Macaroni Synthesis:
A Creative Multimedia Collaboration
Ernest Edmonds
1
, Linda Candy
2
, Mark Fell
3
, Roger Knott
3
, Alastair Weakley
1
ernest@ernestedmonds.com linda@lindacandy.com mark@markfell.com r.p.knott@lboro.ac.uk
alastair@weakley.org.uk
1
Creativity and Cognition
Studios,
University of Technology,
Sydney,
PO Box 123 Broadway
NSW 2007 Australia
2
Key Centre of Design
Computing and Cognition
School of Architecture,
Design Sciences and
Planning
University of Sydney
NSW 2006 Australia
3
Creativity and Cognition
Research Studios
Department of Computer
Science
Loughborough University,
LE11 3TU UK
Abstract
The paper describes a collaborative project between an
HCI team and an internationally known Japanese artist,
based in New York, who was artist-in-residence with the
group in the UK. The collaboration resulted in a new
performance art work and a new interactive instrument.
The research included a full study of the process of
collaboration and innovation. The paper describes the work
that was created, the interactive instrument developed and
illustrates its use in a performance.
1. Introduction
The Creativity and Cognition Research Studios (C&CRS)
[6] were established for the purposes of developing new art
and technology projects and to conduct research into the
creative process. It is the result of a collaborative venture
between the Department of Computer Science and the
School of Art and Design at Loughborough University. In
the COSTART Project 1998-2003 [5] an innovative
approach to the study of technology-based art founded on
practice-led research methods has been developed. The
approach is based upon artist-in-residency studies,
gathering and analysing qualitative data and disseminating
new knowledge on the basis of the evidence [2,3,4,11].
Research issues that are under investigation at C&CRS
include: the impact of the technology on creative practice,
the implications of such practice for technological
requirements and the environments in which new
developments can take place. The work centers on the
practice of art making.
The involvement of the artists in the electronic media is as
much concerned with developing and defining those media
as with employing them in art making. Whilst art and
design oriented application programs are often used, the art
practice is normally dependant upon writing computer
programs, often interfaces between the various devices
needed to facilitate interaction. The artists at the leading
edge of technology-based work are rarely confined to using
single software applications that can be bought on the high
street. Instead, they are most often seen to be extending the
media and exploring the means of developing new
technological capabilities. As is often the case in
innovative art making, artists are deeply involved in
inventing and defining the media that they use. If this
requires new knowledge and skills, they acquire it either by
learning it for themselves or through their collaborators.
For this reason, collaborations with technical experts who
can construct and extend the technology are becoming a
vital element of the work. In this respect, a significant
development is the invention of computational
representations of the conceptual and behavioral concepts
that underpin much of the art being developed.
In this paper, we report on the particular innovations
associated with one of the residencies; that of Yasunao
Tone, an artist who was awarded the 2002 Ars Electronica
Golden Nica prize for Digital Music [10] The residency
involved three significant interacting roles: the artist, the
technologist and the researcher. This three-pronged
approach is fundamental to the research and has been
significant in enabling and fulfilling the kind of innovation
described here.
2. Background
The COSTART Project developed a new approach to the
study of technology-based art founded on practice-led
Proceedings of the Seventh International Conference on Information Visualization (IV’03)
1093-9547/03 $17.00 © 2003 IEEE