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Digital Naturalism: Interspecies Performative Tool Making for Embodied Science Abstract Digital Naturalism investigates the role that digital media can play in field Ethology. While digital technology plays an increasingly larger role in the Ethologist’s process, its use tends to be limited to the experimentation and analysis stages. My goal is to work with scientists to develop context-dependent, behavioral tools promoting novel interactions between animal, man, and environment. The aim is to empower the early exploratory phases of their research as well as the later representation of their work. I will test a methodology combining analytical tool making and interaction studies with modern ethology. Author Keywords Physical Computing; Performance; Critical Making; UbiComp; Ethology; Interspecies Interaction ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. Research Summary Introduction My research seeks to investigate the role of digital media in field Ethology. Under the concept of “Digital Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). UbiComp '13, Sep 08-12 2013, Zurich, Switzerland ACM 978-1-4503-2215-7/13/09. http://dx.doi.org/10.1145/2494091.2501084 Andrew Quitmeyer Digital Media PhD Student Georgia Institute of Technology 85 Fifth Street Atlanta, GA 30308 USA [email protected] Session: Doctoral School UbiComp’13, September 8–12, 2013, Zurich, Switzerland 325

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Digital Naturalism: Interspecies Performative Tool Making for Embodied Science

Abstract Digital Naturalism investigates the role that digital media can play in field Ethology. While digital technology plays an increasingly larger role in the Ethologist’s process, its use tends to be limited to the experimentation and analysis stages. My goal is to work with scientists to develop context-dependent, behavioral tools promoting novel interactions between animal, man, and environment. The aim is to empower the early exploratory phases of their research as well as the later representation of their work. I will test a methodology combining analytical tool making and interaction studies with modern ethology.

Author Keywords Physical Computing; Performance; Critical Making; UbiComp; Ethology; Interspecies Interaction

ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.

Research Summary Introduction My research seeks to investigate the role of digital media in field Ethology. Under the concept of “Digital

Permission to make digital or hard copies of part or all of this work forpersonal or classroom use is granted without fee provided that copies arenot made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrightsfor third-party components of this work must be honored. For all otheruses, contact the Owner/Author. Copyright is held by the owner/author(s). UbiComp '13, Sep 08-12 2013, Zurich, Switzerland ACM 978-1-4503-2215-7/13/09. http://dx.doi.org/10.1145/2494091.2501084

Andrew Quitmeyer

Digital Media PhD Student

Georgia Institute of Technology

85 Fifth Street

Atlanta, GA 30308 USA

[email protected]

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Naturalism,” I explore interaction and communication between human and non-human agents through a behavioral media. The concept will examine the development of situated digital tools and performances to discover, analyze, and share behavioral information from the natural world. This necessitates design not only for experimentation and engagement, but also for reflection upon the (typically human-exclusive) values and assumptions embedded in the off-the-shelf and bespoke technologies utilized in the research. This research expects to contribute valuable insights to ubiquitous computing design for cross-species interaction.

Digital Naturalism Digital Naturalism works to developing methods for a more holistic use of technology in Ethology. The two main problems in current digital ethological it seeks to address are 1) the lack of open-ended digital tools for exploration and dissemination and 2) technological determinism impacting their scientific process.

Through my prior experiences developing tools for ethologists, I have had the opportunity to research, via interviews and involved collaborative practice, how the ethological process typically intersects with technology [1]. Though greatly simplified, this general outline displays how most digital involvement in ethological work takes place in the form of tools to capture or expedite the analysis of data.

Complementing the purely “number-crunching” abilities of digital tools, I wish to develop uses of digital media which can span the entire scientific process. In his manuscript, Ethology, Chauvin describes a key practice of modern Ethologists: “As in antiquity, these naturalists observed animals in nature, but they were armed with all the insights of modern scientific thought” [2]. I want to further arm these scientists with the unique, new abilities for perception and insight afforded through digital media.

My proposed framework emphasizes involving digital technology on both ends of the scientific process, as

Figure 1 - Chart derived from interviews with Ethological Scientists depicting the typical intersection of their workflow with Digital Technology ("Digital Tools") and the proposed Digital Media approach which seeks to complement the entire workflow, particularly the beginning and endpoints to their process which are typically not as involved with technology.

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these are the areas where little digital intervention typically occurs. Thus, I will focus on A) the early stages of science, particularly the “experiential assay” portion, where ethologists “get-to-know” their target specimens through rapid exploratory mini-experiments, as well as B) the later stages where scientists seek to disseminate their behavioral findings either to the public or even just to their peers. In addressing these fields, Digital Naturalism’s methodology is synthesized from existing research in Critical Making and Interaction Studies.

Critical Making Critical Making is the concept of learning through the creation and use of one’s own tools [3]. This crafting and material experimentation brings forth unforeseen tacit and experiential knowledge concerning the tool’s environment, abilities, and interactions. Context-driven tool-making has been a significant feature in ethology from Tinbergen’s pine-cone experiments with Philanthus wasps [4], to using army-ants as Aphaenogaster colony extraction devices [5]. In fact, the “Naturalism” concept of my framework derives from ethology’s foundations in 19th and early 20th century natural history which promoted the value of situated experimentation within the natural world [6]. Scientists like Tinbergen lend credence to the seemingly romantic notions of the wandering naturalist:

I believe strongly in the importance of natural or unplanned experiments. In the planned experiment all one does is to keep a few more possible variables constant; but it is amazing how far one can get by critically selecting the circumstances of one's natural experiment… Also an extremely valuable store of factual knowledge is picked up by a young naturalist

during his seemingly aimless wanderings in the fields.[4]

One of the key concerns that several of my ethological interviewees expressed was about the influence of technological determinism in their experimentation [1]. This is when one’s training with certain pieces of technology leads to experimentation designed around the use of this device, as opposed to crafting an experiment around a key behavioral question. A Critical Making approach avoids this influence where scientists design and question the experiment and technology in parallel.

During my fieldwork last summer at the Smithsonian Tropical Research Institute (STRI), I managed to test a complete application of this approach. I studied and worked with a previous STRI fellow studying Azteca ant aggression. Noting the key concerns in his early research, I developed a simple robotic woodpecker mini-robot, which we were able to iteratively test and develop into a robust tool leading to new pathways in his official research [8]. My robotic woodpecker, designed and implemented on location, allowed him to continue pursuing this early, free-form stage of research, while still collecting valuable empirical data, since now the aggressive probe could actually be calibrated.

By critically designing our own ethological tools, we will be able to harness the unique abilities of digital technology while maintaining adaptability and organismal specificity with the tools. Building a tool suited to particular context works to highlight particular features of its connections with the target organism and local environment. This will lead to more robust

Figure 3 Field testing the simple robotic woodpecker with responses from tree-dwelling ants.

Figure 2 Ducks Feed People exploratory situated performance project between digital, animal, and human agents.

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experimentation focused precisely on the ethologist’s true research questions.

Interaction Studies The ethologist holds a responsibility to communicate the intricacies of behaviors. Effectively describing the complexity of these processes, however, is a difficult task. Typically scientists communicate to the community at large through the traditional means of research papers or even talks. Occasionally videos or animations can also be used to further elucidate what they have found, but further technologically aided communication tends to be rare. In many cases, an ethologist will often find it easier to bring one’s peer directly into the field to most aptly describe the particular behavioral phenomenon. Media scholar, Ian Bogost, attributes these sorts of communication difficulties to the fact that effective behavioral representation requires inscription in a medium which can actually enact behaviors [7]. With Chauvin, Bogost praises the use of process-based, computational media, for exactly this use [2][7].

To communicate space, architects create real-world models, to demonstrate temporal reactions, physicists shoot demonstration videos, and this is why computer simulations, recreating behaviors through actual processes, have been so useful to ethologists in recent years. Simulations however can be distancing, or even misleading, to the untrained eye, and limit the tacit knowledge obtained through real-life interactions with creatures. This is why I wish to expand the use of computer’s abilities and investigate the ethologist’s use of interactive presentations.

Concrete examples come from my research with DWIG Lab, where I research hybrid physical/digital

performance projects to prompt novel behaviors and understandings. In one simple project, Ducks Feed People [8], the movement of ducks in one area of a public park triggers the release of candy from a robotic duck head in the human area of the park. This cross-species performance inverts the traditional relationships between humans and ducks, inviting inspection of ducks’ underlying motivations and behaviors. These non-expert humans quickly discover unnoticed attributes about their environment and the ducks’ behavior, such as what frightens them or draws them near, through their engagement with this hybrid artifact.

Thus, like film's early cinématographe, a device that could both record and project video, performative tools specific to a context empower not only the collection and analysis of behavioral data, but also its presentation and dissemination. Thus the interactive artifacts, resulting from the scientist’s prior digital crafting, can procedurally communicate the embedded behavioral rhetoric to third parties.

Methodology A core component of Digital Naturalism will be the creation and evaluation of digital design methodologies for naturalistic animal interaction. While still in development, this framework will blend approaches from the aforementioned fields for an overall reflexive practice in applied design.

Digital Naturalism necessarily entails building and utilizing performative tools within the target organism’s natural context. This requires research alongside ethologists working in the field. I am actively connected to several scientific communities as a technological consultant, particularly with many colleagues at STRI.

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Together I will work with them to craft exploratory tools, implement these tools in their field research, and design expressive presentations incorporating their tools to communicate their scientific findings. These works, co-created between the scientists, myself, the environment, and the biological subjects, will offer a means sharing research qualitatively and quantitatively. Thereafter, I will evaluate the methodology pursued and construct a framework for future designs of digital-biotic scientific-artistic systems.

Research Plan Currently I am in the Panamanian Rainforest carrying out summer field research in the middle of my Ph.D.’s overall research plan.

I spent the first year of my Ph.D. procuring a background on the current state of digital technology involving animal behavior. Of particular focus, were cybiotic systems where information feedback between both the digital and biological agents. During the 2012 field season, I traveled for the first time, to what has now become my primary field site at the Smithsonian Tropical Research Institute in Gamboa, Panama.

During the second year, I developed the concept of Digital Naturalism as I performed more research into situated interaction, crafting, and ethology. Now, during the current field season, I am testing out a prototypical incarnation of this synthesized theory. I am running two parallel research timelines while in Panama with STRI, one broad and one deep. With the broad approach, I conduct IRB approved ethnographic

surveys, critical making workshops, and interactive performances with the community as a whole. One current project, “Living Lightning,” teaches physical computing basics while building digital firefly costumes to interact with the animals during a pedagogical performance emulating their mating rituals of Pyrophorus noctilucus.

In the “deep” timeline, I am intimately working with two core collaborators on ant and bat behavior, and having them perform custom design exercises. We are working towards the construction of more intricate Performative tools that will permit open-ended exploration with their research subjects. These collaborators are being shadowed, interviewed, and lead through performance exercises as well as contributing first-hand documentation to the research website, www.digitalnaturalism.org. At the end of this season they will each create interactive performances to present to the public community along with their creatures and tools.

In my third academic year, I will be teaching a custom version of the class “Principles of Interaction Design” with an emphasis on ubiquitous computing for animal interaction. I will also be synthesizing my findings over this year from the current field season, and prepare for the final 2014 summer field season. During this primary session, I will more thoroughly evaluate the more fully realized frameworks, before I prepare my final dissertation in Fall 2014/Spring 2015.

Figure 4 Ethologist created circuit for behavioral probing and cultural performance. This custom-built mainboard takes input from the scientist for partial control over a firefly costume emulating Pyrophorus noctilucus (phosphorescent click-beetles).

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Biographical Sketch – Andrew Quitmeyer PhD Program Digital Media Ph.D. at Georgia Tech Began: August 2011 Passed all Qualifying exams: May 2013 Expected completion: May 2015 Advisors The research is primarily advised by Dr. Michael Nitsche at Georgia Tech who works tirelessly with me on this research to find ways to synthesize the manifold approaches from the worlds of performance, architecture, design, and HCI. The work is also gratefully co-advised by several committee members from various fields: Carl DiSalvo (Design –Georgia Tech), Stephen Pratt (Behavioral Ecology - ASU), William Wcislo (Behavioral Ecology – Smithsonian), and Ian Bogost (Media and Philosophy – Georgia Tech).

Collaborators My research would also not function without the participation of numerous animal scientists at the Smithsonian Tropical Research Institute. In particular, Peter Marting, and Antonia Hubancheva, function as my first official scientific collaborators combining critical making and performance with their research.

Acknowledgements My research is primarily self-funded through design and achievement awards, such as the Instructables Grand Prize Design Challenge, and Georgia Tech’s Ivan Allen Legacy Award.

References

[1] A. Quitmeyer, “Personal Interviews with Ethological Researchers at ASU and STRI.” 2013.

[2] R. Chauvin, Ethology: the biological study of animal behavior. International Universities Press, 1977, p. 245.

[3] M. Ratto, “Critical Making: Conceptual and Material Studies in Technology and Social Life,” The Information Society, vol. 27, no. 4, pp. 252–260, Jul. 2011.

[4] Niko Tinbergen, Curious naturalists. Univ of Massachusetts Press, 1974, p. 268.

[5] A. A. Smith and K. L. Haight, “Army Ants as Research and Collection Tools,” 2008. [Online]. Available: http://www.insectscience.org/8.71/.

[6] K. Lorenz, King Solomon’s Ring: New Light on Animal Ways. Psychology Press, 1952, p. 224.

[7] I. Bogost, Persuasive Games: The Expressive Power of Videogames. MIT Press, 2007, p. 450.

[8] “Ducks Feed People!” [Online]. Available: http://dwig.lmc.gatech.edu/projects/ducks/.

[9] C. DiSalvo, Adversarial Design, vol. 0. Mit Press, 2012, p. 145.

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