My
background is as a media artist working with film, video, photography and
sound. Much of this work questioned linear structure as an organising
principle. It sought ways by which the viewer of television, the audience for
cinema, the visitor to an exhibition could participate, be made more
responsible for, the making of meaning within the process of representation.
A film,
ÔRed Plus Blue Plus GreenÕ (Mike Leggett 1975) was made with a 16mm industrial
step-printer using a series of carefully constructed graphical images bi-packed
with motion picture images from nature: red berries, blue sky and green grass
such that over a period of 12 minutes, the primary colours were mixed onto
unexposed duplicating film with Ò..variable loop length providing relative
determinacy of the generative systemÉ.Ó (Stoneman 1979/80, p. 42). Whilst such
a work could be enjoyed for the ÔabstractÕ dynamic interplay of movement and
colour, for the reflective viewer with some basic knowledge of the filmic
process, the keys to the generative system were available through the feedback
process of perceptual analysis.
Image Con
Text (M. Leggett 1978) was a research project which began as a lecture
performance utilising audio-visual material in a variety of formats, (16mm,
8mm, video, slide, audio cassette),
before becoming distributable on U-matic video tape.(M. Leggett 1984,
1985b)
ÒThe presentation is a site for the intersection of discourses which differ in origin, form, organisation and function. In their variety and totality they do not constitute an exemplary text or a composite work but rather a truncated description of a contestation, a confrontation indicating a series of power relations that take place in and through discourse.Ó (Stoneman 1979/80, p. 44)
Discourse
was of course expandable when Image Con Text was presented to a live audience,
the feedback to its form and its content palpable. Meaning was not given but developed
out of the needs and priorities of the audience who had first engaged with the
relations proposed: between on the one hand the means of presentation
(signifier) and on the other the issues and polemics, (signified).
ÔThe Body
on Three FloorsÕ (M. Leggett 1985a) was commissioned for television and working
with an inter-disciplinary team, (an ethologist, a dancer, a clown, a
playwright and an art historian), devised a narrative form in series of blocks
that could be rearranged according to context. Clearly not an option at the
time of broadcast but in the context of the general usage of video tape
recorders, a tool which enabled the program to become distributed and thus used
later in whatever way the owner of the tape determined.
Form and
context, process and practice of this earlier work sought a dynamic means, both
physically and polemically, by which systems of representation could be
articulated.
By the
mid-90s I had completed curating an exhibition, Burning the
Interface<International ArtistsÕ CD-ROM>, for the Museum of Contemporary
Art in Sydney (M. Leggett 1996). This was based on some research I had started
into the various ways visual artists around the world had begun to explore the
creative possibilities of interactive multimedia, as it was then called. Based
on this experience, the conclusions I had reached, the conversations with
colleagues that followed, a production project commenced with the working title
of ÔStrangers on the LandÕ (SonTeL). With seed funding from the Australian Film
Commission, this was the first prototype of an approach to what I now describe
as mnemonic indexing. The successful outcomes of the research for both these
projects completed the requirements for the award of Master of Fine Art at
UNSW. (M. Leggett 2000)
Through the
90s, I was able to access the means for being able to develop fresh approaches
to the representation of what Norbert Wiener called Ôcontingencies of
relationalityÕ (Wiener 1997) and this was through the potential apparent via
the microprocessor and the personal computer.
A deeper engagement
with interactive media research commenced which eventually lead to a year long
literature review for the PhD program in the Creativity and Cognition Studios
in the Faculty of Information Technology at the University of Technology
Sydney.
The literature review has been wide but has concentrated on interdisciplinary research into the closely related areas of mind and memory, (Heidegger c1977; Sutton 2004; Yates 1966), perception and cognition, (Clark 1997; Gibson 1979), presence and embodiment, (Dourish 2001; Mantovani 1999) Ôpersonalised representationÕ (D Ballard 1991), creativity and Ômeta-designÕ (Fischer 2003). This review will provide a context for the proposed research that will be evaluating an HCI-related approach to investigating machine memory and audio-visual digital media, employing practice-based research (Candy & Edmonds 2002; Scrivener & Chapman 2005 (press)) and I will begin by addressing some of these interdisciplinary topics.
ÒMemory is a label for a diverse set of cognitive capacities by
which humans and perhaps other animals retain information and reconstruct past
experiences, usually for present purposes.Ó (Sutton 2004)
Technologies, from notebooks to computers to language itself are good examples of what Andy Clark has described as:
ÒÉthe
pervasive tendency of human agents to actively structure their environments in
ways that will reduce subsequent computational loads.Ó (Clark 1997, p. 150)
Interacting
with external memory machines such as collections and libraries of knowledge
located on computer servers around the globe are central to academic pursuit
and increasingly, the education and edutainment of the population. The index
has been central to retrieval of text-based data. Complex indexes have become
subject to ÒÉclassifying or arranging in classes, according to common
characteristics or affinities;Ò (OED)
My background reading this year has included acquiring some knowledge of existing machine memory systems that take a taxonomical approach to indexing based on text. Examples using this approach and related to visual appearance have been developed, for instance, by copyright protection agencies under a series of international agreements. International Classification of Products and Services for the Purposes of the Registration of [Trade]Marks, known as the Nice Agreement was one. Another, the Vienna Agreement Establishing an International Classification of the Figurative Elements of Marks facilitates the searching of design marks by permitting the classification of the figurative elements of the design. (Vienna).
Schneiderman
notes in the late 90s that the machine memory industries specialising in
servicing this demand by storing data and knowing how to retrieve it again,
were moving away from notions of information retrieval and database management
towards information gathering, seeking, filtering and visualisation.
(Schneiderman 1998, pp. 510-511)
Other
papers concerned with methods of improving storage and retrieval of
audio-visual digital media have been concerned with machine vision systems and/or thesauri /
text-based indexing. The AT&T Laboratories in Cambridge have used image
segmentation and neural net classifiers (Town & Sinclair c.1998) to
describe frame content (Òclasses of stuffÓ!) searchable by text or visual
query. French Telcom commissioned work on Visual Information Retrieval (VIR)
that used a similar semantic analysis based on the measurement of colour,
texture and shape (Obeid, Jedynak & Daoudi 2001).
My current
research is also informed by approaches pursued by ICT manufacturers who
develop text / keyword-based multimedia file management applications (such as
Extensis, Canto etc) for aided-retrieval. Hewlett Packard Labs in Palo Alto developed a
prototype application for non-expert users Ð Fotofile Ð that Ò..blends human
and automatic annotation methods.Ó The approach assumed that the Ôintuitive
interfaceÕ would be a text-based annotation system at worst and a thumbnail
browsing system at best. In the final outcome it combined the two together with
the addition of some ÔautomaticÕ (machine) features. A crude face recognition
feature which offered users matched faces to confirm and name, used a
Ôhyperbolic treeÕ diagram visual device to link each face with its occurrence
in other images. The paper provided no quantitative assessment though some
compelling qualitative comments:
ÔPhotography and home movies are activities that address deep human needs; the need for creative expression; the need to preserve memories, the need to build personal relationships with others. Digital photography and digital video can provide powerful and novel, ways for people to express, preserve and connect. However, the new technologies often raise new problems; the problems of multimedia organisation and retrievalÉÕ (Kuchinsky et al. 1999)
These
problems multiply as the uptake of domestic digital technologies continues to
accelerate. Other ICT researchers, McDonald and Tait developed visual query
tools. They noted that:
ÔSearch success was best when the task required the user to retrieve and image they had previously seenÉÕ and that ÔThe good performance of subjects on this particular task suggests that colour-based visual searches might be a useful addition to personal image archive softwareÉÕ The searcher with ill-defined goals Ô.Écan also be symptomatic of users not being able to formulate queries and therefore [having a] reliance upon browsingÉ.Õ (McDonald & Tait 2003)
Browsing,
as the means by which users match an image to memory or a perceived need, has
itself been aided by the work of Lim, Smith and Lu from Monash University, who
ÒÉdesigned i-Map, an interactive system for visualising and navigating a large
scale image databaseÉÓ that by clustering images onscreen (Content Based Image
Retrieval), enabled the user to ÒÉexplore areas which look more promisingÉÓ
before selecting an initial image which the system would then seek matches for
before re-clustering. (Lim, Smith & Lu 2004)
Relational
models of this kind
were described by Ballard and Brown in the early 80s as turning away from representing models, to matching models from within a knowledge
base. Thus proposition and inference became important aspects of interaction
with the database. These approaches have become central to scientific, medical
and surveillance sorting, storage and retrieval systems. (D. Ballard & Brown 1982, p. 9)
A decade
later Ballard used the term Òpersonalised representationsÓ (D Ballard 1991) to
describe the means we use to facilitate everyday behaviour. Correctly
identifying our toothbrush in a bathroom shared by the household is an example
I suggest: some residents may use colour differentiation whilst others,
distrustful of their colour memory, prefer placing their toothbrush in a part
of the bathroom different to the others. Clark has described this as
action-orientated representations ÒÉthat simultaneously describe aspects of the
world and prescribe possible actions, and are poised between pure control
structures and passive representations of external reality.Ó (Clark 1997, p.
49).
The relational
terms ÒmoreÓ, ÒsameÓ, ÒlessÓ are of interest in this context, (and were
explored in the screen layout for i-Map). These same words were used by child
development researchers (Griffiths, Shantz & Sigel c.1968) continuing to
develop Jean PiagetÕs Conservation Task, first defined in the 1940s. The OED
defines ÔconservationÕ in this context as a branch of psychology:
Éfaculty of conservation: memory proper, or the power of retaining knowledge, as distinguished from
reproduction or reminiscence, the power of recalling it. (AuthorÕs emphasis)
Derivation
of the term can be traced back to Aristotle. He distinguished between Memory,
as the faculty of Conservation, from Reminiscence, the faculty of Reproduction.
Within the terms of the current investigation, this classical distinction will
be retained, especially in relation to loci.
The ancient
Greek system of Ars Memoria was described by Frances Yates in the 60s, ÒÉa
series of loci or places.
The commonest, though no the only type of mnemonic place system was the
architectural typeÉ.Ó (Yates 1966). Much of the work made using multimedia
tools in the 90s developed this approach. Some researchers, whilst nominally
connecting Ôplace and knowledgeÕ, take approaches that use the computer to link
image symbols with specific narrative structures, replacing a bookÕs table of
contents with the desktop e-book.(Kiriyama & Chen 2000). Others move the
user into a virtual reality (VR) space with similar intent, where,
ÒPlace motifs
were embedded in the virtual environments as Placemarks Ð fragments of
narrative É We wanted to populate the environments with archetypal Critters
with which human participants could merge. The narrative goal here was to give
people character materials to play with.Ó (Laurel & Strickland 1994, p.
124)
Brenda
Laurel went on to conclude that:
ÔWorking on this piece has demonstrated to me that the art of designing in VR is really the art of creating spaces with qualities that call forth active imagination. The VR artist does not bathe the participant in content; she invites the participant to produce content by constructing meanings, to experience the pleasure of embodied imagination.Õ (Laurel & Strickland 1994, p. 127).
These principles are good but qualities of presence and
embodiment are not restricted to the virtual realm. The
researcher seeking to establish a relationship between temporal media, external
reality and the computational mapping of Ôaspects of the worldÕ, its objects,
its associations, can use far less complex approaches. These can offer a means
of increasing our engagement with the world as embodied agents through, in this
discussion, the extension of memory function and the actions that flow from it
such as knowledge creation.
Industry
tools to aid the professional and the amateur multimedia producer exampled here
have concentrated on management issues prior and during production. The model
followed derives from the convergence of ICT with film and television
production methods. Annotations are collected in the form of hand-written logs
at the time of the origination of sound and picture material or during its
first viewing. This becomes attached to the script of the production, whether a
television show, an interactive disc or a website. The annotations are then
often keyed into the file structure as meta-data and captured to the file
management application.
Such
methods are often cost-effective for the a team making linear product. But even for those
productions which require some physical interaction, the audience is assumed to
be more or less passive receptors of the ÔcontentÕ of the production.
Interactive options can follow part-linear structures (ÔbranchingÕ) that
complete an overall plan.
We are
familiar with the ordering of images for cinema or television, the linear
delivery of narrative which we are able to decode and interpret and thus
acquire knowledge or edutainment. By contrast, structural acquisition happens, on the one
hand as a highly focussed heuristic activity; encountering Ò..the anonymity of
a definable structuring conceptÉÓ in an abstract artwork, (Le Grice 2001, p.
66) or comprehending the progress and outcomes of an orderly research
enterprise. Or on the other hand a series of less focussed, parallel
activities; reading the newspaper, whilst listening to the radio news and
holding a conversation. The relational models I have referred to as part of this review,
may be a useful way of creating knowledge by procedure, through a
reconsideration of the ordering of visual media within a spatial mode of
representation.