Placeholder: Notes on Process
8 June 1994
Back in the early 70s, inspired by people
like Robert Wilson and Richard Sheckner, I had been doing
interactive theatre pieces in the midwest. This stuff had
culminated in a series of environmental theatre pieces in which
I collected narratives like the very early Robin Hood tales and
staged them mansion style around Mirror Lake on the Ohio State
campus, with children wandering in and out of the action in the
landscape. My first interactive work was in the context of
theatre and it was very much situated in natural landscapes.
Twenty years later I found myself doing interactive work in
landscapes again, but this time in the medium of virtual
reality.
These are some musings about collaboration
on an art/tech project among people who are, if not of
different species, at least of different intelligences,
different esthetics, different sensibilities, different skills
- and what kinds of things go on when they undertake a
passionate journey together. As a director in the theatre for
many years, I thought I understood the fundamental bit: a
director's job is to help people with many different skills and
sensibilities see the same vision of the final production, and
that seeing is what magnetizes each individual effort along its
appropriate vector toward the emerging whole. I still believe
in this principle. But I've discovered, as many of you have,
that virtual reality involves a whole new set of questions and
problems - the skill sets and sensibilities of the contributors
seem vastly more divergent, and the traditional organizational
paradigm of theatrical production is not there to establish a
de facto framework for collaboration. Add the element of active
participation by people who experience the piece as a potent
factor in determining its form and structure and you have a
much more complex problem. In other words, making something
beautiful in VR is really fucking hard.
Looking at the process of designing and
developing
Placeholder is a way of getting to some of these issues.
The project consisted of a set of three virtual environments
overlaid with characters and narrative materials that was
experienced by two live participants simulatneously [see Placeholder papers].
The project was designed primarily by myself and Rachel
Strickland, an architect and videographer who learned cinema
verite with Ricky Leacock in the Film and Video section at MIT,
thinking about interactive media in collaboration with some of
the Architecture Machine crowd in the 70s and early 80s. I met
her at the Atari Research Laboratory in 1982, and we have
worked together off and on ever since then.
My first piece of advice is: You have to
fall in love. Not necessarily with each other, although that
helps - but with a vision of what you are trying to do
together. Rachel has always been interested in exploring how
people interact with landscapes, with places - she has always
been trying to understand the sense of place. I was always on
the trail of narrative play - trying to understand how people,
especially children, play together as a way to pursue a notion
of interactive form that does not rely on traditional models of
authorship for its content. Rachel and I fell in love over an
essay by Barry Lopez called "Landscape and Narrative" that
seemed to bring our two interests into luminous synergy. We
have been arguing ever since - a sure sign of love.
Our work together in exploring narrative
play began at Atari and continued in the Apple Vivarium project
in the late 80s, where we worked on understanding narrative
play and the materials and environments that support the most
generative kinds of play. We spent a year with kindergarten
children, devouring the ideas of Rudolf Steiner and Maria
Montessori on the nature of play and its materials, fueling
ourselves with long hikes and visits to petroglyph sites in
Utah, Australia, and the Caribbean, and making deep descends
into many flavors of aboriginal lore. We pondered the marking
of places, the lush alternatives to the Cartesian idea of
space, the exquisite ambiguity of clouds and rocks in which we
could see faces. We told coyote stories to the kindergarteners
and then watched them play with these unfamiliar materials in
ways that revealed a "narrative intelligence" which had almost
nothing to do with the traditional Western notion of story, but
everything to do with ambiguity, manipulable objects, magical
transformations, and - hovering over all - a synesthetic sense
of place.
The PLAYGROUND Project at
Apple Vivarium
The process of designing Placholder actually
began in 1990 when Rachel and I were under contract to the
Apple Vivarium Program to do research on what it would take to
provide a more narrative-style interface for the PLAYGROUND
programming language that was being developed there by Alan Kay
et al. This work involved investigations into the nature of
narrative play among children, including extensive readings and
field work at Lakeside School in Los Gatos, California.
We exposed kindergarten children to Native
American coyote stories throughout the winter months of 1990-91
in order to make them familiar with settings, characters,
notions of place, and narrative structures that were different
in some crucial ways from the "fairy tale" tradition of
European children's literature. In the spring, we were able to
observe the children working with these narrative materials to
construct their own play activities at some distance from the
influence of Western narrative traditions. By disrupting
familiar conventions of causality, representations of space,
and styles of characterization, we were able to glimpse
something of children's "naive" or "constructive" narrative
styles. Indeed, the children we worked with produced stories,
enactments, and artifacts that were strikingly original -
distinct from both Western and Native American narrative
traditions.
The PLAYGROUND problem, however, turned out
to be a nut that we couldn't crack. The language was not
amenable to Western narrative constructions, due to such
features as the use of multiple "agents" to construct
characters (which are typically thought of as single sources of
intention and action) and the difficulty of representing
changes in the world due to characters' choices and actions.
Likewise, PLAYGROUND was not well suited for creating
alternative narrative styles, due to such obstacles as the
difficulty of representing simultaneous events and action in
non-contiguous spaces. We were forced to conclude that there
was not a way to implement a story-making or narrative approach
to the task of designing an interface for PLAYGROUND, because
the structure of the language - especially its syntax - bore
too little similarity to commonly held notions of story and
character. We did resolve to continue our investigations of
narrative play apart from the PLAYGROUND project, and our plan
of action resulted in the original "Virtual Coyote" proposal
that was submitted to the Banff Centre for the Arts in the
summer of 1991.
Virtual Coyote
Metamorphoses into
Placeholder
The Banff Centre accepted our proposal to
create a virtual-environment piece in which we would
instantiate our hypotheses about narrative play through the use
of camera-originated imagery and characters and story materials
drawn from Native American and Native Canadian lore. The Banff
Centre offered us a residency and the use of facilities,
equipment, and technical staff to create the piece. Knowing
that we needed additional funding for our own survival as well
as for things like supplies, child care, and compensation for
potential Native Canadian collaborators, we prepared a budget
for corporate sponsorship and presented it to several Silicon
Valley coporations. When I was hired by Interval Research
Corporation in the summer of 1992, Interval president David
Liddle pledged Interval's financial support. He later agreed to
hire Rachel Strickland on a one-year artist-in-residence
appointment principally to accomplish the project (Rachel's
position at Interval has since become permanent).
Funding commitments in hand, Rachel and I
made a preliminary visit to the Banff Centre in September of
1992. During that visit our contacts with Native people at the
Banff Centre were limited to a few brief conversations with
Native artists in residence. In an earlier phone contact, Buffy
St. Marie (a professional musician who is a Cree person from
the Calgary area) had expressed enthusiasm for our project and
promised to connect us with some of her relatives in Canada,
but we had not yet received further information from her. We
had resolved to visit a local Powwow during that visit, but the
night before the Powwow we viewed a video piece entitled
"Travelogue" that had been produced at the Banff Centre by
Stephan de Costa the previous year. The piece was powerfully
critical of European colonialism and exploitation of native
people and lands. In the emotional aftermath, we were unable to
persuade ourselves to attend the Powwow. As it turned out, that
might have been our only opportunity to make alliances with
Native Canadians.
Political difficulties surfaced for us at
the Banff Centre in the early spring of 1993. I got a call from
Doug Macleod who explained to me somewhat apologetically that
the First Nations Film Collective had complained to him about
white women producing a piece that involved Native materials.
As our studies of Aboriginal lore and materials had also
included many other cultures from other times and places, I
told Doug that we would be glad to refrain from focusing on
Native Canadian or American materials and work instead with
imagery and stories drawn from a variety of Paleolithic and
Neolithic cultures. I mentioned in passing to Doug that I was
personally a bit disappointed, having some Cherokee ancestors
myself, that we would not be able to investigate Native
materials further. At that point Doug expressed the opinion
that my Indian blood would probably resolve the concerns of the
people who had complained. I demurred, however, because I felt
that my biological ancestry was no substitute for the kind of
cultural training that would be necessary for me to claim that
heritage. When Rachel and I dropped the focus on Coyote, we
re-named the project
Placeholder until we could think of a better name. Upon
reflection, however,
Placeholder seemed punnishly apt and the name stuck.
Design and Production in
Banff
We arrived in Banff and began working in
June of 1993, scouting locations and becoming acquainted with
the technical staff and equipment. We also began fleshing out
the conceptual design into precise specifications that could be
scheduled and implemented. The usual production difficulties
began early. Essential hardware had to be ordered or built or
borrowed. Cameras and other equipment had to be shipped from
Interval through Customs. The project that was scheduled to
complete ahead of us was behind schedule and our lead
programmer, John Harrison, became intensely involved in the
swat team effort to finish it. We lost another week of John's
time to SIGGRAPH. Two key technical people suffered health
problems that kept them away from our project for several
days.
In the meantime, we were inventing and
building new interface hardware at Interval, writing device
drivers, and attempting to modify existing code in Banff. The
facilities for handling two simultaneous participants in the
MRToolkit were being developed by the staff at the University
of Alberta and were not completed until literally hours before
the piece opened - over a month behind schedule. Technical
difficulties of this nature and the vicissitudes of the
development environment are well described in Rob Tow's section
on implementation and I will spare the gory details here.
Setbacks like those metioned above were
exacerbated by the scale of the project. Doug, Rachel and I
were probably all guilty of commiting to an overly ambitious
effort. We went through several painful cycles of down-sizing,
but the production was still overwhelmingly complex. As project
coordinator for Interval, I was responsible for Interval's
goals being met (or as David Liddle put it, "your ass is on the
griddle"). Interval's corporate structure gave me project
coordination responsibility but not traditional managerial
authority in the situation. Rachel, Michael, Rob, and I were
peers in terms of our job titles at Interval (Member of the
Research Staff), and Rachel, Michael, and I were peers in the
eyes of the Banff Centre (Artists in Residence). Doug was in a
position to manage the Centre's technical staff but not to
manage the artistic side of design and development. John
Harrison made day-to-day implementation decisions as best he
could. Thirteen active contributors (and many more minor
contributors) boiled around with only sporadic communication
and no shared understanding of either the process or the
outcome. Early on I took to publishing and distributing
specifications, agendas for the weekly meetings, and meeting
notes to everyone on the team, but these documents were rarely
consulted, often superceded by conversations, and quickly
outdated.
As matters grew steadily worse, I consulted
with David Liddle and Doug Macleod and decided that the best
course was to forthrightly assume a directorial stance. I felt
that some tough decisions were necessary if the project was to
be completed by the opening date with any hope of meeting our
goals. Most difficult by far was the decision to stop work on
the Troll Falls experiment and create a simpler model utilizing
video from Johnston Canyon. This decision caused serious rifts
between the four principal Interval people. Worst of all, my
decision to "act like a director" came too late. I am convinced
that if there had been one acknowledged "director" throughout
the process, the project would have been better art, better
research, and a better experience for everyone.
The project was never completed - Rachel
quite appropriately refers to it as a "design sketch." We had
to cancel one scheduled performance because of technical
difficulties, and we continued feverishly to implement crucial
features of the piece througout the performance run. Software
was continually being rewritten, debugged, and recompiled. Such
key elements as Crow flight and many aspects of the auditory
environment were implemented only in time for the last day of
performance. Other features, such as Placemarks, animal
perception and locomotion, animation of character icons driven
by sensor data, and various Goddess effects were designed but
never implemented at all. The complexity of the hardware
configuration, the use of borrowed equipment, the extreme
fragility of the code, and the loss of several key technical
people made it impossible to re-mount the project once it was
torn down. What survives of the project, like a stage play, are
only our photographs, videotapes, and the things we write and
say about it.
Conclusions
1. Race, Gender, and Appropriation
I learned several things from these
experiences. Doug's comments about my Cherokee ancestry raised
the disturbing question of whether the issue for the Native
people who had complained was more about culture or about race.
Subsequent to Rachel's and my difficulties with the
approriation issue, Michael Naimark fared considerably better
than we did in his contacts with the local Native people
regarding another Banff project. Through what he described as
sharing tobacco and male bonding, Michael won approval for his
work, which also involved the use of sites that were important
to Native people. His experience added gender to the list of
things that might be posing difficulties in communicating with
the Native community. I continue to feel that it would have
been better if the Native people who were upset with us had
approached us directly to dialogue rather than asking the
administration of the Banff Centre to represent their interests
in the matter. Sometimes I wonder whether the original
complaints were lodged by Native people at all, or whether they
were in fact made by others on their "behalf," since we never
learned who had actually spoken with Doug. In any case,
cross-cultural dialogue was not achieved.
After the piece was produced, the only
direct criticism on grounds of appropriation of Native
materials was made by a French Canadian academic. Her position
was that only Native people should use the Banff lanscape as
material for art because they are its rightful guardians. She
accused us of using primarily Native materials in the piece
even though we did not, and when I assured her that all of our
materials and images had been drawn from a variety of
Paleolithic and Neolithic cultures, she responded that this
made matters even worse, because the meaning of our piece
"depended upon people's ignorance of the materials." Her
observation was technically correct - we did not identify the
sources of the various narrative motifs that we employed, but
interwove them to create characters and places that we hoped
would have archetypal significance. To the extent that the
piece was evocative and powerful, it was precisely because of
its Jungian qualities. Furthermore, the construction of a
syncretic myth (with motifs drawn from diverse cultural
sources) should not be treated as an obvious case of cultural
criminality; for example, indigenous people from around the
world collaborated to construct a syncretic origin myth and
prophecy to represent their views at the Environmental Summit
in Rio de Janeiro in 1992.
There are some contradictions in the battle
over appropriation that surrounded this project which are too
important to gloss over. By the purist theory of appropriation
that we encountered at Banff, Native filmmakers should stop
appropriating cameras, but this is clearly a ridiculous idea
that no one would ever put forward, because Native people
presumably have a righteous cause for their work, and the
oppression that they have suffered justifies appropriation. But
if it is true that European culture is spiritually bereft,
where might artists of European descent look for inspiration in
the reconstruction of our spirituality? If all the world's
other cultural traditions and practices and philosophies are
off limits, how can we participate in the cultural and spritual
evolution of humankind? How will people ever come together if
even the world's artists sit with their backs to eachother?
We need to have real conversations about
these issues, not simply to shout slogans at each other. We
need to talk to one another face to face rather than retreating
to institutions to represent our interests. Native people need
to speak for themselves and European cultural activists need to
stop presuming to represent them in the discourse. We need to
admit that values are at the heart of the matter, and
that legislation, political maneuvering, and name-calling can
express values but will never change them - only
genuine communication can do that.
2. The Sociology of Production
Theirry Bardini and Michael Century, through
their efforts to understand the sociology of production at the
Banff Centre, have helped me to crystallize my thinking about
the production process ("Virtual Art as a Socio-Technical
Interface," presented at Cyberconf4, Banff Canada, May 1994).
As Theirry charitably pointed out to me, VR production is a
brand new field with no established roles or practices. Indeed,
the sort of use that we made of live actors and field recording
in the production of
Placeholder had never been attempted. In the production of
theatre and film, familiar roles exist with well-defined
responsibilities - executive producer, producer, director,
cinematographer, scenographer, production designer, playwright,
actor, costumer, technical director, editor, etc. None of these
roles can be assumed to mean the same thing in VR production.
For any complex VR production to succeed, it seems clear that
roles must be defined, and that a social contract regarding
them must be agreed to by all the contributors. Those of us who
worked on
Placeholder should not be too harsh on ourselves for not
having developed a perfect system on the fly. The fact that we
confronted the issues head-on rather than letting go of our
goals are reason for some pride. We would certainly do a better
job of defining roles at the outset of a future project.
In Placeholder, few roles
were straightforward. Doug Macleod and David Liddle shared the
role of "executive producer" in that they were each the
ultimate person to make decisions for the funding bodies. All
the rest of the roles were shared in some way. Rachel, Russell
Zeidner, and Michael Naimark all contributed to "production
design" but no one was the lead. John Harrison and Doug Macleod
carved up the role of "techical director." Michael and Rachel
shared the role of "cinematographer." Many of these
collaborations worked well, but they often suffered from the
lack of a "point person" who could assume responsibility for an
entire function. A point person is needed because the
communication process simply becomes too diffuse when a large
number of contributors are involved.
I would recommend to future VR artists that they put together teams with at least the following roles unambiguously defined and represented by one point person, with or without others operating in support. One person may perform more than one role as long as the roles are clearly defined.
VR Production Roles:
Executive Producer: This is the person who represents the interests of the funders.
Producer: This person is responsible for the logistical and fiscal aspects of production.
VR Designer: This person, equivalent to a playwright or screenplay writer, is the designer of the experience. The VR designer is responsible for the overall conceptual design of the piece, including virtual place, character, objects, dynamics, and possibilities.
Director: The director interprets the artistic vision of the VR designer (a case where it is desirable but not necessary that the same person fulfill both roles) and sees to it that that vision is shared by all the diverse contributors to the project. The director manages the efforts of all contributing designers and directors, soliciting and paying close attention to their inputs as the creative stuff of which the production will be made. A director is always synthesizing, honing, propagating, and amplifying the vision of the finished whole.
Visual Designer: This person designs all that is seen, in concert with the Director, and manages the production and postproduction of visual materials.
Auditory Designer: This person designs all that is heard, in concert with the Director, and manages audio production and postproduction.
Interaction Designer: This person designs the particulars of how humans will interact with the world, including the physical characteristics of the performance venue, and gives implementable specifications to the Technical Director.
Technical Director: This person manages the technical production effort. This includes the internal design and programming of tools, system behaviours, and participant-level interactions. It also includes the realization of the performance venue.
Realtime Director: Roughly equivalent to a
stage manager in live theatre, this person is responsible for
the realtime experience running smoothly. Also as in live
theatre, this person may also be the Technical Director.
In VR, as in live theatre and film, the
director is almost invariably the pivotal artist and
orchestrator of talent. Doubtless there are many other feasible
models of a production team, but I believe that this one will
serve, at least until we see major changes in the nature of the
tools and process of VR design and production.
3. Disagreements over Artistic Issues
An issue over which there was considerable
disagreement was the artistic style of the piece. Often
the disagreements were tacit, lurking beneath the surface of
discussions about production methods or priorities. Sometimes
they were more overt, as were the discussions surrounding the
construction of the Troll Falls model. Rachel felt that Rob and
I were privileging science over art by insisting that the
representation accommodate human perception in certain ways
[see "Troll Trials and Tribulations" in this section]. Rob
questioned the accuracy of the visual capture techniques used
and criticized the difficulties that some of those techniques
introduced into the construction as well as the experience of
imagery. I insisted that, since a virtual environment is by
definition a three-dimensional, viewpoint-dependent spatial
representation, it must perforce be physically navigable by
human beings.
The whole point, it seemed to me, was to get
our bodies into the representation in an intimate and natural
way, and it seemed that this could not occur if people were
unable to stand up or walk around without difficulty. This
issues seemed doubly important to me since children would be
experiencing the piece and we wanted to study their narrative
activities rather than how they handled various forms of
spatial disorientation. What Rachel saw as mere illusionism I
saw as a necessary precondition for working in the medium. My
opinion on the stylistic issues involved here is expressed in
the essay entitled "Imagery and Evolution."
Although we held a substantially common
vision of
Placeholder and worked hard together to realize shared
goals, substantial artistic disagreements between Rachel and
myself predated the piece. From my perspective, the most
fundamental of these is Rachel's profound distaste for
Aristotelean theory and criticism. In interactive media, I see
live participants as principal architects of a whole action
which possesses form and structure. The relationship of
participants to the authors of virtual worlds, characters, and
dynamics is one of time-displaced collaboration. The
overarching goal of my work in interactive media has been to
discover how to orchestrate materials and environment so as to
facilitate the emergence of interesting - even beautiful -
forms in realtime. Aristotle's dramatic theory has been central
to my understanding of how one might do such a thing, even
though he himself did not envision either the purpose or the
instrumentalities involved in contemporary interactive media.
Even though our goals are often congruent, Rachel can't abide
my Aristotelean structuralist framework. Agreeing to disagree -
and disagreeing constructively - is easier when you are making
theory than when you are making art.
Despite our differences, Rachel's predilection for the ineffable, her filmic eye and her mastery of cinema vérité, and her ability to comprehend postmodern criticism have contributed to a generative creative dynamic between us. She has often saved me from approaches that are too frontal, simplistic, or heavy-handed, and we have stimulated each other's thinking in many ways over the years. This project strained our collaboration to its limits. Despite the discomfort, however, I hope that we will both look back on Placeholder as more of a success than a failure, and as the catalyst for a reformulation of our creative relationship.