Lecture created by Marlon Barrios Solano

TELC, CZECH Republic

Transistor 10


Where do I come from?
Dance improvisation (real-time composition), real-time technology, embodied cognition, co-authorship

https://www.youtube.com/user/unstablelandscape#p/c/8C5E8BF050DA1B39/3/Pevl1INSK6M

WHAT IS DANCE-TECH.NET?


Innovation!

fly.jpg


Why the fly?



Gambiarra











Let' me tell you a story:

Tell me how did you die?

Gregory Bateson








Can the computers think like humans?

-That reminds me of a story!

WE FEEL FINE


Storytelling

Context/domain of interactions

Relations





Word Cloud made with all the words of the CIANT website


SEE in wordle






http://www.wordle.net/show/wrdl/2192554/poolwords_creativity



Relational definitions



http://www.wordle.net/show/wrdl/2192556/diads


Models of mind/body/life/environment


"Is there love in the Telematic Embrace"

Roy Ascott


"Telematic culture means, in short, that we do not think, see, or feel in isolation. Creativity is shared, authorship is distributed,
but not in a way that denies the individual her
authenticity or
power of self creation, as rather crude models of
collectivity might
have done in the past. On the contrary, telematic culture
amplifies
the individual’s capacity for creative thought and action,

for more vivid and intense experience, for more informed
perception,
by enabling her to participate in the production of global
vision
through networked interaction with other minds, other
sensibilities,
other sensing and thinking systems across the
planet—thought
circulating in the medium of data through a multiplicity
of different
cultural, geographical, social, and personal layers.
Networking
supports endless redescription and recontextualization
such that
no language or visual code is final and no reality is
ultimate.
In the telematic culture, pluralism and relativism shape
the configurations
of ideas —of image, music, and text—that circulate in
the system."



read more here





Designed experiences?

Engineered exchanges?


Systems?


GAMES


Plan


Programming


Choreography


Architecture


Design


Narrative


Ritual/Habits/learning



Network


dance-tech.net

visualization




CIANT website



Website as Graphs




EMBODIED COGNITION


Philosophers, cognitive scientists and artificial intelligence researchers who study embodied cognitionembodied mind believe
that the nature of the human mind is largely determined by the form of the human body. They argue that all aspects of cognition, such as ideas, thoughts, concepts and categories are shaped by aspects of the body.
These aspects include the perceptual system, the intuitions that
underlie the ability to move, activities and interactions with our
environment and the naive understanding of the world that is built into
the body and the brain. and the



Lucy Suchmam: SITUATED ACTIONS:


She challenged common assumptions behind the design of interactive systems with a cogent anthropological argument that human action is constantly constructed and reconstructed from dynamic interactions with
the material and social worlds. The theory of cognition"">situated cognition emphasizes the importance of the
environment as an integral part of the process" class="mw-redirect"">cognitive process. She has made
fundamental contributions to ethnographic analysis, conversational
analysis and Participatory Design techniques for the development of
interactive computer systems.


1 Cognition is situated.

2 Cognition is time-pressured.

3 We off-load cognitive work onto the environment.

4 The environment is part of the cognitive system.

5 Cognition is for action.

6 Off-line cognition is body-based.


Activity...exercise!




CHANGE


BOUNDARY


INTERFACE


STATE/Behaviors


RULES (open relationship) Collaboration


WHAT IS CHANGING??




CHANGE



VARIABLES IN A SYSTEM:

CONTROL

AGENCY

AUTONOMY



EMERGENCE OF PATTERNS:

ACCUMULATION IN TIME = PACE

ACCUMULATION IN SPACE = PLACE


hubs, nodes and relations



INTENSITY/FLOWS/


DOMAINS___CREATED BY THE INTERACTION


DOMAINS:

  • memory: recording,storage, assess (media production and date bases) suggestion systems, and search engines, cataloging/user generated, beliefs
  • Imagination: simulations and abstractions, all sensoriums/myth
  • Environment: other sentient creatures, technology systems, space.




Process and presence

SYNCHRONOUS AND ASYNCHRONOUS


to systems, to interaction, to creative process



Dynamics


Knowledge


Articulation



KINDS Of Change:

Replication

Reproduction
Recombination



Growth

Metabolic

Movement
metamorphosis
Mutation

Adaptive

Decay

Evolution

-

Re-learned

Re-program

Re-designed

Re-engineered

-




Copy/sampling
Combinatorial/remixing
hacking of infrastructure
re-purposing
Feedback and adjustment in the PROCESS

Continuous beta


Prototype


CONTINUOUS PROTOTYPING



TECHNOLOGIES OF TRANSMISSION AND CHANGE (TECHNE)










META and self: story about ness



ECOSYSTEMS...



HYBRID SYSTEMS



AUGMENTED STORYTELLING


distributed...performance







KNOWLEDGE: MEMORY AND IMAGINATION/IS ALWAYS SHARED/ALWAYS EMBODIED



COMMUNITY/COLLECTIVE/crowds (artists, community and institutions)


INNOVATION: ALWAYS COLLABORATIVE AND LINEAGE BASED


SOCIAL AUGMENTATION OF THE COGNITIVE PROCESSES


COGNITIVE AUGMENTATION OF THE SOCIAL


communication Infrastructure that has allowed to mirror the social



INVOLVEMENT:

  • Show case/this is me and this is what I do?
  • Dialogue
  • Collaboration: centralized/Distributed.
  • Coordination actions/planning
  • Real-time
ALL RECORDED/sampled/documented/Publish

Reflexive Living









MORE:

JJ Gibson


Action Network-Theory




















Huma Browser


Tweetter Choreography

Lookup More







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