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PUBLICATIONS
Inside
Illinois
Vol.
25, No. 6, Sept. 15, 2005

Arts-technology
hybrids grow out of ‘Seedbed’
By
Melissa Mitchell, News Bureau Staff Writer
217-333-5491; melissa@uiuc.edu
This
is the second installment in a three-part series that focuses on creative
intersections between the arts and technology. (Go
to Part 1)
When Mike Ross arrived
at the UI from New York in 1997 to direct the Krannert Center for the
Performing Arts, he was excited to find that many of his new colleagues
radiated a “natural energy to work with creative thinkers in other
domains.”
“When I came to this campus, I was really struck by the openness
with people I’d meet across campus,” Ross said. In particular,
he recalls early conversations he had with art and design professor
Donna Cox, a discipline-bending arts-and-technology pioneer known for
her supercomputer-rendered scientific visualization work with the National
Center for Supercomputing Applications and colleagues at the Beckman
Institute for Advanced Science. “Donna and I immediately started
talking about exploring deeper, broader ideas of collaboration.”
Through the years,
Ross never stopped talking. Instead, he kept the conversation going
– simultaneously and in all directions – with just about
anyone interested in engaging with him.
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Click
photo to enlarge |
Photo
by Dan Merlo |
| Mike
Ross |
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“I started
viewing the whole campus as an environment for cultural collaboration,”
Ross said. “And while many important things have been accomplished
in various domains on this campus – in the sciences, technology,
the humanities … the arts, too – it began to become clear
to me that what’s more and more called for are the tools to make
individuals feel like they’re able to connect with each other.”
Before long, Ross earned a reputation for being the campus’s unofficial
minister of culture and creative transformation. Part cheerleader, part
catalyst, he became known as a first-string, go-to-guy whenever and
wherever innovative projects began to percolate. So it was only natural
that former Chancellor Nancy Cantor and then-Provost/now-Chancellor
Richard Herman tapped Ross to break ground for what would become known
as the Seedbed Initiative for Transdomain Creativity: Exploring the
Human Experience Through Art and Technology.
“I was asked to write a white paper on ‘The Arts in a Technology-Intensive
World,’ ” Ross said, “and to help shepherd a process”
aimed at rethinking the ways in which the campus does creative work.
Part of the process involved convening a broad-based steering committee,
composed largely of individuals who were already working far outside
the usual bounds.
The goal of the committee’s task, he said, was “to view
the trial not as highly partitioned, but rather, as potent blending.”
The resulting Seedbed Initiative was envisioned as a “project
facilitator” for nurturing creativity and transforming the university
through the development of a new approach to learning. That approach
seeks not only to blend academic disciplines, but to develop more symbiotic
means of integrating the institution’s traditional core missions
of education, research and public engagement.
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Click
photo to enlarge |
| Visualizing
movement
Guy Garnett, UI music professor, demonstrates computer
tracking of performance gestures -- in this case conducting
gestures. The time-lapse photo is a visualization
of what the computer sees, through hand-mounted sensors,
when tracking an orchestral conductor. |
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The Seedbed is not
a physical center, but rather, an incubator for interdisciplinary projects
based at “hub sites” – labs, offices, performance
spaces and other venues. Those sites include – but are not limited
to – the Siebel Center, Beckman Institute for Advanced Science
and Technology, National Center for Supercomputing Applications, Krannert
Art Museum, Krannert Center for the Performing Arts, School of Music
and South Research Park.
Other seedbed “hub sites” under way include the Intermedia
Lab, a collaboration involving the Krannert Art Museum, School of Art
and Design, and the Beckman Institute for Advanced Science and Technology;
the CANVAS, a virtual reality CAVE installation space at the museum,
created by Beckman’s Integrated Systems Laboratory in collaboration
with Art and Design; and a center for computing in humanities, art and
social sciences, directed by history professor and NCSA researcher Orville
Vernon Burton.
Seedbed projects can also take shape in even more fluid terms. For example,
the premiere of multimedia artist Mikel Rouse’s “End of
Cinematics” at Krannert Center on Sept. 17, is being co-produced
by the center, in part, with Seedbed partnership and support. (See related
story below).
Another Seedbed spin-off is the computer science department’s
Cultural Computing Program, co-directed by music professor Guy Garnett
and Roy Campbell, the Sohaib and Sara Abbasi Professor of Computer Science.
Established last year, the CCP is the outgrowth of earlier informal
collaborations between Campbell and Garnett. The program was created
to spark similar collaborations among a broader sector of students and
faculty members in computer science, the arts and humanities, with a
goal of “creating and transforming culture with computers.”
“Such collaboration will drive innovation better than models wherein
either computer science serves the humanities and arts, or humanists
and artists must become computer scientists,” said Garnett, who
has firsthand knowledge of how this works. He has been working with
computers in music since 1981, and before collaborating with Campbell,
designed The Virtual Ensemble and The Virtual Score – computer-aided
tools for composing and conducting – with support from NCSA and
Beckman.
“From the moment I arrived on campus in 1996, I have been looking
for ways to connect the music/art community with the science/technology
community,” Garnett said.
Campbell’s desire to get right- and left-brain types together
on the same bus springs from what he sees as a need to shift the focus
from what technology can do to how we use it and why.
“The big thing, really,” Campbell said, “is (to gain
a better understanding of) how computer science influences the art world
… the social world. Marshall McLuhan was always talking about
how the medium was the message. Well, when you look at a computer, it’s
a lot more complicated than just looking at your television set. It’s
communicating a huge number of things besides just what’s on the
screen. And that’s going to affect society immensely.”
Though still in its infancy, the CCP already has generated interest
from faculty members campuswide. Each semester, the program offers different
team-taught courses that provide student access to a lab at the Siebel
Center equipped with an Avid video editing suite, motion-tracking system
and large displays.
One major theme to emerge from the CCP is the development of gaming
as an art form. The Game Research Program, spearheaded by Campbell,
Garnett and speech communication professor Dmitri Williams, has evolved
in part from some of Campbell’s earlier work. It encompasses the
development of new computing technology as well as the study of the
cultural impact of gaming and “game reception” – in
other words, understanding computer games in cultural, social and psychological
contexts.
Campbell and Garnett said a primary goal of the work is “to develop
computer games as distinct, and distinctive, art forms.” One way
they hope to distinguish the UI work from what’s being done commercially
is through the creation of games that focus “less on battles and
warfare than on the arts and other aesthetic trajectories.”
Other areas of interest to the CCP team include the design of so-called
intelligent instruments and intelligent performance spaces. Last spring,
for example, Garnett and Campbell co-taught a course that incorporated
video, music, motion-capture andgesture-tracking devices. All of these
components were coordinated using multiple computers, projectors and
video screens, resulting in a final, live performance.
This fall, Garnett is teaching a course called “Art in Virtual
Worlds.” He said the main task of the class would be “to
create a persistent, online environment where people working from different
computers over the network come together in a virtual 3-D world to make
and experience art.
“We will try to create a performance aspect in some way, so it
will be somehow making a game-like experience that will be a performance,”
he said. “It will be up to the students to define exactly what
that is.”
Next in the series: Arts go north,
technology goes south as traditional campus dividing lines dissolve.
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