Digital Live Art [1] is the intersection of Live Art (art form), Computing and Human Computer Interaction (HCI). It is used to describe live performance which is computer mediated - an orchestrated, temporal witnessed event occurring for any length of time and in any place using technological means. Digital Live Art borrows the methods, tools and theories from HCI to help inform and analyze the design and evaluation of Digital Live Art experiences.
Central to the understanding of Digital Live Art is the concept of performance framing (social sciences). First identified by Gregory Bateson, [2] the performance frame is described as a cognitive context where all the rules of behavior, symbols, and their interpretations are bound within a particular activity within its own structure. The concept has since been used extensively in ethnography by Erving Goffman in his discussions of face to face encounters in the everyday, in discourse structures; [3] in theatrical and ritual events; [4] [5] sporting events and festivals; [6] and trance phenomena [7] (see: [8] ).
Goffman's work uses the concept of performance frame to broadly mean a constructed context within the limits of which individual human agency and social interaction takes place. For example, a theatrical frame, [9] pp. 124–155) involves the construction of a higher-level frame on top of a ‘primary framework’, i.e., the reality in which the fantasy takes place. In this example, actors assume a character, audiences suspend disbelief and events have their meaning transformed (e.g., compare the use of a mobile phone in public with its use in a theatre). Additionally, framings are temporal, meaning that they have specific beginning and endings. While many theorists argue that all social interaction may be seen from a dramaturgical perspective, meaning all everyday social interaction becomes performance in some sense, [9] Digital Live Art theorists often deliberately align their work with Richard Schechner, [10] narrowing their analysis to cover more stabilized ‘established’ forms of performance so that performance framing is defined as an activity done within the intended frame ‘by an individual or group’ who have some established knowledge about the frame, and are ‘in the presence of and for another individual or group’. [11] Performance framings then, are intentional, temporal and for an audience.
The goal of interaction in Digital Live Art goes beyond that of traditional HCI methods and theory which focus on usability, functionality and efficiency. HCI and CSCW models often focus on workplace activities and their tasks, artefacts and goals. This research often leads to a better understanding of how to increase efficiency in the workplace by providing more efficient and usable interfaces. For example, one could conduct usability testing or task analysis of how a DJ uses his DJ decks and one could then use this information to design a more efficient system.
However, traditional HCI models tell us little about how the performer-audience relationship develops as a result of users wittingness to interact with the system. The intention with Digital Live Art is not to make more "usable" systems but rather to allow for "participatory transitions" [1] - transitions between "witting and unwitting", [1] between observation and participation, between participation and performance. Since the goal with Digital Live Art systems is to "mediate wittingness" [1] rather than task-focused interaction, the application of many HCI models, frameworks and methods become insufficient for analyzing and evaluating Digital Live Art.
Sheridan first introduced the Performance Triad Model [12] for analyzing "tripartite interaction" - interaction between observers, participants and performers. In the Performance Triad Model, tripartite interaction where technology binds tripartite interaction to context and environment. Reeves et al. [13] draws a distinction between a performer and a spectator and how their transitioning relationship as mediated by the interface.
Dix and Sheridan [14] introduced a formal method for analyzing "performative interaction" [1] in Digital Live Art. This formal method provides a mathematical technique for deconstructing interaction between witting and unwitting bystanders and observers, participants in the performance and the performers themselves. The work attempts to formalise some of the basic attributes of performative interaction against a background of sociological analysis in order to better understand how computer interfaces may support performance. This work shows how this generic formalisation can be used in the deconstruction, analysis and understanding of performative action and more broadly in live performance.
Erving Goffman was a Canadian-born American sociologist, social psychologist, and writer, considered by some "the most influential American sociologist of the twentieth century".
Communication theory is a proposed description of communication phenomena, the relationships among them, a storyline describing these relationships, and an argument for these three elements. Communication theory provides a way of talking about and analyzing key events, processes, and commitments that together form communication. Theory can be seen as a way to map the world and make it navigable; communication theory gives us tools to answer empirical, conceptual, or practical communication questions.
Symbolic interactionism is a sociological theory that develops from practical considerations and alludes to humans' particular use of shared language to create common symbols and meanings, for use in both intra- and interpersonal communication. According to Macionis, symbolic interactionism is "a framework for building theory that sees society as the product of everyday interactions of individuals". In other words, it is a frame of reference to better understand how individuals interact with one another to create symbolic worlds, and in return, how these worlds shape individual behaviors. It is a framework that helps understand how society is preserved and created through repeated interactions between individuals. The interpretation process that occurs between interactions helps create and recreate meaning. It is the shared understanding and interpretations of meaning that affect the interaction between individuals. Individuals act on the premise of a shared understanding of meaning within their social context. Thus, interaction and behavior is framed through the shared meaning that objects and concepts have attached to them. From this view, people live in both natural and symbolic environments.
Bonnie A. Nardi is an emeritus professor of the Department of Informatics at the University of California, Irvine, where she led the TechDec research lab in the areas of Human-Computer Interaction and computer-supported cooperative work. She is well known for her work on activity theory, interaction design, games, social media, and society and technology. She was elected to the ACM CHI academy in 2013. She retired in 2018.
Impression management is a conscious or subconscious process in which people attempt to influence the perceptions of other people about a person, object or event by regulating and controlling information in social interaction. It was first conceptualized by Erving Goffman in 1959 in The Presentation of Self in Everyday Life, and then was expanded upon in 1967.
Activity theory is an umbrella term for a line of eclectic social-sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Sergei Rubinstein in the 1930s. It was later advocated for and popularized by Alexei Leont'ev. Some of the traces of the theory in its inception can also be found in a few works of Lev Vygotsky. These scholars sought to understand human activities as systemic and socially situated phenomena and to go beyond paradigms of reflexology and classical conditioning, psychoanalysis and behaviorism. It became one of the major psychological approaches in the former USSR, being widely used in both theoretical and applied psychology, and in education, professional training, ergonomics, social psychology and work psychology.
Microsociology is one of the main levels of analysis of sociology, concerning the nature of everyday human social interactions and agency on a small scale: face to face. Microsociology is based on subjective interpretative analysis rather than statistical or empirical observation, and shares close association with the philosophy of phenomenology. Methods include symbolic interactionism and ethnomethodology; ethnomethodology in particular has led to many academic sub-divisions and studies such as micro-linguistical research and other related aspects of human social behaviour. Macrosociology, by contrast, concerns the social structure and broader systems.
Dramaturgy is a sociological perspective commonly used in micro-sociological accounts of social interaction in everyday life.
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
The Presentation of Self in Everyday Life is a 1956 sociological book by Erving Goffman, in which the author uses the imagery of theatre in order to portray the importance of human social interaction; this approach would become known as Goffman's dramaturgical analysis.
Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.
Randall Collins is an American sociologist who has been influential in both his teaching and writing. He has taught in many notable universities around the world and his academic works have been translated into various languages. Collins is currently the Dorothy Swaine Thomas Professor of Sociology, Emeritus at the University of Pennsylvania. He is a leading contemporary social theorist whose areas of expertise include the macro-historical sociology of political and economic change; micro-sociology, including face-to-face interaction; and the sociology of intellectuals and social conflict. Collins's publications include The Sociology of Philosophies: A Global Theory of Intellectual Change (1998), which analyzes the network of philosophers and mathematicians for over two thousand years in both Asian and Western societies. His current research involves macro patterns of violence including contemporary war, as well as solutions to police violence. He is considered to be one of the leading non-Marxist conflict theorists in the United States, and served as the president of the American Sociological Association from 2010 to 2011.
Frame analysis is a multi-disciplinary social science research method used to analyze how people understand situations and activities. Frame analysis looks at images, stereotypes, metaphors, actors, messages, and more. It examines how important these factors are and how and why they are chosen. The concept is generally attributed to the work of Erving Goffman and his 1974 book Frame analysis: An essay on the organization of experience and has been developed in social movement theory, policy studies and elsewhere.
Presence is a theoretical concept describing the extent to which media represent the world. Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated." Today, it often considers the effect that people experience when they interact with a computer-mediated or computer-generated environment. The conceptualization of presence borrows from multiple fields including communication, computer science, psychology, science, engineering, philosophy, and the arts. The concept of presence accounts for a variety of computer applications and Web-based entertainment today that are developed on the fundamentals of the phenomenon, in order to give people the sense of, as Sheridan called it, “being there."
The performative turn is a paradigmatic shift in the humanities and social sciences that has affected such disciplines as anthropology, archaeology, linguistics, ethnography, history and the relatively young discipline of performance studies. Central to the performative turn is the concept of performance.
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Steve Whittaker is a Professor in Human-Computer Interaction at the University of California Santa Cruz. He is best known for his research at the intersection of computer science and social science in particular on computer mediated communication and personal information management. He is a Fellow of the ACM, and winner of the CSCW 2018 "Lasting Impact" award. He also received a Lifetime Research Achievement Award from SIGCHI, is a Member of the SIGCHI Academy. He is Editor of the journal Human Computer Interaction..
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Semiotic Engineering was originally proposed by Clarisse de Souza as a semiotic approach to designing user interface languages. Over the years, with research done at the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro, it evolved into a semiotic theory of human-computer interaction (HCI).
Feminist HCI is a subfield of human-computer interaction that focuses on helping the field of HCI build interactions that pay attention to gender, equity, and social justice in research and in the design process.