| 3.
practice
A Collaborative, Experimental Performance
Production
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3.1 what is multimedia
performance?
Artistic context, “performance” and contemporary perspectives
on multimedia performance. |
3.2 collaborative practice
and knowledge development
Cultural-historical activity theory
3.2.1 Three theoretical generations
of Activity Theory
3.2.2 Multi-voicedness
3.2.3 Object and outcome
3.2.4 Contradictions
According to Engeström contradictions are not the same
as problems or conflicts:
"Contradictions are historically
accumulating structural tensions within and between
activity systems. (...) When an activity system adopts a new element
from the outside, it often leads to
an aggravated secondary contradiction where some
old element collides with the new one. Such contradictions generate
disturbance and conflicts, but also innovative
attempts to change the activity" (2001:137).
Contradicting artifacts and
tools are central to the following consideration of contradictions
in Extended. The concept “artifact” and the interlinked
concept “tools” are covered briefly before contradictions
within the performance activity
and contradictions within the research
activity are covered, in that order.
Artifact and tool
According to philosopher Marx Wartofsky, human knowledge is achieved
by means of representation. By contrast with nonhuman animals
“human beings create the means of their own cognition”
(1979:xv). Echoing Wartofsky´s notion of representation
and means, a basic assumption in activity theory is that individuals
do not have a direct and uninterpreted acquisition to their environment.
“The relation between individuals and environment is considered
mediated, established and developed through physical
and intellectual tools”
(Säljö 2000:81). Notions of tools are closely connected
to the concept of artifact in activity theory as both concepts
are central for studies of practice. Put simply, artifacts refer
to items created or resulting from human action and activity,
i.e. an object of culture, and the tools are the means to create
it (e.g. Dias-Kommonen 2004).
Tools and artefacts are understood in a dialectic relationship
in activity theory. A tool is in most cases also an artifact,
and an artifact is in most cases a tool. An animation, which is
an artifact created by human practice, is also a tool applied
to create a multimodal dance performance. Hence artifact, defined
as both object of culture and
tool, can be both conceptual (symbol, reasoning, “agony”)
and material (physical movements,
computer key-board). Related to Extended,
artifacts can be both tacit knowledge like creative or collaborative
skills, articulated theoretical knowledge, verbal language (Norwegian,
Swedish, English), cultural references (Jewish, Scandinavian,
Southern African) and material artefacts like digital tools, moving
physical bodies and cables. The choreographers` mediating artifacts
in Extended were primarily
tacit, practice-based knowledge and the physical moving body.
The media students mediating artifacts were primarily articulated
media theory and digital media, made and controlled through diverse
digital interfaces.
The concept artifact is applied in various theoretical traditions
outside activity theory (e.g. computer science, archaeology) and
will be discussed more closely in Section
4.4 “Artifacts of Expression and Expressive Artifact.
Exploring theory through practice”, as notions of artifact
and surrounding apparatus might be fruitful in order to conceptualise
the interplay between practice and theory in practice-based method,
referring here to my second research question “How may the
interplay between practice and theory be conceptualised?
However, it may be helpful to introduce the separation “artifacts
of expression” and “expressive artifacts” briefly
at this point. The separation is derived, for my part, from Lily
Dias-Kommonen´s attempt to inform art and design research
with notions of artifact. She is herself placed within information
technology research, but part of a research group working on notions
of artifact that can accommodate multidisciplinary perspectives
common to design research problems. In “Expressive artifacts
and artifacts of expression”, the concept expressive
artifact refers to “artifacts
that in many cases were intended to communicate” - as autonomous
wholes to interpret, while the twin-concept artifacts
of expression is acknowledging
how art consists of materials or media that support, convey, allow
or carry through an act of expression (Dias-Kommonen 2004).
Contradictions within the performance
activity
Through the collaborative interdisciplinary production Extended
we adopted new elements to a live performance activity and artistic
institutional context. The main contradictory inclusion was digital
media and media theory as tools or artifacts of expression. Secondly,
the academic context of the media-students participation represented
an additional object for the performance activity: media-education
and research. We wanted to explore digital media through practice
in, for us, interesting ways not necessarily in preeminently,
artistic ways.
These contradictory inclusions aggravated secondary contradictions,
for instance within the division of labour altering the traditional
roles of artistically responsible choreographer and technical
assistant/observing researcher into an interdisciplinary creative
collaboration. In Extended,
the role of observing media-student/researcher where partly converted
into the role of digital designer, which in turn involved artistic
responsibilities shared with the traditionally sovereign choreographer.
The altered division of labour generated conflicts and disturbance
throughout the production process, but created also most of the
innovative attempts, artisticaly as well as technically.
Contradictions within the research
activity
Engeström´s notion of contradiction (2001:137) reveal
a crucial factor behind the innovations in the performance activity.
Driving factors behind the “innovations” in the research
activity may be exposed in the same way: Through the collaborative
interdisciplinary production Extended we adopted a performance-element
to a research activity within an analytic, rather than practice-based,
institutional context. The main contradictory contribution was
collaborative and performative practice as research method, and
a growing object for the activity - artistic ambitions.
These contradictory inclusions aggravated secondary contradictions
like academic conventions, altering the traditional separation
of the practitioner and researcher to elaborate our knowledge
of digital media. Through the practice based and collaborative
activity, we were able to analyse and better understand digital
media, not only as expressive and communicative artifacts but
as artifacts of artistic expression, thereby revealing potentials
and limitations of digital communication technology.
To continue my previous example from the collaboration with Makurumbandi,
the media students where confronted with the challenge of making
digital animations based on traditional visual material in a dynamic
and, what we termed, "organic"
way. A main challenge for us was to use the traditional material
respectfully in accordance with the sincere spiritual journey
performed in this piece. With our rapidly acquired knowledge of
the applied software (Macromedia Flash) it was easier to make
comic and pixelated rather than organic expressions on a computer.
This may be one reason why many multimedia performances (including
most of the Extended
pieces) display either abstract visual forms, or reproduce content
like image, text, video in edited montages in a pixelated shape
appropriate to express modern fragmented culture.


This mere assumption of preferred styles of the multimedia performance
art form, combined with our difficulties of making organic forms
on a computer, might indicate one of the limitations of digital
media. This is of course not irrespective of available production-time
or technical abilities. In a subsequent work, called Extended
+
(a remake of Makurumbandis work performed in Madrid and Barcelona),
the animations where redesigned. Because of less time pressure,
improved technical skills and inclusion of a second media designer
with creative ideas and critical view (Skjulstad), these redesigned
animations were considerably improved. Although I would still
claim that the computer as creative tool supports a particular
digital aesthetic, these animations where nevertheless a more
successful attempt at making an organic expression. see comparison:


The example shows how artifacts of expression include both the
material
digital
tools
and the immaterial
knowledge about them.
As pointed out by Jonassen and Rohrer-Murphy in “Activity
Theory as a Framework for Designing Constructivist Learning Environments”:
“The tools alter the activity and are, in turn, altered
by the activity” (1999:63). The application Flash and our
previous knowledge of this software for dynamic and interactive
web-applications, influenced the creative process of Extended,
but as animation-tool. To use Flash as an animation-tool developed,
in turn, our knowledge of the software in innovative ways that
our previous web-publication use had not.
Refering to Engeström´s notion of contradictions, the
new context of multimedia performance “collided” in
many ways with our artifacts like digital media, digital aesthetic
and more “web-related practical skills”. These “contradictions”
generated some disturbance , but also innovative attempts and,
in turn, developed skills and refined knowledge of digital media.
The following section will cover more systematicly what issues
and features of digital
media
that were raised, explored and made use of creatively in the making
of the four performance-pieces.
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3.3 the pieces |
3.4 recap chapter 3 |
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Practice-based Method. Exploring Digital Media through
the Dynamics of Practice, Theory, and Collaborative, Multimedia Performance
Hovedoppgave i mediavitenskap for cand.filol
graden, Universitetet i Oslo, Institutt for medier og kommunikasjon, Mai
2006, Idunn Sem
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