=Paper=
{{Paper
|id=Vol-2282/EXAG_124
|storemode=property
|title=Freedom of Movement: Generative Responses to Motion Control
|pdfUrl=https://ceur-ws.org/Vol-2282/EXAG_124.pdf
|volume=Vol-2282
|authors=Kate Compton,Michael Mateas
|dblpUrl=https://dblp.org/rec/conf/aiide/ComptonM18
}}
==Freedom of Movement: Generative Responses to Motion Control==
Freedom of Movement: Generative Responses to Motion Control Kate Compton, Michael Mateas Expressive Intelligence Studio University of California, Santa Cruz kecompto@ucsc.edu, mmateas@ucsc.edu may be musicians or lighting directors who react collab- oratively with the movements, or non-human works like interactive projections All of these phenomena “listen” to the movement of the dancer and respond in some way. As designers of genera- tive systems, we can build systems that operate like any of these real-world responsive systems: our systems can be cos- tumes, fields, physically-connected agents or expressively- connected agents, or to have systems that combine the re- sponsive properties of any of these examples. Observing the range of reactive systems that occur in dance practice re- Figure 1: Squishy touchscreen. Rainbow-ified impressions minds us not to limit ourselves to only one kind of ”dance of hands formed by remapping the Kinect’s greyscale depth partner”. In this paper, I reflect on some works where in- data to a more interesting colorspace sights 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. Abstract This paper is emphatically not about discrete detection and categorization of gesture. Though we have now spent Generative methods provide rich, emergent ways to deal with most of a decade with moderately effective motion-tracking many kinds of data. In this paper, we explore projects that (Kinect, Wii, Leapmotion, Oculus Touch), none of them listen to human motion, and respond through emergent gen- erative art in ways that are inspired by dance and puppetry. have sparked the motion-control revolution that each one seemed to promise. In previous work,(Compton and Mateas 2017) I explored how this is driven by a common inabil- Introduction ity to deal computationally with an input stream that is not How do we respond to a body in motion? There are many a sequence of discretely occurring (and discretely valued) things in the world that respond to a body in motion, for events. There is a broad range of research on performing example, a dancer’s physical motion: discrete gesture detection with devices like the Leapmo- • dance costumes, or dance toys like fire poi, physically tion(Marin, Dominio, and Zanuttigh 2014)(Potter, Araullo, moved by or attached to the dancer, and subject to forces and Carter 2013), because we can imagine it being used like drag, momentum, and centripetal force, depending on to create the sequence-of-events input that we so often use their materials. in our interactive experiences (especially games). However, with a continuous multi-dimensional stream of motion data, • fields around the performer, as the dancer wades through discrete techniques like if-statements and categorizations water or smoke or tall grass, if they disturb curtains as compress the data and lose the continuous fluid quality of they move the original motion. • a human partner, moving their body in response to their Instead, this paper is about how we can use a variety of perception of their partner’s movement. An audience can algorithms (some “artificial intelligence”, some not, this pa- sense tension, force, and connection, even if the two bod- per won’t quibble about the definition) to listen and respond ies never touch to continuous body movement. • physically unattached collaborators, who, like the human dance partner, ”listen” to the movement and respond. This Listening to Motion How can we listen to a body in motion? As mentioned ear- lier, artists have many sensors from which to choose. Some are relatively basic forms of sensors like accelerometers, gy- users dragged their fingers through a tabletop full of black roscopse, distance sensors, and bend sensors. Some sensors sesame seeds (a webcam could see fingertips through the operate by processing image data, often via machine learn- glass bottom of the table). The resistance and physical prop- ing or various statistical methods, from either a single cam- erties of the seeds provided haptic feedback of resistance, era or multiple cameras (often assisted by invisible infrared and also produced a very satisfying sound and smell when projections), and several achieve “dead-reckoning” by com- disturbed. Pressing a finger harder into the tabletop make a bining camera, GPS, and accelerometer data. bigger “blob” for the image detection to track, and the size It is easy to list the ways that we can listen to motion. But of the area of contact could also be felt by the user by the let us instead examine what motion we listen to, and why. texture contrast between seed and glass. Lived human experience informs us that some forms of mo- In Kinect Poi, Squishy Touchscreen, and the Black tion feel better than others. For example, holding arms ex- Sesame Table, the “sensors” themselves are dance partners. tended and still is wearying (Nielsen et al. 2003). Yet many Their physical properties (resistance, centrifugal force, iner- Kinect experiences used that pose as a UI technique to simu- tia, sound, even scent) and the way they encourage interac- late a button press. Dynamic loosely-controlled swinging of tion (through softness, texture, the pleasure of inertial move- arms feels better than stiff precision, but was underutilized ment) form a connection with the interactor even before we in Kinect games as it couldn’t be used to translate traditional consider how the digital components of the systems will re- UI elements. spond to that input. One of my first Kinect projectspresented at SF Bay Area 3D Vision and Kinect Hacking, 2/1/2012 took advantage Responding to Motion of this. In Kinect Poi, the player used their arms to swing In Mueller and Isbister’s “Movement-Based Game Guide- digital fire poi, which left trails of sparks and stars as they lines”, they encourage motion control game designers to swung them. They could then retrace their trails to collect not focus intently on game-style interaction: “Start by pro- the stars left behind on a previous swing. This had several viding feedback on the movement itself, without too much advantages. The poi were simulated as particles, with con- worrying about scores, multipliers etc. [..] Provide several tinuous acceleration forces, so even when the Kinect sensing forms of feedback, but do not require players to engage all momentarily dropped (frequently in old models), the parti- of them: better to let players choose which ones to engage cle continued to move smoothly, without any of the glitch- based on their cognitive abilities, and shift their attention as ing of one-to-one control. Using force-based control, rather mastery grows.” (Mueller and Isbister 2014). It can be hard than position based control, created a natural “anti-aliasing” to structure a game with win-conditions (or even resource- effect for the motion input. Finally, the perceived weight of logic) around continuous playful motion control, so the fun a player’s hand increases as they swing their arm, creating of these experiences must often come from emergence and the weighted, force-based feedback that was missing from surprise rather than control or competition. most Kinect experiences. The motion that this art used was Fortunately, one of the major advantages and disadvan- the type of motion that felt best for an interactor, and the in- tages of a thick stream of continuous motion data is that teraction/“game” was built around that, rather than the other while it cannot be handled by the if-statements of traditional way around. game logic, it does provide an excellent seed for genera- Lack of haptic feedback or tactile resistance is common tive methods. Often these methods need not even be com- in motion control experiences, but this is not unavoidable. In plex to be engaging: they merely have to be responsive. The Squishy Touchscreen 1 , a user interacts with a soft spandex most successful “app” on the Squishy Touchscreen was a membrane stretched over a wooden frame. A laser projec- rainbow-remapping of the depth field, which I had made as tor backprojects an image onto the membrane, and a Kinect, a debug utility. As one pressed harder into the screen, the placed under the projector, maps the deformation of the colors changed around it, like reaching one’s hand into a membrane into a grayscale image. This project was inspired rainbow-colored geode. The stretchiness of the spandex also by Kinect musical instruments (like Tim Thompson’s Space deformed around whatever was pressed into it, so a hand Palette 2 ) where the user waved their hands through the air. would become outlined in rings of hand-shaped color. The Few instruments, with the exception of a theremin, have no material was “responding” to the interaction, even before the tactile resistance feedback in this way, so I wanted to cre- algorithm got to it. ate an instrument that you could feel pushing back. Spandex More complex responses can be designed by passing the acts as a spring and has resistance that increases as you press continuous motion stream into a pipeline of generative meth- harder against it. It felt good to press against it, to stroke the ods3 . Idle Hands 4 was designed as an installation in an screen and feel the drag against your fingers. Additionally, art festival, projected on a wall, that the users control via the Kinect could see any deformation of the surface, so the a Leapmotion. Giant hands (the projection was about 10 feet user could press their palm, fingers, face, or any object into across) clenched and unclenched even when the controller the screen, and it would change the character of the defor- was idle. When controlled by the user, the hands mostly- mation. In another early prototype touch-“screen” (circa 2005), 3 see (Compton and Mateas 2017) for a catalog of the range of generative methods and how they can be used to compose such a 1 (2010, https://vimeo.com/217033311 pipeline 2 4 https://spacepalette.com/ http://galaxykate.com/apps/idlehands/ Figure 2: Idle Hands, a Voronoi diagram generated from Leapmotion 3D finger-joint points, with particle system stars 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 ac- centuate the user’s motion. The response to the user data Figure 3: Generative dance puppets with a variety was straightforward, but the directness made the experience of secondary-motion gesture-enhancing dance accessories rather visceral (many reported a vividly tactile sensation of When animated, the feathers and orbs emphasize and elabo- “crinkling” the background , without touching anything). rate on the human user’s motion like a dancer’s costume One interesting pattern that I discovered with Idle Hands was the importance of flexibility of control. Like the Kinect- controlled poi, any motion control system has moments the Sound Suits and the Muppets do with their dancers and where tracking drops frames, or the interactor walks away. puppeteers. I adopted some ideas from the Spore creature In these moments, a virtual agent can take over for the in- creator (Hecker ), making the bodies based on tubes, but teractor. This can be done to patch or smooth the motion, created more emergent and surprising forms based on the but it can also be used to playfully resist the user’s control. tubes (super-ellipse cross-sections, wrinkles or oscillations Is this a direct mirror, or an intelligent partner mimicking along the length of the tube). I also used Spore’s wiggles- your movements, only to break free with some improvisa- and-jiggles system of secondary motion (and past work on tion? Previous projects (Long et al. 2017) have experimented secondary motion in generative animation (Compton and with the dance partner as an autonomous agent. In my most Mateas 2015)) as inspiration to create a variety of motion- recent work, I experiment with using the autonomy of the controlled ”parts”: yoyos, bobbling balloon spheres, fringe, dance agent as a continuous slider. and luxuriantly flowing feathers. Each kind of dance acces- My most recent motion-reactive art is on dance-reactive sory ”listens” and ”responds”, in different ways (to fast ac- puppets.5 This project was funded by the Google Creative celeration or slow), depending on where it occurs (head or Lab as an experiment to use their Posenet Tensorflow de- hands or legs), and its physical properties. tection algorithm (Oved ). This algorithm produces simi- At the time of development, I did not have access to the lar skeleton data to the Kinect, only instead of using in- live stream of data from the webcam (that part of the tech- frared dots and multiple cameras, it uses machine-learning nology was unreleased) so I had to create synthetic data, on normal RGB webcam data, potentially reaching a vastly from a dancing virtual forward-kinematics-animated body larger audience than the Kinect ever has. This project was in 3.JS, which could generate the data that we anticipated inspired by Nick Cave’s Sound Suits (Cave et al. 2010), receiving from the machine-learned component. I set up the dance costumes which distort the body into strange shapes data-generating virtual body so that it could be driven via and become partners to the dancers, and the Muppets, where a Leapmotion (translating the finger movement into joint the responsive materials of the Muppets (Kermit’s flailing movement), the potential future Posenet data, music data, or arms, Animal’s chickenfeathers, Janice’s satin hair) become some combination of all three. It also had a slider that con- part of their character and movement. The idea was to cre- trolled independent noise-controlled data (autonomy) versus ate generative dance suits whose animation would respond user-provided data (mirror mode). One could imagine this to and exaggerate and reinterpret the movement of a user slider being driven by anything, including the agent’s “bore- (as detected through Posenet), just as the physical forms of dom” with the player’s lack of movement. The released version of Posenet yields only 2D point data, 5 http://www.galaxykate.com/apps/puppet/ not the 3D of the Kinect, so I developed a very rudimentary system to jiggle the 3D synthetic body until it matches the Long, D.; Jacob, M.; Davis, N.; and Magerko, B. 2017. De- 2D detected points 6 It is far from accurate, yet like much signing for socially interactive systems. In Proceedings of of the work discussed here, it seems that the accurate move- the 2017 ACM SIGCHI Conference on Creativity and Cog- ment is far less important than continuous, reactive, respon- nition, 39–50. ACM. sive, and emergent movement, and it is an enjoyable “pres- Marin, G.; Dominio, F.; and Zanuttigh, P. 2014. Hand ges- ence” to interact with. ture recognition with leap motion and kinect devices. In Im- age Processing (ICIP), 2014 IEEE International Conference Conclusion on, 1565–1569. IEEE. Dance (and movement arts like puppetry) have a long Mueller, F., and Isbister, K. 2014. Movement-based game and developed history of turning human movement into guidelines. In Proceedings of the SIGCHI Conference on something pleasurable, alien, expressive, or transcendent. Human Factors in Computing Systems, 2191–2200. ACM. Movement augmentation both listens to and responds to Nielsen, M.; Störring, M.; Moeslund, T. B.; and Granum, E. user movement. Some patterns of listening/responding 2003. A procedure for developing intuitive and ergonomic are costumes, fields, physically-connected agents or gesture interfaces for hci. In International gesture workshop, expressively-connected agents. 409–420. Springer. Both Squishy Touchscreen and the Black Sesame table Oved, D. Real-time Human Pose Esti- were fields that the user disturbed with their motion, creating mation in the Browser with TensorFlow.js eddies and deformations in the physical interface and also . https://medium.com/tensorflow/ in the digital response. Idle Hands is a field which the user real-time-human-pose-estimation-in-the- manipulates with their fingers, but while it lacks the physi- browser-with-tensorflow-js-7dd0bc881cd5 cally responsive interface, the seamlessly responsive interac- Accessed: 2018-08-10. tion created an impression of physical touch. The Kinect Poi Potter, L. E.; Araullo, J.; and Carter, L. 2013. The leap and the dance puppets are costumes: they are linked to the motion controller: a view on sign language. In Proceedings user’s movement, but have secondary motion that amplifies of the 25th Australian computer-human interaction confer- and elaborates on that emotion. Like the virtual partner Lu- ence: augmentation, application, innovation, collaboration, men.AI project, the puppet is an autonomous agent, but can 175–178. ACM. 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 musi- cal or visual background improvisation based on some gen- erative 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. References Cave, N.; Cameron, D.; Eilertsen, K.; and McClusky, P. 2010. Nick Cave: Meet Me at the Center of the Earth. Yerba Buena Center for the Arts. Exhibition at the Seattle Art Mu- seum 2011. Compton, K., and Mateas, M. 2015. A Different Kind of Physics: Interactive evolution of expressive dancers and choreography. In Computational Creativity in Games Work- shop, ICCC. Compton, K., and Mateas, M. 2017. A generative frame- work of generativity. In Experimental AI in Games Work- shop, AIIDE. Hecker, C. My Liner Notes for Spore. http: //chrishecker.com/My_liner_notes_for_ spore. Accessed: 2018-08-10. 6 http://www.galaxykate.com/apps/puppet/ posematch Figure 4: Data flow diagram of the puppet project. Blue outlines are sensors. Pink outlines are processed input streams. Cyan outlines are output graphics. Green outlines are autonomous or puppeted control