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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Freedom of Movement: Generative Responses to Motion Control</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kate Compton, Michael Mateas Expressive Intelligence Studio University of California</institution>
          ,
          <addr-line>Santa Cruz</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Generative methods provide rich, emergent ways to deal with many kinds of data. In this paper, we explore projects that listen to human motion, and respond through emergent generative art in ways that are inspired by dance and puppetry.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>How do we respond to a body in motion? There are many
things in the world that respond to a body in motion, for
example, a dancer’s physical motion:
dance costumes, or dance toys like fire poi, physically
moved by or attached to the dancer, and subject to forces
like drag, momentum, and centripetal force, depending on
their materials.
fields around the performer, as the dancer wades through
water or smoke or tall grass, if they disturb curtains as
they move
a human partner, moving their body in response to their
perception of their partner’s movement. An audience can
sense tension, force, and connection, even if the two
bodies never touch
physically unattached collaborators, who, like the human
dance partner, ”listen” to the movement and respond. This
may be musicians or lighting directors who react
collaboratively with the movements, or non-human works like
interactive projections</p>
      <p>All of these phenomena “listen” to the movement of the
dancer and respond in some way. As designers of
generative systems, we can build systems that operate like any of
these real-world responsive systems: our systems can be
costumes, fields, physically-connected agents or
expressivelyconnected agents, or to have systems that combine the
responsive properties of any of these examples. Observing the
range of reactive systems that occur in dance practice
reminds us not to limit ourselves to only one kind of ”dance
partner”. In this paper, I reflect on some works where
insights from dance (and other movement arts, like puppetry)
inform how I can use computers to listen to movement, and
respond, collaborate, or amplify that movement.</p>
      <p>
        This paper is emphatically not about discrete detection
and categorization of gesture. Though we have now spent
most of a decade with moderately effective motion-tracking
(Kinect, Wii, Leapmotion, Oculus Touch), none of them
have sparked the motion-control revolution that each one
seemed to promise. In previous work,
        <xref ref-type="bibr" rid="ref3">(Compton and Mateas
2017)</xref>
        I explored how this is driven by a common
inability to deal computationally with an input stream that is not
a sequence of discretely occurring (and discretely valued)
events. There is a broad range of research on performing
discrete gesture detection with devices like the
Leapmotion
        <xref ref-type="bibr" rid="ref6 ref7">(Marin, Dominio, and Zanuttigh 2014)</xref>
        <xref ref-type="bibr" rid="ref10">(Potter, Araullo,
and Carter 2013)</xref>
        , because we can imagine it being used
to create the sequence-of-events input that we so often use
in our interactive experiences (especially games). However,
with a continuous multi-dimensional stream of motion data,
discrete techniques like if-statements and categorizations
compress the data and lose the continuous fluid quality of
the original motion.
      </p>
      <p>Instead, this paper is about how we can use a variety of
algorithms (some “artificial intelligence”, some not, this
paper won’t quibble about the definition) to listen and respond
to continuous body movement.</p>
    </sec>
    <sec id="sec-2">
      <title>Listening to Motion</title>
      <p>How can we listen to a body in motion? As mentioned
earlier, artists have many sensors from which to choose. Some
are relatively basic forms of sensors like accelerometers,
gyroscopse, distance sensors, and bend sensors. Some sensors
operate by processing image data, often via machine
learning or various statistical methods, from either a single
camera or multiple cameras (often assisted by invisible infrared
projections), and several achieve “dead-reckoning” by
combining camera, GPS, and accelerometer data.</p>
      <p>
        It is easy to list the ways that we can listen to motion. But
let us instead examine what motion we listen to, and why.
Lived human experience informs us that some forms of
motion feel better than others. For example, holding arms
extended and still is wearying
        <xref ref-type="bibr" rid="ref8">(Nielsen et al. 2003)</xref>
        . Yet many
Kinect experiences used that pose as a UI technique to
simulate a button press. Dynamic loosely-controlled swinging of
arms feels better than stiff precision, but was underutilized
in Kinect games as it couldn’t be used to translate traditional
UI elements.
      </p>
      <p>One of my first Kinect projectspresented at SF Bay Area
3D Vision and Kinect Hacking, 2/1/2012 took advantage
of this. In Kinect Poi, the player used their arms to swing
digital fire poi, which left trails of sparks and stars as they
swung them. They could then retrace their trails to collect
the stars left behind on a previous swing. This had several
advantages. The poi were simulated as particles, with
continuous acceleration forces, so even when the Kinect sensing
momentarily dropped (frequently in old models), the
particle continued to move smoothly, without any of the
glitching of one-to-one control. Using force-based control, rather
than position based control, created a natural “anti-aliasing”
effect for the motion input. Finally, the perceived weight of
a player’s hand increases as they swing their arm, creating
the weighted, force-based feedback that was missing from
most Kinect experiences. The motion that this art used was
the type of motion that felt best for an interactor, and the
interaction/“game” was built around that, rather than the other
way around.</p>
      <p>Lack of haptic feedback or tactile resistance is common
in motion control experiences, but this is not unavoidable. In
Squishy Touchscreen 1, a user interacts with a soft spandex
membrane stretched over a wooden frame. A laser
projector backprojects an image onto the membrane, and a Kinect,
placed under the projector, maps the deformation of the
membrane into a grayscale image. This project was inspired
by Kinect musical instruments (like Tim Thompson’s Space
Palette 2) where the user waved their hands through the air.
Few instruments, with the exception of a theremin, have no
tactile resistance feedback in this way, so I wanted to
create an instrument that you could feel pushing back. Spandex
acts as a spring and has resistance that increases as you press
harder against it. It felt good to press against it, to stroke the
screen and feel the drag against your fingers. Additionally,
the Kinect could see any deformation of the surface, so the
user could press their palm, fingers, face, or any object into
the screen, and it would change the character of the
deformation.</p>
      <p>In another early prototype touch-“screen” (circa 2005),
1(2010, https://vimeo.com/217033311
2https://spacepalette.com/
users dragged their fingers through a tabletop full of black
sesame seeds (a webcam could see fingertips through the
glass bottom of the table). The resistance and physical
properties of the seeds provided haptic feedback of resistance,
and also produced a very satisfying sound and smell when
disturbed. Pressing a finger harder into the tabletop make a
bigger “blob” for the image detection to track, and the size
of the area of contact could also be felt by the user by the
texture contrast between seed and glass.</p>
      <p>In Kinect Poi, Squishy Touchscreen, and the Black
Sesame Table, the “sensors” themselves are dance partners.
Their physical properties (resistance, centrifugal force,
inertia, sound, even scent) and the way they encourage
interaction (through softness, texture, the pleasure of inertial
movement) form a connection with the interactor even before we
consider how the digital components of the systems will
respond to that input.</p>
    </sec>
    <sec id="sec-3">
      <title>Responding to Motion</title>
      <p>
        In Mueller and Isbister’s “Movement-Based Game
Guidelines”, they encourage motion control game designers to
not focus intently on game-style interaction: “Start by
providing feedback on the movement itself, without too much
worrying about scores, multipliers etc. [..] Provide several
forms of feedback, but do not require players to engage all
of them: better to let players choose which ones to engage
based on their cognitive abilities, and shift their attention as
mastery grows.”
        <xref ref-type="bibr" rid="ref7">(Mueller and Isbister 2014)</xref>
        . It can be hard
to structure a game with win-conditions (or even
resourcelogic) around continuous playful motion control, so the fun
of these experiences must often come from emergence and
surprise rather than control or competition.
      </p>
      <p>Fortunately, one of the major advantages and
disadvantages of a thick stream of continuous motion data is that
while it cannot be handled by the if-statements of traditional
game logic, it does provide an excellent seed for
generative methods. Often these methods need not even be
complex to be engaging: they merely have to be responsive. The
most successful “app” on the Squishy Touchscreen was a
rainbow-remapping of the depth field, which I had made as
a debug utility. As one pressed harder into the screen, the
colors changed around it, like reaching one’s hand into a
rainbow-colored geode. The stretchiness of the spandex also
deformed around whatever was pressed into it, so a hand
would become outlined in rings of hand-shaped color. The
material was “responding” to the interaction, even before the
algorithm got to it.</p>
      <p>
        More complex responses can be designed by passing the
continuous motion stream into a pipeline of generative
methods3. Idle Hands 4 was designed as an installation in an
art festival, projected on a wall, that the users control via
a Leapmotion. Giant hands (the projection was about 10 feet
across) clenched and unclenched even when the controller
was idle. When controlled by the user, the hands
mostly3see
        <xref ref-type="bibr" rid="ref3">(Compton and Mateas 2017)</xref>
        for a catalog of the range of
generative methods and how they can be used to compose such a
pipeline
4http://galaxykate.com/apps/idlehands/
faithfully reflected their hand gestures. The Leapmotion’s
data stream was a continuous (etd. 40fps) feed of 3D vector
positions for all finger joints, which was compressed to 2D
points and used to construct a Voronoi diagram of regions
and colored as shaded fragments. A few flocks of particles
were gravitationally attracted to the fingertips to further
accentuate the user’s motion. The response to the user data
was straightforward, but the directness made the experience
rather visceral (many reported a vividly tactile sensation of
“crinkling” the background , without touching anything).
      </p>
      <p>
        One interesting pattern that I discovered with Idle Hands
was the importance of flexibility of control. Like the
Kinectcontrolled poi, any motion control system has moments
where tracking drops frames, or the interactor walks away.
In these moments, a virtual agent can take over for the
interactor. This can be done to patch or smooth the motion,
but it can also be used to playfully resist the user’s control.
Is this a direct mirror, or an intelligent partner mimicking
your movements, only to break free with some
improvisation? Previous projects
        <xref ref-type="bibr" rid="ref5">(Long et al. 2017)</xref>
        have experimented
with the dance partner as an autonomous agent. In my most
recent work, I experiment with using the autonomy of the
dance agent as a continuous slider.
      </p>
      <p>
        My most recent motion-reactive art is on dance-reactive
puppets.5 This project was funded by the Google Creative
Lab as an experiment to use their Posenet Tensorflow
detection algorithm (Oved ). This algorithm produces
similar skeleton data to the Kinect, only instead of using
infrared dots and multiple cameras, it uses machine-learning
on normal RGB webcam data, potentially reaching a vastly
larger audience than the Kinect ever has. This project was
inspired by Nick Cave’s Sound Suits
        <xref ref-type="bibr" rid="ref1">(Cave et al. 2010)</xref>
        ,
dance costumes which distort the body into strange shapes
and become partners to the dancers, and the Muppets, where
the responsive materials of the Muppets (Kermit’s flailing
arms, Animal’s chickenfeathers, Janice’s satin hair) become
part of their character and movement. The idea was to
create generative dance suits whose animation would respond
to and exaggerate and reinterpret the movement of a user
(as detected through Posenet), just as the physical forms of
      </p>
      <sec id="sec-3-1">
        <title>5http://www.galaxykate.com/apps/puppet/</title>
        <p>
          the Sound Suits and the Muppets do with their dancers and
puppeteers. I adopted some ideas from the Spore creature
creator (Hecker ), making the bodies based on tubes, but
created more emergent and surprising forms based on the
tubes (super-ellipse cross-sections, wrinkles or oscillations
along the length of the tube). I also used Spore’s
wigglesand-jiggles system of secondary motion (and past work on
secondary motion in generative animation
          <xref ref-type="bibr" rid="ref2">(Compton and
Mateas 2015)</xref>
          ) as inspiration to create a variety of
motioncontrolled ”parts”: yoyos, bobbling balloon spheres, fringe,
and luxuriantly flowing feathers. Each kind of dance
accessory ”listens” and ”responds”, in different ways (to fast
acceleration or slow), depending on where it occurs (head or
hands or legs), and its physical properties.
        </p>
        <p>At the time of development, I did not have access to the
live stream of data from the webcam (that part of the
technology was unreleased) so I had to create synthetic data,
from a dancing virtual forward-kinematics-animated body
in 3.JS, which could generate the data that we anticipated
receiving from the machine-learned component. I set up the
data-generating virtual body so that it could be driven via
a Leapmotion (translating the finger movement into joint
movement), the potential future Posenet data, music data, or
some combination of all three. It also had a slider that
controlled independent noise-controlled data (autonomy) versus
user-provided data (mirror mode). One could imagine this
slider being driven by anything, including the agent’s
“boredom” with the player’s lack of movement.</p>
        <p>The released version of Posenet yields only 2D point data,
not the 3D of the Kinect, so I developed a very rudimentary
system to jiggle the 3D synthetic body until it matches the
2D detected points 6 It is far from accurate, yet like much
of the work discussed here, it seems that the accurate
movement is far less important than continuous, reactive,
responsive, and emergent movement, and it is an enjoyable
“presence” to interact with.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>Dance (and movement arts like puppetry) have a long
and developed history of turning human movement into
something pleasurable, alien, expressive, or transcendent.
Movement augmentation both listens to and responds to
user movement. Some patterns of listening/responding
are costumes, fields, physically-connected agents or
expressively-connected agents.</p>
      <p>Both Squishy Touchscreen and the Black Sesame table
were fields that the user disturbed with their motion, creating
eddies and deformations in the physical interface and also
in the digital response. Idle Hands is a field which the user
manipulates with their fingers, but while it lacks the
physically responsive interface, the seamlessly responsive
interaction created an impression of physical touch. The Kinect Poi
and the dance puppets are costumes: they are linked to the
user’s movement, but have secondary motion that amplifies
and elaborates on that emotion. Like the virtual partner
Lumen.AI project, the puppet is an autonomous agent, but can
move continuously between being a autonomous partner or
a costume as its agency is dialed up or down. My projects do
not have a strong expressively-connected agent component
(I prefer more directly-reactive agent action), but this would
be an avenue for exploration for either these projects or any
other generative movement-reactive system, such as a
musical or visual background improvisation based on some
generative interpretation of user movements. These categories
only begin to outline the range of how interaction in real
world dance/movement arts can inspire and inform digital
systems; much more exploration in the vast world of dance
culture is possible.</p>
      <sec id="sec-4-1">
        <title>6http://www.galaxykate.com/apps/puppet/</title>
        <p>posematch</p>
      </sec>
    </sec>
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