"A passion for bringing together expertise in the arts, computing and technology is inspiring the University of Greenwich's new Professor of Digital Creativity.
Gregory Sporton, who joins in January  from Birmingham City University, has spent much of his academic career researching the impact of new technology on the visual and performing arts. He is a former professional dancer and has also researched the history of ballet in Soviet times.
He is excited about introducing a new and original focus on the arts to Greenwich. 'I aim to gather together the expertise we have in so many disciplines, such as creative arts, computing, visualisation and all the rest, and make something new and interesting,' Professor Sporton says.
'The arts and sciences are drawn more closely together by technology: there is less differentiation than people think, and at Greenwich I want to build a research environment to explore that."
(University of Greenwich News, 17 December 2012)
"The basic idea of the project is built upon the consideration of creating a moving sound sculpture from the recorded motion data of a real person. For our work we asked a Laura Keil, a berlin based dancer to interpret a musical piece - Kreukeltape by Machinenfabriek - as closely as possible with the movement of her own body. She was recorded by three depth cameras (Kinect), in which the intersection of the images was later put together to a three-dimensional volume (3d point cloud), doing so we were able to use the collected data throughout the further process.
The three-dimensional image allowed us a completely free handling of the digital camera, without limitations of the perspective. The camera also reacts to the sound and supports the physical imitation of the musical piece by the performer. She moves to a noise field, where a simple modification of the random seed can consistently create new versions of the video, each offering a different composition of the recorded performance. The multi-dimensionality of the sound sculpture is already contained in every movement of the dancer, as the camera footage allows any imaginable perspective.
Similar to painting, a single point appears to be still very abstract, but the more points are connected to each other, the more complex and concrete the image seems. The more perfect and complex the 'alternative worlds' we project and the closer together their point elements, the more tangible they become. A digital body, consisting of 22 000 points, thus seems so real that it comes to life again.
Using 3 different microsoft kinect cameras the movement of the dancer was recorded into those 3d pointclouds that were synced and exported as one large dataset as Krakatoa particle files to be loaded into 3ds max for further rendering and creation of the 3d scene including the camera movement that is controlled by the audio as well."
(Cedric Kiefer and Julia Laub, onformative a studio for generative design)
"In the archaic theatre there was relatively little divide between spectator and performer, seeing and doing; people danced and spoke, then retired to a stone seat to watch others dance and declaim. By the time of Aristotle, actors and dancers had become a caste with special skills of costuming, speaking, and moving. Audiences stayed offstage, and so developed their own skills of interpretation as spectators. As critics, the audience sought to speculate then about what the stage-characters did not understand about themselves (though the chorus on stage sometimes also took on this clarifying role)."
(Richard Sennett, 2008, p.125)
Fig.1 Lysistrata Summer 2006 University of Florida
2). Sennett, R. (2008). "The Craftsman". New Haven & London, Yale University Press.