Abstract
In this chapter, we now explore the concept of vitality and focus on the way that a playful rhythm can produce vitality, animating both people and interactive systems. Vitality emerges through a process of energy exchange . Energy will travel both into and out from an interactive system during a rhythmic experience and it is the play of intensities, contrasts and durations within this flow of energy that produces rhythmic vitality. We begin with Andrew Johnston , a digital artist, musician and Research Director at the Animal Logic Academy at the University of Technology Sydney. Johnston researches and practices across the disciplines of live performance, digital art and human-computer-interaction. This gives him a unique perspective on rhythm and the role it plays within interactive experience. His collaborations with dancers and musicians to create interactive systems for live performance have given him particular insight into the design of rhythms that generate expressive vitality. As he explains in his interview, doing this is about creating a type of interactive control that has an energy of give and take, and a fluidity that feels conversational. This leads us to explore the questions: what distinguishes a lively rhythm from a mechanical one? How do we create a design whose interactions might allow a user to be rhythmically expressive? And, how do we create dynamic rhythmic vitality? These discussions make connections with several of the previous chapters, bringing together many of the concepts we have developed so far about playful rhythmic vitality and expressiveness.
Even if you start off feeling tired or lonely or bored. It doesn’t matter, because you’re willing to play and you know that any game will do, that any game will get you there. You know that because you know the energy resides not in the game but in playing with people. (De Koven 2013, p. 14)
To be aroused is ‘to be put in motion’ or ‘stirred up’ or ‘excited into activity’, physically, mentally, emotionally. It is synonymous with ‘to animate’. (Stern 2010, p. 58)
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
See video documentation of Blue Space here: https://vimeo.com/157974674.
- 2.
See video documentation of Encoded here: https://youtu.be/hopxlmyVp7A.
References
Chernoff JM (1979) African rhythm and African sensibility: aesthetics and social action in African musical idioms. The University of Chicago Press, USA
Costello BM (2016) The rhythm of game interactions: player experience and rhythm in minecraft and don’t starve. Games Cult. https://doi.org/10.1177/1555412016646668
De Koven B (2013) The well-played game. MIT Press, Cambridge
Dewey J (2005) Art as experience. [Original publication 1934] Perigee edn. Penguin, New York
Emmerson S (2007) Living electronic music. Ashgate, Great Britain
Groos K (1898) The play of animals (trans: Baldwin EL). D. Appleton and Company, New York
Ilsar A, Havryliv M, Johnston A (2014) Evaluating the performance of a new gestural instrument within an ensemble. Paper presented at the international conference on new interfaces for musical expression, Goldsmiths, London, UK
Iyer V (2002) Embodied mind, situated cognition, and expressive microtiming in African-American music. Music Percept 19(3):387–414
Johnston A (2015) Conceptualising interaction in live performance: reflections on ‘encoded’. Paper presented at the proceedings of the 2nd international workshop on movement and computing, Vancouver, British Columbia, Canada
Johnston A, Clarkson D (2011) Designing for conversational interaction with interactive dance works. Paper presented at the OZCHI 2011 workshop the body in design, Canberra, Australia
Jourdain R (1997) Music, the brain, and ecstasy: how music captures our imagination. Harper Collins, USA
Klei Entertainment (2013) Don't Starve. Video game. PC, IOS, Android, Xbox, Playstation, Wii U. Klei Entertainment, Canada
Lange R (1975) The nature of dance: an anthropological perspective. Macdonald and Evans, London
London J (2004) Hearing in time: psychological aspects of musical meter. Oxford University Press, New York
Marczak R, Robine M, Desainte-Catherine M, Allombert A, Hanna P, Kurtag G (2009) Enhancing expressive and technical performance in musical video games. Paper presented at the SMC 2009, Porto, Portugal, 23–25 July
Margulis EH (2014) On repeat: how music plays the mind. [Kindle iOS version] edn. Oxford University Press, New York
Melnick J (2012) Josh Melnick and Walter Murch in Conversation. Paris Rev. https://www.theparisreview.org/blog/2012/02/07/josh-melnick-and-walter-murch-in-conversation/. Accessed 26 Aug 2015
Mojang (2011) Minecraft. Video game. PC, IOS, Android, Xbox, Playstation, Wii U, Nintendo. Mojang, Sweden; Microsoft, USA; Sony Interactive Entertainment, USA
Reynolds D (2007) Rhythmic subjects. Dance Books Ltd., Hampshire
Souriau P (1983) The aesthetics of movement (trans: Souriau M) [Original publication 1889]. The University of Massachusetts Press, Amherst
Stern D (2010) Forms of vitality: exploring dynamic experience in psychology, the arts, psychotherapy, and development. Oxford University Press, Oxford, New York
Swink S (2009) Game feel: a game designer’s guide to virtual sensation. CRC Press Taylor & Francis, London
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Costello, B.M. (2018). Vitality. In: Rhythm, Play and Interaction Design. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-67850-4_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-67850-4_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-67848-1
Online ISBN: 978-3-319-67850-4
eBook Packages: Computer ScienceComputer Science (R0)