work already done using the possibilities of streaming media
please see John McCormick's site
<http://www.companyinspace.com/home>http://www.companyinspace.com/home and
Jenny Marketou's Smellbytes site
<http://smellbytes.banff.org/>http://smellbytes.banff.org/)
We did have the technology and expertise to move forward in the second
research area: real time 3-D environments. For this, we had the unusual
good fortune to be able to work closely and for almost the entire
laboratory with high end Motion Capture technologies. Briefly, Motion
Capture refers to the computer hardware and software that makes possible
recorded digital 3-D representation of moving bodies. Recording sessions
involve the placement of markers or sensors on strategic positions on the
body that provide the basic information for the computer software. The
expense of these systems, which includes the cost of the equipment as well
as the expertise to run it, is quite high with developments being driven
primarily by the industries such as medical, military, entertainment and
advertising that have the necessary capital. These costs make it difficult
to pursue investigative artistic work. For some insight into recent uses of
Motion Capture technologies in the field of dance go to
<http://www.arts.uci.edu/lnaugle/html/mcs/>http://www.arts.uci.edu/lnaugle/html/mcs/.
We were informed quite early on that there would be a "state of the art"
Vicon Real Time (<http://www.vicon.com>http://www.vicon.com) Motion Capture
system brought over from the United Kingdom and installed for us to work
with, to include technical support. It is my understanding that this was
arranged as an exchange with the Athens based AMY Digital Video company
(<http://www.amy.gr/amydv>http://www.amy.gr/amydv). AMY provided the
technical facilities and support for the lab and had access to the Vicon
system for the purpose of marketing and demonstration. The system installed
for TRANSDANCE used twelve high resolution infra red cameras to capture the
position of 20 plus reflective markers placed on the performer. To this,
John McCormick was able to add another Motion Capture system, an
electro-mechanical suit often referred to as an "exoskeleton" made by
Analogus / Meta Motion
(<http://www.metamotion.com/>http://www.metamotion.com/) and called the
"Gypsy". This system is able to sense, capture and process the motion data
in the suit itself. Both of these systems would be able to drive an
animated character in real time through Kaydara's FilmBox Motion Capture
software (<http://www.kaydara.com/>http://www.kaydara.com/).
With these systems, one is able to move in the motion capture suits (either
wearing Vicon's marker suit or the Gypsy exoskeleton - or both at the same
time) and simultaneously drive a three dimensional animation in the digital
space of the computer. From a commercial broadcast industry perspective,
this is often referred to as Performance Animation meaning real time
animations can be used in the context of live media events - examples often
used are to imagine the weather announcer on the local television station
giving up-to-date forecasts in some animated form or combining live actors
from remote locations as animated characters sharing the same scene. From a
dancer's perspective, the possibility to watch one's movement in real time
from any angle including from directly below to directly above is enabled
in these systems and, despite the encumbrances of the respective body
suits, as a movement visualization system for a dancer this has as yet
unexplored possibilities.
Exploring real time interaction in 3-D environments evolved into a primary
research trajectory of the TRANSDANCE laboratory. We were able to
demonstrate in the final presentation a scenario that involved Jenny
Marketou performing everyday domestic actions (e.g. cleaning the space,
etc.) wearing the exoskeleton while sharing the same digital/ virtual space
with a pre-recorded animation of one of the other participants. Jenny's
wrist movements were mapped to the position of the other animation in space
(vertical and axis orientation) so that as she performed her simple
everyday tasks - the audience could see on the screen the outcomes of her
actions in this shared virtual space. This demonstration built a
representational bridge between a prosaic set of activities and a highly
technologised, non-everyday virtual space. Jenny was also able to interact
in the physical space with audience members making more explicit this
connection between physical and virtual spaces. This was by no means a
finished artistic work, but exemplified how it is that a research
laboratory can produce an effective working demonstration of the artistic
possibilities of a set of technologies. Out of this research, plans are
underway to organise a larger scale telematic performance event linking
three of four Greek Islands in the Aegean using some of these technologies
and to advance some of the explorations made at TRANSDANCE.
Working at the level of the data:
interference/ mapping/ systems
In his useful survey of the field of electronic, communication, video and
computer art, Art of the Electronic Age, published in 1993 Frank Popper writes:
"Although digital processing is more than a mere improvement in the
treatment of the image, and although computer editing may dramatically
change the traditional concepts of image-making, the main breakthrough in
this area takes place in the synthetic generation of the image. Being a
virtual image produced by mathematical formulae, the video image, unlike
the traditional pictorial image, can only be considered as a proof of the
model it simulates, not as a copy of a pre-existing object or model in the
real world. Moreover, a three-dimensional synthesis enables the artist to
intervene not only on the image, but inside the image. Image has become
architecture, a space to visit, to explore in various ways. Editing, often
highly sophisticated, has been replaced by a scenographic concept." pp. 76-77
A long quote, but it sums up a fundamental difference between the images we
are accustomed to seeing on television and in the movies, which are
rendered as two dimensional fixed entities, and the possibilities for
developing digital artistic practices that expand on the new possibilities
inherent in the production and manipulation of digital objects (images,
sounds, texts, graphics, etc.). We can find the same concepts covered by
other writers on new media, for example, Lev Manovich's recently published
(MIT Press 2001) The Language of New Media in which Manovich attempts to
develop useful terminology for the analysis and understanding of the
processes and products of digital media. He describes a set of five
"principles of new media" and one of these in particular, the principle of
"Numeric Representation", outlines the underlying structures of digital,
programmable media in ways that support Popper's proposal that the digital
artist can intervene not only on the image, but inside the image.
This ability to work with the numeric properties of a new media or digital
media image or sound means that in artistic terms, the basic materials of
the new media/ digital artist is not necessarily the image or sound itself
which is essentially a representation or manifestation of the underlying
numeric representations or mathematical formulae (although this view does
not take into account the needs of an audience/ viewers). Essentially these
underlying numeric representations can be broken down further and used to
represent a variety of "surface" media. Surface media refers here to the
image or sound, text or graphics that are the generally accepted new media
means for communicating and producing meaning for the viewers/ users.
Generally speaking, today's average computer user/ consumer does not grasp
the underlying numerical systems that lie at the heart of computation.
However, for an experimental (non traditional) artist working with new
media, it is normally not sufficient to simply manipulate the surface media
as this does not allow for an interrogation of the basic materials or
principles of the digital media - as defined both by Popper and Manovich.
For TRANSDANCE, interference became the operative metaphor for working with
technologies that were available to us - many of which were mainly
targeting the user/ professional/ specialist who prefers to work in a more
traditional sense to manipulate the surface representations of the media.
To explain a bit further, the StreamGenie system (mentioned in detail
above) and DPS Velocity (broadcast television video editing system
<http://www.dps.com>http://www.dps.com), were two hardware/ software
combinations we had access to that are designed as increasingly
miniaturized and transportable broadcast studios. The dozens of editing
features are designed to produce endless graphical variations and
combinations of image, sound and graphics. However, the systems are
generally built to support an industry that is not in a position to
interrogate or practice modes of interference in the images and sounds and
graphics that it needs to produce in seemingly never-ending new (re)
combinations for the consumer market place.
This is what is significant about organising an artistic research
laboratory such as TRANSDANCE. David Chalkidis, from the commercially
oriented AMY, summed it up for me in a short discussion we had about their
support for the project by saying that the technology is developing so fast
that those producing and selling for the market and the consumer do not
have the time to keep up with and explore how best to use these new tools.
For David, this is the role the artist can play, and his brother Alex and
he are committed to trying to put these new media tools in the hands of
artists to explore. I think I write the words here for all of the artists
who participated in the project that AMY's support for the laboratory (and
including the Vicon Motion Capture support team David Lowe and Tim
Doubleday) was exemplary, beyond anything any of us had experienced before
in similar types of research situations.
We wanted to interfere with the digital images, sounds, etc. by getting at
the core of the digital media to the level of the data, and we explored the
possibilities in three or four different scenarios. One of these was with
the Motion Capture system in which normally three streams of information
per marker or sensor are received by the computer to drive the animations.
These three streams are roughly equivalent to the X, the Y and Z
information that translates to the Cartesian coordinate system, the
culturally accepted mapping of the physical space we still rely on today -
despite the fact that Descartes devised this coordinate system almost 400
years ago.
Another of our research aims was to try and map one of these data streams
across the network to drive sounds being synthesized in Kostas Moschos'
computer. This would link the movement of someone wearing one of the Motion
Capture suits (Vicon or Exoskeleton) to the sound synthesis patches Kostas
had programmed in MAX. There would be too much data if one were to take all
the coordinate information from one marker, so this would require being
able to strip out the data stream of one of the coordinates and send it
over the network to Kostas' computer. In the end, we were unable to
accomplish this mapping in the time allotted due to constraints in the
Kaydara Filmbox software, at the time the only means at our disposal for
accessing the real time motion data streams in the first place. While
failing at the task, in the process discoveries were made that may enable a
faster resolution to the problem in the future.
Working for several days to solve a technical problem may seem at odds with
an artistic process, in particular when the problem is not solved. If
indeed we had accomplished this mapping of the Motion Capture data to the
sound the question could have still been raised - so what do we do with
this capability now once we have it? This question needs framing from
different perspectives, firstly, solving the technical problem of linking
motion capture to sound using these particular systems is a step forward in
that it gets the software and hardware to do something it was not designed
to do. It interrogates or interferes with the software/ hardware system as
an agent for the marketplace and opens up other options for thinking
creatively about technology research and development. This is what might be
described as solving a technical problem within an aesthetic framework. The
resulting solution can be shared as a technical tool amongst a larger range
of practitioners, enabling them to experiment in other artistic contexts
with the results. Shared of disseminated as an open methodology (similar in
concept to 'open source'), the technical solutions find a manifestation in
material form elsewhere.
As mentioned above, we were successful at another mapping process and that
was to link the movements of Jenny Marketou to another virtual character in
the 3-D space. In addition, data streams were extracted from another
process using NATO.0+55 modular, a software programme that facilitates
cross media synthesis, and sent to Kostas Moschos as will be described in
more detail below.
Interference and Mapping may describe two forms of artistic process, but
the diversity of artistic practice represented by the TRANSDANCE
participants inspired the formation (or appropriation) of a conceptual tool
I found quite useful as a pragmatic way of framing the interrelationships
between participants, technologies and processes. This was to loosely
employ the concept of self-generating systems across the wide range of
these interrelationships. Thinking in systems can be rather easily applied
to a technology, e.g. a network that may, for example, be an open or a
closed system. A closed network system might refer to a setup with input
and output and maybe one or two machines on it - and with no access to a
wider network. Such a 'closed system' network can enable the prototyping of
certain artistic concepts more easily than an open network for example.
Once set up such a system can be seen as stable for the purposes of an
intensive collaborative research process.
I am interested in applying this concept of 'systems' more broadly to
further enable generative working conditions and cross practice
fertilizations in the circumstances of a research laboratory such as
TRANSDANCE. (While this conception was not employed explicitly during
TRANSDANCE, several participants contributed to its formation, in
particular Christopher Ziegler.) The blurring of boundaries around various
traditional forms of artistic practices appears superficially to disable
convention and enable experimentation and perhaps emergent art forms. This
has always seemed an overly simplistic view to me when applied generally
across all circumstances as it so often is under the heading of the
'interdisciplinary'. There seems an even greater need these days to be able
to apply a self-referential system to arts practices of all kinds in order
to re-enable interpenetration of practice and the potential for emergent,
unexpected phenomenon. This should be on a contingency basis, a flexible
and workable set of protocols that can be applied to the situation as
necessary and enable relocation and migration of certain aspects of
practice between various systems more easily.
For TRANSDANCE for example, we had choreographers, digital artists, visual
artists, net artists, performance artists and electronic musicians. Each of
these categories implies a self referential system in the form of
historical and philosophical continuities, of communities and cultural
production networks that provide a sense of coherence to any one of these
categories of arts practice. 'Categories' might be an optional term to use
// but it does not appeal as much as the notion of 'systems'. Taken more
broadly, systems might be seen as social and cultural and indeed the
concept has been applied to both biological as well as social systems by
theorists working from the General Systems Theory developed in the 1950s.
However, this is beyond the scope of my report to go into further detail. I
share it here as a conceptual tool I found useful in these circumstances,
and I may return to its application in the future.
Parallel Projects:
nato/ wearables/ choreograph-animation/ documentation
As this report indicates, the primary research aim of the workshop was to
explore the possibilities of real time Motion Capture systems in exploring
shared 3-D environments. The sharing of this data occurred over a high
speed Ethernet (a closed system), but the Motion Capture X Y and Z vector
data itself is a relatively small data stream (as compared to the full 3-d
animation) and could potentially be used to drive an animation in real time
on another server across the Internet. This may be explored further in
another research laboratory.
Other research objectives were pursued in parallel to the primary research
into real time 3-D environments, e.g. Christian Ziegler migrated an
existing performance software tool written in Director's Lingo script
called SCANNED
(<http://www.movingimages.de/scan.htm>http://www.movingimages.de/scan.htm)
to NATO.0+55 modular (a digital cross-media synthesizer). Christian's piece
SCANNED uses a software performance tool that plays a video image in the
background and is able to stop the image playing one horizontal or vertical
line of pixels at a time. These horizontal or vertical lines can be
triggered as single lines or sequentially moving across the screen from
side to side or up and down. Whatever image is playing behind the scan
appears to be frozen in time. By migrating this concept to NATO, Chris has
enabled new interactive possibilities for SCANNED as NATO comprises a set
of Quicktime externals building on and interfacing with MAX in the same
manner as MSP so that MIDI and numerical data can be used to control any
NATO function. This will open up Chris's SCANNED system to other systems.
He has migrated an existing aesthetically coherent work from one platform
to another that will offer more possibilities for transformation.
NATO.0+55 modular has many features usually referred to as 'patches'
because of the way it interfaces with MAX. The Difference plugin and Quick
Draw were two used during the final presentation of the research laboratory
- each set to analyze motion from a video source in different ways and out
put this data to sound and image.
Chris's research was of a very practical nature and involved many hours
"inside the machine" studying and problem solving. At the same time, a
conceptual project was evolving with the emergence of the notion of the
everyday user's body interfacing with the virtual space. This conceptual
project was founded on the presence of three technology systems offering to
provide an interface between physical and virtual space that would use the
whole body instead of just the fingers. Two of these systems have been
mentioned, the Vicon Real Time and the Gypsy Exoskeleton motion capture
systems. A third system was available - the Wearable Computer
choreographer/ dancer Yacov Sharir had brought with him from the University
of Austin, Texas.
The wearable computer is clearly something we are inching closer to day by
day as computing science and engineering research laboratories focus on a
future in which wearable computers are assimilated into our world. The use
of the wearable is already embraced by the field of mobile workers from
telephone repair to Federal Express, by the fashion industry both as
cultural statement and means of collective communication, and into the
fields of leisure and exercise where monitoring of vital sign information
such as heart and respiratory rate can be performed by the wearable (see
the Lifeshirt: <http://www.lifeshirt.com/>http://www.lifeshirt.com/).
The concept of the wearable computer has penetrated live performance in the
field of electronic music and to a lesser extent in the field of theatre
and dance. One example of this would be Marcel.li Antunez Roca's AFASIA
which was performed at the "e-phos 2001'' Festival
(<http://www.filmart.gr>http://www.filmart.gr). In this performance,
Marcel.li wears an exoskeleton that allows him to interact and control
sound, multimedia images, video and robots. In the dance field it is more
common to find artists working with interactive motion sensor or motion
capture system. This has partially to do with the emphasis on unrestricted
motion in dance. Generally, the 'wearable computer' introduces some motion
constraints on the body therefore apparently rendering it less than ideal
for the dancer/ performer. However, in Athens, partially due to the
presence of the wearable and the nature of the motion that can be performed
in it, we were able to engage in questioning the assumptions regarding full
body motion that usually come bundled with the concept of choreography and
dance.
Yacov's wearable has been designed with the intention of being able to
wirelessly control live performance material. However, the world of
wearable computing seems to suggest less the specialist functions of an
artist and much the sort of technological systems we may in some not too
distant future be integrating into our daily moment to moment existence (as
mentioned above). Yacov's wearable consists of a small computer mounted in
a heat insulated vest along the surface of his body with a small keyboard
strapped to his wrist and a tiny head mounted video display window. The
system is wirelessly transmitting data to a server enabling Yacov to
control and manipulate media in real time in a live performance. Some of
this data includes signals from EEG and EKG electrodes that he can place on
his body during performances. While the conditions weren't right for us to
experiment extensively with the data we might have received from this
technological system, the presence of Yacov's wearable at TRANSDANCE helped
to open up some of the conceptual terrain we explored in the laboratory.
****************************************************
Two further parallel projects evolved during the laboratory. For one of
these a selection of approximately 20 minutes of high quality motion
capture data was recorded using the Vicon Real Time system of
choreographer/ dancer Konstantinos Rigos improvising several short segments
of varied movement material. This motion capture data was turned over to
Rigos and a professional MAYA animator, Spyros Frigas, to collaborate
together in the making of a short animated film to be realised at some
point in the future.
Final mention in this report goes to the documentary project begun by
interactive installation artist Alexandros Psychoulis during TRANSDANCE.
Alexandros observed and filmed the laboratory and interviewed all the
participants. He edited together two short clips from the first and second
half of the lab that proved invaluable when shown to the public to help
them understand the process of the research. These short clips were
constructed to be shown in the context of the laboratory and with some
explanation. Alexandros and Yiannis Skourogiannis are in the process of
raising funds to make a more thorough documentary to be shown to the
public. This subsequent documentary, when completed, will be an important
additional means of disseminating the objectives and outcomes of the
research process of TRANSDANCE.
Scott deLahunta
Writing Research Associates, NL
Sarphatipark 26-3, 1072 PB Amsterdam, NL
mobile: +44 (0)797 741 2060 [messages too]
fax: +44 (0)845 334 2931
email: <mailto: sdela at ahk.nl>mailto: sdela at ahk.nl
http://huizen.dds.nl/~sdela/main.html
Scott deLahunta BIO
Began in the arts as a dancer and choreographer. Since 1992, as a partner
of Writing Research Associates (WRA), he has organised several
international workshop/ symposia projects in the field of performance
including recently the third session of Conversations on Choreography at
the Institute for Choreography and Dance, Cork, Ireland. From February-May
1999, Mr. deLahunta was a guest professor with the Department of
Dramaturgy, Aarhus University, Denmark where he was also co-organiser of
the Digital Theatre Experimentarium, a project investigating the
relationship between motion capture, animation and live performance. He is
frequently invited to facilitate workshops, give presentations and
contribute to publications on the overlap between dance and new media
technologies. In Autumn 2001, the WRA initiative *Software for Dancers*
will conduct the first in a series of research labs/ thinktanks looking to
develop new software tools for performance artists.
"e-phos 2001''
artistic director: Yiannis Skourogiannis
57 Archimidous GR-11636 Athens
tel:00301-7520064-5
fax:00301-7520064
<www.filmart.htm>www.filmart.gr
<mailto:alas at ath.forthnet.gr>alas at ath.forthnet.gr
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