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Project Description

Ghost Dance: A methodology to analyse dance movement in interaction with virtual reality

FCT:EXPL/ART-PER/1238/2021

Doi: http://doi.org/10.54499/EXPL/ART-PER/1238/2021

The increasing presence of digital interaction in our daily lives is becoming more evident. The confinement brought about by the pandemic years has drawn attention to how digital technologies mediate our relationships and has raised questions about the significance of physical presence.

In the context of digital interaction, human relationships lose the sense of embodiment that comes from touch, shared spatial experiences, and a vivid perception of movement. Nevertheless, as Susan Kozel argues [1], sharing our bodies through digital devices fosters collaborative exploration of new physical states, levels of consciousness, and even ethics. Many artists and scholars have approached this issue from various perspectives, but as digital interactions become more prevalent, we believe that, far from being an exhausted subject, further analytical and critical studies are urgently needed.

One of the technologies facilitating digital interaction is Virtual Reality (VR), where our physical body can interact with virtual bodies in a three-dimensional immersive environment and headsets replace outside stimuli with computer-generated images, creating a sensation of being present in another reality. While VR has been in the market for around four decades, it has only recently matured as a performance technology. VR explores new modes of bodily interaction, offering countless possibilities yet to be explored. However, interaction with a virtual body lacks the material and vibrant qualities inherent in a physical body, such as weight, temperature, touch, breath etc. This suggests a new relational paradigm where our material body interacts with immaterial entities, demanding a fresh perspective on movement analysis. Thus, a central question to explore is: How does our perception of embodiment change when we become immersed in a VR environment? What implications will this altered mode embodiment have on our relationship with our surroundings?

Contemporary dance explores an infinite variety of movements, encompassing not only traditional dance movements but also gestures from everyday life, sports, emotions, animals, and more. Analyzing such limitless potentialities of dance movement has always been a challenging task. Laban Movement Analysis (LMA), created by Rudolf Laban and further developed by Irmgard Bartenieff, is the most recognized and widely used system for movement analysis in dance. However, this system does not account for a virtual relationship where one of the dancers is an immaterial body. How does a physical dancer perceive weight, effort, time, and space when interacting with a virtual body? How does the dancer experience their own kinesphere, sense of touch, and bodily materiality when his own body form can be invaded by an immaterial entity in motion? The interactive relationship of a physical body with a VR body challenges the traditional analysis of movement as conceived by Laban.

The aim of Ghost Dance is to explore the embodied perception of dancers when they interact with virtual bodies and contribute to critical thinking within this new paradigm of non-physical relationships. Specifically, we will conduct a phenomenological and computational study of movement analysis based on the LMA system, contrasting movement relationships involving duets with flesh-and-blood dancers versus those involving a virtual body.

The project's results are envisioned in four main lines:

  1. A performance-conference that integrates physical reality with VR, to be presented on artistic and academic platforms;
  2. A website repository;
  3. Academic articles in reputable journals and conferences;
  4. Development of a software prototype for movement analysis in VR able to integrate LMA. This prototype will further lead to the establishment of guidelines for future implementation.

By critically examining the experience of (des)embodied relations, we believe that this project will make a significant contribution not only to the fields of performing arts and VR but also to the broader debate on artificial intelligence..

Tasks

Towards a Computational implementation of Laban Movement Analysis

  • T.1.1 Workshop on Laban Movement Analysis
  • T.1.2 Calculation of LMA on motion capture data from XSENSE
  • T.1.3 Implementation of prototype software model integrating LMA in VR
  • T.1.4 Definition of a protocol for the development of a new software tool producing LMA analysis

Creation of Dance Duets and their motion capture

  • T.2.1 Creation of physical dance duets
  • T.2.2 Duet movement recording
  • T.2.3 Motion capture of one element of each duet

Virtualisation of the body from one of the elements of the duet

  • T.3.1 Mapping vertices and nodes from raw data
  • T.3.2 Integration with a static 3D model (rigging and skinning)
  • T.3.3 Virtual scene with 3D character dancing

Dance with virtual graphic representation (authentic body vs. virtual body - simulacrum)

  • T.4.1 Virtual environment with a virtual dancing body
  • T.4.2 Dance experience between (authentic) dancer and (virtual) body

Analysis of the movement of the performances

  • T.5.1 Biomechanical analysis of dance with real partners
  • T.5.2 Intersubjective analysis of the movement produced by dancers with real partners
  • T.5.3 Biomechanical analysis of dancer in interaction with VR partner
  • T.5.4 Intersubjective analysis of the movement produced by the dancers in interaction with VR partner

Performance-conference and informal presentations

  • T.6.1 Creation of a responsive environment
  • T.6.2 Creation of sound experience
  • T.6.3 Public presentation of Performance-conference

Critical approach

  • T.7.1 Group sessions of observation of the dance creations and discussion with the dancers on their sensorial experience and on the analysis of the movement
  • T.7.2 Group session of literature review and discussion
  • T.7.3 Organization of group and individual writing of articles

Team

  • Ana Paula Cláudio
    Faculdade de Ciências, Universidade de Lisboa
  • António Cabrita
    Advisor
  • Bruno Pedro
    Faculdade de Motricidade Humana, Universidade de Lisboa
    INET-md
  • Cecília de Lima
    Faculdade de Motricidade Humana, Universidade de Lisboa
    Co-Principal Researcher INET-md
  • Daniel Marchão
    Bailarino
  • Daniel Tércio
    INET-md
  • Ester Gonçalves
    Bailarina
  • Hugo Magalhães
    Faculdade de Motricidade Humana, Universidade de Lisboa
    INET-md
  • Ivani Santana
    Advisor
  • Jonas Runa
    Universidade Lusófona de Lisboa
  • José Siopa
    Bolseiro - CICANT-Universidade Lusófona/Faculdade de Ciências
  • Luís Santos
    Advisor
  • Maria Beatriz Carmo
    Faculdade de Ciências, Universidade de Lisboa
  • Miguel Santos
    Bailarino
  • Nuno Garcia
    Faculdade de Ciências, Universidade de Lisboa
  • Paula Varanda
    Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa
    IHA
  • Pedro Guilherme
    Bolseiro - CICANT-Universidade Lusófona/Faculdade de Ciências
  • Rui Filipe Antunes
    CICANT -Universidade Lusófona
    Co-Principal Researcher
  • Sérgio Bordalo e Sá
    Faculdade de Motricidade Humana, Universidade de Lisboa
    INET-md
  • Sílvia Pinto Coelho
    Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa
    ICNOVA

Institutional Partners

Team members

  • CICANT - Universidade Lusófona de Lisboa
  • Escola Superior de Dança 
  • ICNOVA - Universidade Nova de Lisboa 
  • INET-md pólo da Faculdade de Motricidade Humana da Universidade de Lisboa  
  • Instituto de História de Arte - Universidade Nova de Lisboa 
  • Laboratório de Biomecânica da Faculdade de Motricidade Humana da Universidade de Lisboa 
  • LASIGE - Faculdade de Ciências da Universidade de Lisboa

Associated Partners

  • AND_LAB 
  • Dança dos Ventos Estúdio
  • CML/DMC/ DRB / Biblioteca de Marvila

Participant Entities