This article appears
in the Proceedings of the Connecticut College Symposium on Art and Technology,
2001. Copyright 2001, by Roger Dannenberg and Rob Fisher.
An Audience-Interactive Multimedia Production on the
Brain
Roger Dannenberg and Rob Fisher
Studio for Creative Inquiry
Carnegie Mellon University
Pittsburgh, PA 15217
rbd@cs.cmu.edu, http://www.cs.cmu.edu/~rbd,
glenunion@aol.com
Abstract.
A multimedia planetarium show, “Gray Matters: The Brain Movie,” was
created to teach fundamental scientific concepts about the human brain. During
the show, the planetarium dome represents a giant brain enclosing the audience.
Audience members play the role of neurons in various simulations and
representations of brain function. This leads to new ways of thinking about
audience interactivity in theaters, with many applications to art and
entertainment. Some of the problems of large art/science collaborations are
also discussed.
A team of artists,
scientists and educators created an interactive, multimedia planetarium
presentation about the human brain. This show, “Gray Matters: The Brain Movie,”
is a collaborative production of the Studio for Creative Inquiry (at Carnegie
Mellon), the joint University of Pittsburgh/Carnegie Mellon Center for the
Neural Basis of Cognition, the Pittsburgh Supercomputer Center, and the
Carnegie Science Center, and was funded primarily by the National Science
Foundation. The show’s content is based on the latest brain research and linked
to National Science Education Standards. Planetarium viewers are taken to a new
dimension of “inner space” exploration and discovery, where they move and
change images and sounds. Of particular interest are the need to work with an
audience rather than an individual and the conflict between narrative structure
and interactive audience control posed by this medium.
Our work has been
viewed by thousands of children and adults. We believe that we introduced some
very interesting new concepts for interactive media for art, entertainment, and
education. In addition, we learned some valuable lessons about the difficulties
of this type of collaboration between artists and scientists, discussed near
the end of this paper.
The stated objectives
of the “Brain Project” include communicating scientific information about the
human brain to the general public, and conveying the excitement and importance
of contemporary brain research. The major goal of The Brain Project was to
create a cutting edge planetarium show and to develop an equally innovative
interactive studio laboratory in which to produce this and future shows.
The show is designed to teach these fundamental scientific concepts:
1. The nervous system is made of single neurons,
2. Neurons are nerve cells,
3. Neurons are wired together as networks,
4. Networks of neurons have different functions.
The planetarium show
combines immersive and interactive techniques to create a “theater of the
brain.” Above the audience on the planetarium dome is projected an image of the
brain's surface with pulsating neurons that correspond to the seating
arrangement of the audience. Several innovative scenarios of the show cast each
audience member in the role of a neuron. Collectively the audience becomes a
brain. Using the interactive system, the audience must work together to solve a
variety of entertaining problems and tasks, and in the process, they learn how
the brain functions.
The context for this
work is the need for increased public understanding of the human brain, an
organ central to the very concept of humanity. The understanding of the human
brain is located at the lively crossroads of research in many disciplines,
including psychology, psychiatry, neuroscience, computer science, and biology.
The “Decade of the Brain” is witness to an unprecedented advance in knowledge
about how the brain works.
These scientific
breakthroughs have not gone unnoticed. Numerous magazine articles and
television specials have captured the public's interest and fired their
imagination. However, this growing curiosity about the brain has not been
addressed adequately. As a result, there remains a significant gap between
scientific understanding and public awareness. The Brain Project is designed to
help close this gap.
A large group was
assembled to work on this project. The show was directed by Rob Fisher, Project
and Co-Artistic Director; Jay McClelland, Co-Producer and Scientific
Co-Director; John Pollock, Scientific Co-Director; and Paul Vanouse,
Interactivity and Co-Artistic Director. In addition, a number of people worked
on production design and development, including Tariq Abdulaziz, Science
Educator; Dennis Bateman, Production Manager; Kevin Beaulieu, Lead Artist and
Animator; Roger Dannenberg, Interactive Audio Developer and Composer; Karl
Fischer, Lead Software Engineer; James Hughes, Planetarium Producer; Patricia
Maurides, Art and Biological Imagist and Advisor; and Amera Rizk, Video
Animator. More than 50 people
contributed to the show, which was developed over a period of 3 years.
Additional groups were
assembled to address Science Education and Outreach, Scientific Visualization
and Computer Graphics, Evaluation, Technical Development, Dissemination, Web
Site Development, and Administration. Finally, an Advisory Board of technical, scientific,
education, and artistic experts was assembled. The variety of titles should
give some idea of the breadth of expertise needed for the show production. As
you might imagine, one of the greatest difficulties of the project was reaching
a consensus that balanced the technical, scientific, educational, and artistic
goals. It was particularly difficult to move from rough design ideas into
specific plans. The more concrete the design became, the more objections were
heard from various quarters.
The “big ideas” behind
the show design are to put the audience inside a brain and to allow the
audience members to interact in the way scientists believe neurons interact.
Putting the audience inside the brain is accomplished by having an alien spacecraft/brain-ship
“land” on the audience such that the planetarium dome becomes a giant human
brain. This makes for a dramatic and entertaining opening, and sets the stage
for thinking about the brain.
Interactivity in the
show is largely oriented toward the concept of global behavior emerging from
local decisions. This is intended to be a very direct analogy to the way
individual neurons give rise to thought. Each member of the audience has at
most two buttons to push, yet the audience as a whole can smoothly navigate in
space, solve word puzzles, and coordinate to fire a neuron. The specifics of
these interactions are described below.
Originally, our goal
was to make a completely interactive show, where the audience would somehow be
guided by the multimedia environment, but feel as if they were participating in
the show at all times. This was partly a reaction to a previous production,
“Journey Into the Living Cell,” in which there was not always a smooth
transition into the interactive segments. In the end, we had to compromise by
introducing a script and more traditional linear multimedia including video,
slides, music, and voice-overs. We created a story involving aliens coming to
Earth (in “familiar brain ships” so as to avoid frightening anyone) to discover
the source of strange signals (TV) and to learn about the brain. A scientist,
Dr. Blake, explains brain concepts to the aliens and engages the audience to
help demonstrate these concepts. In this way, we integrate the scientific
content, the interactive episodes, and an entertaining story into a unified
show.
The show augments the
resources of a modern planetarium with a 3D graphics computer and a
multi-channel audio computer. The planetarium system includes buttons attached
to arm rests that can be operated by the audience. These buttons can be
individually sensed by the graphics computer, which drives the interactive
segments of the show. For the more linear scripted sections of the show,
control is handed off to the resident planetarium system computer, which
controls slides, videodiscs, lasers, and multi-channel digital audio tape, all
synchronized by SMPTE time code. Figure 1 illustrates the basic system
structure.
Figure 1. Block diagram of the Brain Show computer systems.
It would be hard to
discern how very effective our group interactive experience is from simply
looking at the basic equipment that we use. A standard computer, video
projector, digital audio system, low cost graphics and audio computers, rather
retro five-button wired controls at each seat (of which we use at most two
buttons). Yet something different manifested itself in our research. One reason
may be the paucity of serious research about the subject and some failed
attempts at commercial implementation.
These earlier models
include banal alternative choice games such as “Would you rather go to Venus or
Mars?” or Pong where the audience’s aggregate votes are summed. “Interactive
Movies” quite some time ago sought to give the audience the ability to select
the ending they wanted. But each of these systems seemed to suffer several
shortfalls. There is no other research lab dedicated to the study of these
so-called games. There were many assumptions but little proof. One of the worst
aspects was that the audience simply did not care about the choices offered to
them. Audience members were there for entertainment and seemed to feel that
this was too much work. There are some generational differences as well. Most
noticeably, these older approaches bury the individual in a crowd where the
person’s connection with the action on the screen is marginal at best and held
in disbelief at worst. Actions appeared to be random, which led to a sense that
the individual had little or no control over the outcome.
The games Quake and
EverQuest are good counterexamples, providing each participant with a personal
view and the ability to manipulate a virtual person, but these games rely on
networks and distributed players. How can audience-interactive systems in a
theater capture this sense of individual participation?
A serious challenge to
the status quo emerged when, in 1994, CMU received the first in a series of
major grants from the NSF in the area of Informal Science Education. It was
felt that current media attention to such subjects as cell biology and brain
research was not reaching the public, at least not in a manner wherein real
learning took place. This seemed like an area where interactivity could really
shine. It appeared to our research team of artists/technologists that the
problem lay in the experimenter’s definitions of the issues. Getting a crowd to
do something is not the point. Lead and they will follow. Our questions are:
How little explanation and feedback are needed for a group to begin to play
together? What is the emergent behavior of the audience left to its own
devices? Is there such a thing as emergent narrative arising from these
activities? Is there such a thing as “group mind?” And how could game
technology be used to educate the public about sophisticated science? This
seriousness of intent and desire led to the software development, audience
evaluation, and an off-line facility managed by collaborative teams of artists
and scientists.
An interactive studio
laboratory located on the campus of Carnegie Mellon provided a flexible, open
environment for design, production, development and evaluation of the new
planetarium show as well as future shows. This unique facility (see Figure 2)
was fully outfitted technologically with the audience interactive system,
computer graphics projectors and interactive audio system and seated 30 people.
Along one wall adjacent to the theater seating were tables and desks with a
variety of computer systems for developers, including SGI workstations, PCs
running NT, and Macintoshes, along with scanners, printers, digital audio and
video equipment. Close by was a Media Production Studio with an AVID editing
suite and BetaSP editing deck.
Figure 2. The interactive
studio laboratory is a single large room arranged to provide a small theater,
adjacent production area, office, and meeting space.
The theater was
activated simply by plugging the projector into a developer's workstation,
turning off the lights, and pulling some curtains between the developers and
the audience area. During development, various groups, mostly school children,
were brought in to watch segments of the show. Questionnaires were administered
to determine what the children were learning and what they liked or did not
like about the show.
In this research
environment, in the heart of one of the world’s leading education, scientific
and medical centers a series of interactive experiences were created, refined,
and tested. Science educators monitored audience reaction and content aspects;
artists and programmers created dynamic graphics and audio. Figure 3 hints at
the richness of the brain as a subject for collaboration between scientists and
artists. This image uses computer graphics to depict a field of neurons.
It is the belief of the authors that the interactive scenarios that resulted represent the state-of-the-art of group interactive products. They are educational, compelling, intuitive, and entertaining. The interactive sequences illustrate a direction for larger public entertainment venues and more commercial applications. We believe that the illustrations are a significant departure from earlier examples, including our own from the “Cell” show for the following reasons:
1. They place a premium on the individual and his or her response by identifying with and responding to each person’s output. The system does not simply sum the responses. Each person has his or her own place on the screen.
2. The experience is a learning experience in which motivation
is derived from intellectual curiosity and the desire to evolve some kind of
emergent group behavior.
3. There is an unmistakable identification of viewer
and action.
These advances,
clearly evident in the examples, were the result of serious research, in a
laboratory environment over a period of years. Collaborative teams were a key
component with scientists and artists playing sometime indistinguishable roles.
The results have an almost minimalist look and feel. They are uncluttered, very
clean and simple with very evident action and goals. Yet they are visually and
audibly rich.
In what we call “the fish scenario,” the audience first sees a seating chart on the screen. By pressing their red or green button, the seats light up and they can find their location by flashing their seat in a particular rhythm. When they are comfortable, their seat turns into a small fish that is seen to swim in place. When they press their green button (the left one), the fish turns left, their red (right) button turns the fish right. When they are all in control of their fish, we release the fish from the seat position and they begin to swim in a chaotic school. Each audience member continues to control a particular fish, but now the audience member can “swim” right or left, teaming up with other fish in a collaborative improvisation of underwater motion. It looks very real, and though simple, it is quite engaging. Figure 4 illustrates fish emerging from the seating chart.
In the “neuron scenario,” the seating chart is superimposed on top of the branching dendrites of a neuron. Again, the audience locates themselves in the branch structure. Now a flashing light appears along with other visual feedback devices like a waveform and a bar graph that rises with the synchronicity of the audience. They are asked to press their buttons to synchronize with the incoming light. If 67% can hit their buttons at the same time, their reward is a virtual ride down an axon. Audiences seem to love the challenge of working together on this one. The neuroscientists say this is the best representation of how a neuron works that they have ever experienced. Figure 5 illustrates a neuron superimposed on a seating chart. These images were static prototypes, but look very much like what users see in the interactive graphics version.
In the “puzzle scenario,” each person’s seat is mapped onto a single piece of a jigsaw puzzle that can rotate in space, This is much like a signboard with rotating squares containing multiple advertisements, except in our puzzle, each piece is controlled independently of the others. Each of our puzzle pieces has three sides: The first is a moving waterfall, the second is a group of famous peoples’ faces, and the third is a flower garden. The audience is not given any instructions and finds it very pleasurable to simply become part of an aesthetic activity that may or may not result in any coherent behavior. They just like to play. The sounds accompanying this are simple but effective and relate to the percent of each image on the screen. Figure 6 illustrates the puzzle in various configurations.
There are two lessons here: First, the mind has neurons that specifically process motion (waterfall), faces (people), and color (the flower garden). Second, neurons cooperate and communicate to find pattern in complex stimuli. Similarly, audience members see connections between adjacent puzzle pieces and eventually, as regions form, the puzzle images emerge from chaos.
Figure 6. In the puzzle interaction,
each person controls one three-sided puzzle piece corresponding to a seat
position in the theater. The audience can cooperate to form a single image or
playfully create mosaics of changing images.
A scale interaction allows the audience to zoom in from a torso to a microscopic view of a synapse in the brain. Here, the audience input is summed to form an average zoom velocity. A second neuron interaction attempts to illustrate the concept of excitatory and inhibitory input to a neuron, requiring parts of the audience to not push their buttons to recognize a moving bar of light. This interaction is not so successful because of problems instructing the audience. The “cat” interaction illustrates how a symbol can be interpreted as “A” in the context of “CT” or “H” in the context of “TE.” Finally, a word puzzle extends this interaction to show how context can be used to choose letter sequences that form words. The audience works in teams to fill in different letter positions in order to spell a word.
In both the Cell show and the Brain show, we found the
process of tuning the interactions to be a never-ending process. Young
audiences love to push buttons and ignore instructions, while older audiences
will listen but leave the button pushing to others. It is easy to overwhelm the
audience with interactive images and sounds to the point that they do not
process direct verbal instructions. Some interactions like the puzzle and fish
are so clear that little if any explanation is required. Our more complex
interactions, such as pushing buttons in synchrony with a flashing light to
activate a neuron are not as obvious as we had hoped. Future efforts need to
focus extra effort on how to get an audience to understand their role so that
they can enjoy a participatory experience.
When an audience is having problems, human instructors
are able to get their attention and get them back on track. This is a sort of
“out of band” interruption that works well because there is no confusion that
someone is standing outside of the interaction giving important advice.
However, this only works if an assertive and knowledgeable instructor is on
hand. We tried to construct an artificially intelligent “instructor,” and in
some cases this works well. In the more difficult cases, the audience just
ignores the instruction because there are too many things vying for attention.
Interactive systems need to be designed from the beginning for interruption and
instruction, and the problem of diverting the audience’s attention to
instruction should be carefully considered, even if it might destroy the
“immersive” qualities of an uninterrupted simulation or collaborative activity.
Creating a large
multimedia production requires careful planning and coordination. Probably the
single greatest difficulty was reaching a consensus as to the final form of the
show. As the show is undergoing some revision, it could be argued that a
consensus has yet to form! We also learned that a show oriented toward science,
education, and entertainment does not leave much freedom for artistic
expression. Many of what the artists think were our most interesting ideas did
not make it through the filter of all the other interests that the show
represents. Nevertheless, the artists were critical to the show’s success. At
times, the images and sounds are stunning, and the scientists are the first to
admit the importance of artistic elements to express the sheer wonder and
mystery of the brain. We also believe that parts of the show stand alone on
their artistic merit.
On the other hand, the
scientific content should not be underestimated. The human brain is amazing and
wonderful, and scientific explanations of the brain are constantly emerging and
changing. The excitement of the field is reflected throughout the show, and in
many ways made the job easy for the artists.
We could end our story
here, happy to have achieved some real progress in this area. Instead, we will
also discuss the real problems and failures we encountered. There has been much
soul searching among the artists who worked on this production, especially Project
Director Rob Fisher, who resigned from the project when it became apparent that
the final production and planned revisions dramatically altered the original
intent of the artists and the integrity of the show as a work of art.
There may be intrinsic
reasons why consensus was so difficult given the different worlds of the
scientist and the artist. A further complication lay in the production values
inherent in the science center planetarium business. The original artistic
concept was an immersive experience without a traditional linear plan. This was
unacceptable to the planetarium staff, for whom a narrative structure and
voice-over are assumed. In retrospect these features made the goals of the
artists perhaps impossible to realize.
We were determined not to be simply illustrators but to make the
production into a work of art that could stand on its own. While this can be said of isolated segments
of the show, the final form was so compromised by the process that it is more
like the giraffe made by committee.
Little precedent
exists for art fashioned from and teaching scientific principles. Thus as Project Director,
Fisher was determined to allow the collaborative process of concept formation
to shape the final form of the show. At its best (the Neuron interactive, for
example) this approach worked extremely well and the outcome was both
unpredictable and very powerful as both entertainment and a teaching device.
But the egalitarian directorial stance taken by the Directors (Fisher and
Pollock) opened the door to the chaos of art by committee. The results are
valuable to document as cautionary words to those who would venture into this
challenging arena combining art and science.
With a few notable
exceptions, scientist members of the team were not risk takers (unlike the
artists) in the face of their perceived responsibilities to the National
Science Foundation sponsors and the scientific community by which they expected
to be judged. Severe commentary on artistic license and the prerogatives of the
artist were leveled at the project team by prominent scientific advisors
brought in as part of the grant, setting the stage for an ensuing conflict of
values. Similarly, the science center and planetarium production field had its
own guidelines, and as collaborators in the process demanded narrators and
storylines to fit their audience's expectations. Complicating this even further
were the multiple perspectives of the various artists on the team. It seems
that the project may have had “too many cooks.”
Art needs to have a
point of view, a clear artistic expression, usually that of the single artist
or a small artistic team. The collaborative approach taken in this production
submerged this key factor in the hopes that it would produce something entirely
fresh. Fisher says “In retrospect, if I were to do it again, I would have
asserted myself as artistic director much more forcefully, establishing a clear
framework within which we would have built the various parts of the show. My
reluctance to do this was mistaken by the scientists and perhaps others as
indecision. But I really desired to see if we could create a new kind of
collaborative artform
without the need for a strong directorial stance. I now believe this was an
unrealistic expectation.” In many ways the product reflects the organization
that creates it. This open workshop-like atmosphere only reinforced conflicts
between artists’ and scientists’ agendas.
Very troubling was
that while the artists were not permitted to be scientists and acknowledged the
need for scientific accuracy, some of the scientists assumed the role of
artists and began to override all of our decisions. Holding the substantial
purse strings, and fearing alienation of the scientific community, the
scientific establishment and science center began to bluntly dictate the final
form of the production. By that point the notion of the overall production
being an artform was so far removed from likelihood that the artistic team
acquiesced to whatever demands were placed on it.
It should be pointed
out that the initial press reviews of the show were uniformly enthusiastic
while the audience evaluations were very mixed. The latter was not surprising since our own feelings about the
show were very ambiguous, ranging from pride and excitement over the best
aspects and serious reservations about the continuity and clarity of the show
as a work of art.
These blunt
assessments are not intended to diminish the ambitious nature and goals of the
production and the success of large parts of the show. But they suggest that a
formidable barrier exists in art/science collaboration. It must be said that
the artistic process and art as a discipline is simply not respected by many in
the scientific community who view their work as essential and that of the
artist to be of peripheral value. It is a view shared by many in the general
public although many scientists would also add that a large segment of the
public views scientific research and theories as a waste of money as well.
More than ever before,
scientists need artists to effectively communicate with the public. Scientific
methodology and scientific advances are not generally understood. Pure science
supported by tax dollars is increasingly under public scrutiny in spite of many
great scientific discoveries. There is great value on all sides in projects
such as ours.
Perhaps the onus is on
artists wishing to work in this realm of art/science collaboration. We need at the outset to be firm and clear
in our convictions and expectations and make certain that our scientific team
members are in agreement with our goals from the very beginning. And as
projects evolve we need to make clear when a compromise that affects the
integrity of the art is not acceptable. If such honesty leads to an early separation
as it may, then it should be considered a lesson to the scientific team members
that for the artist, art is a very important commodity indeed and one that is
not to be dismissed as of lesser value than the science.
We hope that the
problems and issues of art/science collaboration expressed will serve as an
incentive for artists and scientists to seek accommodation and proceed with
mutual respect. The opportunities that our project uncovered seem very
promising. For these authors, the most interesting aspect of the show was the
development of interactive technology and concepts. We created an interactive
theater that engages individuals in a compelling collective activity. We hope
this work will inspire others to explore this medium and extend our ideas.
The show is currently
under revision, and there are plans to install it at other sites around the
country after editing the content according to evaluations made after the show
opened. The “puzzle” interactive has been installed in an art gallery. We feel
the “fish” interactive would also make an interesting installation, and we hope
to work with these parts of the show again. Finally, we are looking into the
possibility of commercial applications of the content and technology we have
developed. Modern movie theaters have video projectors and excellent sound
systems. If theaters were wired for audience interaction, there would be
numerous opportunities for creating a new theater experience enjoyed by
millions.
In addition to the funding from the NSF, we have received funds from Carnegie Mellon University, the Buhl Foundation, SmithKline Beecham, and the Pennsylvania Department of Commerce. Evans and Sutherland Computer Corporation and the Intel Corporation donated equipment. SkyScan helped interface their planetarium control system and button boxes to our computers. This paper and the ideas it contained could not have been written without the contributions of dozens of people who worked on the Brain show.