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NEWS
INDEX
Archives
2006
May
U. of I. course explores
using technology to encourage people to walk
Melissa Mitchell,
Arts Editor
217-333-5491; melissa@uiuc.edu
5/22/06
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Click
photo to enlarge |
| Photo
by L. Brian Stauffer |
| U.
of I. art and design professor Kevin Hamilton,
right, taught a new course, "Mobile Mapping
for Everyday Spaces," this past semester.
He was assisted by, left to right, visiting
Canadian artists Simon Levin and Laurie Long,
and Piotr Adamczyk, a U. of I. graduate student
in human factors. The course explored the act
of walking – which provides opportunities
for observing and interacting with one’s
environment – as an art form. |
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CHAMPAIGN, Ill.
— These
days, when people walk down the street “alone,” chances are
they’re actually doing so in the company of remote others
– connected by a cell phone. Or the tell-tale iPod cord extending
from an ear means they’re otherwise focused, marching to the
beat of their own personal soundtrack.
For better or for worse, our culture’s attachment to portable
electronic devices appears to be here to stay. Meanwhile, everyone –
from doctors and researchers to television anchors and newspaper advice
columnists – is drumming into our collective consciousness the
benefits of a simple activity that had almost become obsolete in our
car-accustomed culture: walking.
This past semester, at the University of Illinois at Urbana-Champaign,
a group of students from diverse academic backgrounds – from computer
science and electrical and computer engineering to painting, photography
and music composition – pooled their talents in a course exploring
ways to merge the art of walking with the culture’s emerging passion
for portable electronic gadgets.
The course, “Mobile Mapping for Everyday Spaces,” was taught
by U. of I. art and design professor
Kevin Hamilton, with assistance from visiting Canadian artists Simon
Levin and Laurie Long, and Piotr Adamczyk, a U. of I. graduate student
in human factors. The students’ experimental playground was fairly
vast, consisting of the grounds around the U. of I. campus as well as
a few off-campus sites. But their base camp was the Siebel Center for
Computer Science, which, when it opened its doors in 2004, was billed
as a “living laboratory” and an “integrated ecosystem.”
With its wireless networks, sensors, information panels and video walls,
the center was designed to function not only as a home to the computer
science department, but also as an incubator, where students and researchers
could explore ways to combine physical and digital infrastructures with
human interfaces.
And from the beginning, plans for the facility called for the integration
of art. Not corporate or institutional art – not pretty pictures
on hallway walls, but rather, edgy, experimental, immersive and even
collaborative art and installations that reflected the nature of the
work taking place within the facility.
Hamilton, who is among a new breed of visual artists who glides comfortably
between the dual, increasingly interconnected worlds of art and technology,
was tapped to serve as Siebel’s resident exhibition curator. For
the past year plus, he has organized a series of shows at Siebel featuring
work by emerging digital artists. Last summer, he co-taught a computer
science-arts hybrid class that used technology to create a museum installation
based on the work of artists Ilya and Emilia Kabakov.
Hamilton said the recent “Mobile Mapping” course was an
extension of a symposium he organized in spring 2005 in the art and
design school called “Walking as Knowing as Making.” Both
the symposium and the course explored the act of walking – which
provides opportunities for observing and interacting with one’s
environment – as an art form.
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Click
photo to enlarge |
Photo
by L. Brian Stauffer |
| Students
in the U. of I.'s "Mobile Mapping" course
suit up for a demonstration of their invention
that uses portable electronic devices to create
sounds triggered by footsteps. |
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Hamilton said that
while the academic world has been slow to embrace this concept, a
number of artists – especially in Canada and Europe
– have been creating public art projects based on walking for
some time. He met Levin and Long, known for their collaborative public
art on environmentally conscious themes, a few years ago at “Pre/Amble,”
a festival of art and “psychogeography” in Vancouver, British
Columbia.
The concept of walking as art, and the goals of the course, can best
be summed up in Hamilton’s charge to his students at the beginning
of the class:
“We want to create experiences for viewers/users that encourage
them to walk. We want to do this because we believe walking to be uniquely
suited to gaining awareness about one’s body, the world, and one’s
relationship to others in that world.”
So where do computers and high-tech enter the picture?
Hamilton said the aim was to introduce new technologies, such as global
positioning systems, into the equation “because we believe there
are some unique perceptual and social possibilities in technologically
augmented movement.”
Over the course of the semester, the students – with continued
feedback from the instructors – worked in four four-person teams
on two initial assignments, leading up to a final project. Their end
goal, Hamilton said, was “to prototype a suite of inexpensive
devices to be used in support of mapping everyday spaces while walking.”
Throughout, they remained focused on four content areas: walking, mapping,
collaboration and locative media.
“The project’s vision takes cues from developments in GPS
and locative media technology, the drive to portability in consumer
electronics, a resurgent interest in walking among health experts, new shared
online informational sources, and a desire to renew curiosity about everyday
spaces.”
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Click
photo to enlarge |
Photo
by L. Brian Stauffer |
| Simon
Levin, left in foreground, and
U. of I. professor Kevin Hamilton document a student
presentation in the amphitheater outside the Krannert
Center for the Performing Arts. |
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Besides taking
orchestrated group walks and doing readings, students tackled projects
that required them to try their hands at such challenges as “reverse engineering” – essentially
taking apart cheap electronic toys and making new devices to augment
a walking experiment. They also learned to use and incorporate into
their work some of the latest online tools, such as Flickr.com, a
Web-based photo-file-sharing database, and Wikis, communal Web pages
where students and instructors can share course content.
The course culminated with an all-day presentation of the four groups’
final projects, at locations around campus.
The first group created a “walking score,” which resembled
a musical score but included notations indicating the directions, pace
and rhythm that walkers – outfitted with GPS units – were
to follow. Walkers also carried digital cameras, and were cued by the
score to snap pictures at various times. The GPS data and images were
then posted on a Web site to create a visual collage that documented
the walkers’ paths.
The next group featured a person who, outfitted with a portable lectern
and microphone, took a walk while reading and recording a pre-selected
text. After that, a second walker attached the device and listened to
the recording while walking.
The trick was that the recording played back at the speed of the original
walker’s pace, so in order to hear the text read at the correct
speed, the second walker had to duplicate the first one’s pace.
The third group’s project involved recording audio files linked
to specific locations along the sidewalk of the campus’s main
Quadrangle. When walkers – outfitted with headphones, a GPS receiver
and laptop computer with custom software – duplicated the recorders’
paths, they were able to hear exactly what the original walker-recorders
had heard.
The final group presented their invention at the amphitheater of the
campus’s Krannert Center for the Performing Arts. With one person
outfitted in a backpack with portable speakers, the other walkers, with
sensors attached, were able to create a range of different notes, or
audible sounds, triggered by each footstep. The result resembled an
often-amusing improvisational dance set to self-generated “music.”
While it’s entirely possible that some of the ideas and devices
the students invented could lead to the development of new consumer
devices one day, that wasn’t really the point of the course.
“The real focus was on collaboration itself,” Hamilton said.
“The students had to document everything with text and photos,
and learn to work within a group dynamic.”
Naturally, that translated to a lot of long days and nights for the
students. But the instructors also got a workout, Hamilton said.
“It’s been pretty intense – the most work I’ve
ever put into a class, probably.” But in the end, he said, he
was “especially pleased at how the groups have worked together.”
So was Alan Fleming, a painting major from LaGrange Park, Ill., who
took the course with his twin brother, Mike.
“I learned how much the computer science department wanted to
work with artists,” he said, and “how similar
their research projects are to some of our art projects.
“They are creative people. I have a better appreciation for computer
science. I learned a lot about technology through the hands-on experience
of the class. What was great was that nobody had done what we were doing
before, so we had to figure it out together.”
From Hamilton’s perspective, the course has been “a perfect
melding of research and teaching.” This summer, he and Adamczyk
hope to document the course content and outcomes and submit the results
to a few academic journals.
He also expects the work begun with the symposium and the course will
continue. In the future, he hopes to draw in students and researchers
from other disciplines as well, among them, faculty and staff members
in a campus kinesmetrics lab who are conducting research on walking
and GPS technology.
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