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[Nettime-bold] TRANSDANCE REPORT |
''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 www.filmart.gr
for the ones who are interested
enjoy
--------------------------------------------------------------------------------
"T R A N S D A N C
E'' 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
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, mariasof@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/ 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, 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
and Jenny Marketou's Smellbytes site 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/. We were informed quite early on
that there would be a "state of the art" Vicon Real Time (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). 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/) 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/). 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), 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)
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/). 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). 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@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 |