isadora: in dialogue with mark coniglio (part one)

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Date: 11/14/02


The following message was posted to: dance-tech

ISADORA “almost out of beta”: tracing the development of a new 
software tool for artists

Part I: in dialogue with Mark Coniglio

Part II: comments from Jean-Baptiste Barrière, Jem Finer, Armando 
Menicacci, Giorgio Olivero, Steina Vasulka

Edited by Scott deLahunta

15 September 2002

INTRODUCTION:

The field of real time multi-media software tools created by artists 
for artists emerged from the hardware and software developments of 
the early to mid 1980s. Fifteen plus years later hundreds of 
individuals and groups are working consistently with these tools in 
their own creative practice, often to some degree customising them; 
creating tools within tools and sharing these with other 
practitioners. However, there are a handful of key artist programmers 
who have devoted themselves to developing major software 
contributions to this field; amongst them Tom Demeyer, David Rokeby, 
Netochka Nezvanova and Miller Puckette. This article focuses on one 
of the latest of these contributions, Isadora, which is programmed by 
Mark Coniglio. It is intended to provide some insight for those who 
may be relatively new to this area of software tool development for 
artists by artists; and in particular the development of multi-media 
tools to be used in the context of live performance practices.

BACKGROUND/ BIOGRAPHY:

Mark Coniglio is an artist whose work crosses the disciplines of 
music, dance, theater and interactive media. Dubbed an "interactive 
performance pioneer" by the New York Times, his work has been 
performed nationally and internationally primarily with Troika Ranch, 
a New York City based performance company committed to creating 
multidisciplinary works of which he is Co-director with choreographer 
Dawn Stoppiello. A native of Nebraska, Mark studied at the California 
Institute of the Arts with electronic music pioneer Morton Subotnick 
and received his degree in music composition in 1989. He was on the 
staff of the Center for Experiments in Art, Information and 
Technology at CalArts teaching courses in Interactive Music from 1990 
to 1994. In 1993, they started Troika Ranch while Dawn was dancing 
for Bella Lewitzky, and in 1994 they moved with the company to New 
York City. Besides the rehearsals, performances, symposia appearances 
and residencies that make up the bulk of their creative contribution 
to the field, Troika Ranch regularly conducts their popular Live 
Interactive (Live-I) workshop which gives participants the 
opportunity to explore the use of interactive computer technology in 
the creation of live performance artworks. Participants also have a 
chance to learn to use the custom hardware and software Mark has 
created.

While the building of new interactive instruments has a robust 
tradition within the electronic music field dating to the early 20th 
century, Mark is one of a handful of artists who have specialised in 
creating these instruments to monitor the movements of dancers and 
use this information to control other media events in real time. The 
MidiDancer, a wearable device Mark first built in 1989, measures the 
angular change at several joints on the dancer's body. This 
information is then sent over a wireless link to a computer where the 
data (input) is used to control a variety of media events (output), 
e.g. sonic, video, lighting and/ or robotic. A software programmer 
for as long as he has been a composer, Mark has written two programs 
to map this data flow; the first was Interactor and the second is 
Isadora. Interactor was made available for others to use, however it 
required time to learn (made easier with some knowledge of software 
like Max, a graphical programming environment for music and 
multimedia). Isadora (named after the renowned early 20th century 
modern dance pioneer) has been designed to be used by a 
non-programmer after only the briefest of introductions; placing the 
control of the instrument in the hands of the dancers themselves. 
Another key development is that while Interactor was focussed on 
handling MIDI data (a communications protocol that allows electronic 
musical instruments to interact with each other); Isadora, while it 
can also work with MIDI, is designed primarily for the manipulation 
of video.

PART I: DIALOGUE:

Scott deLahunta: You have been programming actually longer than you 
have been composing. So do you consider your programming a part of 
your artistic practice?

Mark Coniglio: I definitely do, but it does feel a bit secondary to 
my composition and/or media art making in that I see it as more of a 
"support" activity. The software I program allows the creation of the 
artwork, whether sonic and/ or visual in some combination with live 
performance, that I envision. I always seem to resort to musical 
metaphors for things like this. The artwork is like a musical 
composition; the software tools are like the instruments in the 
orchestra. If you can develop a more advanced instrument, you can 
create more advanced music. The French Horn is a good example; early 
versions required removing a piece of tubing from the instrument and 
replacing it with another piece of a different length to change key. 
About 1815 the modern version of the instrument with valves was 
invented. This technological innovation meant that you could now 
include the horn in passages where there were rapid changes of key. 
This was immediately taken advantage of by composers, notably by 
Beethoven in his symphonies. The difference between Beethoven and me 
is that he was not driving the innovation directly. I am both artist 
and instrument inventor. My artistic ideas drive the development of 
software and hardware I need to realise them; while simultaneously 
the programming I do expands my world of expressive possibilities.

Scott: I understand the analogy with the French Horn, but software 
‘instruments’ are comprised of another type of material altogether. 
Instead of metals being forged into shapes; one could speak of 
algorithms, formal abstractions and language. As another way to 
relate programming and art making, I am curious about the creative 
process of writing code compared to working with other materials. It 
seems that most programming is driven by the assumption that the 
software will have a purpose (more like the notion of the 
instrument). Once that purpose is understood and defined so there is 
a goal, only then does the programmer get down to the work of coding. 
If this is true then programming is a very different creative process 
than, say, how the choreographer might work with movement material.

Mark: When writing software it is useful to have a clear goal in 
mind, and this may not be true with other types of art making, as you 
suggest. Having a goal that is too specific can be detrimental to the 
process of making a dance for instance or composing music. I don't 
think I understood that early on, but over the last 3 or 4 years I 
found myself exploring much more organic, open-ended approaches to 
art making. Being involved in dance in particular, which relies on 
improvisation as a primary source of generating material, has 
profoundly influenced my way of working. Now, my approach is a much 
more, "try everything and follow your nose." By this I mean, try not 
to preconceive as much, make lots of stuff and follow through with 
the material that seems interesting and let the material begin to 
tell you what it is about. Now, it's pretty difficult to program that 
way, a kind of "goalless" coding. The architecture of the 
microprocessor, from which all programming languages derive, is 
actually antithetical to such behaviour. However, this "follow your 
nose" approach hasdefinitely influenced the way I program. I still 
have a goal, but I don't often plan out the algorithms. I simply 
write towards my goal, improvising my approach to solving the problem.

Scott: There is quite a big discussion about ‘software as art’ these 
days in Europe and I'm sure it’s going on in North America as well. 
Besides its utility, its usefulness in helping to support your art 
works, do you consider Isadora a work of art by itself?

Mark: In a word, I don't  not in and of itself anyway. It's bit like 
asking if the telephone system is a work of art. Does the creation of 
the technology to support that system display an incredibly high 
level of inventive thought and uber-craftsmanship? Definitely. I have 
the utmost respect for the creative people that designed and 
implemented such a robust, complicated, and reliable system. But that 
particular technology is dormant until you pick up the receiver, ring 
your lover, tell her that you no longer desire to see her, and a 
heated conversation ensues.

Scott: It seems to me that the telephone system is the collective 
result, over time, of a multiplicity of individuals and institutions 
labouring together, and it’s difficult to locate individual 
contributions in that, or at least I don’t use the telephone system 
and sense that I am in contact with one of its creators. But when 
someone opens up Isadora and begins to build a patch that will map an 
arm motion to the speed of a video clip, do they not encounter your 
presence directly, as the primary creator, in the look and feel of 
the interface?

Mark: Well, I guess the only way that I WOULD consider Isadora to be 
an artwork is the personal stamp that I have on its design and 
functionality. To take that a bit further, in a broad sense I could 
say that I collaborate with each Isadora user as they use the 
program. Because I can't totally erase myself from the software I 
create, they have to embrace some of my predilections to make use of 
the program; which is what happens whenever you choose to collaborate 
with another artist. It’s just a question of how apparent the 
influence of the software's creator is. That's where software 
designers and artists who make software may differ, I think. A 
typical software designer does everything he or she can to filter out 
their personality and create something that is useful in a general 
way.

Scott: Maybe we could say that the extent software like Isadora is an 
artwork is dependent on the degree to which the maker tries to remove 
him or herself from it? I suppose Isadora then is more of an artwork 
than say, Photoshop, but is maybe less of an artwork than something 
like Auto-Illustrator by Adrian Ward (which won the Software Art 
prize at the Berlin 2001 Transmediale Festival). Auto-Illustrator 
looks like a vector graphics program, but it doesn’t act like one. It 
misbehaves frequently because it has seemingly autonomous behaviours 
built into it that take over for you. Adrian creates these behaviours 
using certain algorithms when he does the coding, so as such his 
authorship is revealed every time the software does something you did 
not expect it to which is frequently.

But let’s talk a little bit about the background of Isadora as a 
graphic programming environment for real time manipulation of media. 
You made something similar with Interactor first didn't you?

Mark: Here's a bit of history. In 1986 my soon-to-be mentor and 
Interactor collaborator Mort Subotnick had just come from a residency 
at MIT where he was using a program called Hookup created by a 
student there named David Levitt. Hookup was the first program I know 
of that used the "patch-cord" metaphor, i.e., modules that manipulate 
data are linked by virtual wires, the connection of which is 
determined by the user. For those in the world of early analog, 
patch-cord programmed synthesizers, this was a familiar interface. 
Mort was using David's program to do tempo following of MIDI 
instruments -- this allowed him to lock hardware MIDI sequences to 
the tempo of the live performers. I was a composition student at 
CalArts at the time, and word had gotten around that I was a good 
programmer. So Mort contacted me to see if I could hardcode some of 
the ideas he had implemented in Hookup on a Mac, so that he could use 
them in his next performance. That program (used in Mort's 1987 
multimedia work "Hungers") would eventually become Interactor. Mort 
designed the functionality of the early versions, but I became more 
influential in the design as time went on.

Scott: I guess the hardware and software development of the early to 
mid 1980s where we saw the advent of the personal computer and more 
importantly the graphical user interface (marked by Apple’s 
introduction of the Macintosh to the consumer market in 1984) created 
a context out of which the ‘computer’ could emerge as a creative 
instrument or tool. The electronic music field was already well 
advanced in analysing and exploring the formal and physical 
properties of music as part of compositional and performing practice, 
so moving to programming real time graphic interfaces for this seems 
like a rather natural progression.

Mark: Yes, that’s true and importantly a kind of creative intuition 
was creeping back in through the development of these new visual 
interface possibilities for software. Part of the thing I reacted to 
in Hookup was the way you could easily drop modules into the program 
and try things; a lot like you could do with the patch-cord 
synthesizers. I may not have realized it explicitly then, but this 
ability to program improvisationally allowed for that kind of artful 
playfulness that is so important. So I set out to make a similar user 
interface for Interactor. The creation of Isadora was a natural 
outgrowth of Interactor. In 1996 Troika Ranch had a two-week 
residency at STEIM, where I first saw Tom Demeyer’s real-time video 
processing program Image/ine. I first started using Image/ine in 
concert with Interactor, because Image/ine didn't allow the kind of 
complicated interactive decision making that I was used to having in 
Interactor. So, Interactor would process the MIDI data from my 
interactive sensors, and then tell Image/ine what to do. By 1998 I 
was using Image/ine in a major way in my performances with Troika 
Ranch.

But, while I loved what Image/ine did, I wasn't fond of its 
table-based interface. And there were problems with crashing during 
performance, which is unacceptable when there is an audience. 
Furthermore, we were teaching our Live-I (Live-Interactive) workshops 
using Interactor and Image/ine, and the students (especially the ones 
with weak computer backgrounds) found learning both programs, and 
figuring out how to have them communicate with each other daunting at 
best. I wanted Isadora to take the qualities that made Interactor and 
Image/ine great, and put them together in one package that was easy 
to learn but still offered enough depth to satisfy "power" users. 
And, I wanted it to be more affordable to members of my community, 
which I consider to be choreographers, because of my involvement with 
Troika Ranch.

Scott: How does Isadora compare to Max, which is probably the most 
successful and widely used graphic programming environment for 
controlling and mapping data flow?

Mark: Isadora and Max both inherit the modules linked by the 
patch-cord metaphor from Hookup. But unlike Max, each Isadora module 
shows the parameter names and current values for all of its inputs 
and outputs, and many modules give real-time graphic feedback about 
their operation. This is important from the perspective of helping 
new users understand what's going on right away. But perhaps the 
biggest difference is that Max is a very powerful, open-ended 
programming language in which you could solve any number of problems. 
Isadora isn't that. It is a lot like Interactor in that each module 
is essentially a macro that accomplishes some specific function. This 
approach helps people who are just beginning to do this kind of work, 
as it means that useful functionality is already embodied for you and 
it’s very easy to start doing things and getting interesting results 
quickly (like with Image/ine). Max allows the most flexibility, but 
may be somewhat more difficult to program because more things have to 
be built up from scratch. Isadora offers somewhat less flexibility, 
but is still open-ended enough for the user to imprint his or her 
aesthetic on the result.

Scott: You have told me that your most important Isadora user is 
yourself. How do you use Isadora in Troika Ranch’s performance work 
and in particular in connection with the MidiDancer which is the 
sensor system you built to get data input from a moving body.

Mark: I first created MidiDancer in 1989 while I was still a student 
at CalArts. While it is now much smaller and more reliable, the basic 
functionality has not changed much since then. Basically, it is a set 
of up to eight sensors that measure the flexion of joints on a 
dancer's body. Thirty times a second this information is sent over a 
wireless, radio link and a receiver up to 150' away decodes the 
information, reporting the angle of each joint in the form of a MIDI 
(Musical Instrument Digital Interface) message. Any computer with a 
MIDI interface can accept and process these messages as desired.

The problem with MidiDancer is that, to really play it, and for the 
audience to see that the dancers are playing, you need to move like a 
musician. What I mean is that the movement of the dancer needs to be 
in service of the sound or image that they are generating or 
controlling. We have worked hard to find ways to make this work 
choreographically, but it is quite difficult to do. My basic instinct 
in putting the sensors on the "gross" joints (elbows, knees, hips, 
wrists) was correct, in that these angular changes can be clearly 
seen by the audience. But, I have really been seeing lately that this 
is not the gestalt that we perceive when we watch a dancer move. We 
really see energy -- that's a bit vague, but it's the best word I can 
think of to describe it. We're not looking at the individual angles 
of the joints, but the way that the dancer moves through space and 
the overall articulation of the movement.

Scott: Well, electronic musicians have been building sophisticated 
playable interfaces for a long time, but these tend towards either 
the hyper-instrument (extending an existing musical instruments 
capabilities) or a few unique hand orientated interfaces. But, I’ve 
always thought that one would need to think quite differently to 
develop an appropriate system for a trained mover or dancer. I think 
more research is needed with various sensor input devices and maybe 
not always towards the aim of live stage performance, but maybe just 
experimenting much longer with what might emerge from the kind of 
feedback conditions for the senses interactive systems can generate.

Mark: That's why we'll be using a residency we have next year to make 
some changes to the MidiDancer. I want to start working with 
accelerometers in addition to the flexion sensors. The act of 
turning, or stopping suddenly, or shaking the whole body, now becomes 
something that can be measured. My instinct is that using this 
information to manipulate the media will be a more natural linkage 
between what the audience sees in the dancer and the resulting sonic 
or visual manipulation. I can then use the position of the limbs to 
allow the performer to enhance their level of control -- but I 
suspect that being able to sense the impulse of movement may become 
the primary source of manipulation. I think that, not being a dancer 
or choreographer myself, I have been slow to let go of the notion of 
being a musician. In fact, I have often described the MidiDancer as 
allowing a dancer to be "both musician and dancer." I now think that 
is incorrect. I need a device that allows a dancer to be a dancer, 
with the media taking its cue from what it sees the dancer doing.

Scott: Isadora is just about finished with its public beta testing 
phase during which I know you have been working with several artists 
who have been trying out the software for different projects and 
giving you feedback and suggestions for additional functions, etc. I 
have invited some input from some of these individuals [Part II], but 
first I just wanted to ask you to say something about how long you 
have been working on Isadora and your decision to sell the software 
instead of using an Open Source approach (in which software code is 
released for free into a collaborative development environment).

Mark: As I think I’ve indicated Isadora has grown out of a need 
Troika Ranch had for a reliable relatively easy to use but also 
sophisticated software for both workshops as well as performance. The 
end result is that I have taken two plus years to develop Isadora in 
my spare time so it has grown quite organically. In regard to 
deciding to sell Isadora, I don't have much interest in starting a 
real business, so I am feeling out my progress quite slowly. But in 
the U.S., arts funding is very difficult to come by, and discovering 
ways to supplement what we can get from the government or foundations 
is essential. I have always had to hold a day job, so I wanted to see 
if I could make a tool that would be: 1) useful to me; 2) useful to 
others and; 3) perhaps generate enough income to help me spend more 
of my time making my artwork. Obviously, an Open Source model would 
not generate any income, and thus wouldn't help to support my 
artistic pursuits. As I have mentioned, it is important to me that 
the Isadora is affordable to those in the dance community, so I 
figure, for what the program does (and will do as it grows) the 
single license fee is a reasonable amount. I have yet to make a final 
determination about site licenses for schools etc, but they will 
definitely get a break if they purchase a 5-seat license for example. 
I have no idea at this point if this whole plan will work, and if the 
burden of supporting a growing user base will actually be more work 
than the day job, but I am hopeful.

Scott: Thanks Mark. Now, what I would like to do is to invite some 
comments from some of the artists who have been working with Isadora 
and are familiar with the history and evolution of artist software 
tools to reflect on some of our dialogue and to talk about how it is 
they use or may use Isadora in their work.


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== END PART ONE ==
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