Response, or interactive medium in an art form, is a medium itself that comes with its own principles and laws. As is mentioned in Responsive Environment, “the distinguishing aspect of the medium is, of course, it responds to the viewer in an interesting way” (Krueger 430). Response as a medium is all about the outputs of an environment triggered by the real-time human-machine interaction. The inputs from participants, or the triggers could be the operations a player performs on the program, or just the physical attributes performed by the player, like voice pitch, posture and so on. The response to the physical interactions of participants relies heavily on the sensitivity of the sensors, as is implied by Krueger, “the only aesthetic concern is the quality of the interaction”.
Category: Spring 2020
Reading Response2
How would a response in VR seem intelligent (give an example, if possible)?
Responsive environment can perceive human behavior and response with auditory or visual feedback, which can be intelligently presented in virtual reality situation. Virtual reality is more immersive and focused on personal experience than other media like movies or books. So the participant can have more freedom to behave compared with sitting on a fixed position, surrounded by many other people and facing a fixed screen. With the ability of capturing the motion of human’s entire body, data VR can read will be much more complex and diverse so that after being processed by control systems it can generate more complicate responses and allow the intelligent learning process. VR may bot necessarily designed complicate in terms of the presence but the underlying formulas in making the response are on a much higher level than others, in a sense that they can specially fit a participant after him using it for a certain amount of time. For example, different form mobile phone games, a VR game of some activity simulation can possibly adjust its environment or game settings by reading the player’s input during the game time. The speed of movement, the scope of action, the reaction time or his height can matter and the game can be adapted to its player to build a most suitable playing environment for him. After the new environment is provided, new data of the interaction input can be sensed and by processing it again, the game model can be continuously modified.
How Does Response Act as a Medium?
The projects that Myron Krueger describes in his article “Responsive Environments” are primarily all based on the phenomenon that a captivating responsive interaction can be enough on its own. The interaction itself does not need to be very sophisticated as long as the user feels that what he or she is doing is generating some form of an output that is responsive to his or her actions. One of the examples the author gives is his project “Metaplay”. In this project users would use their finger to draw lines which were actually generated by a computer. As it was very difficult to trace the shape of a person’s hand and finger, the actual line output was often not as accurate. However, because of this exciting type of interaction, users were so captivated that they wouldn’t notice the inaccuracy: “Happily, neither the artist nor the audience were concerned about the quality of the drawings. What was exciting was interacting in this novel way through a man-computer-video link spanning a mile” (Krueger 425). In my opinion, this example accurately describes how a response can act as a medium. It happens when the response itself is so novel and fascinating that it completely immerses the user into the interaction. The user then experiences something fully through interacting with the response of the system and having a two-way dialogue with it.
Response as a Medium
How does response act as a medium?
Response becomes a medium once the focus shifts from the visuals and aural response to the interaction itself. Quoting Krueger, “the only aesthetic concern is the quality of the interaction.”. Hence, using sensors of high quality, capable of perceiving as much relevant and accurate user input, is an essential component to maximize the quality of interaction. GLOWFLOW took the opposite approach where they made compromises in the interaction, through adding delay, to bring more focus to the visual mood of the environment. Although they did achieve their intended effect, this compromise seemed to be the main reason for GLOWFLOW succeeding more as a kinetic sculpture than as a responsive environment.
The wide application of responsive technologies, particularly the way it can redefine our approach to education, is exciting. Such customizable and responsive environments would teach the child how to think, not the things they should memorize. Also, interaction is a more accurate way of acquiring knowledge in the real world. Due to its high customizability, the responsive medium allows for creating environments that could provoke intended interactions from users.
Response as a medium
How does response act as a medium?
The paper “Responsive Environments” by Myron W. Krueger provides great insights into the concept of responsive environments which “perceives human behavior and responds with intelligent auditory and visual feedback.” (423) By mentioning different projects he worked on, such as GLOWFLOW, MAZE, and VIDEOPLACE, he suggests a new art medium based on real-time response and interaction between humans and machines. He asserts that “Response is a medium.” (430) It is important for such a medium to understand the action of the participant and respond intelligently. For example, considering the participant’s position, the environment can create an interactive experience involving different sensations by imposing effects on “lights, sound mechanical movement, or through any means that can be perceived.” (430) Some are even more advanced by learning from experiences with different individuals and responding in the most effective way from the judgments. The upshot of this is that demonstrating intelligent responses towards users/participants, or in other words responses towards human actions, acts as a medium.
From my perspective, the paper is a good read as it gives me such an eye-opening understanding of the responsive environment and its applications in different fields, including education, psychology, and psychotherapy. For example, although such environments still have a few constraints in the perceptual system which limit their responses in a certain way, they can serve as a great alternative to traditional teaching or enrich the students’ experiences through meaningful interactions.
Intelligence in a Responsive Environment
In the fields of accessibility and childcare, responsive environments refer to settings that allow the child or disabled person to gain a sense of influence over their surroundings. The idea behind these settings is that they are meant to motivate the person to learn and — more importantly — interact with the environment. Bringing this definition over to general user experience design, a responsive environment also serves a similar purpose of motivating the end-user to interact with the environment by giving that user a sense of influence. Through intuitive cues placed by the environment, the user would ideally be able to navigate the environment and slowly learn its rules and quirks over the course of this navigation.
Given that machine learning and AI has progressed so much within the past few years, the logical next step would be to implement some form of learning into responsive environments. As a small-scale example, a responsive drawing program might learn which tools the user picks the most and rearrange the toolbar accordingly or suggest tools to use at certain times. From my perspective, giving responsive environments the ability to learn makes those environments more responsive in turn. After all, if a responsive environment is meant to motivate a user to interact with that environment through intuitive cues, then a learning responsive environment would (hopefully) enhance the intuitive nature of those cues. This would then further motivate user interactions; the idea of a learning responsive environment would open many opportunities for designers to enhance their created environments for users.
Responsive Environments
VR technology is already changing our world. As an example six-seven years ago, virtual reality was just an entertainment, exclusively for computer games. However, today Virtual Reality has brought some significant changes to our lives. As an example the usage of Virtual Reality in construction, it allows people to design homes and rooms, almost directly making changes to the project. A building project is broadcast in a VR headset and a person immediately sees how it will look with all the construction nuances. The possibilities of “immersion” in VR are much more modest than in a fully interactive virtual environment, but with sufficiently large screens and high-quality special effects, the impression of such demonstrations remains indelible. Nowadays, a lot of people think that entertainment and games are the main task of virtual reality. However, this is not the case, for instance large companies – such as Facebook and Microsoft – integrate virtual reality in many areas, starting from art to medicine.
Krueger in his readings points out that the idea of having a responsive environment and that being the message, I believe experimented virtual realities could gradually become actual-life applications. And I feel like education would be the strongest area. Thinking back to my learning experience versus say my father’s, technology is much more widely accepted and it’s almost becoming expected. The concept of using a responsive environment in a learning surroundings could be advantageous in that it is more interactive, instead of one teacher explaining topic to the whole class, virtual learning would enable students to participate and be engaged physically and mentally.
It’s hard to list all the advantages of new visual technologies, but I certainly believe that virtual reality is a new world that is starting now.
response, a medium
Kwastek quotes Jochen Schulte-Sasse to describe “medium . . . as a ‘bearer of information . . . that fundamentally shapes it. . . so as to give form to human access to reality’” (167). Krueger asserts response as a “medium comprised of sensing, display and control systems” (430). To understand response as a medium, then, is to understand it as that which simultaneously shapes and presents the information contained within systems. As elaborated by both authors, these systems contain technical and aesthetic components which, as Kwastrek repeats, form some sort of gestalt via interaction with a user. Kwastek ultimately veers away from calling interactive media arts a medium, favoring the analogy of apparatus. Response, then, might serve as the medium of interactive media, as that which is manipulated by the artist via a system which requires interaction from a user.
On response as a medium
How does response act as a medium?
Myron Krueger’s text is key in illustrating how response can act as a medium, particularly by focusing on what he calls responsive environments, which “perceive human behavior and respond with intelligent auditory and visual feedback” (423). By detailing the motivations, technicalities, and deliberate decisions behind installations/responsive environments such as METAPLAY, PSYCHIC SPACE, and other of his famous pieces, Krueger points out how response is the medium. In an environment where the interaction between humans and the environment is the most important component, visual and auditory aesthetics are of secondary importance. Instead, crafting an experience that successfully responds to users actions (or lack of it) and making the response evident to them is key, and is the main factor that establishes response as a medium.
Reading this in 2020, and being fully aware that Krueger’s text was published in the 70s makes me wonder how much this notion has changed, particularly when areas like interactive media arts, integrated digital media, and creative technology are more consolidated than before. Now, there is no question that response is the medium, but the aesthetics and quality of that same response (the visuals, audio, animations, etc.) have now arguably become almost as important as the interaction itself. Now that we have surpassed the age where people get instantly awed and amazed at the existence of technology like VR, projection mapping, etc. it feels like new, relevant yet modern forms of output need to continuously be developed.
Project 1 Documentation: The Land of Weilgalia
Project Description
For my initial project, I wanted to focus on creating a space in the sky. I love the idea of standing on a floating island and looking into the expanse of the sky. I wanted to keep it close to what the Earth’s sky looks like (blue with clouds) and during the day instead of at night.
So I created The Land of Weilgalia (the name was taken as inspiration from the 2003 JRPG game Tales of Symphonia, in which there is a floating city in the sky filled with angels called Welgaia.) This project was completed using Unity in order to make it 360 VR. Furthermore, using an Android Build, it is possible for users to experience The Land of Weilgalia through Google Cardboard. The user should see islands around them, with only a small cropping of land beneath their feet that is filled with green grass. The islands around them are in the distance, and there is no visible way to get from island to island; only to look at them from afar.
Inspiration
This VR project was heavily inspired by the Gamecube Game Tales of Symphonia. Throughout the game, you use magical flying transportation to fly around the map of two interconnected worlds. These flying machines allow you to visit places above the worlds and in the sky, and as such, there are multiple towns you can land in and visit. I focused on their city in the game called Exire.
(Although the name was inspired from the city in the game called Welgaia which is the city of angels, but it had a very different, scifi and futuristic aesthetic which I was not looking for.)
In this game full of amazing, imaginary landscapes, I chose the floating islands due to the calm I think the environment can create. While the area can in theory look frightening, as you are alone very high up in the sky with no reprieve, it can also be very peaceful. With the correct lighting, sound, and some composition decisions, I wanted the user to feel transported into another world where they could explore the serenity found in floating islands in the sky.
I was also further inspired by other games and films with floating islands in the sky such as the feature film Avatar.
This was not an ideal example to follow though, as I found the close proximity of all the islands to give me a sense of claustrophobia. This was the opposite of what I wanted to accomplish, as I wanted the user to have more open space in the expanse of the sky they were viewing. I did like the amount of fog and cloudiness within these clouds, and wanted to take that element into my project. While it can add onto the claustrophobia, I wanted to camouflage the islands a bit within the cover of the clouds.
Another inspiration was from the game Zelda Skyward Sword. The user can fly between islands in the sky in order to go on different adventures. The entirety of the game takes place in the sky, and there is minimal landing onto the surface of the Earth.
The islands in Zelda gave me a good idea of what I wanted the shapes of the islands to look like, but I did not like the ever-present cloud cover under the islands. Again, this is why I defaulted to the Tales of Syphonia game in the city of Exire, as I found it to be a perfect example of what I wanted to create.
Process and Implementation
Since the beginning of the project, I knew that I wanted to avoid using lowpoly assets and use a more realistic or artistic interpretation of the environment. From there, I began to sketch out my idea from the Tales of Symphonia game.
From there, I began to explore the different asset packages I could to begin to create the environment I wanted.
***Apologies in advance, most of my screenshots are not maximized as I did not know how to maximize on unity at the time***
When creating my environment, there were specific things that I knew I had to avoid in order to make it feel serene.
Firstly, the viewer could not be standing on the edge of the floating island they were on. Although this would give me more room to work with in the visuals below the island, I knew that having the viewer on the edge would cause a slight sense of anxiety. Because of this, I situated my user straight in the middle of a medium sized floating island.
Secondly, I knew I needed to make the sky daytime in order to make all my details visible. I considered making the islands at night, but I thought this might give my user a sense of anxiety. I believe I would feel anxious if I were in the dark and I had huge, floating, and unidentified objects around me. I also thought that creating the space at night wouldn’t allow for the wide expanse of space to be appreciated; I wanted the user to see floating islands in the distance, and I thought that would’ve been harder to accomplish in the night.
Thirdly and lastly, I chose to use a semi-realistic landscape in order to connect to something the user is already familiar with. I wanted to take a patch of green grass which everyone is familiar with but place it in an environment that is hard to envision. But this small sense of familiarity would help connect the user into the environment by giving them something small to tether onto.
Reflections
Overall, I did face some difficulties in executing my project as I first intended. Originally, I wanted there to be cities in the distance on the floating islands. This was harder for me to implement, as no matter where I tried to position different buildings, I could not get them to the quality and size that I wanted them to be. This I think I can improve on in time, but within this first project, I really struggled with getting the buildings to look the way I wanted them too. (I also had a lot of trouble with some of the asset packages I would download for buildings. A lot of the scripts would begin to interfere as soon as I downloaded them and I was unable to debug the problems with some of the packages that best fit the aesthetic I was looking for.)
The bottom of the floating islands were also just an enlarged rock prefab from a certain package, and I found this to be very limiting when making the floating islands. In the future, in order to improve on my islands, I would need to find a more viable alternative on how to create the textured bottom of the islands instead of the one rock asset.