Essay
Found in space
The MINDful Play Environment is born
28 October 2007
www.lablit.com/article/317
Playing around: a new platform for learning in the sci/art/humanities sphere
Students no longer experience optimal learning when they are only expected to sit, listen and converse
Project Overview
This project was born out previous projects that we worked on both separately and together. Credit for creating the concept goes to Steve, who has been pioneering motion tracking performance and installations for close to a decade. His music and light piece, Virtual DJ, is the foundation upon which MPE is built. After having met in Nottingham, UK at trAce’s Incubation conference in 2004, we began experimenting with narrative structure and motion tracking technology, expanding the media elements from music and light to include video, still images, animation and spoken word. When Ghosts Will Die was the piece that came out of this collaboration.

Fig. 1. Networked performance of Virtual DJ
Ghosts forces the user to confront the decision to drop bombs on Hiroshima and Nagasaki by taking the user through the steps of the development of nuclear proliferation and ending with bodies of the dead projected directly onto the user’s body. Both works also require user agency in that users “influence the game state” (Juul, 2004) every step of the way. In each work, if the user does not move in the space, absolutely nothing happens in the game. And finally, both works offer highly interactive experiences where the users’ kinesthetic involvement plays a significant role and enactment emerges as what Simon Penny describes as a “powerful technique” for having some effect on the actions of observer (Penny, 2004). Essentially, it is this last quality that we wanted to focus on the most in the development of MPE since one of the main successes of Virtual DJ and Ghosts lay in their connection to mindful yet highly physical activity. To put it simply, both works are aerobic in nature – Virtual DJ inspires dancing and Ghosts, moving briskly around a rather large space – and this movement results in “literal” outcomes that impact intellectual and emotion engagement. Ghosts, in particular, asks users to seriously consider their actions leading up to the dissemination of the atomic bomb. Those who have experienced the work have attested to a shift in consciousness about and mindful contemplation of the repercussions of the use of atomic weapons to resolve conflicts.

Fig. 2. Gibson performing When Ghosts Will Die
We also subscribe to Francisco Varela and colleagues’ concept of "mindfulness," or what they call the “embodied everyday experience” whereby “the mind [is led] back from its theories and preoccupations, back from the abstract attitude, to the situation of one’s experience itself.” Cognition, from this perspective, is inextricably linked to “embodied action[,]...“the kinds of experience that come from having a body with various sensorimotor capacities” as well as the way “individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological, and cultural context” (Varela et al., 1993). Citing the way an athlete or musician pulls together mind and body into focused action, Varela and his collaborators suggest that the practice of mindfulness does not take the person out of the body but rather places attention on the entire aspect of one’s “presence” in order to reconnect the person to “their very experience” of living. Connecting Varela’s and Penny’s ideas to current educational theories generating from scholars like Spinks, Sprenger, and Swanson, we arrive at the premise that embodied action leads to embodied knowledge because “the components of our brains that manage thought processes work better with movement” (Spinks, 2002; Sprenger, 2003; Swanson, 1995, in Grigar et al., 2007). And we are hoping to achieve this outcome without creating an environment that is obviously educational.
How does it work? As we mentioned earlier, the project calls for the use of motion-tracking technology. To this end, we are using a proprietary system called the Gesture and Media System (GAMS), created by Will Bauer of APR, Inc. of Edmonton, Canada. The system organizes the space in a 3D grid. Media elements – light, music, spoken word, video and animations – are programmed in zones and points on the grid and respond to hand-held tracking devices, or "trackers," much in the same way that a page is evoked when a cursor, driven by a mouse, touches a hyperlink on a webpage.

Fig. 3. Computer interface showing zones and points on the 3D spatial grid

Fig. 4. Structure of the MINDful Play Environment
As far as the timeline, the completion of the project is set for January 2009. Phase I, conceptualizing and programming MPE, was just completed. We have now moved to Phase II, which sees the development of OMSI site media (video, sound, music, animation) and beta-testing the environment with media intact. Phase III involves the production of MOVE Lab media content and collateral material for both sites; Phase IV will involve testing, and Phase V, analysis and reporting.
Phase 1: what have we done so far?
The conceptualization and programming stage of the project, as we’ve mentioned, is now complete. Figure 5 shows the layout of the environment at the OMSI site and the media assignment for that site. The four cameras (not shown) are mounted in the corners. You see the three robotic lights arranged in different places in the space, and the three trackers that players will use to interact in the space. You can also see directions for how each tracker behaves.

Fig. 5. Map of MPE Media Assignment

Fig. 6. Three players interacting in MPE

Fig. 7. Players changing media with their movements in MPE
For example, if Players Two and Three move toward one another, the proximity of one tracker to another affects the audio and video. So if Player Two approaches within 1.5 meters of Player Three, the bass will increase its distortion level, and the current video controlled by the melody will also appear in the bass video screen, blended with the bass video. All three trackers are programmed to respond to one another similarly. In this way, MPE is intended to encourage collaborative learning through kinesthetic play.

Fig. 8. Three players collaborating in MPE
The complexity of the programming is best demonstrated in the structural maps that describe the players’ relation to the media and the parameters of the Flashtrack MIDI to Modul8 and Ableton Live. Figure 9 shows the way in which Tracker One handles the drums. All aspects of the environment has been mapped out to show unique behaviors of each tracker and the way in which trackers relate to one another.
Along with maps of the space, we have conceptualized the various MIDI mappings for both Flashtrack MIDI to Modul8 and to Ableton Live. A representation of that data is shown in Figure 10, which depicts the way the three trackers relate to the audio.

Fig. 9. Map of the Drum Tracker
Future Steps
While motion-tracking technology has seen wide use for physical therapy, surveillance, and entertainment, it has yet to be utilized in education. Additionally, the incorporation of movement in a classroom environment has not yet been fully realized outside of disciplines like dance and physical education where physical activity is seen as a necessary component of the discipline. Furthermore, print is still the media of choice in most classroom settings. As we’ve written previously (Grigar et al., 2007):
[This situation lies in contrast to] our everyday experiences where print, radio, and television have been replaced by video computers, cell phones, and iPods as preferred communication devices. Joysticks, gameboy interfaces, and IMing offer highly physical and dynamic interactions with information. The growing popularity of games like Nintendo’s Wii and DDRGaming’s Dance Dance Revolution means that young people have not only become accustomed to media-rich environments made possible by multimedia technologies but also those that offer kinesthetic and kinetic opportunities.
In working on documentation for the assessment portion of the project, our colleague Michael Dunn explained (Dunn, 2007):
[Research shows that] informational technologies have, indeed, impacted how learning occurs. Auditory learners now make up the smallest percentage of learners in schools (Tileston, 2004). [I mentioned earlier that] research indicates that the components of our brains that manage thought processes work better with movement (Spinks, 2002; Sprenger, 2003; Swanson, 1995). It stands to reason that students no longer experience optimal learning when they are only expected to sit, listen and converse. Rather, they need different formats of classroom instruction to help facilitate learning.
We and the other collaborators on this project anticipate that the media-rich and kinesthetic environment of the MINDful Play Environment will be highly conducive to the process of learning. Therefore, if after assessing the project we show empirical evidence supporting our premise that the environment is effective, then future plans for MPE include its implementation, licensing MPE at various educational facilities.

Fig. 10. Audio relational map for MPE
References:
Dunn, M (2007). “Grant Draft.” Personal Correspondence. 13 September.
Gibson, S (2004). Virtual DJ. Online.
Gibson, S and D Grigar (2005). When Ghosts Will Die. Online.
Grigar, D, Dunn, M, Gibson S and M Raisinghani (2007). “MINDful Play Environment: A Classroom of the Future.” Online.
Juul, J (2004). “Introduction to Game Time.” First Person: New Media as Story, Performance and Game. Ed: Waldrip-Fruin N and P Harrigan. Cambridge, MA: The MIT Press. 131-142.
Penny, S (2004). “Representation, Enaction, and the Ethics of Simulation.” First Person: New Media as Story, Performance and Game. Ed: Waldrip-Fruin N and P Harrigan. Cambridge, MA: The MIT Press. 73-84.
Spinks, D (2002). Frontline: Inside the teenage brain [Television broadcast]. Boston: Public Broadcasting Service.
Sprenger, M (2003). Differentiation through learning styles and memory. Thousand Oaks: Corwin Press, Inc.
Swanson, LJ (1995). Learning styles: A review of the literature. ERIC Document No. Ed 387 067.
Tileston, DW (2004). What every teacher should know about learning, memory, and the brain. Thousand Oaks: Sage Publications.
Varela, F, Thompson, E and E Rosch (1993). The Embodied Mind: Cognitive Science and Human Experience. Cambridge, MA: The MIT Press.
Related information:
You can read more about this project and view video footage of some of the interactions on the project’s official website.