Interacting with an intelligent dancing figure : artistic experiments at the crossroads between art and cognitive science
Authors:
Michel Bret, emeritus university professor
Marie
Hélène Tramus, professor in Art and Image Technology at the University of Paris
8
Alain Berthoz,
physiologist, professor at the Collège de France (LPPA)
Authors:
Marie
Hélène Tramus, teacher in Art and Image Technology at the University of Paris8
Alain Berthoz,
neuro-physiologist, professor at the Collège de France
Digital
arts, movement perception, interactivity, connectionism, evolutionary science,
artificial life.
Introduction:
Interactivity has introduced a certain type of
sensorial awareness in the arts, especially considered from the point of view
of the spectator. Our hypothesis is that this sensorial aspect may also be
envisaged from the point of view of the work of art itself, by endowing the
work with perceptions of its own. This raises one of the most crucial questions
in contemporary digital arts: that of the relationships between natural and
artificial “perception-movement-action” functions.
We led studies and carried out experiments on
these relationships, drawing from the results of research into the fields of
connectionism, artificial life and the perception of actions and movements.
One of our aims is to create art installations
showing virtual actors who are endowed with artificial perceptions enabling
them to react in an autonomous way to the cues given by a spectator, thus
opening arts and cognitive science to a whole new range of possibilities for
the exploration of virtual life.
1.1
State
of the Art
Our purpose is set in the context of
interactive arts in relation with artificial life and it follows on from
research that we will present briefly and non-exhaustively in order to give a
series of landmarks and reference points.
Flavio Sparacino [1] distinguishes systems that
are merely “reactive” ( systems in which sensors transfer data from the
audience’s actions to scripts that map pre-defined reactions), from the
“behavioural” systems ( systems that apply the results of classical
artificial-intelligence research, as, for example “group behaviour” theory,
introduced by Reynolds in 1987 [2]) and finally, from “autonomous systems”,
first introduced by Brooks [3] in the case of robotics, then developed by Maes
[4] [5] and that Karl Sims [6][7] first applied to the arts. Blumberg [8][9]
elaborated a general model for perception and action selection in real-time. He
thus made a model of a dog that was capable of interacting with human beings as
well as with other virtual actors on the behavioural mode). With the
“Neuro-Animator”[10], Terzopoulos offers a new approach in order to create
animations that are realistic in physical terms by exploiting the features of
neural networks that are trained off-line in order to imitate the dynamics of
moving physical models. CML (“Cognitive Modelling Language”) [11] outreaches
behavioural models by controlling what a virtual actor knows, how he/she
acquires the knowledge and how he/she uses it in order to plan his/her actions.
According to Jean-Arcady Meyer [12][13] the animat
approach postulates that it is possible to study human cognition through a
bottom-up approach that proceeds from minimal control architectures and simple
environments and then makes them gradually more complex. Evolutionary robotics
apply the laws of genetics and natural selection to encode a robot’s phenotype
in its genotype, the robot is then submitted to an artificial process of
natural selection by using genetic algorithms[14][15] and genetic
programming[16].
Intensive research has been led on
“cyberdance”. Among the most eloquent examples are Merce Cunningham who used
Tom Calvert’s[17][18] Life Forms program. Nadia Magnenat Thalman
[19][20] who realized performances by putting virtual actors on stage alongside
real actors.
We chose to base our research on models drawn
from cognitive science and biology, especially connectionism, genetics and the
physiology of perception and action, in order to head towards what we suggest
calling “second interactivity”, in reference to “second cybernetics”[22] that
deals with more complex and fuzzy relations, that are closer to intuitive human
behaviour.
Even though the work produces meaning-effects (effets
de sens), these impressions are not primarily related to the play of
language, concepts and symbols, but to an often unknown and despised form of
thought, that Marie-Hélène Tramus [22] calls “body-thought”. Hence, the work is
entirely contained in the series of unique perceptions that the audience may
experience, once or more, during the interplay. This work only exists if it is
visited, explored, felt. According to Francisco Varela’s phrase, it is fundamentally
experience-related (expérientielle). It is, literally, a body art.
The body this art deals with is not only the
spectator’s, as the spectator also engages in a dialogue with a counterpart the
work calls into existence, and that Alain Berthoz calls the “doppelganger”
[24]. The doppelganger is characterized
by the fact that it is a mirror-image, while keeping the separate
identity of an autonomous being. This ambivalence is at the source of emotions
that only art can provide.
1.3
Autonomy
According to Varela, autonomy means
internal law ( related to self generation, self organisation and the
affirmation of identity), it is opposed to allonomy (external law, or
command). [25]
What is at stake in this dialogue with virtual
creatures is the issue of their autonomy, the quintessential feature of these
virtual objects who have become automata. A feature that allows them to move
and act in an independent way and a manner adapted to their environment
perceptions ( the environment being the spectator in this case, perceived
through the use of sensors).
The connectionist approach offers a possible
direction, yet not the only one, for interactive experimental art, as it gives
the virtual creature a certain degree of autonomy, thanks to neural networks
that generate unpredicted and non-explicitly programmed behaviour. The global
approach at work in these artistic experiments draws inspiration from
contemporary biology theory, in particular the views of neurophysiologists,
such as Alain Berthoz[26], according to whom the most refined features of human
sense and sensibility are dynamic processes, ever changing relations between
the brain, the body and the environment. In his view, movements play a
fundamental role, as the ability to coordinate actions is indeed at the source
of the highest cognitive functions in the brain. Alongside a call for the
reintegration of action and movement at the very heart of brain-studies, these
installations show a move in favour of a kind of digital art that should also
draw inspiration from physical sensations and movement.
We thought neural networks, that have the
capacity to self configure, were favourable to the development of experiments
on the “body-brain-environment” interactions of a virtual creature. During a
first phase, we chose to use networks with supervised learning hidden layers,
as they are very easy to implement. Furthermore, they are very widespread,
their algorithms are widely published [27] and, above all, they are very
efficient at solving certain problems that have fuzzy constraints and no known
resolution algorithms. However, they are very far removed from the
neurobiological features of the brain.
This exploration of networks of supervised
neurones is connected to a specific stage in our research. But we are carrying
out experiments on other kinds of networks such as Kohonen’s [28] unsupervised
networks with competitive learning that are able to recognize regularities. We
are also interested by other paradigms, like the dynamic approach in animat
research. [12]
2
“Intelligent” interactive installations.
The exploration of the possibilities of
« intelligent gesture related interactivity » between real and
virtual actors in the digital arts was enriched by its encounter with other
disciplines: in particular the cognitive science research focusing on an
understanding of movement, perception and action in relation with emotions and
expressiveness, but also the performing arts, such as dance, theatre and the
circus, that all found their expressive power on movement.
2.1Description of two installations with an
interactive virtual character
This virtual character obeys biomechanical laws
and is endowed with reflex behaviour patterns that help it maintain its balance
on the ground. Furthermore, neural networks enable it to react to the
spectator’s movements in an “intelligent” way.
In the case of the installation called The
Virtual Tightrope Walker the spectator is invited to become a tight-rope
walker. The image of the virtual tight-rope walker is shown on a screen facing
the spectator who is equipped with a movement sensor attached to his or her
waist. This sensor sends information about the position and the orientation of
the spectator to the computer that interprets it in real time as a set of
forces that influence the moving synthetic actor, controlled by neural
networks. The tight-rope walker is not a copy of the spectator, but rather an
artificial being that is sensitive to the spectator’s movements. If the
spectator tries to unbalance the tight-rope walker, she will attempt to regain
her balance by developing autonomous strategies in real time. These strategies
are the result of a previous training phase. The duet between both “actors”
then develops around a game of unbalance and balance (figures 1,2,3,4,5,6,7).
In the installation Dance with Me, the
spectator is now invited to interact in real time with a virtual dancer. The
spectator interacts through the means of a movement sensor attached to his/her
waist. The sensor’s variations in speed are interpreted by the computer as
forces influencing a virtual body set in a gravity field and constrained by a
floor it cannot fall through. When she faces a moving spectator, the virtual
dancer improvises dance steps that are a compromise between previously learnt
choreography and balancing strategies, and the spectator’s movements (figures 8
and 9). This artificial being, albeit very elementary and very far removed from
the very complex forms of natural adaptation and anticipation, outreaches
simple retroactive loops in the way it comprises certain features of live
creatures. For example, generalisation, a property of neural networks, endows
it with a potentially unlimited array of unlearnt, yet adapted, reactions. Its
intelligence appears as a feature emerging from interactions between its
elements (artificial neurons), the information it senses in its environment,
and its structure ( the simulation of a human body, endowed with certain
behaviour patterns).
2.2 Experiments with spectators, acrobats,
dancers : interactivity in art installations as interdependence vs. autonomy
Experience taught us, every time we showed the
work and observed spectators react, to gradually understand the issues of the
relationship between both beings, in particular the delicate balance between
autonomy and interdependence.
The response of the previously trained networks
is modulated by the spectator’s intervention via the sensor. So the data coming
from the neural network and the data issuing from the sensor-related
interaction module are mixed. Setting the right proportions between both of
these sources is essential as this is what allows the virtual and the real
beings to act together in a complex balance of mutual interdependence and
autonomy. By moving and observing, the spectator should be able to sense not
only how he or she influences the figure and its reactions, but also the
figure’s own autonomy. A virtual being with too great an autonomy wouldn’t
engage in a relation, and if the spectator’s control were to strong, the
relation might lack any sense of surprise. The spectator experiences things
through movement, he or she gradually discovers this partner with her
unpredictable reactions, adapts, tries things, invents his or her own kind of
movements.
We filmed some of the moments of these various
displays. The films show careful spectators seizing the balancing-pole, looking
at the tight-rope walker and hesitantly starting to move. Some of them copy the
acrobat’s movements, in order to become tight-rope walkers themselves, by
reproducing the same gestures a split second later. This has produced beautiful
scenes showing moments of harmony that surprised the spectators looking for
their mirror-image. This configuration differs from usual experiments involving
synthetic clones, as the latter copy exactly the gestures of the
movement-sensing device they are enslaved to. But the spectators mimetic quest
for a duplicate is soon outplayed by his own copycat behaviour which, on the
contrary, upsets the virtual figure’s balance and thus disrupts the whole
choreographic harmony. The spectator makes new attempts, and the succession of
these new attempts produces more movement similarities and more disruptions of
the figure’s balance, thus establishing an original interrelation of gestures.
Other spectators project themselves in the tightrope walker as if they were
dealing with a clone that should follow each and every of their gestures:
attempts, failures, more infelicitous attempts that may lead them to abandon
any form of relationship with such a disobedient character. Others just set out
on an adventure, they make attempts, move, manipulate the balancing-pole,
observe the figure’s movements and thus discover and establish quite
spontaneously a relation with the virtual creature, through movement and action.
An experienced tightrope walker put her skills
in practice to interact with the virtual tightrope walker. It was very moving
to see the gestures of equipoise and unbalance of both performers together and
to sense the similarity between them. For instance in the ways they enhanced
their tread in order to regain their balance, leaning either backward or
forward, and in the balancing moves of the bust. But also in the way the figure
moved in search of her balance or when she lost it. It was mesmerizing to see
the real tight-rope walker laugh and exclaim in front of the virtual figure’s
extravagant unbalanced poises. It was fascinating to witness her scrutinizing
her, as if she wanted to guess her “intentions”.
We also got the virtual dancer to take part in
a dance and music improvisation session, gathering several dancers and a group
of musicians. A dancer chose to dance as if he was unaware of the fact that the
virtual dancer was there. Another started playing immediately with the image
projected on the wall, whereas one dancer set off on a very subtle dialogue of
gestures: a series of slight hip movements, and swaying variations on these
movements to the sound of music. And yet another started a series of leaps that
in turn triggered off the virtual
figure’s leaping response, creating an energetic moment of shared intensity.
In the light of the virtual tightrope walker’s and dancer’s experiences, it
appears that the work emerges from the network of invisible and unique
relationships woven between the real and the virtual being and filling the
discrepancy between them, thanks to the interactions of the bodies sharing the
space of the installation hall.
2.3 Technical description
These installations, designed by Michel Bret
[30], comprise four modules:
The dynamic module calculates the movements of a body subjected
to different forces: gravity, environment reactions, biomechanical constraints,
simulations of forces provided by the sensors and the behavioural module.
The behavioural module simulates rebalancing reflexes and
forces generating voluntary movements provided by the connectionist module.
The connectionist module builds in real time adaptive
strategies thanks to a neural network whose inputs are connected to the
interactive module and whose outputs are interpreted as movement projects. The
projects are groups of torques, applied to the body’s joints and sent to the
behavioural module that produces a movement. The network was instructed by a
series of experiences that acted as a learning phase.
The interactive module manages interrelations between the
model and the world. Its inputs are fed by external forces sent by the movement
sensors. At the same time, the interactive module manages the relations between
the model and itself, as some inputs proceed from internal forces, such as the
biomechanical constraints of the virtual body.
In this sense, projects produced by the
connectionist module are dynamically confronted to the particulars of the
interaction that modify them. They can be interrupted at any given moment by
another project that is better adapted to the present situation.
2.4 Teaching
We programmed the error back-propagation algorithm [31] (see appendix), for supervised learning on a layer network. A group of learning pairs is presented to the network whose connection matrix has previously been randomly initialized. For each input, the network calculates an output that is generally different from the required output. The difference between both outputs is used to correct the connection weights in order to minimize that error. Through a series of trial and errors, the network configures itself and learns all the provided examples. If the series of examples is representative enough of the different situations the synthetic actor is to be confronted with, the network will be able to respond correctly, even in the event of unlearnt examples.
In practical terms, we connected the sensors to
the network inputs, and the network outputs to the actuators influencing the
muscular system (figure 10).
Firstly, the tightrope walker was taught how to
keep her balance on the rope, while the dancer was taught dance movements.
Secondly, after these virtual characters had been trained, they were put in
front of spectators or dancers or even acrobats so that a kind of gesture
invention made of interdependence and autonomy could take place.
We also implemented a real-time version of this
method by parallelizing the learning process and the interaction phases. From
this arose a more elaborate interaction in which the spectator could witness,
control and even attempt to modify the effect of his/her actions on the virtual
being’s behaviour.
At last, we are planning to use other kinds of
non-supervised networks this time, like Kohonen’s [28]. They should allow the
virtual being to discover the regular features of its environment as well as
the most adapted responses.
This interaction between the spectator and the
artificial creature that is endowed with a certain amount of autonomy and a
certain capacity to invent gestures, creates an unprecedented kind of artistic
event: while remaining close to a real life situation, it remains unpredictable
and wishes to inspire improvisation, inventiveness, imagination and wonder.
3
Integration
in the autonomous model of elements
drawn from the physiology of perception of movements and actions
This section describes the integration of a few
principles and natural laws of movement into the virtual body. They influence
some of its autonomous behaviour patterns, a bit like the brain defines movement
strategies in order to reduce the number of control parameters. If the body is
to be rehabilitated in modern neurobiology, it is important to rediscover the
rules that govern its movements. These rules have been intuitively sensed by
sculptors who managed to reproduce the body’s movements in relation with
feelings, as well as by actors in traditional oriental theatre. They teach us
that movements are first expressed through posture, that the kinematics of
movements conveys meanings and that the trajectory of a finger, a head shift,
the demeanour of a swaying body, all respond to laws that are situated on the
borders between mechanics and neurology. They also teach us that a natural
movement is a source of pleasure.
3.1
About
neural networks
The virtual actor’s network of neurones learns
through a series of examples based on samples of natural movements recorded by
the captors.
By replacing the network controlling the legs
by several networks having learned different things, the question of what
network to choose arose: In a first phase, we chose the network with the
smallest Euclidian distance between one of its learning inputs and the virtual
actor. In a second phase, rather than a
single most-adapted-network, we chose a combination of responses.
In this way, we developed a multi-network
environment allowing combinations that were our very first move towards an
action selection model.
Here, movement organisation is based on a
synergy directory, each synergy being an action possibility. But not only is it
necessary to have a library of easy-to-trigger available movements that are all
compatible because they share the same reference frames or the same geometrical
principles, it is also necessary to be capable of making choices among them.
The formulation of this problem inaugurates a
series of reflections and we want to
develop the study of other selection modes, as models for action selection, in
further research.
Thanks to input multiplexing, it was possible
to control the degree of autonomy of the virtual figure. In the same way, we
simulated a “goal-directed action”, using a method close to that of inverted
kinematics used in robotics.
3.2 Concerning the role of the head and the
gaze
D wij = -n * dQ / dwij
D wij = -n * di * aj avec di = -n * ¶Q / ¶ai * ¶ai / ¶ei
di = 2 * f(ei) * (oi – ai) (1)
OUT
= f(IN) = 1 / (1 + e-k*IN), its derivative is :
¶OUT / ¶IN = OUT * (1 – OUT)
di = 2 * ai * (1 – ai) * (oi – ai) (1’)
di = ai * (1 – ai) *
dk * wki (2’)
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Figure 1: Stephanette
Vandeville interacting with the virtual tightroper

Figure 2: Stephanette
Vandeville interacting with the virtual tightroper

Figure 3 : Stephanette
Vandeville interacting with the virtual tightroper

Figure
4 : The Virtual Tightrope Walker

Figure 5 : The
Virtual Tightrope Walker

Figure 6 : The
Virtual Tightrope Walker

Figure 7 : The
Virtual Tightrope Walker

Figure 8 : Dance with me

Figure 9: Dance with me

Figure 10 : sensors connected to the network
inputs, and the network outputs connected
to the actuators

Figure
11 : phase plane

Figure 12 : The law of the power of one third
