Response to drivel on movement notation
My friend and ex-adviser Jim Mahoney sent me this response to my previous article on dance notation. One of these days I will post some articles in response. For now, I'll just share this, since it's neat:
Date: Fri, 30 Nov 2007 15:32:49 -0500 From: Jim Mahoney To: ian Subject: Re: notation Hi Ian.Several comments : First, I think an analogy to TeX would be helpful. Who before Knuth would have argued that we needed a Turing-complete language for document typesetting? Second, after "1. Describe any movement of any object in any time format." you say "This is pretty self-explanatory". I disagree. There's a *lot* of explaining needed here: what form is this description going to take, and what sorts of objects are possible? Are easy? I want a general "movement notation" that could describe dragons fighting in mid-air, an eight-person contra dance, or a wink. That's an awfully big range. Moreover, if it describes walking around in my house, should in contain a description of the house? Allow a description of the house? Should/could it contain any meta-information about how the motion should be displayed (camera positions, lighting) or the figures rendered (textures etc)? What spacial resolution should be possible/easy? If all of this is possible then one of the big challanges is going to be make it easy. Third, I think we need some possible examples of what this language might look like. Perhaps some examples along the lines of existing languages (python, supercollider, etc) Fourth, if the paper is meant to define the task, then it needs to be clear that part of the task is to create the tools that will enable this language to create things like videos of the dancers. Ideally (though a harder problem) are also tools to make it easier to input the dance motions. To accomplish all this, I think this language needs to be tied to to two other technologies : (a) a low-level "character" and "animation" description, probably x3D, and (b) a symantic-web-like naming scheme so that the language can say things along the lines of define dancer "man" http://..../person.x3d define motion "walk man" http://..../simple_walk.bvh and then define more procedures using these primitives. To continue my TeX analogy, without dvi2ps (compilation) and global fonts (low-level globally named primitives), the language itself isn't interesting. I think one of the real challenges in a system like this will be to figure out how to manage and implement parameter passing to these low level animation descriptions (i.e. "quickly" or "left") and adapting them so that they're not completely tied to one specific movement for one specific model, as they typically are now. All for now, Jim M
Leave a Reply