EXCITATION AS A CRITERIA FOR IMAGING
If there is excitation or excitation with control then there are states which can be filtered and amplified. Excitation which is controlled by a human agent produces states in a human behavior which can be filtered and amplified. "Imaging" in this case is a problem of the capture, isolation, and amplification of human behavior. Motoric and sensorimotor behavior in human beings requires excitation or excitation-control. The conditional statement of "if there is control excitation in human behavior" requires a dynamic imaging platform which accomplishes the following:
1. Recreates streams of human behavior
2. Recreates scene description in terms of mobile habitat/environmental details
3. Integration of human behavioral stream and scene description.
A dynamic imaging platform needs to extract and survey the boundaries of human behavior according to capture-space, that is, the region in which intangible aspects of human behavior (sensorimotor) are to be found. Tasks which stimulate the engagement of intangible aspects of human behavior include daily real world functions like aiming, walking, and navigation. The imaging of human behavior seeks to sense, visualize, and capture human behavior. While the survey of the capture-space looks at various problems which include:
1. How many thresholds can help to segment/compartmentalize the capture-space?
2. What degree of mobility/dynamics in the human agent is allowed for a given activity?
The consideration of the "capture-space" (the region in which human beahvior is captured and isolated) takes the tracking of a mobile human agent as a problem of "human-machine interface in a real world setting." The result would be a visual system that is supported by a human vision, real world dynamics, and tasked behaviors. This results in a visual system which works on 3-strata, that is, a poly-stratafied system:
1. Capture space and extraction of time variant dynamic excitation
2. Human visual system
3. Real world scenery with episodic behavior
Each of these strata has a syntax while also sharing data and sharing abstract elements. The implementation of a poly-stratafied system is based on a physical computing which takes human-machine exchange in a real world environment rather than as a screen based exchange. The problem of the imaging of a human agent is being tied directly to real world physical behavior, work or performance. Video conferencing, distance learning, and interactive motion sensing are technologies which justify a real world/physical computing approach to imaging.
VISUAL SYSTEMS FOR MOTORIC RESEARCH
The treatment of sway is simulated by the movement of a cubical which narrows visual input without a differentiation of "obstructed space", "bounded wall space" (pathway or contained space), and phenomena (fluid mechanics or color) which represent "optical flow." A visual system for motoric research needs to provide both proprioceptive relations and exterioceptive aspects of the visual behavior. A visual system involved in a motoric study would ideally have an integrated hierarchy of:
¥ Gesture
¥ Context
(based on human behavior according to the realization of a task with respect to situational contexts: scenarios)
¥ Time variant or momentary scripts which revise/regroup the tasked-behavior
In general, human behavior occurs not as an isolated gesture but as a contextualized ensemble of conditional functions, local circumstances, and field constraints.
The visual system which I have in mind covers three basic modalities:
¥ Gestural Behavior
¥ Scenarios
¥ Episodic Tasks
Gestural Behavior - a behavior without habitat/environmental context
Scenario - habitat/environmental context and gestural behavioral streams
Episodic Tasks - combination of excitation allocation:
a. gestural behavior
b. scenario (time variant)
c. episodic-excitation
The modeling of the architecture needs to include spatial semantics which include optical flow, occupied spatial organization, and unoccupied but circumscribed space. The integration of this exchange between a user and an environment is guided by a scenario much like a musician is guided by the notation of written music.
So the problem of a visual system for motoric research needs to address the supply of resources by a subject in an architecture (habitat).
Two questions guide the design of such a visual system:
¥ How to capture intangible aspects of human behavior?
¥ How to configure the architecture of the habitat in which the capture and display of human behavior is to take place?
I am left with an impression that a visual system as outlined above will serve motoric research directed at the isolation, amplification, and capture of the intangible aspects/components of gross and fine motor activity, when viewed with an eye towards the role of sensory feedback in human behavior:
¥ excitation (application of energy and sensory resources)
¥ control (filtering and coordination of excitation)
ON IMAGING NOT IMAGERY
Imaging has nothing to do with "rendering" on the ground of pictorial art. Imaging has more to do with the superimposition of multi-dimensionality of behaviors (real world) and the exchange of energy ( human force and human sensorial resources). An implementation of computer supported imaging of human behavior requires greater visual literacy:
¥ Role of notation to format the tasking and capture of sensory processing by a human behavior
¥ Inventory of tasks according to cognitive or sensorimotor resources
¥ Real world scenery in motion sensing and videography Key attributes for the imaging of a mobile agent include:
1. Agent's Prime Resources
a. excitation
b. control mechanism in the attack
c. sensory feedback based on (a.) & (b.)
2. Dynamics of Mobility
a. classification of parameterization of habitat/environment
b. environmental space
c. background scenery within the environmental space
Tasks like map-reading, aiming, and visual decision making are examples of a direct intervention upon the resources of a mobile agent.
Map-reading is used to examine mobility and navigation. Map-reading requires a matching a map with a real world sceneacording to architectural, environmental, and mobility traits. During map-reading, a flat aerial view is transformed and related in a moving elevation (3-D) drawing of occupied, and unoccupied space. Gaze and recollection are used by the mobile human being as this agent looks down for map-reading and looks up and across the elevation to orient and recollect-gather landmarks from the map.
What are the means to look at vision in terms of decision-making and the completion of an attack? Navigation and human locomotion help us to formulate visual literacy based on task-oriented performance like map-reading. From a task-oriented view of visual literacy we are looking for an inventory of tasks which can be classified and organized according to a syntax, a diagrammatic syntax.
Visual reasoning is a complex problem which isolates tasked-behaviors, establishes a direct form of intervention, and the generation of a syntax.
Architecture poses a habitat and an organization which can be thought of as dynamic environments, for example a wind-chime or the flow of two basketball teams running up and down a court. In both cases, the architecture is mobile as points of obstruction and access are opened or closed. These architectures are dynamics Òtime variant,Ó especially given the state of excitation within the architecture.
In the case of the basketball teams: the players, the passing/shooting lanes, and running lanes create paths. The optimal path is the Òshort-cutÓ to advance the ball or to intercept the ball.
Analysis of the real world was essential in Michaelangelo's ability to draw and Alberti's use of perspective. Michaelangelo studied human anatomy directly through dissection. Alberti studied the land survey and archaeology of ancient ruins. The study of motoric behavior and human visual decision making requires visual systems which will allow us to see work, play, and reasoning in terms of dynamic architectures.
SHAPING A TASK
Why shape a task?
1. Shapes are useful to decompose a task. This results in the sub-division of a task into natural stages which are presented graphically.
2. Visual rhetoric replaces linguistic duality (opposites). Visual language is used to better outline a decompositional-iconic view of a task into step-by-step stages.
3. Isolation of segments of a visual representation, highlights facets and the compartmentalizes a task according to a shaping method of segmentation: a. attack envelopes (shaped) b. output
Casting A Shadow Project Summary
A visualization is a systematic arrangement of phenomena according to conceptual or physical factors. The completion of the visualization is a problem of site-specific and non-site-specific hierarchies. The following summarizes some aspects of the non-site-specific components to be found in Casting A Shadow.
Project Objective
A. Visualization
1. Modules
a. SENSING (MOTION)
b. IMAGING (FLUTE, DANCE)
c. MAPPING
2. Interface
a. PHYSICAL PLAYBACK
b. SCENE DYNAMICS (background scene mobility)
c. USER DYNAMIC (performer readiness)
Each module explores one of the following:
¥ Sensory configuration in a Performer
¥ Environmental Focus
¥ Generic behaviors and state properties based on each module as a self contained toy world (microcosm)
Diagrammatics
Surveying diagrams is half way between philosophic issues and the linguistic analysis of graphical notation. Multimedia objects, animations, or spatial configurations lead us to consider how we normally use diagrams. Elsewhere I have considered ÒHow to classify diagrams?Ó The following outlines daily use of diagrams:
¥ Structuralism
¥ Analytic
¥ Visualization
¥ Machine Readable
The above cases provide a wide survey of some of the most typical uses of diagrams. These cases reflect uses of diagrams which assure that our survey does not hover too long in any one aspect of human knowledge, physical domain, or visual circumstance. A closer look at this list goes from philological-linguistic to scientific to the computational. The primary feature of a structuralist use of diagrams is to compress morphological or many specific cases into a compressed hierarchy. The analytic diagram and the visualization diagram provide a graphical abbreviation of force and behaviors in a toy world. The diagram which is machine readable illustrates diagramming as a set of instructions which a computational machine or human being can follow. The functions and the uses of diagrams here are expansive leaving us with a broad survey of phenomena, operators, and classes of parameters which may or may not be applicable to diagramming according to structuralism, analysis, visualization, or machine ready (readable) diagrams. Further readings on diagrams can be found at Diagrams.
¥ Syntactic Processing with a visual approach:
¥ Pattern Recognition Paradigms:
* Web Grammar
* Grammar
* Plex
¥ A diagram in contrast with other Diagrammatic schemes.
¥ A diagram as the basis for the description and observation of a physical behavior.
¥ Computer prediction of physical behavior via inference by a diagrammatic representation.