
Draft Proposal 2
October 21, 2008
Human Interaction with the Computer
Exploring the Digital Body and Soul
Aims
Human -Computer Interaction is a vast area of research, pertaining to many fields of study – where artists, scientists, technologists, designers have all come together to form societies solely intent on exploring the trends and possibilities of future human-computer interaction in an almost transparent future closing in on us at an incredible speed.
I intend to explore human interaction with the computer and in doing so, identify the relationships between the physical and the digital, or to be more precise: the relationship between the physical body and the digital body and the world(s) they occupy.
My aim is for the User-Viewer to experience a cyber-journey, exploring the human body in digital form an in doing so, delving into the soul and psyche of their own ‘self’ and also that of the computer, in an attempt to challenge our perception of the real world and what it means to live in cyberspace.
Objectives
Software skills:
I am intending to build a multimedia interactive site – a virtual instillation as my starting point, and to utilize a broad range of media to create this effect. I want to take/encourage U-V’s to embark on an interactive journey within the site. I would like to give the U-V an immersive experience, where they themselves can explore the artificial or cyber world around them, choosing their own route, and finding their own way around the site. Although always limited by the pages and content provided by the artist, the U-V will still feel the freedom to travel on this journey at their own pace, deciding their own route. I want the user to interact with the work, therefore becoming a part of the work as Manovich explains: ‘… in this way the user becomes the co-author of the work’ (Manovich. 2001: P49)
As 3d model figures/forms are an important part of this project – to specifically as avatars, but as part of the interactivity of the site, I will therefore need to study Poser (Curious Labs) for modelling requirements. Other software I will also need to study in more depth is Flash (for animation effects). I will also be utilizing video editing software, along with the more familiar (to me): Adobe Photoshop and Illustrator.
I will need to research how I am going to present the 3d models onto a web based platform – the process of which I am uncertain of at the present time.
Another area of research will be to explore virtual reality and cyber worlds such as Second Life in order to:
- Try to understand the culture of cyber worlds and the issues around such an immersive experience; i.e.: choosing a new body/image/avatar to represent oneself, and
- To explore the technical aspects as I would like to create a virtual environment for this project, and although I do not wish to use Second Life as the platform for my project, I think it is necessary /vital to explore this are for both technical and theoretical research.
For the User-Viewer (U-V):
I want to take /invite the U-V on a cyber journey through a site presenting a dream-like state (or dreamscape), where they will be ‘guided’ by characters, can choose a ‘character’ to represent themselves, and have options, and choices along the way. I am hoping to create a feeling of adventure and discovery, in an attempt to create a sense of exploring the subconscious.
Rationale
I am extremely interested in the merging of the physical and digital worlds. I would like to explore the relationships people have with the cyber-world, and how connected they feel, how ‘real’ the experience is. I would like to explore the connections, the similarities (both accidental and intentional) of the ‘real’ world versus the digital, and locate the barriers and conflicts that may arise from living in a cyber world. By researching this, I am hoping to discover where the soul or psyche fits in cyberspace. It could be argued that interaction in cyberspace could be not just another dimension (albeit digital), but that one is projecting their soul or psyche into this world ( I am referring at this point back to the choosing of a new body in Second Life, and the abandonment of the physical body, and therefore temporarily severing all connections with reality – again this hints at a dream-like state – almost akin to lucid dreaming, where the dreamer becomes aware of being in a dream, and attempts to control it to an extent).
As the viewer / user immerses his/herself Into the world of the digital, and the ‘real’ or the physical world and the cyber world starts to blend, I will be challenging the idea of the ‘user’ – or ‘viewer’, the controller or the controlled, the leader, the led …or the collaborator. I want to look at our connection with the computer – the relationships we have, and explore the ‘humanity’ of the computer, and more precisely: the digital body.
There has been much written about Human-Computer Interaction in the last 5 years, by Scientists, Technologists and Artists and I find this area fascinating. The cyber world has crept into our daily lives – in countless games, health & fitness (Wii-Fit), romance. Children are growing up learning how to take care of virtual pets or how to baby sit by playing with / interacting with their Nintendo DS ‘game’ in a virtual environment. Teens can try out their dream career before leaving school. Adults play out fantasy roles in Second Life – where one is able to design/choose your fantasy image/avatar.
I think the role of the user is changing slightly from the user in control to more of the collaborator. We are no longer mere observers. Back in the early days of Super Mario Bros et al, the player controlled a cartoon character, telling it when to jump, turn, grab the prize. Now we are the characters, we become the avatars, no longer the puppeteer pulling the strings, we have allowed this world to become part of our physical world, and In turn we have become part of that world, experiencing an alternate ‘reality’ complete with real emotions, and real fears. The cyber world is now an acceptable part of the real world. As the acceptance of games consoles such as Wii and Wii fit and Virtual Reality sites such as Second Life infiltrate our physical world, issues such as body image, character, submission/abandonment of the physical body, immersion etc. become more relevant.
We are currently moving into an age where virtual experience is almost as valid as physical experience. Our relationship with the digital and the computer is now personal. As we travel more than ever in history, the world in turn has become a smaller place – and as we turn more than ever to the computer, it has born the question of whether we are turning to it in a quest to search the soul, to bear the soul, to ‘house’ or ‘harbour’ the soul…
Outcomes
By creating this project, I would like to allow U-Vs the opportunity to explore their own sense of ‘self’ and to discover whether these worlds of the digital co-exist or whether they blend into one multidimensional world. I am keen to see how the U-V indeed Interacts with the site and am hoping that the choices they take on their journey, and the trail they leave will result in a better understanding of some of the body/soul issues mentioned previously. I am hoping in some form to bring about a sense of the digital soul/psyche either in an end product or within the journey itself.
Space:
Although I had begun to envision the site displayed on a large computer ‘touch screen’, and had even considered using Wii as a platform (although this met with the issue of finding a programmer which could prove too challenging and distracting), both of which would allow for interactivity, I have gone back to my original decision that that the project will be displayed and run on the Internet as a website, therefore not limited to physical time and space, sitting happily within the post-modern criteria of accessibility for all, rather than purely housed in a physical gallery. Of course, this could raise issues such as usability (and ironically, accessibility) – depending on the specifications of the U-V’s computer, it may not run to its capacity – or may not even run at all on a slower computer, so this platform may be subject to change as the project evolves.
Media
As this is to be an interactive website installation, I am investigating further software possibilities as to which methods will work best. The site will include multimedia (digital imagery, voice, sound, text, film, animation, written literature, prose, fine art – sketches) in an attempt at informing, challenging and directing the user/viewer. Resources will include Adobe CS3, Poser, video editing software, digital camera, camcorder, scanner, audio editors, and more traditional materials such as pens, pencils and paints.
Methodologies
I intend to utilize a broad range of multimedia to produce this project, and so will need to study 3d character and modelling software such as Poser. To assist in the digital drawing or creating of the digital human body, I will combine traditional drawing and photography In collaboration with digital software, manipulating digital photographs to create new digitally altered/enhanced images.
As this is intended to be an interactive multimedia site, containing a montage of imagery, sound and text, I aim for this to be more of an interactive installation rather than a showcase for imagery, where the whole piece will be the artwork in itself.
My aim is to make is for the U-V to go on this journey, exploring the human body in digital forms and delving into the digital soul / psyche. I intend to incorporate a sense of visiting the soul, exploring the subconscious, leaving the physical body behind.
I also plan to create digital forms/bodies to be part of this site, but also want to in turn, reflect on this creative process, referring to Aristotle’s ‘four causes’ as a guideline:
- the make -up of the body
- how it was made
- the shape and nature of the body
- the aim and purpose of the body
Risk assessment
Virus attacks, loss of data/work, wrist Injury form repetitive typing/drawing, possibility of project growing too large and therefore growing away from the intent / losing its original purpose, eye strain.
Timetable
November 2008 – Begin studying Poser 3D software
December 2008: – Begin studying Flash in more depth – animation
December 2008: - Further theoretical research to prepare for finalization of proposal
and also to gather thoughts/inspire imagery for practical project.
December 2008: – Add to Bibliography through theoretical research
End of 2008: – Completion of final draft of proposal – with ideas firmly in place.
End of 2008: – First drawings / sketches for project to be formed
Spring 2009: – 3D characters evolved and reflective process begun
Spring 2009: - Site map to be fully developed
Summer 2009: – Early Draft of Site developed
Winter 2009: – Further theoretical research
Spring 2010: – Finalization / realization of completed project.
Bibliography:
Auslander, P. (1999), Liveness, Routledge
Benjamin, W. (1999), Illuminations: The Work of Art in the Age of Mechanical Reproduction, Pimlico
Bolter, J. / Gromala, D. (2000), Remediation, Leonardo, MIT Press
Bolter, J. / Grusin, R. (2003), Windows and Mirrors, MIT Press
Dix, A., et al. (2003), Human Computer Interaction, 3rd edition, Prentice Hall
Georges, T. (2003), Digital Soul, Basic Books
Haraway, D. (1991 ), Simians, Cyborgs and Women, 2nd ed., Free Association Books
Hayles, N. (1999), How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics, Chicago University Press
Levison, P. (2001), Digital McLuhan, 1st edition, Routledge
Manovich, L. (2001), The Language of New Media, MIT Press

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